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krtaylor
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Post by krtaylor »

Oh yes, I do this all the time too, but it is very limited and doesn't help with getting a station into the city centre, particularly not a big one.
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Post by Marcel »

Yes big stations are a problem, but I don´t like them ( I know, they are very effective, but they are so large and ugly). An underground has the same effect as the busses. An underground station for 100 trains is not realistic! If you want those stations just bomb the whole city away. Using the tunnel system in a city needs a system, developed years before the city is big enough, it is a chalenge in planing. this TTD I like to play.
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Post by troopper5 »

Well, that's a good idea to solve the big city problem. I've always been thinking this problem too much, thanks. :D
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Post by Marcel »

troopper5 wrote:Well, that's a good idea to solve the big city problem. I've always been thinking this problem too much, thanks. :D

There will not be many people which will agree to this...
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Post by Raichase »

Marcel wrote:
troopper5 wrote:Well, that's a good idea to solve the big city problem. I've always been thinking this problem too much, thanks. :D

There will not be many people which will agree to this...
Heck, I think it's a good idea, as long as you use buses and so forth to contain spillover. A few lots of manley morals and so forth, should be pretty effective!
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Post by krtaylor »

Well, one thing I used to do, was do a ring around the outside of the city, using very shrt stations separated by their coverage areas, and have several Manley-Morrel DMUs going round and round bleeding off all the possible passengers. But this only works when the city is on the flat.
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Post by Dinges »

krtaylor wrote:Well, one thing I used to do, was do a ring around the outside of the city, using very shrt stations separated by their coverage areas, and have several Manley-Morrel DMUs going round and round bleeding off all the possible passengers. But this only works when the city is on the flat.
Well I'm designing an EMU (for Asia too) and they can get pretty much faster around your town.
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Post by krtaylor »

Wonderful, and very realistic too (the Chuo line in Tokyo works that way.) Which particular train are you making?
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Post by Dinges »

I found it in trainsimulater (I don't know for sure it's a EMU, becouse it has 4 cars). It is the series 2000

Look here if you want to see more:
http://www.microsoft.com/games/trainsim ... hakone.asp

If this is completed I'll start on the Kiha '31' This is a one/two car train used in Asia. (also from MS TS)
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Post by krtaylor »

I know those trains, I have MSTS also. They are cool looking.

The trouble with Asia is that there are so many, many, many cool-looking trains, it's hard to decide which to do. Did you take a look at my list of them on my site? We can add these, or get rid of some old ones, or something.

I suppose there must be a maximum limit to the number of possible trains. Any idea what it is? Is there a limit to the number of sprites for the random-livery cars, animated freight cars, etc.? It seems like Michael's work, for instance, has like ten times the number of sprites that the game had in it before. Has Josef figured out a way to allow more sprites so there isn't a limit?
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Post by Dinges »

Well there is a hard limit but it's not easy to brake. beouse you can:

1. Use all engines from:
a. Temparate (10+)
b. Extreme (10)
c. Toyland (7)
2. Convert Wagons to Engines (you'le get lots of them)
3. Use random livery for trainz (unlimited as far as I know), but can not get more of 1 slot in the menu.

So it isn't a real hard thing...
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Post by krtaylor »

Dinges wrote:1. Use all engines from:
a. Temparate (10+)
b. Extreme (10)
I assume you mean "Arctic."
Dinges wrote:c. Toyland (7)
I didn't know Toyland had that many!
What about the Tropic engines? Actually I kind of like that little teeny diesel, it's good as long as the train is short and the ground is flat.
Dinges wrote:2. Convert Wagons to Engines (you'le get lots of them)
Say what? You mean, you can use sprite slots for wagons, for new engines? Doesn't that mean you don't have enough wagons? Or, does each different environment have its own sprites for wagons and you steal some from the other environment?
Dinges wrote:3. Use random livery for trainz (unlimited as far as I know), but can not get more of 1 slot in the menu.
So the random livery runs off of newgrfs and doesn't take up sprite slots at all? Interesting. I guess you are saying the menu sizes are fixed. The whole point of random and matching liveries is that you don't pick those by hand, you get them automatically, so you wouldn't want them listed in the menu anyway.

