Mmm. Sounds like that would be a nice restriction to have lifted. Any idea how hard that would be for the Patchteam?Snail wrote:I think buildings can accept only up to three types of cargo.
North American Industries
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Couple of points folks:
1. Lifeblood's got a good start here and until it's off the ground maybe its a good idea to keep it simple for now. Lifeblood's chart looks like a full plate and perhaps its a good idea to get it moving first. Definitely an automobile vector would be a natural for a future addition. Just keep an eye on the 37 limit.
2. I agree with krtaylor that Canadian and American industries are virtually synonimous and as such the North American Industry Set name is very appropriate.
3. Tourists at the moment I believe are transported only by certain ones of George's buses, but there are a couple of new action 0 properties on the wiki here (cargo classes - bottom of the page) that should make it very easy to code a wagon to accomodate a certain cargo ... ergo ... I think a passenger coach could be coded to also transport tourists - this needs studying. Hopefully it will be in the next patch.
Lifeblood ... will you doing both coding and drawing?
1. Lifeblood's got a good start here and until it's off the ground maybe its a good idea to keep it simple for now. Lifeblood's chart looks like a full plate and perhaps its a good idea to get it moving first. Definitely an automobile vector would be a natural for a future addition. Just keep an eye on the 37 limit.
2. I agree with krtaylor that Canadian and American industries are virtually synonimous and as such the North American Industry Set name is very appropriate.
3. Tourists at the moment I believe are transported only by certain ones of George's buses, but there are a couple of new action 0 properties on the wiki here (cargo classes - bottom of the page) that should make it very easy to code a wagon to accomodate a certain cargo ... ergo ... I think a passenger coach could be coded to also transport tourists - this needs studying. Hopefully it will be in the next patch.
Lifeblood ... will you doing both coding and drawing?
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I hope the refit cost would be as high as three new wagons cost or even higher? And the capacity should be about 18 tourists per wagon. Otherwise it would break the concept of tourists.wallyweb wrote:3. Tourists at the moment I believe are transported only by certain ones of George's buses, but there are a couple of new action 0 properties on the wiki (cargo classes - bottom of the page) that should make it very easy to code a wagon to accomodate a certain cargo ... ergo ... I think a passenger coach could be coded to also transport tourists - this needs studying. Hopefully it will be in the next patch.
Eighteen tourists per passenger coach? So that you could fit much more tourists in a ScenicCruiser than in a railway carriage? Doesn't seem too realistic...George wrote:I hope the refit cost would be as high as three new wagons cost or even higher? And the capacity should be about 18 tourists per wagon. Otherwise it would break the concept of tourists.


Patch 58 is out and Cargo Classes are in! Go crazy Lifeblood!
Suggestion folks ... its Lifeblood's thread and Lifeblood's call but maybe we should discuss carriage issues in a carriage thread ... keep this one for North American industry vectors and graphics (buildings!) ... Lifeblood: I hope I'm not out of line here. If I am, my appologies.
By the way Lifeblood, patch58 also now allows for building industries part on water, part on land ... your canery perhaps?

Suggestion folks ... its Lifeblood's thread and Lifeblood's call but maybe we should discuss carriage issues in a carriage thread ... keep this one for North American industry vectors and graphics (buildings!) ... Lifeblood: I hope I'm not out of line here. If I am, my appologies.

By the way Lifeblood, patch58 also now allows for building industries part on water, part on land ... your canery perhaps?

