Various suggesstions (some easy to implement & some drea

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rashaverak
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Various suggesstions (some easy to implement & some drea

Post by rashaverak »

sry for my english

a. easy to implement suggestions

1. there is already smooth economy on/off, but what i really miss is turning on/off any changes in industry production (when i have 200 trains i do not do almost anything else then only add and remove wagons, what is very boring)

2. there is already automatic renew implemented but what about automatic removing of wagons (if the new train is 20% faster then remove 20% of wagons)

3. sometimes i need to build junction, and i have some templates that i ussually build, some are quite big and time consuming to build. What about some system to copy a part of landscape and then paste somewhere where I need.

4. I really miss some list of all my stations that accepts for example coal with the % of my popularity in that station for that good

b. dreams :)

1. power plants do not produce any good that i can load on wagons, thats quite logic :) BUT what about a system that depending on how much coal you bring to the power station it will produce energy that can give electric energy for example for 10K people, it will choose nearest city and make there icon symbolizing they have energy and then the city would grow faster. If there are only 8K people in the city it will choose another nearest city and give electric energy also to them. Imagine a situation that you have two close cities both with energy and then the nearest one get over 10K and the second one will be without energy, you then have to bring more coal to the power plant. Just an idea :)

2. now you can load all passengers and all unload in any other station. Thats not too realistic, i would prefer a system when the nearest cities are preferable, and also bigger cities are prefered, instead the small city on other side of continent noneone want to go there. Also in industry case, the mines should want to have the least transport costs they could so they should prefer the company that bring their goods to closer factory than the other that bring it to the far to maximalize their profit.

I realize my dreams will change the system of ttd but they could be just on/off. Anyway I want to thank you for developing this 12 years old game that have not been beated yet. You do an AMAZING WORK.
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Re: Various suggesstions (some easy to implement & some

Post by Dave »

rashaverak wrote:sry for my english

a. easy to implement suggestions

1. there is already smooth economy on/off, but what i really miss is turning on/off any changes in industry production (when i have 200 trains i do not do almost anything else then only add and remove wagons, what is very boring)

2. there is already automatic renew implemented but what about automatic removing of wagons (if the new train is 20% faster then remove 20% of wagons)

3. sometimes i need to build junction, and i have some templates that i ussually build, some are quite big and time consuming to build. What about some system to copy a part of landscape and then paste somewhere where I need.

4. I really miss some list of all my stations that accepts for example coal with the % of my popularity in that station for that good

b. dreams :)

1. power plants do not produce any good that i can load on wagons, thats quite logic :) BUT what about a system that depending on how much coal you bring to the power station it will produce energy that can give electric energy for example for 10K people, it will choose nearest city and make there icon symbolizing they have energy and then the city would grow faster. If there are only 8K people in the city it will choose another nearest city and give electric energy also to them. Imagine a situation that you have two close cities both with energy and then the nearest one get over 10K and the second one will be without energy, you then have to bring more coal to the power plant. Just an idea :)

2. now you can load all passengers and all unload in any other station. Thats not too realistic, i would prefer a system when the nearest cities are preferable, and also bigger cities are prefered, instead the small city on other side of continent noneone want to go there. Also in industry case, the mines should want to have the least transport costs they could so they should prefer the company that bring their goods to closer factory than the other that bring it to the far to maximalize their profit.

I realize my dreams will change the system of ttd but they could be just on/off. Anyway I want to thank you for developing this 12 years old game that have not been beated yet. You do an AMAZING WORK.
Hmm... I wonder why the BBcode didn't work...

Anyhow...

Firstly, no suggestion is "easy" to implement, but at least you have confidence in the Patch Devs :D.

a1 - I'm sure this is part of the "Economy: Steady/Fluctuating" option in the difficulty settings... I could be wrong though.

a2 - But this would automatically lower your efficiency, would it not - since you're hauling less wagons...? Not a supporter of this idea, but each to their own.

a3 - That would take away the beauty of the game though. The idea is your junctions are unique and efficient, not monotonous and boring. I believe this feature is currently being tested for OTTD, but stick with the Patch :).

a4 - Hmm... I like this idea - Maybe you could have it next to the amount of cargo indicators in the station window.

b1 - This is a better idea than most have with the power stations, but is somewhat unrealistic - one power station could probably power more than one city, probably. Still, it's not a bad idea.

b2 - I think you're suggesting here that the amount of passengers that want to get on a train depends on the destination of the train. I'm not sure if this is possible, it's been suggested before.

The mine idea is another interesting one - I assume what you mean is that the coal mine will supply more coal to the station of the company whose power station is closest? It's a good idea but I think it'd be open to abuse - I'm not sure I'd use it anyhow, but someone out there would, if it was possible!

Some nice suggestions for a first post! Fair play!
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Re: Various suggesstions (some easy to implement & some

Post by wallyweb »

Dave Worley wrote:
rashaverak wrote:sry for my english

1. power plants do not produce any good that i can load on wagons, thats quite logic :) BUT what about a system that depending on how much coal you bring to the power station it will produce energy that can give electric energy for example for 10K people, it will choose nearest city and make there icon symbolizing they have energy and then the city would grow faster. If there are only 8K people in the city it will choose another nearest city and give electric energy also to them. Imagine a situation that you have two close cities both with energy and then the nearest one get over 10K and the second one will be without energy, you then have to bring more coal to the power plant. Just an idea :)
b1 - This is a better idea than most have with the power stations, but is somewhat unrealistic - one power station could probably power more than one city, probably. Still, it's not a bad idea.
I echo Mr. Dave Worley's observations and would like to add my own to item b1:

- Power Stations can be made to produce a product ... Sulphur in the case of George's ECS implementation.
- So it is not unrealistic to have a power station produce electricity.
- The first challenge is how to convey/transport the electricity
- Currently TTDX patched supports transport via a air, road and a limited combination of rail, electified rail, narrow gauge rail, monorail and mag-lev.
- I believe work is underway to extend the options for rail types.
- If successful, one of those rail types could be power tranmission lines.
- The second challenge is the carrier ... what kind of vehicle travels a transmission line?
- An invisible sprite representing current might accomodate this.
- The third challenge is the user ... how to represent the buyer of the electricity.
- In TTDX towns consume product according to the buildings in the town.
- Town buildings and industries are limited in the number of products that they will accept.
- A new building/industry could be designed ... A power distribution center
- It could be coded so that it must be built within a specified distance from town buildings or industries or a train depot (for electrified rail).

