I accidentally had set several Electric trains to RAIL instead of ELRL, causing the bug of electric trains running on normal rails. That was fixed in RC1. Should there still be issues between tracks and the 2cc-set, please report them in the 2cc thread (link in my signature) or the bug tracker.arikover wrote:And you were right: ther's been an update in 2ccTrainSet (RC1) where this 'bug' doesn't happen. My bad.dandan wrote:(regarding track bug) ...but I am inclined to blame it on the train sets. I'll try to look into it a bit further.
Japan Set Development
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- Tycoon
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Re: Japan Set Development
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: Japan Set Development
Ah ok thanks. The 1.12 version doesn't work with Japan set 3.0 so I'll just use the 'standard' TTRS in that case.Mizari wrote:It was, but only the 1.12 version, not the latest 1.2 ver.IrmoTrainfan wrote: And a question: wasn't the total bridge renewal set reworked for the Japan set for version 3.0? I can't find it so it may not after all though.
Re: Japan Set Development
just a small bugreport for thr trackset:
the pricesystem for the european/german settings seem to be wrong. the low-speed tracks (up to 80kmh) cost much more then the 160kmh speed tracks. i dont thinks thats intended.
never the less: great work!
the pricesystem for the european/german settings seem to be wrong. the low-speed tracks (up to 80kmh) cost much more then the 160kmh speed tracks. i dont thinks thats intended.
never the less: great work!
Re: Japan Set Development
Who has the years they will appear different types of railroad tracks in international mode?
thanks1
thanks1
Re: Japan Set Development
If you're looking for introduction dates of trains in Japan set trains, you can see them its home page under the Technical Data section.sunshare wrote:Who has the years they will appear different types of railroad tracks in international mode?
Re: Japan Set Development
I am asking for the set of track and no train
Re: Japan Set Development
What are the railtypes that the Japan set uses?
Also...
Also...
- trainman1432
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Re: Japan Set Development
I don't se a problem...Mizari wrote:What are the railtypes that the Japan set uses?
Also...
Jetrain
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Re: Japan Set Development
Looks like maybe the wrong palette is loaded, try pressing toggle palette in the newgrf window when setting them up.trainman1432 wrote: I don't se a problem...
Also, I'm not sure if this is a known bug or not, but the Japanese Building Set 3 doesn't work properly in Arctic and Tropical, it doesn't replace all the buildings and you still get many of the default ones alongside the Japanese ones. In temperate it replaces all buildings. Which is a shame because I have to keep using version 2 if I want pure Japanese buildings in arctic and that version doesn't have snowy versions of every building.
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Re: Japan Set Development
I don't believe any of the Japan Set stuff is ment to work in Arctic or Tropical, or at least definatly not tropical.Emperor Jake wrote:Looks like maybe the wrong palette is loaded, try pressing toggle palette in the newgrf window when setting them up.trainman1432 wrote: I don't se a problem...
Also, I'm not sure if this is a known bug or not, but the Japanese Building Set 3 doesn't work properly in Arctic and Tropical, it doesn't replace all the buildings and you still get many of the default ones alongside the Japanese ones. In temperate it replaces all buildings. Which is a shame because I have to keep using version 2 if I want pure Japanese buildings in arctic and that version doesn't have snowy versions of every building.
It would be nice though to have a landscape and building set that has different styles for each climate, eg. For temperate you'd have stuff styled after Tokyo, Kyoto, Kobe, etc. where as you might have Sendai, Sappuro, etc for Sub-Arctic, and as for Sub-Tropical climate, perhaps stuff like Okinawa and other southerly parts of Japan. If anything though I'm not too familier with the north or south of Japan, just the central part of Japan where Tokyo and Kyoto are.
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- Emperor Jake
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Re: Japan Set Development
I'm pretty sure it should work in at least Arctic, seeing as the buildings all have snowy versions and the landscape has snow-grass transition tiles.
Another thing, the newer version of the Landscape set breaks the CHIPS station set by changing the concrete ground tile, causing the CHIPS auxiliary buildings to look strange. It would be nice if that were a parameter.
Another thing, the newer version of the Landscape set breaks the CHIPS station set by changing the concrete ground tile, causing the CHIPS auxiliary buildings to look strange. It would be nice if that were a parameter.
Re: Japan Set Development
It's not a problem. It's just a set of fictional vehicles for the never completed 1939-1940 standard gauge new trunk line project (the bullet train, dangan ressha). I wanted to know what railtype ought be used to make run on the set's shinkansen tracks.trainman1432 wrote:I don't se a problem...Mizari wrote:What are the railtypes that the Japan set uses?
Also...
