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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 13 Jul 2011 21:15
by NekoMaster
Regarding horse drawn carriages, you need to use drive through road stops, as articulated vehicles can't go into depot style stops

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 13 Jul 2011 22:26
by FooBar
The horse drawn vehicles (and articulated vehicles in general) can only use drive-through road stops, not the dead-end road stations. That should fix your problem.

EDIT: crap, I should learn to check if there is a next page before hitting the reply button :(

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 13 Jul 2011 22:38
by callmewoof
Thank you both for the quick replies! I haven't figured that out for weeks and I was to embarrassed to ask. I'm glad I finally did. :D

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 13 Jul 2011 23:01
by NekoMaster
callmewoof wrote:Thank you both for the quick replies! I haven't figured that out for weeks and I was to embarrassed to ask. I'm glad I finally did. :D
Ask when you need help so you dont suffer. The forums are around to help :3 Glad to hear our help helped

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 14 Jul 2011 00:08
by Supercheese
Err, didn't see the new page. Question already answered! (Same problem as Foobar... :rolleyes:)

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 31 Aug 2011 16:17
by Sellic
I got this newgrf a year or so ago and I have been playing with it since then, so before anything else I would like to thank its creator.

Now just a little issue: I can't seem to get access to the last mail truck in the game (XPR Major if I remember). I've looked in the .nfo and I did not find anything different from other trucks though, and it is the only missing truck. Am I the only one? If not, does anyone know how to fix it?

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 31 Aug 2011 21:13
by Zephyris
There is a possibility its introduction date is after 2050 which means (if I remember right) that it never appears... I am doing a big refactor of graphics and code at the moment so I will try and work out if something in particular is broken.

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 01 Sep 2011 18:08
by Eddi
OpenTTD should adjust the "stop all vehicle development" date after 2050 if a vehicle appears this late. Which version are you using?

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 06 Sep 2011 19:17
by Sellic
Well every cargo type has one (or, in this case, more than one) vehicle appearing after 2050, so the "stop all vehicle development" has no hold over eGRVTS. The regular mail truck is the only vehicle that does not appear.

As far as my competence with nfo goes, the data are given the same way as for other trucks, the sprites are there, the coordinates are the right ones. There are no numbers that seem odd compared to the other vehicles which do appear. It is not even the first or the last truck on the list. Nor is it an articulated vehicle that would need special instructions.

I made the previous mail truck not expire, but it somewhat puts mail at a disadvantage.
Zephyris wrote:I am doing a big refactor of graphics and code at the moment so I will try and work out if something in particular is broken.
I am looking forward to it. I will keep you informed if I find something.

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 10 Nov 2011 03:06
by Grall3
Hello l love this set and use it all the time, just thought I'd agree with one of the earlier post regarding the first couple of steam busses and steam trucks. I've always wanted to use them but at 4 kph they are next to useless. This is just my personal opinion, but what do others think? Hopefully when you have time and do the update you'll be able to tweak them a bit.

Thanks for the great set.

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 10 Nov 2011 08:35
by Zephyris
Thank you for your comments, I will certainly bear your thoughts in mind :D

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 12 Nov 2011 15:56
by NekoMaster
I too think the stream trucks could use a bit of a boost. Also I hope that in the next update horse drawn carriages will be given a little traction to work with realistic road vehicle aceleration

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 12 Nov 2011 16:06
by Hyronymus
NekoMaster wrote:I too think the stream trucks could use a bit of a boost. Also I hope that in the next update horse drawn carriages will be given a little traction to work with realistic road vehicle aceleration
That will really be nice :).

And Zephyris, I found this on Wikipedia (so be critical about it :P):
1830-1895

Regular intercity bus services by steam-powered buses were pioneered in England in the 1830s by Walter Hancock and by associates of Sir Goldsworthy Gurney among others, running reliable services over road conditions which were too hazardous for horse-drawn transportation. Steam carriages were much less likely to overturn, did not "run away with" the customer as horses sometimes did. They travelled faster than horse-drawn carriages (24 mph over four miles and an average of 12 mph over longer distances). They could run at a half to a third of the cost of horse-drawn carriages. Their brakes did not lock and drag like horse-drawn transport (a phenomenon that increased damage to roads). According to engineers, steam carriages caused one-third the damage to the road surface as that caused by the action of horses' feet. Indeed, the wide tires of the steam carriages (designed for better traction) caused virtually no damage to the streets, whereas the narrow wheels of the horse-drawn carriages (designed to reduce the effort required of horses) tended to cause rutting.[1]

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 12 Nov 2011 17:23
by Zephyris
Fair enough, I will give them a tweak!

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 13 Nov 2011 14:54
by romazoon
I think some Food trucks could benefit from a small increase in hp... for exemple the Edding Articulo is not able to reach top speed with food but it s able with goods (i know there is a weight difference). At the same time there is this express food truck the XPR that is having way more hp and kn than the edding articulo wich is coming out few years after and suposed to carry double more than the XPR.

Also i don t know if it s a bug or feature. the XPR(and maybe some others too ?) have more kn when it s loaded as when it s not. but the edding articulo don t have this kn boost.

Other than that I really likes the new graphics, and the different liveries ! (But Is there any various liveries planned for the food and goods trucks ?)

thanks for the effort your putting into this awesome set !

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 14 Nov 2011 07:07
by NekoMaster
Could we possibly get a north american theme for the set? I noticed in the set that everything is mostly european themed and look a little out of place in North America (I rarely see a 2 axle tractor, since in north america 3 axles seems to be the norm for transport trucks)

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 05 Jan 2012 18:46
by Zuu
Here is an example with realistic acceleration and default steepness (7%). The Access Rigel with Hopper Trailers that Terron AI has built for coal transport takes very long time to climb that slope at the front of the queue.

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 05 Jan 2012 21:23
by Zephyris
Thanks for all the comments and bug reports, sorry I am not more on top of making some changes. I really hope I can find the time to solve some of these issues soon.

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 13 Jan 2012 16:55
by Buggi
I'd help if I could get the tools to work.. >.<

When I try to use the grfCodec I get a DLL error. "missing libgcc_s_dw2-1.dll"

grrr

Also... NFO sux.

Really sux

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 13 Jan 2012 17:59
by Zephyris
Buggi wrote:When I try to use the grfCodec I get a DLL error. "missing libgcc_s_dw2-1.dll"
That sounds like a compilation bug of some kind, have you reported it?