my thoughts on the current suggestions

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dragonhorseboy
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my thoughts on the current suggestions

Post by dragonhorseboy »

# Make planes have limited fuel supply and limited range, depending on plane size
how about doing this by simulating the ship route code and warn that it would be too far so you would then have to add an airport somewhere on land for the plane to make a quick stop by at....just like with the way the ships have to go to a buoy then just go on their way to the next one or to their final dock?

# make planting more than one tree in a square affect city ratings, but perhaps not as much
first tree changes the rating as normal.. second tree is 3/4 effective...third tree is 1/2 .. fourth is 1/4? just my own random thoughts as usual

# too much diesel smoke when train is slowed down by bridge speed limit
I think that what actually happens for that is that the train is underpowered or limited by tracks that the engine isn't near/at its max speed so it then seem to be kept stuck in an accerlating mode and so hence all the smoking it makes

someone tell me if I guessed that correctly please

# cargo disappears when refitting more wagons to same cargo, see shadow's post in alpha discussion
-random thoughts below-
some kind of code to go like "x=1, Start, check for a wagon x, if exists then if x=[insert requested cargo] then skip else refit x to [insert requested cargo], add 1 to x, loop to Start"

# allow repeating current order list in reverse order, for ships to find the way back (of course skipping current last and first order)
that sure would be a BIG help with very long ship route that needs many buoys in one direction already!!

# modify train pathfinding to prefer straight and level routes; change it from a shortest-distance algorithm to least-cost algorithm, with some balance between cost due to distance, curves and inclines

# show refittable vehicles several times in the purchase list, one for each cargo type
I'm not so sure if I like this idea....some trainset have multiply cars that can be refitted to same cargo and then there is the issue of eg ECS that adds more freight choice to each car as well -- meaning: MASSIVE wagon list in the buy list

# Prevent landscape changes unless good standing. Big penalties
hmm may be a problem for people using hilly/mountain terrians if they need to put a new station near a town then lower a lot of terrians to fit the track going out?

# check for duplicate grfs and show warning if GRFID exists already
that could be a nice help for these trying to mix two or more smaller vehicle sets together I would say :wink:

# make bank production dependent on town population, e.g. pop/40 = bags/month
that might be better than the current status it is in because when you think about it, a small town may not have that much diamonds but as it growns into a large city many years later where there's a lot more well off workers there should be a lot more diamonds from the same bank by then

I really need to go to bed now but hope I had some nice suggestions and points
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George
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Re: my thoughts on the current suggestions

Post by George »

dragonhorseboy wrote:# show refittable vehicles several times in the purchase list, one for each cargo type
I'm not so sure if I like this idea....some trainset have multiply cars that can be refitted to same cargo and then there is the issue of eg ECS that adds more freight choice to each car as well -- meaning: MASSIVE wagon list in the buy list
I've suggested to simple remember the last refit and try to apply it to newly build vehicles unless the depot window is closed
dragonhorseboy wrote:# check for duplicate grfs and show warning if GRFID exists already that could be a nice help for these trying to mix two or more smaller vehicle sets together I would say :wink:
The good thing is to display the missing grfs if you load a save
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Re: my thoughts on the current suggestions

Post by DaleStan »

George wrote:The good thing is to display the missing grfs if you load a save
How?

By name? That's not saved.
By GRFID? That's saved, but try to find the grf with ID "JS" 01 01.
I'll even give you a hint. The GRF is on grfcrawler.

Let me know when you find it. And what search terms you used.
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Post by Ramshill »

# show refittable vehicles several times in the purchase list, one for each cargo type

Tyr reversing the problem.

List the cargo's in the refit table. then select wagon from second list.
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eis_os
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Re: my thoughts on the current suggestions

Post by eis_os »

DaleStan wrote: By GRFID? That's saved, but try to find the grf with ID "JS" 01 01.
Thats unfair, neither TTDPatch in grfstatus window, debug output or grfcrawler use the ascii representation of the first letters.
You can do that for nfo, but it's not the form grfids are represented normally!
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Post by DaleStan »

I would be very surprised if sure George did not know where str2hex lives.

For those who don't know where str2hex lives, "JS" is 4A 53.

In any case, 4A530101 and 4A 53 01 01 also don't work. With either a capital or lowercase 'A'.

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Re: my thoughts on the current suggestions

Post by George »

DaleStan wrote:
George wrote:The good thing is to display the missing grfs if you load a save
By GRFID? That's saved, but try to find the grf with ID "JS" 01 01.
I'll even give you a hint. The GRF is on grfcrawler.
Let me know when you find it. And what search terms you used.
Plane set.
Alt-F7 "JS" 01 01
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Post by DaleStan »

The point is, searching for the Planeset by grfid simply does not work. Or if it does, I don't know where to look.
So reporting the grfid, although possibly useful, can clearly fail, even on a relatively large set.

And then: How does the patch decide which grfid to complain about? There's really no point in reporting that eg BA's heliport is not loaded, especially if LVv4 is also not loaded. But how does the patch determine this?
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Post by George »

DaleStan wrote:The point is, searching for the Planeset by grfid simply does not work.
At least you would know, what to search for. GRFID is not all, but at least some info
DaleStan wrote:Or if it does, I don't know where to look.
Grf crawler?
DaleStan wrote:So reporting the grfid, although possibly useful, can clearly fail, even on a relatively large set.
That is better, than nothing
DaleStan wrote:And then: How does the patch decide which grfid to complain about?
All the missing ones. At once
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Post by DaleStan »

George wrote:
DaleStan wrote:The point is, searching for the Planeset by grfid simply does not work.
At least you would know, what to search for.
Yeah. I know what to search for. Because I coded that grf.
Last I checked, there are only two people who can make that claim.
George wrote:
DaleStan wrote:The point is, searching for the Planeset by grfid simply does not work. Or if it does, I don't know where to look.
Grf crawler?
What part of "Searching for the grfid 4A530101 returns no results from grfcrawler" are you not comprehending?

Or are you claiming that the grfid for the PlaneSet, is, in fact, something other than 4A530101?
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Post by George »

DaleStan wrote:
George wrote:Grf crawler?
What part of "Searching for the grfid 4A530101 returns no results from grfcrawler" are you not comprehending?
Did you look here?
http://grfcrawler.tt-forums.net/index.p ... q=4A530001+
Someone put a bit different ID :roll:
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Post by eis_os »

Action8 about GRFID:
action8 wrote:This is a series of 4 bytes. It's a convention to use the first two bytes for the creator's initials in ASCII code, e.g. 54 57 for "TW". The last two bytes should be numbers, typically the first number identifying which of the author's sets this is, and the second number being a version number.
Grfcrawler has no support partial GRFIDs in advance searching grfid list, however it's no problem to give it a partial GRFID with the normal search. (Advance search shows aswell what GRFs it didn't found)

However if the nameing scheme is totally out of order, meaning the third byte indicateing a version then I can't help. Neither do I think I will allow several grfids for a set. Grfid change indicates normally that a set is incompatible to the previous one. With stations you would lose all station layouts with a grfid change. So it is in TTDPatch sense not a good idea to change a grfid, or it's a completly/partial different working one. Then you have to change the grfid and have defacto a new set, otherwise TTDPatch gets highly confused, maybe even crash. Then you should offer Players aswell the old version. (think about it like a branch of development) as players maybe need this grf for a savegame to play!


http://grfcrawler.tt-forums.net/index.p ... rch&q=4A53

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Post by DaleStan »

I didn't change the GRFID, and I don't know why 459 put 4A530001; the Planeset's grfid is 4A530101, and has been since before 1.0.
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