Or by connecting two distinct tracks. With a bit of luck, you'll connect two trains in one segment so they could crash, segments with many signals and high traffic are particularly prone to this if you rebuild them without stopping the traffic or rerourint it somewhere else. Or if you build station and entrance and two trains will stockpile there. You build two exits ... and before you build signals, trin will use the newly built exit to leave the station. If there is a join ... they crash. But if you construct carefully and know what you're doing, trains won't crash.White Rabbit wrote:The game is already immune, after all, to train accidents. Signals always work, trains never fail to stop at appropriate times, etc. The only way to cause a crash is telling trains to ignore signals, or remove a red signal.
Crossroads (roads and trains)
Moderator: OpenTTD Developers
Re: Crossroads (roads and trains)
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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Re: Crossroads (roads and trains)
what if, in the next version, railway/mono/maglev crossings should be COMPLETELY DISABLED. i hate it when in multiplayer i'm building roads and another company just likes to cross them so it crashes my buses?
Re: Crossroads (roads and trains)
This may make getting the train tracks niside city very difficult, as you won't be able to build crossings on town roads. I don't think it is good idea to disable the crossings at all. Just they should be made at least somewhat safer.
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Crossroads (roads and trains)
Ok, I thought it wouldn't be too complicated to code this, but I see there are many problems to deal with. So let's build bridges for a while ![Pleased :]](./images/smilies/pleased.gif)
![Pleased :]](./images/smilies/pleased.gif)
Re: Crossroads (roads and trains)
Is there an option to build "continuous bridges, i.e. elevated rails? That would be a good defalut for monorail and maglev, and a good option for electric commuter trains. Of course, someone would have to code appropriate stations. In New York City, part of the abandoned "high line" elevated freight tracks on the West side are being turned into an elevated park.
mijack wrote:Ok, I thought it wouldn't be too complicated to code this, but I see there are many problems to deal with. So let's build bridges for a while
Who is John Galt?
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Re: Crossroads (roads and trains)
I think that the crossings need more time to close (I live near Stowmarket and you can be there for 5 mins waiting for a sprinter (With one old lady and some drunk,bored thugs (teenagers) to cross 
I hope we get PBS for OTTD
to solve the problem I always elevate (Land) by one click then build tunnels when the towns build roads over the tracks (this can also help town development)
I agree that there should be no crossings on monorail and maglev but elevated systems like New York would be cool Elevated metro-rails and stations would be a cool new feature.
Maybe Road vehicles in general can have tighter control (the old stations look too small and the vehicles bunch up and perform miracle turns into traffic etc etc
Also if you get ships to share orders they end up being a "block" of ships which don't make any money and station ratings go down because they are either waiting or lots turn up!
To think I started playing the TTO Demo back in 1994 and still have the floppy disk from a magazine to prove it!
Ha I got banned from my middle school because of TTO and tried to bribe teacher with a mars bar to get back on them (he wanted cash)
Happy memory's!

I hope we get PBS for OTTD
to solve the problem I always elevate (Land) by one click then build tunnels when the towns build roads over the tracks (this can also help town development)
I agree that there should be no crossings on monorail and maglev but elevated systems like New York would be cool Elevated metro-rails and stations would be a cool new feature.
Maybe Road vehicles in general can have tighter control (the old stations look too small and the vehicles bunch up and perform miracle turns into traffic etc etc
Also if you get ships to share orders they end up being a "block" of ships which don't make any money and station ratings go down because they are either waiting or lots turn up!
To think I started playing the TTO Demo back in 1994 and still have the floppy disk from a magazine to prove it!
Ha I got banned from my middle school because of TTO and tried to bribe teacher with a mars bar to get back on them (he wanted cash)
Happy memory's!
David McMahon
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Re: Crossroads (roads and trains)
Anyway I wonder if adding tunnels to the Town/competitor AI would improve crossings (especially for Monorail and Maglev
Last edited by spaceman-spiff on 22 Aug 2007 09:08, edited 1 time in total.
Reason: Edited out reaction to DaleStan
Reason: Edited out reaction to DaleStan
David McMahon
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Re: Crossroads (roads and trains)
in real life, the signals turns on sooner, than before 1 square on map...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.
Re: Crossroads (roads and trains)
Yeah...when you consider that 1 tile = the length of 2 carriages...image if real world train crossings left it that late to close the gates.Matt Samyel wrote:in real life, the signals turns on sooner, than before 1 square on map...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.
- Phil
Re: Crossroads (roads and trains)
Nobody with a brain would cross when they saw a train approaching, really.
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Re: Crossroads (roads and trains)
And afterwards, they dont have a brain either.Desolator wrote:Nobody with a brain would cross when they saw a train approaching, really.



OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Re: Crossroads (roads and trains)
Weren't the final scenes in 'Fast&Furious' something like that. The guys were racing for quarter mile. With their super powered cars this shouldn't take more than 20s (closer to 15 I suppose). Yet, the railway crossing on their way managed to close in the meantime, and one of the cars was hit by a train.phil88 wrote: Yeah...when you consider that 1 tile = the length of 2 carriages...image if real world train crossings left it that late to close the gates.
Re: Crossroads (roads and trains)
You can't believe what you see in movies :)
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Crossroads (roads and trains)
I don't
I consider this scene one of the silliest I've ever seen.

Re: Crossroads (roads and trains)
Hey you know what, heres an idea.
Why not make it so that the trains stop if there is a transport unit from your own company. This has its disadvantages but it is better to lose a tiny bit of profit than a whole busload of passengers that will kill you reputation with the closest town and that busload could compensate for the loss of time on the trains behalf. Unless your train runs over a competitors unit.
MWUAHAHAHAHAHAHAHAAAAAAAAA!!!!!

Also the fact that in OTTD the trains do not stop with 0-100G's in 1 nanosecond (mass pancake on front inner wall on train) like in TTDX. In ottd the trains slow down so depending on the train, wait wait. Okay hear me out...read me out.
1) If the train is approaching and the bus/truck has already started the process of crossing because of no signals then the train will slow down, but...
2) If the train is slow enough then the code should tell the computer to anticipate whether the truck can pass by, by a whisker without blowing up.
3) Its like a bullet and a moving target, shoot where it will arrive in the time it takes for the bullet to get there. (Starlancer players will know this, im one of them)
4) So using that method, if OTTD can realize that in the time it takes for truck to cross multiplied by the speed it travels added to the time it will take for the train to get there multiplied by its own speed will determine the amount of squares away it needs to start slowing down. the formula is as follows (Truck speed x time to get to crossing not past it) + or - I'm not sure (Train speed x time for first carrige unit to get to that square of crossing) = the amount of squares away from the crossing it startes to slow down.
Prettty much like quantum physics. The train will start to slow down before the closest truck/bus get to the crossing at all. If by any chance you turn the truck or stop the train premeturely, it will take that into account and will target the next train with the next closest truck/bus.
Woah, I typed A LOT. My eyes bug out twice. Once for the amount, and another for what my tiny pitiful 14 year old brain can actually transmit to my finger muscles.
Bugfinder
Quote
Don't worry, s' cool
(like I said, I got it)
Marty, Madagascar









Also the fact that in OTTD the trains do not stop with 0-100G's in 1 nanosecond (mass pancake on front inner wall on train) like in TTDX. In ottd the trains slow down so depending on the train, wait wait. Okay hear me out...read me out.
1) If the train is approaching and the bus/truck has already started the process of crossing because of no signals then the train will slow down, but...
2) If the train is slow enough then the code should tell the computer to anticipate whether the truck can pass by, by a whisker without blowing up.
3) Its like a bullet and a moving target, shoot where it will arrive in the time it takes for the bullet to get there. (Starlancer players will know this, im one of them)
4) So using that method, if OTTD can realize that in the time it takes for truck to cross multiplied by the speed it travels added to the time it will take for the train to get there multiplied by its own speed will determine the amount of squares away it needs to start slowing down. the formula is as follows (Truck speed x time to get to crossing not past it) + or - I'm not sure (Train speed x time for first carrige unit to get to that square of crossing) = the amount of squares away from the crossing it startes to slow down.
Prettty much like quantum physics. The train will start to slow down before the closest truck/bus get to the crossing at all. If by any chance you turn the truck or stop the train premeturely, it will take that into account and will target the next train with the next closest truck/bus.
Woah, I typed A LOT. My eyes bug out twice. Once for the amount, and another for what my tiny pitiful 14 year old brain can actually transmit to my finger muscles.

Bugfinder
Quote
Don't worry, s' cool

Marty, Madagascar
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Re: Crossroads (roads and trains)
In the real world Level crossings/Rail road crossings close with lots of time to spare, (several minutes) can that be replicated in OTTD (is there a setting?)
David McMahon
Re: Crossroads (roads and trains)
daves got a point....
. Is anybody going to read what I said? Fully?
*Whimpers*
But then again, if that was replicated in OTTD, and it is a busy cossing in terms of trains, then nothing could cross, You might as well have a gap in a realy long busy road.

*Whimpers*

But then again, if that was replicated in OTTD, and it is a busy cossing in terms of trains, then nothing could cross, You might as well have a gap in a realy long busy road.
Re: Crossroads (roads and trains)
Dave: Yes, it is possible. No, there is not a setting. You'll have to code it yourself.
bugfinder: Not likely. The ones who matter, at least, will wait until you demonstrate some sort of clue.
bugfinder: Not likely. The ones who matter, at least, will wait until you demonstrate some sort of clue.
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.
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Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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Re: Crossroads (roads and trains)
I also have ideas for coding, wish I could code! Anyway I think that if PBS ever makes it to OTTD then Path-Based Level crossings would be a natural extension, as the games knows where the train will go.
David McMahon
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