Signals on bridges
Moderator: OpenTTD Developers
Signals on bridges
Is it likely that signals on bridges will make into the standard game any time soon?
I'm aware that this has been suggested before and exists in the form of patches; I'm starting this thread to suggest signals on bridges as a priority for inclusion in the standard game.
My argument would be that as the game advances, some features of the early days come to seem more and more ridiculous; for example, it's hard to go back to not using cargodist after having tried cargodist once. Bridges without signals are one of those now annoying standout features for me - naturally a short bridge might not need one, but on long bridges where two trains could realistically follow each other, one has to stay at the head and wait for the other to get out.
Also, for those of us who like using bridges for building raised up tracks in cities - a common feature IRL - this also causes problems.
Like everyone else here, there are loads of great features from the patches that I'd like to see put into the standard game, but I'd suggest this one as a priority over things like underwater tunnels as it seems like a 'core' element the lack of which becomes more galling by the day.
I'm aware that this has been suggested before and exists in the form of patches; I'm starting this thread to suggest signals on bridges as a priority for inclusion in the standard game.
My argument would be that as the game advances, some features of the early days come to seem more and more ridiculous; for example, it's hard to go back to not using cargodist after having tried cargodist once. Bridges without signals are one of those now annoying standout features for me - naturally a short bridge might not need one, but on long bridges where two trains could realistically follow each other, one has to stay at the head and wait for the other to get out.
Also, for those of us who like using bridges for building raised up tracks in cities - a common feature IRL - this also causes problems.
Like everyone else here, there are loads of great features from the patches that I'd like to see put into the standard game, but I'd suggest this one as a priority over things like underwater tunnels as it seems like a 'core' element the lack of which becomes more galling by the day.
Re: Signals on bridges
/me likes the challenges created by current bridges and tunnels.
Anyway, it needs a new way to represent tunnels and bridges in the map. Also, it needs a way to edit placement of signals at bridges and in tunnels, probably.
Anyway, it needs a new way to represent tunnels and bridges in the map. Also, it needs a way to edit placement of signals at bridges and in tunnels, probably.
Re: Signals on bridges
Alberth - that's true, and is something I probably should have considered, currently bridges do provide a bottle-neck challenge.
Re: Signals on bridges
Indeed, the current implementation of bridges and tunnels now are just a warp in space.Alberth wrote:Anyway, it needs a new way to represent tunnels and bridges in the map.
YNM = yoursNotMine - Don't get it ?
「ヨーッスノットマイン」もと申します。
「ヨーッスノットマイン」もと申します。
Re: Signals on bridges
Hmmm - YNM, could you explain that to me in simple terms if you've got time?
Re: Signals on bridges
Basically when a train enters a tunnel or a bridge, the game wipes the train off the map whilst knowing that it enter the wormhole and then restoring it's location when it announces that it has left the matching wormhole at the other end.
Formerly known as r0b0t_b0y2003, robotboy, roboboy and beclawat. The best place to get the most recent nightly builds of TTDPatch is: http://roboboy.users.tt-forums.net/TTDPatch/nightlies/
Re: Signals on bridges
Look at this post. For bridges, it's quite simmiliar, apart for you being able to change the height of the running train.chuggles wrote:could you explain that to me in simple terms if you've got time?
YNM = yoursNotMine - Don't get it ?
「ヨーッスノットマイン」もと申します。
「ヨーッスノットマイン」もと申します。
Re: Signals on bridges
As a "realistic" player, when would I see two trains on the same bridge or in the same tunnel? Never in the UK, I would have thought.
Official TT-Dave Fan Club
Dave's Screenshot Thread! - Albion: A fictional Britain
Flickr
Why be a song when you can be a symphony? r is a...
Dave's Screenshot Thread! - Albion: A fictional Britain
Flickr
Why be a song when you can be a symphony? r is a...
Re: Signals on bridges
But then, when would you see bridges that are as long as cities?Dave wrote:As a "realistic" player, when would I see two trains on the same bridge or in the same tunnel? Never in the UK, I would have thought.
Edit: Also, there was a signalbox in the middle of the old Woodhead tunnels, and another in the tunnels under London that are now the Thameslink core - both built to operate block signals and so separate two trains. (The signals of course still exist).
Last edited by FLHerne on 27 Jul 2013 14:04, edited 1 time in total.
Temporary Permanent signature filling text. Content coming soon delayed indefinitely! Oh, and I have had a screenshot thread.
Linux user (XMonad DWM/KDE, Arch), IRC obsessive and rail enthusiast. No longer building robots; now I ring church bells.
Author of an incredibly boring stickied post about NewGRFs.
Linux user (XMonad DWM/KDE, Arch), IRC obsessive and rail enthusiast. No longer building robots; now I ring church bells.
Author of an incredibly boring stickied post about NewGRFs.
Re: Signals on bridges
Well, an underground section counts as a tunnel right? Then most subways around the world would have at least two trains in the same tunnel, right? So it would be realistic?Dave wrote:As a "realistic" player, when would I see two trains on the same bridge or in the same tunnel? Never in the UK, I would have thought.
Formerly known as UseYourIllusion.
