Page 4 of 4
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:
- Mining road, ungraded (requires off-road capable all-wheel drive vehicles)
- Mining road, graded, suitable for any off-highway vehicle
- Mining road, graded, catenary for trolley assisted mining vehicles
- Farm road, only farm-class vehicles allowed
- Ice road (arctic only), requires ice-capable vehicles
- Sand road (tropic only), requires sand-capable vehicles
- Dirt road, use anywhere, not for use by mining vehicles
- Dirt road with industrial tram tracks
- Dirt road with industrial tram tracks and catenary
- Industrial tram tracks
- Industrial tram tracks with catenary
- Road, for y'all buses and crap.
- Road with industrial tram tracks, for y'all buses and crap, and proper things like trams
- 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

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.