"Iron Horse" - A modular train set based slightly in reality
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Re: "Iron Horse" - A modular train set based slightly in rea
One can scale this:
At one extreme you have all things to everybody, in which case you only need one engine with unlimited speed and power that runs on any track type imaginable and available. You do not need to include a track type in your distribution.
At the other extreme, your goal is to mimic reality in every aspect with all its limitations. You would need to include track types just in case a track type set does not address your specifications.
In between, you are aware of an independently available set of track types and you design to its specifications. It would be rude to assume that the track type set would not evolve over time and perhaps become incompatible with your offerings. At the very least, the sociable thing to do would be to include a copy of the appropriate tack type set version with your distribution package.
Ideally, you would build the appropriate track types into your train set such that they would be automatically activated in the case that the player has not loaded an appropriate track type set. A rude parameter setting requirement imposed in a manner undetectable to the ignorant/uneducated/lazy player would not be required.
At one extreme you have all things to everybody, in which case you only need one engine with unlimited speed and power that runs on any track type imaginable and available. You do not need to include a track type in your distribution.
At the other extreme, your goal is to mimic reality in every aspect with all its limitations. You would need to include track types just in case a track type set does not address your specifications.
In between, you are aware of an independently available set of track types and you design to its specifications. It would be rude to assume that the track type set would not evolve over time and perhaps become incompatible with your offerings. At the very least, the sociable thing to do would be to include a copy of the appropriate tack type set version with your distribution package.
Ideally, you would build the appropriate track types into your train set such that they would be automatically activated in the case that the player has not loaded an appropriate track type set. A rude parameter setting requirement imposed in a manner undetectable to the ignorant/uneducated/lazy player would not be required.
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Re: "Iron Horse" - A modular train set based slightly in rea
... then what about people who just want the track set and use it with a different train set, and do not want the engines from this set?
Re: "Iron Horse" - A modular train set based slightly in rea
An excellent question.Eddi wrote:... then what about people who just want the track set and use it with a different train set, and do not want the engines from this set?
The assumption would be that nobody else has created a train set requiring such a track set so Andy had to create one.
Now assuming that as a consquence somebody else is sufficiently impressed with Andy's creative ingenuity as to go so far as to actually create a new train set or modify an existing train set that fits Andy's creatve ingenuity, that somebody has two options:
1. Load Andy's train set and simply refuse to build Andy's engines.
2. Crawl upon hands and knees in suplication to Andy, pleading to Andy's good graces and current good mood to please, please release a stand alone version of the track set. Andy should like this option as he would be able to solicit a hefty bribe fee.
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Re: "Iron Horse" - A modular train set based slightly in rea
Grovel, grovel, cringe, bow, stoop, fallAndy And His Amazing Technicolor Dreamliner wrote: I dreamed that in the forums one day,
The sprites gave me a sign
Your eleven lines of code
All turned and to mine.
I dreamed I saw eleven posts,
With all respect that's mine,
Bowing down with emoticons,
and now I realize why.
Worship, worship, beg, kneel, sponge, crawl
We are just eleven posters,
Good men and true
Though we know we can't code for nothing
When up next to you
Track Laying's our middle name!
Trains are slowly departing from us,
Time's almost gone
It's getting very hard to play this
Without your contribution.
Grovel, grovel, cringe, bow, stoop, fall
Worship, worship, beg, kneel, sponge, crawl
Grovel, grovel, cringe, bow, stoop, fallAndythenorth, Ruler of NewGRFs wrote: I rather like the way you're talking,
Astute and sincere
Suddenly your tragic story
It gets me right here
All this tugging at my heartstrings
Seems quite justified
I shall give you the track GRF you came for
And lots more beside!
Worship, worship, beg, kneel, sponge, crawl
Thank you, thank you, cringe, bow, stoop, fall
Worship, worship, beg, kneel, sponge, crawl
WallyWeb wrote: Andy handed them sackloads of choo-choos
And they groveled with base gratitude
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Re: "Iron Horse" - A modular train set based slightly in rea
This shows a basic lack of understanding about how the track type spec works. Any given vehicle has exactly one rail type; creating a vehicle which "runs on any track type imaginable" is impossible. As Andy pointed out, "vehicle<->track compatibility is determined by that railtypes grf".wallyweb wrote:One can scale this:
At one extreme you have all things to everybody, in which case you only need one engine with unlimited speed and power that runs on any track type imaginable and available. You do not need to include a track type in your distribution.
