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Posted: 16 Mar 2006 20:36
by DanMacK
Yes, Pikka's working on new vehicles, and I'm helping :D Not sure when it'll be out though

Posted: 16 Mar 2006 22:10
by Born Acorn
You forgot this : http://whitehand.munki.org/mag/TTMonthly.pdf

Under Pineapples.

Posted: 17 Mar 2006 02:53
by khamura
Dave Worley wrote:EDIT: Here's where I saw it... it may just be Khamura mistaking the rail/road thing... Unsure...

http://www.tt-forums.net/viewtopic.php?t=23936
Look around for pb_hovs_bus.grf. ;)

Posted: 29 Mar 2006 11:40
by GarfieldLu
I cannot use it! I added into my newgrfw.cfg file, but an error occurred, like this....

Posted: 29 Mar 2006 11:53
by PikkaBird
Turn off experimentalfeatures.mandatorygrm in your ttdpatch.cfg.

http://wiki.ttdpatch.net/tiki-index.php ... &pagenum=2

Posted: 30 Mar 2006 02:26
by GarfieldLu
PikkaBird wrote:Turn off experimentalfeatures.mandatorygrm in your ttdpatch.cfg.

http://wiki.ttdpatch.net/tiki-index.php ... &pagenum=2
OK. Now it works. Thank you!

Posted: 03 Apr 2006 10:47
by m3henry
Nice work Pikka :lol: :bow:
Please could you add uk busses to your site :idea:
make a title screen featuring all uk work :wink: :P
mabey try doing some trams, buildings (Y) :mrgreen:

Posted: 03 Apr 2006 11:16
by WWTBAM
m3henry wrote:Nice work Pikka :lol: :bow:
Please could you add uk busses to your site :idea:
make a title screen featuring all uk work :wink: :P
mabey try doing some trams, buildings (Y) :mrgreen:
The rv side of the ukrs is being entirely reworked and trams are part of it. When they have had there reworking done pikka will put them on his site.

Posted: 03 Apr 2006 16:27
by m3henry
right :!: oh :arrow: how do i sort out steel mills not acepting coal even though it says it can :?: :? ?(

Posted: 03 Apr 2006 16:40
by PikkaBird
m3henry wrote:right :!: oh :arrow: how do i sort out steel mills not acepting coal even though it says it can :?: :? ?(
A couple of possible reasons...

1) if you've activated the industry set in an existing savegame, it won't work properly. You have to start a new game with the industries active.

2) Has coal already been delivered there? If the coal stockpile is full (click on the industry to check), then you'll need to deliver some ore to the mill to use up the coal that's waiting.

Otherwise, post a screenshot.

Posted: 03 Apr 2006 19:07
by Dave
This is sort of related...

Pikka I've sort of found a bug, but it's not really a problem.

I built a new Power Station next to a Steel Mill to allow any excess coal to still deliver - keeping my trains profitable.

Only thing is, the Power Station graphics never start-up, and when clicking on the Power Station, it tells me that there is no coal.

However, clicking on the Steel Mill, I get a rapidly growing figure for the Coal Stockpile. 14,000 tons at one point.

Even so, coal is ALWAYS accepted at the station.

I think because two industries that accept the same thing are very close, there's a bug, or maybe it's just the way the game does it.

Either way - there's no real effect on the game (my trains still make a nice little profit :D) - just thought I'd let you know about it.

Screenie is below:
(DO NOT MOCK THE PITIFUL MONEY TOTAL - I haven't cheated :P)

By the way I've played this game since 1921 - it's really good with your bus and rail sets - I've really enjoyed it. Soon be done. Only another 24 points to find to get perfect rating :P.

And I'll be changing them bridges soon... Since Bardhattan Ridge totally loves me - I'll raise that little pond thing out of my way. I deleted half a city on this map just to get my rail straight :P.

Anyway I'm being OT - it's really funny, cos after reaching a certain amount - the amount reverts to a negative number - there you see it just as it gets back towards positive. But like I said - I've seen it at like, 14,000 tons.

Posted: 04 Apr 2006 07:09
by PikkaBird
Dave Worley wrote:This is sort of related...

Pikka I've sort of found a bug, but it's not really a problem.
Yes, the situation where you have two industries accepting the same cargo within the station radius is not ideal. It really needs some patch work on newindustries to fix it though, not much I can do. :(

If you're interested in the technical explanation: I can't actually stop an industry accepting cargo; what I can do is stop its tiles from accepting cargo. In your screenshot, the steelmill's furnace tiles are not accepting coal (as you will find if you click on them with the ? tool), but the power station's are, so the coal is being unloaded, and going to the first industry in the catchment that accepts it, ie, the steel mill.

Posted: 04 Apr 2006 08:17
by m3henry
1) if you've activated the industry set in an existing savegame, it won't work properly. You have to start a new game with the industries active.
I've sorted that out and if I make a new steel mill it works fine 8)
Is there a cheat: reset industries :idea: it would help a lot :))

Posted: 04 Apr 2006 16:03
by Dave
It don't matter Pikka, I still make about 400,000 a year on that line :D.

As a word of thanks, I have just completed my first game with the UKRS - And it's been so much fun to use locos and trains I recognise.

So thank you, and here's to a combined rail/rv and maybe even the others!

Cheers!

Dave

Posted: 04 Apr 2006 19:48
by SuperTycoon
Dave Worley wrote: Screenie is below:
Is that OTTD? The Patch doesn't do that with industries does it? or have i totally missed a feature here?

Posted: 04 Apr 2006 20:04
by PikkaBird
SuperTycoon wrote:or have i totally missed a feature here?
http://www.pikkarail.com/ttdp/ukrs/industries.htm

Posted: 04 Apr 2006 20:11
by SuperTycoon
PikkaBird wrote:
SuperTycoon wrote:or have i totally missed a feature here?
http://www.pikkarail.com/ttdp/ukrs/industries.htm
my apologies for missing that, and my compliments for such an incredible and realistic addition to the patch!

Posted: 06 Apr 2006 08:07
by m3henry
From my experience conflats carry goods like furniture not lumber.
open wagons carry coal, iron ore & lumber, not goods.
and tankers carry tar, oil & fuel not juiced livestock or goods
and cant there be refrigerated wagons to carry food & beer (mmmm....)
why does the plastic look like lumber on a bogie bolster.
Its confusing me! :? :|

Posted: 06 Apr 2006 16:09
by Dave
Bear in mind there are limitations to the number of cargos you can have.

And more to the point, coding new industries and such is a lot of work - and since Pikka's leaving the UKRS *for the time being*, I don't think there'll be many (if any) upgrades.

Posted: 06 Apr 2006 19:45
by PikkaBird
The UKRS vehicles carry cargos mainly according to type, rather than by specific cargo.
m3henry wrote:From my experience conflats carry goods like furniture not lumber.
Conflats carry containers.
open wagons carry coal, iron ore & lumber, not goods.
Mineral wagons carry coal and iron ore. "Open" wagons usually have better suspension, and are designed to carry lighter loads at higher speeds.
and tankers carry tar, oil & fuel not juiced livestock
Or "milk", as it's known in the trade...
or goods
Depends on your definition of "goods". "Tar" is probably "goods", from a TTD perspective, as are most chemicals or powders also carried in tankers.
and cant there be refrigerated wagons to carry food & beer (mmmm....)
You should be able to carry those in the standard goods wagons. Pretend they're refrigerated if you like.
why does the plastic look like lumber on a bogie bolster.
Its confusing me! :? :|
That's the "general" load.. what's it supposed to look like?