Just a random thought I had. How feasible would it be to create staircase locks by building two overlapping locks, with the obvious advantage of building canals up steeper slopes, i.e.
Apologies if this idea has been suggested before, and feel free to shoot it down in flames.
Staircase locks?
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Staircase locks?
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Re: Staircase locks?
Well, I can say with some confidence that it is unlikely that this will be implemented...
On a realism note, most ships in TTD are more than one tile long, and one would expect a certain degree of separation such that the ships can move up and down independently (ie. in adjacent locks) without overlapping, which would look nasty (visually speaking).
In general real-life canals try to avoid unnecessarily climbing steep slopes. Aqueducts, cuttings and winding paths to follow contour lines are common...
Also, this would require some not insignificant rejigging of the canal lock code, which requires effort and developer time, neither of which are in great abundance right now, sadly.
Thanks for the suggestion though...
On a realism note, most ships in TTD are more than one tile long, and one would expect a certain degree of separation such that the ships can move up and down independently (ie. in adjacent locks) without overlapping, which would look nasty (visually speaking).
In general real-life canals try to avoid unnecessarily climbing steep slopes. Aqueducts, cuttings and winding paths to follow contour lines are common...
Also, this would require some not insignificant rejigging of the canal lock code, which requires effort and developer time, neither of which are in great abundance right now, sadly.
Thanks for the suggestion though...
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Re: Staircase locks?
Overlapping ships are hardly something new. You can already have ships pass through each other within a lock, so I don't see any problem in this regard...JGR wrote:On a realism note, most ships in TTD are more than one tile long, and one would expect a certain degree of separation such that the ships can move up and down independently (ie. in adjacent locks) without overlapping, which would look nasty (visually speaking).
As for real life, it would be nice to have an in-game equivalent of this, for example.JGR wrote:In general real-life canals try to avoid unnecessarily climbing steep slopes. Aqueducts, cuttings and winding paths to follow contour lines are common...
No worries, thanks for the reply!JGR wrote:Thanks for the suggestion though...
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Re: Staircase locks?
That´s exactly the way it is in TTDPatch: having multiple locks in a row instead of one single shiplift for a larger amount.PaulC wrote: As for real life, it would be nice to have an in-game equivalent of this, for example.
regards
Michael
Re: Staircase locks?
So far as I understand the difference (and how it translates into the game), what you describe would be better descibed as a lock flight rather than a lock staircase.michael blunck wrote:That´s exactly the way it is in TTDPatch: having multiple locks in a row instead of one single shiplift for a larger amount
My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Funny Cars | Mini GRFs | Bits & Bobs
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
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What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
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What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
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