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1) Cruiser costs about 30k pounds. The wagon - 1.3k pounds. I think 18 tourists is TOO much for the wagon. Tourists are a special cargo - they are paid too good to be transported with cheap vehicles.Snail wrote:Eighteen tourists per passenger coach? So that you could fit much more tourists in a ScenicCruiser than in a railway carriage? Doesn't seem too realistic...George wrote:I hope the refit cost would be as high as three new wagons cost or even higher? And the capacity should be about 18 tourists per wagon. Otherwise it would break the concept of tourists.![]()
2) The wagon has horizontal places while the bus - sitting ones. So, the 1m^2 of the bus' square holds about six times more tourists than the train's one. While the train wagon is about 70% longer, than a bus, and has fast the same width, the capacity should be about 13 tourists. But I made some research about the wagons capacities and found that a luxury wagon has 18 places. So, 18 tourists per wagon in 2000 is as much as possible. But according to the wagon costs, I'd prevent using wagons for tourists unless they are multiplied to some sensible value (the wagon for tourists should not cost less, than a half of the bus.)
I do NOT think that we should use tourists as a separate cargo item in the North American set.
Development Projects Site:
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Well, I'll be doing some drawing. Oz has said several times he was going to do a steelmill, I'm sure he'd let us it. Dan has posted a meat-packing plant a while back, and there is a meat-packing plant planned for this set... There are a few buildings I'd like to draw, but if others want to draw some, I'd be more than willing to share.wallyweb wrote: Lifeblood ... will you doing both coding and drawing?
As for coding, well, no, I won't be doing that. I'm entering my 4th year at uni, and I won't have time to learn how to code. I'm confident that if we have a set that is simple enough, getting a coder shouldn't be a problem. I could be wrong...
And by keeping things simple, for now cars should not be a cargo, for reasons previoulsy posted. Also, I tend to agree with kr about tourists - it sounds a little to complicated for now.
Are there any specific problems with the scheme posted page one? If not, than we shall begin!
If it's North American Industries then I will code it along with the other US stuff that I'm doing - I know there's a bit of a backlog at the moment but I work weirdly anyway and I often have more motivation when I'm doing something new.lifeblood wrote:As for coding, well, no, I won't be doing that. I'm entering my 4th year at uni, and I won't have time to learn how to code. I'm confident that if we have a set that is simple enough, getting a coder shouldn't be a problem. I could be wrong...
I haven't had a detailed look at the scheme but it seems pretty good - and, anyway, it's the drawing of the industries, which you can get started with before everything is completely decided, that takes time - cargo types are more coding work.
US Train Set v0.87.1 now released: http://www.tt-forums.net/viewtopic.php?t=8754
Don't forget to read the manual: http://wiki.ttdpatch.net/tiki-index.php?page=Manual
Don't forget to read the manual: http://wiki.ttdpatch.net/tiki-index.php?page=Manual
Really? I suppose it would be possible to have the US train set able to handle both normal default TTD industries, and also this new North American industry set?Oracle wrote:cargo types are more coding work.
Oracle, would it be reasonable to expect the US roads, stations, and industry stations to have releases in the near future? I mean, getting them off the coding plate before these industries have enough stuff drawn to justify coding them.
Development Projects Site:
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krtaylor: Yes, it would be possible to have the US train set working with both sets of industries.
[OT]The US roads should be out in the next week or so.
The US stations don't have many completed sprites queued up - Oz has only (so far) drawn one direction of each station.
The industry stations are effectively done for now too - there are only a few minor changes outstanding, and they aren't really worth releasing.[/OT]
[OT]The US roads should be out in the next week or so.
The US stations don't have many completed sprites queued up - Oz has only (so far) drawn one direction of each station.
The industry stations are effectively done for now too - there are only a few minor changes outstanding, and they aren't really worth releasing.[/OT]
US Train Set v0.87.1 now released: http://www.tt-forums.net/viewtopic.php?t=8754
Don't forget to read the manual: http://wiki.ttdpatch.net/tiki-index.php?page=Manual
Don't forget to read the manual: http://wiki.ttdpatch.net/tiki-index.php?page=Manual
Huh? What about including the wood station from the Silverline, and fixing the clipping issues? Those changes are worth releasing, I think. And the steel-mill station should be in there too, right?Oracle wrote: The industry stations are effectively done for now too - there are only a few minor changes outstanding, and they aren't really worth releasing.
Development Projects Site:
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Japan, American Transition, Planeset, and Project Generic Stations available there
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Japan, American Transition, Planeset, and Project Generic Stations available there
Fantastic! This set just took the good and proper "right turn".
I can't code and I can't draw small (sprites) but I can think, suggest. critique and gopher. Let me know if there's anything you need done ... eg ... pic hunt, test, etc.
2 part question:
1. Lifeblood: a. Is the canery still in? b. Can you draw it to be partly over water - say with a false dock that fits in with the current dock?
2. Oracle: If Lifeblood's answers are yes, can you apply patch 58's new feature to it - building partly over water by Csaboka? - As the canery would output food and MB's ships already carry fish, train cars would not have to be recoded as long as caneries are built near or partly over water.
That's it for now ... back into my cave to watch this play out.

