[OpenTTD] NuTracks - Dev Thread
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Re: [OpenTTD] NuTracks - Dev Thread
Why would we need a speed limit on the metro tracks?
That'd mean we never can make a metro go faster than that limit. Besides, I don't see any advantage since the metro vehicles already have their own speed limit.
That'd mean we never can make a metro go faster than that limit. Besides, I don't see any advantage since the metro vehicles already have their own speed limit.
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Re: [OpenTTD] NuTracks - Dev Thread
Also true.
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Re: [OpenTTD] NuTracks - Dev Thread
I have a great idea! Maybe the regular metro track could be surrounded by concrete (like the Monorail Infrastructure Conversion Set) to make it fit in better in cities. Perhaps a Regular track could be made this way as well, to simulate light rail or street running trains 

Re: [OpenTTD] NuTracks - Dev Thread
But there is a max number of 16 slots, and with the current 2cc proposal are 15 in use, and there is none that I would like to remove. But i guess i could use the 16th slot for a metro-track thingy with concrete edges on the last slot.Emperor Jake wrote: I have a great idea! Maybe the regular metro track could be surrounded by concrete (like the Monorail Infrastructure Conversion Set) to make it fit in better in cities. Perhaps a Regular track could be made this way as well, to simulate light rail or street running trains
With regards to lightrails or streetrunning things i think the normal trams is enough, so its more up to a tramdeveloper to make such as thing, and there already is available in HEQS.
Oki, no speedlimits on the metrotracks.Purno wrote:Why would we need a speed limit on the metro tracks?
That'd mean we never can make a metro go faster than that limit. Besides, I don't see any advantage since the metro vehicles already have their own speed limit.
See the proposal and you will see what I mean. Its not about speedlimits, but gfx, and Emperor Jake did just suggest a 5th onePurno wrote:Do we really need 4 different metro track types?

In the 2cc-set am i not too keen on haveing NG stuff, as i think that makes an already complex set even more complex, nor is there room in NuTracks. But there will be (in time) an NG option with rack rails and similar. But i dont see what benefit the 2cc-set will have from more complexity.Emperor Jake wrote: I think that narrow gauge tracks is a great idea. We could create a NG extension of the 2cc set, and move the existing narrow gauge trains in the 2cc set (the Japanese locos, Queensland Rail, South African locos) Plus add a heap of other narrow gauge trains.
As the idea is good as it is, im not really sure how to make this. It might be possible, but i think the presets would be better all in all. In the end could there also be an "everything" version, but with fewer of each option.Emperor Jake wrote:I would make Nutracks modular, i.e. have a "base set" containing the regular tracks at different speeds and prices, and then "expansion sets" for subways, narrow gauge, planning track, etc. This makes it flexible for people who might want narrow gauge instead of 3rd rail, or all the subways/metros, and never use track planning... or even be able to sacrifice the different speed tracks in order to have metro AND 3rd rail AND narrow gauge... this might involve a "Lite" base set to enable the addition of more expansions (Just my thoughts)
IMO is this over a "safe" speedlimit. Most road vehicles move fast enough to get out of the way of a 100 or 120kmh train (not tested, just a guesstimate) but not something beyond 160ish.Emperor Jake wrote:IMO 180km/h tracks should be allowed to have level crossings
Thoughts?
Re: [OpenTTD] NuTracks - Dev Thread
Well I've got an idea to free maybe two slots: I highly doubt there are people who use 80km/h rails with catenary or 230km/h track without catenary. No argumentation on that, just a feeling. So for normal tracks that'd leave:
edit2:fixed
edit3:damn only frees one slot, 230km/h without catenary already doens't exist.
edit4:whoops does exist, was looking at an old version with some names wrong, so this would free up two slots.
- 80km/h
- 120km/h
- 120km/h + catenary
- 160km/h
- 160km/h + catenary
- 230km/h + catenary
- oo km/h + catenary]
edit2:fixed
edit3:damn only frees one slot, 230km/h without catenary already doens't exist.
edit4:whoops does exist, was looking at an old version with some names wrong, so this would free up two slots.
Re: [OpenTTD] NuTracks - Dev Thread
For what option are theese suggestions?Arie- wrote:Well I've got an idea to free maybe two slots: I highly doubt there are people who use 80km/h rails with catenary or 230km/h track without catenary. No argumentation on that, just a feeling. So for normal tracks that'd leave:edit: hmm how do I make a list...
- 80km/h
- 120km/h
- 120km/h + catenary
- 160km/h
- 160km/h + catenary
- 230km/h + catenary
- oo km/h + catenary]
edit2:fixed
edit3:damn only frees one slot, 230km/h without catenary already doens't exist.
For the 2cc-set are there slow electrical engines like MTAB DM3/IORE, as well as fast diesel MUs such as the brittish IC125 (BR class 43) and the danish IC4, as both travel =>200kmh.
The default engines also have the IC125/SH125. So im not sure? Either way, the default option have (imho) enough free slots as it is?
Re: [OpenTTD] NuTracks - Dev Thread
Ah ok, I didn't read the previous replies thoroughly enough, I thought some wanted to add NG rails but that there wasn't enough space for that.
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Re: [OpenTTD] NuTracks - Dev Thread
As far as I can see things, the Nutracks grf was created primarily for the 2cc set (no offense anybody).Arie- wrote:I highly doubt there are people who use 80km/h rails with catenary
There are already quite a few slow electric engines and take a look at the shunters list I'm preparing to draw - a LOT of slow ELECTRIC shunters - why would I use expensive tracks for something that can go max 32 km/h?!?
IMO, 80km/h rails with catenary must remain.
I agree with DJ.DJ Nekkid wrote:IMO is this over a "safe" speedlimit.Emperor Jake wrote:IMO 180km/h tracks should be allowed to have level crossings
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Re: [OpenTTD] NuTracks - Dev Thread
I agree with the no level crossings for 180km\h rails, it'd be nice if high speed rails could be made so they cannot cross roads because in order to have safe high speed operations level crossings are a big no no


