--- original post ---
Expresso wrote:This has been suggested before.
Honestly, I was not aware of it. I had searched for several different keywords, and this topic was the best one I could find. I always use the 'requested features' in the OpenTTD wiki, and it was not there either. People should deffi use that page more.
Expresso wrote:One of the biggest problems with this is how do you show which platform belongs to which part of the station (there might be an error in your construction, which you should be able to notice). In the case of platform numbers; how do you see which platform has which number?
I don't know for sure on how to make it show up, I was thinking of the platform number showing up on the first and last tile of every platform (or simply the tile you clicked on to select the platform as a sub-station) once you use the 'x' button. There was no problem with how I constructed the station or anything near it. However, the good news is that I found a fix for
only these simple examples. More complicated station lay-outs still are really messed up to make, and I've noticed that now in that save game, which I stopped playing because of it really annoying the hell out of me, with trains ending up at the other side of my world or getting there while having gone around the entire world because they chose a terminus station instead of a roro one, because the roro ones were full and there was still an alternative platform reachable, or simply because it was the nearest platform around). >_> Yes, I still make plenty of profit in that save game, but it just pisses me off that whenever I click on a train, I find out is has to be somewhere completely else.
Expresso wrote:Changing the internal game logic to do so should be doable, but how should the user distinguish between platforms (or groups of platforms)? And what should happen if 4 tiles belong to one sub-station, while the other 4 belong to the other and a train of 8 tiles long is arriving, specifically sent to one of the sub-stations?
I think you mean 'trains' instead of users. And with that I would not know other things to say, but I will anyway. I don't know if this is programmable, but I think the best way to make trains able to distinguish different platforms in a station, is by being able to make invisible waypoints IN stations, which will not show up with a new name label, but with a graphical change on the tile which you added the waypoint to when pressing 'x'. You can order trains to those waypoints just like you would be able to with any other waypoint, but instead of the train order popping up as the entire station's name, the platform would pop up.
Thinking ahead, I came up with a problem: if the waypoint would overwrite a station tile in its use, the station would perhaps be split into two station, and trains will start stopping on each side of the waypoint, instead of at either ends of the full station. For that reason it would be necessary to make the waypoints at either end of the station platform, so the trains will either completely stop at the other end of the platform if the train crosses the waypoint first, or it will stop one tile ahead of the waypoint, and reach its destination once the train has started accelerating again. I do not know if this problem is fixable, or will happen at all, but I would certainly hope not.
The first waypoint will be called 'station X track 1 or platform 1', wherever it is placed. Name changing when reorganising the station will work manually just like any other name change. The station will still work a station, because trains will decelerate anyway because they cross a left-out station in the orders list.
I think it would be awesome if you would be able to split platforms into different sub-stations, and once again realistic, but I wouldn't use it or like it anyway. However, the station dividing works as a waypoint in this case, making trains that want to use a different waypoint on the same platform have to wait, because their path has been blocked anyway.
Expresso wrote:And how can the user modify the station layout?
What should happen when one of the 'sub'-stations gets removed and there are still vehicles headed for it? What about vehicles trying to get to a specific sub-station, while it is not connected? How should reordering the platforms work?
The waypoint gets removed and the trains will have an invalid order. If the specific substation is not connected, it will circle around it forever, because the waypoint in it is not reachable. Reordering platforms is done manually, by changing the names of the waypoints.
Expresso wrote:Working with stations will become more complicated due to this, but I'm one the persons over here who would really love to see something like this regardless of that - sometimes I encounter the need for something like this and have literally no space for any workarounds.
Exactly my point. Cheers.
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A friend of mine and yours truly have been discussing about another problem solver, which seems to be just as efficient, and a lot simpler too.
Instead of doing all this hard-to-do programming regarding station tiles, you can simply enable waypoints to be placed on every track tile, as long as there is no split/merge happening in it, meaning that waypoints would be compatible with signals and be build on oblique (is that even the right word? I had to look it up in a dictionary.) track tiles.
Normally when I make multi-platform stations, I make sure there is at least one plain tile of track at either side of the station, to place signals. Signals can be placed on oblique tracks, and if waypoints can be build on oblique track (in TTD that would be the visual vertical and horizontal tracks), and be compatible with signals, it would certainly be a problem solver for a lot of our shared problems too.
Oh PS: Once again, it would be great if we're able to make waypoints that don't show up with those ugly structures, but instead show up as something on the track itself.