Cities: Skylines

Cities: Skylines

Funicular Tracks
 This topic has been pinned, so it's probably important
REV0  [developer] Jan 1, 2018 @ 12:48pm
Funicular Network: Operational Notes, Instructions and Q&A/Troubleshooting
Abstract
Funicular network was conceptualized long before the release of Road Editor, Thanks to it, it was possible to create Funicular Network with custom mesh, stations and vehicles.

Despite that, game still limits certain real-life aspects of funiculars that will be discussed later.

1. Station Types

There are x different stations for Funiculars:

a. Flat Stations

These are named with "Flat" suffix in the asset title and they do NOT contain height difference in the name. These stations are either through or end stations with end is closed.

b. Elevated Stations

These are named with "Elevated suffix" in the asset title and name. These stations have 6m of clearance under tracks.

c. Inclined stations

First in Cities Skylines, these are inclined station that allow funiculars to stop on inclined stops or slopes. There are 2 sub types of these stations that are positive or negative 6m incline. These values represent the height difference either on the left or right part of the segment.

For example +6m station means that track segment starts at -6m (that is the basement) and ends with 6m of difference at ground floor.

Vice versa for -6m variant.

2. Creating a funicular network

Making a funicular network is easy as making a train network in your city. Start with plopping the station of your choice. Once done, drag the Funicular Track between your stations.
You can use ground or elevated/bridge segment, where ever you want. If you wish to have straight path or constant inclines station-to-station use elevated segment directly.

3. Asset development: Stations

It is possible to create open or closed roofed funicular stations by using station tracks. Station tracks come with ground, elevated and bridge stops, that basically covers 3 essential types of stations existing in funicular networks around the world.

Aside usual stop types, ground and elevated segments also support inclined stop, thus asset maker can build an inclined funicular stop.

During the development of platforms, it should be noted that pedestrian platforms must be 1m height, and each platform must have approximately 7m of clearence for station stop.

Asset development: Vehicles

Funicular tracks are based on real life average of funicular gauges, that is 1m gauge width. 1m width is the most common gauge width for funiculars. This lenght means the distance between inner faces of track rails.

Asset maker who should wish to make funiculars must take note that:

* gauge width must be 1m for wheelset,
* rail width is 10cm,
* Pivot point of vehicles must be set at 0.

I already set the height offset on tracks, thus is no needed to make any adjustments in vehicles.

As for level of vehicles.

Game doesnt allow to level vehicles with respect to gradient, thus vehicles have static position all times. In order to overcome this visual problem, I created closed roof stations, where a constant incline can be kept between two stations.

While it's an issue, it may pose an oppurtunity to develop different funiculars with different gradients to be used on different network.

To do so, asset maker should "incline" vehicle in blender, by building it on xy plane while considering the gradient in his mind. The trick is to make a plane and raise it, then develop the vehicle by referencing this inclined plane, then rotate the finished vehicle back to xy reference plane.

4. In-Game Limitations

Making funicular network also posed a challenge. While it was possible to overcome certain complexities, there are certain points which couldn't be bypassed, such as:

i. Leveling of compartments, vehicles:

It was not possible to level vehicles in inclines as they all time static. The visual solution for this problem was to make vehicls with an inclined state, then use them on given gradients.

ii. Tunneling

Game wanted to switch to tunnel mode on steep incline, which was not a preference, thus I removed tunnel segments from the network.

5. Road Map

While I will continue to work on different assets, funicular network will be supported with more content:

1. Completion of inclined station set
2. Release of Flat elevated station set
3. Release of flat end station set
4. Development of Neuchatel Funicular
5. Narrow Gauge Train Tracks for mountain passes

6. Thanks, Acknowledgments

Ronyx69 for his help regarding to slope and tunnel modifications and general development cycle.
Creators Discord for ideas and instant feedback
Swiss Federal Railways for allowing me to use Funicular Icons