First off, If I say it has been addressed or done, I mean that it is done for the next release.
minime wrote:One thing I forgot to mention - the second carriage from the start should be the kind with a pantograph as well (same like the second from the end, which you have correctly), with the panto on the front side. (I think Purno mentioned it already anyway)
That has been addressed.
minime wrote:Yes, I understand. I've been looking at the stuff as well, and it takes some effort to figure it out. One of the reasons why I would like to turn this little GRF into a tutorial - examples are essential to the learning process. And it is way easier to learn from a 50-line NFO than a several thousand line beast which DBSetXL is.
It *is* now built the same way, carrage by carrage, but I am not able to code the limits and I've been told it is a bad idea to limit it anyay.
You can build servial of them coupled together. (Unlimited)
minime wrote:i.e. km/h -- 1.6 is close to the conversion constant between the two units. I believe that is what TTD uses for the conversion as well. I agree that the way it is decribed in the documentation is quite confusing. Patchman probably wrote it that way to help our friends that still use those lovely imperial units
Anyway, it's a small error, it could happen to anyone. I'm just picky, heheh
That has also been addressed.
minime wrote:Well, the passenger counts are 226+2 (1st class) and 331+2 (2nd class). Let's ignore the class distinction, since we can't use that anyway. That should give us a total of 561 passengers. That should give us roughly 80 passengers per carriage. So, if you can make both the engine and the carriages behind it hold 80 people, that would be most realistic. Otherwise make it the same as the normal passenger carriages (I think that's 40??). 560 passengers in a ttd train may be an overkill anyway.
This has been addressed, The engine is 40, and I cannot modify the coachs with a wagon override.
So 7 x 40 = 210 on each train, more than enough really.
minime wrote: Now that I think about it, it's most likely caused simply by the fact that the train shouldn't go that fast anyway. It's designed for 230km/h, and hence the power will be enough to get it going that fast and not much more.
When fixing it, make sure you make the engine 980 HP as well, so that in the correct configuration the train has the correct HP.
This has been addressed.
BTW, that adds up to 3,920 per train, should be 975
[edit]
The total power will be 3850 due to some problems.
minime wrote: Yeah, I'm quite aware of that. What you said is even an understatement. In my opinion the correct term for that would be "a real pain in the ass".
It was a pain, got very simple after I understood how they worked.
minime wrote: Yes, please do that. I have decompiled the GRF and annotated the NFO as well. I will try to combine the comments and have a shot at making a nice tutorial document (hmm, good reason to play with LaTeX).
Anyway, keep up the great work.
Cheers,
minime
[WTF, I've been trying to submit this post for the last hour and it still didn't go through. Arrrgh!]
Just rewriting some of the notes due to me understanding Callbacks more now.
HALF AN HOUR. SERVER DOWN OR SOMETHING
ChrisCF wrote:
Apaprently, the GRF format uses 1.6 since all the speeds for the original units were multiples of 5, which are then multiples of 8 in the resulting file - which is typically easier to deal with. I'm told the actual figure used for conversion to km/h is *not* 1.6. I think the game uses 1.609375.
And there's nothing wrong with Imperial units
well I'm using the speed of 230 Km/h so I don't have to convert it.
I prefer MPH to Km/h.
Ok, after a few minir fixes, it should be ready to release the next version.