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Re: [OpenTTD] NuTracks - Dev Thread
IMO,
forbid crossings for monorail and maglev because those are yuckie and need some sort of special crossing (*) for the roadvehicles to cross. (Maybe forbid third rail also unless (*) ).
Safety with high speed rails crossings should be the problem of the player by making sure the barriers close soon enough. Taking out the possibility to do unsafe things takes out a (small) challenge for the player at the same time.
(*) ¿A platform that closes the gap when barriers are open in case of maglev and retracting rail in case of monorail?
forbid crossings for monorail and maglev because those are yuckie and need some sort of special crossing (*) for the roadvehicles to cross. (Maybe forbid third rail also unless (*) ).
Safety with high speed rails crossings should be the problem of the player by making sure the barriers close soon enough. Taking out the possibility to do unsafe things takes out a (small) challenge for the player at the same time.
(*) ¿A platform that closes the gap when barriers are open in case of maglev and retracting rail in case of monorail?
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--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
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Re: [OpenTTD] NuTracks - Dev Thread
Back in the 1930s they had 160kmh trains and didn't care about 'safe speeds' on level crossings. Even today on rural lines in North America and Australia on whivh long distance trains travel similar speeds, its just not feasible to build an under/overpass on a country road with little traffic.
Maybe bring back 160 kmh rails?
I do agree with no level crossings on 230 kmh and up, though.
Maybe bring back 160 kmh rails?
I do agree with no level crossings on 230 kmh and up, though.
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Re: [OpenTTD] NuTracks - Dev Thread
Im mostly talking about level crossings in populated places, though you still have to watch out for your trucks and busses if you have them cross multiple line routes and it gets blocked inEmperor Jake wrote:Back in the 1930s they had 160kmh trains and didn't care about 'safe speeds' on level crossings. Even today on rural lines in North America and Australia on whivh long distance trains travel similar speeds, its just not feasible to build an under/overpass on a country road with little traffic.
Maybe bring back 160 kmh rails?
I do agree with no level crossings on 230 kmh and up, though.


