Electric Rails
Moderator: OpenTTD Developers
Electric Rails
Does anyone else find these a total pain to use?
The graphics make it harder to see detail. Cables make junctions even more confusing, and the poles cover signals half the time (and because they're placed randomly, i cant even use signals on the opposite side of the tracks).
However, on large areas of track, it becomes very difficult to pick out the difference between normal and electric track, especially on diagonal sections. Its especially noticable when upgrading rails, and even harder when dragging over a big area, because it skips sections with trains. The only (pretty crappy) solution is to drag over the same area, usually with FF on because trains have to clear platforms etc, 5-10 times until I can be fairly sure all squares are covered.
And just for some extra fun, it defaults back to standard track every time you start/load a game. Im starting to hate this 'feature' more than just about anything else in OTTD.
The graphics make it harder to see detail. Cables make junctions even more confusing, and the poles cover signals half the time (and because they're placed randomly, i cant even use signals on the opposite side of the tracks).
However, on large areas of track, it becomes very difficult to pick out the difference between normal and electric track, especially on diagonal sections. Its especially noticable when upgrading rails, and even harder when dragging over a big area, because it skips sections with trains. The only (pretty crappy) solution is to drag over the same area, usually with FF on because trains have to clear platforms etc, 5-10 times until I can be fairly sure all squares are covered.
And just for some extra fun, it defaults back to standard track every time you start/load a game. Im starting to hate this 'feature' more than just about anything else in OTTD.
I don't like these graphics, too.
I think a replacement graphics would be nice, with kind of blue tracks instead of pylons and the wires.
I also think about a signal replacement because my eyes hurt when I try to distinguish exit and combo signals. Plus, it's impossible to check signal when it points southbounds... just an idea... I'll just need to take a look at how are other signal sets done.
I think a replacement graphics would be nice, with kind of blue tracks instead of pylons and the wires.
I also think about a signal replacement because my eyes hurt when I try to distinguish exit and combo signals. Plus, it's impossible to check signal when it points southbounds... just an idea... I'll just need to take a look at how are other signal sets done.
-
- Engineer
- Posts: 72
- Joined: 29 Sep 2004 15:30
- bobingabout
- Tycoon
- Posts: 1850
- Joined: 21 May 2005 15:10
- Location: Hull, England
i asked this, people thought i was crazy.
but yes, there should be a way to play OTTD and use the electric engines on none electric track if thats what you choose to do.
but yes, there should be a way to play OTTD and use the electric engines on none electric track if thats what you choose to do.
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
Well, I don't mind using elrails (in terms of being more expensive and so on). I just don't like the grf. It's messing up everything (signals being the extreme example). If there was a way to disable the overhead wires and the pilons it would be great.
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly

I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
-
- Engineer
- Posts: 72
- Joined: 29 Sep 2004 15:30
Decode elrailsw.grf and edit the sprites. Then encode the changed sprites, and your pylons, wires, &c. will be changed and/or removed, whatever you chose.gkirilov wrote:Well, I don't mind using elrails (in terms of being more expensive and so on). I just don't like the grf. It's messing up everything (signals being the extreme example). If there was a way to disable the overhead wires and the pilons it would be great.
Hm... sounds like Open might need YAPO.ElectricA4 wrote:I'm not against Elrails, but I know that mostly I'd rather play without them.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
I don't mind doing that (you have the rail convert tool + the train and wagon auto replace).
There is almost no problem to go from the normal rail to elrail since the normal(diesel and steam) trains can enter the el.depot. The problems come after that - to mono and maglev.
The only problem for me are the overhead wires and the pillars(which I'll solve very soon).
There is almost no problem to go from the normal rail to elrail since the normal(diesel and steam) trains can enter the el.depot. The problems come after that - to mono and maglev.
The only problem for me are the overhead wires and the pillars(which I'll solve very soon).
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly

I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
E-rails, as it stands currently, is a case where realism has been added, not just with little-to-no benifit, but where gameplay actually suffers from it imo.In my not very humble opinion, OpenTTD has finally fixed one of the most long-standing bugs, dating back from the original Transport Tycoon in 1994.
Realism is good and all, but i'll take playability first 99% of the time.
Im not an artist. While you may consider it easy, doing new (or modified) graphics which look realistic is something I have almost no chance of doing. You cant just remove the electric sprites, because then theres no difference between normal and electric rails. I cant even edit the standard track to make it stand out (since I use mostly electric, it wouldnt matter so much if it looked crap after 1950 or so), because the electric sprites are just placed over the top.Decode elrailsw.grf and edit the sprites. Then encode the changed sprites, and your pylons, wires, &c. will be changed and/or removed, whatever you chose.
When did I say I was an artist?
If I were to do something like that, I'd probably leave the support poles and color everything else (wires and horizontal supports) invisible blue.
If I were to do something like that, I'd probably leave the support poles and color everything else (wires and horizontal supports) invisible blue.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Um... you can change to electric rails without having to replace your trains. In fact, in my games I rarely electrify my entire network.Loop wrote:But this is only a game ;)Brianetta wrote:...but electric trains can't run on unelectrified track...
And I don't know, what is amusing in changing hundreds of trains and tracks 3 times during the game :/ A huge pain in the neck it is.
As for monorail and maglev? I only use them for small suburban passenger systems, even when I'm not using UKRS. I might use the rail upgrade tool on a short stretch of suburban track to this end, but my main network is, and remains, conventional rail until 2090 - just as it will on planet Earth.
I welcome the realism, as much as there is. I just look forward to there being some financial incentive not to use electrified rails sometimes, after they come out.
PGP fingerprint: E66A 9D58 AA10 E967 41A6 474E E41D 10AE 082C F3ED
Well, unless something like this gets added, its still an extra hassle for the sake of realism.
2/3 rail types (monorail especially) are already barely used, mostly because of the difficulty of upgrading existing networks, but a 4th was deemed necessary, and so much so that theres not even an option to turn it off.
I agree with you that if electric rails had some noticable differences over normal rail (cost, necessity to conect power etc), it might add more to the game. But even then, not everyone wants to play every game with 100% realism. As it stands currently, it does very little except divide existing trains over 2 track types which are identical in gameplay terms, and compound what i think is one of the most disliked aspects of the game.
Thats not going to fix the problem in the screenshot, and its only going to increase the problem of telling which sections of track are electric and which arnt.
2/3 rail types (monorail especially) are already barely used, mostly because of the difficulty of upgrading existing networks, but a 4th was deemed necessary, and so much so that theres not even an option to turn it off.
I agree with you that if electric rails had some noticable differences over normal rail (cost, necessity to conect power etc), it might add more to the game. But even then, not everyone wants to play every game with 100% realism. As it stands currently, it does very little except divide existing trains over 2 track types which are identical in gameplay terms, and compound what i think is one of the most disliked aspects of the game.
Where did I claim you were?When did I say I was an artist?
If I were to do something like that, I'd probably leave the support poles and color everything else (wires and horizontal supports) invisible blue.

