[OTTD] 2cc TrainsInNML - Current version: 3.0-alpha3

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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by McZapkie » 13 Nov 2017 12:25

Transportman wrote: I hope to get some time to fix that (along with several other issues).
If talking about fixes, there is one thing which bug me: box cars.
1. there is lack of specialised cars, for example for livestock only or refrigerated cargo class only. General purpose cars with autorefit option are sometimes very convenient, but sometimes utterly annoying, when they pick unwanted cargo.
2. changing liveries during autorefit looks weird.

I propose to add two separate cars: for livestock and for food (or other refrigerated cargoes). There is no much work, just reuse existing liveries for box cars, while keep boxcars with GOOD livery untouched by refit.
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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by piratescooby » 13 Nov 2017 18:55

Most agree wagons and carriages seem to get left to one side .I like the wagons from the xUSSR Railway set ,GarryG am sure produced some decent looking sheep/cattle wagons . All the best on this project look forward to seeing and using the results .

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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by Diesel Power » 03 Jan 2018 22:31

I like having wagons refitting to all the cargos they could realistically carry, gives me more options for back loads. I think boxes should be able to carry all cargos (you can put anything on a pallet, except passengers!), the penalty being their capacity compared to the more specialist wagon. The containers should carry all except passengers and livestock.

I agree that liveries shouldn't change during refit, it would be nice to have a separate wagon for perishable goods, and another for livestock.

Would it be possible to add a payment rate bonus for using a fridge wagon (like there is for the Grindavik reefer in Red Fish)?
Then you would have the choice to transport food in a regular wagon for the standard payment decay but with more refit opportunities, or the fridge for a better rate. Container wagons should have the better rate as the containers would be refrigerated.

Also would it be possible to add a delay on refitting wagons as some wagons (containers, boxes) refit instantly and others (tankers, silos) would take longer (tanks need washing out). doesn't need to be much: flats, hoppers 1 day, tanks, silos, 5 days, etc... just trying to add a bit of realism.

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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by McZapkie » 04 Jan 2018 10:37

Diesel Power wrote: Also would it be possible to add a delay on refitting wagons as some wagons (containers, boxes) refit instantly and others (tankers, silos) would take longer (tanks need washing out). doesn't need to be much: flats, hoppers 1 day, tanks, silos, 5 days, etc... just trying to add a bit of realism.
It is not possible to change refit time. You can only change if refit is possible at station or only in depot.
But it is possible to define loading/unloading time. Surely silo etc should have faster load/unload.
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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by Transportman » 04 Jan 2018 20:23

Diesel Power wrote:Would it be possible to add a payment rate bonus for using a fridge wagon (like there is for the Grindavik reefer in Red Fish)?
Then you would have the choice to transport food in a regular wagon for the standard payment decay but with more refit opportunities, or the fridge for a better rate. Container wagons should have the better rate as the containers would be refrigerated.
While possible, I don't think those costs really make a huge difference overall, as money in OpenTTD is often not the issue, so tweaking that only has a very small influence. On top of that, such a property is not displayed in the purchase window, which would need additional changes.
Also would it be possible to add a delay on refitting wagons as some wagons (containers, boxes) refit instantly and others (tankers, silos) would take longer (tanks need washing out). doesn't need to be much: flats, hoppers 1 day, tanks, silos, 5 days, etc... just trying to add a bit of realism.
That is not possible, refits are instantaneous in OpenTTD.
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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by McZapkie » 05 Jan 2018 17:13

Transportman wrote:While possible, I don't think those costs really make a huge difference overall, as money in OpenTTD is often not the issue, so tweaking that only has a very small influence.
Money influence depend on settings/newgrfs/patches.
With or without cargo decay bonus, specialized vans for refrigerated cargo or livestock are welcome, because by now it is not possible to use "refit to available cargo" precisely enough.
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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by Transportman » 07 Jan 2018 09:05

McZapkie wrote:
Transportman wrote:While possible, I don't think those costs really make a huge difference overall, as money in OpenTTD is often not the issue, so tweaking that only has a very small influence.
Money influence depend on settings/newgrfs/patches.
With or without cargo decay bonus, specialized vans for refrigerated cargo or livestock are welcome, because by now it is not possible to use "refit to available cargo" precisely enough.
But is that something that needs to be fixed in this set, or something that might better be changed in OpenTTD itself?

