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[OTTD] Pipelines - PIPE v6.41 [27/05/2023]

Posted: 23 Jul 2012 21:53
by LaDoncella
PIPE v6.41
Pipelines for the people!
Pipelines coded as a railtype. 12 vehicles from 1860 to 2012. The vehicles available are called pumps and are represented as very fast arrows (I would recommend to not use full load on orders).
Higher construction and maintenance costs than railroad. But very low running costs.
teaser v4.png
teaser v4.png (39.55 KiB) Viewed 38315 times
vehicles.png
vehicles.png (7.51 KiB) Viewed 38968 times
Requisites
OTTD 1.2.2 or higher

Download
available on bananas
- or -
PIPE.grf
v6.41
(49.04 KiB) Downloaded 70 times


Known issues
Need to make proper tunnel graphics
Tracks on foundations have some graphical issues.

Change-log

v6.41 - 27/05/2023
- added spanish, mexican spanish and galician translations


v6.40 - 25/04/2015
- minor strings changes

v6.3 - 07/03/2015
- reduced infrastructure maintance from 100 to 28

v6.1 - 27/09/2013
- added parameter to make vehicles invisible

v5 - 26/10/2012
- added 2 new vehicles and changed the stats of the rest
- added warning message if ottd version is less than 1.2.2

v4 - 28/07/2012
- added signals and semaphores graphics represented as valves
- minor changes to the pipe graphics
- set cargo_age_period to 1;

v3 - 25/07/2012
- adjustments to the overlay tracks offsets
- adjustments to the flat bridge sprites
- changed tunnel sprites
- added cargo_age_period: 37; (default 2.5 days to 0.5 days)

v2 - 24/07/2012
- made dirt underlays more transparent
- fixed bridge slope and some alignments
- added bracer/joint in the middle of W/E pipes
- fixed offset of vehicles in W/E E/W directions

Re: [OTTD][WIP] Pipelines - PIPE v1 [23/07/2012]

Posted: 23 Jul 2012 22:04
by Supercheese
Nice! Will download and test as soon as I get home. :D

Re: [OTTD][WIP] Pipelines - PIPE v1 [23/07/2012]

Posted: 23 Jul 2012 22:23
by Quast65
That is a very nice idea!
The Y-splits could use a little work, some of those tubes look just a bit too long (like the one coming out of the depot, going right). Maybe draw a pipeconnector halfway (that dark grey stripe you already have on the other pipes).

Also the connection to the bridge looks not really aligned/connected.

And I dont really have experience with railtypes, but some of the crossings indeed look strange (some look like the pipes are lying on top of each other), but that might be caused by the spritesorter and may be very difficult to fix.

And have you thought about signals? Might be cool if they look like valves: http://us.123rf.com/400wm/400/400/timur ... ose-up.jpg , either on top of the pipeline or standing next to the pipe with some sort of connector.

Re: [OTTD][WIP] Pipelines - PIPE v1 [23/07/2012]

Posted: 23 Jul 2012 23:03
by Supercheese
Very nice indeed. Minor complaint: the alignment in the East/West view is about a pixel lower than the other views, which smoothly ride "on top of" the pipe. Could it be raised to compensate?
Attached screencap shows what I mean:

Re: [OTTD][WIP] Pipelines - PIPE v1 [23/07/2012]

Posted: 23 Jul 2012 23:11
by Sleepie
Hi,

nice unique idea indeed. I never thought of something like this. I would suggest to get rid of the brown underground at the crossings and just use grass only. Also special bridges like monorail in original TTO (so only pipes here) would fit better imho.

Keep it up :)

Cheers,
Sleepie

Re: [OTTD][WIP] Pipelines - PIPE v1 [23/07/2012]

Posted: 23 Jul 2012 23:14
by Quast65
I agree with sleepie on the bridge idea and the grass underlay, but maybe also add a second railtype with an ISR style underlay to make it fit in better in industrial area's?