Re: Japan Set Development
I just saw somebody on Reddit ask for this file. Any chance of uploading it to Bananas now?stevenh wrote:Mizari, Ohayou Gozaimasu.Mizari wrote:How is the add-on coming along? Does this also include the former Odakyu things that used to be in the old Japan set?
I've just enabled nightlies for the addon set. I'm not game enough to just release it to bananas.
I hope that the GRF will appear soon... otherwise check out the attached here.
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Re: Japan Set Development
And to add one thing, the lack of TE on added MU vehicles makes the set very hard to use with realistic acceleration (basically locomotives are the only option for trains of more than a few cars)
I really like this set, but original acceleration is very hard to play having always used the realistic model, and locomotive-hauled trains are more restricted in this set than others (as in real life).Valdez wrote: second the need to fix the tractive effort...
Right now, only the head unit (the "engine", as OTTD sees it) has its TE specified, any powered cars add power only when (from the standpoint of usual traction mechanics) they should add both power and TE.
A workaround exists (simple multiple working of the unit in question), but that isn't an option for some units - most Shinkansen ones, for example (most, if not all of them, should have all their cars powered) - as a result, their acceleration is far more sluggish than it ought to be.
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Re: Japan Set Development
As a temporary workaround may I suggest using the "Invisible Power Booster" found in my Invisible Leading Engine set on Bananas? Also I think coupling more MU head-units together works too, but ruins the appearance of some MUs.
Re: Japan Set Development
Emperor Jake wrote:As a temporary workaround may I suggest using the "Invisible Power Booster" found in my Invisible Leading Engine set on Bananas? Also I think coupling more MU head-units together works too, but ruins the appearance of some MUs.
I experimented some with this. Unfortunately, the invisible engines only appear in standard gauge (shinkansen) depots and completely ruin the train's appearance, as the lead car disappears. Most of the MUs in this set will not allow anything besides MU coaches to be attached. I have found a few that allow another MU head of the same type to be attached, and the appearance is unaffected, so a partial workaround is possible, but the majority of MU trains are still affected. One problem that appears is that running costs increase more adding MU heads vs adding regular MU coaches.
I also noticed that some MU trains have less power than their real world equivalents (sorry if these have been noticed already or have been set this way for other reasons):
Note that many EMUs have both motor cars and trailer cars in their formation, so I have listed the common ratios that I have found, since the newGRF adds power for every car
- KiHa 58
Ingame: 149 kW
Prototype: 2 x 134 kW (2 diesel engines per car) [KiHa/KiRo 58 have 2 engines, while the near identical KiHa/KiRo 28 sometimes included in the formations have 1] - KiHa 200
Ingame: 336 kW
Prototype: 336 kW (per car) [The ingame unit is actually two cars connected together, so the power should be doubled] - KiHa 185
Ingame: 186 kW
Prototype: 2 x 186 kW (2 diesel engines per car) - KiHa 85
Ingame: 261 kW
Prototype: 2 x 261 kW (2 diesel engines per car) - 72 series
Ingame: 134 kW
Prototype: 4 x 142 kW traction motors per motor car [4M3T?] - 101 series
Ingame: 149 kW
Prototype: 4 x 100 kW per motor car [3M2T/4M3T] - 103 series
Ingame: 186 kW
Prototype: 4 x 110 kW per motor car [4M4T/8M2T] - 201 series
Ingame: 224 kW
Prototype: 4 x 150 kW per motor car [6M4T/4M4T] - 205 series
Ingame: 261 kW
Prototype: 4 x 120 kW per motor car [6M4T/4M2T] - 209 series
Ingame: 254 kW
Prototype: 4 x 95 kW per motor car [4M6T/4M4T] - E231 series
Ingame: 194 kW
Prototype: 4 x 95 kW per motor car [2M3T/4M6T] - E233 series
Ingame: 276 kW
Prototype: 4 x 140 kW per motor car [6M4T/2M2T] - 115 series
Ingame: 130 kW
Prototype: 4 x 120 kW traction motors per motor car [1M1T/2M1T] - 415 series
Ingame: 186 kW
Prototype: 4 x 120 kW per car [1M1T]
- trainman1432
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Re: Japan Set Development
Just wanted to know, where in this thread is the addon train set newgrf? Thanks
Jetrain
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Re: Japan Set Development
http://www.tt-forums.net/viewtopic.php? ... 4#p1128274trainman1432 wrote:Just wanted to know, where in this thread is the addon train set newgrf? Thanks
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Re: Japan Set Development
The new nightly station grf contains this little graphical glitch:
Re: Japan Set Development
Wow, I had no idea people are following this so closely.
Thank you for reporting. It has been fixed in the meantime.
Thank you for reporting. It has been fixed in the meantime.
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