[UNIV] ISR - Industrial Stations Renewal

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Purno
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Purno »

Perhaps it's a better idea to look in the screenshot forum. :)
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by DJ Nekkid »

synyster31 wrote:Has anybody got a saved game with a few examples of designs & uses for different stations so I could see them working please? Ive tried building a few but mine never seem to turn out very good! I dont mean junctions & signals, just the industry specific stations & how they can work, and aesthetically of course :wink: .
Im using r12799, is this compatible with the animations & everything?
Thanks
It is probably 100% compatible, but i'd upgrade to a more recent version if i were you, there are a few quite nice new features that have come out lately :)
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synyster31
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by synyster31 »

Purno wrote:Perhaps it's a better idea to look in the screenshot forum. :)
Yeah i had a look in there but I was hoping to see a few in action to see what you can do with the animations & how it all works
DJ Nekkid wrote: It is probably 100% compatible, but i'd upgrade to a more recent version if i were you, there are a few quite nice new features that have come out lately :)
Ah thanks, Ive just updated to most recent nightly (14001 I think) now just have to get to grips with PBS :|

P.S Do i need any particular GRF's other than the ISR for the animations & things to work?
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by mart3p »

synyster31 wrote:Ah thanks, Ive just updated to most recent nightly (14001 I think) now just have to get to grips with PBS :|
You don't have to get to grips with PBS, you can still use the old signals. ;)
synyster31 wrote:P.S Do i need any particular GRF's other than the ISR for the animations & things to work?
No, you don't need any other grfs.

The best way to find out 'how it all works' is to try it for yourself. Most of the animations are triggered by activity at the station. In the case of the platform cranes (crane-on-rails, overhead crane, gantry cranes, steel mill station cranes etc.), the animation runs when there is a train loading at the platform. It looks better if you have 'gradual loading' on, as the trains then wait longer. ;)

Most of the non-track tile animations are triggered by cargo arriving or being taken from the station, and some, like the container cranes will stop if the station has no cargo waiting. With others, like the warehouse doors, there is a random factor involved, so when cargo is delivered to the station, they don't all operate together.

Could you give some examples, of animations you are having trouble with and what you are expecting to work that isn't? :)
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by wallyweb »

Ameecher wrote:Nope a combine would be awesome, just make sure it's a New Holland CR960. Little vote from the bloke living in the country for that one! ;)
Methinks Ameecher must be a NewHolland salesman when he is not working on saved games and scenarios. :wink:
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Ameecher »

wallyweb wrote:
Ameecher wrote:Nope a combine would be awesome, just make sure it's a New Holland CR960. Little vote from the bloke living in the country for that one! ;)
Methinks Ameecher must be a NewHolland salesman when he is not working on saved games and scenarios. :wink:
No, not at all....


... I hardly make any save games and scenarios. :lol:
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by leaderfrontier »

If the dock enable to built on the water......

such as......

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http://www.penangcentral.com/Penang-Port.html

I think it might be outstanding..
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by leaderfrontier »

synyster31 wrote:Has anybody got a saved game with a few examples of designs & uses for different stations so I could see them working please? Ive tried building a few but mine never seem to turn out very good! I dont mean junctions & signals, just the industry specific stations & how they can work, and aesthetically of course :wink: .
Im using r12799, is this compatible with the animations & everything?
Thanks
From where download r12799?
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by mart3p »

leaderfrontier wrote:If the dock enable to built on the water......

I think it might be outstanding..
It's not quite what you are suggesting, but you can build a port like this: :D
grain port.png
grain port.png (55.85 KiB) Viewed 2798 times
leaderfrontier wrote:From where download r12799?
That's an OpenTTD nightly build. You can get the latest one here.
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by synyster31 »

mart3p wrote: You don't have to get to grips with PBS, you can still use the old signals. ;)
Yes but ive been waiting to try them for a while, just have to unlearn some of the old principles! Ha
mart3p wrote: . Most of the animations are triggered by activity at the station. In the case of the platform cranes (crane-on-rails, overhead crane, gantry cranes, steel mill station cranes etc.), the animation runs when there is a train loading at the platform. It looks better if you have 'gradual loading' on, as the trains then wait longer

Could you give some examples, of animations you are having trouble with and what you are expecting to work that isn't?
Ah ok thanks. Well I wasn't really sure just what was animated & what wasn't, i think i'll make a scenario where i can make some big stations & see what happens.

