Diagonal Rail-Road crossings
Moderator: OpenTTD Developers
Diagonal Rail-Road crossings
Hmm I think it would be great if diagonal crossings were available.
With the original TTD, you have to break your nice diagonal line when you reach a road, Which sucks because it adds TWO turns to the track.
So attached is an image I just wipped up.
I am aware that it would take two cells, but surely you can make it in such a way that it automatically builds the other cell as well? (Maybe even highlight this cell as well to make clear you're building an overpass)
Possible?
With the original TTD, you have to break your nice diagonal line when you reach a road, Which sucks because it adds TWO turns to the track.
So attached is an image I just wipped up.
I am aware that it would take two cells, but surely you can make it in such a way that it automatically builds the other cell as well? (Maybe even highlight this cell as well to make clear you're building an overpass)
Possible?
- Attachments
-
- Diagonal Overpass.jpg (45.54 KiB) Viewed 4123 times
GoneWacko. Making [url=irc://irc.oftc.net/tycoon]#tycoon[/url] sexy and exciting since 1784.
It have to turn on ealier than the ones we have now because it takes longer for cars to cross. The current ones activates by entering trains ON TILE, which makes it a bit difficult to make a proper code for sooner activation.
Another problem is that the current ones deactivate when a train leaves the tile, which means it will deactivate when the train leaves one of the tiles
Yet another problem is that the code "knows" that a crossing is always one tile, so everywhere the code is doing something about a crossing, it looks at ONE TILE
That makes it a hard thing to do. It might be done after ealier activation is done, and AFAIK nobody is working on that at the moment
Another problem is that the current ones deactivate when a train leaves the tile, which means it will deactivate when the train leaves one of the tiles
Yet another problem is that the code "knows" that a crossing is always one tile, so everywhere the code is doing something about a crossing, it looks at ONE TILE
That makes it a hard thing to do. It might be done after ealier activation is done, and AFAIK nobody is working on that at the moment
To make it simple for the time being - why not just implement bridges, that can cross 45° angled railway?
Kills 2 flies in one swoop.
Kills 2 flies in one swoop.
NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
- Born Acorn
- Tycoon
- Posts: 7595
- Joined: 10 Dec 2002 20:36
- Skype: bornacorn
- Location: Wrexham, Wales
- Contact:
and to do it like semaphores? when the train pass the last semaphore before of the crossing, the barriers will be turned onBjarni wrote:It have to turn on ealier than the ones we have now because it takes longer for cars to cross. The current ones activates by entering trains ON TILE, which makes it a bit difficult to make a proper code for sooner activation.
Another problem is that the current ones deactivate when a train leaves the tile, which means it will deactivate when the train leaves one of the tiles
Yet another problem is that the code "knows" that a crossing is always one tile, so everywhere the code is doing something about a crossing, it looks at ONE TILE
That makes it a hard thing to do. It might be done after ealier activation is done, and AFAIK nobody is working on that at the moment
Code: Select all
o \ \| o
----|------------\---\------------|-------
------------------\---\-------------------
## \| \
o \ _\ o
----|-------------\---\-----------|-------
-------------------\---\------------------
###### \_ \
----
----
Signal
o
|
Road
\ \
\ \
Bariers open
\ \|
and closed
\_ \
Train
#####
the crossing is not a signal, but works inverse, it becomes "red" before the train pass it, and still "red" until the train pass another signal
Wolf01
what if the signal block is 50 tiles long? Should the crossing be activated forever? Should it deactivate when the train passes the road(it is still in the signal block)
what if the train turns before the crossing? Crossing deactivates if a train leaves the tile
I guess it can be coded if any of you can think of a clever way to solve all of there problems
what if the train turns before the crossing? Crossing deactivates if a train leaves the tile
I guess it can be coded if any of you can think of a clever way to solve all of there problems
Who is online
Users browsing this forum: No registered users and 32 guests