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Re: [WIP] Container Mod For Locomotion

Posted: 13 Apr 2010 17:33
by robo
Plastikman wrote:One thing that should probably be changed is the name for the warehouse. Maybe more along the lines of transfer terminal, or transfer station.

warehouse or transfer warehouse is not quite right for this mod.
English is not my first language, but one expression I found often on the web is "transload facility"

Due to differing capacities of the different modes, the facilities typically require some storage facility such as warehouses.

Re: [WIP] Container Mod For Locomotion

Posted: 16 Apr 2010 22:17
by Plastikman
no input from the beta testers?


60 people downloaded it.. lol you guys had time to play with it..

ill get back to this soon..

Re: [WIP] Container Mod For Locomotion

Posted: 17 Apr 2010 00:28
by Hammo
well I just attempted to play around with it now... loaded up the included scenario, played a little bit, then realised that the warehouses were not in the scenario. The objective was to transport goods to point b... but all 16 industry slots had been used up, not one of them being a warehouse.

Unless there was another released version which I don't have...

EDIT: Never mind me... I figure it out after playing with it some more...

Re: [WIP] Container Mod For Locomotion

Posted: 17 Apr 2010 02:26
by rdrdrdrd
been working with it and it is good, room for improvement
*BIG ships
*a spot to put that yard tractor that is a helicopter
*the cranes need a rework, and the defualt port should be centered

Re: [WIP] Container Mod For Locomotion

Posted: 17 Apr 2010 02:52
by Plastikman
rdrdrdrd wrote:been working with it and it is good, room for improvement
*BIG ships
*a spot to put that yard tractor that is a helicopter
*the cranes need a rework, and the defualt port should be centered

Zeak was doing the ships so I ignored it.

Helicopter can be placed.

whats needed on the crane beside the ground tile and the little bit of blue?

Re: [WIP] Container Mod For Locomotion

Posted: 17 Apr 2010 14:09
by rdrdrdrd
its hard to explian, they just don't look right, maybe they just need more diversity

Re: [WIP] Container Mod For Locomotion

Posted: 17 Apr 2010 18:25
by Plastikman
Well I said I hated the Asphalt...

Working on it.. not quite there yet..

started to think about the base for the crane.. I cant make it till the asphalt is done. you can really tell now that the crane is off center a tad.

Re: [WIP] Container Mod For Locomotion

Posted: 17 Apr 2010 18:28
by kalvingp30fan
The area under the cranes should have some conatiners or trailers under it for loading/unloading.

Re: [WIP] Container Mod For Locomotion

Posted: 17 Apr 2010 18:33
by Plastikman
kalvingp30fan wrote:The area under the cranes should have some conatiners or trailers under it for loading/unloading.
I had thought it.

it might be to repetitive.

I think I am going to have to go full tile with the safety stripes if i do them.
The abrupt end looks.. off

Maybe Ill just skip it and draw the track for the crane...

Re: [WIP] Container Mod For Locomotion

Posted: 18 Apr 2010 07:15
by robo
Plastikman wrote:Well I said I hated the Asphalt...

Working on it.. not quite there yet..

started to think about the base for the crane.. I cant make it till the asphalt is done. you can really tell now that the crane is off center a tad.
I believe there are mainly two problems with the (old) asphalt: it doesn't look good if you zoom out and you can't modify the ground for the caryards later in the game. Since the caryards are already modified airports, what about using the original (concrete?) ground of the large airport?
By the way, I never had a problem with the old harbor crane as it was.
Since you found a way to make creative use of the airports, I could imagine more things to come (in future) like new railway stations. Is it possible to add larger tile buildings (2x2 or larger) to the airport?

Re: [WIP] Container Mod For Locomotion

Posted: 18 Apr 2010 07:37
by C3805.
Plastikman wrote:no input from the beta testers?
Decided to boot up Cajon Pass with container mod, all very well, lovin' those trailers. But I could not help noticing one slight bug with the trucks, apart from the fact that the cab doesn't appear in scenario editor.

Re: [WIP] Container Mod For Locomotion

Posted: 18 Apr 2010 11:15
by Hammo
that truckie is just living life on the edge.

Re: [WIP] Container Mod For Locomotion

Posted: 18 Apr 2010 15:27
by Plastikman
Can't do a thing about that.

That is part of how to get them to work.

Also if you don't give them way points, They may decide to make a u-turn on a dead end road and get stuck.

Re: [WIP] Container Mod For Locomotion

Posted: 18 Apr 2010 19:06
by Plastikman
whats up with the crack rock factory?


OK looking at your asphalt.. yuck.. here you can try this one.

I just cant it quite right.

If i make the ground any more pixilated i am getting weird repeating patterns.

not my day for making mods..

PS i know the hill shadows are missing on this version. I was trying to get the main tile right before i delt with that part.

Re: [WIP] Container Mod For Locomotion

Posted: 24 Apr 2010 12:47
by Plastikman's #1 Fan
:idea: I have an Idea. Make each 1 square component a separate ploppable piece. I don't know how you could do this, but it's worth a look.

Re: [WIP] Container Mod For Locomotion

Posted: 02 May 2010 16:46
by Wibble199
plobbable?

Re: [WIP] Container Mod For Locomotion

Posted: 02 May 2010 18:35
by Opan
Wibble199 wrote:plobbable?
Ploppable, like the way you place an airport.

Re: [WIP] Container Mod For Locomotion

Posted: 03 May 2010 09:12
by Wibble199
oh, i see.
funny word

Re: [WIP] Container Mod For Locomotion

Posted: 09 May 2010 18:33
by The-Navigators
2 bay.png
Not exactly related but, How did you put the Burlington Northern logo in where the face normally goes?

Also, This looks great, Keep up the good work! :bow:

Re: [WIP] Container Mod For Locomotion

Posted: 09 May 2010 19:57
by Opan
The-Navigators wrote:Not exactly related but, How did you put the Burlington Northern logo in where the face normally goes?
It's a feature that comes with downloading one of the Dekosoft packs I think,, either that or the scenery pack. It should one one of those.