
[OpenTTD] NuTracks - Dev Thread
Moderator: Graphics Moderators
Re: [OpenTTD] NuTracks - Dev Thread
does the track cost depends on trainset? if i use db set one tile very high speed track is 87000pounds, if i use 2cc it costs ~5000 pounds. And when i play with db set, and set the track cost parameter to 1/4, then it costs 87000, as default. It doesnt change to 1/4 

Re: [OpenTTD] NuTracks - Dev Thread
I just tested, and that was WIERD! But if you put NuTracks _after_ dbxl the prices are correct. I guess I should add a warning in NuTracks.
With further investigation does the DBXL double the price of maglev tracks, and this seems to effect some of the NuTracks prices. And to have a nice resolution on prices have i lowered a basecost to (iirc) 4 (default is
and DBXL sets it to 9.
Try putting NuTracks after DBXL and your problem is solved.
Thank you for finding this
With further investigation does the DBXL double the price of maglev tracks, and this seems to effect some of the NuTracks prices. And to have a nice resolution on prices have i lowered a basecost to (iirc) 4 (default is

Try putting NuTracks after DBXL and your problem is solved.
Thank you for finding this

-
- Engineer
- Posts: 2
- Joined: 21 Feb 2011 18:06
Re: [OpenTTD] NuTracks - Dev Thread
Hi, Just discovered NuTracks and looks much more interesting and challenging. I was wondering if you have a document with the intended use for the Track Planning option. It would be nice if the track could be planned in pause mode and they appear over a period of time as if they are being build
Re: [OpenTTD] NuTracks - Dev Thread
That opens quite a can of worms. I think the intention is more just to let you get junctions planned right without paying for the horrendously expensive high-speed track, then use the railtype conversion tool to make them "real". Of course, it might be nearly as cheap and more informative to build the junction with slow track so that you can observe trains moving through it.Ken-the-Tester wrote:Hi, Just discovered NuTracks and looks much more interesting and challenging. I was wondering if you have a document with the intended use for the Track Planning option. It would be nice if the track could be planned in pause mode and they appear over a period of time as if they are being build
- Voyager One
- Tycoon
- Posts: 11204
- Joined: 28 Dec 2009 09:47
- Location: Rijeka, Croatia
Re: [OpenTTD] NuTracks - Dev Thread
Welcome to the forums Ken!
What do you mean by "appearing over a period"?
Planning tracks are just a helpful tool so you can "prospect" the land and see how to build your track best. However, building real tracks needs selecting real tracks.
Also, you CAN build during pause, there's an option for it in the Advanced menu -> Construction -> When paused allow: ... Just select "all actions" and you'll be able to do anything during a pause.

What do you mean by "appearing over a period"?
Planning tracks are just a helpful tool so you can "prospect" the land and see how to build your track best. However, building real tracks needs selecting real tracks.
Also, you CAN build during pause, there's an option for it in the Advanced menu -> Construction -> When paused allow: ... Just select "all actions" and you'll be able to do anything during a pause.

- Emperor Jake
- Tycoon
- Posts: 3440
- Joined: 24 Apr 2007 09:37
- Skype: Discord: Emperor Jake #4106
- Location: Not Actually Japan
- Contact:
Re: [OpenTTD] NuTracks - Dev Thread
I think he means the tracks take time to get built - much like in SimCity 4
- Voyager One
- Tycoon
- Posts: 11204
- Joined: 28 Dec 2009 09:47
- Location: Rijeka, Croatia
Re: [OpenTTD] NuTracks - Dev Thread
They always take time to build when you're building them un-paused...
However, I think he thinks it might be possible to put planning tracks and then see an automatic build-up over some time. Boh... we should wait until the author explains.

However, I think he thinks it might be possible to put planning tracks and then see an automatic build-up over some time. Boh... we should wait until the author explains.

- Voyager One
- Tycoon
- Posts: 11204
- Joined: 28 Dec 2009 09:47
- Location: Rijeka, Croatia
Re: [OpenTTD] NuTracks - Dev Thread
What would be the point of the game otherwise...
Plain old-fashioned building! And making terrible mistakes sometimes. And having messages like: "Train Crash! 201 die in fireball after collision"
Damn signals... 
EDIT: This is a mockup, of course.

Plain old-fashioned building! And making terrible mistakes sometimes. And having messages like: "Train Crash! 201 die in fireball after collision"


