[OTTD] Pipelines - PIPE v6.41 [27/05/2023]
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Re: [OTTD] Pipelines - PIPE v6.3 [07/03/2015]
This grf is really great and I use it in every game.
But I would like to request a minor change: Could the text for pipeline vehicle replacement be changed from, "Replace pipeline pump" to "Replace Pipeline Pumps", as this better agrees with the other strings which have every word capitalized and refer to plurals ("Vehicles") rather than singulars.
But I would like to request a minor change: Could the text for pipeline vehicle replacement be changed from, "Replace pipeline pump" to "Replace Pipeline Pumps", as this better agrees with the other strings which have every word capitalized and refer to plurals ("Vehicles") rather than singulars.
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Re: [OTTD] Pipelines - PIPE v6.3 [07/03/2015]
Check latest version.Supercheese wrote:This grf is really great and I use it in every game.
But I would like to request a minor change: Could the text for pipeline vehicle replacement be changed from, "Replace pipeline pump" to "Replace Pipeline Pumps", as this better agrees with the other strings which have every word capitalized and refer to plurals ("Vehicles") rather than singulars.
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Re: [OTTD] Pipelines - PIPE v6.3 [07/03/2015]
Excellent, thanks.LaDoncella wrote:Check latest version.
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Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
i experience a small issue regarding pipeline and transfer payments.
i use ships from platform to docks, then pipeline. : ( all transfer are going farther and farther, no intermediate transport are going the "wrong direction"...it s simply going from platform to docks then to refinery, all in the same direction, payment should simply increase, not decrease like if i was bringing something too far before final delivery)
used as the last leg of a trip, pipeline only turn a "cost" at final delivery (and checking total revenue/profits of ships and pipelines, i was carrying oil for peanuts)
Now instead of delivering directly with the pipeline, i bring it in pipeline and transfer it 5 tile away from refinery, and make a final delivery with a train... and guess what : All my legs turn now nice profits.... no more cost
I suspect the problem being "fast cargo decay" wich is applied on pipes.
Could it be that the Final payment (the payment from producer to factory/user) is only based on the cargodecay of the Last vehicle ?
meaning it s easy to abuse such cargodecay (using the slow decay rate vehicles or even normal decay rate only for the final leg)....or being abused on the payment when it s actually a fast cargo decay rate vehicle making the last trip (for exemple, pumps)
Edit: after further testing, this problem seems to happen only if the pipeline is relatively long, i made a new test where the ships make a very long trip and transfer at dock. Pipeline make a 10 tile long trip, and turn me a revenue.... (in the first case the ships trip were not very long, the pipeline trip was longer)...so i supose i was wrong about the cargodecay that would have influence on the "total payment"....
i use ships from platform to docks, then pipeline. : ( all transfer are going farther and farther, no intermediate transport are going the "wrong direction"...it s simply going from platform to docks then to refinery, all in the same direction, payment should simply increase, not decrease like if i was bringing something too far before final delivery)
used as the last leg of a trip, pipeline only turn a "cost" at final delivery (and checking total revenue/profits of ships and pipelines, i was carrying oil for peanuts)
Now instead of delivering directly with the pipeline, i bring it in pipeline and transfer it 5 tile away from refinery, and make a final delivery with a train... and guess what : All my legs turn now nice profits.... no more cost
I suspect the problem being "fast cargo decay" wich is applied on pipes.
Could it be that the Final payment (the payment from producer to factory/user) is only based on the cargodecay of the Last vehicle ?
meaning it s easy to abuse such cargodecay (using the slow decay rate vehicles or even normal decay rate only for the final leg)....or being abused on the payment when it s actually a fast cargo decay rate vehicle making the last trip (for exemple, pumps)
Edit: after further testing, this problem seems to happen only if the pipeline is relatively long, i made a new test where the ships make a very long trip and transfer at dock. Pipeline make a 10 tile long trip, and turn me a revenue.... (in the first case the ships trip were not very long, the pipeline trip was longer)...so i supose i was wrong about the cargodecay that would have influence on the "total payment"....
