Suggestions Thread
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Suggestion: Better track laying
I hope the the track laying will be better than TTD: In TTD, straight (well, straight relative to the isometric grid) tracks can be layed in long lengths, but diagonal tracks must be layed one at a time. I hope taht TTS will have something better - perhaps like Sim City 2000/3000? Where you can build diagonal roads/tracks without a lot of clicking.
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Re: Suggestion: Better track laying
Well known problemCobraA1 wrote:I hope the the track laying will be better than TTD: In TTD, straight (well, straight relative to the isometric grid) tracks can be layed in long lengths, but diagonal tracks must be layed one at a time. I hope taht TTS will have something better - perhaps like Sim City 2000/3000? Where you can build diagonal roads/tracks without a lot of clicking.
In TTS diagonal track can be dragged over a longer distance too.
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Guess so, if we can make draggable track laying I think that's easy too .Prof. Frink wrote:What about track removal?
Will that be draggable too?
The actual idea of draggable didn't pop in our minds though. But we did had the idea of a draggable destruction tool.
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Does that mean it would be possible (but not necessarily easy) to implement via TTDPatch (And yes I know... Wrong forum...)eis_os wrote:Chris Sawyers could add drag-remove to TTD, but he didn't because he was to confused by his own code I think
[Back on topic: TTS suggestions]
Another idea I had while reading this topic was to have 'buildonslopes' as a separate tool (Called "terraces" or something), you would click the tool on a square and it would raise and place the terraces to make it flat without affecting the squares around it, it would then act like normal flat groud, except for the raise/lower land tools.
Or maybe you could have the terraces being built automatically if they were required for some operation, but also a tool to build them manually. I don't know how useful that would be, maybe mostly for looks. But it might be possible then to make the terraces stay even after destroying whatever was on top of them, ie. for re-using them. (Not wasting money having first to remove them and then rebuild them shortly after, if you're eg. rebuilding a section of track.)
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I notice you talk about compiling ideas on here and your other forum. Havign compiled all the suggestiosn for TM/TE I suggest that if you want this you start sooner rather than later. It takes a surpising amount of time to read, interpret, cehck if it is a duplicate, and then write each idea. The TM suggestions document is the culmination of about 14 hours work all together.
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That's funny, I've had exactly the same idea yesterday, while I was thinking about the signal handling code (not that it's time for that yet, but I always think in advance).Prof. Frink wrote:Inspired by this thread:
Set trains priority - so if there's two trains waiting at signals a high-priority one will go first, and also will load first at a station.
"Peace cannot be kept by force. It can only be achieved by understanding." - Albert Einstein
What about some sort of parallel track laying, where instead of laying a single stretch of track, you could automatically lay two or more stretches side by side. You would have a window where you could set how many tracks to lay, what direction they should have signals pointing in and any other features (classes?). These setttings could also apply to tunnels/bridges/etc. It would make it a lot easier to build multi-rail track.
questions, comments, doubts, worries, concerns ???
questions, comments, doubts, worries, concerns ???
I know what you mean, but I don't think that's the best way to do it, because you would be completely redesigning the track building interface. How would you handle all the possible permutaions? I think the right solution is to keep it as it is, one track per square, but since the map is bigger you can make the distance between cities, industries, etc. greater. Thus the effect would be the same, more room for stuff. Of course the station catchment areas are going to be larger, that's already a given.
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