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Bjarni
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Post by Bjarni »

Maintance is a good idea. It can get color codes as well: one for condition and one for ordered maintance level.
As strange as it may sound, tracks last longer if they are used. Rarely used tracks are in better condition than tracks, which are not used anymore. It have something to do with rust and metal wheels removing rust. Sometimes real railroads sends trains over rarely used switches to remove thr rust. You may have tried being in a train, which went to the left track and returning to the right track right away. Now you know why

Rust reduces top speed (and increases the brake distance very much!)
It haven't got much to say about max weight for slow trains, if the rust is not too great.

And about trees. Do you think a 100+ tons engine cares about a single tree :wink:
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Post by krtaylor »

If it's a little tree, no, the train will plow right through it. The trouble would arise if the tree was too big, not because it wouled stop the train, but because it would be too soild and, when the train knocks it over, out would also come the roots and the ties underneath the train, letting the track spread and causing the train to fall down inbetween the rails. I would say that a tree of up to 4 inches would be OK for a train to crunch through, depending on the condition of the ties - if the ties were rotten, even that might be too strong a tree. But it takes too long for a tree to grow that big and tall, you might have a track that is used only 4 times a year or so, but that would be plenty to keep trees from getting bigger than an inch around.

It would be interesting to have trees grow on tracks if they aren't used in a while. It might show you what tracks hardly ever get used and so are not needed, maybe you'd want to remove them to save on maintenance.
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Post by Bjarni »

krtaylor wrote:If it's a little tree, no, the train will plow right through it. The trouble would arise if the tree was too big, not because it wouled stop the train, but because it would be too soild and, when the train knocks it over, out would also come the roots and the ties underneath the train, letting the track spread and causing the train to fall down inbetween the rails. I would say that a tree of up to 4 inches would be OK for a train to crunch through, depending on the condition of the ties - if the ties were rotten, even that might be too strong a tree. But it takes too long for a tree to grow that big and tall, you might have a track that is used only 4 times a year or so, but that would be plenty to keep trees from getting bigger than an inch around.
Danish rules state, that any railroad have to have at least 4 trains each week or month (I can't remember which) to consider the line "active". Non-active lines can't be used by commercial railroads. It's takes some testing/repairing to return it to active state.
krtaylor wrote:It would be interesting to have trees grow on tracks if they aren't used in a while. It might show you what tracks hardly ever get used and so are not needed, maybe you'd want to remove them to save on maintenance.
Or you could just reduce the maintance to nil. It is cheaper to repair the track if you want to use it again, rather than bulldoze it and built a new one. Someone might even build roads and houses if the land is free.
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Post by krtaylor »

I think this whole maintenance idea is very interesting, but it should be a plug-in option to OpenTTD - that is, you can turn it on, or not, as you prefer.
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Post by Bjarni »

krtaylor wrote:I think this whole maintenance idea is very interesting, but it should be a plug-in option to OpenTTD - that is, you can turn it on, or not, as you prefer.
plugin or pref setup

I just though of the fact, that higher speed is harder on the track and therefore it needs more maintance. It should be possible to make a 160 km/h track and tell trains to go max 120 or 140 km/h to reduce the need of maintance
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Post by hovering teacup »

Bjarni wrote:(engine's weight)*(maximal speed) :?
It's far more complex than that.
I imagined that but I thought restricting the actual speed by the engine's weight might be a good simplification for playability, in the sort that a train led by a locomotive of 100t passes at 80km/h on a given class of track while one of 80t goes at 100km/h there.
... I dont know how realistic the OTTD's gameplay can draw, I was too sticking to the over-simplification of TTD anyway.
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Post by krtaylor »

I'd say, the locos of varying weights can go at their top safe speed depending on the condition of the track, automatically. If you want them to go slower than that, you can post a speed-limit sign on a stretch of track by drag-selecting it. That would be less wearing on the track, I would imagine that you would select a "maintenance category" for each stretch of track, as to what standard of maintenance you want on it. But the fee to keep it in that level of maintenance would depend on what sort of traffic it got - very heavy, fast traffic would obviously wear it out faster, so you would have to pay more money to keep it in a given level of repair than if it saw lighter, slower trains less frequently.
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Post by Harteex »

There is something I really want to be fixed. In the DOS version of TTD you could press backspace to close the active window... so everytime you pressed backspace, a window would disappear (in the order of last activity).
This was however missing in the Windows version and I hated that.

