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Posted: 05 Jul 2005 09:23
by Peteza
michael blunck wrote:
But anyway, having used up nearly all veh-IDs, it´s too late.
Any chance of having a parameter (or another grf) that doesn't include all the speed limited wagons? They take up a lot of IDs, and could instead be more engines. How about a parameter to remove the transrapid otherwise? Even that would free a few IDs. I mainly play one game for many years, so the speed limited wagons only affect me at the start of my one game.
Otherwise, is it possible to have all the different speed limited wagons as 'cargo refits' so the wagons don't take up too many IDs? They could be made available in the relevant years when they should be available. Similar to how the rheingold carriages are available during that limited period.
I have to say Michael, your work is awesome. I feel that all your graphics fit really well with the original TTD graphics. The DBSet XL is the only train set i play at the moment.
Posted: 05 Jul 2005 09:29
by SHADOW-XIII
yeah ... the idea refiting wagons to faster types would be better ...
but I do not remember if it's possible to disable some options in refit window depending on game year
Posted: 05 Jul 2005 09:33
by jvassie
No sorry, i think you have misunderstood, i was asking if i could use his RAe TEE graphics from his Alpine Set.
I was also saying that i will be happy when we can use the DB101 in metropolitan livery.
Hope that clears it up!
James
Posted: 06 Jul 2005 12:17
by Colonel Sheperd
Bilevel RE coaches plze.
It's getting boring to use the 612 or something with a 112 or something behind it..
Posted: 06 Jul 2005 21:10
by Spaceball
@jamesvassie
It was a just in Case answer. If you like to.
cu, Spaceball
Posted: 07 Jul 2005 15:18
by jvassie
@jamesvassie
It was a just in Case answer. If you like to.
cu, Spaceball
Ah ok!
Thanks for the offer, would you mind if i had a look at them?
Cheers
James
Posted: 14 Jul 2005 15:01
by lobster
hey, an update!

can't figure out what though.
Posted: 14 Jul 2005 16:45
by SkeedR
probably a vehicle update, michael?
Posted: 15 Jul 2005 00:01
by Spaceball
@jamesvassie
Sure. You may edit them if you like to.
cu, Spaceball
Posted: 15 Jul 2005 02:11
by DaleStan
Methinks that's not where you meant to post that, Spaceball.
Posted: 15 Jul 2005 02:48
by Raichase
Yes. Enough OT guys, take it back to the "Alternate DB Set" thread please.
Posted: 23 Jul 2005 00:14
by lobster
speaking of which, this new train looks awesome. and it was added on my birthday!

Posted: 24 Jul 2005 14:49
by SHADOW-XIII
oh I can't wait for new releases

Posted: 24 Jul 2005 15:02
by Geo Ghost
I saw it yesterday. It looks really nice!

Posted: 27 Jul 2005 12:19
by michael blunck
Hi all,
I´ve put together a first set which introduces new cargoes and new industries, based on Csabas patch version
alpha55 vcs3 which you may
find here.
This set is only a very first step towards a full implementation of a new general cargo and industries scheme which I´m working on, ATM.
Cargoes implemented in NewCargo v0.0:
- fish
is produced at "fishing grounds" (at sea) and may be transported by ships, trucks, box cars and reefers. To sent a ship to the fishing grounds, you´ll have to built a special buoy there (w. ctrl-click) allowing loading of ships. Fish is sent to "food processing industries" (which are made available in temperate climate with this set) and the resulting food will be accepted in turn by selected town buildings.
- beer
is produced from grain in "breweries" and may be transported by trucks and box cars to towns where it´s accepted also by selected buildings, e.g. stadiums.
- food
is produced by "food processing industries" from grain, livestock or fish and is sent to towns by trucks, box cars or reefers.
Industries implemented in NewCargo v0.0:
- fishing grounds
produces fish, will be found at the high sea.
- brewery
produces beer from grain, will be placed near medium and large towns.
- food processing
produces food from grain, livestock or fish.
- factory
changed to process "goods" from steel and wood for now.
Because the NewCargo Set modifies both the NewShips and the DB Set XL files to get a number of their vehicles transport the new cargoes, it must be loaded *after* these files, i.e. placed *behind* them in "newgrf.cfg".
There´s a more detailed donotreadme included in the .zip file, just in case ...
You may download it from
my page
or from
Josef´s site.
Have fun!
Posted: 27 Jul 2005 12:29
by eis_os
I miss the entry in grfcrawler for it, well done Michael

Posted: 27 Jul 2005 12:48
by Aegir
Michael, Im awe-struck. That is amazing! I knew what you were up to (im on the dev mailing list), so I shouldnt of been surprised, but that was really unexpected for me. Nice work Michael, nice work.
Posted: 27 Jul 2005 13:27
by Sanchimaru
tested! very nice indeed!! I like a lot the brewery
Thanks for sharing that sneak preview of what is to come! I'm excited to see what follows...
Does not work
Posted: 27 Jul 2005 16:53
by CZAR ALEKSANDER
hello Michael:
I have download the new ships from your website but the ttd patch 201.55 ver 3 is in dos and not windows and I cann't run the new cargo or new ships in the game please help
thanks
Aleksande
Posted: 27 Jul 2005 18:44
by DaleStan
Then download the windows version: ttdpatchW-201a55vcs3.zip