Mini Integrated Nightly [discontinued 31/12/2006]
Moderator: OpenTTD Developers
Silly question: HOW did you get the mail bags onto the train? Besides that you can turn "leave if any cargo full" global off in the patch menu or turn on/off by using FiFo loading by order item for each station individual.
To the next question:
The "leave station if another X vehicles are loading at station" option uses 0 as off. If you set it to 1 there is only 1 vehicle allowed to load at that station. If you set it to 0 and it is not programmed as disabled you never could send a vehicle to any station.
To the next question:
The "leave station if another X vehicles are loading at station" option uses 0 as off. If you set it to 1 there is only 1 vehicle allowed to load at that station. If you set it to 0 and it is not programmed as disabled you never could send a vehicle to any station.
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- Engineer
- Posts: 48
- Joined: 05 Jul 2006 22:25
They simply picked up mail at a station that happened to have some, along with other cargo that they were meant to pick up too. The destination happens to have mail for pickup too, but that can be avoided with forced unload. The problem is solved now that I've worked out how to refit each train.gigajum wrote:Silly question: HOW did you get the mail bags onto the train?>
I'm sorry, I don't understand what you've just said.Besides that you can turn "leave if any cargo full" global off in the patch menu or turn on/off by using FiFo loading by order item for each station individual.>
That makes sense. Thanks for your response.To the next question:
The "leave station if another X vehicles are loading at station" option uses 0 as off. If you set it to 1 there is only 1 vehicle allowed to load at that station. If you set it to 0 and it is not programmed as disabled you never could send a vehicle to any station.
In the patch menu there is an option called "Leave station when any cargo is full, if 'full load'" that make the train leave if any cargo is full equal if the train loads 1 or more cargo types. The option in the patch menu is global. If you turn it off the train waits until all waggons are full.meowsqueak wrote:I'm sorry, I don't understand what you've just said.Besides that you can turn "leave if any cargo full" global off in the patch menu or turn on/off by using FiFo loading by order item for each station individual.>
If you enable FiFo loading you can set that thing individual for each order.
The Station options (min and max waiting times, and leave if x vehicles ...) work even if FiFo loading is off
Maybe someone can add such infos about user made patches to the MiniIN Wiki page

Different railtypes shown on smallmap
Hi, I always thought it would be nice to see the railway-type on the small map too, as it gives more structure to the map (my main lines are usually electrified). Therefore, I created this little patchie. It's the first I ever created, so I hope I didn't do anything against possible regulations on patch-making here. If anyone has tips or remarks, I'll be glad to learn from them.
- Attachments
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- RailtypesOnSmallMap.patch
- (6.32 KiB) Downloaded 182 times
i need a lot of help to bugfix the daylength patch
this patch is still very buggy in relation of the economy section
if you stretch the day length, you stretch also the costs (interests, construction cost, running costs etc) but vehicles still earn the same quantity of money as before allowing you to make a biiiiig profit, like normal_profit*day_length
i tried to divide the profit by daylength, so normal_profit*day_length/day_length is normal_profit
but this is not enough... i need to take count also of property maintenance, the "other" entry and AVOID touching the interest rate, because the lastest patch broke something and all visible costs are internally multiplied by 32
if somebody wants to help me, i can continue to develop the patch, otherwise i ask richk to revert it because it bring more bugs than realism
this patch is still very buggy in relation of the economy section
if you stretch the day length, you stretch also the costs (interests, construction cost, running costs etc) but vehicles still earn the same quantity of money as before allowing you to make a biiiiig profit, like normal_profit*day_length
i tried to divide the profit by daylength, so normal_profit*day_length/day_length is normal_profit
but this is not enough... i need to take count also of property maintenance, the "other" entry and AVOID touching the interest rate, because the lastest patch broke something and all visible costs are internally multiplied by 32
if somebody wants to help me, i can continue to develop the patch, otherwise i ask richk to revert it because it bring more bugs than realism
You re-insert some lines that have been removed with good reason or you remove some lines that have been inserted. Please clean up you patch file and remove those reinsertion/remove lines.Simfield wrote:..... If anyone has tips or remarks, I'll be glad to learn from them.
Some examples:
Code: Select all
-STR_CLICK_ON_TRACK_TO_REMOVE :{BLACK}Click on music track to remove it from current programme (Custom1 or Custom2 only)
...
-STR_CONFIG_PATCHES_DAY_LENGTH_ECONOMY :{LTBLUE}Day length affect economy: {ORANGE}{STRING1}
...
+STR_ORDER_LOAD_EXACT_HINT :{BLACK}load not more then set
+STR_ORDER_PRIORITY_HINT :{BLACK}Vehicle has priority loading
...
+STR_ORDER_LOAD_PER_HINT :{BLACK}Vehicle will be loaded based on any cargo or whole vehicle
I think it is better to remove it at the current state of the develpment if there are still so many bugs. Is the day_length saved in the savegame in the meantime? I noticed that it is not saved in the last testgame game reported the advanced replace bug with the waggonsWolf01 wrote: if somebody wants to help me, i can continue to develop the patch, otherwise i ask richk to revert it because it bring more bugs than realism
Different railtypes shown on smallmap
Oops, sorry about that
Seems I have to update from SVN even more ... I hope this version does not disrupt anything anymore ! Thanks for the advice !

