Suggestions commonly asked for

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CazadorSirenas
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Re: Suggestions commonly asked for

Post by CazadorSirenas »

... Whoa 8o Really, 64 types of and roads rails? Can't even imagine what people would need to do with that many! But thanks for the info.

Anyway, I wish the best of luck to the developers for the new suggestions. I got to read the "Requested features" in the wiki page and saw that at least the infrastructure sharing seems to be at 75%, so I guess there's actual hope for that? Though the page states it's outdated, so I don't really know when was the last time someone checked the stats. I might be completely fooled :P
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kamnet
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Re: Suggestions commonly asked for

Post by kamnet »

CazadorSirenas wrote: 13 Oct 2020 22:45 ... Whoa 8o Really, 64 types of and roads rails? Can't even imagine what people would need to do with that many! But thanks for the info.

Anyway, I wish the best of luck to the developers for the new suggestions. I got to read the "Requested features" in the wiki page and saw that at least the infrastructure sharing seems to be at 75%, so I guess there's actual hope for that? Though the page states it's outdated, so I don't really know when was the last time someone checked the stats. I might be completely fooled :P
As of right now, there is only one person who is actively maintaining an Infrastructure Sharing patch, which is JGR, and he maintains that pretty much exclusively for use in his own patch pack, and it's tuned to his preferences. Although he does work with OpenTTD developers, as far as I know he has not submitted his version for review or inclusion in OpenTTD. From what he's said, the patch works good enough for his liking and he's happy to keep supporting it in his patch pack.

I'd love to see it included in OpenTTD one day, though. It's been one of my favorite patches.

As for 64 types of rails and roads, that can easily get filled up. For rails, most of them are variants of electrified railways and the various power levels. Some are just purely for looks. There's also a set of maglev rails which replicates the several maglev standards that are out there. There's a couple of different narrow gauge and broad gauge rails. There is also a set that uses rails to replicate pipelines, and another that replicates distribution of electricity and electronic mail, and also functions as advanced railway signaling.

For roads, we have a couple of different sets that have various types of dirt and paved roads, there's a set that has roads which matches tiles from CHIPS and ISR, we've got some electrified road for trolleybuses, electrified and unelectrified rails for trams/streetcars/lightrail, and a set that replicates functional canals like you would see in Venice.
Amak
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Re: Suggestions commonly asked for

Post by Amak »

Not sure if this is commonly suggested,

Would like a setting (or a cheat) that allows me to 'overwrite' road+tram stations rather than have to demolish and rebuild them in the right direction. That would be very handy to super lazy me who always forgets.

Thanks for reading.
i4sun
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Re: Suggestions commonly asked for

Post by i4sun »

If possible, please allow us to adjust the speed/reliability/time of the transport for single player.
Scanz
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Re: Suggestions commonly asked for

Post by Scanz »

Fix Economic with f*** OP planes.
introduce FIRS mod (factory) in main game by default
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kamnet
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Re: Suggestions commonly asked for

Post by kamnet »

Scanz wrote: 07 Apr 2021 12:33 Fix Economic with f*** OP planes.
introduce FIRS mod (factory) in main game by default
#1 is fixed by NewGRFs.
#2 will never happen because this is why we created NewGRF spec.
Daspir
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Re: Suggestions commonly asked for

Post by Daspir »

Something that I think would be a pretty cool feature to the game is to have different traffic signals for road vehicles similar to the railroad signals. I feel like this could add some more complexity and options to road vehicles like it does for trains.

A stop signal could be used in order to prevent a truck/bus from crossing railroad track while a train is heading toward them, and a yield sign could be used before a roundabout so that vehicles going into it have to give way before driving in.

Another thing unrelated to traffic signals that I came to think of would be if road vehicles could drive on both lanes if the road is one-way.
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Emperor Jake
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Re: Suggestions commonly asked for

Post by Emperor Jake »

A patch for road traffic lights did exist at one point. They did work and were cool but I recall they were a massive CPU hog. I once generated a map with them in every city and it was unplayabke before I had even built anything.
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Re: Suggestions commonly asked for

Post by ebla71 »

Speaking of signals - I'd love to have more different styles of railway signals.

Currently, there is only the semaphore and the light signal styles. Both look very weird in particular when using them with some narrow gauge sets such as the "600mm narrow gauge trains" from McZapkie, where they bascially "dwarf" all trains and such rural and industrial lines often only have only rudimentary signalling at all.

And if you play large "real-world" "international" maps that stretch multiple countries, it would be nice to have the ones that fit the different regions in parallel. For example, already Dutch and German signalling systems are very different:

https://en.wikipedia.org/wiki/Dutch_railway_signalling
https://en.wikipedia.org/wiki/Railway_s ... in_Germany

But I admit it would only be for the visual appearance, no function added, so I understand if it is not a big priority (or could signals also be made "re-defineable" by NewGRF, at least in principle?)
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Re: Suggestions commonly asked for

Post by ebla71 »

And when already posting in that thread here - more conditional orders for loading/unloading cargo

In particular, what I miss is the ability to only partially load or unload a train.

For example, I have a "transport hub" at station A and I want a train to supply stations B, C, and D along a branch line with a certain cargo. Then currently there is only the following option, as far as I know:

Load at A, go to B, fully unload, go back to A, load again, go non-stop to C, unload, go back to A, load again, go non-stop to D, unload, go back to A, start cycle again

However, it would be neat to have

Load at A, go to B, unload either a certain amount of cargo (x boxes/liters/tons) or a certain percentage of cargo that is currently on the train, then continue to C, unload another certain amount of cargo, then go to D and unload all rest.

For example, going with % unloading, to equally supply all three stations on the line, one could load as much as is currently around or load to full capacity (already possible) at A, then go to B, unload 33%, go to C, unload 50% (half of the 66% remaining from the previous stop would be another 33%), go to D and unload all rest (another 33%).

Or, with e.g. C a major city and B and D only villages that are to receive less cargo, load at A to whatever, then go to B, unload 25%, go to C, unload 66% of remaing (75% of total times 0.66 is 50%), then go to D and unload rest (another approx. 25%).

That would be convenient, as you don't need to store what was initially loaded, you just always unload a certain percentage of what is still on board.

And the same for a "return trip". Start with empty train, then say at stop D only load to 25% of full capacity possible, go to C, load to 75% of full capacity (add 50% to the already 25% on board), then go to B, fully load (another 25%) and go to A to unload.

I know that generally you could also have three trains, with each of them serving only one connection A-B, A-C, and A-D with either loading or unloading, but this way B closest to A would have more frequent service than C and D, where trains run longer to reach. Again, this could be accounted for by having only a short train go to B, a longer train to C and a very long train to D, but it would be much less intuitive and also less realistic than define what to do at each station.

Now, what to happen when a train for whatever reason goes empty before reaching the final stop - then simply 50% of zero cargo is still zero and the train will run a certain stretch of track empty - that's the responsibility of the operater (= player) to make sure it is not happening, as in real life(tm)
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