Signals in tunnels

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Is it a good idea?

Definitly 110%
49
49%
Yes
30
30%
Not very good, but not bad to.
6
6%
I don't like it.
6
6%
The wurst I ever seen.
9
9%
I never build tunnels/railrods.
0
No votes
 
Total votes: 100

Stienie
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Signals in tunnels

Post by Stienie »

I have another idea, tunnels with signals, you click on dragging and then on the tunnel, the tunnel will now have signal per x(the number under dragging).

1) Is it just a funny idea I had, or would in improve gameplay?
It would improve the gameplay with signals in long tunnels because your trains don't have to wait.
2) Is it in anyway related to reality
Yes, in real live signals can be build in tunnels.
3) Is the average user able to understand/use it.
Yes, it's very simple.
4) If you have any experience in programming, try thinking a second how you would implement it and post these thoughts as well. One line of code often says more than 1000 words anyway.
Sorry, I don't have.
5) Be clear and specific.
I did.
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Re: Signals in tunnels

Post by Rubidium »

6) Did you search whether this was already suggested before?
No, I couldn't bother doing a search.
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Re: Signals in tunnels

Post by Stienie »

7) Six doesn't exsist, but even if it was, why post in an 20 years old post if you can make an f resh new topic to?
Scenarios: http://www.tt-forums.net/viewtopic.php? ... 35#p715935
Yeah, I need to update it. Some of them are like crap. I made them when I was ten or something xD
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=45027
Not many right now, but they're coming.
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Re: Signals in tunnels

Post by Gremnon »

Because if I remember right, signals on bridges and in tunnels wasn't going to be implemented.
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Re: Signals in tunnels

Post by Roujin »

Answering your poll:
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Re: Signals in tunnels

Post by athanasios »

Stienie wrote:7) Six doesn't exsist, but even if it was, why post in an 20 years old post if you can make an f resh new topic to?
Do some research first, and then post. Unless it is not you but the beer that is posting. :lol:
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Re: Signals in tunnels

Post by Mchl »

Roujin wrote:Answering your poll (image)
lol
Roujin wrote:
* @Belugas wonders what is wurst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.
:D

[edit]

I think this falls into 'too little content' category, so I'll better add something meaningful quick.

Stienie: you apparently have lots of ideas. That's good. You should always check if something hasn't been suggested before.
If the idea seems to be very obvious, it probably is. If it also seems very simple, most of the times it isn't.
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Re: Signals in tunnels

Post by EnternalD »

There might be same problem as with signals on bridges
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Re: Signals in tunnels

Post by Bjarni »

I think all of us wants signals in tunnels and on bridges. However currently the game will not allocate enough memory to store this and it will be a big change to allocate more memory for this efficiently (we don't want a huge slowdown). You can search the forum if you want to read about it and we know for sure that the technical difficulties will not shrink nomatter how many polls people make.
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Re: Signals in tunnels

Post by Purno »

IMO signals in tunnels is only useful if you can build intersections/junctions in tunnels (e.g. a subway network).
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Re: Signals in tunnels

Post by Timitry »

There i disagree, it would be also useful as you would not need to double bridges/tunnels if they had signals :)
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Re: Signals in tunnels

Post by Purno »

Only if you create unrealistically long tunnels or bridges, IMO. Besides, how would the game display signals in tunnels? How could a player see those signals?
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Re: Signals in tunnels

Post by belugas »

This is exactly the reason why signal on tunnels has not yet been started.
As for the bridges, I do have some work been done. Currently, i'm a bit baffled at how the pathfindings and the signal-system can be made aware of the signals on bridges.

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Re: Signals in tunnels

Post by CommanderZ »

Just an idea...I think feasible solution for tunnels would be to singal only the closer (more visible) entrance. Then the tunnel would behave as if every tile of it had the same signal as the entrance.
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Re: Signals in tunnels

Post by athanasios »

I just thought the same, before reading your post. Each tile to behave as it has a signal. So as you said you do not need to build anything extra inside the tunnel. Could we also have a similar approach with parts of a bridge?
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Re: Signals in tunnels

Post by Zephyris »

Even better would be if the bridge/tunnel behaved as if it contained signals spaced at the auto-signal distance...
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Re: Signals in tunnels

Post by planetmaker »

CommanderZ wrote:Just an idea...I think feasible solution for tunnels would be to singal only the closer (more visible) entrance. Then the tunnel would behave as if every tile of it had the same signal as the entrance.
From a graphical front-end point of view this should suffice IMO. Autosignaling distance would be nice, but isn't needed IMO - a signal every tile is just as good as a signal every n tiles.

But of course, then ever so quickly the demand for different signal types (instead of only one with the approach as above) all at once (normal, entry, pre-signal, exit) withing tunnels or on bridges would come up.
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Re: Signals in tunnels

Post by CommanderZ »

Zephyris wrote:Even better would be if the bridge/tunnel behaved as if it contained signals spaced at the auto-signal distance...
Does it make any difference? I sometimes change autosignal distance on the run (I togglle between values 1 and 2), this could make a lot of chaos of some trains were in the tunnel ATM.
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Re: Signals in tunnels

Post by Brianetta »

With respect to tunnels, I'm happy as it is. Most mainline tunnels only have one signal block. In an emergency, things are only made more complex by having more trains in the way.

If we ever get to build underground networks, rather than simple, straight tunnels, I'd be interested in signals. Until then, it doesn't bother me.
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Re: Signals in tunnels

Post by Purno »

Agreed, well said Brianetta.
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