Thats not going to fix the problem in the screenshot, and its only going to increase the problem of telling which sections of track are electric and which arnt.
- Attachments
-
- Untitled.png (11.86 KiB) Viewed 5345 times
/me waves Cht:Tracks and a 593 line, 32.4KiB ttdpatch.cfg at the OpenTTD developers, and suggests that he might not be the only one who thinks that they are both good ideas.sc79 wrote:2/3 rail types (monorail especially) are already barely used, mostly because of the difficulty of upgrading existing networks, but a 4th was deemed necessary, and so much so that theres not even an option to turn it off.
Then what's the problem, exactly? I thought the problem was that the wires and supports created a messy image.sc79 wrote:Thats not going to fix the problem in the screenshot, and its only going to increase the problem of telling which sections of track are electric and which arnt.
If I'm trying to solve something that isn't a problem, my solutions aren't going to be satisfactory.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Fixing the problem is a 5 minutes work (did it yesterday before going to bed)
. Tonight I'll post the new grf that I made. 
It's a matter of replacing the sprites with blue(transparent). I replaced only some of them so you won't be able to see some of the wires and (i think all) pillars. But there are some left - the one that do not get in the way of seeing other things like signals.


It's a matter of replacing the sprites with blue(transparent). I replaced only some of them so you won't be able to see some of the wires and (i think all) pillars. But there are some left - the one that do not get in the way of seeing other things like signals.
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly

I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
- bobingabout
- Tycoon
- Posts: 1850
- Joined: 21 May 2005 15:10
- Location: Hull, England
well, elrails in TTDP is optional, you can play the game without it if you want.
therefore it should also be optional in OTTD
then again i think that every option in TTDP that OTTD uses simular features should also be as costomisable in OTTD as it is in TTDP instead of just an on and off switch. there are billions of combinations of settings in TTDP, but mere thousands in OTTD...
for example, realistic acceleration, its either on or its off, making you choose between max speed around corners, and slow on hills, or slow around corners, and good speed on hills.
in TTDP you can choose to do that, max speed everywhere, reduced speed everywhere but stright flat tracks, and many more inbetween...
therefore it should also be optional in OTTD
then again i think that every option in TTDP that OTTD uses simular features should also be as costomisable in OTTD as it is in TTDP instead of just an on and off switch. there are billions of combinations of settings in TTDP, but mere thousands in OTTD...
for example, realistic acceleration, its either on or its off, making you choose between max speed around corners, and slow on hills, or slow around corners, and good speed on hills.
in TTDP you can choose to do that, max speed everywhere, reduced speed everywhere but stright flat tracks, and many more inbetween...
Last edited by bobingabout on 17 May 2006 09:10, edited 1 time in total.
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
-
- Tycoon
- Posts: 1395
- Joined: 12 Jun 2004 00:37
- Location: United Kingdom of Great Britain and Northern Ireland
- Contact:
I'm in agreement that Electric rails isn't necessarily a good thing. Sure they're realistic, but that doesn't mean they're good for the game because their gameplay benefits are small to negligble.
Benefits:
a) Realistic
b) Another track type
Disadvantages:
1) Requires effort on part of player to upgrade so can use electric trains (even more effort until the bug that stops upgrading tracks with a train on is fixed).
2) It's sometimes hard to see if it's el-rails or not.
Personally, whenever I'm upgrading any tracks I just do the entire map at once so from a gameplay perspective I gain nothing other than more "work" (which isn't a good thing).
So yes, I believe it should be a on/off able option.
Benefits:
a) Realistic
b) Another track type
Disadvantages:
1) Requires effort on part of player to upgrade so can use electric trains (even more effort until the bug that stops upgrading tracks with a train on is fixed).
2) It's sometimes hard to see if it's el-rails or not.
Personally, whenever I'm upgrading any tracks I just do the entire map at once so from a gameplay perspective I gain nothing other than more "work" (which isn't a good thing).
So yes, I believe it should be a on/off able option.
Who is online
Users browsing this forum: No registered users and 33 guests