Electric Rails -- Help us test

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Brianetta
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Post by Brianetta »

Bjarni wrote:
Brianetta wrote:What version are the posted binaries?
I don't know so I used rev 3850 for the mac build. I have no idea if they are the same :(
The others are 3848, as is the server. Sorry, Maccers, you'll need to run your own server for online play for now.
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sidew
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Post by sidew »

I noticed a thing: the cost of build for an electrified rail is the same as normal rail.

Is possible to make more expensive? Maybe 1.5x the price for a normal rail.
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Post by pshemko »

Is it going to be possible to build intersections with normal and electric rails?
The other thing is - if there are many junctions next to each other or more then two rails the whole setup looks a bit clogged. Would it be possible to limit the number of poles on the tiles with junctions? My personal favourite would be a catenary that spans multiply (more then 2) tracks .....
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Post by CharlyHRO »

first thing - a positive one - is the automatic conversion of railway to electrified railway when loading an old savegame without elrail.

more later if negative things found. i'm still testing this thing (just downloaded it and loaded a saved game)
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Post by bobingabout »

yer, its currrently not possable, but it should be... just the same as its not possable to have meglev and rail in the same tile, even if they are just running parallel on a diagonal. something tells me the responce is going to be: Not untill the map array is re-written.

oh, and i wouldn't mind using this patch on brianetta's server either.
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Post by CharlyHRO »

I think I misspelled in my earlier post. What I wanted to say is: it's positive to see that normal railway from an earlier savegame is automatically converted to electrified railway. So you wont get any trouble when loading an old savegame with a lot of electric engines running.

But on the other hand I just found a negative thing. It seems that railway-type-numbering was altered to make elrail possible and when loading a saved game all type of rail is increased by 1 to keep the corresponding railtype. But this seems to don't work under bridges. When I was loading the atached savegame my most important trains got stuck because under a bridge the number for railtype wasn't changed. Ending up in MONORAIL on a MAGLEV track (see screenshot).
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conversion problem under bridges.sav
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this happened when loading the game
this happened when loading the game
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Post by ZxBiohazardZx »

is there a way to download a sort of .grf file to implent elrailsw.grf for the openttd version 0.4.5?
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Diesel Trains in Electric Stations and Other bugs

Post by Invisble »

Great work on the Electric rails Celestar.

Now to the bug I have found.

1. Take a station and turn it into an electric rails station, but then re-convert part of the station back to standard track. Now when you send a diesel train to the station to pick up what ever is there, it will only go as far as the electric track, and no further.
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Impossible to open depot.

Post by R2 »

Ok, first I was too stupid, but this has improved yet. :wink:
I found out how to build an electrified track now. But it is impossible to buy new trains by klicking the depot! Nothing happens when I do so. It works all right with the normal depot, but I can't buy electric trains from there. I can only buy those trains by building the depot an then go to the "Show all trains" windows and klick "Buy new trains" there. And this only worlks as long as I have only those electric depots...?
What can I do?
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Post by R2 »

Another question: Is there anything about this in the wiki yet?
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Post by TrueBrain »

ZxBiohazardZx wrote:is there a way to download a sort of .grf file to implent elrailsw.grf for the openttd version 0.4.5?
No, this is not possible. The code is changed to make it to work, just a grf isn't enough.
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Post by TrueBrain »

New binaries available (r3855). MacOSX can't be compiled yet by the compile-farm, because it is the only target that supports 'make install' alike stuff, which confuses other code again.. the Makefile is really a complete and total mess! So you have to ask Bjarni for that ;)

Brianetta: this week I will finish some new Compile-Farm code, then elrail will be compiled every day at 17:00 CET (3 hours before the nightly) for as long as it is in the branch. Just so you know that ;)
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Post by bobingabout »

just make sure we have a link for it :P
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Post by Brianetta »

Game load on server succeeded.
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Post by combuster »

About the pathfinding bug mentioned a few times above:

if NPF is off, the pathfinder seems to count all non-electric and electric rail as equal, and thus the train will go in the wrong direction at several occasions.
if NPF is on, the pathfinder works correctly

that tiny screenshot shows an example of this pathfinding. One track of the station is electric, the other is not, and the same counts for the rails, although electric and non-electric cross at this junction.
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OOPS... somebody forgot to turn NPF on?
OOPS... somebody forgot to turn NPF on?
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Post by BeSt-Com »

sorry, an other BUG,

building waypoints on slope produces an error, the waypoint is to 'high'!!

#2 and #3 are 'on slope, the other one is 'normal ground'
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waypoint.jpg
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Post by AdamW »

I hate to ask a negative question, but - why electric rails? Who decided this was a good idea? I thought everyone already hated having three different track types, why add another one when it just seems (at first glance at least) to add more valueless complexity and maintenance tedium to the game? Not a troll, a genuine question - I'm sure there's some 'cool!' factor I'm missing here.
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Post by Born Acorn »

sidew wrote:I noticed a thing: the cost of build for an electrified rail is the same as normal rail.

Is possible to make more expensive? Maybe 1.5x the price for a normal rail.
I agree, but I believe it should cost less (minus normal rail building costs) for only upgrading existing rail.
AdamW wrote:I hate to ask a negative question, but - why electric rails? Who decided this was a good idea? I thought everyone already hated having three different track types, why add another one when it just seems (at first glance at least) to add more valueless complexity and maintenance tedium to the game? Not a troll, a genuine question - I'm sure there's some 'cool!' factor I'm missing here.
The Patch has Erails, and they work well there, as well as almost every newgrf set there is taking advantage of them. We simply must have them! Except unlike the patch, this adds a new railtype instead of replacing another.

Its also a logical step as no new vehicles are needed, we already have electric trains in the default vehicles, as well as catenary graphics already existing.
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Post by sidew »

Born Acorn wrote:
sidew wrote:I noticed a thing: the cost of build for an electrified rail is the same as normal rail.

Is possible to make more expensive? Maybe 1.5x the price for a normal rail.
I agree, but I believe it should cost less (minus normal rail building costs) for only upgrading existing rail.
Yes.

For an ipotetic cost of 100 for normal rail, the rail with catenary must costs 150 and 50 for upgrade only (the price of catenary).

Maybe in next future, with new map system, I like to see rails with different sleepery (and max speed limit), like simutrans.
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For typo, errors or bug on OTTD italian translation, please PM me.
unofficial italian TTD/OpenTTD forum: http://wolf01.game-host.org/forum/index.php
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Post by Brianetta »

AdamW wrote:I hate to ask a negative question, but - why electric rails?
OK, you have two trains in the game. Train A is cheap to buy, cheap to run, more powerful and goes faster. Train B is also cheap to buy, but costs more to run, is less powerful and goes slower. Which do you buy?

Train A, clearly. This might lead you to wonder why train B exists at all. Train B is probably a diesel train, whereas train A is probably electric. Suddenly, there is clarity. Suddenly, a quarter of the trains have a reason to exist (especially when playing real-life sets such as UKRS). These trains are less powerful and less quick, and might cost a bit more to run, but you can also run them on your old, unelectrified lines!

This opens up a whole extra load of cool, exceeding even the levels of cool brought by rolling stock speed limits. It's fab. It's necessary. The game could never properly be considered complete without it.
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