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Concerning reversing, the V36 would like a little fixing, too. I'd love to run two of those back-to-back.
Maybe I missed something, but there seems to be no 100km/h caboose?
Also, is there a possibilty to add a refit option all those DMUs/EMUs to "city cargos" like mail, goods, and valuables, perhaps even partially? It looks a bit odd to add a luggage car to transport mail alongside with pax.
Thank you so far and keep those beautiful vehicles coming!
Updated my savefile and had indeed some trouble with the EMU 426, it seems like the length is changed. After changing those 7 trains manually it was all smooth sailing.
Nice cargo addition. Just like Code I'm hyped about this trainset. Love the way you made the EMU's turnaround, especially with noticeable trainsets like the ICE
Thanks for the beautiful trainset!
Found a small bug, where some trains clip through catenary masts, if the masts are placed on the near side of the track (in front of the train). I think it may be a sprite layer priority error, which is making the locomotive run over the top of the masts instead of behind them. This bug does NOT seem to happen if catenary masts are located on the far side of the track (behind the train).
Tried with a few different track newgrfs, and got similar results.
First of all, thanks for all the nice words. Concerning the caboose, this one will come soon (TM). I'll also take care for the V36.
Concerning the refit-option, that'll most certainly not be implented.
Thanks for your bug report - i've had a brief look into it and i'm quite sure this can't be solved. The long engines are 3-part articulated vehicles, where the sprite itself is drawn in the middle vehicle. The bug shown by you happens, when the first part of the articulated vehicle is already behind the mast, but the second part still ahead of it. What i think (and i don't know anything about the game-code) is that the game is drawing the train-sprite in front of the mast, since it doesn't know the sprite is already overlapping. As of today, i do not know for a possible solution.304 001 wrote: ↑27 Sep 2022 14:31 Found a small bug, where some trains clip through catenary masts, if the masts are placed on the near side of the track (in front of the train). I think it may be a sprite layer priority error, which is making the locomotive run over the top of the masts instead of behind them. This bug does NOT seem to happen if catenary masts are located on the far side of the track (behind the train).
If you want a realistic interurban cargo train as a Mail / valueables carrier you will probably end up with a short locomotive hauled train with one of the following (based on the current vehicles)
- The smaller sliding wall vans
- A combination of the Dresden or newer classic goods vans with one or more dedicated post vehicles
- A full rake of dedicated post vehicles
DRG era (mainly additions to get some more modern vehicles in)
- A Gruppe 28 luggage car (same as the Rheingold but in green)
- A Gruppe 28 Post Wagon (the luggage car with a clerestory section)
- Gruppe 39 AKA Schuerzenwagen, the only vehicles that should be able to get over 140kmh in that point in time
- Streamlined stem locomotives (BR01.10, 03.10, 05, 06 and 62) to match the 'Gruppe 39' vehicles
- 1950s DB Post wagon (the short one with bogies)
- Post wagon of the UIC-X type
- Full Luggage wagon of the UIC-X type
- Rheingold observation car (mixed passenger / mail, the lower floor was a post / luggage section), that would also fit the other TEE vehicle from the latest release
- Various lengths of flatcars with random loads, with paired and non-paired options for the very early ones
- Dedicated container carriers (the multi part ones) with random loads (containers and trailers)
- RoLa with complete truck-trailer combinations
- Car carriers (might be an idea to cooperate with Temporal8 on this for the cars)
- Coil cars in both open and covered version, the last ones often come in lively colors (DB red, Wascosa blue and fluorescent green GATX)
On the other hand, there is plenty of pictures of DMU's with attached box cars for smaller cargo amounts.
For your vehicle-wishlist: Most of the things you mention are on my lists, too. Some will come earlier, for some of them you'll have to be more patient.
Since the start of this project i collected a lot of sources of things i want to draw. Stuff will come, it'll just take some time
By the way: The UIC-X luggage wagon is already in.
As before: Many thanks for your great support. Even if i won't fulfill all your wishes, your input is highly appreciated.
