New suggestions for the patch (no new suggestions here!)
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- Raichase
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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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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?)
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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- Tycoon
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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
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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- Raichase
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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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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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Ok, Signals on tunnel entrances aren't possible, I tried an other approach to signals on them as Josef -> TTD will freezeMarcel 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.
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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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.
Industry production 'wrapping around'
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?
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?
Re: Industry production 'wrapping around'
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)
My first test showed TTD will get confused if I build a signal on it, hmm.Marcel wrote:I hope you can make it. An Exit signal would be best, but it would be good when there is a normal one.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)
- Raichase
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TTD gets confused about a lot of things.eis_os wrote:My first test showed TTD will get confused if I build a signal on it, hmm.
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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- Tycoon
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- spaceman-spiff
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- Raichase
- Moderizzle
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Muh? All I see is a dock that backs onto a Road Vehicles depot...spaceman-spiff wrote:Where is the boat in that picturesimmer wrote:I just had an![]()
boats that carry road vehicles
it may look like this:
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He says:Raichase wrote:Muh? All I see is a dock that backs onto a Road Vehicles depot...spaceman-spiff wrote:Where is the boat in that picturesimmer wrote: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.I just had an
boats that carry road vehicles
it may look like this :
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