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Posted: 01 Apr 2003 07:34
by Frightened Shadow
sultana wrote:You could fix that by moving that piec of track further down like so:
I'm afraid that didn't help:

Picture 1:

I changed my design slightly, but the problem still remains.

Picture 2:

I got rid of the single combo signals, but to no avail.


Picture 3:

BINGO! A checkpoint does it, if it's placed close enough. I have another
checkpoint further down, but apparently it's too far away.


So I did figure out a solution to the problem, although with a lot of trains it
means quite much clicking. And anyway, if the original idea can be
implemented, it should make a difference between a single combo signal
and a double combo signal, giving the single combo signal a higher priority.

Posted: 01 Apr 2003 09:08
by Frightened Shadow
OK, I've got a few more suggestions.

Depot signalling suggestion:

When a train goes into a depot for servicing, the light behind it turns
momentarily to green, causing a train behind it to sometimes think the
track is clear. I'd like to know if there is a way to keep the light red all the
time if the train keeps moving.


Small presignal bug:

This might have been corrected in the most recent alphas (I'm using
TTDPatch v1.9), but I thought I'd bring it up too. If there are two signals
on a diagonal tracks in different directions, changing one of them into a
presignal (or combo/exit signal), changes the other one too (signals.jpg).

Posted: 01 Apr 2003 09:09
by Frightened Shadow
Combo signalling suggestion:

The problem I have with combo signals, is that trains on different tracks
divided by combo signals can all start moving at the same time, when one
exit signal turns green (station2.jpg). This doesn't happen
when two tracks are combined into one with ordinary signals.

The problem this causes can be seen in station3.jpg, although it's effects
are minimized there by the use of single combo signals. The real, although
rare, problem is seen in station4.jpg, where the train on the right had
already turned left, but had to stop because the train on the left reached
the intersection at that time. This means that the rightmost train will block
the tracks behind it until it can reach the left track.

Posted: 01 Apr 2003 09:44
by Frightened Shadow
Frightened Shadow wrote:
sultana wrote:You could fix that by moving that piec of track further down like so:

Picture 3:

BINGO! A checkpoint does it, if it's placed close enough. I have another
checkpoint further down, but apparently it's too far away.

Except that it still didn't work properly, so I had to change the single combo
signals to double signals. So now my suggestion would be that a presignal should give the lowest priority to the combo signal that is not directly in front of it. Whether that's possible or not is another matter.

Posted: 01 Apr 2003 09:57
by sultana
er... that shouldn't work.... because if you check the middle combo sig, it doesn't have 2 exit siganls after it :roll:

And back on my method, did you try moving theexit siggys up to the junction, becaus ethat might work.... also could you post where this heading.... station/whatever it is (the whole picture), I just want to see what happened :wink:

Posted: 01 Apr 2003 11:23
by Frightened Shadow
sultana wrote:er... that shouldn't work.... because if you check the middle combo sig, it doesn't have 2 exit siganls after it :roll:

And back on my method, did you try moving theexit siggys up to the junction, becaus ethat might work.... also could you post where this heading.... station/whatever it is (the whole picture), I just want to see what happened :wink:
What shouldn't work: my suggestion or my method in the picture above?
My method at least is working quite fine.

Anyway, I did try moving the exit signals up to the junction and it didn't help.

Posted: 02 Apr 2003 17:19
by troopper5
I didn't understacnd those combo signals, how do they work?

Posted: 02 Apr 2003 18:44
by SHADOW-XIII
troopper5 wrote:I didn't understacnd those combo signals, how do they work?
I've explained it few days ago ... use search :roll:

Posted: 02 Apr 2003 18:56
by Frightened Shadow
troopper5 wrote:I didn't understacnd those combo signals, how do they work?
They are like a presignal and exit signal combined. What that really means,
is that if you place a combo signal before an exit signal (or another combo
signal), it is green when the exit signal is green and red when the exit
signal is red. A normal signal would be green when the track between it
and the next signal is clear, and red otherwise.


I hope I got it right.

Posted: 03 Apr 2003 01:59
by Raichase
Frightened Shadow wrote:They are like a presignal and exit signal combined. What that really means,
To go a bit OT, it's good to see people are still reading the manual.

Back On Topic, my suggestion is that level crossings function with a broader picture - increased warning time for approaching veichles (I think this has been brought up before), and that a 2+ track crossing should not just close the track that is in use, it should close the whole crossing just like in real life.

Posted: 09 Apr 2003 03:16
by krtaylor
The Level Crossings offer tons of scope for graphic distinctions and cool effects.

A multi-track level crossing would be great but I cannot imagine how you would program it intelligently. That sounds like something for TT2 I fear.