Re: [OTTD][WIP] Pipelines - PIPE v1 [23/07/2012]

Posted: 24 Jul 2012 00:00
by Supercheese
Quast65 wrote:maybe also add ... an ISR style underlay to make it fit in better in industrial area's?
You could appropriate some of the DWE pipeline sprites for that, provided permission is obtained since it's GPL; all you have to fix are some alignment (and sprite order) issues:

Re: [OTTD][WIP] Pipelines - PIPE v1 [23/07/2012]

Posted: 24 Jul 2012 00:31
by LaDoncella
Quast65 wrote:That is a very nice idea!
The Y-splits could use a little work, some of those tubes look just a bit too long (like the one coming out of the depot, going right). Maybe draw a pipeconnector halfway (that dark grey stripe you already have on the other pipes).
I will do that!
Also the connection to the bridge looks not really aligned/connected.
May be something about on how it is drawn, the pipe sprite is the same than from slopes. Should be fixed by next version.
And I dont really have experience with railtypes, but some of the crossings indeed look strange (some look like the pipes are lying on top of each other), but that might be caused by the spritesorter and may be very difficult to fix.
Have no clue how to fix that, in previous tests whenever i fixed one of them it ended screwing something else. (each ugly overlay i think it's used atleast for two crossings)
And have you thought about signals? Might be cool if they look like valves: http://us.123rf.com/400wm/400/400/timur ... ose-up.jpg , either on top of the pipeline or standing next to the pipe with some sort of connector.
looks like a good idea. However, is it possible to have diferent "signals" for diferent railtypes?
Supercheese wrote:Very nice indeed. Minor complaint: the alignment in the East/West view is about a pixel lower than the other views, which smoothly ride "on top of" the pipe. Could it be raised to compensate?
Attached screencap shows what I mean:
Will be fixed in the next release
Sleepie wrote:nice unique idea indeed. I never thought of something like this. I would suggest to get rid of the brown underground at the crossings and just use grass only. Also special bridges like monorail in original TTO (so only pipes here) would fit better imho.
For now I will opt for making these dirt underlays very transparent instead and see if they look less ugly.
About bridges, there is no documentation at all for bridges in nml, maybe they are not implemented. :?:
Quast65 wrote:but maybe also add a second railtype with an ISR style underlay to make it fit in better in industrial area's?
Maybe as an aditional railtype activated trough parameter. But for now I need to get the "base" dealt with.

Thanks everybody.

Re: [OTTD][WIP] Pipelines - PIPE v2 [24/07/2012]

Posted: 24 Jul 2012 00:51
by LaDoncella
Posted v2

Re: [OTTD][WIP] Pipelines - PIPE v2 [24/07/2012]

Posted: 24 Jul 2012 02:00
by Supercheese
After thoroughly enjoying v2 in a quick test game, I have another bug report:

When building pipelines on slopes, sometimes a bit of the pipe will be cut off. I've taken 3 shots to demonstrate: the landscape before, and the built pipeline with the missing chunk shown. Strangely, lowering the tile as shown in shot 3 results in the missing piece returning... :?

Re: [OTTD][WIP] Pipelines - PIPE v2 [24/07/2012]

Posted: 24 Jul 2012 11:36
by Eddi
LaDoncella wrote:very fast arrows.
imho that's a wrong approach. pipes should be very slow, but have very high capacity (sort of like ships)
Supercheese wrote:When building pipelines on slopes, sometimes a bit of the pipe will be cut off.
that could possibly be solved by drawing the pipe as catenary

Re: [OTTD][WIP] Pipelines - PIPE v2 [24/07/2012]

Posted: 24 Jul 2012 11:53
by LaDoncella
Eddi wrote:
LaDoncella wrote:very fast arrows.
imho that's a wrong approach. pipes should be very slow, but have very high capacity (sort of like ships)
Pipes are a constant stream of fluid going on, so I consider to be more accurate to have constant streams of small quantities of liquids going than slow large batches.

