
Signals in tunnels and on bridges V3.02 r24031
Moderator: OpenTTD Developers
Re: signals in tunnels V4
It's a simulation of signals in tunnels no less.Bennythen00b wrote:Haha, I can recognize that!
But back to subject: Shouldnt this patch be renamed to "Teleporting tunnels"? I haven compiled this patch, but it doesn't seem like this patch makes it possible to make signals in tunnels? Correct me if I am wrong.
NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
- HackaLittleBit
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- Joined: 10 Dec 2008 16:08
- Location: tile 0x0000
Re: signals in tunnels V4
I think all that above is possible (oil in Norway) http://en.wikipedia.org/wiki/Big_Hill#T ... al_Tunnels
but first I have to get this hack working without a hitch.
The above wormhole, tunnel, Teleporting, or whatever you want to name it thing may be the next stage
(seeing tunnel entrance and exit as depots linked together maybe).
Regard HackaLittleBit
see
but first I have to get this hack working without a hitch.
The above wormhole, tunnel, Teleporting, or whatever you want to name it thing may be the next stage

Regard HackaLittleBit
Re: signals in tunnels V4
What?SirkoZ wrote:It's a simulation of signals in tunnels no less.Bennythen00b wrote:Haha, I can recognize that!
But back to subject: Shouldnt this patch be renamed to "Teleporting tunnels"? I haven compiled this patch, but it doesn't seem like this patch makes it possible to make signals in tunnels? Correct me if I am wrong.
Re: signals in tunnels V5.2 beta r15086
With the undersea tunnels and the double-mountain tunnels, I see logic in that the tunnels, past the entrance, are actually changing their z level.
Like so
Like so
Re: signals in tunnels V4
Well - even if it's not possible to build Oil Rigs in such high lakes - you can get oil in Temperate in good amounts - just use my Oil_Wells only_decrease neutraliser (new)GRF (found in my Sig.). Oil Wells can now normally increase production when properly serviced.hackalittlebit wrote:I think all that above is possible (oil in Norway)...
Really nice screenshot, BTW.
NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
- HackaLittleBit
- Director
- Posts: 550
- Joined: 10 Dec 2008 16:08
- Location: tile 0x0000
Re: signals in tunnels V5.3 r15134
Ok think I am ready.
realease 7.0
I took out a feature for making for example tunnels under water or between to mountaintops.
I will propose that later in another article.
I have completely rewritten the code and tried to come to the OTTD standard.
It has been extensively tested and I can’t find mistakes.
Maybe some small changes have to be added and I am waiting for your reactions.
See the first page of this post for a description of the patch and to for downloading.
Hope you enjoy it.
Regards HackaLittleBit
P.S. Next project
realease 7.0
I took out a feature for making for example tunnels under water or between to mountaintops.
I will propose that later in another article.
I have completely rewritten the code and tried to come to the OTTD standard.
It has been extensively tested and I can’t find mistakes.
Maybe some small changes have to be added and I am waiting for your reactions.
See the first page of this post for a description of the patch and to for downloading.
Hope you enjoy it.
Regards HackaLittleBit
P.S. Next project
Re: signals in tunnels V5.3 r15134
Looks cool. What exactly am i supposed to see?hackalittlebit wrote: P.S. Next project
- JacobD88
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Re: signals in tunnels V5.3 r15134
Looks like he's got very long docks on there... Maybe supporting multiple ships (that don't overlap) just speculationRoest wrote:Looks cool. What exactly am i supposed to see?hackalittlebit wrote: P.S. Next project

High-Functioning Autistic & Proud... National Autistic Society * Asperger Foundation
My (O)TTD Work...BIGGER DEPOTS (REL.) & SERVICING-STATIONS (WIP) * Advanced DEPOT DESIGNS * SCREENSHOTS

My personal website is occasionally here - sometimes it's just the family site - it's basically a lucky dip
My (O)TTD Work...BIGGER DEPOTS (REL.) & SERVICING-STATIONS (WIP) * Advanced DEPOT DESIGNS * SCREENSHOTS
My personal website is occasionally here - sometimes it's just the family site - it's basically a lucky dip
Re: signals in tunnels V7 r15294
In the upper right you see a tunnel to nowhere. Guess that is what you are looking for...
NM
Sweet forgiveness could ya roll me easy...
Sweet forgiveness could ya roll me easy...
- HackaLittleBit
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Re: signals in tunnels V9 r15678
Edit: Update coming soon (removed bottleneck)
Roest, JacobD88, nm2588
Forget the photo.
Made a mistake.
Thought I was ready.
Sorry!
Ok made new release. See first page for detaileshttp://www.tt-forums.net/viewtopic.php?f=33&t=41260
Took overtaking feature out.
Trains stay behind each other.
Two way traffic possible.
Please be so kind and test it.
The patch starts to mature.
It is no longer a cheat I think it should be included in normal game play.
To do so needs inclusion of option in Advanced Settings.
I would like to know where?
So please give me your reactions.
Regards HackaLittleBit
P.S. The compiled version has underwater tunnels included.
Roest, JacobD88, nm2588
Forget the photo.
Made a mistake.
Thought I was ready.
Sorry!

