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Organisation of eGRVTS2: Multiple GRFs or one big one?
All vehicles (trucks, buses & trams) in one big GRF 13%  13%  [ 13 ]
All vehicles in one GRF and individual types can be disabled via parameter 78%  78%  [ 76 ]
Trucks, buses & trams in three separate GRFs 8%  8%  [ 8 ]
Some other organisation 0%  0%  [ 0 ]
Total votes : 97
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PostPosted: Wed Sep 14, 2011 9:58 pm 
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There seems to be overwhelming support for the parameter option. :)

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PostPosted: Wed Sep 14, 2011 10:05 pm 
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Does look that way doesn't it! I'll set up the 'ol parameters next time I get a chance for some coding...

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PostPosted: Thu Sep 15, 2011 3:15 pm 
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Tested it a little and found some issues: :twisted:

• The semi-trucks are way too short, about the length of the single trucks.
• Almost all trucks have unrealistically massive capacities, drop them to more realistic level.
• ECS cars on flatbed trucks are too many (or too big) so that they clip each other. Fix the capacity too so that if it loads 5 vehicles the capacity should be same. There could also be some variety in them, like construction and farming machinery.
• Cattle should be transported in ventilated box truck, not in cages on flatbed.
• Dyes & Wool belong into box trucks, so please move them into those.


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PostPosted: Sun Oct 02, 2011 12:14 pm 
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I've found a bug in eGVRTS2.

I think the horse-drawn vehicles are too generous for their HP I looked and all of the HPs were at 10. Where realistically, it would have been 1HP for 1 horse, 2HP for 2 horses, 4HP for 4 horses and 6HP for 6 horses and so on (I generally dont know how this could have got overlooked, since HP stands for horse power), speeds could either be limited to 8MPH (a trot pace for horses) or 4MPH (walking speed).

look at this for more information http://en.wikipedia.org/wiki/Horse_gait

Can this be fixed?

P.S. Where did all of the tram vehicles go?

Edit: What if the truck with trailers can be refitted to all cargos and the sprite changes to match?, the truck with trailers can be refitted to with or without the extra trailer.


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PostPosted: Sun Oct 02, 2011 1:02 pm 
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Check the previous pages of this thread to see the discussions regarding realistic acceleration and horse carriages.

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PostPosted: Sun Oct 02, 2011 2:11 pm 
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Cool, all I'm concerned about, is the horses get the fixes. :-)

Just today I converted from eGVTS V1.0, since I was so upset about the fact that they didn't work with realistic acceleration (again, it was discussed and corrected with the WIP... to an extent).


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PostPosted: Sun Oct 02, 2011 2:38 pm 
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Yes, that's the issue. Unless they get an unrealistic HP, they won't work with realistic acceleration :)

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PostPosted: Sun Oct 02, 2011 2:54 pm 
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A single horse's peak horsepower can be as much as 15hp, for a few seconds. Yes, their sustained work rate is 1hp per horse - but that's the horse equivalent of a train coasting at speed, when its power requirements drop significantly. As HP is used in-game to define a vehicle's initial acceleration, it's necessary to use a higher power value as a fudge factor. Also, for very small vehicles a weight difference of +/- 100kg would make a noticeable difference, but the smallest unit of weight displayed in-game is a tonne, so you can't see enough information to be able to tell what a vehicle's precise performance should be.


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PostPosted: Sun Oct 02, 2011 9:35 pm 
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fair enough. I guess. :)


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PostPosted: Sun Oct 02, 2011 10:59 pm 
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Yeah... I'm afraid there is no way I can get the horse vehicles perfectly realistic, they should work ok for gameplay though...

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PostPosted: Mon Oct 03, 2011 1:16 pm 
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Zephyris wrote:
Yeah... I'm afraid there is no way I can get the horse vehicles perfectly realistic, they should work ok for gameplay though...

You can do that by persuading the NewGRF gods to include a word-sized power-property (with 1hp steps, same as for trains). Such a thing has been done before, e.g. short vs long format date properties.

