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Posted: 14 Mar 2006 22:30
by Bjarni
posted a new mac binary. See the first post
Posted: 15 Mar 2006 07:47
by R2
Sorry for repeating, but there was no answer yet:
Ok, first I was too stupid, but this has improved yet.
1. It is impossible to buy new trains by klicking the depot! Nothing happens when I do so. It works all right with the normal depot, but I can't buy electric trains from there. I can only buy those trains by building the depot an then go to the "Show all trains" windows and klick "Buy new trains" there. And this only works as long as I have only those electric depots. Is it my fault or is it a bug?
2. Is there anything in the wiki already?
THX!
Posted: 15 Mar 2006 08:04
by BeSt-Com
Buying Engines in E-Depot works for me...
Posted: 15 Mar 2006 08:09
by Brianetta
BeSt-Com wrote:Buying Engines in E-Depot works for me...
...and even with delivery charges, it's cheaper to order your locomotives on the internet.
sorry (:
Posted: 15 Mar 2006 08:14
by BeSt-Com
Brianetta wrote:BeSt-Com wrote:Buying Engines in E-Depot works for me...
...and even with delivery charges, it's cheaper to order your locomotives on the internet.
sorry (:
??
Posted: 15 Mar 2006 08:27
by Brianetta
t'was a joke. E- is a common prefix for anything which has moved to the internet. It began with E-mail but (certainly in the UK) the terms include E-commerce, E-government (yeah, we think so too), E-conferencing, etc. An E-depot is clearly going to be a train depot which offers its services online instead of by traditional means! (:
Posted: 15 Mar 2006 08:38
by gkirilov
Brianetta wrote:OK, you have two trains in the game. Train A is cheap to buy, cheap to run, more powerful and goes faster. Train B is also cheap to buy, but costs more to run, is less powerful and goes slower. Which do you buy?
Train A, clearly. This might lead you to wonder why train B exists at all. Train B is probably a diesel train, whereas train A is probably electric. Suddenly, there is clarity. Suddenly, a quarter of the trains have a reason to exist (especially when playing real-life sets such as UKRS). These trains are less powerful and less quick, and might cost a bit more to run, but you can also run them on your old, unelectrified lines!
This makes sense only and only if the cost to electrify your rails is very, very high. Which of course will make the game more difficult

.
Posted: 15 Mar 2006 09:02
by bobingabout
R2 wrote:...go to the "Show all trains" windows and klick "Buy new trains" there. And this only works as long as I have only those electric depots...
this could be a problem... if it selects any depot, including none-electrified and allows you to try building electric engines...
also, something i wanted to point out. the pilons for the electric wire above the track are always on the same side of the track, they should alternate sides like they do in TTDP.
Posted: 15 Mar 2006 09:03
by Born Acorn
R2 wrote:Sorry for repeating, but there was no answer yet:
Ok, first I was too stupid, but this has improved yet.
1. It is impossible to buy new trains by klicking the depot! Nothing happens when I do so. It works all right with the normal depot, but I can't buy electric trains from there. I can only buy those trains by building the depot an then go to the "Show all trains" windows and klick "Buy new trains" there. And this only works as long as I have only those electric depots. Is it my fault or is it a bug?
2. Is there anything in the wiki already?
THX!
You have to build an electrified depot from the Erails toolbar first. Normal depots do not have the electrification required to buy them.
Posted: 15 Mar 2006 09:19
by ZxBiohazardZx
is there any way to get the electrified stuff going over signals, cause they disappear when i place signals
Bug report
Posted: 15 Mar 2006 09:59
by sopio
Replace the file that need to replace. Program start, It good.
I have open the save that save before, I found that all the rail auto change to Elect. Rail. And seems everything good. But, I found that many train was block one place in no idea. I guess the auto convert program may has problem. the Rail under the road bridge haven't convert to Elect. Rail. So, the train stop there. I delete the bridge and rebuild the Rail under the road bridge to Elect. Rail. And the system back to normal.
Please check it and solved it.
Posted: 15 Mar 2006 10:03
by ZxBiohazardZx
look better your bridge isn't 100% correct (the car is disappearing under it....
Posted: 15 Mar 2006 10:08
by MeusH
ZxBiohazardZx wrote:is there any way to get the electrified stuff going over signals, cause they disappear when i place signals
I have no problems with signals and catenary, everything works fine for me.
Have you compiled it on your own, or downloaded a binary (if yes, which one?)
Posted: 15 Mar 2006 10:11
by ZxBiohazardZx
not sure i think i got a older binary version, i just updated it and now i got no problems with it;)
Posted: 15 Mar 2006 11:39
by R2
Born Acorn wrote: You have to build an electrified depot from the Erails toolbar first. Normal depots do not have the electrification required to buy them.
Yes, I know, but that's not the problem. The so-called "E-depot"

won't open when I click it. And - as you pointed out - it is impossible to build e-engines in a normal depot. So practically I can't buy new engines.
Posted: 15 Mar 2006 15:25
by sopio
4 hours test.
It seems not big problem, it is real good improvement.
P.S.
the original design to improve trans speed is no big use when change to Elect. Rail. because the acce. time is short and train speed is always can be maximum (265KMH) . Most Jam case is easy to solved. Lower the difficulty.
I don't know is good or not good.

Posted: 15 Mar 2006 16:58
by Ich
Nice upgrade, it makes the time shorter without new rail types.
I found a bug on multiheaded trains: in a train with a non-electric first engine and a secound electric one, the power of the train is the sum of both, even on not electrified rails.
How about making mechanical signals (the ones you build with the control-key) standard on not electrified tracks. Traffic light are electric too.
Posted: 16 Mar 2006 00:44
by sc79
OK, you have two trains in the game. Train A is cheap to buy, cheap to run, more powerful and goes faster. Train B is also cheap to buy, but costs more to run, is less powerful and goes slower. Which do you buy?
Train A, clearly. This might lead you to wonder why train B exists at all. Train B is probably a diesel train, whereas train A is probably electric. Suddenly, there is clarity. Suddenly, a quarter of the trains have a reason to exist (especially when playing real-life sets such as UKRS). These trains are less powerful and less quick, and might cost a bit more to run, but you can also run them on your old, unelectrified lines!
Sounds good in theory, but in practice? With the ability to drag-and-drop over the entire rail system to upgrade track types (including trains most likely soon), and the fact the whole income/expenses balance is shot beyond belief currently, how many situations do you really have 'old track' lying around?
That said, I guess theres no real reason not to have it, I just dont see much benifit as things stand currently. Atleast it doesnt require the mass replacing of old trains the other 2 do.
Posted: 16 Mar 2006 08:59
by bobingabout
you can turn off this e-rails patch right? so if you want to play a more classic game with a later version after this is mergerd, you don't need electric rails for electric trains(kinda like wagon speed limits)
Posted: 16 Mar 2006 12:57
by Brianetta
Why wouldn't you want this?