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Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 16 Feb 2008 23:24
by White Rabbit
*upgrades immediately* ;)

But are there parameters (e.g. to switch off the new docks and ship depots)?

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 16 Feb 2008 23:31
by mart3p
White Rabbit wrote:But are there parameters (e.g. to switch off the new docks and ship depots)?
Yes, the parameters are the same as v0.4.0.

The first parameter controls the docks, the second is the ship depot. In both cases '0' enables the new graphics, '1' disables then. With no parameters set it defaults to '0 1' i.e. new docks enabled, depot disabled.

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 17 Feb 2008 02:14
by Aegir
Oh hey, now doesn't THAT look just special.

Nice work, Sanchimaru, mart3p, Maedhros et all, I'm really really stoked to see where this has gone :D.

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 17 Feb 2008 12:22
by nautre125
wouhouh.

but I think i found a bug, I got 100tons of coal in the station but no piles of coal.
Trunbridge Transport, 9 Jun 1923_cropped.png
Trunbridge Transport, 9 Jun 1923_cropped.png (134.66 KiB) Viewed 3981 times

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 17 Feb 2008 12:43
by wallyweb
nautre125 wrote:I got 100tons of coal in the station but no piles of coal.
I as well. :?
I thought it was Sanchimaru's and mart3p's ingenious solution to pollution ... invisible coal dust. :wink:

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 17 Feb 2008 13:10
by mart3p
nautre125 wrote:but I think i found a bug, I got 100tons of coal in the station but no piles of coal.
This is not a bug but intended behaviour. The problem is that currently we only have graphics for one size of coal pile, a huge one. :)

Previously the coal piles where showing when there was any coal waiting, even 1 ton. This caused the coal piles to flicker briefly as trains where loading.

I had to choose a sensible point at which the coal becomes visible. My decision was based on the average coal wagon, with two 30 ton coal wagons at each tile of the station, we have a 60 ton capacity on each tile. The size of the coal piles on the coal platforms, look more than enough to fill two wagons, so I set the point at which the pile appears at 100 tons.

The non-track mineral pile tiles have even bigger piles, so I set them at 200 tons.

Watching trains loading, these settings seemed to work ok. If they are set to much less you see the pile on the platform disappear but the wagons are still not full.

Hopefully for the next version, we will have graphics for a range of sizes of pile and this problem will be solved. ;)

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 17 Feb 2008 13:34
by Sanchimaru
wouhou! :lol:

Actually, no, you haven't :P The current version is coded so that the mid-platforms of the 2 or wider mineral silo begin showing mineral piling up from 100 units. But the whole mineral tile won't show the minerals until it has reached 200, look at the screenshot:
loading.png
loading.png (18.88 KiB) Viewed 3878 times
But, hey, thanks for the report! I'm glad people is already using the stations! Please, don't hesitate in sending any feedback.

Anyhow, I am preparing more sprites... in the next version you will see loading stages for the minerals (gradually filling, instead of having one big pile appearing suddenly)

- - -

mart3p replied while I was writing this ;)

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 17 Feb 2008 16:01
by nautre125
I knew I should have waited a bit longer before claiming there was a bug ^^
anyway thanks for this GRF, ou've done really good work.

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 17 Feb 2008 17:39
by White Rabbit
Speaking of stockpiling...

IMHO, some of the stockpiles should have their 'capacities' reduced by 100 tonnes (I've been saying this since Sanchimaru's original harbour stations ;)). Right now I think they become completely full at 450 tonnes, which is a lot, even for moderately well-serviced stations. I've also wanted to use the oil tanks for fuel oil stations, but sadly they will only fill up with oil. I see there is already new cargo support (e.g. the plank platforms), so why not allow the tanks to be used for fuel oil (and plastic) too?

EDIT: On a completely unrelated topic, I've noticed that unlike other platforms, the copper ones fill up regardless of the cargo waiting, so I can send a passenger train and soon have lots of 'copper' waiting around.

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 17 Feb 2008 18:09
by mart3p
White Rabbit wrote:IMHO, some of the stockpiles should have their 'capacities' reduced by 100 tonnes (I've been saying this since Sanchimaru's original harbour stations ;)). Right now I think they become completely full at 450 tonnes, which is a lot, even for moderately well-serviced stations.
>White Rabbit: Yes, you're correct it's 450 tons. I think the intention is, when the maximum amount of cargo is shown on the platforms, this indicates the station has a bit too much cargo and needs servicing better. You already have 3 stages showing lesser amounts of cargo.
White Rabbit wrote:I've also wanted to use the oil tanks for fuel oil stations, but sadly they will only fill up with oil. I see there is already new cargo support (e.g. the plank platforms), so why not allow the tanks to be used for fuel oil (and plastic) too?
Yes I will have a look at adding fuel oil, I'm not so sure about plastic though. I'm all for adding more new cargo support , it's one of the items on my wish list. ;)
White Rabbit wrote:On a completely unrelated topic, I've noticed that unlike other platforms, the copper ones fill up regardless of the cargo waiting, so I can send a passenger train and soon have lots of 'copper' waiting around.
This one sounds like a bug, I haven't touched the copper platforms so it was probably like that in the previous version. Thanks for pointing it out. It will be fixed.