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PostPosted: Thu Nov 17, 2011 2:20 pm 
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i noticed a few thing while playing with egrvts 2 :

- the Link juno with wood trailer can carry 30 tons and reach 104 km/h, But at the meantime the Integrated Flatbed Truck carry 32 tons and reach also 104 km/h. Also i don t know if it s suposed to be so but they have the same running costs.

- exactly the same happens with the Link juno tanker trailer and the integrated easyflow tanker.

- and again with the link juno hopper trailer and the solo intuos hopper truck.

one thing i noticed is that this is concerning mostly heavy cargo with the notable exception of food. but something i dont understand is why a truck with trailer is a bit less powerfull, less heavy and carrying less than one with no trailer). maybe increasing a bit the trailer capacity(and some more hp too) would regive a small incentive to use the trailers version?

Also there is a kind of KN boost for the truck with no trailers when they are loaded but not for the trucks with trailers.(exemple on screenie)

And finally there seems to be some of the view where the trucks are kind of driving in the middle of the road (see trucks on the bridge or the two wood trucks in the small window, on the screenie).... (the busses, from another grf, are having also this problem but on a different direction.)

thanks for the time you put in this great vehicule set.


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PostPosted: Tue May 08, 2012 9:50 pm 
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Hello all! Sorry I have been so terrible at making updates, real life is still severely kicking, turns out a PhD thesis is a lot of work!

I think it is officially time I asked for help! This is the current state of this set:
Trucks:
Latest version: viewtopic.php?f=26&t=51977&start=80#p969342
Trucks are crazy hard to code in an efficient manner. The combination of different graphical variants, cargoes, etc, mean the number of sprites is huge. I have written some scripts which put together these graphics together automatically and this is in a just-about-working state which I can probably work with to get the final few bugs fixed, etc.

Buses and trams:
I have done nothing to recode old sprites/code new sprites in their place. It would be great if someone could help out with the coding. Any offers? I can provide sprites in a nice, regular, organisation for coding...

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PostPosted: Wed May 09, 2012 5:41 am 
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Zephyris wrote:
Trucks are crazy hard to code in an efficient manner.

+1 to that. I've taken a similar approach for BANDIT - written a pixel generator and templated all the code.

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FIRS Industry Replacement Set (Released)
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PostPosted: Tue May 15, 2012 12:50 pm 
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Zephyris wrote:
...


Nobody interested? :(

So you want someone to code buses and trams... I can do it... if you don't mind me being a NML noob.

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PostPosted: Tue May 15, 2012 2:22 pm 
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It would be great if you could give it a go, and I promise you will be much better at nml than me. I think all the sprites and a spreadsheet of the vehicle stats are in this thread. Pm me if anything is missing!

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PostPosted: Tue May 15, 2012 3:08 pm 
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Try reusing the BANDIT code?

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FIRS Industry Replacement Set (Released)
HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
FISH is Ships (Released)
CHIPS Has Improved Players' Stations (Finished)


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PostPosted: Tue May 15, 2012 3:53 pm 
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andythenorth wrote:
Try reusing the BANDIT code?

Seems like a good idea to me. It's most likely less work than writing all NML by hand.
In fact I wish I'd written a script to generate code for the Dutch Trainset, as many coding tasks I do for it are very, very repetitive. Reusing CETS code was an option at the time, but I considered it too much work to modify it to suit my needs. Looking back, it almost certainly would have been less work, and now I'm stuck with doing everything manually...

So any time invested in adapting BANDIT to the specific needs of this set is almost certainly time well-spent.

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PostPosted: Tue May 15, 2012 4:18 pm 
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The BANDIT code is specifically for trucks surely? I have got the truck coding sorted, it is just the trams and busses that need help :)

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PostPosted: Tue May 15, 2012 4:57 pm 
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There's not much difference between a truck and a bus (or a tram for that matter). For a bus it's just different cargo types/classes. For a tram it's just setting an additional flag.
I'm quite certain BANDIT can do buses. And with some modifications it can do trams as well (if it can't already do that).

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