Thanks for all replies :D

By the way, like the look of that seaport/rail station nice idea!
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by leaderfrontier »

Unfortunate,i can't build two dock or more in one station.
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Beardie »

leaderfrontier wrote:Unfortunate,i can't build two dock or more in one station.
Yhea i have noticed that, how did you do that on the screenshot.
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mart3p
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by mart3p »

leaderfrontier wrote:Unfortunate,i can't build two dock or more in one station.
Why not? ;) I gave you the link to TTDPatch adjacent stations. If you are using OpenTTD, set the option 'Stations: Allow building adjacent stations'. Like TTDPatch, you need to use the Ctrl key to build the adjacent station.
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by leaderfrontier »

Beardie27 wrote:
leaderfrontier wrote:Unfortunate,i can't build two dock or more in one station.
Yhea i have noticed that, how did you do that on the screenshot.
What meaning?
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by synyster31 »

One quick thought i had when making a station that covered multiple industries, mainly for visual continuity rather than game mechanics.

Can you have a waypoint that spans more than one tile? I just wondered because if you want to keep specific trains going to a platform of a station with the loading/unloading style that matches its cargo, say if you have a farm & coal mine supplying one station, a waypoint reduces flow to a single track, which kind of limits traffic flow for bigger stations!
But if you could have a waypoint over multiple tracks, it wouldnt be a problem!

Just a thought for future versions if its not already possible :))
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by mart3p »

synyster31 wrote:Well I wasn't really sure just what was animated & what wasn't.
Here is a list of ISR stations etc. that have animation:
  • Goods station A
    Steel mill station
    Tower crane
    Crane on rails
    Overhead crane
    Gantry crane (modern)
    Gantry crane (classic)
    Conveyor belt
    Main office
    Shipping office
    Large warehouse
    Small warehouse
    Modern warehouse
    Brick warehouse
I will add this list to the readme file for future releases. :)
leaderfrontier wrote:
Beardie27 wrote:
leaderfrontier wrote:Unfortunate,i can't build two dock or more in one station.
Yhea i have noticed that, how did you do that on the screenshot.
What meaning?
Beardie means that he has the same problem. But I suspect that's not what you are asking. :?


Edit:
synyster31 wrote:Can you have a waypoint that spans more than one tile?
It is not possible to have a waypoint that covers more that one track. It is possible though, to achieve the same thing using a station. For OpenTTD, 'TTDPatch compatible non-stop handling' needs to be enabled and set the trains' orders to 'non-stop' for that station.
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by SkeedR »

In TTDPatch you could use routing-restrictions too. That's the way i'd do it anyway...
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by synyster31 »

mart3p wrote: It is not possible to have a waypoint that covers more that one track. It is possible though, to achieve the same thing using a station. For OpenTTD, 'TTDPatch compatible non-stop handling' needs to be enabled and set the trains' orders to 'non-stop' for that station.
Ah i like that idea, especially with the ISR, it wont look like a random station stuck in the middle of nowhere.

Oh & thanks for the help with animated station parts
SkeedR wrote:In TTDPatch you could use routing-restrictions too. That's the way i'd do it anyway...
I read about that but i use OTTD :wink:
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Nagyzee »

mart3p wrote: It's not quite what you are suggesting, but you can build a port like this: :D
grain port.png

So that's actually 4 separate stations? :)
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by mart3p »

Nagyzee wrote:So that's actually 4 separate stations? :)
Yes it is. :) Which actually makes two of the docks fairly useless, as there is no industry within their catchment area, they can only be used for ship to ship transfers. ;)
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