US Set Development Thread

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krtaylor
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Post by krtaylor »

I think, being the first FC engine, it wouldn't necessarily be totally reliable.
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Oracle
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Post by Oracle »

krtaylor wrote:Oracle, I could have sworn that Patchman said he'd fixed the persistent-engines problem, but that some tweak was required to your coding... I don't know any more than that. And he is in Peru. I would say you'd just have to email him with that question, and also with the other issue of the DMU HPs, and see what he says. So, everyone, please calm down; we are aware of these issues and will do what we can, within the limits of the Patch.
There's nothing I can think of and I don't ever remember him saying that, but I will email him so he's aware of these problems when he gets back from Peru.
HaroldV wrote:
You do have the choice over whether you use that setting or not, ...
A choice to use a setting that doesn't work isn't much of a choice is it? :roll:
I've tested this myself now and I've seen the problem - enginespersist clearly just doesn't work with the US Set. I expect that it won't work with the DB Set XL either, but I haven't tested that yet. Try the attached GRF file if you want, which will basically extend the lives of all the trains by a few decades, but I can't "turn off" early retirement as you can't "unset" a property when you've already given it a value. (You could hack all the property 26s out of the action 0s in the GRF if you knew how to and wanted to, of course.)
HaroldV wrote:The USSet's desire to reflect realism is one of the set's many admirable qualities. Currently though gameplay itself suffers, and ultimately neither gameplay nor realism ought not and need not suffer at the expense of the other. Those diesels etc, which people have contributed so much love and effort to create and code, deserve the option of a more extended role which a working persistentengines will foster.
I disagree, which is why I don't use persistentengines. I think that restricting you to a fairly rapidly-changing set of engines is good, but, as others have said, these diesels will have more use in future versions, as the number of engines per climate is reduced.
Oz wrote:The grain depots look great! It is really awsome seeing some of my drawings come to fruition. Lol on the steel depot. It was a bugger to draw, and I'm sure that it's a bugger to code. If there's anyhting that you might need me to redraw, or hack into more useable sprites, let me know.
No, I think the (old) steel depot is pretty much done now. It took me what seemed like forever and a 11677 byte action 0 (all done by hand :(), although that's nothing compared to MB's, but I think I have just about finished it. Screenshots attached. The newer version shouldn't take long to code either because it will basically use the same stuff as the older version, so we might have a release in the next week or two.
Oz wrote:Now, as for the stations; I'm drawing them all in one perspective to begin with. I'm getting everone's feed-back on improvements and additions, and then I'll just plow through all of the obverse views. After that, it's hack-o-rama into individual sprites. I'll then just send one big sprite set, so that you can work your magic. Does that sound cool? If not, we can work station by station, if you'd like. This is goiing to take awhile, so there will be nothing coming your way for quite a bit. I'll see what I can put together for smaller representations for the menu. A suggested size in pixels?
I'm going away on holiday on Saturday 30th July (for about a fortnight) and I might be able to do some coding while I'm away so it might be best to finish one station in its entirety and send it to me if you can do so before then. Otherwise, work at your own pace and I'll code them when you're ready. It might be worth finishing GCT first as you've drawn most of the second view for that already and because I've already coded most of that too.
For the construction window, you have a 64x46 box for each view, so do what you want with those.

Flamelord: maybe it is a bit overpowered, but another (smaller) fuel cell engine is coming in the next version and I might change the current one as well.
Attachments
uspersis.grf
(Does not really fix the problem, just hides it a bit.)
(217 Bytes) Downloaded 106 times
With some steel in the station.
With some steel in the station.
steel2.png (37.11 KiB) Viewed 1783 times
steel1.png
steel1.png (46.97 KiB) Viewed 1783 times
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krtaylor
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Post by krtaylor »

Oracle, if you have time to code and not too much coding to do, it would be great to see the city names and US roads finished. It is now possible to make city-names GRFs that work properly; I have a test one for the Japan set and it seems to be working fine.
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Post by lobster »

wow, those steel stations look awesome. :shock:
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Post by krtaylor »

Somebody is expecting to run some very long trains!
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Post by Villem »

krtaylor wrote:Somebody is expecting to run some very long trains!
You don't want the factory run out of materials, do you?:)
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Post by norfolksouthern37 »

id like to see some of my ind sprites coded that well, and add to them if needed. you gotta think, i coded all those by myself, and i dont know jack...

lol

theres plenty more i can do with them if i have more sprite options, i just didnt know how to code it, so my stations lack somewhat. id love to finish the oil depot and the woodchips loader. (in fact all of them could be revamped)
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Post by Villem »

Hmmm you did a woodchip loader?i don't recall seeing one..
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Post by norfolksouthern37 »

yea it never got out, i think i mentioned it to krtaylor once tho.
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Post by krtaylor »

