@Simugamer
Guten Abend meine Damen und Herren,
Leider meine Deutsch ist schlechter und langsame als meine English, deshalb schreibe ich in English...
My maps folders from TF and TPF are littered with attempts at making a scenario like this, or slightly wider like @SwissCH 's BLS scenario. His work is incredibly if you don't already know about it:
Swiss TPF Mods Projects
and
http://steamcommunity.com/shar…iledetails/?id=1079159755
However, I have been thinking that a more focused mission on the Top of Europe would be fun!
As far as I see it, there are 4 problems to overcome:
1. The height map limits you mention above.
2. The lack of possibility of a rack railway.
3. Towns being generic (long and complicated, but I mean that e.g. Interlaken should be able to grow large industrial areas, while in the scenario, Wengen or Muren should probably be completely industry free).
4. Mission scripting.... I'm still very concerned that I'm the only person (as far as I know) who has dabbled in it!
So, my thoughts on those various issues:
1. The game engine can handle bigger mountains - you can make them in-game using the landscaping tools, so it presumably is just a fixed limit they put on the code which imports heightmaps. I have emailed Urban games about this, but while they responded to some other things I asked, there was no news on lifting this unnecessary limit.
As the game engine can handle it, there MIGHT be ways around this. Unfortunately, the mission scripting itself doesn't have any tool to change the height of terrain. However, as far as I understand, buildings can affect the terrain, at the very least by flattening it. If buildings can be used to do more than flattening terrain, it might be possible to "sneak" a heightmap into the game by coding it as the base of a building and "building" it. I wonder if anyone knows if this is possible? It is definitely possible for non-flat building footprints (see sloped stations) - how about more complex ones?
2. I have experimented a bit with overcoming the steepness problem by modding stations at higher angles, but it doesn't work - the game engine simply won't let you build tracks at too steep an angle, whether through the track building tool, or as part of a construction. You could possibly mod this as a tram (see the recent attempts at building cable cars using the tram/road system!), but the proper solution would be better track modding options/tools. I also asked Urban games about this, but no response. I think that such a large amount of the value in such a mountainous scenario is bound up in being able to do things like this, that for me, this problem has limited my desire to spend time solving the other problems.
3. The problem with towns is long and complex. In short, I think that it should be possible to have a number of extra moddable parameters for each town:
Maximum town size
Town growth rate
Max % or number of land-use counts (e.g. max. 10% industrial)
I have explored the various town variables which are accessible through mission modding, but none of them have the desired affect. The best I can do is forcibly delete town buildings each month, but this makes quite some havok in the game engine (it for some reason does not recognize buildings deleted using a mission script, so very weird things happen with the town population and growth).
I have asked Urban games about this topic and they said it is not possible to do without them changing the game's code (i.e. its not just that no one has figured out how to do it yet through modding). However, there has been no news about it. I haven't tried again since the recent patch, but I doubt they changed this and then didn't tell anyone that they did do it, or how to use it.
4. It took me a long time to even get very basic things working in mission scripting, and its full of weird quirks (e.g. it seems that, at least for steam workshop mods, you need to have the mission script in a different mod than the save game....). At the moment, I have very little time to devote to trying to figure it out more and write some. If I get the time, I will play around with the BLS scenario, but I'm not sure when that will happen, certainly not within the next few weeks...
Hopefully some other people more naturally gifted in programming than me can have a go with this...