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Re: [OTTD][WIP] Pipelines - PIPE v3 [25/07/2012]

Posted: 27 Jul 2012 06:52
by kamnet
In theory, if one did not want to play a game with either roads or trams, you could do such a transformation. That said, there's only two slots available to do that with. With the implementation of RailType, there are sixteen slots.

Re: [OTTD][WIP] Pipelines - PIPE v3 [25/07/2012]

Posted: 27 Jul 2012 11:27
by jor[D]1
Why aren't road types developed, last month there are loads of GRF's which could/mus use it.

Re: [OTTD][WIP] Pipelines - PIPE v3 [25/07/2012]

Posted: 27 Jul 2012 12:01
by FooBar
This is (I think) the most recent discussion on the subject: http://www.tt-forums.net/viewtopic.php?f=33&t=59445

Re: [OTTD][WIP] Pipelines - PIPE v4 [28/07/2012]

Posted: 28 Jul 2012 13:14
by LaDoncella
v4
- added signals and semaphores graphics represented as valves
- minor changes to the pipe graphics
- set cargo_age_period to 1;


North and South signals are really bad.

Re: [OTTD][WIP] Pipelines - PIPE v4 [28/07/2012]

Posted: 28 Jul 2012 14:03
by Quast65
Nice work, like the valves! They indeed still need a bit of tweaking, but you are making this into a great feature!

Re: [OTTD][WIP] Pipelines - PIPE v4 [28/07/2012]

Posted: 29 Jul 2012 11:22
by Ogre
First, thanks for the information about road/rail types.
I thought about having these sidings or even double pipelines to allow fluent traffic, so I came up with this: How about further increasing the speed of the pumps to allow them cover greater distances alone, making additional pumps on the same line (and thus, sidings somewhere in the wild between the well and the refinery) unnecessary. Of course the capacities of the pumps would have to be lowered compared to their actual values. The goal would be to create a somehow static flow of cargo by moving small amounts around quickly. As time advances, new pumps could still be indtroduced, having lower maintenance costs, while both their capacities and speeds should only increase slightly.

EDIT: When building a network, how about two variants of pumps: cheaper, lower capacity pumps for more or less local trafic and costly "long-range" pumps with higher capacities, moving the cargo collected by the smaller pumps to its destination. The speed of the long range pumps could be slightly higher when compared to their smaller cousins.

However, I don't know if this might affect the gameplay in a way I am unable to foresee now.

Now the Pipes V4: I don't know what I missed/did wrong, but the valves don't appear in my games. I tried a vanilla newgrf composition as well as my standard combination. Neither variant seems to allow the signals being replaced.
Any idea how this could be managed, as I would really like to test this nice concept of transport...

Re: [OTTD][WIP] Pipelines - PIPE v4 [28/07/2012]

Posted: 29 Jul 2012 11:46
by FooBar
Ogre wrote:Now the Pipes V4: I don't know what I missed/did wrong, but the valves don't appear in my games.
You need a recent OpenTTD nightly to get custom signals.

Re: [OTTD][WIP] Pipelines - PIPE v4 [28/07/2012]

Posted: 29 Jul 2012 12:35
by Ogre
FooBar wrote:You need a recent OpenTTD nightly to get custom signals.
*Sigh* :oops: Not again... Well, Thank you.

Re: [OTTD][WIP] Pipelines - PIPE v4 [28/07/2012]

Posted: 29 Jul 2012 13:03
by FooBar
Yes again, the feature only exists for 3 weeks! :)
You need at least r24367 to be precise.

Re: [OTTD][WIP] Pipelines - PIPE v4 [28/07/2012]

Posted: 16 Aug 2012 11:10
by Ogre
Either the speed or the capacities of the pumps seems too low in my eyes. I played with FIRS 0.7.5, with both NARS or DBxl or CANSet togehter with your PIPEs. Of course FIRS oil wells can be pushed to rather high outputs - still it seems to me that e.g. a 7 tile NARS oil train built in 1875 can handle what a contemporary Pumpinator 1 or a Vikarius S4 can not.