Oracle has said he plans on re-coding the Industrial Stations to meet current standards. So it would be a great time for you to improve and add to them. We were going to add the log-loaded from the Silverline set, but it would be great to have a woodchip loader also. An oil depot would be great too - we have the oil-products terminal, which is good, but I think it could be improved with big storage tanks now that we can have areas of a station where trains can't go. If you're in the mood to work on them, I'm all for it!
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Post by Villem »

Im definately looking forward for the woodchip loader.
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Post by norfolksouthern37 »

i sure am, maybe i can get started today.
as for the chip loader, do we have the capacity to change them above snowline? i.e. one snow covered set.

seems i use them in the mountains all the time anyway.
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Post by krtaylor »

Yes, you can do that - the new version of the US Stations has a snowy version of the rural station, that appears above the snowline.
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Post by Flamelord »

I suppose I'm a little slow to reply, but:

It's not overpowered when it comes to horsepower. If I recall correctly, you gave it ten thousand horsepower, while giving the ELK13K thirteen thousand. The FC would have at least as much, if not more. Except for tractive effort, which might be made a little bit smaller, it is underpowered. If you consider the potential of the technology, it would be much better if you added (ACK! NOT ADD!) another FC engine that would come maybe 5 years after the SD110FC. It could have the improved specifications, and keep the Tractive Effort rating, and you'd then just have to lower the tractive effort on the first FC engine. The second one NEEDS to go faster (by about 40 mph) and be universal instead of just freight (These things are quieter and cleaner than electrics).
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Post by uzurpator »

sd110fc is fine.

Actually - it is a tad overpowered - 8000hp would suffice.
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Post by DaleStan »

Paging Oracle: http://www.tt-forums.net/viewtopic.php?t=19775.

Usual deal; I'll add it to my todo, but that's miles long right now.
... or maybe I won't, and instead campaign for a new official version. ;)
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Post by Oracle »

krtaylor wrote:Oracle, if you have time to code and not too much coding to do
Now, that would be nice...
(I have loads of coding to do.)
krtaylor wrote:[...] it would be great to see the city names and US roads finished. It is now possible to make city-names GRFs that work properly; I have a test one for the Japan set and it seems to be working fine.
I still seem to get lots of repeated town names when I test my version of the town names. Does the Japan set version do that too? They will both be finished at some point, though.
norfolksouthern37 wrote:id like to see some of my ind sprites coded that well, and add to them if needed. you gotta think, i coded all those by myself, and i dont know jack...
They're already recoded. Check your PMs... :wink:
norfolksouthern37 wrote:id love to finish the oil depot and the woodchips loader. (in fact all of them could be revamped)
If you draw them, I'll be happy to code them.
norfolksouthern37 wrote:i sure am, maybe i can get started today.
as for the chip loader, do we have the capacity to change them above snowline? i.e. one snow covered set.
I'm looking forward to seeing something, be it sooner or later! We can easily change the graphics above snowline so draw what you want and I'll do my best to code it.
DaleStan wrote:Usual deal; I'll add it to my todo, but that's miles long right now.
... or maybe I won't, and instead campaign for a new official version. ;)
Your wish will be granted later today :wink:. I will try to fix urgent bugs if they appear fairly soon after they've been spotted.
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Post by Oz »

That. Is. AWSOME! Oh, man, how cool is that depot?! 8)

Drawing is coming reeeeaaaaaal slow, lately. Having way too much fun in the sun. Not to mention breaking up with my GF, and seeing new a new one. Well, there may have been a little overlap there. :P So, anyway, the station sprites aren't going anywhere for the moment, but I'll just keep hacking away at them little bits at a time.

Hey, Norfolk-Southern, the sprite set I have for the US roads doesn't have updated crossings. Have you drawn them, and I have a old set, or do you plan on working on them?

*Cracks an ice-cold beer*

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Post by norfolksouthern37 »

i posted the crossings someplace im sure, but they were not in a grf. ill get the sprite plates when i get home and post them back up in the case that they got lost somehow.
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Post by Oracle »

Oz wrote:Drawing is coming reeeeaaaaaal slow, lately. Having way too much fun in the sun. Not to mention breaking up with my GF, and seeing new a new one. Well, there may have been a little overlap there. :P So, anyway, the station sprites aren't going anywhere for the moment, but I'll just keep hacking away at them little bits at a time.
That's fine, of course - just draw at your own speed. I can code other things in the meantime. The quality is worth the wait!

Norfolksouthern, did you ever draw any desert roads? If not, that would explain why some people have seen snowy roads in the desert while using them. I can't see any (except crossings) on the spritesets I've got here.
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