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Posted: 04 Apr 2004 18:56
by GoneWacko
Another idea I would like to see implemented in something like an 'extend' button.

You select a station, and in the window it has a button that lets you select a cell within a certain radius of the station (maybe this radius should be highlighted!). On the cell you select a special building is constructed. This would be like bunny hopping without actually doing the bunny hopping. Great for people with RSI (I luckily am not suffering from it (yet) but I'm just lazy).

The cost could be like, £150 per cell in distance between extension and station...

Hard to explain. Am I making myself clear enough? :)

Posted: 04 Apr 2004 20:13
by MagicBuzz
Another request (should be very easy to add) :
-> Adding 2 options for water quantity in the game option : "Very few" (lakes only) and "None". Should be just a coefficient in the random map generator process.
I dislike playing with water everywhere such as now. I would prefer build on a map where where is no water.

Another good stuff would be an option for the random map to create automaticaly road between cities. In reality, there is no village in the world that don't have a road to go in... Only tropical country and some arctic country should not have raods everywhere... And these village are generaly too much small to have any interest in the game so...

One another wish :) We should be able to dig below the sealevel. By this way, we should be able to build tunel under sea and rivers.

That all for today ;)

Posted: 05 Apr 2004 04:42
by George
May I request an other arrows behavior? When I press and hold it, I would like it to move the speed immediately? Pressing two arrows will make to scroll it diagonal direction. As in TTD. Please.

Posted: 05 Apr 2004 05:35
by troopper5
I've got used to TTD's moving type, you move to opposite direction when moving mouse right button pressed down.

Could that be possible to change?

Posted: 05 Apr 2004 17:49
by stone-rhino
What I'd like is an option to stop trains from using the diagonal 90 degree turns(+), so they treat them as regular crossings (X).

Posted: 05 Apr 2004 17:58
by hovering teacup
my wish is to disconnect "2-way sig or 1-way sig" question and "train chooses available way or always plunges into the shortest way" question.

another wish is to improve route-finding mechanism. now trains try to use non-diagonal rail as much as possible, and often behave strangely.

additionally, trains should not flip when they change the direction. but this would be really low in the order of improvement list i'm afraid...

Posted: 05 Apr 2004 18:04
by Villem
Telekoman wrote:Hello guys i'm new in this forum but not to TTD. i've been playing for ages and seeing that people are trying to improve the game by rewritting the code is a wonderful piece of news. I'd love to help in this release of OpenTTD but i got no idea how to program in C. Anyone can drop a hint to web-pages or somewere to learn?¿

I have read through the discussion and i must say that some odf the ideas are great others not so much but it is nice to see people still on touch with this game.

My ideas are this: The maintenance system. It os really a bit weird that a train enters a depot and in less than 2 seconds leaves with its features improved. It would be better (and more realistic) if the time the train stays int he depot would be longer.
Also the depots are a bit unrealistic. I've seen that now changing the grafics is not the high priority but it would be nice to get BIGGER depots. Else how would a huge train get into a single depot¿? If that does not convince you all meaby changing the capacities of the depot. Maximum three trains or something.

Well hope to hear from you people and hope that my ideas might be taken in consideration. I'd love to learns C but i could help you if you are thinking to translate the game to spanish (im spanish :P ) so tell me if interested.

Be seeing you.

Telekoman
Simple Fact:Realism Kills TTD.

Posted: 05 Apr 2004 20:48
by Killer 11
firstly i need to say that build on slopes graphics fix is a must have!


And can someone add bigger maps and 90 degree slopes.

Ahh railways on cliffs nice :)

Posted: 06 Apr 2004 06:53
by DaleStan
Anyone else ever tried to look at the overview map at 1280x1024?
Anyone else find it absurdly small?
Similar for some other windows. Can we get resizing handles on them?

Posted: 06 Apr 2004 07:17
by hovering teacup
a build on diagonal slope would be very nice. TTD patch's build on slope doesn't allow this, there'd surely be a reason for that. i hope it is envisageable in the OTTD...

Posted: 06 Apr 2004 10:50
by dominik81
MagicBuzz wrote:Another request (should be very easy to add) :
-> Adding 2 options for water quantity in the game option : "Very few" (lakes only) and "None". Should be just a coefficient in the random map generator process.
What do you mean? You can adjust the water quantity in the difficulty settings (low, medium, high).

