Articulated Road Vehicles

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SuperTycoon
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Post by SuperTycoon »

broodje wrote:
Dave Worley wrote:
stevenh ignore El Capitan.
your not very friendly, and tolerable are you?
and are you? it is not friendly to other users to shut down your brain as soon as you enter the realm of the tt-forums.
Lets calm this down a bit. Captain - engage brain before keyboard, and understand when something is under-development
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Post by Dave »

Man... It was a friendly dig.

Besides, you'd just mocked stevenh and his trams in HIS OWN THREAD!

I'm over it now.
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Post by Redirect Left »

broodje wrote: and are you? it is not friendly to other users to shut down your brain as soon as you enter the realm of the tt-forums.
I dont, i have been known to offer my share of help, when i know how to correct an issue.
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Post by jonty-comp »

TTD just crashed when I tried to bin an articulated tram. :(
Note: The tram was a three-car consist with another one stuck on the end ;)

Oh, and see the screenshot: I think there are some graphical errors. :wink:
Attachments
CRASH007.TXT
Crrraaasssshhhh! log.
(1.55 KiB) Downloaded 295 times
Note the different reported capacities: the one in the buy list is correct<br />and the graphical error only at the right of the info window.
Note the different reported capacities: the one in the buy list is correct
and the graphical error only at the right of the info window.
graphical_errors.GIF (70.93 KiB) Viewed 8108 times
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Post by jvassie »

Jonty, i think its because the tram itself is built from 3 trams in the depot, hence 96*3 = 228

Dunno about the other thing though
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Post by Bastiaan »

jamesvassie wrote:Jonty, i think its because the tram itself is built from 3 trams in the depot, hence 96*3 = 228
Yeah, I think so too. It would be a waste of space if a three-car tram only carries 96 passengers :roll:
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Post by stevenh »

Bastiaan and jamesvassie are correct... That capacity shown in the Build Vehicle window is based on a single-car... I'll have to find out a way to fix that.

As for the crash, it seems to be related to the custom names of vehicles? (applynewvehnames.notpatchtext)... Did you rename the vehicle?

And you said you had 2 3-car consists back-to-back? ie. 6-cars?

and... that 'oversized' information window is my code fighting with another patch.
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Post by jonty-comp »

stevenh wrote:Bastiaan and jamesvassie are correct... That capacity shown in the Build Vehicle window is based on a single-car... I'll have to find out a way to fix that.
Ah, that's clear to me now. :]
He also wrote:As for the crash, it seems to be related to the custom names of vehicles? (applynewvehnames.notpatchtext)... Did you rename the vehicle?
Nope, it was just the standard name of 'Road Vehicle 2' or something like that.
And wrote:And you said you had 2 3-car consists back-to-back? ie. 6-cars?
Yes, that's right. I had one of the 3-car trams with another 3-car tram stuck on the end.
And finally he wrote:and... that 'oversized' information window is my code fighting with another patch.
Heh, it's not that much of a problem, I just thought it worth mentioning. :wink:
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Post by Uwe »

I have had serious trouble with coding an articulated vehicle this afternoon. For my germanrv-set (see here) I wanted to do some very quick coding just to see if the sprites look ok. So I only added a very basic action0 to the NFO, something like

Code: Select all

13 * 7	 00 01 01 01 01 0E FF
14 * 12	 00 01 03 01 01 00 00 00 10 00 1C 02
For standard vehicles, this worked as I expected. However, for articulated vehicles, the line

Code: Select all

93 * 7	 00 01 01 01 0D 0E FF
94 * 14   00 01 04 01 0D 00 00 00 10 00 17 10 1C 02
resulted in the vehicle not being available at all. Replacing the second line with an action0 setting various other features as well, like

Code: Select all

160 * 37	 00 01 0E 01 14 00 00 00 03 20 06 01 08 78 09 63 0F 1E 10 00 11 63 13 13 14 20 16 00 00 00 00 1A 00 1C 02 17 10
did the trick. Now what's causing this?
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Post by AndersI »

Uwe, I'm definitely no expert on coding (only used GRFMaker), but i think this depends on which ID you use for your vehicle. All properties are there from the start, and if you only change the sprite, everything else will still be as for the original vehicle. Maybe you used a toyland ID, or a vehicle that will not be available until later, etc.

