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Re: Fake Subways 0.3

Posted: 21 Jan 2015 22:55
by sunshare
Supercheese wrote:
sunshare wrote:How does this work? someone can explain it better than I did not understand. thx
  1. Load this grf, start a new game
  2. Build a road depot and some drive-through bus stops
  3. Buy a subway tube of your choice (and refit it to a different length if you want)
  4. Send it off to visit the bus stops
  5. Watch as the grf does its best to simulate a subway running in tunnels beneath the roads, transporting passengers about
And yeah, what kamnet said is valid if you choose the Tram parameter. Tying up street traffic is an unfortunate side effect no matter what you choose, though. :(
thanks for replying, he could already make it work. It could make waypoint to the subways follow a specific path under the road.

Re: Fake Subways 0.3

Posted: 03 Jul 2017 11:16
by trainman1432
This might be a bit of a necropost but I was thinking.
With NRT out could you make something like a "subway tunnel" tram track that is invisible?
You could have the subways go where roads aren't...

Re: Fake Subways 0.3

Posted: 03 Jul 2017 13:52
by Auge
Hello
trainman1432 wrote:This might be a bit of a necropost but I was thinking.
With NRT out could you make something like a "subway tunnel" tram track that is invisible?
You could have the subways go where roads aren't...
Even as a tram track the fake-subway" would be a road type and had the same restrictions and implications, i.e. to be part of the traffic jams aside the busses, lorries and trams on the street(s). Sounds not so good.

Tschö, Auge

Re: Fake Subways 0.3

Posted: 04 Jul 2017 00:08
by trainman1432
Auge wrote:Hello
trainman1432 wrote:This might be a bit of a necropost but I was thinking.
With NRT out could you make something like a "subway tunnel" tram track that is invisible?
You could have the subways go where roads aren't...
Even as a tram track the fake-subway" would be a road type and had the same restrictions and implications, i.e. to be part of the traffic jams aside the busses, lorries and trams on the street(s). Sounds not so good.

Tschö, Auge
I was thinking to just be able to bridge gaps in the road network.
PS you also could implement overground sprites in the same fashion, using a different tramtrack.

Re: Fake Subways 0.3

Posted: 05 Jul 2017 10:28
by luxtram
Invisible ghost like implementation does not make sense, but I think that trams as subway with new road times have more sense now.

It is possible to create a metro using mix of tunnels and overlay tiles and special stations.

Tram tracks and and especially stations take less space than rail.

What was lacking so far was the possibility to create special station (stop) tiles for the subway.

Re: Fake Subways 0.3

Posted: 05 Jul 2017 23:34
by trainman1432
luxtram wrote:Invisible ghost like implementation does not make sense, but I think that trams as subway with new road times have more sense now.

It is possible to create a metro using mix of tunnels and overlay tiles and special stations.

Tram tracks and and especially stations take less space than rail.

What was lacking so far was the possibility to create special station (stop) tiles for the subway.
What I'm thinking is that we have semi-transparent "Tunnel" sprites offset under the ground, along with that, the "subways" could run through them with sprite displacement.
Finally, you could add an "Overground" Tram-track that switches from underground and offset sprites to overground at grade sprites.

Re: Fake Subways 0.3

Posted: 11 Jul 2017 06:30
by SimYouLater
trainman1432 wrote:
luxtram wrote:Invisible ghost like implementation does not make sense, but I think that trams as subway with new road times have more sense now.

It is possible to create a metro using mix of tunnels and overlay tiles and special stations.

Tram tracks and and especially stations take less space than rail.

What was lacking so far was the possibility to create special station (stop) tiles for the subway.
What I'm thinking is that we have semi-transparent "Tunnel" sprites offset under the ground, along with that, the "subways" could run through them with sprite displacement.
Finally, you could add an "Overground" Tram-track that switches from underground and offset sprites to overground at grade sprites.
In case anyone is interested in seeing luxtram's ideas and several other interesting concepts come true in OpenTTD... Just please remember to offer help if you can and not nag about it. Even that list is just framework, if I could do more I would, but I don't and shouldn't expect it to happen just because I posted something somewhere.

P.S. Sorry that this is getting reposted in a few threads; I promise it's just to gather interest, not to spam it. If a topic isn't relevant to the potential of NRT, it won't be posted in. If a topic is posted in like this, there won't be any bumps.