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 18 Feb 2008 10:54
by Sanchimaru
Holly support for the new cargos, Batman!

...

no, seriously, hwo ever thought that Robin would be a good character!!?!?

Here are the new sprites for the mines stations. I have added a lot of new sprites... well no, not really, I have only multilpied them just by re-coloring the original 3 ones :mrgreen: Anyways, now there are some minerals to be used with the new cargos, and more loading stages for the minerals too.

I have done these new minerals because it only requiered a quick re-color of existing sprites. But I'm not currently planning to draw any other new cargo sprites, Mainly because I'm not too familiar with them, and a lot of them can be already be managed with the existing facilities (and imagination ;) )

The next step will be the gantry cranes, keep an eye for them, since they are going to be renewed!

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 18 Feb 2008 14:38
by mart3p
>Sanchimaru: The new minerals look great, only trouble is, you missed adding the sprites for the separate trackside conveyor and building (originally sent by PM). I have modified your sprite sheet with these changes and reposted it. Please use this one as a basis for future updates. :)

Oh. and I see there’s a little bit of company colour on the trackside conveyor, I’d missed that for v0.5.0.

I'm assuming the minerals, going down the sheet, are:
Coal
Iron ore
Copper ore
Clay
Gravel
Limestone
Sand
Potash?

Having just done a little research, I'm not so sure it's a good idea to have potash in piles on the platforms as it's water-soluble... :?

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 18 Feb 2008 23:13
by krtaylor
mart3p wrote: Having just done a little research, I'm not so sure it's a good idea to have potash in piles on the platforms as it's water-soluble... :?
Put a tarp over it. Works for MB's straw wagons. :wink:

Potash Handling

Posted: 18 Feb 2008 23:46
by wallyweb
The City of Saint John is a major potash shipping port, handling the potash produced at the mine in Sussex, New Brunswick. This link has three images giving a good idea as to how the stuff is handled. The images are clickable for enlargements. The shed is arguably the largest structure in Saint John. Its roof fills the skyline outside my window.

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 19 Feb 2008 00:37
by Sanchimaru
you missed adding the sprites for the separate trackside conveyor and building
Agh! I knew something was missing! I'll take better care for future releases. The minerals are as you said, but the last one indeed is not potash. I thought that it could be salt. Anyways, you can just make them be whatever you think that will fit better as for the appearance.

>waalyweb: So it seems that silos or tankers should make it, isn't it? thanks for the link!

Mart has began preparing a new feature for the next release :D at the moment I'll only tell that it looks wonderful, and it has to do with animations.

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 19 Feb 2008 01:54
by bartpp7
were do we get this 5.0 from?

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 19 Feb 2008 03:20
by wallyweb
bartpp7 wrote:were do we get this 5.0 from?
As with most of the grf threads, there is usually something in the first post of the thread. In this case look for "Test version available here" and click on the word "here" :wink:
Sanchimaru wrote:>wallyweb: So it seems that silos or tankers should make it, isn't it? thanks for the link!
You're welcome for the link. :D Rather than silos and tankers, the arrangement in the png below would be more accurate. 8)

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 19 Feb 2008 06:21
by Sanchimaru
Ah, nice screenshot! great use of the facilities 8)

By the way, you pointed out something I missed when I last updated the link: I think that we can say that this is already a release version. Not 1.0 yet, but quite usable in many aspects and fairly developed.

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 19 Feb 2008 12:46
by krtaylor
Do you want me to formally post it to the distro website? Or should we wait one more round? And, are there any more stations that will be included in it that aren't yet? In other words, are we sure that it is a 100% replacement for the (very) old Industrial Stations set at this time, or do you still need both of them for a little while?

Re: Industrial Stations Renewal (v 0.5.0 available!)

Posted: 19 Feb 2008 14:04
by mart3p
>krtaylor: the one major remaining station that is still to be added is Oz’s steel mill station. OzTransLtd was doing some coding for this, but I don’t know the current progress. But, I believe we are already at a the stage where this is a 100% replacement of the old Industrial Stations. Steel mill stations can be quite nicely served with an ore unloader and an overhead crane for the steel. :)

What do you think Sanchimaru?
White Rabbit wrote:I've noticed that unlike other platforms, the copper ones fill up regardless of the cargo waiting, so I can send a passenger train and soon have lots of 'copper' waiting around.
>White Rabbit: I don’t seem to be able to reproduce this. Could you let me know if you are using OpenTTD or TTDPatch, the version, and do you have a savegame that illustrates the problem (hopefully without too many addition GRFs ;) ).