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RoadVehicle MiniPak

Posted: 07 Sep 2009 17:23
by Roujin
Hey guys, here's something new: A patch pack with a certain theme. ;)

I proudly present the Road Vehicle MiniPak.
roadveh_minipak_r17456.diff
Road Vehicle MiniPak for r17456
(107.15 KiB) Downloaded 181 times
I've put some patches together, that all improve something regarding road vehicles.
The following patches are included (random order)
Hopefully these work fine together and create a new interesting gameplay with regards to road vehicles. Have fun! :)
Will also upload a win32 binary later.

Oh and...
Comm Cody wrote:If this [Traffic lights] was merged with Improved RV acceleration, I would fall over dead.
Please don't. ;)

Re: RoadVehicle MiniPak

Posted: 07 Sep 2009 17:53
by Gedemon
you're fast :D

let's test this, going for a full road vehicle map...

Re: RoadVehicle MiniPak

Posted: 07 Sep 2009 21:39
by planetmaker
now we need yet another patch: no speed limit on highways, even if in town ;-)

Good job, Roujin!

Re: RoadVehicle MiniPak

Posted: 07 Sep 2009 21:53
by tsjook
Great pak, great patches Roujin!

For me, the only road related patch left to wish for is the "handle one way roads as two lane roads"-patch, with vehicles really using the two lanes, not just for overtaking. :)

Re: RoadVehicle MiniPak

Posted: 07 Sep 2009 22:00
by Roujin
As promised, here's are the win32 binary files. Sorry for the delay.
RoadVehicle_MiniPak_win32_bin.zip
Road Vehicle MiniPak r17455 win32 binaries
(3.35 MiB) Downloaded 136 times

Gedemon: post some nice screenies here, or even start a screenshot topic for it, will ya? 8)

planetmaker: Yes, that's an issue :( The same goes for random road construction btw :lol: nothing worse than the town deciding to shut down my highway completely ^^ I've already thought about limiting road construction more, but that would need a lot of changing...

---
I'm doing my own test game atm and want to share some screens with you:
Here's a highway concept I came up with. It works because of the combination of
1) Pathfinder penalty for road vehicles
and
2) Speed limit for road vehicles
Namely the one-way bonus (or rather two-way malus) included in the latter. It causes vehicles to prefer the right lane, BUT: if it is busy, they will go on the middle lane, because of the first patch.
This is how it looks like normally:
RV_pak_highway_1.png
RV_pak_highway_1.png (100.22 KiB) Viewed 4813 times
This is how it looks when there's more traffic:
RV_pak_highway_2.png
RV_pak_highway_2.png (97.72 KiB) Viewed 4813 times
Nice, eh? :lol:
Maybe it would even cause nice overtaking effects, if there were more vehicles with different speeds. Have to test that...

Feel free to post screenshots of your RoadVehicleAwesomeness games :D

Re: RoadVehicle MiniPak

Posted: 07 Sep 2009 22:36
by Terkhen
I'm very interested in feedback about vehicle movement at hills and curves using the improved acceleration patch, as these movement modes still need some testing and checking. I will follow this thread ;)

Also, be aware that most NewGRF sets don't support the patch completely. The expected behaviour of an unsupported vehicle is to move at 1 km / h, but if they do something crazy tell me :D

Re: RoadVehicle MiniPak

Posted: 07 Sep 2009 23:07
by petert
Great patchpack, can you contact the maker of this thread and ask him to add your patchpack?

Re: RoadVehicle MiniPak

Posted: 08 Sep 2009 07:02
by pavel1269
petert wrote:Great patchpack, can you contact the maker of this thread and ask him to add your patchpack?
Cant help myself, but it would be useless, till that topic is not sticky or something it will be forgotten even quickier. Only few know about existance of that topic ...

Re: RoadVehicle MiniPak

Posted: 14 Sep 2009 10:34
by bokkie
I've played some years with this pak because I like to play with Road Vehicles. Didn't test all features yet but there are already two things that occured to me.
1 - see screenshot. There's a discrepancy between max. t.k. shown in the purchase window and vehicle window
2 - see savegame. In a few moments, a queue will occur on a slope after which some trucks crawl to a halt and drive uo the slope with 1 km/h. At this moment, this probably isn't intended behavior :).

Re: RoadVehicle MiniPak

Posted: 14 Sep 2009 11:14
by Terkhen
bokkie wrote:1 - see screenshot. There's a discrepancy between max. t.k. shown in the purchase window and vehicle window
The vehicle shown in the vehicle window is loaded, and that increments its tractive effort. The tractive effort will be the same if you check both windows when the vehicle is empty.
bokkie wrote:2 - see savegame. In a few moments, a queue will occur on a slope after which some trucks crawl to a halt and drive uo the slope with 1 km/h. At this moment, this probably isn't intended behavior :).
The GRF set you are using has missing or incorrect acceleration values for some vehicles. The intended behaviour when the used acceleration values set speed to zero is to use a speed of 1 km/h instead. Since the Improved acceleration for road vehicles is just a patch, there is currently not much GRF sets that have ALL of their road vehicles working correctly. I know that some articulated vehicles in HEQS have this problem when loaded in slopes, and in eGRTVS there is also some vehicles that will not move at all. Since setting these values correctly in sets with so many vehicles is not an easy task, you should stick to supported vehicle sets (which to my knowledge are only standard vehicles and the hover bus) or disable improved acceleration and use the rest of the patches.

Re: RoadVehicle MiniPak

Posted: 19 Sep 2009 12:39
by bokkie
Aha, somehow I thought eGRVTS and HEQS were already compatible. Didn't know about the tractive effort (physics class is long ago ;)) but doesn't sound that weird in hindsight.

One other thing I noticed today which might or might not be a bug: I tried to make a one-way street of a town-owned road. This wasn't possible, the error message said something in the vein of 'road belongs to ..... . Weird thing is, that ..... is not the name of the town itself (town A) but another town (town B)! And in town C, the same error message is given with the name of town B. When using the info-tool on the tile, the correct owner is shown.

Re: RoadVehicle MiniPak

Posted: 19 Sep 2009 15:11
by Roujin
The fact that you cannot make town owned roads one way is intended and in vanilla trunk. The error message displaying another town may well be a bug, please try if you can reproduce it in an unmodified nightly of OpenTTD and if so, report it on Flyspray.

Re: RoadVehicle MiniPak

Posted: 19 Sep 2009 16:25
by Comm Cody
:shock: (Dies)
That aside but, If I had Improved RV acceleration version 6, could I safely upgrade to this? I'm asking because I had Improved RV acceleration 5 and upgraded it to Version 6 and my saves still worked. :?

Re: RoadVehicle MiniPak

Posted: 19 Sep 2009 16:35
by Terkhen
Comm Cody: All versions of the Improved acceleration for road vehicles patch should be savegame compatible between them. Once that you bring your savegame to this patchpack you will be unable to use your savegames in any binary without all of these patches, though.

Re: RoadVehicle MiniPak

Posted: 19 Sep 2009 22:41
by Comm Cody
Okay thanks Terkhen.

Re: RoadVehicle MiniPak

Posted: 19 Sep 2009 22:50
by andythenorth
bokkie wrote:Aha, somehow I thought eGRVTS and HEQS were already compatible. Didn't know about the tractive effort (physics class is long ago ;)) but doesn't sound that weird in hindsight.
HEQS is partially-compatible with the improved acceleration patch.
Non-articulated vehicles should work well.
Articulated vehicles need some values changing - some of them will crawl at 1mph on hills :shock: I'll get to that at some point.