Some (much?) of this has already been discussed. It would be interesting to see comments on my breakdown listed above.
:wink:
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Post by Dave »

Well obviously the job would be to build an electrical sub-station (or have an electrical sub-station as an industry).

I'm not sure quite how that'd work though.
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Post by wallyweb »

Dave Worley wrote:electrical sub-station
That's the phrase! I knew I could rely on your excellent command of the English language. :D
Dave Worley wrote:Well obviously the job would be to build an electrical sub-station (or have an electrical sub-station as an industry).

I'm not sure quite how that'd work though.
It could work much as the current power stations (and several town buidings) do now ... accepts a product (x KW of electricity) and produces nothing. The simulation is in the proximity to the consumer.
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Re: Various suggesstions (some easy to implement & some

Post by m3henry »

Dave Worley wrote:Hmm... I wonder why the BBcode didn't work...
he disabled off bbcode?
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Post by Caelan »

In regard to the power stations and electricity... To transport electricity we usually use powerlines. They can be above or underground. Lets asume that they are 'underground' in TTD.

The powerplant, provided with coal, produces electricity. And the electrcity then is being 'used'by towns (or even industries).

How about we let the amount of coal that is delivered to the power plant influence a radius in which the power plant 'feeds' the nearby towns?

Lets say the for every 10 tonnes (or whatever amount you want to fill in) the radius expands. So for (eg) 10 ton the radius is 1 tile in the immediate vicinity. for 50 tonnes the radius is 5 tiles for 250 tonnes (one or two coalmines usually) the radius is 25 tiles.
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Post by ISA »

Caelan wrote: Lets say the for every 10 tonnes (or whatever amount you want to fill in) the radius expands. So for (eg) 10 ton the radius is 1 tile in the immediate vicinity. for 50 tonnes the radius is 5 tiles for 250 tonnes (one or two coalmines usually) the radius is 25 tiles.
Then it is possible to feed all map with one power plant. Thats boring ;) Then we could have some kind of limit :) Like 50 tiles :roll: And when there is one plant for map we just could build new one. That make game littlebit harder :)
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Post by Ramshill »

Perhaps a line showing the area with electricity could be included on the overview map :?:
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Re: Various suggesstions (some easy to implement & some

Post by eis_os »

m3henry wrote:
Dave Worley wrote:Hmm... I wonder why the BBcode didn't work...
he disabled off bbcode?
True, let's enable it...

For next time please read the first sticky how to do suggestions, specially the part to not dump a lot suggestions in one thread...
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Post by suttonc »

With newcargos, some cargos and industries seemed to be variants of others. Seeing as Goods are accepted by towns depending on population, possibly electricity could be a variant of goods?
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Post by Csaboka »

Yes, because everyone knows what they do in a power plant: they produce electricity, then put it in nice crates and load it into trains. People in towns then open the crates to start their televisions. :roll:

TTD is a game that models transporting cargo (that is: matter, and not energy). Just accept this fact, and don't try to stretch it to make it more realistic...

Invisible trains travelling on wire "rails", "transporting" electricity to towns; don't you see how surrealistic this is? At this rate, we could model the Internet in TTD as well: you know, invisible trains transporting data on phone cable "rails", and some town buildings accepting "Internet connectivity". Routers would be special stations where you unload data for other "datatrains" to pick up... :roll:
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Post by michael blunck »

[micro management]

As there is a thing called "money" in TTD, we don´t need to produce electricity ourselves to get our electric trains running. And we don´t need to mine coal ourselves to get those steamers running. We even don´t need to extract water from the ground or built track near rivers because we like our steamers. And for sure, we don´t have to produce diesel fuel in our iwn refineries for our shiny diesel locomotives - these all are those things that "money can buy".

That´s why "money" is a key element of the game.

We don´t need to drive micro-management too far, IMO.

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Post by DaleStan »

But what about the bubble generators? We all know that bubbles get shipped to those detergent factories, and then dehydrated, right?

...
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Post by iNVERTED »

I think this is a great idea...

Although: I think that doing this would most certainly need a rewrite of how industries work, like how Simutrans does them. After delivery, cargo piles up at the industry and the industry gradually uses it up, a set number of units per day. As it uses it the industry would stockpile whatever it produces and send it to the stations at regular intervals. In the case of a power station, while it was using up cargo it received, power lines connected would be marked as "on" and as soon as it ran out of cargo they would be marked "off". This way, to keep power on 100% of the time you need a frequent delivery of coal.
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Post by Dave »

DaleStan wrote:But what about the bubble generators? We all know that bubbles get shipped to those detergent factories, and then dehydrated, right?

...
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Post by michael blunck »

I think that doing this would most certainly need a rewrite of how industries work [...] After delivery, cargo piles up at the industry and the industry gradually uses it up, a set number of units per day. As it uses it the industry would stockpile whatever it produces and send it to the stations at regular intervals.
That´s already a feature in TTDPatch.

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