German road vehicle set [WIP, first version released]

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Creat
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Re: German road vehicle set [WIP, first version released]

Post by Creat »

Hi there!

First of all: this is a great set! I very much like the Trams (partly because of their high capacity and party because I actually know some of them) even though I rarely get to use them.

Anyway, we've been playing a two player game with Georges ECS Vectors and at some point decided to have a go at the tourist trade. That went fine for a while, but in the early 70s there was suddenly no bus available that could transport tourists. The old one (Neoplan) was no longer available and the next one (O 303) not yet. I don't know if this is by design, as their time built doesn't overlap (plus there usually is a variance associated with that, isn't there?).
In addition, the 'Craighead Goods Truck' can carry Tourists (even though just he can only manage 12), which is confusing at best ;)

I also have a question, I'm sure it's not the fault of this set as I know this from other sets but I have to ask somewhere: Why can I refit a bus from 51 tourists to 204 passengers (Mercedes-Benz O 303)? From the detailed pages of the vehicles on this set's homepage it looks like it should be 51 each. This also applies to planes (the ideal tourist transportation one would assume), where a 747 from the PlaneSet (1.5.3) can only carry a disappointing 132 tourists instead of 450 'normal' passengers. Is there a setting or something similar that adjusts the ratio or something? Any help would be greatly apperciated ^^

In any case, one again thank you for a beautiful set!
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Re: German road vehicle set [WIP, first version released]

Post by Eddi »

i agree that the buying periods of the vehicles should overlap more, to prevent "gaps".

i don't know how the refitting factors work internally, there's different callbacks around for that. but "realistically", a bus for city transport has seats plus standing places, while a bus for tourist transport has only seats and thus lower capacity [but in turn allows faster speed].
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Re: German road vehicle set [WIP, first version released]

Post by FooBar »

Eddi wrote:i don't know how the refitting factors work internally, there's different callbacks around for that. but "realistically", a bus for city transport has seats plus standing places, while a bus for tourist transport has only seats and thus lower capacity [but in turn allows faster speed].
In principle, these factors are set while defining the properties of the cargo. The cargo "tourists" has defined that it is four times heavier than passengers. If you don't use any special callback, the factor defined by the cargo is what you get in your vehicle as well.

IMO, that tourists weigh four times as much as passengers is a flaw in the definition of the cargo 'tourists'. Two times would have been more than enough.

Modifying the cargo might be easier than implementing callbacks for each vehicle.
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Re: German road vehicle set [WIP, first version released]

Post by George »

FooBar wrote:
Eddi wrote:i don't know how the refitting factors work internally, there's different callbacks around for that. but "realistically", a bus for city transport has seats plus standing places, while a bus for tourist transport has only seats and thus lower capacity [but in turn allows faster speed].
In principle, these factors are set while defining the properties of the cargo. The cargo "tourists" has defined that it is four times heavier than passengers. If you don't use any special callback, the factor defined by the cargo is what you get in your vehicle as well.
IMO, that tourists weigh four times as much as passengers is a flaw in the definition of the cargo 'tourists'. Two times would have been more than enough.
AFAIR, they are two times heavier. 4 - is the default capacity reduction refit.
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Re: German road vehicle set [WIP, first version released]

Post by FooBar »

George wrote:AFAIR, they are two times heavier.
I had a look and that is indeed correct, I just realized that cargo weight has nothing to do with cargo capacity...
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Re: German road vehicle set [WIP, first version released]

Post by Uwe »

@colossal404: You are right about the positioning of the truck, this has also been pointed out in the German forums, I already reworked it, and also changed the colours to be more yellowish for the postal service.

@Creat: I'll have to look into the availability of the buses, most likely the Neoplan will become available for a longer period of time. Which additional grf do you use to get tourists? I'd need to use the same one in order to check what causes the truck to carry tourists. This would also enable me to correct the number of passengers that can be transported by the coach.
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Re: German road vehicle set [WIP, first version released]

Post by oberhümer »

One thing that has often bothered me: the Cargotram has an incredibly low capacity - so low, in fact, that it is near impossible to run it profitably. A simple doubling of its capacity should suffice, and would also be more realistic(as it is supposed to be able to carry the cargo of three or four trucks).
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Re: German road vehicle set [WIP, first version released]

Post by Muzzly »

Nice set !

It would be better if there would be two different sets, one for road vehicles and second for trams. Or a parameter to enable/disable separate set.
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Re: German road vehicle set [WIP, first version released]

Post by RsChris »

Are there any news about the German Trucks?
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Re: German road vehicle set [WIP, first version released]

Post by michael blunck »

RsChris wrote:Are there any news about the German Trucks?
http://www.tt-ms.de/forum/showthread.ph ... 2#pid66122

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Re: German road vehicle set [WIP, first version released]

Post by Kogut »

I think it would be great to have the set working with realistic RV acceleration...
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Re: German road vehicle set [WIP, first version released]

Post by Uwe »

The set should work perfectly fine with realistic acceleration enabled. If it does not, I'd be thankful for precise information about what exactly does not work.
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Re: German road vehicle set [WIP, first version released]

Post by Kogut »

Uwe wrote:The set should work perfectly fine with realistic acceleration enabled. If it does not, I'd be thankful for precise information about what exactly does not work.
And is working - maybe I had old version?

During retesting I found another problem - is it possible to to sth with sticky RV?
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Re: German road vehicle set [WIP, first version released]

Post by Uwe »

I know that this problem creeps up sometimes, and I also know that it has to do with the vehicle lengths in code and the size of the sprites, but I don't really have a clue as to what I'd need to change so that the problem is solved. Meanwhile, you can only try to force the vehicles to change their direction whenever they get stuck. This might help, but it is only a workaround.
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Re: German road vehicle set [WIP, first version released]

Post by Kogut »

Vehicles are not stuck but crawling due to slow one on the front.
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Re: German road vehicle set [WIP, first version released]

Post by jvassie »

Bit of a dig, however unfortunately managed to lose my copy of this .grf on an old HDD which is kaput. Does anyone have a copy of this set somewhere they might be able to share with me please? Via pm might be best I think.

Thanks
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Re: German road vehicle set [WIP, first version released]

Post by Uwe »

The grf can be downloaded from my homepage.

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Re: German road vehicle set [WIP, first version released]

Post by michael blunck »

Uwe wrote:The grf can be downloaded from [...] my homepage.
James, there´s even a brand new alpha which includes the first two trucks. :cool:

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Re: German road vehicle set [WIP, first version released]

Post by jvassie »

So sorry guys, website wasn't loading at all for me earlier, though I appear to have not mentioned it >.> Thanks for the heads up :)
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Re: German road vehicle set [WIP, first version released]

Post by Pyoro »

michael blunck wrote:... alpha which includes the first two trucks. :cool:
:shock: Didn't expect that to happen, quite frankly.
... and I even counted 3 trucks 8)
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