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I'm busy with work for a while, but I'll look into it as soon as I can and hopefully work out a fix.
- The idea with the gradient placards at each end of the planner is that (assuming you're converting the planners to track directly) - you must make sure the end gradient of one segment matches the start of the next, or you'll end up with bent rails.
- Rather than thinking of slope in isolation, try to think of each segment as a "transition" - you don't just go uphill, you change from flat to uphill across a segment... once you've changed to going uphill, you can continue uphill by setting the start and end gradient to the same thing. To flatten out again, you have to transition from uphill to flat across another segment, then you can set both to flat for the next.
That's essentially how the base game works too, it's just not very clear about it, so it can end up confusing exactly why track is doing what it's doing.
It really is a fantastic mod and I can already tell when recording what track has been laid by a planner and what has been freehand around the hills!
A couple of tips that might make it flow a bit better:
- You only need to use “snap to existing” to connect to existing track - the planners will snap to themselves in regular planning mode.
- You don’t need to lay track manually - upgrade a planner, and switch planning mode to “off”, and it’ll build track for you, then just bulldoze the planner and you’re left with just track.
- The rough planner is just for showing an intersection-line through the landscape, so you can follow that line with the precision planner and spend less on earthworks. Like following the contour overlay, except you can tilt the rough planner to plan up a slope.
If you have the time, I’d recommend taking a look at my tutorial video.
Looking forward to the next episode!
https://www.youtube.com/watch?v=Bj7pgCA0k5s