Crossroads (roads and trains)

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CMircea
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Re: Crossroads (roads and trains)

Post by CMircea »

I still think it's better to remove the monorail and maglev crossings, because there's no way you'd have them in RL, and they're also extremely dangerous in TTD, because Monorail & Maglev train are extremely fast. And for the rail ones, the best solution is the most suggested: make the distance longer, say 4-6 tiles. In RL a crossing is blocked even if it's a train traveling at 10 kph a mile away. You don't know when it can speed up, and it's better to be safe than sorry.
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Maedhros
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Re: Crossroads (roads and trains)

Post by Maedhros »

Without PBS you frequently don't actually know that the vehicle is going to use the crossing, making it hard to close the crossing in advance. The train also doesn't do any looking ahead at all for the same reason - it only looks at the next tile when it's half-way across the current one, and it knows exactly where it's going to end up, which is when the level crossing is closed.
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CMircea
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Re: Crossroads (roads and trains)

Post by CMircea »

So this can only be fixed when PBS is implemented and all signals are turned into PBS? Oh well...
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Re: Crossroads (roads and trains)

Post by Renton »

Another feature that would help solve the crossing problems would be allowing tunnels to enter and exit on level ground, that way you don't need to dedicate six tiles to making a tunnel entrance. All the usual tunnel rules would still apply however you can simply drag the length desired to another level tile or a hill side to end.

Ultimately, one day we could have corners, intersections and signals in tunnels and a special view to edit them. Imagine holding Ctrl and scrolling your mouse wheel to view each underground layer progressively. This view would also help manage post-rail trains if the elevated track feature is implemented.
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bugfinder
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Re: Crossroads (roads and trains)

Post by bugfinder »

that is a very neat idea
:DTry suggesting it to owen rudge and he might help with the encoding for another idea in the new nightly versions :mrgreen:
Wait! try the same thing with bridges too! Id love to make a t shaped bridge that can also go over
parts of a track with signals! :D
Dalestan! could you do the same since you probably have connections withy O.R.
Last edited by spaceman-spiff on 21 Aug 2007 10:03, edited 1 time in total.
Reason: Removed 100 smilies
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Re: Crossroads (roads and trains)

Post by XeryusTC »

Owen is not the boss of OpenTTD, he only is of tt-forums. The OpenTTD dev team (Owen is part of it) is in charge of what gets in trunk.
DaleStan has nothing to do with OpenTTD, except from being sarcastic in these sections and helping some people out from time to time.
Bridges and tunnels with corners in them need the new map array.
Last edited by spaceman-spiff on 22 Aug 2007 09:09, edited 1 time in total.
Reason: Edited out reaction to smiley abuse
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DaleStan
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Re: Crossroads (roads and trains)

Post by DaleStan »

XeryusTC wrote:DaleStan has nothing to do with OpenTTD, except from being sarcastic in these sections and helping some people out from time to time.
By my definition, helpful ranks, from most to least:
"Go search the wikis/google for $FOO"
"Go search the wikis/google"
<silence>
<spoonfeeding>

The idea is not to provide answers. The idea is to teach people to find the answers themselves. It's faster for them (since they get the answer immediately, instead of having to wait for someone to feed it to them) and it's faster for me (since I don't have to type out the answer). Seems like a win-win to me.
The only person who loses is Owen, because the reduction in useless posts causes a similar reduction in the forum's total post count.
bugfinder wrote:Dalestan! could you do the same since you probably have connections withy O.R.
The presence or absence of these alleged connections notwithstanding, Owen will do exactly what interests him. If you want to offer beaucoup bucks to make the job more interesting, that's up to you, but doing so through me is not going to be helpful.

And lose the smilies before Owen decides it interests him to ban you for excessive use thereof.
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Re: Crossroads (roads and trains)

Post by spaceman-spiff »

Ok, I didn't like what was going on here, please people, I am sure Owen will agree when he will read what I edited out. Please, try to behave from now on :cry:
Well, back to work, lot's of it in the near future
Dave_McMahon
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Re: Crossroads (roads and trains)

Post by Dave_McMahon »

Sorry about that just getting fed up with Dalestan, I originally thought him to be some kind of responsible moderator himself!
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Re: Crossroads (roads and trains)

Post by kilo.dollar »

Dave_McMahon wrote:... I originally thought him to be some kind of responsible moderator himself!
He is but not on social matters. I like his programming knowledge and game developments. But maybe, geeks are like that.
No offense.
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Re: Crossroads (roads and trains)

Post by dasy2k1 »

yep crossings are defiantly vulnerable in real life!
http://www.bbc.co.uk/berkshire/content/ ... 16x300.jpg
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