[Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)
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Re: Generic Road Vehicle Set [WIP]
Thanks! The biggest aim of this set is to enhance gameplay in that way; ie. force the decision between high speed, high capacity or low cost, and I intend any alterations to vehicle statistics to reinforce that trend. As always any suggestions for changes to the statistics are very welcome!
Re: Generic Road Vehicle Set [WIP]
White Rabbit, do you feel like coming up with more names? I'm finally getting round to coding the statistics you suggested and the vehicle names are brilliant! I'm especially enhoying "Prime Ironwood" and "TFB Oceanus" 

Re: Generic Road Vehicle Set [WIP]
Woo! 3 posts in a row 
New version of tram graphics teaser uploaded... all trams drawn!

New version of tram graphics teaser uploaded... all trams drawn!
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- Tycoon
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Re: Generic Road Vehicle Set [WIP]
i don't know what the record is for posts in a row...
I'd love to get the trams. but as you said, they won't work with your road vehicles
I'd love to get the trams. but as you said, they won't work with your road vehicles
Re: Generic Road Vehicle Set [WIP]
The trams will be added to the truck vehicle grf when they are developed enough (ie. when they are playable like the trucks), shouldnt be (fingers crossed) too long!
Re: Generic Road Vehicle Set [WIP]
The lack of articulated box trucks really hampers competing against trains on medium distance services with goods
.
Maybe add a semi-trailer + trailer after 1990's?
But otherwise the set is quite nice, though still lacking some names.

Maybe add a semi-trailer + trailer after 1990's?

But otherwise the set is quite nice, though still lacking some names.

Last edited by Villem on 30 Aug 2007 18:10, edited 1 time in total.
- LaDoncella
- Traffic Manager
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Re: Generic Road Vehicle Set [WIP]
hi,
I only manage to refit the truck itself but not the trailer, leaving the "truck" with two cargos
there is any way to refit trailer cargo? how?
I only manage to refit the truck itself but not the trailer, leaving the "truck" with two cargos
there is any way to refit trailer cargo? how?
Re: Generic Road Vehicle Set [WIP]
you could be a little more specific.
OTTD, TTDpatch?
stable, beta, nightly?
other .grfs you have activated?
anything else you can provide?
OTTD, TTDpatch?
stable, beta, nightly?
other .grfs you have activated?
anything else you can provide?
The occasional look back at your past can teach you a great many things...
- LaDoncella
- Traffic Manager
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- Contact:
Re: Generic Road Vehicle Set [WIP]
TTDP nightly r1712
.grfs dont matter the problem exist with only:
as I said the problem is that I refit the vehicle in depot, and only the truck itself changes the cargo, while the trailer remains with default cargo (coal for hopper, livestock for flatbed, oil for tanker)
look at the screnshoot attached
edit. updated to nightly 1719, the problem persist
.grfs dont matter the problem exist with only:
config file attachednewgrf/roadset/ervs.grf
newgrf/patchFeatures/ttdpbasew.grf
as I said the problem is that I refit the vehicle in depot, and only the truck itself changes the cargo, while the trailer remains with default cargo (coal for hopper, livestock for flatbed, oil for tanker)
look at the screnshoot attached
edit. updated to nightly 1719, the problem persist
- White Rabbit
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Re: Generic Road Vehicle Set [WIP]
I've revised the speeds for regular and double decker buses:
I think the Witcombe Fort should be renamed to Witcombe Castle, since it sounds better.
Here are the rest of the bus statistics:
What do you think of average capacites coupled with much higher prices and more expensive maintenance?
I can't give exact numbers, but here are a few balance stats (highest first):
Loading rates:
1. Articulated buses.
2. Regular and express buses.
3. Double deckers.
HP:
1. Express buses.
2. Double deckers
3. Regular and articulated buses.
Weight:
1. Articulated buses and double deckers.
2. Regular buses.
3. Express buses.
Life expectancy:
1. Double deckers.
2. Regular buses.
3. Express buses and articulated buses.
Code: Select all
Regular buses
Generation Name Date Speed Cost Running Cost Capacity
1 TFB Prometheus Bus 1910 30 mph $12,500 $1,700 18
2 Foster Pioneer Bus 1940 40 mph $14,500 $2,000 24
3 Witsharp MG1 Bus 1977 55 mph $18,000 $2,500 40
4 MacMillan Panther Bus 2005 65 mph $20,000 $2,800 48
5 Foster Centurion Bus 2040 75 mph $22,000 $3,000 55
Code: Select all
Double deckers
Generation Name Date Speed Cost Running Cost Capacity
1 Witcombe Castle Bus 1927 25 mph $14,500 $2,000 35
2 Hereford Double Decker Bus 1956 33 mph $16,500 $2,300 52
3 Prime Ironwood Bus 1980 45 mph $22,000 $2,800 74
4 TFB Oceanus Bus 2015 60 mph $24,000 $3,100 90
Here are the rest of the bus statistics:
Code: Select all
Coaches
Generation Name Date Speed Cost Running Cost Capacity
1 Whippet Scenicruiser Bus 1941 60 mph $20,500 $5,000 35
2 Prime Firewood Bus 1980 80 mph $22,500 $6,300 40
3 Polynikes Bus 2017 100 mph $24,000 $7,500 45
Code: Select all
Articulated buses
Generation Name Date Speed Cost Running Cost Capacity
1 Foster Clydesdale Bus 1961 31 mph $16,800 $2,300 60
2 TFB Poseidon Bus 1990 43 mph $23,000 $3,000 80
3 Witsharp TP2 Bus 2025 52 mph $25,000 $3,700 100
Loading rates:
1. Articulated buses.
2. Regular and express buses.
3. Double deckers.
HP:
1. Express buses.
2. Double deckers
3. Regular and articulated buses.
Weight:
1. Articulated buses and double deckers.
2. Regular buses.
3. Express buses.
Life expectancy:
1. Double deckers.
2. Regular buses.
3. Express buses and articulated buses.
Last edited by White Rabbit on 31 Aug 2007 18:03, edited 2 times in total.
Re: Generic Road Vehicle Set [WIP]
White Rabbit, Love the names, although I'd switch the Prometheus and Pioneer. Pioneer for the first bus 
Loading rates look good too.
I still say make the trams a stand-alone expansion in addition to the buses and trucks, not with the trucks, or at least have a parameter to disable them if people want to use a different tram set.
Just a thought.

