[UNIV] TransRapid Track Set Development

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LordAzamath
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Re: [WIP] TransRapid Track Set

Post by LordAzamath »

it's good but..smb really should make a patch, that allows you to put the ramps into the middle...but the building itself is beautiful
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Re: [WIP] TransRapid Track Set

Post by jvassie »

lordazamath wrote:it's good but..smb really should make a patch, that allows you to put the ramps into the middle...but the building itself is beautiful
Much more useful would be a .grf that gets rid of the grid on the map. With the current situation, GRFs can be loaded and unloaded on the fly, so you could enable the .grf for screenshot purposes or just general gameplay, but turn the .grf off when constructing.
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Re: [WIP] TransRapid Track Set

Post by Ameecher »

There are a couple of newgrf files out there james that remove the gridlines, the trouble is, however, that they change just the ground tiles and not the track tiles which would mean FooBar would have to change his track tiles for that idea to work.
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Re: [WIP] TransRapid Track Set

Post by FooBar »

Something like this?
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Well, there's no grass there, but no gridlines either.

Once all track tiles are finished, it's fairly easy to create support for other terrain sets. That includes terrain sets which only remove gridlines.
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Re: [WIP] TransRapid Track Set

Post by thgergo »

But the grid may help to make the illusion more, not decreasing the effect of the leveling. Anyway its looking nice:)
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Re: [WIP] TransRapid Track Set

Post by FooBar »

Thank you all for your comments, suggestions and compliments!

All tracks and junctions are done now. Everything is drawn on single-coloured tiles. Might look a bit odd now, but it makes it very easy to copy the tracks onto other types of terrain. I'll show you the tracks on normal terrain in the near future. I'm quite happy with the result myself.

Next step: tunnels and depots.
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Sir A. Boey
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Re: [WIP] TransRapid Track Set

Post by Sir A. Boey »

!!! OMG !!! That's just amazing... great work :twisted:
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Re: [WIP] TransRapid Track Set

Post by zero1000 »

hey, keep on the good work. looks amazing.
cant wait to see the solution for tunnels :]
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Re: [WIP] TransRapid Track Set

Post by Ameecher »

Looking good FooBar. Very nice and realistic :)
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Re: [WIP] TransRapid Track Set

Post by FooBar »

zero1000 wrote:cant wait to see the solution for tunnels :]
Tunnels, you say? No problem.

Actually, there's one problem. For some reason, I can't draw proper tunnels. :? I stick to this as a 'proof of concept', but they definately need to be redone before a final release. I'm currently thinking 'round', as in a bored (boring, if you like) tunnel, which should be quite realistic for in the maglev era. It probably looks a bit better with the right terrain applied, but I think it still sucks.

I started working on the depots. The basic idea is shown in the screenshot. I'm going to add a platform to the right, a safety restraint to keep people falling of the edge and maybe some other stuff to make it a bit interesting. I think I'm going to stick to the type of roof design from the original depot.
When you put more depots next to each other, they will seamlessly integrate into one single building.

Thanks for your compliments! Here's a picture:
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Sir A. Boey
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Re: [WIP] TransRapid Track Set

Post by Sir A. Boey »

maybe a stupid question (although they don't exist) but why not center the rail in the middle of the tille? unless it's intended to build 2 rails next to each other on the same tille? don't know it's just a remark no comment ;-)
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Re: [WIP] TransRapid Track Set

Post by FooBar »

Actually, the rail itself is centered on the tile. It has to be centered on the tile, because vehicles will also move over the center of a tile.

With the position of the rail fixed, this is the only way to make it look like if it's up in the air.
Shifthing the whole thing to put the base of the supports in the middle of a tile, would result in vehicles driving in front of the track, instead of on top of it.
Try and visualize that yourself: in the screenshot, keep the vehicle in the same position, but move the base of the supports to the middle of the tile. See what would happen with the rail.
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Sir A. Boey
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Re: [WIP] TransRapid Track Set

Post by Sir A. Boey »

yeah now that you mention this I never thought about it this way...
It's a little bit of 3D thinking isn't it. Nice you fellars sure did put a lot of thought into
this railset :lol:
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Re: [WIP] TransRapid Track Set

Post by Michael24 »

This is sweet, FooBar! :D

Looking forward to seeing the progress here! :wink:
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Re: [WIP] TransRapid Track Set

Post by Leviath.NL »

howa re you planning to do road-crossings? road-vehicles are drawn above the track.
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Re: [WIP] TransRapid Track Set

Post by FooBar »

Leviath.NL wrote:howa re you planning to do road-crossings?
Those are shown in this screenshot. They work just fine as soon as you don't use 'em to let trucks cross the tracks (which is generally a bad idea anyways).
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Re: [WIP] TransRapid Track Set

Post by Ameecher »

I was going to say, in real life a level crossing with a maglev line is impossible. It'd wreak havoc with the magnets (and the car for that matter). Not to mention the safety aspect.
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Re: [WIP] TransRapid Track Set

Post by FooBar »

Absolutely true.

In my previous post, I of course meant "as long as" instead of "as soon as".
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Dave
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Re: [WIP] TransRapid Track Set

Post by Dave »

Oh, I dunno - there'd probably be a break in the magnetic field, as per breaks in the 3rd rail.

Obviously a fair amount of speed would be required ...
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Re: [WIP] TransRapid Track Set

Post by wallyweb »

Dave Worley wrote:Obviously a fair amount of speed would be required ...
... in order to clear yourself from your car before the train hit it. :mrgreen:
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