Rail usage overlay

Got an idea for OpenTTD? Post it here!

Moderator: OpenTTD Developers

User avatar
CMircea
Chairman
Chairman
Posts: 887
Joined: 29 Dec 2006 14:05

Post by CMircea »

I think that 5 stages are enough:
  • Used very often - shiny, no grass, concrete sleepers
  • Often used - normal color, very little grass, concrete sleepers
  • Normally used - a bit rusted, little grass, concrete (maybe wood?) sleepers
  • Rarely used - rusted, some grass, wood sleepers
  • Never used - very rusted, lots of grass, wood sleepers
User avatar
DJ Nekkid
Tycoon
Tycoon
Posts: 2141
Joined: 30 Nov 2006 20:33

Post by DJ Nekkid »

it's not a complete solution, but you _can_ place a waypoint, and it will show some stats about how many trains passed it last moth and last year (i think)

edit;
nvm, it seems it were a miniIN feature a while back, NB9550ish dont seem to have it...
User avatar
Marqhuinos
Engineer
Engineer
Posts: 28
Joined: 19 Apr 2006 15:57
Location: Deventer, the Netherlands
Contact:

Post by Marqhuinos »

Desolator wrote:I think that 5 stages are enough:
  • Used very often - shiny, no grass, concrete sleepers
  • Often used - normal color, very little grass, concrete sleepers
  • Normally used - a bit rusted, little grass, concrete (maybe wood?) sleepers
  • Rarely used - rusted, some grass, wood sleepers
  • Never used - very rusted, lots of grass, wood sleepers
It wouldn't make sense to me that sleepers change just overnight.. It would be a lot more realistic if sleepers are OR made of wood OR concrete. Not changing depending on usage.

(small side-idea: How about after a certain date you would automatically place concrete sleepers?)
Regards,
maquinista
Tycoon
Tycoon
Posts: 1829
Joined: 10 Jul 2006 00:43
Location: Spain

Post by maquinista »

Desolator wrote:I think that 5 stages are enough:
  • Used very often - shiny, no grass, concrete sleepers
  • Often used - normal color, very little grass, concrete sleepers
  • Normally used - a bit rusted, little grass, concrete (maybe wood?) sleepers
  • Rarely used - rusted, some grass, wood sleepers
  • Never used - very rusted, lots of grass, wood sleepers
Sorry for my bad english, but I think that "never used" wont be used, because if a train pass over it once in its life, it can't be "never used".

I think that is better this: "Very Rarely used":
  • Used very often
  • Often used
  • Normally usedsleepers
  • Rarely used
  • Very rarely used (or other word better)
Other idea: five stages needs 3 bits, and four stages needs 2 bits / track.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
User avatar
CMircea
Chairman
Chairman
Posts: 887
Joined: 29 Dec 2006 14:05

Post by CMircea »

By never used I mean it barely has any trains passing it every 5 years.
ondras
Engineer
Engineer
Posts: 7
Joined: 03 May 2005 06:42
Contact:

Post by ondras »

jpmaster wrote:So then, with the normal tracks and the rusty tracks.
If i had rusty tracks somewhere, and i sent a train down them. Would they suddenly turn back to normal tracks?
No! Not at all! If this was true, than looking at normal track provides no feedback regarding its usage; it might have laid there for ages without usage, and then one train suddenly came over...

The primary goal here is the correspondence between track state and usage frequency. So the overall appearance should be simply selected from a table similar to the following:

shiny new - 10+ trains in month
new - 5-10 trains in month
standard - 4-5 trains in month
old - 3 trains in month
rusty - 2 trains in month
megarust - 0 trains in month

(just a quick draft...)
maquinista
Tycoon
Tycoon
Posts: 1829
Joined: 10 Jul 2006 00:43
Location: Spain

Idea

Post by maquinista »

I think that we can use eight stages (3 bits), and it can be used with the number of trains in the last 12 months.