That said, I'm not opposed to having some specialized wagons, but I don't want to have an enormous list of specialized cargo wagons. Then that should come from a different set.
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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by McZapkie » 07 Jan 2018 12:19

Transportman wrote: But is that something that needs to be fixed in this set, or something that might better be changed in OpenTTD itself?
It is relatively easy fix for this set. Namely, two issues can be fixed at once - lack of specialised cars and weird livery changes during train loading/unloading.
For example, use only this type of sprites for boxcar: http://dev.openttdcoop.org/projects/2cc ... andard.png
whereas armoured, livestock and reefer sprites would be reused for specialised cars:
for armoured class only,
for livestock cargo only,
for refrigerated class only.
I don't want to have an enormous list of specialized cargo wagons.
Currently there is enormous list of universal cars with identical or similar functionality,
for example eyecandy only Type 1/2 variants of boxcar/hoppers/silos, or variety of flat cars.
By the way, I propose to remove autorefit class from heavy and superheavy flat cars.
This would give opportunity to fix part of the train to certain cargo by depot refit and protect it during station refit.
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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by Transportman » 07 Jan 2018 16:17

I'll consider it, you do bring some valid points.
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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by McZapkie » 23 Jan 2018 14:56

May I ask for bananas update? There is still old version online with vehicle life issues.
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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by Transportman » 23 Jan 2018 18:01

McZapkie wrote:May I ask for bananas update? There is still old version online with vehicle life issues.
Yes, you may. There are some issues I want to fix before providing a new release, but I'll try to differentiate between the issues that break compatibility completely, as the next release will do that anyways, and issues that are purely cosmetic. But that will not happen this month, I'll try to have a go at it next month.
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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by McZapkie » 25 Jan 2018 17:30

Thanks for answer. If talking about changes, I suggest, that some popular and widely used locomotives should belong to multiple areas.
If I understand correctly, it is possible just by adding another region instead of NOREGION?
Two reasons: firstly, it is weird, that for example DB 52 series belong only to West EU, when there was only 25 pieces in DB roster, whereas more than 6000 was used in East Europe, Turkey, Russia etc. Same with M62.
Secondly, some sets are very poorly represented. For example East Europe have only 2 locomotives with 60km/h speed in 1918, whereas West Europe have 12 (not counting railbuses), up to 120 km/h speed.
In 1950: 6 vs 23. Of course one can choose multiple regions, but it would yield high number of vehicles in later years.
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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by acs121 » 25 Jan 2018 18:02

I'll have to say i'm pleased that Transportman added more french things, like the Z 7100 :twisted:
Apart from this. Some regions are for sure under-represented like McZapkie said. However, Africa's got the slowest locomotive of all the trains. And that's one problem, you can only base yourself on real data. But maybe bring this 16 kph loco to 25 or 32, as with eGRVTS or the default set, at this time buses don't go very fast, so an equal-speed loco would be top.

Also, for power, don't worry, Emperor Jake's made a very nice thing, the Invisible Power Booster.

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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by Transportman » 28 Jan 2018 18:13

I'm going to leave it as is, I think it is less confusing to have it in a single region (while indeed changing NOREGION to something else would work). While the vehicle list would get quite long with more regions enabled, it is always possible to hide vehicles in the list from the game itself.
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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by McZapkie » 31 Jan 2018 01:22

Transportman wrote:I'm going to leave it as is, I think it is less confusing to have it in a single region
Well, would you mind if I made Central&East Europe set using fork of 2ctt?
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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by Transportman » 03 Feb 2018 10:49

McZapkie wrote:
Transportman wrote:I'm going to leave it as is, I think it is less confusing to have it in a single region
Well, would you mind if I made Central&East Europe set using fork of 2ctt?
I don't mind, the license for this set allows it as long as you follow the license.
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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by Zoeff » 23 May 2018 16:01

I've been going through the various train NewGRFs and this one definitely is the one for me. The sheer variety alone is mind boggling!

One question, would it be possible to have a Maglev toggle along with the other region settings? The two maglev trains in this set are inspired by the same real life maglevs that are in the Real International Maglev Set, and conflict with one another. Turning off all asian trains removes the two maglevs from the game but obviously all other trains from the asia region as well. Even then there are the two powered and unpowered maglev wagons still sticking around in the maglev menu. :(

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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by acs121 » 23 May 2018 20:34

I thought the Turbobus wasn't region-specific ? :?

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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by Zoeff » 23 May 2018 20:37

acs121 wrote:I thought the Turbobus wasn't region-specific ? :?
There's 2 maglevs alongside the Turbobus, neither of which fall under the future trains category unlike the Turbobus

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Re: [OTTD] 2cc TrainsInNML - Current version: 2.0-alpha1

Post by markyisri » 12 Jun 2018 12:27

Hi,

I've been using 2cc TrainsInNML for a few weeks now but I've noticed an issue with the LRC.

If you couple MU wagons to the LRC, the sprites change correctly but the wagons have no capacity and are unable to use passengers.

Attempting to use the MU wagons on another MU trainset worked properly.

I assume this just slipped through and won't be complex to fix, but I have never made a GRF so I can't say for sure.

Also, I would like to propose a change to be made to the LRC. When VIA Rail stopped using the locomotives, the cars were still usable. I propose removing MU status from the LRC and adding a new LRC Passenger car. Possibly this could be a parameter to ensure compatibility.

It was also possible to run LRC trains at slower speeds using only one locomotive. Therefore, I think there should be an option that allows you not to double-head the train. This would also require removal of MU status.

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