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Posted: 21 Jul 2004 19:04
by krtaylor
I admit it's easier than the original maglevs, but still not so easy, and also you cannot easily see which direction the trains are moving in.
Posted: 21 Jul 2004 19:30
by Raven
may i ask why are trains running on roads? why is the grass so nuclear green, why the bridges are still maglevish? I will surely get crazy playing in that madness world!!!

Posted: 21 Jul 2004 19:36
by krtaylor
Y'know, you may have found an answer why BobXP is so disagreeable....
Posted: 21 Jul 2004 19:39
by BobXP
krtaylor wrote:you cannot easily see which direction the trains are moving in.
That happens with any symmetrical train, you should be able to tell from the direction of the signals anyway.
Raven wrote:why are trains running on roads?
Because I use my MagRoads set.
Raven wrote:why is the grass so nuclear green
In the first two screenshots I was playing a game in Toyland... that is my ToylandSet.
Raven wrote:why the bridges are still maglevish
Because I haven't finished my MagRoads set yet.

Posted: 21 Jul 2004 21:41
by Raichase
See, by redesigning your silly little junctions, you can work around the pathfinding problems, no need to have a tantrum and demand unreasonable things when you have no right to.
Posted: 21 Jul 2004 22:09
by Raven
well bob, i know you chose to use roads for maglevs!, i cannot simply understand why!!
those roads were designed for road vehicles to have carriages right?, so it just doesn't seem right to make them for the fastest vehicles ingame.
not trying to be offensive though, all of us here seem to disagree in mostly everything when talking about preferences.

Posted: 21 Jul 2004 22:22
by BobXP
Raichase wrote:no need to have a tantrum and demand unreasonable things when you have no right to.
yes, but see 15.png on the first page, THAT is stupid.
Posted: 22 Jul 2004 06:28
by DaleStan
BobXP wrote:yes, but see 15.png on the first page, THAT is stupid.
That, I believe, is a matter of the train in question wanting to go north/north-east more than due east. For long runs (don't ask me quite how long), the trains often go:
"OK I want to go $DIRECTION."
"I have choices $CHOICE[0], $CHOICE[1], ..."
"$CHOICE[k] is closest to $DIRECTION."
"I'll take $CHOICE[k]."
Even if some other $CHOICE is the "correct" one.
Posted: 22 Jul 2004 09:51
by BobXP
o_o
So if I set a waypoint PAST the junction then it would take the correct route?
Posted: 22 Jul 2004 10:43
by Azmat
i suggest placing waypoints at the yellow circles
Posted: 22 Jul 2004 11:03
by BobXP
never mind that

Posted: 22 Jul 2004 14:25
by MT3269
Take 2 - At least try putting two way signals there.
Wasn't that easy?
Posted: 22 Jul 2004 14:43
by BobXP
Posted: 22 Jul 2004 20:52
by Raichase
How about you try being civil, instead of responding to usefull suggestions with stupid comments.
Posted: 22 Jul 2004 21:47
by Marcel
And Bob, what have you done with the windows of the stations?????
Posted: 23 Jul 2004 11:40
by BobXP
Oh, you mean the semitransparent bit? I don't know, sometimes it shows up, sometimes it doesn't. Confuses me.

Posted: 26 Jul 2004 06:01
by DaleStan
BobXP wrote:So if I set a waypoint PAST the junction then it would take the correct route?
That's my standard fix for trains that don't pathfind correctly. It doesn't have to be particularly close, but put it as close as possible, within reason.