But regarding your issue specifically, what I do is list every cargo I don't want to refit to under cargo_disallow_refit instead of leaving it blank. It's a bit tedious because you have to find and define all the labels first but it works

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I wasn't planning for all cargos, but that might be ok the way to go .. using all labels from FIRS might be good idea as there be new cargos there that might use conveyor belts too. Plus I have a few odd ones with my Industries as well.Emperor Jake wrote: ↑05 Aug 2020 04:24 These belts are looking great, but I think it would be more convenient if you had a universal vehicle to carry all bulk cargos. If you want I can give you code for recolour sprites that would automatically provide a unique load sprite for every FIRS cargo
I tried putting in labels to cargos that particular cargo_mover didn't need, but still not worked. So maybe I need to included all labels available. Any help you can give be so much appreciated.Emperor Jake wrote: ↑05 Aug 2020 04:24 But regarding your issue specifically, what I do is list every cargo I don't want to refit to under cargo_disallow_refit instead of leaving it blank. It's a bit tedious because you have to find and define all the labels first but it works.
Ok I make a few more cargo movers to carry over items. .. For some of those items see if I can make some thing a bit like what Andrew350 did for his Conveyer System. Probably the crates from Chips set might do the trick .. if make the cheap to purchase and have a low capacity.piratescooby wrote: ↑05 Aug 2020 15:29 Salt , Nitrates , Sulphur , Fish - Seafood - Food, Packages - Goods , Mail ..... Is what I'm thinking .
Almost every thing that is not screwed down
Several years ago some version of FISH had a simulated log run as a ship. I believe it was even articulated.2TallTyler wrote: ↑06 Aug 2020 15:24 The logs look great! I'll need to try your conveyors in my next game. Do they work with bridges?
I wonder how best to implement driving logs on a river, with men standing atop the logs to prevent jams. Ships or Krumelchen's WWAY roads might work. There were often kitchen rafts following the drive to feed the workers; perhaps this could be the empty vehicle for the upstream journey.
The belts cross bridges okay, it just finding a good bridge that looks good. From my bridge set the culvert seems to be best as it has the hand rails to stop people who inspect the belts falling off. Might be something better in other sets.2TallTyler wrote: ↑06 Aug 2020 15:24 The logs look great! I'll need to try your conveyors in my next game. Do they work with bridges?
The image shows some logs on one belt and the other belt shows so bark where logs had been. I think that best way to do the empty returns. But how to do that for rivers not sure. The men who rode the logs need to go back up river so maybe a canoe or the raft idea with 1 or 2 men in it. ?2TallTyler wrote: ↑06 Aug 2020 15:24 I wonder how best to implement driving logs on a river, with men standing atop the logs to prevent jams. Ships or Krumelchen's WWAY roads might work. There were often kitchen rafts following the drive to feed the workers; perhaps this could be the empty vehicle for the upstream journey.
I think you is right but thought it had a barge pulling or pushing the logs. In Redfish there is the Pine Island Log Tug.
Can you make the "vehicles" have a top speed of 80 mph? That way if I load your GRF before Andrew's conveyor GRF, your vehicles will be compatible with the "lightning" belt.GarryG wrote: ↑08 Aug 2020 12:05 Trying something a bit different and so it don't interfer if your using the previous one I renamed it and have it a new ID so they both can be used together if any one likes to compare which could be the better.
Did some research on conveyor belt speeds and they say average speed is around 9 km/h or about 5 mph.
As much as I like to make the belts that speed for realism, we can not have a continuous flow of cargoes going along the belts.
So I set some parameters .. you will have a choice of 3 speeds .. default default 10mph/15kmh, Easy 20mph/30kmh and Easiest 40mph/60kmh. (Let me know if this idea should remain or be removed)
Also removed the date belts become available and added some new belts.
There are now 3 types of belts.
Conveyor Belts 11.png
On Left: The one used for coal and other minerals. Middle: Default ground tiles. Right: Concrete ground tiles. The concrete looks a bit odd being wider at the back, but for now I will leave it like that as it looks better when used in industries other then mining.
Yesterday I designed a Waregouse to use with the conveyor belt and the belt with stone and spilled coal looked odd, that why I did the 2 new conveyor belts.
Conveyor Belts 12.png
The conveyor belt does not go through the buidling like it looks in image. But hope to add more to the building so can actually do that.
Thanks for your comments.
Which cargo mover you found that not align properly? I thought they all was ok. As easy to fix here if know which one.
True .. as that wasn't my intentions to have them compatible .. just forgot to change from some of his codes to what I had intended.
Sorry, when I said "compatible" I meant in terms of how the GRFs behave, not that you can't use the GRFs together.
You must be using a different NewGRFthan the one you uploaded, because the vehicles are not aligned with the conveyor belts in the version I'm using, but look fine in the version you posted a screenshot of.GarryG wrote: ↑09 Aug 2020 09:20 I checked the empty timber and steel carriers and they all align correctly ..
Conveyor Belts 13.png
They meant to be inside the brown edges and all the above are correct, at least by my eyes. The pallets are a pixel high so should align with the far edge of belt.
The first five Cargo Movers for Coal, Iron ore, sand, grain and Clay are meant to be inside the brown edges both sides as these are flat cargos. Not sure if I should heap these yet.
I retested all the templates and none of them seem to be out of position.
The ones with Andrew's conveyor belts might not align with these.
Could you do me a favor and do a screenshot of where you think they are out of alignment.
I will test some more in game tonight by doing some loaded tests.
Cheers
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