ThankyouBorn Acorn wrote:anyway, to not-incur Aegirs morning wrath, I fixed the big warehouses.

Then he starts cursing because you drew the big warehouses too big

Moderator: Graphics Moderators
ThankyouBorn Acorn wrote:anyway, to not-incur Aegirs morning wrath, I fixed the big warehouses.
I believe the standard, form letter response that I, as forum busybody, gives to everyone is...B52 wrote:Is the Yard station comming out soon? It isn't in the pre three.
Bah! I don't want looksies! I want playsies!Aegir wrote:Have a looksies:
I'll take 'em!Aegir wrote:Have a looksies:
I think you're overreacting here...krtaylor wrote:That is indeed a problem, and why I tend not to use stations like that, unless they're on different lines. I don't believe the pathfinding code has any intelligence to make sure the train can fit in the stall, or at least do its best. You can kludge it with signaltowers, but as they cannot be adjacent, that's a real pain.
Precisely. I talked with Patchman about this, and apparently it's possible but a pain. It's on the to-do list, dunno its priority. With stub-tracks it does become more useful and important. Actually, IRL there are often signal-towers at the end of station platforms, I've seen them a number of times at major terminals. The original intent was to discriminate between terminating and through tracks, but it works just as well for stub tracks. Or any other kind of organization - if you wanted to be detailed, you could discriminate between passenger tracks, oil-pumping tracks, and freight-crane tracks, etc.DanMacK wrote:We need adjacent waypoints to assign trains to platforms (which apparently is in the works)
That way short trains get short platforms, long trains get long ones. This is a kick ass feature that I'll likely use A LOT more.
Users browsing this forum: No registered users and 22 guests