I can't code and I can't draw small (sprites) but I can think, suggest. critique and gopher. Let me know if there's anything you need done ... eg ... pic hunt, test, etc.
2 part question:
1. Lifeblood: a. Is the canery still in? b. Can you draw it to be partly over water - say with a false dock that fits in with the current dock?
2. Oracle: If Lifeblood's answers are yes, can you apply patch 58's new feature to it - building partly over water by Csaboka? - As the canery would output food and MB's ships already carry fish, train cars would not have to be recoded as long as caneries are built near or partly over water.
That's it for now ... back into my cave to watch this play out.

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http://www.tt-forums.net/viewtopic.php?p=336878#336878krtaylor wrote:Huh? What about including the wood station from the Silverline, and fixing the clipping issues? Those changes are worth releasing, I think. And the steel-mill station should be in there too, right?
I can try - I've never coded industries before but it will just be a matter of reading the documentation and working out how it all fits together; it shouldn't be particularly difficult compared to stations.wallyweb wrote:2. Oracle: If Lifeblood's answers are yes, can you apply patch 58's new feature to it - building partly over water by Csaboka? - As the cannery would output food and MB's ships already carry fish, train cars would not have to be recoded as long as canneries are built near or partly over water.
US Train Set v0.87.1 now released: http://www.tt-forums.net/viewtopic.php?t=8754
Don't forget to read the manual: http://wiki.ttdpatch.net/tiki-index.php?page=Manual
Don't forget to read the manual: http://wiki.ttdpatch.net/tiki-index.php?page=Manual

How the heck did I miss that? Someone should have told me... I'll update the site immediately.
I've had lots of problems with the Forums forgetting to notify me of posts to threads I'm supposed to be watching, so that's probably what happened.
Development Projects Site:
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Japan, American Transition, Planeset, and Project Generic Stations available there
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Japan, American Transition, Planeset, and Project Generic Stations available there
[quote="wallyweb"]1. Lifeblood: a. Is the canery still in? b. Can you draw it to be partly over water - say with a false dock that fits in with the current dock?
[quote]
Wally, I'll draw it so that it'll work either way. And I'll draw a proper looking wood pier for it to go on. Also, you've been more than enough help already, keep it up.
[quote]
Wally, I'll draw it so that it'll work either way. And I'll draw a proper looking wood pier for it to go on. Also, you've been more than enough help already, keep it up.

Got some info for you from Csaboka ... You know with the coal mine image how there are open tiles that can be built on? You can do something similar with the canery so that one of those open tiles is the coast and that will allow a dock to be built and it will look like its a part of the canery. Let me know if I should describe this further.lifeblood wrote:wallyweb wrote:1. Lifeblood: a. Is the canery still in? b. Can you draw it to be partly over water - say with a false dock that fits in with the current dock?
Wally, I'll draw it so that it'll work either way. And I'll draw a proper looking wood pier for it to go on. Also, you've been more than enough help already, keep it up.
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Sounds good guys! I'll post my Slaughterhouse when I get home tonight, maybe even broken up into Sprites
Regards,
Dan MacKellar
================
Projects in Progress
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CN Boxcar drawn by Dave Hersrud
Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site
CN Boxcar drawn by Dave Hersrud
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