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Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
Underwater pipes?
Would be done as an alternative railtype, drawing the water tile as the ground and hiding the pipe. Yes it's a dumb idea
Would be done as an alternative railtype, drawing the water tile as the ground and hiding the pipe. Yes it's a dumb idea
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Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
Crazy idea, because you cannot ride a boat over it.
BTW, since we have 255 heights, is it possible to define ocean height from 2 instead of 1? It would allow to build underwater tunnels.
More related to this grf - signals (valve) graphics directions are hardly to distinguish. I often must to convert to normal rail, place signal and convert again.
LaDoncella, would you consider to add arrow to 1-way PBS? Something like here, of course different scale:
BTW, since we have 255 heights, is it possible to define ocean height from 2 instead of 1? It would allow to build underwater tunnels.
More related to this grf - signals (valve) graphics directions are hardly to distinguish. I often must to convert to normal rail, place signal and convert again.
LaDoncella, would you consider to add arrow to 1-way PBS? Something like here, of course different scale:
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Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
+1. I use this grf a lot on every map, signals could be easier to useMcZapkie wrote:More related to this grf - signals (valve) graphics directions are hardly to distinguish. I often must to convert to normal rail, place signal and convert again
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Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
The Chunnel patch works well for thisandythenorth wrote:Underwater pipes?
Would be done as an alternative railtype, drawing the water tile as the ground and hiding the pipe. Yes it's a dumb idea
Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
Oil rigs are stations. If your pipelines include a station tile, build it onshore, within the oil rig's station catchment area using the "join station" tool et voilà ... underwater pipeline!andythenorth wrote:Underwater pipes?
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Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
I believe that only works in TTDP; in OpenTTD you can't distant-join to a neutral-owned station such as that of an oil-rig.
Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
Damn! You're right! I forgot about that.Gremnon wrote:I believe that only works in TTDP; in OpenTTD you can't distant-join to a neutral-owned station such as that of an oil-rig.
Alternate solutions:
Raise a bit of land adjacent to the platform and build a station tile (ISR has some intresting selections)
or
If using Cirdan's New Map Features fork, build a docking buoy adjacent to the platform (Expensive land raising not needed).
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Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
Station tiles that look like water tiles or objects.
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Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
this would, however, not hide the canal walls.andythenorth wrote:Underwater pipes?
Would be done as an alternative railtype, drawing the water tile as the ground and hiding the pipe. Yes it's a dumb idea
Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
There's a NewGRF on Bananas for a Seaplane Airport, which is actually just the regular small airport built at sea level. It has an object that's an empty water tile, and iirc prevented flooding. Using that instead would avoid any canal walls or similar showing.
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Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
Figured out a neat way to use PIPE without needing a second return route. Uses transfers at intermediate stations. Very good performance.
It's even realisms http://wondersofworldengineering.com/oilroute.html
It's even realisms http://wondersofworldengineering.com/oilroute.html
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Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
I tried something like that a few years ago. How profitable is that for you? I don't remember the results.
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Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
Verykamnet wrote:How profitable is that for you? I don't remember the results.
Over 100 tile route, all 8 pumps make good profit, no transfer losses.
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
A slight problem remains, though. Some oil wells (especially those of FIRS that can be beefed up with supplies ) easily overwhelm the capacities of this building method. This is the only situation I get mad at the competitors!andythenorth wrote:Figured out a neat way to use PIPE without needing a second return route. Uses transfers at intermediate stations. Very good performance...
Besides, this is my preferred method as well and please, keep the supplies applicable to the oil wells
EDIT: Forget it about the insufficient capacities. Have the (pump-)stations located, say, at 10 tiles in between and *wham* no more oil waiting.
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Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
I'd still love it if you could replace the depot with a storage tank sprite
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Re: [OTTD] Pipelines - PIPE v6.4 [25/04/2015]
Two things that would be nice with this GRF would be a station sprite that looks like a pump, and a depot to match, though for the depot, maybe it'd be a control building where they manage the pump line or a Electric sub station (cuz you know, pumps need power? )
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