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MagicBuzz
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Post by MagicBuzz »

From another topic I deleted :

I would like to know if it's possible to differenciate two types of railways :
-> High Speed Railways (LGV for Lignes à Grande Vistesse) and normal electrified railways. May be by replacing Maglev railways that I never use. In fact, LGV, everywhere arround the world are necessary to run high speed trains to cruise speed.

LGV should be extremely expensive ($ 6 million per kilometer) - In game, should be $600 000 or double for a case.

High Speed trains, such as TGV, ICE or Japan bullet train could run at "low" speed on normal tracks (~200 kmh-1), and should run at total speed on LGV. Tracks curves should not reduce speed on LGV, nor small elevation (1 level hill).

Fast speed trains should go on normal track, but normal trains should not run on LGV (such as difference between not/electrified tracks)

I think that should be a greater challenge to have very fast trains, because spending thousands of billions of $ to have a 200 km long track should be planed a long time before starting designing the line

Higs speed trains should transport passengers only, or mail (cf. the 8 yellow TGVs owned by "La Poste", the french mail service)


What about it ?
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Post by eis_os »

MagicBuzz wrote:From another topic I deleted :

I would like to know if it's possible to differenciate two types of railways :
-> High Speed Railways (LGV for Lignes à Grande Vistesse) and normal electrified railways. May be by replacing Maglev railways that I never use. In fact, LGV, everywhere arround the world are necessary to run high speed trains to cruise speed.

LGV should be extremely expensive ($ 6 million per kilometer) - In game, should be $600 000 or double for a case.

High Speed trains, such as TGV, ICE or Japan bullet train could run at "low" speed on normal tracks (~200 kmh-1), and should run at total speed on LGV. Tracks curves should not reduce speed on LGV, nor small elevation (1 level hill).

Fast speed trains should go on normal track, but normal trains should not run on LGV (such as difference between not/electrified tracks)

I think that should be a greater challenge to have very fast trains, because spending thousands of billions of $ to have a 200 km long track should be planed a long time before starting designing the line

Higs speed trains should transport passengers only, or mail (cf. the 8 yellow TGVs owned by "La Poste", the french mail service)


What about it ?
Hmm, nice Idea.
Currently I could only write some speedlimit signs for railway,
but it looked like nobody liked my idea. So I trashed the code for it.

It can be possible that I can give the erail tracks a speedlimit and then provide an additionally track option for erail types without a speedlimit. Then switch the display of the sprites if there is the magic bit set.
But this means first I have to create a new landscape data array and extend the savegame format to support it.

And this can break a lot (like savegames).
enhancegui makes trouble too, so I have to fix a lot other code first.

-edit-
And someone have to make the graphic for it, It's not the problem I can make graphics. But I edit to much graphic without TTD already.
The last thing I made for TTD was a little changed station graphic, here is one side of the four:
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A litte changed station graphic
A litte changed station graphic
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MagicBuzz
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Post by MagicBuzz »

I didn't like your idea because I did'nt know that :)

I think it should really interresting to have differents railways with differents prices and differents speed limits : more realistic, and add new challenge when a compagnie build on 1950s have billions in bank, but new technology need to rebuild all tracks and update some trains to work properly :)
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Post by SHADOW-XIII »

:((((((((((((((((((((((((((((((((((((((((

why ....
Oskar if one or two pepole said they don't like idea it does not mean all don't like it ..... they would be superb for me because I usually need to select which trains should be first (express) ....

and with this cod maybe it would be possible to create YELLOW LIGHT's .. .(a next light catch from presignal, with your slowing down) and voila
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Post by Arathorn »

eis_os wrote: enhancegui makes trouble too, so I have to fix a lot other code first.
I never had any trounble with it (I'm still using it instead of the latest official alpha). What's wrong?
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speed limimts

Post by Centennial_Tycoon »

Oskar, maybe you should complete the speed limit on tracks - and see if this makes sense -
Earlier railroads were of lower quality and hence trains wuld run slower - but with better tracks it was possible to run trains faster - so maybe the speed limit on tracks should depend on whern the track was built and hence automatically place a speed limit on the track for its respective year (come on even todays deisel engines arent going to run on tracks built in th 1930's)

Also - (OT) - i decided to write the graphics for suspended monorails taking q from roller coaster tycoon - if anyone thinks its a good idea pls tell me and ill actually continue - else i wont bother

(Sorry East asia project, this was justsooooooo... much more appealing)
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Post by Arathorn »

Please not. Replacing all those things is a hell of a job when you don't want to cheat.
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Post by Centennial_Tycoon »

Arathorn, you could turn off the switch - part of the beauty of ttdpatch - so u play as normal - and whoever likes the idea - turns it on

(also- some response on that Monorail can be sent as private msg so that this topic doesnt get clogged with OT chat)
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Post by Arathorn »

I know it can be turned off, but I'ld rather have Oskar work on enhancegui.
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Post by eis_os »

Hi

Josefs version collect routine goes mad with enhancegui,
thats why I have to fix this. (writeing while testing)
Last test seems working, it's fixed now.

