bigger checkpoints??

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Jelger
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bigger checkpoints??

Post by Jelger »

is it possible to enlarge my checkpoint to 2 or 3 tracks. Becouse when i use double double tracks all the trains have to go to the track with the checkpoint so i get jams..
I know it is possible to use stations and non-stop but it is a big job to change the orders of all my trains.
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Post by Bjarni »

short answer: no
reason: It's hardcoded titlevise so it have no info on what tile it should bind to like stations binds tiles togerther. It is very hard to change, since it would need recoding of the checkpoint code
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Post by Jelger »

ok, thanks i'll give all my trains new orders..
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Post by Dunderdon »

How does your one-direction two-tracks network look like, if I may ask?
Jelger
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Post by Jelger »

like this :)
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wedesdo
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Post by wedesdo »

Jelger wrote:like this :)
Impressive. Never thought of doing that.
School
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Post by School »

You may try to use pre-signals instead of ordinary siginals for the junctions.
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Post by Jelger »

School wrote:You may try to use pre-signals instead of ordinary siginals for the junctions.
like this?
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Korenn
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Post by Korenn »

and in ottd 0.3.1 you can remove the middle unused piece of station by using ctrl-buyland :D
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GoneWacko
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Post by GoneWacko »

Bjarni wrote:short answer: no
reason: It's hardcoded titlevise so it have no info on what tile it should bind to like stations binds tiles togerther. It is very hard to change, since it would need recoding of the checkpoint code
Why TTD is hard to change is because there are a lot of hardcoded things...

It would be best for OpenTTD to be as dynamic as possible, or else you will get the same problems as TTD had soon.
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Korenn
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Post by Korenn »

GoneWacko wrote:Why TTD is hard to change is because there are a lot of hardcoded things...

It would be best for OpenTTD to be as dynamic as possible, or else you will get the same problems as TTD had soon.
absolutely true. but one of the reasons that the original ttd isn't dynamic is because of performance... this is also one of the big hurdles in dynamic bigger maps.
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Post by School »

Korenn wrote:
GoneWacko wrote:Why TTD is hard to change is because there are a lot of hardcoded things...

It would be best for OpenTTD to be as dynamic as possible, or else you will get the same problems as TTD had soon.
absolutely true. but one of the reasons that the original ttd isn't dynamic is because of performance... this is also one of the big hurdles in dynamic bigger maps.
The orginal one is for DOS and Win95. Now I think that nobody would use win95 to play games ( even DirectX is not supported now ) and with win98, eventually the speed of computer is fast enough to handle more data.
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Post by Korenn »

School wrote:
Korenn wrote:
GoneWacko wrote:Why TTD is hard to change is because there are a lot of hardcoded things...

It would be best for OpenTTD to be as dynamic as possible, or else you will get the same problems as TTD had soon.
absolutely true. but one of the reasons that the original ttd isn't dynamic is because of performance... this is also one of the big hurdles in dynamic bigger maps.
The orginal one is for DOS and Win95. Now I think that nobody would use win95 to play games ( even DirectX is not supported now ) and with win98, eventually the speed of computer is fast enough to handle more data.
you misunderstand, yes, computers have become a lot faster since TTD was released, but NOT fast enough to handle changing all hardcoded values into dynamic ones. we're talking about a factor of a few million or more.
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Post by Jelger »

and, many people use their 'old' PC's to play Transport Tycoon.
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Post by Bernhard »

that's right. I've got to use my 4 years old PC (Celeron 500) with Win 98.
And i would like to be able to play O-TTD for a long time............
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Post by GoneWacko »

Jelger wrote:and, many people use their 'old' PC's to play Transport Tycoon.
Then they should still do so.
And play OpenTTD on a PC that handles it the way it should, imo.
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