The principle working of track layout I find quite good, intuitive and well thought. The lack of information when it won’t work provokes probably the most frustration: terrain constraints, too sharp, too steep, too close, wrong type of track, crossing a road vertex point, bridge pillar conflict, impossible switch (crossings, slips, 3-way…)… It’s up to the player to imagine what could be wrong.
I hope the developers will extend the error feedback system, so the player is better informed what when wrong, and where the conflicting section is. That would make the track laying much less a game of guessing.
Nevertheless, I’m getting used to it’s working and have already a very good idea of what can be done, and what not.