Suggestions for the depots

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gkirilov
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Suggestions for the depots

Post by gkirilov »

Some quick suggestions:
Button 1 - "sell all vehicles in the depot" (useful when massively changing vehicles (rail->monorail->maglev) - now we have to drag every single engine to the sell "place").
Button 2 - "release all trains from the current depot"(useful in the case when we build 10/20/30 etc. number of vehicles. Trying to click on the red flag is not fun :) ) . A similar button exists in the miniIN but it concerns the whole type of veh. (all trains/road veh./planes/ships).

Button 3 - "stop any vehicle which comes to this depot". Also a similar alternative is in miniIN but like the previous case concerns all the veh. of the same type.

I think that was all. If I remember something else I will add it here.
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Ben_Robbins_
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Post by Ben_Robbins_ »

I agree. There Similar, if not the same as some ideas, I posted a while ago. Would it not be easier just to make the flags change on mousemove when holding down the left mousebutton. as well as still being able to individually click?, (like layers in photoshop), so you can just click one and drag downwards. The list would have to scroll down as well I suppose.
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Rename depot

Post by Klaatu »

Another suggestion for depots: be able to rename them. Too often I'll put a 'Service at such-and-such Depot' in the order list of a train, but I have no way of knowing which of the several depots with that name the order is referring to when I go to check it later. If I am able to rename a specific depot so that the order changes to display the new depot name it would help a great deal.
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Post by orcaz »

And how about join adjacent depot? It useful when you trying to build a large complex of depots to serve a lot of trains at a time.
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Post by l_Blue_l »

i think there should be a special type of station, a deport station or train yard. I am not sure if this should be just like a deport or if it should only service trains. Only serviceing trains would be easier to do then a full functionality of a deport with train appearing and disappearing from the station.
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Re: Suggestions for the depots

Post by Bjarni »

gkirilov wrote: Button 2 - "release all trains from the current depot"
wondered about that one the other day when I had to test something with a whole lot of vehicles (bug report in new games with 100+ vehicles or something like that). I think I know how to do this, but... where to place the button... ideas are welcome.

As for #1, It should be somewhat similar to do

#3... easy to do if we got a free bit in the map array. Hard to do if not
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Post by pshemko »

I have another suggestion regarding depots. Currently if a train heads for a depot it 'forgets' about all the other orders it has, which sometimes causes trouble. For example a train departs from a station heading for a waypoint, on the way the 'serviceing' kicks in, so it passes the waypoint to get to the depot (without noticing the waypoint) and then, after serviceing, the train tries to go back to the waypoint (which usually doesn't work as the waypoints are uni-directional).
How do the trains look for the depots? Do they choose the closest one, or do they try to find one along the scheduled route?
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Post by DaleStan »

The former, unless you provide go-to-depot or service-at-depot orders, in which case they will only go to depots when they hit such an order, and only to that particular depot.
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gkirilov
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Post by gkirilov »

Bjarni, you can forget #3 since now there is a button to send all vehicles which share the same order to a depot (which is basically what i wanted to do in the first place).

As for #2 - place it as a button on the bottom, below the other 2 (if possible).
And the for #1 maybe a small button like the "show the veh. with shared orders" button.
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I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
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Post by Bjarni »

I did it. Now I added a "release all" button in the depot. I also added an "oops" button to stop them again. It's just max 10 lines of extra code. This turned out to take longer than I expected and bring a lot more changes than I first expected, but then again, I like all of the changes regarding this :D
r6503 wrote:-Codechange: added a function to tell what vehicles a depot contains
This will ensure that you can always get the same list when checking for vehicles in a depot (no need to duplicate code for each place, that needs such a list)
Since the vehicles are only looped once for each redraw, drawing speed is around twice as fast (measured to be 114%-121% faster depending on the number of vehicles in the game)
r6513 wrote:-Codechange: unified the code to draw depot windows
This change is intended to make it easier to make depot behaviour consistent
and faster to code when adding more features in the future
The user interface should hopefully not be affected by this
r6515 wrote:-Feature: added "start all" and "stop all" buttons to the depot windows
Not only did we get code, that's coded in a way so it's easier to avoid the bugs like "I see the vehicle in the depot, but the mass order thing didn't affect it" since the same code is used to figure out what vehicles the depot contains. It also appears to be faster (at least drawing the depot windows) and we save a bit of bandwidth in network games. Pressing one of the new buttons sends the same amount of data to the server as starting or stopping a single vehicle.
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Post by Pendrokar »

Bjarni wrote:I did it. Now I added a "release all" button in the depot. I also added an "oops" button to stop them again. It's just max 10 lines of extra code. This turned out to take longer than I expected and bring a lot more changes than I first expected, but then again, I like all of the changes regarding this :D
depot windows
This change is intended to make it easier to make depot behaviour consistent
and faster to code when adding more features in the future
The user interface should hopefully not be affected by this
r6515 wrote:-Feature: added "start all" and "stop all" buttons to the depot windows
Not only did we get code, that's coded in a way so it's easier to avoid the bugs like "I see the vehicle in the depot, but the mass order thing didn't affect it" since the same code is used to figure out what vehicles the depot contains. It also appears to be faster (at least drawing the depot windows) and we save a bit of bandwidth in network games. Pressing one of the new buttons sends the same amount of data to the server as starting or stopping a single vehicle.
No way the developers actually still work. :P I'm suprised. :o
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