Eight stages will produce more smooth results, but needs more sprites than five or six stages.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Post by DaleStan »

ondras wrote:
jpmaster wrote:So then, with the normal tracks and the rusty tracks.
If i had rusty tracks somewhere, and i sent a train down them. Would they suddenly turn back to normal tracks?
If this was true, than looking at normal track provides no feedback regarding its usage; it might have laid there for ages without usage, and then one train suddenly came over...
But that's the way it works IRL. Rust is impressively weak stuff. It doesn't take much weight (relatively speaking) to polish all the rust off the top of a track and reveal shiny track again. If you're going for realism, the relevant detail is the time since the most recent train.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
User avatar
CMircea
Chairman
Chairman
Posts: 887
Joined: 29 Dec 2006 14:05

Post by CMircea »

Yes, but in the original topic it was intended to have speed limits on rusted tracks, so the rust won't go away so easy. If a Pendolino crossed that rail at 150 km/h it'd be shiny instantly, but if it went at 10 km/h then rust would remain.
ondras
Engineer
Engineer
Posts: 7
Joined: 03 May 2005 06:42
Contact:

Post by ondras »

DaleStan wrote:
ondras wrote:
jpmaster wrote:So then, with the normal tracks and the rusty tracks.
If i had rusty tracks somewhere, and i sent a train down them. Would they suddenly turn back to normal tracks?
If this was true, than looking at normal track provides no feedback regarding its usage; it might have laid there for ages without usage, and then one train suddenly came over...
But that's the way it works IRL. Rust is impressively weak stuff. It doesn't take much weight (relatively speaking) to polish all the rust off the top of a track and reveal shiny track again. If you're going for realism, the relevant detail is the time since the most recent train.
Agreed. However, my initial goal (when starting this topic) was not realism, but track usage analysis :)
User avatar
CMircea
Chairman
Chairman
Posts: 887
Joined: 29 Dec 2006 14:05

Post by CMircea »

Hmm, it can be realistic, too. You could make it so rust needs 2 trains to pass over it to go away. But if the trains pass rarely (over 1 year between passes) it could build up again.
User avatar
Marqhuinos
Engineer
Engineer
Posts: 28
Joined: 19 Apr 2006 15:57
Location: Deventer, the Netherlands
Contact:

Post by Marqhuinos »

Desolator wrote:Hmm, it can be realistic, too. You could make it so rust needs 2 trains to pass over it to go away. But if the trains pass rarely (over 1 year between passes) it could build up again.
Makes Sense
Regards,
User avatar
CMircea
Chairman
Chairman
Posts: 887
Joined: 29 Dec 2006 14:05

Post by CMircea »

The only problem is checking the train speed & weight on the fly. If a train goes to 200 kph on that track, the rust would go away instantly, but we decided to have speed limits on rusty tracks, so it can't happen. Well, a very heave train would surely clean the track of any rust.

So if the train is a simple shunter with a few light wagons, the rust won't go away so easy. But if it is a train carrying heavy wagons (coal, iron ore, etc.) the the track would shine instantly.
daft_plonk
Engineer
Engineer
Posts: 5
Joined: 08 Apr 2007 20:56

Post by daft_plonk »

i also think that the length of a train would have an effect on how much rust was removed

i also think that where the trains start to brake would remove any rust, no matter what their weight, speed or length was
DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Post by DaleStan »

AIUI, even the lightest engine is more than heavy enough to polish all the rust from even the rustiest rails. Some of the lighter cars, alone, and unloaded, may well not be, though.

Anyone with RL experience or hard numbers is welcome to correct me, of course -- I failed to find any information of the compressive strength of rust.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
phil88
Transport Coordinator
Transport Coordinator
Posts: 267
Joined: 25 Jan 2007 23:26

Post by phil88 »

Just a random suggestion;

Maybe if you don't have a train on a piece of track for long enough, it'll rust through, then when a train goes over it, the track breaks and boom, so does the train.
- Phil
Archonix
Chief Executive
Chief Executive
Posts: 733
Joined: 01 May 2003 17:29
Location: Manchester, UK
Contact:

Post by Archonix »

Doesn't work like that. Once the surface of the rail is covered in rust it is effectively sealed against further corrosion. Clever stuff, that rust...
Brignell’s law of consensus: At times of high scientific controversy, the consensus is always wrong.
peter4209
Engineer
Engineer
Posts: 6
Joined: 12 Apr 2007 21:59

Post by peter4209 »

I think this is a good idea. It would be really helpfull!
Using rust on tracks is helpfull as well, but in my opinion an overlay is much more handy, because than you get an easier overview of the entire network.
My sport is Transport!
phil88
Transport Coordinator
Transport Coordinator
Posts: 267
Joined: 25 Jan 2007 23:26

Post by phil88 »

Archonix wrote:Doesn't work like that. Once the surface of the rail is covered in rust it is effectively sealed against further corrosion. Clever stuff, that rust...
Tell that to my car :\
- Phil
DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Post by DaleStan »

Rails are made from weathering steel. I suspect your car is not.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Post Reply

Return to “OpenTTD Suggestions”

Who is online

Users browsing this forum: No registered users and 15 guests