You'd have to change your language.txt file and compile it...R2 wrote:I noticed there is an english language pack in the MiniIN using the original vehicle names! That's great, really, but why isn't it possible to have those names with other language packs, too? Or what would I need to do for it?
NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Of course you can change the german.txt, but then you'd have to compile it...
NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Well - download the source from http://svn.openttd.org/cgi-bin/trac.cgi ... hes/MiniIN with TortoiseSVN (Google), then compile it with some compiler, e.g. MSVisualC...R2 wrote:Yes, thanks.I meant: Where to download german.txt and how to compile?
NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
What?comrade-max wrote:is 32 bit in mini-in?
You mean the gradient 16/32-bit-ish look-alike patch?

NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Hey richk67,
My sympathies for you and your busy schedule. We all appreciate what you do for us here.
I had to do a bit of an overhall on the Signal Auto-completion patch, and I'm not done with all of my decision making either, so the next version will probably not be out till at least next week. This is a small hot-fix patch to take care of two more pressing problems.
1) For the limit type, Min and Max were backwards in the MiniIN. (I must have given you a slightly out of date version)
2) Bugfix: There was erratic behavior if a track ended just before another track. (Kind of a rare situation which is probably why I haven't gotten a bug report)
Take care!
-Hazelrah
My sympathies for you and your busy schedule. We all appreciate what you do for us here.
I had to do a bit of an overhall on the Signal Auto-completion patch, and I'm not done with all of my decision making either, so the next version will probably not be out till at least next week. This is a small hot-fix patch to take care of two more pressing problems.
1) For the limit type, Min and Max were backwards in the MiniIN. (I must have given you a slightly out of date version)
2) Bugfix: There was erratic behavior if a track ended just before another track. (Kind of a rare situation which is probably why I haven't gotten a bug report)
Take care!
-Hazelrah
- Attachments
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- AutoComplete_MiniIN_5477.patch
- Signal Auto-Completion: 2 bugfixes
- (2.1 KiB) Downloaded 166 times
i tried to bugfix a little more the daylength patch, now seem that works better
- Attachments
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- daylength_bugfix_5477.diff
- (8.15 KiB) Downloaded 132 times
Railtypes In Smallmap - configurable patch
Hi, this time I also provided a way to turn the switch on or off in the config-file (variable 'railtypes_in_smallmap') or in the GUI (Interface-patches). The patch itself remained the same, just letting you see the railtype on the small map. Greetz !
- Attachments
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- RailtypesInSmallmap.patch
- (7.78 KiB) Downloaded 167 times
-
- Engineer
- Posts: 48
- Joined: 05 Jul 2006 22:25
I've narrowed this down a bit - it only shares the orders properly if you goto+ctrl+click on the actual other train (i.e. on a track somewhere). It does not work if you goto+ctrl+click on another train in, say, the depot.meowsqueak wrote:I'm using MiniIN r5474 and I notice I cannot issue 'shared' orders - GoTo->ctrl+click on other trains doesn't do anything. Is this working as intended?
In the mainline builds (0.4.7, 0.4.8-RC1), you can click on the train representation in the depot, which is why I brought this up. Not a big deal, but it's helpful to understand how it works in MiniIN.
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