New Idea/Feature - Train RnD
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New Idea/Feature - Train RnD
Im just getting into OTTD development and have a cracking idea or two.
My first one.
Train Development Yard.
- Train RnD funding, fund bigger and faster trains on your own
- Yard requires Cash, Coal, Steel, Goods (simulate furnishings) to produce research and build the prototype.
- Bigger yards = fast research times.
What are you views on this? is it good or bad?
My first one.
Train Development Yard.
- Train RnD funding, fund bigger and faster trains on your own
- Yard requires Cash, Coal, Steel, Goods (simulate furnishings) to produce research and build the prototype.
- Bigger yards = fast research times.
What are you views on this? is it good or bad?
I quite like the idea. Until fairly recently most railway companies designed and built their own locomotives and rolling stock, or at the very least comissioned designs from companies that were very closely tied to the rail company.
I'd forget the research yard and just make it a dialog box. And it would have to be expensive to research, but the benefits of getting rolling stock and locomotive types far before anyone else would make it worthwhile.
I'd forget the research yard and just make it a dialog box. And it would have to be expensive to research, but the benefits of getting rolling stock and locomotive types far before anyone else would make it worthwhile.

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Re: New Idea/Feature - Train RnD
I am not sure this would be suitable for OTTD. Most (if not all) custom train sets follow a real life time line.doghousedean wrote:Im just getting into OTTD development and have a cracking idea or two.
My first one.
Train Development Yard.
- Train RnD funding, fund bigger and faster trains on your own
- Yard requires Cash, Coal, Steel, Goods (simulate furnishings) to produce research and build the prototype.
- Bigger yards = fast research times.
What are you views on this? is it good or bad?
The only way to combine this idea with the vehicles is to have the same vehicles and improve their capacity and speed by doing RnD. The time of appearance is not influenced in this case.
In a way this could be even part of new indusrties.
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Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
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Re: New Idea/Feature - Train RnD
I doubt that very much. newindustries deals with cargo. Management of cargo, production, graphics etc...gkirilov wrote:In a way this could be even part of new indusrties.
A new vehicle is hardly a cargo.
Unless you mean a new type of industry hardcoded in game.
Unless i didn't fully understood your post (which could very well be)...
If you are not ready to work a bit for your ideas, it means they don't count much for you.
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There are real-world limits such as the current state of the art, and the laws of physics, which this system would have to acknowledge to be realistic. Since most vehicle sets give you what was in real life the cutting edge, any realistic "RnD" system couldn't give you better vehicles than you currently get; it would just be there to add some flavour to the game.doghousedean wrote:they would have to be extortionate or after a while u could afford anything.
Realistically, you wouldn't get things far before anyone else. As soon as you get something that works, they'll all want it too, and locomotive manufacturers like to sell as many units as they can.Archonix wrote:And it would have to be expensive to research, but the benefits of getting rolling stock and locomotive types far before anyone else would make it worthwhile.
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Surely researching things changes the time line so you have an advantage, if it were to follow the release of trains as they were in our life time then there is no need for a RnD department. The whole point of it is to advance quicker and get an advantage.
So lets summaries.
- No new industry, keep it as a dialog box for simplicity
- Cost must be huge and rise exponentially with inflation
So lets summaries.
- No new industry, keep it as a dialog box for simplicity
- Cost must be huge and rise exponentially with inflation
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I think having upgraded locomotives would be better than getting them earlier. Let's say, for example, that a Gresley A4 will only reach 110mph with an upgrade or something like that. There could be a limited amount of them, each increasing the mph by 5 or horsepower by 50. Since the loco in real life is driven by drivers & firemen, the train could run better with better experienced crew perhaps?
This could apply to planes too, a better trained pilot could have a lower risk of crashing than an untrained one.
This could apply to planes too, a better trained pilot could have a lower risk of crashing than an untrained one.
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- athanasios
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OR no new vehicles available for testing without a 'development yard'.
Should availability of vehicles have a limit? So with a yard you place orders first and others have to wait.
Should availability of vehicles have a limit? So with a yard you place orders first and others have to wait.
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I think athanasios might be onto something - maybe we can use it to get the test pop-ups earlier? Maybe you could programme it to see what train are due in, say, the next 5years and then show them in a list. Each one takes a year or two research/resources and then you can start testing it a few years ahead of its release.athanasios wrote:OR no new vehicles available for testing without a 'development yard'.
Should availability of vehicles have a limit? So with a yard you place orders first and others have to wait.
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Benk_k and athanasios that sounds good, will have to come up with he finer details then get to work on it.
I think the dumping of resources is good but difficult to implement for my first patch. A simple gui, with buttons to increase and decrease research budget and what you can research will be a start then we'll see from there.
Thanks all for your input
I think the dumping of resources is good but difficult to implement for my first patch. A simple gui, with buttons to increase and decrease research budget and what you can research will be a start then we'll see from there.
Thanks all for your input
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