Only tunneltool can be used to build, but not the track(type) tool. This makes speed restrictions underground impossible. I do not understand WHY lol in heavans name, the track tool does not emulate tunnel tool. Underground, track tool is senseless. It would be more intitive, if tracktool would be used to build tracks/roads, not tunnel tool. This is most confusing sometimes...
I can see where you are coming from (indeed that was how I expected it would be implemented), however the reason that the tunnel tool is used is because:
You are building tunnels, rather than track, hence the price should be that of a tunnel, not plain track.
To make the track tool have a cost that varied would confuse people according to prissi - even if the tool tip was altered.
- No undergorund slopes (I saw in some post, they are being thought of Wink ), this would be great. This would allow tracks to pass underneath and different level overground entry/exits, which are difficult to achive in some difficult city sitautions.
...
- Only one level is possible. What is possible, is to connect two same level heights (like earlier tunnels did), althorough also this is also diagonally possible. But you must currently find the skill yourself to do it by trying;) It took me a while;)
Note - underground slopes are not under active development. I don't think they are a priority for prissi, and I've got other things I want to do. That isn't to say that these won't happen, but it won't be anytime soon I would have thought.
If you look elsewhere on the forum you will find a description of how to use a short overground transition to change the level of tracks underground.
- When building an upper underground level i.e. station, and over it an upper underground station, you cannot remove the below before the above (althorough they act together as hub correctly).
- Only directly one level above ground ways (tracks, roads) behave as expected. Everything else is too little intuitive...
Control key is your friend. Behaviour underground is the same as on and above the ground:
When you build something on a way by default it is built on the lowest available way.
The same applies when removing. By default the object on the lower way is removed first, if control is pressed then that on the upper way is.
Seems fairly intuitive to me. As for more levels, this has been discussed before and I am against it due to the complicated layouts that would result, not to mention a horrendous UI to make these possible.
Anyway, as for the checkerboard effect, no idea why this happens - it may be because that mouse position has two possible tiles to select. Part of the reason that underground tracks are difficult to select is that the area for selection is the surface tile (as for bridges), and it is difficult to intuitively find the tile that the underground track is associated with visually (this problem also occurs on high bridges).
Also I can't get t-junctions to construct properly either. I might look at these problems - but no guarantees...