Something more useful, but also probably impossible, would be elevated stations. Like, you could build a one-track station on top of a road in the middle of the city, then run the track elevated down the road out of the city lengthwise, then go down on the ground and continue on. This is done lots of times in the real world and would look so cool. But probably the game engine couldn't handle it. Actually, in real life you could fit two tracks in the width of one road, at least.

Posted: 09 Apr 2003 03:23
by Raichase
Well, really I just want more warning times for the crossing. Perhaps make it depend on the speed of the approaching loco... It's just there are some cases where a bridge is impossible and impractical, so I would like the be able to use level crossings without having my bus hit by a 300km/h train...
I can't wait for M. Blunks gate graphics to come out, they look so real. However, I love Robs gates to bits as well... Hard decision!

Posted: 09 Apr 2003 12:13
by Sinaasappel
Turn 'nonstop' off in your config and built a 'checkpoint-station' the square before the crossing and let your train go non-stop there. The train will stop and give the road vehicles time to cross the crossing :D
(this is the technique used in the opening screen :)

Posted: 09 Apr 2003 15:53
by troopper5
Sinaasappel wrote:Turn 'nonstop' off in your config and built a 'checkpoint-station' the square before the crossing and let your train go non-stop there. The train will stop and give the road vehicles time to cross the crossing :D
(this is the technique used in the opening screen :)
You truck stay alive in start screen? My trucks explode in there, even without nonstop setting.

Anyway, back on Topic. ..............looks like i forgot what i had to say... i'll tell it later, wel i remember it, if i remember it :?

Posted: 09 Apr 2003 16:02
by Dinges
troopper5 wrote:
Sinaasappel wrote:Turn 'nonstop' off in your config and built a 'checkpoint-station' the square before the crossing and let your train go non-stop there. The train will stop and give the road vehicles time to cross the crossing :D
(this is the technique used in the opening screen :)
You truck stay alive in start screen? My trucks explode in there, even without nonstop setting.

Anyway, back on Topic. ..............looks like i forgot what i had to say... i'll tell it later, wel i remember it, if i remember it :?
I did make a fix for that. It is even showing ttdpatch features! Find it somewhere in a topic called title screen.

Posted: 09 Apr 2003 16:58
by Darkvater
Hmm, have we already talked about signals in tunnels as a new feature? Or if that's not possible, even a signal on the entrance-tile would be great :)

Posted: 09 Apr 2003 17:16
by spaceman-spiff
Darkvater wrote:Hmm, have we already talked about signals in tunnels as a new feature? Or if that's not possible, even a signal on the entrance-tile would be great :)
Probably, everyone is waiting for that feature :)

Posted: 09 Apr 2003 17:23
by krtaylor
I guess in thinking about the signals-in-tunnels feature, I have a hard time imagining exactly how it would work from a user-interface point of view. You can't actually see into the tunnels, so how would you set up what kind of signals on which spot, or know what they were doing? Now, what would be useful, but is almost certainly impossible, would be an "underground" view kind of like SC2000 has for subways, where "building a tunnel" would really be just a tunnel-portal, and then you'd go underground and build from there with switches, curves, signals, and everything normally. Even stations (!) That would be so cool and useful, but I can't imagine how you could make it work in TTD as it is now. Something for TT2 I guess. It would make the game rather different and maybe more realistic, as you could build a huge station underneath the city-centre, just like is done in real life, and not worry about smashing your way through the buildings to get there - just have the tracks duck under in the suburbs, and go from there to the station with all your usual facilities underground.

Posted: 09 Apr 2003 17:42
by Darkvater
krtaylor wrote:I guess in thinking about the signals-in-tunnels feature, I have a hard time imagining exactly how it would work from a user-interface point of view. You can't actually see into the tunnels, so how would you set up what kind of signals on which spot, or know what they were doing? Now, what would be useful, but is almost certainly impossible, would be an "underground" view kind of like SC2000 has for subways, where "building a tunnel" would really be just a tunnel-portal, and then you'd go underground and build from there with switches, curves, signals, and everything normally. Even stations (!) That would be so cool and useful, but I can't imagine how you could make it work in TTD as it is now. Something for TT2 I guess. It would make the game rather different and maybe more realistic, as you could build a huge station underneath the city-centre, just like is done in real life, and not worry about smashing your way through the buildings to get there - just have the tracks duck under in the suburbs, and go from there to the station with all your usual facilities underground.
I don't think that will be possible :)

Posted: 09 Apr 2003 18:57
by Marcel
I don´t think it is possible too. but you can build all your tracks in a city in tunnels. I do it most times because I don´t like to bomb all the buildings away. It looks like this. Here you have an underground!