Loading rates look good too.
I still say make the trams a stand-alone expansion in addition to the buses and trucks, not with the trucks, or at least have a parameter to disable them if people want to use a different tram set.
Just a thought.
Regards,
Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site

CN Boxcar drawn by Dave Hersrud
Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site
CN Boxcar drawn by Dave Hersrud
- White Rabbit
- Tycoon
- Posts: 1734
- Joined: 22 Jun 2005 19:15
Re: Generic Road Vehicle Set [WIP]
It's just that both Prometheus and Pioneer make sense. Prometheus was the titan who gave the gift of fire to man, our most early discovery. It's not our most earliest tool, but I didn't want to name it TFB Sharp Stone Bus. The Pioneer, however, is Foster's first ever bus, so it fits even though it's second.
Re: Generic Road Vehicle Set [WIP]
That's Logical... makes sense 

Regards,
Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site

CN Boxcar drawn by Dave Hersrud
Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site
CN Boxcar drawn by Dave Hersrud
Re: Generic Road Vehicle Set [WIP]
Inspired by Rabbit's bus namings, what about these for trucks?
Balogh "Hermes" Truck(Box Truck Gen 1)
UHL "Hephaestus" Truck(Flatbed Gen 1)
Foster "Mercury" Truck(Mail Truck Gen 1)
Witcombe "Neptune" Truck(Tanker Truck Gen 1)
Reasonings are the following: Hermes(well he'd fit the mail truck too, since his the messenger of gods to humans) was the god of commerce(and goods are important part of commerce in TTD), and Hephaestus was the god of Fire and Forge(since Flatbed takes steel..). Mercury was the messenger god, and Neptune is the god of water(and tankers take liquids)..
Balogh "Hermes" Truck(Box Truck Gen 1)
UHL "Hephaestus" Truck(Flatbed Gen 1)
Foster "Mercury" Truck(Mail Truck Gen 1)
Witcombe "Neptune" Truck(Tanker Truck Gen 1)
Reasonings are the following: Hermes(well he'd fit the mail truck too, since his the messenger of gods to humans) was the god of commerce(and goods are important part of commerce in TTD), and Hephaestus was the god of Fire and Forge(since Flatbed takes steel..). Mercury was the messenger god, and Neptune is the god of water(and tankers take liquids)..
- White Rabbit
- Tycoon
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Re: Generic Road Vehicle Set [WIP]
It's not the names, but what company the names belong to. I'm leaning towards having just one company with Greek deity names, since that would make that particular company more unique (like GWR naming all their 4-6-0s after castles or the US Army naming their helicopters after Native American tribes). TFB will have to go though (guess what it stands for).
As for Mercury and Neptune, they are just Roman versions of Hermes and Poseidon. They're basically Greek and Latin words with the same meaning.
As for Mercury and Neptune, they are just Roman versions of Hermes and Poseidon. They're basically Greek and Latin words with the same meaning.
Re: Generic Road Vehicle Set [WIP]
Same meaning, different god. Just cause i could call a articulated flatbed truck a flatbed rig, it doesn't mean the other meaning is useless.
Remember, gods have many properties..
Remember, gods have many properties..
- White Rabbit
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Re: Generic Road Vehicle Set [WIP]
But the analogy is always there. It doesn't provide much in terms of variety. You could, for example, name the 80 mph coach 'Cheetah', despite the presence of a Panther bus. They're different species; however, they both run fast and they're both cats, so no diversity would be gained. Add to this the fact that once you introduce other pantheons, the original one's influence becomes diluted. Keeping to just one would ensure the original remains special.
Re: Generic Road Vehicle Set [WIP] * CRASH *
This is one for the books.
In an existing game, running TTDPatch-win32-nightly-r1729 ...
1. I am able to build and reconfigure a new Hopper Truck (Articulated )1 ... no problem.