Re: [OTTD][WIP] Pipelines - PIPE v2 [24/07/2012]

Posted: 24 Jul 2012 15:05
by Eddi
fine, but then also adjust the decay rate to be very high.

Re: [OTTD][WIP] Pipelines - PIPE v2 [24/07/2012]

Posted: 24 Jul 2012 15:54
by kamnet
http://en.wikipedia.org/wiki/Pipeline_transport wrote:Pipelines are generally the most economical way to transport large quantities of oil, refined oil products or natural gas over land. Compared to shipping by railroad, they have lower cost per unit and higher capacity. Although pipelines can be built under the sea, that process is economically and technically demanding, so the majority of oil at sea is transported by tanker ships. The oil is kept in motion by pump stations along the pipeline, and usually flows at speed of about 1 to 6 metres per second (3.3 to 20 ft/s).
Also, this discussion may be helpful for further development.

Re: [OTTD][WIP] Pipelines - PIPE v3 [25/07/2012]

Posted: 25 Jul 2012 12:40
by LaDoncella
v3 - 25/07/2012
- adjustments to the overlay tracks offsets
- adjustments to the flat bridge sprites
- changed tunnel sprites
- added cargo_age_period: 37; (default 2.5 days to 0.5 days)

Re: [OTTD][WIP] Pipelines - PIPE v3 [25/07/2012]

Posted: 25 Jul 2012 13:28
by SwissFan91
Do the tunnels need to be like that? Could you not just make it appear that the pipe just goes straight into the hillside? Perhaps with a small pumping station or something?

Re: [OTTD][WIP] Pipelines - PIPE v3 [25/07/2012]

Posted: 26 Jul 2012 00:46
by LaDoncella
SwissFan91 wrote:Could you not just make it appear that the pipe just goes straight into the hillside?
Thats the idea, however I have to deal first with the tunnel overlays, that's why it is not done yet.

Re: [OTTD][WIP] Pipelines - PIPE v3 [25/07/2012]

Posted: 26 Jul 2012 20:35
by Ogre
Now that is an idea I like a LOT! :bow: Your approach to get pipelines into the game ist very interesting.

Some questions about it:
Why did you take trains instead of road vehicles or even tramways? When trying your pipes on a random map, I got a little (more or less eyecandy) issue since I had to install sidings and signals so that two pumps could get the oil from the well to the refinery. Once it ran, the system was very (!) profitable, however. So I thought how about a pipe-cloaked line of tramways, which could allow to have several "loads" of oil on the same line without having the need for signals, sidings, etc. The pumping and valve stations could cloak crossings, etc. In addition, how about empty "loads" being invisible as this might increase the overall apearence?

Again, your idea is great, and I am looking forward to see your progress.

Re: [OTTD][WIP] Pipelines - PIPE v3 [25/07/2012]

Posted: 26 Jul 2012 20:45
by Supercheese
Ogre wrote:Some questions about it:
Why did you take trains instead of road vehicles or even tramways? When trying your pipes on a random map, I got a little (more or less eyecandy) issue since I had to install sidings and signals so that two pumps could get the oil from the well to the refinery. Once it ran, the system was very (!) profitable, however. So I thought how about a pipe-cloaked line of tramways, which could allow to have several "loads" of oil on the same line without having the need for signals, sidings, etc. The pumping and valve stations could cloak crossings, etc. In addition, how about empty "loads" being invisible as this might increase the overall apearence?
That would be great, but RoadTypes haven't been implemented yet; RailTypes have.

Re: [OTTD][WIP] Pipelines - PIPE v3 [25/07/2012]

Posted: 26 Jul 2012 21:08
by Ogre
Supercheese wrote:That would be great, but RoadTypes haven't been implemented yet; RailTypes have.
I feared this answer :oops: Thanks for your explanation.