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Raichase
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Post by Raichase »

No no, If you use full load with the order to go to the depot, it will say "Service at Senfingway City Airport Hanger" instead of "Go to Senfingway City Airport Hanger"
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Post by Sokko »

Go to Whatever Airport Hangar = Go there no matter what.

Service at Whatever Airport Hangar = Go there only if the service interval is up.

Use Full Load to toggle between. (maybe a new GUI option, change the Full Load button to a "Service Interval" button or something similar when a depot order is selected?)
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Post by SHADOW-XIII »

Go to/Service Whatever Airport Hangar ??

don't know, I usually giving Go To Hangar just after leaving terminal, so plane does not have to taking off and landing again, it is the best idea, and 'whatever' airport can be hard and I think you wanted to say 'nearest airpot' but still the same
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Post by Raichase »

Tell the plane to go to the hanger, and "Full load" there. It will always go to that hanger when, and only when, it needs a service.
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Post by Marcel »

Maybe be impossible, but can train stations have signals included, like the depots? In the screenshot you can see that there is no place for normal tracks with signals on it, for this I have to blow the whole city away, but when there were signals on the station tiles there would be no problem. Or even at tunnel entrances.
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Post by Hyronymus »

Yes, would be very nice if that would become possible. I guess it might become possible since already so many things that were labeled "impossible" once have been realized now. It would improve the use of signals by an estimated 168% :D .
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Post by eis_os »

Marcel wrote:Maybe be impossible, but can train stations have signals included, like the depots? In the screenshot you can see that there is no place for normal tracks with signals on it, for this I have to blow the whole city away, but when there were signals on the station tiles there would be no problem. Or even at tunnel entrances.
Ok, Signals on tunnel entrances aren't possible, I tried an other approach to signals on them as Josef -> TTD will freeze

I could test Signals on stations... (But there is a very less chance that they work)

But currently I have no time for patcing, sorry...
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Post by Hyronymus »

That's OK, don't make your hobby threaten your real life. Just something to hunger for, even though you said it isn't sure.

Edit: a station should only be equipped with exit signals IMO (= in my opinion), no need to allow any other type of signals.
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Post by Marcel »

eis_os wrote:Ok, Signals on tunnel entrances aren't possible, I tried an other approach to signals on them as Josef -> TTD will freeze

I could test Signals on stations... (But there is a very less chance that they work)

But currently I have no time for patcing, sorry...

I hope you can make it. An Exit signal would be best, but it would be good when there is a normal one.
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Industry production 'wrapping around'

Post by Lowlander »

In my last few games, I've been modifying primary industries (with TTDAlter, since TTDPatch breaks TTDXEdit :( ) so they spew out enormous amounts of items (in my last scenario, I had 3 farms producing 1600-2000 each of grain and livestock. Makes for some very interesting station constructions to keep everything flowing correctly to this one factory:) ).

Unfortunately, there seems to be a bug where the monthly production drops to zero when it reaches the maximum (which appears to be 2295, or 255x9) under certain conditions. Would it be possible to implement a check to prevent this wraparound from happening?
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Re: Industry production 'wrapping around'

Post by Stylesjl »

Lowlander wrote:In my last few games, I've been modifying primary industries (with TTDAlter, since TTDPatch breaks TTDXEdit :( ) so they spew out enormous amounts of items (in my last scenario, I had 3 farms producing 1600-2000 each of grain and livestock. Makes for some very interesting station constructions to keep everything flowing correctly to this one factory:) ).

Unfortunately, there seems to be a bug where the monthly production drops to zero when it reaches the maximum (which appears to be 2295, or 255x9) under certain conditions. Would it be possible to implement a check to prevent this wraparound from happening?

I had that happen to one of my coal mines it nearly dropped my rating to mogul (because it was close to judgement day)
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Post by eis_os »

Marcel wrote:
eis_os wrote:Ok, Signals on tunnel entrances aren't possible, I tried an other approach to signals on them as Josef -> TTD will freeze
I could test Signals on stations... (But there is a very less chance that they work)
I hope you can make it. An Exit signal would be best, but it would be good when there is a normal one.
My first test showed TTD will get confused if I build a signal on it, hmm.
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Post by Raichase »

eis_os wrote:My first test showed TTD will get confused if I build a signal on it, hmm.
TTD gets confused about a lot of things.

Seriously, how would signals in statons work? I mean, would they take up a square of the station as they do normal track, so that no part of the train could use that square of the station? What if there were signals in the centre of the station? Would two trains be able to use the same track one behind the other?

It seems very complex, good luck :))
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Post by eis_os »

:D :D

Yes, TTD doesn't like me much I think :)
I don't think there is a big change to have signals on them, but It would be very nice.

Whats current on my todo list? When I have time:
Play TTD a lot :wink:
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Post by Colonel Sheperd »

I just had an :idea:
boats that carry road vehicles
it may look like this :) :
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Post by eis_os »

No, thats impossible...
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Post by Colonel Sheperd »

too bad :cry: :cry:
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Post by spaceman-spiff »

simmer wrote:I just had an :idea:
boats that carry road vehicles
it may look like this :) :
Where is the boat in that picture :?
Well, back to work, lot's of it in the near future
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Post by Raichase »

spaceman-spiff wrote:
simmer wrote:I just had an :idea:
boats that carry road vehicles
it may look like this :) :
Where is the boat in that picture :?
Muh? All I see is a dock that backs onto a Road Vehicles depot...
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Post by Dinges »

Raichase wrote:
spaceman-spiff wrote:
simmer wrote:I just had an :idea:
boats that carry road vehicles
it may look like this :) :
Where is the boat in that picture :?
Muh? All I see is a dock that backs onto a Road Vehicles depot...
He says:
I just had an
boats that carry road vehicles
it may look like this :
He means the dock should look like that if it is possible, he's just displaying it how he want's it to be.
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