I tried to play around with the parameters of the pumps while comparing their performance with different trains from both the NARS, the CANSet an the DBxl Set and i came up with this idea to scale the parameters:

capacity_pump = capacity_train * speed_train / speed_pump

Comparing the Pumpinator 1 with a 50 mph 240kl oil train, this would result in a 114 kl capacity of the pump at given speed of 106 mph or an increased speed of ~875 mph while the capacity of the pump stays at 15 kl. Comparing other oil trains with more modern cars and engines of all sets with more modern pumps result in similar values.

This is just my feedback. What do you think?

Re: [OTTD][WIP] Pipelines - PIPE v4 [28/07/2012]

Posted: 18 Aug 2012 10:46
by cachila
a parameter to disabel the arrows would be nice

Re: [OTTD][WIP] Pipelines - PIPE v4 [28/07/2012]

Posted: 18 Aug 2012 18:51
by LaDoncella
Ogre wrote:...
keep in mind that the pumpinator 1 is available from 1860. "Strong" pumps should have more or less the same transport capacity in a given time as a single 7 tile train in NARS2 assuming it is of the same "era".

Nevertheless the next version will have some minor changes to the stats of the pumps.

Re: [OTTD][WIP] Pipelines - PIPE v4 [28/07/2012]

Posted: 19 Aug 2012 13:24
by Ogre
That's for sure. However, the Vikarius S1 should keep up with the (what ever set is chosen)-train available during its introduction. In addition, increasing the pump's speed could make sidings for them much less necessary while making the flow of liquid more "constant".

However, my feedback is based on assuming your PIPEs should somewhat be an alternative to the trains as it is ... well, I nearly said the r-word :wink: Anyway I like the set a lot and I am looking forward for every progress you will make.

Re: [OTTD][WIP] Pipelines - PIPE v4 [28/07/2012]

Posted: 17 Sep 2012 18:37
by Muzzly
I have a proposal for pipelines.
What about making waypoint as pipe curves.

Re: [OTTD][WIP] Pipelines - PIPE v4 [28/07/2012]

Posted: 18 Sep 2012 06:23
by 2006TTD
A good concept but two points:
- Looks a bit deviated from the isometric perspective (Yeah I know it's just a mock-up :) )
- Will you or others mind the 'vehicle' i.e. the arrows pass into air instead of the bend, since vehicles only move in straight lines?
possible problem.png
possible problem.png (24.92 KiB) Viewed 9133 times

Re: [OTTD][WIP] Pipelines - PIPE v4 [28/07/2012]

Posted: 18 Sep 2012 11:25
by Muzzly
2006TTD wrote:- Will you or others mind the 'vehicle' i.e. the arrows pass into air instead of the bend, since vehicles only move in straight lines?
Yes you're right, but there are two solutions:
1. Make some invisible pumps (vehicles)
2. Code waypoint in such way, that moving pump would be hidden behind waypoint sprite. Like an underground metro track, but with a curved pipe image on top.

Re: [OTTD][WIP] Pipelines - PIPE v4 [28/07/2012]

Posted: 19 Sep 2012 04:44
by kamnet
Better idea: gantry-style waypoint.

Re: [OTTD][WIP] Pipelines - PIPE v4 [28/07/2012]

Posted: 24 Oct 2012 12:23
by Jake Grey
Well, this took some finding; I knew I'd seen it on the forum somewhere, but searching for "pipeline" got me nowhere until I remembered which section.

Anyway... Could I prevail on you to add this NewGRF to bananas? It'd make an ideal addition to one of my scenarios, but there's nothing I find more annoying than downloading a new scenario only to find I have to comb the forum for an obscure NewGRF in order for it to be playable.

Re: [OTTD][WIP] Pipelines - PIPE v5 [26/10/2012]

Posted: 26 Oct 2012 03:08
by LaDoncella
new version available,

no new graphics
just stat changes

also on bananas now.

Re: [OTTD][WIP] Pipelines - PIPE v5 [26/10/2012]

Posted: 26 Oct 2012 17:05
by Ogre
Thanks for the update. Glad to see the speeds got beefed up a bit. The introduction dates of the two new pumps are the same as for the "Ultimatronix S". Is this intentional?