Cities: Skylines

Cities: Skylines

Funicular Network
REV0  [developer] 20 Feb, 2018 @ 4:56pm
[Developers] Funicular Network: Making Assets
1. 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.

2. 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 or rotate 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.

3. 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

As of now, Main Tracks v2.5 and BiDirectional v3.0 doesnt have tunnel segment.

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