Ok made new release. See first page for detaileshttp://www.tt-forums.net/viewtopic.php?f=33&t=41260
Took overtaking feature out.
Trains stay behind each other.
Two way traffic possible.
Please be so kind and test it.
The patch starts to mature.
It is no longer a cheat I think it should be included in normal game play.
To do so needs inclusion of option in Advanced Settings.
I would like to know where?
So please give me your reactions.
Regards HackaLittleBit
P.S. The compiled version has underwater tunnels included.
- HackaLittleBit
- Director
- Posts: 550
- Joined: 10 Dec 2008 16:08
- Location: tile 0x0000
Re: signals in tunnels V10 r15697
Ok version V10 Now lightning fast
Removed bottleneck.
Removed bottleneck.
- Attachments
-
- signaltunnel_V10_r15697.patch
- (10.52 KiB) Downloaded 293 times
- HackaLittleBit
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Re: signals in tunnels V12 r15750
Version v12
No Known bugs anymore.
I´am starting to think about flyspray
Signals to be used are block or path signals.
Have exhaustively tested it.
To allow two way traffic through the tunnel you have to set up the signals like in the picture.
1: one way path signal.
2: one way block signal.
Trains have 2 tiles space between each other inside the tunnel
See pic to get an idea
Please test and give comments.
Regards HackaLittleBit
No Known bugs anymore.
I´am starting to think about flyspray

Signals to be used are block or path signals.
Have exhaustively tested it.
To allow two way traffic through the tunnel you have to set up the signals like in the picture.
1: one way path signal.
2: one way block signal.
Trains have 2 tiles space between each other inside the tunnel
See pic to get an idea
Please test and give comments.
Regards HackaLittleBit
- Attachments
-
- signaltunnel_V12_r15750.patch
- (14.42 KiB) Downloaded 289 times
- HackaLittleBit
- Director
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- Location: tile 0x0000
Re: signals in tunnels V9 r15678
Pfiew
Had some problems with the pics there.
Ok Here pic of Advanced options

Had some problems with the pics there.
Ok Here pic of Advanced options
- HackaLittleBit
- Director
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Re: signals in tunnels V12 r15755
Tiny bugfix
max windows to open when clicking on tunnel entrance is now 20.
max windows to open when clicking on tunnel entrance is now 20.
- Attachments
-
- signaltunnel_V12_r15755.patch
- (14.52 KiB) Downloaded 300 times
- Toni Babelony
- Tycoon
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Re: signals in tunnels V12 r15755
This looks really great! It's one step closer to making realistic high-capacity subway-layouts! Okay, cornering is a different story, but that's okay. This is already something anticipated by many.
Thanks man and good luck! I hope it gets implemented soon.
Thanks man and good luck! I hope it gets implemented soon.
Retired JapanSet developer and creator of TIAS.
Re: signals in tunnels V12 r15755
This is nice patch...
My play style is just get moust cargo to one factory or mill and run A LOT train on same tracks. Signal in tunnels help A LOT in this.
Any idea where to find patch that enables tunnels under sea. It would be much better idea to build tunnels under sea that those slow bridges.
My play style is just get moust cargo to one factory or mill and run A LOT train on same tracks. Signal in tunnels help A LOT in this.
Any idea where to find patch that enables tunnels under sea. It would be much better idea to build tunnels under sea that those slow bridges.
Re: signals in tunnels V12 r15755
Am I missing something really obvious in how to construct the under sea tunnels? Even in the demonstration save (where they work flawlessly) I cant seem to get it to build them.
It's a great path, but either I'm just being exceptionally thick, or it could use instructions...
It's a great path, but either I'm just being exceptionally thick, or it could use instructions...
Re: signals in tunnels V12 r15755
WEll now you mention it I could not find way to make undersea tunnels at all. But somehow i got impression that it was removed from latest version... Offcourse someone could correct if im wrong.Kanibal wrote:Am I missing something really obvious in how to construct the under sea tunnels? Even in the demonstration save (where they work flawlessly) I cant seem to get it to build them.
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