I remember on the old TTDX it was extremely dangerous to build a train crossing a road, because you could be sure there would be a crash someday. Is this better managed in OpenTTD ? Can I dare building some trains crossing roads ?

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No, because trains still only trigger the closing of a crossing when they're about half a tile away from it. The idea is to trigger it depending on the top speed of the train, so road vehicles will have a chance.mijack wrote:Hello,
I remember on the old TTDX it was extremely dangerous to build a train crossing a road, because you could be sure there would be a crash someday. Is this better managed in OpenTTD ? Can I dare building some trains crossing roads ?
That's a TTDP feature. I don't think it will be included in OTTD because it's not a very realistic way of solving the problem.Would it be difficult to code that there is no crash between road vehicles and trains ? I think it's working this way in Locomotion.
2 tiles is not enough for high-speed trains. Some train sets have 200mph+ conventional locomotives. Well, actually, I only know of one, but even 125mph is a bit too fast for 2 tiles.Desolator wrote:Why not put the distance 2 tiles and disable maglev & monorail crossings. They're way too unrealistic (how can you cross a maglev rail?).
Then, how do you convert conventional rail with crossings to monorail/maglev track without crossings?Desolator wrote:Why not put the distance 2 tiles and disable maglev & monorail crossings. They're way too unrealistic (how can you cross a maglev rail?).
In TTDPatch (not OTTD) you can do this with the help of PBS signals - a crossing inside an PBS block will activate as soon as the train passes the signal, so you can get any distance you want. One more reason for wanting PBS in OTTD.Melfice wrote:If one could only increase the distance of the trigger to the crossing, it would be much better.
But if the tracks over road are build by opponent and he does not care/does not know about PBS (like by AI :) ... it will not help anyway ... your buses will still be crushedAndersI wrote:In TTDPatch (not OTTD) you can do this with the help of PBS signals - a crossing inside an PBS block will activate as soon as the train passes the signal, so you can get any distance you want. One more reason for wanting PBS in OTTD.Melfice wrote:If one could only increase the distance of the trigger to the crossing, it would be much better.
When PBS will be coded in YAPF, you have a chance someone does it.Melfice wrote:Indeed.
If one could only increase the distance of the trigger to the crossing, it would be much better.
Or perhaps have the trains carry a trigger some tiles in front of it and the crossroads having some sort of code that recognizes the trigger.
Every train can have the trigger at a different point, relative to their speed, and such.
Maybe change handling of the buses so they won't go on the crossing if the path after the crossing is blockedMagicBuzz wrote:When PBS will be coded in YAPF, you have a chance someone does it.Melfice wrote:Indeed.
If one could only increase the distance of the trigger to the crossing, it would be much better.
Or perhaps have the trains carry a trigger some tiles in front of it and the crossroads having some sort of code that recognizes the trigger.
Every train can have the trigger at a different point, relative to their speed, and such.
The big problem with this feature is that you must know the train will actually cross the road:
- What about a station 1 tile before the road ? All high speed trains will block the cross roads during loading at station
- What about a rail cross right before the cross road ? We can't say if the train will actually cross the road or not
Because of this, we need the PBS option enabled, so we will get an easy way to figure where the train will actually go in advance.
The last problem is about multiple cross roads on the same road : a vehicule mustn't cross the railway if the second roadcross is blocked, or the vehicule will be stuck. With this, the cross road must close earlier, according the time the vehicule will cross the first road, and compare this with the train speed. All that I can say is that this patch needs a lot of work to works.
Don't forget with OTTD you have now "build on slopes" and "build briges over many things" features helps a lot designing briges instead of crossways ;)
You don't.Mchl wrote:Then, how do you convert conventional rail with crossings to monorail/maglev track without crossings?Desolator wrote:Why not put the distance 2 tiles and disable maglev & monorail crossings. They're way too unrealistic (how can you cross a maglev rail?).
This would be "dangerous", as some competitor may block converting (even unintentinally) parts of your rail to maglev/monorail. Adn usual recipes like "send all trains to depot, convert entire network, create new trains" will not work, you'll have to handle many of these crossings manually.Desolator wrote:You don't.Mchl wrote:Then, how do you convert conventional rail with crossings to monorail/maglev track without crossings?Desolator wrote:Why not put the distance 2 tiles and disable maglev & monorail crossings. They're way too unrealistic (how can you cross a maglev rail?).
Because no accident ever happened because the crossing was only closed when the 100mph train was 30m from the road, and the driver was stupid enough to cross it when the train was clearly visible.PPT wrote:There are accidents at crossings in the real world. Why should the game be immune?
As in real life, if you want the crossing to be 100% safe, use a bridge or tunnel and accept the cost.
The game should not be immune about crossing problems, but it should be improved.PPT wrote:There are accidents at crossings in the real world. Why should the game be immune?
As in real life, if you want the crossing to be 100% safe, use a bridge or tunnel and accept the cost.
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