Java Scenario Found Here - Version 2 out
[tweɪ̂ pû tɕʰì wɔ̀ mǐlɤ lû tɕʰìŋ nì pɑ́ŋmɑ̌ŋ]
Java Scenario Found Here - Version 2 out
[tweɪ̂ pû tɕʰì wɔ̀ mǐlɤ lû tɕʰìŋ nì pɑ́ŋmɑ̌ŋ]
Re: Signals on bridges
FLHerne wrote:But then, when would you see bridges that are as long as cities?Dave wrote:As a "realistic" player, when would I see two trains on the same bridge or in the same tunnel? Never in the UK, I would have thought.
Edit: Also, there was a signalbox in the middle of the old Woodhead tunnels, and another in the tunnels under London that are now the Thameslink core - both built to operate block signals and so separate two trains. (The signals of course still exist).
Yes quite, Thameslink and the underground are very significant exceptions. Bridges though? Conventionally, most tunnels and bridges are considered a safety hazard so are left as a block.
Signals may be ON bridges but the TTD scale surely doesn't make this necessary.
Can't imagine the signals still exist on the Woodhead mind!
All this said, I would enjoy the presence of both in the game!
Official TT-Dave Fan Club
Dave's Screenshot Thread! - Albion: A fictional Britain
Flickr
Why be a song when you can be a symphony? r is a...
Dave's Screenshot Thread! - Albion: A fictional Britain
Flickr
Why be a song when you can be a symphony? r is a...
Re: Signals on bridges
I think they actually do (nobody bothered to strip them out, even when the original pair of tunnels was replaced by the electrified ones). There were pictures somewhere, looked rather dusty...Dave wrote:Can't imagine the signals still exist on the Woodhead mind!FLHerne wrote:But then, when would you see bridges that are as long as cities?Dave wrote:As a "realistic" player, when would I see two trains on the same bridge or in the same tunnel? Never in the UK, I would have thought.
Edit: Also, there was a signalbox in the middle of the old Woodhead tunnels, and another in the tunnels under London that are now the Thameslink core - both built to operate block signals and so separate two trains. (The signals of course still exist).
Temporary Permanent signature filling text. Content coming soon delayed indefinitely! Oh, and I have had a screenshot thread.
Linux user (XMonad DWM/KDE, Arch), IRC obsessive and rail enthusiast. No longer building robots; now I ring church bells.
Author of an incredibly boring stickied post about NewGRFs.
Linux user (XMonad DWM/KDE, Arch), IRC obsessive and rail enthusiast. No longer building robots; now I ring church bells.
Author of an incredibly boring stickied post about NewGRFs.
Re: Signals on bridges
Seeing as nearly the entire New York subway system is either in tunnels or elevated over streets, I see signals on tunnels and bridges ever few hundred feet whenever I ride anywhere. This is also what I've always wanted this feature for - high density urban rapid transit lines. It's tricky enough having to destroy or obstruct a city with embankments and cuttings for all of the stations, curves and pointwork, the need to lengthen these sections to fit signals is often frustrating.
Re: Signals on bridges
maybe a concept for bridges would be: short, flexible (i.e. switches, signals, bends) sections can't be high. long sections can be high, but not flexible (e.g. a suspension bridge). same would apply to tunnels
Re: Signals on bridges
I suppose not, but then I think 'bridges', the items in the game, really correspond to two different real life things (given the way many of us use them): actual bridges, and tracks raised over the roads on viaducts.As a "realistic" player, when would I see two trains on the same bridge or in the same tunnel? Never in the UK, I would have thought.
Real life bridges may not often have signals, but stretches of track raised above roads do.
Raised tracks are of course possible without bridges, building the tracks on a ridge with foundations; but that doesn't look so realistic and blocks roads.
Re: Signals on bridges
Eddi, that's a very interesting idea.
Bridges with bends would require quite a lot of new graphics to be drawn (presumably?) but a working model could be done with basic, placeholder graphics?
Bridges with bends would require quite a lot of new graphics to be drawn (presumably?) but a working model could be done with basic, placeholder graphics?
Re: Signals on bridges
Do it as long as you think it won't glitch.chuggles wrote:but a working model could be done with basic, placeholder graphics?
For the flexible bridge idea : Is it possible (how complicated is it) to make something like an elevated way in the code of OpenTTD ? Limited to a height of exactly one from ground, they can be constructed normally as you would place ground level track, with signals and stations, with addition of able to pass directly above everything except airports and tall buildings. There was a same suggestion (I forgot where by now), he said he would try to work on it, but I'm not sure through.
YNM = yoursNotMine - Don't get it ?
「ヨーッスノットマイン」もと申します。
「ヨーッスノットマイン」もと申します。
Re: Signals on bridges
Passing over buildings (or anything but roads and rails) might be difficult to implement from what I've read elsewhere but I for one would love that idea - to get over roads you would just use a bridge as normal
Re: Signals on bridges
Erk to rephrase that: presumably you would have normal raised railway blocks that nothing could pass through underneath and then use bridges where you wanted passing points. Because the raised railway can only be 1 high you'd still have to use bridges for big spans, keeping the challenge intact.
Re: Signals on bridges
This could be included very simply by making it possible to have a 1x1 tile raised on foundations without needing a slope?
Who is online
Users browsing this forum: No registered users and 29 guests