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Re: [OpenTTD] NuTracks - Dev Thread

Posted: 09 May 2010 20:00
by supermop
Just noticed a quirk today while slowly financing a new dedicated Very High Speed Line, converting from planning track. The cost of converting a tunnel of x tiles in length from planning to VHSR seem to be commensurate with converting x tiles of track on the surface. However, building a new VHSR tunnel rather than converting one costs the same as building one of the same length with Very Low Speed Rail without caternary. It seems all tunnels cost the same for a given length regardless of rail type, while converting incurs the regular cost. Bridges seem to display the same behavior. I don't really see it as a big problem, as anyone who might exploit this would probably not be playing with NuTracks anyway, I just thought it was odd enough to warrant a mention.

Let me know if you need to see a screenshot of this, I assume, however, that this is already known.

Best,

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 09 May 2010 21:14
by DJ Nekkid
Its known, atleast for me. But this isnt a thing with the set itself, but rather a bug/not-yet-introduced-feature of the game.

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 09 May 2010 22:27
by supermop
The behavior seemed odd enough that I figured it must be some underlying issue with how OTTD handles the different rail types. I don't think its really a fatal flaw though, more amusing than anything. Similar to my amusement at seeing the announcement for the TGV introduction advertised as a "New Very Low Speed Rail Vehicle!"

Best,

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 10 May 2010 10:34
by DJ Nekkid
Try the 2ccset nightly, there all engines are introduced correctly :)

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 21 May 2010 19:11
by zde-nek
is there a way to run nutracks in sub-arctic climate?

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 21 May 2010 19:15
by DJ Nekkid
im not home right now, so i cannot test properly, but cant you use them in subarctic?

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 21 May 2010 19:21
by zde-nek
i have available only very low speed rail (with and without catenary)

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 21 May 2010 20:47
by ColdIce
zde-nek wrote:i have available only very low speed rail (with and without catenary)
what year?

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 21 May 2010 21:22
by zde-nek
any year. vehicles are available (tested with csdset1.4 and nars2)

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 22 May 2010 06:17
by ColdIce
try with 2CC beta (in-game content download)

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 22 May 2010 10:17
by zde-nek
it works with 2cc beta. interesting :roll:

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 22 May 2010 12:56
by DJ Nekkid
That is probably because the 2ccset have a built in support for nutracks, i.e. a "high speed train" will enable the "high speed tracks" and similar, but i _thought_ i had set the track enableing engines to be available in all climates, but i can check that out.

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 22 May 2010 13:17
by DJ Nekkid
sorry for doublepost, but i found the bug in the track enablers, and r60 should now be available on Bananas, and now all tracks should be available everywhere.

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 22 May 2010 13:39
by zde-nek
thank you

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 22 May 2010 17:53
by lawton27
DJ Nekkid wrote:That is probably because the 2ccset have a built in support for nutracks, i.e. a "high speed train" will enable the "high speed tracks" and similar, but i _thought_ i had set the track enableing engines to be available in all climates, but i can check that out.
Does that work by testing for specific trains then or does it look at the fastest available train ie, easily possible to make it unlock new tracks for new speed engines with any train set?

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 22 May 2010 19:32
by DJ Nekkid
The trainset (i.e. the .grf) needs to have a "rail translation table", and then set the appropiate railtype in the action0 of the engine. (Action0, property 5 for the train).

Was that an awnser enough, or want a more "in depth" one? :)

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 22 May 2010 20:06
by lawton27
DJ Nekkid wrote:The trainset (i.e. the .grf) needs to have a "rail translation table", and then set the appropiate railtype in the action0 of the engine. (Action0, property 5 for the train).

Was that an awnser enough, or want a more "in depth" one? :)
I think that's enough, so the rail set needs to be compatible with NuTracks and not the other way round.

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 22 May 2010 20:10
by DJ Nekkid
yes, basicly :D

Altho, all tracks (should) be available without any compatability needed, but then all engines will be introduced as "very low speed (electrical) engine" (or maglev or monorail, but thoose dont count)

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 26 May 2010 14:01
by Freak_NL
Just a silly question perhaps, but would it be possible to create a NewGRF to load after NuTracks which replaces the tunnel entrance and exit graphics for the third rail tracks only?

I was wondering if it would be possible to simulate subway tracks in city centres by using a station NewGRF that makes them look like parks a layer higher. The only thing that would stand out though would be the tunnel entrance, hence the question.
Using third rail tracks as urban metro track.
Using third rail tracks as urban metro track.
subs.png (60.75 KiB) Viewed 4117 times
Mock-up of metro station and tunnel ends replaced with "park".
Mock-up of metro station and tunnel ends replaced with "park".
subs2.png (22.41 KiB) Viewed 4117 times

Re: [OpenTTD] NuTracks - Dev Thread

Posted: 26 May 2010 14:34
by planetmaker
Nice idea :-)
And as far as I see it, it's even possible to implement.