Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Sun Aug 19, 2018 4:22 am

All times are UTC




Post new topic  Reply to topic  [ 29 posts ]  Go to page Previous 1 2
Author Message
 Post subject: Re: Tracks & Trains
PostPosted: Mon Oct 15, 2012 6:39 pm 
Offline
Engineer
Engineer

Joined: Sat Oct 13, 2012 1:08 pm
Posts: 9
Will there be an all purpose track that diesel, 3rd rail and panto graph locomotives can all use?
Also, will track extras be placed as a separate path (TTD) or placed on pre-built track (LoMo)?


Top
   
 Post subject: Re: Tracks & Trains
PostPosted: Tue Oct 16, 2012 7:48 pm 
Offline
Chairman
Chairman
User avatar

Joined: Mon Oct 19, 2009 1:29 pm
Posts: 858
Location: Germany
minecraftfan wrote:
Will there be an all purpose track that diesel, 3rd rail and panto graph locomotives can all use?

there will be no special "all purpose track". but the tracks are compatible. thus just use a diesel engine. it can use all tracks. (if you use electric engines you need pantograph or for special engines like underground you need 3rd rail)

Also, will track extras be placed as a separate path (TTD) or placed on pre-built track (LoMo)?[/quote]
placed on (better: close to) pre-built tracks

_________________
www.p1sim.org - P1SIM - Traffic, Logistics, City-Building & more
Join the discussions here on tt-forums.net!


Top
   
 Post subject: Re: Tracks & Trains
PostPosted: Wed Oct 17, 2012 2:21 pm 
Offline
Route Supervisor
Route Supervisor
User avatar

Joined: Sun Jan 14, 2007 12:14 pm
Posts: 393
smallfly wrote:
I installed locomotion to test it. I think it looks quite ugly since the gaps between the tracks are different.

Attachment:
The attachment comparison_locomotion_preview.png is no longer available

I think diagonal tracks look always a bit ugly in dimetric perspective and can look better in topdown view.
I took a look at catrain.org today, which looks a bit like openttd in topdown view ;-). It has a quite intuitiv and relativ comfortable but slow way to build diagonal tracks.
I played it only for a short time, but there are a lot of things I like. For example, you can change between automatic and construction modus, and the "game" automatically stops. The system works quite good if you like to play on smaller maps, which could be connected to a larger, fictiv world map, but it's different to games like locomotion or openttd with complete automation on larger maps.


Attachments:
catrain.png
catrain.png [ 12.8 KiB | Viewed 6149 times ]
Top
   
 Post subject: Re: Tracks & Trains
PostPosted: Thu Jul 03, 2014 2:55 am 
Offline
Engineer
Engineer
User avatar

Joined: Fri Aug 16, 2013 12:44 am
Posts: 102
Hey, I was wondering about how the module editor would work with tracks. Besides being able to construct custom turns, what will you be able to do?
Can you build switches, road crossings or stations in different configurations?

Also will there be any way to break blocked sections of track into separate blocks in compact situations such as this : (see attached picture)
There are 5 blocks in this example, but real railroads separate the middle block (#5) to allow both trains on the mainline to pass in opposite directions. This wouldn't be path-dependent-routing, just placing a signal in a tight location.


Attachments:
P1SIM_signalBlocks_2.jpg
P1SIM_signalBlocks_2.jpg [ 41.03 KiB | Viewed 4934 times ]

_________________
... but what do I know? I play with trains.
Top
   
 Post subject: Re: Tracks & Trains
PostPosted: Thu Jul 31, 2014 1:52 pm 
Offline
Chairman
Chairman
User avatar

Joined: Mon Oct 19, 2009 1:29 pm
Posts: 858
Location: Germany
glenjimen wrote:
Can you build switches, road crossings or stations in different configurations?