Please, please fix this in OpenTTD. It can't be that hard?
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Post by SHADOW-XIII »

Harteex wrote:This was however missing in the Windows version and I hated that.
However it exsist in WIN TTD but with DELETE key
what are you looking at? it's a signature!
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Post by Harteex »

wow cool!
Thanks a lot, I didn't know that :D
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Post by Rob »

Well it is the delete key, but it does close all open windows at once, not one by one like in TTO.
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Post by mrf »

Want: Separation of User Interface and Game Logic, so that the code could be restructured into a Client/Server type model, and therefore allow online multiplayer (2,3,4,5,and up) games.

Any chance of getting this done for next weekend? :>
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Post by Killer 11 »

Nope becouse the multiplayer itself is not availible at all.
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krtaylor
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Post by krtaylor »

Obviously OpenTTD is going to have multiplayer eventually.
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Post by Bjarni »

I vote for the client/server idea. I like it the way freeciv have done it. It's open source as well. Copy it.... or at least the idea (the code is 99,9999% not ready for just copy/phase)
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Post by MadEgg »

Killer 11 wrote:Nope becouse the multiplayer itself is not availible at all.
Actually it does have some multiplayer support. Just not from ingame.

Start the game with:

Code: Select all

ttd -n
On one machine and start the game on another machine with:

Code: Select all

ttd -n 192.168.0.15
or whatever the proper IP address is. The games will be linked, you can start a new game together and stuff. It only works very partially so not ready for playing yet. But multiplayer is in there already.
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Post by BobXP »

ttd -n 192.168.0.15
:!: :!: :!: :!:

Hey, that's my IP! :shock:

Code: Select all

Windows 98 IP Configuration

0 Ethernet adapter :

        IP Address. . . . . . . . . : 0.0.0.0
        Subnet Mask . . . . . . . . : 0.0.0.0
        Default Gateway . . . . . . :

1 Ethernet adapter :

        IP Address. . . . . . . . . : 192.168.1.2
        Subnet Mask . . . . . . . . : 255.0.0.0
        Default Gateway . . . . . . : 192.168.1.1
(well, almost...) :lol:
<!-- End Of Post !-->
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Post by Saskia »

Because it's the one and only valid class 3 subnet for a not-routeable network :roll:

EDIT:
Ah, I forgot a suggestion: drive-through train depots
And another one: backward-driving trains with steering cars [Steuerwagen, I've read the correct English word around here] or cabin tenders for backward-driving locos. Some sort of the German BR 50 freight engine had such tenders. Maybe an option like "No train reversing anywhere, It's your fault if the train has no reversable engine or steering car at a terminus station" :wink:
Last edited by Saskia on 21 Mar 2004 22:52, edited 1 time in total.
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Post by mrf »

MadEgg wrote:But multiplayer is in there already.
But there are just so many problems and limitations with the way the multiplayer is implemented in TTD. imo it boils down to the fact that it seemed to be something that was 'bolted onto' the game, rather than designed in from the start. My post was factious, something like this would be a major undertaking, maybe something to think about once all the patch style improvements are implemented.
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Post by MagicBuzz »

Hi, I just found this link, and tried the game. It's so cool playing in 1600x1200 on my 22" monitor !

OK. Let's go for my wishlist ;)

- Higher bridges : I saw it should be a lot of work, but I think it should be so cool.
- Diagonals biges & tunnels / Possibilty to build bridges on diagonals tracks, signals and so on : same thing.
- Having huge maps (1024*1024 ?) should be soo cool !
- More complex industry system (with 50 types of goods ?)
- Different types of road and rails : small road, big road, highway, and for rails, high speed rails.
- Possibility to schedule vehicule course : As if it is not full, it starts automatically after a delay, or as if it's full, it stay in the station until a delay.
- Passengers should want to go from a point A to a point B (and not use the first vehicule in the station). If possible, same for goods.
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