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Re: [OpenTTD] NuTracks - Dev Thread
It's the player's choice. I build a grade separated crossing as soon as traffic reaches moderate levels, or an accident happens, but I think the player shouldnt be forced to.
Re: [OpenTTD] NuTracks - Dev Thread
Hi guys!
I have the „just to make sure” question about the metro track.
Are the buildings over the track the real or fake ones?
By the real buildings I mean the buildings that contribute to taking / generating passengers / mail, etc, and can be built and changed by the city.
JenoT.--<
I have the „just to make sure” question about the metro track.
Are the buildings over the track the real or fake ones?
By the real buildings I mean the buildings that contribute to taking / generating passengers / mail, etc, and can be built and changed by the city.
JenoT.--<

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Re: [OpenTTD] NuTracks - Dev Thread
Unfortunately fake. If you want real ones, you just built tunnels instead of normal tracks.
Re: [OpenTTD] NuTracks - Dev Thread
Thanks Leon, I thought so... I know about the tunnels, I’ve been playing longer then since the last century.
Unfortunately, you cannot have a station there.
There is an idea in some post around that one could refurbish a tunnel’s entrance to be the platform, thus gaining the platform of a tunnel’s length (but I will not develop here, it would be out of subject).
JenoT.--<

Unfortunately, you cannot have a station there.

There is an idea in some post around that one could refurbish a tunnel’s entrance to be the platform, thus gaining the platform of a tunnel’s length (but I will not develop here, it would be out of subject).

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Re: [OpenTTD] NuTracks - Dev Thread
Hi Jeno.
There are many ideas how to implement real underground stations and tracks with signals etc. Try searching the forums for these underground stations. Unfortunately, none of these is possible to implement because of the current game machine. Well, keep hoping as I do.
There are many ideas how to implement real underground stations and tracks with signals etc. Try searching the forums for these underground stations. Unfortunately, none of these is possible to implement because of the current game machine. Well, keep hoping as I do.

Re: [OpenTTD] NuTracks - Dev Thread
if there are any NFO-wizzards who is reading this, please take a look at the sticky on the top, i need some help with parameters and stuffs...
http://www.tt-forums.net/viewtopic.php? ... &start=196
http://www.tt-forums.net/viewtopic.php? ... &start=196
Re: [OpenTTD] NuTracks - Dev Thread
Sorry - i just downloaded the nightly but for some reason no matter what speed of track i use the graphic is always the same. i remember there being differences before. have i done something wrong?
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Re: [OpenTTD] NuTracks - Dev Thread
Nope, absolutely not
Its just that im currently rewamping the set to get it a further stage closer to the first 'proper' release version, and due to that is the gfx temporarily gone. Give it a few days* and it will be back.
New features in version 0.9 includes:
[*]Selectable tracks from 3 presets with plans for 2 more (the 2 extras will probably be in 0.9.1)
[*]Autoselection if a supported trainset is loaded. For example does it select metro tracks if 2cc-set is loaded, or 3rd rail if UKRS2 is loaded
[*]Updated track speeds from user wishes (80/125/180/230/unlimited)
[*]Partially updated gfx. Amongst others will the previous ugly 120kmh tracks will have a new look
[*]The depots can be changed with whatever depot grf you wish
[*]Hopefully will the tunnels have the correct base from now on.
1.0.0 will come when OpenTTD can resolve flyspray bugs #4393 and #4394
* Depending on the quantity of beer today, may that be tomorrow

New features in version 0.9 includes:
[*]Selectable tracks from 3 presets with plans for 2 more (the 2 extras will probably be in 0.9.1)
[*]Autoselection if a supported trainset is loaded. For example does it select metro tracks if 2cc-set is loaded, or 3rd rail if UKRS2 is loaded
[*]Updated track speeds from user wishes (80/125/180/230/unlimited)
[*]Partially updated gfx. Amongst others will the previous ugly 120kmh tracks will have a new look

[*]The depots can be changed with whatever depot grf you wish
[*]Hopefully will the tunnels have the correct base from now on.
1.0.0 will come when OpenTTD can resolve flyspray bugs #4393 and #4394
* Depending on the quantity of beer today, may that be tomorrow

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