Feasibility of additional road types?

Got an idea for OpenTTD? Post it here!

Moderator: OpenTTD Developers

Michi_cc
OpenTTD Developer
OpenTTD Developer
Posts: 619
Joined: 14 Jun 2004 23:27
Location: Berlin, Germany
Contact:

Re: Feasibility of additional road types?

Post by Michi_cc »

PikkaBird wrote:Was dispensing with a separate "tram layer" altogether considered inappropriate? Otherwise, it seems pretty straightforward; road/tram-NewGRF and road/tram-vehicle GRFs should interact with each other in exactly the same way rail and rail vehicle grfs do.
While only a single road type per tile would make some things easier, it would also force a single tile owner. Especially in regards of town owned roads this would be a trade-off to be carefully examined.

Retaining the current two types isn't that hard conceptually as long as you give vehicles two road types for surface and power, respectively.

-- Michael Lutz
User avatar
kamnet
Moderator
Moderator
Posts: 8705
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: Feasibility of additional road types?

Post by kamnet »

What IS nonsense is subway, since there's no underground layer. But, if we're re-writing things, sure, let's tackle that too and then subway can be properly coded as a rail type. In the meanwhile, you can fake subways by using a series of tunnels combined with a NewObject filling over a station.
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5705
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: Feasibility of additional road types?

Post by andythenorth »

Well I am just bursting to tell you which roadtypes I would make, I'm so excited I even looked up the bbcode for numbered list, that's just exactly how gollygosh excited I am. Anyway, without further ado, excessive wastage of words, prevarication, delay, procrastination, verbosity, or long-windedness, here we go:
  1. Mining road, ungraded (requires off-road capable all-wheel drive vehicles)
  2. Mining road, graded, suitable for any off-highway vehicle
  3. Mining road, graded, catenary for trolley assisted mining vehicles
  4. Farm road, only farm-class vehicles allowed
  5. Ice road (arctic only), requires ice-capable vehicles
  6. Sand road (tropic only), requires sand-capable vehicles
  7. Dirt road, use anywhere, not for use by mining vehicles
  8. Dirt road with industrial tram tracks
  9. Dirt road with industrial tram tracks and catenary
  10. Industrial tram tracks
  11. Industrial tram tracks with catenary
  12. Road, for y'all buses and crap.
  13. Road with industrial tram tracks, for y'all buses and crap, and proper things like trams
  14. Road with industrial tram tracks and catenary, for y'all buses and crap, and proper things like electric trams, and maybe trolley trucks.
Sounds good eh?
User avatar
kamnet
Moderator
Moderator
Posts: 8705
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: Feasibility of additional road types?

Post by kamnet »

Why not save a few roadtypes and just have the tram/trolly set provide the appropriate cantenary?
User avatar
FLHerne
Tycoon
Tycoon
Posts: 1543
Joined: 12 Jul 2011 12:09
Location: St Ives, Cambs, UK

Re: Feasibility of additional road types?

Post by FLHerne »

How about:
- Road with catenary but no tracks, for y'all buses and crap, and slightly better things like trolleybuses?

But then, you don't have any of those in HEQS :P
Temporary Permanent signature filling text. Content coming soon delayed indefinitely! Oh, and I have had a screenshot thread.
Linux user (XMonad DWM/KDE, Arch), IRC obsessive and rail enthusiast. No longer building robots; now I ring church bells.
Author of an incredibly boring stickied post about NewGRFs.
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: Feasibility of additional road types?

Post by ZxBiohazardZx »

cant sand/ice be merged and be climate dependant via some callback/check?
Eddi
Tycoon
Tycoon
Posts: 8289
Joined: 17 Jan 2007 00:14

Re: Feasibility of additional road types?

Post by Eddi »

sand/ice IS merged and dependent on climate via some callback/check...
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: Feasibility of additional road types?

Post by ZxBiohazardZx »

then 5 ==6 for andithenorths list
Post Reply

Return to “OpenTTD Suggestions”

Who is online

Users browsing this forum: No registered users and 3 guests