You can easily build switches and road crossings with the module editor (see picture). The way how stations work is not decided yet. But stations wont be modules. Stations are more like a region. Inside this region trains can load/unload cargo.
Attachment:
module_editor.png
module_editor.png [ 17.93 KiB | Viewed 4701 times ]


glenjimen wrote:
Also will there be any way to break blocked sections of track into separate blocks in compact situations

Each logistics node with more than two outgoing or incoming path starts a new block. Automatically.

_________________
www.p1sim.org - P1SIM - Traffic, Logistics, City-Building & more
Join the discussions here on tt-forums.net!


Top
   
 Post subject: Re: Tracks & Trains
PostPosted: Tue Sep 02, 2014 2:47 am 
Offline
Engineer
Engineer
User avatar

Joined: Fri Aug 16, 2013 12:44 am
Posts: 102
smallfly wrote:
Stations are more like a region. Inside this region trains can load/unload cargo.

That is a really cool idea. What are you planning to allow in these station/regions? (curves, switches, signals, crossings, etc. )


smallfly wrote:
Each logistics node with more than two outgoing or incoming path starts a new block. Automatically.

This seems like path-dependent-routing, which is awesome!

I'm assuming you plan to let only one train exist in a block, which is protected by signals the player places. Do you plan to allow signals to be placed at a logistics node or between two logistics nodes, that is, along the path.

Or am I way off in trying to understand you. :?

_________________
... but what do I know? I play with trains.


Top
   
 Post subject: Re: Tracks & Trains
PostPosted: Sun Mar 26, 2017 4:18 pm 
Offline
Route Supervisor
Route Supervisor
User avatar

Joined: Sun Jan 14, 2007 12:14 pm
Posts: 393
What I like is that you have fixed pieces for switches like catrain, because most railroad games don't have switches. What I liked in Sidmeiers railroads is that trains can load one waggon after another (train advances to load the next waggon).
You could take a look a lego track geometry or factorio. The signaling system and pathfinding in factorio is quite good too, maybe not trivial to program.
There was a mod in locomotion to prevent trains from turning magically the direction (CLW engine flipper), which would be better if trains could (de-) couple.
That automated decoupling is possible (if locomotives and waggons have the same length) shows a mod for factorio: https://www.youtube.com/watch?v=fQAgWssR2aY
If you could combine these elements with a more or less intelligent system for distribution of goods like industry giant 2 (or better), you would have enough elements for a good game ;-) in my opinion.


Top
   
 Post subject: Re: Tracks & Trains
PostPosted: Mon Mar 27, 2017 5:23 am 
Offline
Moderator
Moderator
User avatar

Joined: Sat Dec 18, 2004 5:35 pm
Posts: 15044
Location: Stockholm, Sweden
robo wrote:
(..)you would have enough elements for a good game

There are definitely enough elements for a good game, but it's been five years since we started seeing development of this. I'm still hoping, but I am pretty unsure, if this will ever come together. What's missing for smallfly is really available time, not more ideas! :wink:

_________________
Image
OpenTTD Scenarios:
Archipiélago Hermoso
(Latest Release: Version 3.2)
Turnpike Falls (Latest Release: Version 0.91) 2016-06-23


Top
   
 Post subject: Re: Tracks & Trains
PostPosted: Mon Mar 27, 2017 9:31 pm 
Offline
Chairman
Chairman
User avatar

Joined: Mon Oct 19, 2009 1:29 pm
Posts: 858
Location: Germany
Chrill wrote:
What's missing for smallfly is really available time, not more ideas! :wink:

Despite the fact that you are absolute right, there is no need to stop new ideas. Who knows, perhaps someone grabs all those ideas and makes a similiar game faster than me. I dont need to be the one who codes a game like P1SIM. I just want the game (or a very similiar one) to exist :-)

_________________
www.p1sim.org - P1SIM - Traffic, Logistics, City-Building & more
Join the discussions here on tt-forums.net!


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 29 posts ]  Go to page Previous 1 2

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2018 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2018.
Hosted by Zernebok Hosting.