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Re: Feasibility of additional road types?

Posted: 04 Jan 2013 13:53
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

Re: Feasibility of additional road types?

Posted: 05 Jan 2013 00:36
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.

Re: Feasibility of additional road types?

Posted: 05 Jan 2013 08:04
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?

Re: Feasibility of additional road types?

Posted: 05 Jan 2013 09:06
by kamnet
Why not save a few roadtypes and just have the tram/trolly set provide the appropriate cantenary?

Re: Feasibility of additional road types?

Posted: 05 Jan 2013 10:33
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

Re: Feasibility of additional road types?

Posted: 09 Jan 2013 16:28
by ZxBiohazardZx
cant sand/ice be merged and be climate dependant via some callback/check?

Re: Feasibility of additional road types?

Posted: 09 Jan 2013 16:38
by Eddi
sand/ice IS merged and dependent on climate via some callback/check...

Re: Feasibility of additional road types?

Posted: 10 Jan 2013 09:55
by ZxBiohazardZx
then 5 ==6 for andithenorths list

Re: Feasibility of additional road types?

Posted: 10 Jan 2013 17:31
by andythenorth
My list is a bit trolling. You'll have to guess which parts, I'm not explaining.