IMO, Andy's best option to make the metro trains available to everyone would be to test for the presence of the "proper" rail type definition (be it 3RDR or MTRO) and, if it is not found, revert the vehicles to one of the default rail types - either normal or electrified rail if compatibility with other vehicles is desired, or perhaps monorail if compatibility is not desired.
Implementing a half-baked track set within Iron Horse to correct a (perceived) problem with NuTracks is ridiculous and smacks of Canadianism.
Re: "Iron Horse" - A modular train set based slightly in rea
Heh. Must be why I've never attempted to code a train set. Come to think of it, I've never coded a track set either.PikkaBird wrote:This shows a basic lack of understanding about how the track type spec works.
Indeed. Guilty as charged. With only a couple of small exceptions, Canada has but one track type coast-to-coast and nary a reliable high speed network to be seen, and the shame of it all is that Bombardier lives in our own back yard.... smacks of Canadianism.
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Re: "Iron Horse" - A modular train set based slightly in rea
I don't see the problem with connecting metro cars to freight wagons, a lot of works trains in New York consist of a few freight wagons sandwiched between metro cars
http://nycsubway.org/wiki/R-127_--_R-134_Rubbish_Motors
http://nycsubway.org/wiki/R-127_--_R-134_Rubbish_Motors
Re: "Iron Horse" - A modular train set based slightly in rea
Just so people know this set isn't dead.....
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- Somewhere deep in the Andes mountains, a 1950's vintage GE Electric locomotive leads 2 older sisters on a heavy goods train.
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Regards,
Dan MacKellar
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Re: "Iron Horse" - A modular train set based slightly in rea
OOh, I love old electrics. Those are based on the Chilean E-28 and E-29 I assume?DanMacK wrote:Just so people know this set isn't dead.....
Re: "Iron Horse" - A modular train set based slightly in rea
Close Paulista Railways 2-C-C-2 (smaller versions of the 2-D+D-2 "Little Joes") and 2-B+B-2's from 1921. Could be any number of early electrics though.
Regards,
Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site
CN Boxcar drawn by Dave Hersrud
Dan MacKellar
================
Projects in Progress
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Re: "Iron Horse" - A modular train set based slightly in rea
i can see beatyfull things far in the south
Re: "Iron Horse" - A modular train set based slightly in rea
Pikka might recognise these sprites
Regards,
Dan MacKellar
================
Projects in Progress
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Dan MacKellar
================
Projects in Progress
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Re: "Iron Horse" - A modular train set based slightly in reality
I don't know if this is to do with the set OR some mechanical fault within OTTD's code, but one of my Iron Horse trains, driven by a 0-6-0 'Ramsbottom' ignored a one-way route signal.
Any ideas?
I should add that this is running on nightly build r27484
Best,
R.
Any ideas?
I should add that this is running on nightly build r27484
Best,
R.
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- Screenshot 2016-01-03 22.14.12.png
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Re: "Iron Horse" - A modular train set based slightly in reality
Looks like it's going in the right direction to me.
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Re: "Iron Horse" - A modular train set based slightly in reality
I should have checked the photo. It had turned round, but seconds later it will turn around again and go to the next signal, only to turn around again.
Perhaps I should upload the save game?
Perhaps I should upload the save game?
Re: "Iron Horse" - A modular train set based slightly in reality
That'll help!
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Re: "Iron Horse" - A modular train set based slightly in reality
Are those one-way block signals next to the platforms?
Re: "Iron Horse" - A modular train set based slightly in reality
No, those are two-way path signals. You can see the one-way block signals on the right-hand side of the picture.
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Re: "Iron Horse" - A modular train set based slightly in reality
Here is the savegame.
Regards,
R.
Regards,
R.
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- British Theme 4th Jan.sav
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Re: "Iron Horse" - A modular train set based slightly in reality
It's because of two things happening:
1. train 1 is lost. train 1 is trying to go to the other station on the line, but cannot find a direct path to it (yet).
2. there's a piece of extra rail hidden behind trees.
Because of these two things, train 1 is entering that extra half tile rail - the path of least resistance. The unscheduled station and back-facing path signals are both considered source of resistance (penalty) according to YAPF path finder used in the game.
Now, let's dettach this latest thread and move it to OpenTTD Problems, as this has nothing to do with Iron Horse?
1. train 1 is lost. train 1 is trying to go to the other station on the line, but cannot find a direct path to it (yet).
2. there's a piece of extra rail hidden behind trees.
Because of these two things, train 1 is entering that extra half tile rail - the path of least resistance. The unscheduled station and back-facing path signals are both considered source of resistance (penalty) according to YAPF path finder used in the game.
Now, let's dettach this latest thread and move it to OpenTTD Problems, as this has nothing to do with Iron Horse?
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