How does this knowledge apply to the industry sprites? Early in the Toyland conversion, we were playing with the industries, but the Toyland industries didn't work very well for being converted to anything else. But then we heard we could use the configurations and sprite-slots of industries from other environments, and then it would be OK, although I don't think we've actually gotten into it yet.

Sounds like what you are saying is, Michael's upcoming DB set could actually become a "Mitteleurop" set including the German trains, and also the Dutch ones, since there's plenty of room. And we could have a "Trans-Pennine" set with French/Spanish/Portuguese locos. And an Alpine set with Swiss/Italian/Austrian. Since making a whole environment is harder than making one more loco, this makes good sense to me. Thoughts?
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Post by krtaylor »

I rememeber in one of these forums, someone complaining that the overhead caternary on the electrified lines ends at the tunnels and bridges. Then someone else pointed out it didn't it was there, just hard to see. I've been playing with it and thinking about.

1. Is it possible to put caternary supports on the bridges, so you can see the poles holding it up like you have on the tracks?

2. Is it possible to put some sort of bracket for the cable on the tunnel-mouths? The build-buttons for the electrified tunnels actually show the cable coming out, but the real tunnels don't very well.

3. I was thinking, it is REALLY hard to tell the electrified stations apart from the non-electrified. Do the electrified stations use a different graphic? I wonder if we could have a different design for electrified stations, say a brick two-story station building with those louvers that mean an electric transformer is inside, and maybe also girders along the platform to hold up the wires. This won't work for the double-wide station, maybe some gridework or transformers there just to let you know it's electrified?

4. Do the electrified train depots use a different graphic? If so it would be nice to have something different there, maybe a modern boxy cinderblock building.

I was also just thinking, I've seen some comments about how odd it looks for this big long train to vanish into this teensy one-square depot for repairs. But you could make the depot roof slope to the back so it looks like it is a portal to underground thus giving an (unlikely, but possible) explanation for where the train is going.
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Post by Stylesjl »

A new feature i would like is a bigger money limit 4294967296 Dollars just is'nt enough mabye increase the bit number to 32? :mrgreen:
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Post by troopper5 »

You really get that much money?? Sigh...
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Post by eis_os »

Stylesjl wrote:A new feature i would like is a bigger money limit 4294967296 Dollars just is'nt enough mabye increase the bit number to 32? :mrgreen:
This would break each and every function...

Use the money cheat and pay the money into your account at the famous virtual TTDPatch Bank :wink:

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Post by Dinges »

krtaylor wrote:I rememeber in one of these forums, someone complaining that the overhead caternary on the electrified lines ends at the tunnels and bridges. Then someone else pointed out it didn't it was there, just hard to see. I've been playing with it and thinking about.

1. Is it possible to put caternary supports on the bridges, so you can see the poles holding it up like you have on the tracks?

2. Is it possible to put some sort of bracket for the cable on the tunnel-mouths? The build-buttons for the electrified tunnels actually show the cable coming out, but the real tunnels don't very well.

3. I was thinking, it is REALLY hard to tell the electrified stations apart from the non-electrified. Do the electrified stations use a different graphic? I wonder if we could have a different design for electrified stations, say a brick two-story station building with those louvers that mean an electric transformer is inside, and maybe also girders along the platform to hold up the wires. This won't work for the double-wide station, maybe some gridework or transformers there just to let you know it's electrified?

4. Do the electrified train depots use a different graphic? If so it would be nice to have something different there, maybe a modern boxy cinderblock building.

I was also just thinking, I've seen some comments about how odd it looks for this big long train to vanish into this teensy one-square depot for repairs. But you could make the depot roof slope to the back so it looks like it is a portal to underground thus giving an (unlikely, but possible) explanation for where the train is going.
For almost all things: There is no difference between normal rail and electricrail. It is just normal rail with catenary above it.

Also most bridges I'm designing for Asia will have some pillars.
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Post by krtaylor »

Dinges wrote:For almost all things: There is no difference between normal rail and electricrail. It is just normal rail with catenary above it.
So the electric rail consists of the normal rail sprite, and then another overlay sprite of the caternary/poles? So is it possible to add poles to the overlay that goes on the bridges, tunnels, and stations? Or is it all the same overlay sprite?
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Post by Arathorn »

If you can do the power line overlay, you can also have poles.
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Post by Stylesjl »

it would still be good to have more money because using ttdpatch to reset messes with my company graph for 5 years it looks ugly :cry:
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