Articulated Road Vehicles

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Patchman
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Post by Patchman »

What should be relatively straightforward to implement would be trailers automatically "snapping" onto existing primer movers, so you buy the truck and then you buy the trailer, and they become an inseparable entity afterwards.

It'd be up to the truck to decide whether it accepts more trailers or not, via callback 1D.

This would support trams with a variable number of vehicles as well as all sorts of truck/trailer combinations. If absolutely necessary, a mechanism to separate and rearrange the consists could be added later, but I feel it is not really necessary for now.
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Axlrose
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Post by Axlrose »

Here in the United States, there are basically four lengths of trailers: 28', 45', 48', and 53'. The 28' trailers are usually in tandem - that is a truck with two pup containers behind it. A few states will allow a third 28' truck to be attached within their borders. From my past yard jockey experiences, a 28' pup is ideal for small packages since it is designed to have the floor fold upward to stack underneath it. Also, it has a roller system bolted down the middle of the truck to a point while it is flush with the folding floors to create another floor layer. The other three lengths of trailers come with swinging doors, though the occasional roll-up door can be found. They are made to withstand a good amount of weight (80,000 pounds is the maximum weight if I remember correctly). Forklifts are good for stacking pallets within their lengths so no rollers within their confines. While it is not standard, it seems the 45' and occasional 48' trailers are for transportation within a city (easier to manuver on the streets). The 53' trailers are good for long hauls on our expressways. When it comes to a "reefer" variety, usually the 48' or the 53' trailer is designed for that purpose.

Perhaps this information might be helpful when designing trailers with their cargo and weight.
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Wile E. Coyote
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Post by Wile E. Coyote »

stevenh wrote:Feel free to post ideas on interfaces for this. It really helps me to work out how the code should work if I've got a prototype to work with.
For coupling it'd be interface like for trains: with CTRL. Here is IRL example: two KT4 trams coupled:
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stevenh
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Post by stevenh »

Wile E. Coyote wrote:For coupling it'd be interface like for trains: with CTRL.
Your wish is my command... added.
... as per usual ... see the first post ... :twisted:
Attachments
heh heh heh.... any vehicle is now attachable... which I'll probably have to change later.
heh heh heh.... any vehicle is now attachable... which I'll probably have to change later.
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Wile E. Coyote
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Post by Wile E. Coyote »

There is no Patch in first post? :?
Serbian rail set with Serbian scenario (ECS, PBI, FIRS and Tourist set compatible) Website | Topic and download | Latest version: 03.06.2015.
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
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Patchman
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Post by Patchman »

Steven, please add support for callback 1D (can vehicle be attached), and prohibit attaching if it fails. This way, people can add trailers only to vehicles that are explicitly coded to support them.
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Post by Dave »

Aww... that's a shame. It would have been nice to have 5 coal trucks in a line :). Oh well, great work as ever stevenh!
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Post by Bad Hair Day »

Dave Worley wrote:Aww... that's a shame. It would have been nice to have 5 coal trucks in a line :). Oh well, great work as ever stevenh!
Perhaps truck trailers for the defaults... Just an idea you know.
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stevenh
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Post by stevenh »

Wile E. Coyote wrote:There is no Patch in first post? :?
*ahem* ... look now... :twisted:
Patchman wrote:Steven, please add support for callback 1D (can vehicle be attached), and prohibit attaching if it fails. This way, people can add trailers only to vehicles that are explicitly coded to support them.
Oh!, But!.. This is so much fun... I'll code that in... soooon.... :twisted:

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PikkaBird
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Post by PikkaBird »

Hmm.. suppose I should pull my finger out and code some proper trailers to test this with. :)
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stevenh
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Post by stevenh »

PikkaBird wrote:Hmm.. suppose I should pull my finger out and code some proper trailers to test this with. :)
I concur... Though thanks for the help with the tram coding anyway :P

Welcome Revision 13:
:arrow: Loading states of trailers now visible
:arrow: Total Cargo and Capacity now shown in vehicle info window
:arrow: ...and speaking of that window, i reverted it back to the standard design

...now I just need to split up the cargo figures in case you experimenters want to add different cargo trailers... :evil:
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Post by RK »

I just tried it with my Beta 5 standard installation... :?:
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michael blunck
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Post by michael blunck »

> I just tried it with my Beta 5 standard installation...

Or are you using a "nightly" version? This problem seems to be usual with the Nightlies. Try deleting the overlay file and deleting/renaming your ttdpatchw.cfg file. Most of the time this will work.

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RK
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Post by RK »

>Or are you using a "nightly" version?

I used revision 13 of the arveh and the other files of my standard installation as I have already mentioned.
Deleting the ovl and config changed nothing.
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Post by Patchman »

The same things apply for the nightly versions as for branches, unless steven_h compiles them with version info.

So read the instructions at http://nightly.ttdpatch.net/latest/ and see if that helps.

In this case, it may be that steven_h hasn't tested it with the German version, in which case he would need to fix his search strings. So you can either switch temporarily to the english/american version or wait for him to fix it :)
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stevenh
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Post by stevenh »

Well.. here's revision 14...
Proper cargo text display now.

RK, tell me your success with running it, I should be getting this in the nightlies very soon, not that that will be much help...
Attachments
wh00t. 2 lines each for capacity and current cargo
wh00t. 2 lines each for capacity and current cargo
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RK
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Post by RK »

I deleted my config and the ovl-file again...
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MeusH
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Post by MeusH »

Stevenh, Patchman, do you plan to implement an newgrf entry that forbids certain vehicles to become a trailer or the engine?
It would be nice to have trucks (unable to be second, third and so on) and trailers (unable to be the first vehicle)
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Post by Patchman »

No, the opposite. Coupling will be forbidden unless allowed by callback 1D (i.e. it'll work only for specially coded vehicles).
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MeusH
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Post by MeusH »

That's nice, thanks for answer.
However, can one prevent vehicle (example: trailer) from being the first in the vehicle chain, in spite of the vehicle having callback 1D set up?
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