Posted: 06 Apr 2004 11:13
by epsilon
I have an idea for the 'full load' option. Perhaps a 'full load margin' feature could be implemented - for example, if you set it to 10%, the vehicle leaves upon receiving 90% or more of it's max capacity, not strictly 100% (a "full load" would be considered up to n% less than the max capacity). This would be particularly useful for setups where a factory (or some other utility) "spits out" large amounts of cargo - it's more convenient to transport 140 crates of goods with a 150 crate train than to wait for the additional 10 to appear (along with 80 more, which will have to wait). This way new cargo waits less and is picked up sooner, allowing the player to achieve better ratings. Of course an individual setting for any vehicle would be great :)

Posted: 06 Apr 2004 11:37
by quadfour
Now Im in a coding mood. First thing I'm going to do is up the max number of vehicles etc. Will have to see how inspired I am to more stuff.

Posted: 06 Apr 2004 13:20
by Telekoman
Well that was only a small remark with the depots and maintenance system. anyway now i'm up to translate the game to spanish. where is the file i need in english to translate it?¿ and if any spanish-speaker wants to help me please contact me i'll be pleased to share the work.

Posted: 06 Apr 2004 14:49
by BobXP
Suggestion: Change the bridges' engine so that they work like tunnels, ie have a start square and end square. This will allow bridges over other bridges and also allows multi-level bridges.

Suggestion: Be able to place "water tunnels" on coasts that are 2 levels high and 3 squares wide. So ships can go through (very expensive of course) tunnels through mountains.

Suggestion: Make a window where you can choose the radius and angle of a train curve, then plop it down on multiple squares, so that you can have much more realistic curves. If the graphic for the curve doesn't exist, it generates one on-the-fly based on a 3D model.

Suggestion: Diagonal bridges and tunnels, and diagonal tracks up "steep slopes".

That ought to keep the dev team occupied for the rest of this year :D

Posted: 06 Apr 2004 15:38
by Vurlix
BobXP wrote:That ought to keep the dev team occupied for the rest of this year :D
Actually, it ought to occupy the dev team for about 3 seconds flat, since none of us will be working on that.

Posted: 06 Apr 2004 15:38
by dominik81
BobXP wrote:Suggestion: Change the bridges' engine so that they work like tunnels, ie have a start square and end square. This will allow bridges over other bridges and also allows multi-level bridges.
Higher bridges are already in the current SVN and will be released with the next version. Bridges over bridges on the other hand are unfortunately not as easy to make. This would require rewriting quite a bit of the OTTD engine, therefore you won't see them for a while.
BobXP wrote: Suggestion: Make a window where you can choose the radius and angle of a train curve, then plop it down on multiple squares, so that you can have much more realistic curves. If the graphic for the curve doesn't exist, it generates one on-the-fly based on a 3D model.
Yeah right. :roll:
BobXP wrote:[...] and diagonal tracks up "steep slopes".
That's not very realistic. The trains would tip over (in reality) in this case.

Posted: 06 Apr 2004 16:26
by BobXP
It is realistic when you consider that 1 square slope is 32:8 ie 4:1... oh wait that's not right... hmm. :?

Anyway, my suggestions were meant to be drastic :twisted: :twisted:

Posted: 06 Apr 2004 18:18
by mpettitt
Two wants, both partly for realism and partly because they shouldn't be too hard to do.

Multi-company stations: stations where multiple companies can run services. Apart from saving on the station limit in a town, it means you could cut in on another company that was surrounding a factory with stations and tracks and add your service from a farm to their ones...
It's possible: I've managed to get a station with a competitor and my company sharing, but it doesn't delete properly.

Multi-length platforms: stations that have platforms of varying length. Useful in confined spaces, and where you want to run shorter services in both directions out of the station with both set to full load there. Again, it is possible, but the delete goes wrong.

ASCII version of what I mean:

[---platform1---]
[plat2] [plat3 ]
[---platform4---]

Then trains can be in 2 and 3 without colliding and the program doesn't risk them crashing...[/code]

Posted: 06 Apr 2004 19:40
by Bjarni
Vurlix wrote:
BobXP wrote:That ought to keep the dev team occupied for the rest of this year :D
Actually, it ought to occupy the dev team for about 3 seconds flat, since none of us will be working on that.
Not true. It took me longer to read it :P