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 Post subject: Hover Vehicles v1
PostPosted: Thu May 31, 2012 2:48 pm 
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Hover Vehicles
Version 1 (05/31/12)

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Hover vehicles is a small newGRF created to add a few futuristic hovering vehicles to OpenTTD. It is inspired by the Hover Bus newGRF by Roujin. The GRF currently includes one bus and five trucks.

Download:
Note: This newGRF could eat your hamster; use at your own risk.
Attachment:
hoverv_v1.tar [82.5 KiB]
Downloaded 456 times

You can also download this via the in-game online content.

Installation:
Download the hoverv.tar file and move it to your /openttd/newgrf folder.

Compatability:
This newGRF has only been tested in OpenTTD, but it should work for TTDPatch.

Vehicles:
HZ Hover Bus (2075)
HZ Flatbed Hover Truck (2079)
HZ Hopper Hover Truck (2081)
HZ Hover Tanker (2083)
HZ Hi-Sec Hover Truck (2085)
HZ Refrigerated Hover Truck (2087)

Copyright:
See included license.txt or view the license in-game.

The vehicle sprites used in this newGRF, and the inspiration for this newGRF is from the "Hover Bus" newGRF by Roujin (Manuel Wolf).
The cargo sprites used in this newGRF are based on sprites from the "Extended Generic Road Vehicle and Tram Set" (eGRVTS) by Zephyris (Richard Wheeler).
Following the conditions of the license of eGRVTS, and Hover Bus, and with permission from their respective creators, this newGRF (Hover Vehicles) is released under the GPLv2 licence.
Use and distribute freely crediting me, Hazzard (Mingwei Samuel), Roujin (Manuel Wolf), and Zephyris (Richard Wheeler),
as authors with a link to my Hover Vehicles thread (viewtopic.php?f=67&t=61161), Roujin's Hover Bus thread (viewtopic.php?f=36&t=41363), and Zephyris' eGrvts thread (viewtopic.php?f=26&t=33415).
Modifications and adaptations of this newGRF can be made so long as they credit Hazzard (me), Roujin, and Zephyris as original authors,
and follow all terms of the GPLv2 license.

Attachment:
hoverv_source.zip [38.01 KiB]
Downloaded 217 times

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Hover Vehicles


Last edited by Hazzard on Thu May 31, 2012 11:06 pm, edited 2 times in total.

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 Post subject: Re: Hover Vehicles v1
PostPosted: Thu May 31, 2012 4:53 pm 
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Wow, this looks amazing. Well done. Will you make this into a full roadset or just keep it like this?


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 Post subject: Re: Hover Vehicles v1
PostPosted: Thu May 31, 2012 7:03 pm 
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*run off to create KAMNET'S HOVER CONVERSION EMPORIUM*
"For $4999 Kamnet can make your ride fly!"

Great idea!

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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?


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 Post subject:
PostPosted: Mon Jun 04, 2012 11:22 pm 
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thphwh wrote:
Wow, this looks amazing. Well done. Will you make this into a full roadset or just keep it like this?

Thanks! I will probably keep it as is. These vehicles are already close to the max limits; it would be hard to make a diverse set.

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Hover Vehicles


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 Post subject: Re: Hover Vehicles v1
PostPosted: Fri Jun 08, 2012 11:22 am 
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It seems there is a bug that removes all airplanes from the game. I am not sure what is causing this. Any help will be appreciated.

Hazzard

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Hover Vehicles


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 Post subject: Re: Hover Vehicles v1
PostPosted: Fri Jun 15, 2012 5:50 am 
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Nevermind, my settings were incorrect.

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Hover Vehicles


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 Post subject: Re: Hover Vehicles v1
PostPosted: Thu Jun 21, 2012 6:13 pm 
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Definitely gonna download. Quality work!

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 Post subject: Re: Hover Vehicles v1
PostPosted: Sun Jul 01, 2012 2:56 am 
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Probably hard even when new roadtypes specs are implemented, and very OP for sure, but shouldn't them be able to travel over non-road tiles like grass, water or rails, given they're hovering? But since that's not considering 'flying', they can't go through 'tall' constructions like houses, rail stations, airports, etc. Maybe they should be coded as special 'aircrafts' that don't pathfind thru said buildings.

Not too serious, but it'd be best to explain how can them 'hover' over asphalt but not over grass or water.

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TTO don't crashes in Windows XP; XP crashes TTO

Formerly known as UnderBuilder.

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 Post subject: Re: Hover Vehicles v1
PostPosted: Sun Jul 01, 2012 3:09 am 
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nicfer wrote:
Not too serious, but it'd be best to explain how can them 'hover' over asphalt but not over grass or water.

Right-of-way issues. You can't just drive over an empty field if you don't know whose property it is; most folk wouldn't take too kindly to a hoverbus flying over their acreage :wink:.

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 Post subject: Re: Hover Vehicles v1
PostPosted: Sun Jul 01, 2012 3:17 am 
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Current theorized hovering vehicles would be similar to maglev, there would be an electrical current running underneath the surface of where the vehicles should be. I've seen mock-up drawings where you replace lanes and lanes of asphalt with grass. If the vehicle deviates from the circuit underneath it, it safely comes down on the turf.

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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?


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 Post subject: Re: Hover Vehicles v1
PostPosted: Sun Jul 01, 2012 6:39 pm 
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I was hoping that response. Not a good question at all.

But now kamnet mentions that the road would need magnets under the road, should the vehicles require a special roadtype then? That will require new roadtypes to be implemented however, so no worries until at least one year past.

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Sorry for my english I am argentinian
TTO don't crashes in Windows XP; XP crashes TTO

Formerly known as UnderBuilder.

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 Post subject: Re: Hover Vehicles v1
PostPosted: Sun Jul 01, 2012 7:37 pm 
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nicfer wrote:
But now kamnet mentions that the road would need magnets under the road, should the vehicles require a special roadtype then? That will require new roadtypes to be implemented however, so no worries until at least one year past.
Why can't you put the electrical field under asphalt? :-) I don't see why you couldn't code this as a separate RoadType with it's own special vehicle and roads, no different than what's currently done with trams. Or, in 2070 just switch all your vehicles over to hover, maybe use a road replacement set to make some new less-road-like driving surface and there ya go. But, we're babbling now...

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Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?


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 Post subject: Re: Hover Vehicles v1
PostPosted: Sun Jul 01, 2012 9:52 pm 
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Sorry, I didn't explained it completely. I wanted to say that the 'special roadtypes' are just regular roads with the special 'electrical fields' running underneath, but that'll just make drawing graphics for those difficult. Just imply that after invention of the vehicles all roads adquire magically the electronics there. Problem solved.

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Sorry for my english I am argentinian
TTO don't crashes in Windows XP; XP crashes TTO

Formerly known as UnderBuilder.

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 Post subject: Re: Hover Vehicles v1
PostPosted: Sun Jul 01, 2012 9:58 pm 
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Well is stead of saying anything about the (im)possibilities of hover vehicles and road types I will say: Like what I see :bow:

One sugestion though: maybe a line of dark pixels at the bottom will look like some kind of shadow and would increase the 'hovering'effect?


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 Post subject: Re: Hover Vehicles v1
PostPosted: Mon Jul 02, 2012 6:02 pm 
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That's good, what's done something futuristic and again in agreement with the Maglev, but I find that the dates appear or vehicles are a little too late ... For once I played a great part I'd put a GRF in this GRF,they have a very fast and powerfull train which appeared after 2050 i think... (maglev of course) and bang my game end in 2050, following a victory (The best company that reaches 2050 or something) ... But it is a great idea :).

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