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Posted: 11 Jun 2003 05:56
by Raichase
No no, If you use full load with the order to go to the depot, it will say "Service at Senfingway City Airport Hanger" instead of "Go to Senfingway City Airport Hanger"

Posted: 11 Jun 2003 23:37
by Sokko
Go to Whatever Airport Hangar = Go there no matter what.

Service at Whatever Airport Hangar = Go there only if the service interval is up.

Use Full Load to toggle between. (maybe a new GUI option, change the Full Load button to a "Service Interval" button or something similar when a depot order is selected?)

Posted: 12 Jun 2003 04:24
by SHADOW-XIII
Go to/Service Whatever Airport Hangar ??

don't know, I usually giving Go To Hangar just after leaving terminal, so plane does not have to taking off and landing again, it is the best idea, and 'whatever' airport can be hard and I think you wanted to say 'nearest airpot' but still the same

Posted: 13 Jun 2003 07:07
by Raichase
Tell the plane to go to the hanger, and "Full load" there. It will always go to that hanger when, and only when, it needs a service.

Posted: 14 Jun 2003 13:31
by Marcel
Maybe be impossible, but can train stations have signals included, like the depots? In the screenshot you can see that there is no place for normal tracks with signals on it, for this I have to blow the whole city away, but when there were signals on the station tiles there would be no problem. Or even at tunnel entrances.

Posted: 14 Jun 2003 15:17
by Hyronymus
Yes, would be very nice if that would become possible. I guess it might become possible since already so many things that were labeled "impossible" once have been realized now. It would improve the use of signals by an estimated 168% :D .

Posted: 14 Jun 2003 15:39
by eis_os
Marcel wrote:Maybe be impossible, but can train stations have signals included, like the depots? In the screenshot you can see that there is no place for normal tracks with signals on it, for this I have to blow the whole city away, but when there were signals on the station tiles there would be no problem. Or even at tunnel entrances.
Ok, Signals on tunnel entrances aren't possible, I tried an other approach to signals on them as Josef -> TTD will freeze

I could test Signals on stations... (But there is a very less chance that they work)

But currently I have no time for patcing, sorry...

Posted: 14 Jun 2003 16:00
by Hyronymus
That's OK, don't make your hobby threaten your real life. Just something to hunger for, even though you said it isn't sure.

Edit: a station should only be equipped with exit signals IMO (= in my opinion), no need to allow any other type of signals.

Posted: 14 Jun 2003 17:28
by Marcel
eis_os wrote:Ok, Signals on tunnel entrances aren't possible, I tried an other approach to signals on them as Josef -> TTD will freeze

I could test Signals on stations... (But there is a very less chance that they work)

But currently I have no time for patcing, sorry...

I hope you can make it. An Exit signal would be best, but it would be good when there is a normal one.

Industry production 'wrapping around'

Posted: 17 Jun 2003 09:57
by Lowlander
In my last few games, I've been modifying primary industries (with TTDAlter, since TTDPatch breaks TTDXEdit :( ) so they spew out enormous amounts of items (in my last scenario, I had 3 farms producing 1600-2000 each of grain and livestock. Makes for some very interesting station constructions to keep everything flowing correctly to this one factory:) ).

Unfortunately, there seems to be a bug where the monthly production drops to zero when it reaches the maximum (which appears to be 2295, or 255x9) under certain conditions. Would it be possible to implement a check to prevent this wraparound from happening?

Re: Industry production 'wrapping around'

Posted: 17 Jun 2003 11:06
by Stylesjl
Lowlander wrote:In my last few games, I've been modifying primary industries (with TTDAlter, since TTDPatch breaks TTDXEdit :( ) so they spew out enormous amounts of items (in my last scenario, I had 3 farms producing 1600-2000 each of grain and livestock. Makes for some very interesting station constructions to keep everything flowing correctly to this one factory:) ).

Unfortunately, there seems to be a bug where the monthly production drops to zero when it reaches the maximum (which appears to be 2295, or 255x9) under certain conditions. Would it be possible to implement a check to prevent this wraparound from happening?

I had that happen to one of my coal mines it nearly dropped my rating to mogul (because it was close to judgement day)

Posted: 20 Jun 2003 08:25
by eis_os
Marcel wrote:
eis_os wrote:Ok, Signals on tunnel entrances aren't possible, I tried an other approach to signals on them as Josef -> TTD will freeze
I could test Signals on stations... (But there is a very less chance that they work)
I hope you can make it. An Exit signal would be best, but it would be good when there is a normal one.
My first test showed TTD will get confused if I build a signal on it, hmm.

Posted: 20 Jun 2003 11:01
by Raichase
eis_os wrote:My first test showed TTD will get confused if I build a signal on it, hmm.
TTD gets confused about a lot of things.

Seriously, how would signals in statons work? I mean, would they take up a square of the station as they do normal track, so that no part of the train could use that square of the station? What if there were signals in the centre of the station? Would two trains be able to use the same track one behind the other?

It seems very complex, good luck :))

Posted: 20 Jun 2003 16:10
by eis_os
:D :D

Yes, TTD doesn't like me much I think :)
I don't think there is a big change to have signals on them, but It would be very nice.

Whats current on my todo list? When I have time:
Play TTD a lot :wink:
Understanding some of the resolution dependent functions (like draw) in TTD

Posted: 20 Jun 2003 16:14
by Colonel Sheperd
I just had an :idea:
boats that carry road vehicles
it may look like this :) :

Posted: 20 Jun 2003 16:16
by eis_os
No, thats impossible...

Posted: 20 Jun 2003 16:19
by Colonel Sheperd
too bad :cry: :cry:

Posted: 21 Jun 2003 05:34
by spaceman-spiff
simmer wrote:I just had an :idea:
boats that carry road vehicles
it may look like this :) :
Where is the boat in that picture :?

Posted: 21 Jun 2003 09:28
by Raichase
spaceman-spiff wrote:
simmer wrote:I just had an :idea:
boats that carry road vehicles
it may look like this :) :
Where is the boat in that picture :?
Muh? All I see is a dock that backs onto a Road Vehicles depot...

Posted: 21 Jun 2003 09:31
by Dinges
Raichase wrote:
spaceman-spiff wrote:
simmer wrote:I just had an :idea:
boats that carry road vehicles
it may look like this :) :
Where is the boat in that picture :?
Muh? All I see is a dock that backs onto a Road Vehicles depot...
He says:
I just had an
boats that carry road vehicles
it may look like this :
He means the dock should look like that if it is possible, he's just displaying it how he want's it to be.