Nope, the only thing I found that i know on there that is a high speed train is the XPTcoalroads artist wrote:Not even the QR tilt trains?
But yeah, the QR Tilt Train isn't on there
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Nope, the only thing I found that i know on there that is a high speed train is the XPTcoalroads artist wrote:Not even the QR tilt trains?
That would be nice, then i would make stuff like Generic Train Sets for Rail, Elec Rail, Monorail and maglev ( narrow guage) and also, something Ive been thinking, How about using the tram ways for heavy duty fright by putting narrow guage trains with a certin amoutn of cars, that way you can have more trains per square then with regular railandythenorth wrote:Not bad. Now you should learn to code it
two and a half problem on that tho...NekoMaster wrote:...and also, something Ive been thinking, How about using the tram ways for heavy duty fright by putting narrow guage trains with a certin amoutn of cars, that way you can have more trains per square then with regular rail ...
Why are they limited to 127Km\h? Im gonna guess its they way openttd handles the road vehicles, but, I remeber seeing a bus that went 500 Km\h and it was a bus, not a tram or train, a bus.DJ Nekkid wrote:
two and a half problem on that tho...
Road vehicles (and also trams) are limited to 127kmh
One can't use livery overrides (correct me if this have been implemented, but it werent about a year and a half ago)
Would require fixed consists (like this train), as one cant add wagons to road vehicles
So you don't see the two variants of the tilt train in the picture in my sig?NekoMaster wrote:Nope, the only thing I found that i know on there that is a high speed train is the XPTcoalroads artist wrote:Not even the QR tilt trains?
But yeah, the QR Tilt Train isn't on there
As i saied, that limit _may_ have been liften, but it's basicly because of the way RV code work... I dont have a much better awnser then that.NekoMaster wrote:Why are they limited to 127Km\h? Im gonna guess its they way openttd handles the road vehicles, but, I remeber seeing a bus that went 500 Km\h and it was a bus, not a tram or train, a bus.
If you download the attached file; qt.nfo you can see the code for the train. It will open in most normal text editors. Notepad works well if you are driving Windows. Download the file, and drag'n'drop it to notepad.NekoMaster wrote:What programs do I need and could you show me the code for my train in a text file so that maybe I can figure this out easily
I didnt notice this, but i also have turned off animation, as it makes the "fast forward" (TAB or the >> button) not so fast anymoreNekoMaster wrote:(Btw, i just noticed this, the little line above the front window happens to have a colour from the water effects so it flashs in the buy menu and while its running, oh well, I guess it can add effect )
Changed in January (r14869)DJ Nekkid wrote:Road vehicles (and also trams) are limited to 127kmh
Changed in February (r15516)DJ Nekkid wrote:One can't use livery overrides (correct me if this have been implemented, but it werent about a year and a half ago)
I still haven't got the message yet, are you sure you sent it?DJ Nekkid wrote: If you download the attached file; qt.nfo you can see the code for the train. It will open in most normal text editors. Notepad works well if you are driving Windows. Download the file, and drag'n'drop it to notepad.
I've PM'ed you a zipped file with all needed tools. (renum, grfcoded, a batfile, the pcx and the nfo file)
Lol, you tlaking about how it f'ed up after crashing into a truck a while back?Monaro Doorslammer wrote:Hmmm, draw a version lying on it's side after falling over and it might be the most realistic train yet...
It is working in a game, though there might be a few sets that dont like this one, like the Swedish set, but that one has too expensive trains anyways...SirXavius wrote:This is actually a very interesting thread. It shows how to go from idea to graphics to code. I think all of us "codophobics" could learn something here. When all is said and done, it seems to be an easy process for one item. And it always helps to heavily commented code to lower the learning curve.
Good job guys! I hope we can see this working perfectly in a game soon!
So we're going to be seeing some code from you in the next couple months?SirXavius wrote:I think all of us "codophobics" could learn something here.
DaleStan wrote:So we're going to be seeing some code from you in the next couple months?SirXavius wrote:I think all of us "codophobics" could learn something here.
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