Feel free to correct me when I'm wrong.
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Post by Uwe »

Ah, yes, the climate. Now that I've doublechecked it against the wiki, it looks like I tried to use a toyland vehicle in another climate without setting the correct properties. Problem solved I think :)
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Post by WWTBAM »

Im playing power mad and i have a highway with articulated coal trucks each with four trailers. One of them has split, the head has gone off to the pickup while the three trailers have gone wandering down my trmline which goes to the city in which the power plant that they drop the coal off is in. Steven i think you have also broken road waypoints.
Attachments
SCR107.png
SCR107.png (19.08 KiB) Viewed 7706 times
TRP50.SV1
(187.51 KiB) Downloaded 371 times
ttdpatch.cfg
(33.14 KiB) Downloaded 338 times
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Post by WWTBAM »

in the above savegame i have seen more strayed trailers. I saw some off the edge of the map. Also i had an arv/t pilleup that wasnt fixing itself and i think that caused some of the trailer sepperations as the parts of my trams were not connected when i fixed it. The jam occurd with your modified version you sent me steven.
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Post by stevenh »

robo, feel free to use the nightlies...
the version I gave you was just a compiled nightly since I missed the 1pm EST cutoff to make the compile that day.
As for lost trailers, I suppose I should scour through the code and make sure it's doing waht it's supposed to in DOS.
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Post by WWTBAM »

im using the nightlies. Ive seen trailes off in alsorts of strange places. Sometimes depoting doesnt work even manually. automated servicing doesnt fix the trailers. Ive seen trailers head off the edge of the map. I had a art pile up involving one or two of my coal trucks in that save game and the trailers of the trams and trucks went really haywire.
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Post by The Irish »

Hi

I still have problems with the trams as well. I'm using your hirotramgrf

I'm running a nightly, r733.

The problem is the following. in attached savegame, I have ordered the trams to depot for renew. you will see it, it's just where the screen is. the first tram (no. 17) gets into the depot, but I can't click on it, or drag it to the bin. when I want to buy a new tram, it opens the vehicle window of a totally different rv or of a train. Sometimes, even from the competitor. When I click on it, most of the times, the game crashes (log in .zip)

in the attached .zip is the grfdebug, where you can see the activated grfs. (pm me if you need some of them).

Oh, and the thing that robotboy says also happens to me sometimes in a different savegame, but I can never see when, just all of a sudden, I have a trailer of a tram moving across the screen...

EDIT: I've gone back in this to an older savegame (5 years less) and tested the same thing, and there, it all still works OK. I attach that save as well (TRP11.sv1) Hope that helps figuring out what is happening.
Attachments
Tram depot crash.zip
(248.62 KiB) Downloaded 294 times
TRP11.SV1
(545.01 KiB) Downloaded 319 times
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Post by Uwe »

And again some coding questions concerning articulated RVs.

I recoded my Ikarus 280 bus to finally get the correct specs. The code is based on how the trams in hirotram.grf are coded, so in short, the vehicle is made of two parts sharing one vehicle ID. Therefore I get twice the passenger capacity (2*142 passengers), which can be circumvented by adapting the code. This is also seen in the screenshot. However, other values such as power and weight are not (yet?) added together, which is a bit awkward.

I also tried coding the bus by defining a generic trailer which uses livery overrides for the graphics, depending on which bus needs the trailer. However, this did not really work as expected, i.e. I got wrong graphics. Is it actually possible to use livery overrides for road vehicles?

And the last thing: As you can see in the attached screenshot, I have three different graphics showing in the depot, purchase list and info screen. I use an extra sprite for the purchase list, but I'd really like to see that be used also for the vehicle info window, the two parts of the bus with the gap in between look a bit silly... I can live with the fact that only the front part is shown in the depot window for space reasons.
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arv.png
arv.png (16.21 KiB) Viewed 6895 times
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Post by michael blunck »

[setting stats for articulated vehicles]

> [...] However, other values such as power and weight are not (yet?) added together, which is a bit awkward.

See the discussion here:

"Being on articulated vehicles, wouldn´t it make sense to have all their properties handled in a "unified" way? I mean, why don´t we simply add up props of all constituent parts (power, weight, price, cost, ...) in the same way we do now (only) for capacity rather than using only those props of the first vehicle?"

Meanwhile I´m getting to like it this way because otherwise mixing of different veh-IDs for refittable vehicles wouldn´t be that easy.

> And the last thing: [...]

You may want to try setting the depot view to 32px.

regards
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Post by Patchman »

Articulated RVs and articulated trains share practically no code, except the articulated callback handler. That's because RVs and trains share practically no relevant code... so coding something for one or the other is an entirely separate process.
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Post by The Irish »

OK,
Some more problems. It is again in a new game, where for the first couple of years, it all works fine and I can build articRV without problem. Then all of a sudden, when I want to build more, a couple of years later, it all goes ballistic.
Attached are two savegames.
no 1.
towards the left side of the screen is a tram depot. If you try to build one of the articulated trams there, it opens the vehicle window of veh. no 3 of the competitor. when you click on the tram in the depot window, it opens the correct window and in the details, you can see the bus from the competitor attached to my tram. but the game does not crash.

no 2.
in the second savegame, if you try to build a tram (while on pause, please) in the Easton tram depot (towards the top of the screen), it opens the vehicle window of one of my trains, splits off a couple of the back wagons and when you unpause the game, immediatly crashes.

Playing on r967, attached are safegames, ttdpatch.cfg, grfdebug.txt and crashlog.
Attachments
tram error 2.zip
(219.82 KiB) Downloaded 243 times
tram error 1.zip
(218.97 KiB) Downloaded 263 times
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