EDIT: This is a mockup, of course.
- Attachments
-
- Tarnville Transport, 15th Feb 2045.png (151.73 KiB) Viewed 2032 times
-
- Engineer
- Posts: 2
- Joined: 21 Feb 2011 18:06
Re: [OpenTTD] NuTracks - Dev Thread
Sorry I did not explain very well. I shall try again.
When playing the game against an AI it is considered (by some) a cheat to enable build whilst paused. My thought was that planning whilst paused would be less of a cheat and the track would be built with real tracks, one track at a time when the game is unpaused, in a similar way that the track tiles change from brown to green as the time progresses after they are currently built. To make this work I guess you would have to select the track to replace the planned track before the planning starts.
When playing the game against an AI it is considered (by some) a cheat to enable build whilst paused. My thought was that planning whilst paused would be less of a cheat and the track would be built with real tracks, one track at a time when the game is unpaused, in a similar way that the track tiles change from brown to green as the time progresses after they are currently built. To make this work I guess you would have to select the track to replace the planned track before the planning starts.
Re: [OpenTTD] NuTracks - Dev Thread
I can assure you, this feature is FAR beyond what railtypes/NuTracks can do. Sorry mate...
-
- Tycoon
- Posts: 2792
- Joined: 22 Feb 2011 18:34
Re: [OpenTTD] NuTracks - Dev Thread
I found a small bug with the very low speed rail. If you change the speed to a value higher than 100 km/h, the speed is not the same as the parameter. Examples: 100 km/h becomes 99 km/h, while 400 km/h becomes 402 km/h, but 300 km/h is correct. I didn't notice this behaviour at other railtypes. Of course these speeds are a bit high for very low speed rail, but 100 km/h is not that high in my opinion (the 400 and 300 were just to test what happens at those speeds).
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: [OpenTTD] NuTracks - Dev Thread
That isnt really a bug. Its a problem with the internal speedunits of OpenTTD, and somehow are there a few speeds that do not exsist. It is probably due to the internal speedunits in the game. No matter how much i want my train to run 100kmh it always runs at 99, some goes with a few of the other 'sub-100-devidable-by-10". iirc: 70 becomds 69, 60 becomes 59 and probably more. Another example is that 240kmh becomes 241...
The internal kmh-ish is something like 0,05% lower (or higher, i dont remember) then the 'real' kmh.
Rubidium or Yexo or one of the other devs might give you some more insight, but this is the best i've got
The internal kmh-ish is something like 0,05% lower (or higher, i dont remember) then the 'real' kmh.
Rubidium or Yexo or one of the other devs might give you some more insight, but this is the best i've got

- Emperor Jake
- Tycoon
- Posts: 3440
- Joined: 24 Apr 2007 09:37
- Skype: Discord: Emperor Jake #4106
- Location: Not Actually Japan
- Contact:
Re: [OpenTTD] NuTracks - Dev Thread
I know it's not really a problem, but that 1 or 2 km/h difference makes the train seem a lot faster or slower. That's probably only me, but it would be nice if it could be fixed in OpenTTD. Other examples are 201 km/h, 251 km/h, 321 km/h
-
- Tycoon
- Posts: 2792
- Joined: 22 Feb 2011 18:34
Re: [OpenTTD] NuTracks - Dev Thread
It is just 1 or 2 km/h, so it is no big problem, just noticed it and wondered why it was.
Another thing I spotted, but also is an OpenTTD thing, is that it is possible to upgrade tracks to electrified and back when there are trains on it.
Another thing I spotted, but also is an OpenTTD thing, is that it is possible to upgrade tracks to electrified and back when there are trains on it.
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
- Voyager One
- Tycoon
- Posts: 11204
- Joined: 28 Dec 2009 09:47
- Location: Rijeka, Croatia
Re: [OpenTTD] NuTracks - Dev Thread
You can but the section on which the train is (and only that section) will remain as old track. Also, if that part is electrified, and the rest is not, that (electric I assume) train will get stuck on that section with no possibility of going forth or back.
That's not a bug, that's the normal game machine and behaviour. Therefore, you need to be careful what you convert and when you do it.
That's not a bug, that's the normal game machine and behaviour. Therefore, you need to be careful what you convert and when you do it.

-
- Tycoon
- Posts: 2792
- Joined: 22 Feb 2011 18:34
Re: [OpenTTD] NuTracks - Dev Thread
No, you can also convert the section that has a train on it. If you want to convert to Monorail/Maglev it gives an error that there is a train, but from electrical to non electrical is perfectly possible when there is a train on it. Just tested it with most recent nightly with no NewGRF's loaded, and it converted.Voyager One wrote:You can but the section on which the train is (and only that section) will remain as old track. Also, if that part is electrified, and the rest is not, that (electric I assume) train will get stuck on that section with no possibility of going forth or back.
That's not a bug, that's the normal game machine and behaviour. Therefore, you need to be careful what you convert and when you do it.
Without NuTracks you don't notice it, because normal rail to Monorail or Maglev is not possible when there are trains, but with NuTracks you have different railtypes that allow the same trains to run on them and it can happen that you upgrade tracks with trains on them.
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: [OpenTTD] NuTracks - Dev Thread
you might want to report it as an openttd bug at bugs.openttd.org . This is (as far as i can see) outside the scope of a railtypes set.
-
- Tycoon
- Posts: 2792
- Joined: 22 Feb 2011 18:34
Re: [OpenTTD] NuTracks - Dev Thread
I will report it. First wanted to report it to you as a bug of NuTracks, but decided to test it first with a clean OpenTTD game, but there it was possible, so I assumed it was normal game behaviour.
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: [OpenTTD] NuTracks - Dev Thread
Of curse you cannot change the track type under a train to a type where on the train has no power anymore - it would be stuck and cause all kind of trouble. But it should be no problem and convenient to convert the rail type to something the train continue to drive on.
Does it behave differently?
Does it behave differently?
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Who is online
Users browsing this forum: Google [Bot] and 19 guests