Just finished working on a bunch of container's for the set to be put atop wagons,
there are quite a few but if u have any other liveries then gimme or garlic a shout
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It's fixable for most of the cases on straight track, but the method for doing so is one of those brain-bending "you did WHAT???" hacks which you set up and then hope never to touch again. So also a call on whether fewer graphical glitches are worth the effort
When the vehicle is running "straight" it can be split into three sprites, one for the front, middle and rear of the long articulated vehicle. If the alignments are set up correctly this works, as each part of the vehicle remains in the same relative position, and now because you have three sprites corresponding to the correct size and location for their bounding box the sprite sorter can handle it.
Of course, when you go into a corner or up/down a hill the relative positions of each sub-vehicle change, so in this situation you need to detect it (using the variables for relative vehicle corner state, and z offset) and then switch to the appropriate "long" sprite. This means you can still get the graphical glitches entering and leaving corners, but as there are fewer situations where an item needs to be sorted "in front" of a corner and is in a marginal place this is far less noticeable.
If you're using GoRender there are some built-in tools to help with producing the sprites, https://github.com/mattkimber/timberwol ... _long.tmpl may be of interest for how the switching works and https://github.com/mattkimber/timberwol ... tions.json for the GoRender settings. (The relevant config file entry is slice if I remember, there might be some others needed to tell it exactly where to slice sprites)
I'll take a look into that somewhere down the line, altough that has really low priority for me. I recall that having outdated vehicles in the purchase menu is kind of usual, although i'd like them to vanish when they've been scrapped in real life.
Well.... you did WHAT??? Thanks for that detailed explanation and the code example. While i can follow the written words, the code is a bit above my head for the moment. But i hope you don't mind if i come back to this at a later point.Timberwolf wrote: ↑24 Nov 2022 10:36It's fixable for most of the cases on straight track, but the method for doing so is one of those brain-bending "you did WHAT???" hacks which you set up and then hope never to touch again. So also a call on whether fewer graphical glitches are worth the effort
Please be aware, that length of "O Schwerin" mineral wagon has changed. Also, the re-drawn Group 28/Group 30 coaches are 1/8 longer than their predecessors.
So this may look weird if you update your savegame.
Besides that: The usual rake of new stuff, ranging from Bavarian Goods engines via luxury 1930's trains to ICE 3.
See full resolution of what's new:
And as always: Thanks for the ongoing criticism, comments, whishlists and so on. I really appreciate this.
Im absoultly stunned about this Set, i really love it!
Thanks for adding the ET 422!
I wonder, if u would add GDR-Trains as well? Like the iconic Ludmilla or the Br 143, etc, along with Halberstädter or Double-Deck-Coaches, since there is no single set, thats includes DR Rolling Stock, except the few ones, on the DB XL Set.
Br 143/ Br 243
Br 112/114 /Br 212
Br 142 / Br 242
Br 232 /Br 132 in a lot of variations
Br 201 /Br V100
Also a good addition would be:
Br 605, Diesel ICE
Schienenbus VT 98
the new Talgo
The old Talgo-Train (InterCity-Night)
Various Sleeping Cars in different aeras
There would be a lot more, that i´d in mind.
Ty for sharing this awesome set anyway, and keep at that stunning work!
why so many similar coal wogoons?
The short ones are reserved for high density cargo (ore and coal), while the long ones are a more generic type of vehicle.
Usually, you will use either the short or the self-discharge vehicles for ore and coal, as the short ones offer the best empty weight vs load value and the self-dischargers are the quickest to unload. This is more important early in the game as you are pulling a lot of unused weight around with fairly small locomotives if you use the wrong type of vehicle. Towards the end of the game you get more specialized vehicles and a major increase in power which eventually makes block trains profitable (which usually means driving back empty)
In a scenario where you can pick up cargo that you can unload on the way back, you could go for the long version of the hoppers and do a refit before returning.
For a proper implementation of the statement above the capacity should be a mix of either weight or volume, with the short vehicles offering full refit capabilities reflecting the reduced volume available (which is about 2/3 of a long one)
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