2. I am able to build and reconfigure a new Hopper Truck (Normal)2, and then delete and replace it with a Hopper Truck (Articulated )1 ... no problem.
3. However, If, in the depot, I delete a Hopper Truck (Normal)1 that was built earlier in the game and replace it with a Hopper Truck (Articulated )1, the game crashes.
4. If I use cht: DeleteVeh to remove the Hopper Truck (Normal)1, I can build Hopper Truck (Articulated )1 ... no problem.
I've attached the crash log. It is repeatable.
I suspect this may be because I replaced an earlier ervs.grf with a more recent version, but I can't be sure. * EDIT* Nope .... that's not it. Upon further testing, the problem occurs after, in this case Hopper Truck (Normal)2 was built and sent out of the depot for one pick up and delivery, then returned to the depot where I attempted to replace it with a Hopper Truck (Articulated )1 ** CRASH **
*EDIT* It only happens if the vehicle has orders.
*EDIT*EDIT* It also happens when replacing an articulated truck with another articulated truck.
SummaryIf an articulated truck is purchased to replace any other truck (Normal or Articulated) that has orders, the game will crash.
ALSO
Any response re LaDoncella's observation that with articulated trucks, only the truck part gets the refit, the trailer does not. I see this too.
In an existing game, running TTDPatch-win32-nightly-r1729 ...
1. I am able to build and reconfigure a new Hopper Truck (Articulated )1 ... no problem.
2. I am able to build and reconfigure a new Hopper Truck (Normal)2, and then delete and replace it with a Hopper Truck (Articulated )1 ... no problem.
3. However, If, in the depot, I delete a Hopper Truck (Normal)1 that was built earlier in the game and replace it with a Hopper Truck (Articulated )1, the game crashes.
4. If I use cht: DeleteVeh to remove the Hopper Truck (Normal)1, I can build Hopper Truck (Articulated )1 ... no problem.
I've attached the crash log. It is repeatable.
I suspect this may be because I replaced an earlier ervs.grf with a more recent version, but I can't be sure. * EDIT* Nope .... that's not it. Upon further testing, the problem occurs after, in this case Hopper Truck (Normal)2 was built and sent out of the depot for one pick up and delivery, then returned to the depot where I attempted to replace it with a Hopper Truck (Articulated )1 ** CRASH **
*EDIT* It only happens if the vehicle has orders.
*EDIT*EDIT* It also happens when replacing an articulated truck with another articulated truck.
SummaryIf an articulated truck is purchased to replace any other truck (Normal or Articulated) that has orders, the game will crash.
ALSO
Any response re LaDoncella's observation that with articulated trucks, only the truck part gets the refit, the trailer does not. I see this too.
- Attachments
-
- CRASH000.TXT
- (1.56 KiB) Downloaded 191 times
Last edited by wallyweb on 15 Sep 2007 11:39, edited 1 time in total.
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Re: Generic Road Vehicle Set [WIP]
It looks like Patch might be trying to attach the orders to some vehicle other than the first.
It might also be trying to attach orders before allocating space on the heap.
Since a decode of that stack would be offtopic here, I've issued a bug report.
It might also be trying to attach orders before allocating space on the heap.
Since a decode of that stack would be offtopic here, I've issued a bug report.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Re: Generic Road Vehicle Set [WIP]
There are two workarounds until this bug is fixed. I have tested both workarounds.DaleStan wrote:It looks like Patch might be trying to attach the orders to some vehicle other than the first. ...
1. Delete the orders from the RV's order list before selling it and purchasing an articulated RV.
or
2. Use cht: DeleteVeh to remove the RV that is to be replaced.
Is there any possibility that the trailer failing to refit is related to this bug? Somehow I doubt it but I thought it was worth asking.
wallyweb on tt-forums: Screenshots - Wallyweb World - Projects & Releases
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