Back to the Topic:
The problem is TTD can't support more track typs than three.
But I have this already said earlier in this thread.
In the tile for bridges isn't any space left and we are talking about a single bit already!

So there isn't any chance that there can be more than three different systems in TTD.
If you don't like the third rail system, feel free to change it's graphic.
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Post by Hyronymus »

I have suggestion for a fix: I converted my electrified track to monorail and guess what... My diesel locomotives refused to drive on the monorail track. Stupid me deleted the game so I can't show you right now, but I might be able to show you guys this weekend.
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Post by krtaylor »

Couple of things:

1. The speedlimit signs in and of themselves don't seem very useful to me, BUT BUT BUT the CODE for them is a wonderful thing potentially because we could have YELLOW LIGHTS, like Shadow says, which I've wanted for a long time. PLEASE don't trash that code, see if you can modify it to have yellow lights. Then it would be easy enough to code it such that the lights on either side of a level crossing would ALWAYS be yellow, and slow thing down. Better that way, then having to manually place little signs.

2. As far as the maglev/monorail thing, can we change a flag so that maglev/monorail equipment can run on normal and electrified track, but not vice versa? That would have the desired effect.

3. Centennial, I like your idea about the suspended monorail very much. Let's see it! I'm not sure if it can coexist with the combined maglev/monorail, can it? One thing I though of earlier, was to make it so that at the monorail grade crossings, the mono-rail itself moved up and down like a crossing gate, down for the train to go over it, then up out of the way for vehicles. This would also make for very impressive accidents - SQUISH on the poor truck caught underneath.

4. I have a graphics problem with the pre-signals. I can't see them - they look like plain ordinary signals. The ? button tells me they are there, but they don't have the indicator bar. I am using the "signals" GRF file in the newgrfw file, is that messing things up? I thought it was supposed to give me semaphores but it doesn't seem to.
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Post by Dinges »

Check for spaces after a line in your newgrf.txt, and DL newer versions, and I like your Ideas
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Post by krtaylor »

Check for spaces after a line in your newgrf.txt, and DL newer versions, and I like your Ideas
Yes, you suggested looking for spaces and newlines before Dinges, and I did that. Didn't help.

DL newer versions? Can you be more clear?

Thanks for the kind compliment! I like your art and work, which is more useful than my ideas.
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Post by MagicBuzz »

Any another this taht is totally different as above :

Is it possible to set up maximum age of vehicules to maximum range ?

I'm refering to this pretty good site (french speakin but may be readable by english speakers)

Here is pretty good exemple :

http://www.train-rail.com/materiel/motr ... index.html
=> 3 591 277 km @ 200 km/h

http://www.train-rail.com/materiel/motr ... index.html
=> 6 000 000 km @ 160 km/h

As you can see, this type of engine have no age limit, but range limit before getting old.

This is much more realistic when you have a train that is mostly running or mostly waiting for loading. It would radically change the choice of the engine : for very used engines, we should privilegiate long range capability engines instead of fast/powerful trains and vice versa.
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Post by krtaylor »

Say, is the signalsw.grf file supposed to be listed in newgrfs.txt? It didn't come with any readme.txt file with any instructions. Maybe that's why it's not working for me. :?
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Post by spaceman-spiff »

Yes, signalsw must be in it !
Well, back to work, lot's of it in the near future
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signals, etc..

Post by Centennial_Tycoon »

krtaylor, y dont u just post ur newgrfw.txt and let everyone see it, unless u already solved ur problem
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Post by Dinges »

krtaylor wrote:
Check for spaces after a line in your newgrf.txt, and DL newer versions, and I like your Ideas
Yes, you suggested looking for spaces and newlines before Dinges, and I did that. Didn't help.

DL newer versions? Can you be more clear?

Thanks for the kind compliment! I like your art and work, which is more useful than my ideas.
Well without any ideas there is nothing to make. And can you post your newgrf.txt :?: , maybe we can help by viewing/trying it, and DL means Download, check ttdpatch.net or one that works or look at MB's site for the latest versions of the vehicles

One thing: Shadow was talking about too much sprites in the game, have you checked it without any new vehicles (only elrails and signals) :?:
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Post by krtaylor »

I found one obvious problem, I didn't have the signals file listed in newgrfw. It didn't say to do this in the readme, actually there WAS no readme. Let me see what happens with that change.
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