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Re: signals in tunnels V4

Posted: 12 Jan 2009 10:07
by DJ Nekkid
it's "raumabanen" btw :)

Re: signals in tunnels V4

Posted: 12 Jan 2009 11:59
by SirkoZ
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.
It's a simulation of signals in tunnels no less.

Re: signals in tunnels V4

Posted: 12 Jan 2009 12:06
by HackaLittleBit
I think all that above is possible (oil in Norway)
spiral.png
spiral.png (29.61 KiB) Viewed 11029 times
see 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 :wink: (seeing tunnel entrance and exit as depots linked together maybe).
Regard HackaLittleBit

Re: signals in tunnels V4

Posted: 12 Jan 2009 15:49
by Benny
SirkoZ wrote:
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.
It's a simulation of signals in tunnels no less.
What?

Re: signals in tunnels V5.2 beta r15086

Posted: 16 Jan 2009 04:42
by jaybud4
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
Much better then attempting to render it in ASCII!
Much better then attempting to render it in ASCII!
MountainTunnelWTH.png (72.5 KiB) Viewed 10773 times

Re: signals in tunnels V4

Posted: 16 Jan 2009 10:23
by SirkoZ
hackalittlebit wrote:I think all that above is possible (oil in Norway)...
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.

Really nice screenshot, BTW.

Re: signals in tunnels V5.3 r15134

Posted: 29 Jan 2009 18:11
by HackaLittleBit
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
refinery.png
refinery.png (71.81 KiB) Viewed 10397 times

Re: signals in tunnels V5.3 r15134

Posted: 29 Jan 2009 18:17
by Roest
hackalittlebit wrote: P.S. Next project
Looks cool. What exactly am i supposed to see?

Re: signals in tunnels V5.3 r15134

Posted: 29 Jan 2009 18:47
by JacobD88
Roest wrote:
hackalittlebit wrote: P.S. Next project
Looks cool. What exactly am i supposed to see?
Looks like he's got very long docks on there... Maybe supporting multiple ships (that don't overlap) just speculation :wink:

Re: signals in tunnels V7 r15294

Posted: 30 Jan 2009 15:55
by nm2588
In the upper right you see a tunnel to nowhere. Guess that is what you are looking for...

Re: signals in tunnels V7 r15294

Posted: 30 Jan 2009 19:16
by Benny
Please read the first post, nm2588. :)

Re: signals in tunnels V9 r15678

Posted: 12 Mar 2009 01:39
by HackaLittleBit
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.

Re: signals in tunnels V10 r15697

Posted: 13 Mar 2009 18:56
by HackaLittleBit
Ok version V10 Now lightning fast
Removed bottleneck.

Re: signals in tunnels V12 r15750

Posted: 17 Mar 2009 17:11
by HackaLittleBit
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.
2way.png
2way.png (17.22 KiB) Viewed 9172 times


Trains have 2 tiles space between each other inside the tunnel
See pic to get an idea
dist.png
dist.png (18.6 KiB) Viewed 9173 times

Please test and give comments.

Regards HackaLittleBit

Re: signals in tunnels V9 r15678

Posted: 17 Mar 2009 17:38
by HackaLittleBit
Pfiew :oops:
Had some problems with the pics there.
Ok Here pic of Advanced options
option.png
option.png (6.12 KiB) Viewed 9292 times

Re: signals in tunnels V12 r15755

Posted: 18 Mar 2009 10:04
by HackaLittleBit
Tiny bugfix

max windows to open when clicking on tunnel entrance is now 20.

Re: signals in tunnels V12 r15755

Posted: 18 Mar 2009 10:21
by Toni Babelony
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.

Re: signals in tunnels V12 r15755

Posted: 23 Mar 2009 12:42
by simplexio
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.

Re: signals in tunnels V12 r15755

Posted: 23 Mar 2009 13:17
by Kanibal
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...

Re: signals in tunnels V12 r15755

Posted: 23 Mar 2009 15:07
by simplexio
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.
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.