I'm not sure if that is possible and if so, I sure don't know how to code that

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Station variable 67 allows you to check for roads.Quast65 wrote:I'm not sure if that is possible and if so, I sure don't know how to code that
there should be a setting that disallows towns to build level crossings.Hyronymus wrote:Yes, but we all know the bad habits of towns laying roads where we don't want them. So I was thinkingQuast65 wrote:They are all single tile pieces, so you can choose yourself when you want a staircase. Don't want it, don't build it.
Woah, you fixed the lightpoles! Good stuff!Quast65 wrote:
Hmm... makes me think.michael blunck wrote:That large free space is crying for a through track.
Blame rail types ...
regards
Michael
It is indeed a very large open space, but as you already mentioned that is because of the railtype.That large free space is crying for a through track.
Blame rail types
The signs to indicate where the train should stop are usually in between the tracks. Perhaps that's an idea for a bit more detail which makes that large free space less empty?
Those pieces of eyecandy are in my opinion only suitable for complete stations and not for individual elements. It is not universal enough. There are ideas for eyecandy needed that can be put on all elements.I like the idea of those signs, however, they are not at every station. It depends on the location of the station entrance.
(Otherwise a people might need to walk the complete platform if a 2car trains halts at the end.)
Actually they are, but sometimes there's just one at the end of the platform.jor[D]1 wrote:I like the idea of those signs, however, they are not at every station.
Signs are only placed for even trainlengths, so one per tile is actually enough. Of course there may be exceptions, but generally it's 2, 4, 6 etc.jor[D]1 wrote:Edit, you would need 2 signs per tile, because, every sign represents one wagon.
Not really, because trains will keep to drive in the middle of the tile.Quast65 wrote:What would look better in my opinion is a railtype with two tracks on one tile, should be possible right?
Good point, end of discussion (glad it didn't even startNot really, because trains will keep to drive in the middle of the tile.
Right, that is good to know. So to make it universal there could be a sign at the start of the tile and end of it, that overlap when you put two tiles together. Anyone up for drawing that?Signs are only placed for even trainlengths, so one per tile is actually enough. Of course there may be exceptions, but generally it's 2, 4, 6 etc.
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or the source of OpenTTD...Quast65 wrote:It sure is, but as Foobar already pointed out, it would also mean that all trainsets need to be adapted.
I was refering to the fact that since invention of "rail types", it´d be very hard or impossible to include "fake tracks" (e.g. like thisQuast65 wrote:It is indeed a very large open space, but as you already mentioned that is because of the railtype.mb wrote: That large free space is crying for a through track.
Blame rail types
What would look better in my opinion is a railtype with two tracks on one tile [...]
Dwergseinen,are used on many locations. Not all stations have them. I know for sure Leiden CS uses normal signals.Quast65 wrote:It sure is, but as Foobar already pointed out, it would also mean that all trainsets need to be adapted. So no use to think about that more (at least not here).
Back on topic:
Question, I seem to remember that there are sometimes some little triangular lights next to the tracks, I believe they are called "dwergseinen".
Are those used at starts/ends of platforms and therefor would those be ok for waypoints?
A bit more info here (in Dutch) http://www.marcrpieters.nl/seinen.html
Something as per attached? It's really hard to get the shape right in this little pixels. I.e. normally you'd draw it skewed, but there were no pixels to do that. I'm hoping that with other directional elements like the tracks and platforms next to them, they will work out right. Because now they're essentially drawn head-on.Quast65 wrote:Anyone up for drawing that?
Rail types doesn't change this at all. It was always possible to replace the original rail sprites with something else so that it wouldn't match.michael blunck wrote:Thus: "blame rail types". Because its existence precludes things like a nice (fake) "through track" for "island" station tiles.
I know. No pun intended, just one of the usual jokes.petern wrote:Rail types doesn't change this at all. It was always possible to replace the original rail sprites with something else so that it wouldn't match.michael blunck wrote:Thus: "blame rail types". Because its existence precludes things like a nice (fake) "through track" for "island" station tiles.
That would be quite interesting. Not that I *need* to work on something like this ATM ...petern wrote: But this might be something that advanced tile layouts could help with, with a little spec additions, in which case it would be _better_ with rail types due the overlay system.
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