some suggestions

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maxiecool2
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some suggestions

Post by maxiecool2 »

this is mainly for the railway side of the game
replace tunnels with subway tiles that can change direction, signals and have stations, entrances/exits can be placed anywhere instead of the side of a hill
replace bridges with raised track that can change direction, can be placed on top of existing track or road, signals and have stations
buy exclusive collection rights for industries, deliveries shouldnt need to be exclusive. purchase existing industries
signals in stations so 2 trains can use the same platform
drive thru depots
shared track (with fee) with other companies tracks with stations
UN-signaled 1 way signs, so a path can be maintained with out the train having to stop (possibly blocking an intersection0


a improved timetabling system for buses as well, grouped routes could have an average time duration between buses arriving at a single stop (adding to the group reduces the frequency), a delayed vehicle to speed up (overtake if it has to to correct its timetable)

just some of my thoughts to the magnificent gods on the development team!!!
thanks for reading this
mat
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Re: some suggestions

Post by Jacko »

a lot of that is currently impossible, and would probably need an entire code re-write

with the exception of:
shared track (with fee) with other companies tracks with stations
Look for infrastructure sharing Patch
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Re: some suggestions

Post by Robbedem »

maxiecool2 wrote:a improved timetabling system for buses as well, grouped routes could have an average time duration between buses arriving at a single stop (adding to the group reduces the frequency), a delayed vehicle to speed up (overtake if it has to to correct its timetable)
this already exists as a patch: http://www.tt-forums.net/viewtopic.php? ... 91&start=0
But it would indeed be nice if such a thing were inculded in trunk
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Re: some suggestions

Post by maxiecool2 »

another thing id like to see is when you have selected a vehicle and want to adjust its stopping scedule (add or remove stations) if there could be a path line shown on the main map on where it goes rather than trying to guess its path when adding new stops
and maybe the inclusion of under-passes
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Re: some suggestions

Post by maxiecool2 »

another suggestion, a conditional wait command for trains, to wait at a depot or a waypoint until x number of same trains leave a nearby station platform. ie i have a factory with the space for a 4 platform station, 9 trains delivering and 5 trains to pick up, to queue the trains picking up at a depot if there are a max of 2 trains waiting at the station already picking up goods
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Re: some suggestions

Post by planetmaker »

maxiecool2 wrote:another thing id like to see is when you have selected a vehicle and want to adjust its stopping scedule (add or remove stations) if there could be a path line shown on the main map on where it goes rather than trying to guess its path when adding new stops
and maybe the inclusion of under-passes
That's impossible to predict. The actual path taken depends on the network as-is when the vehicle actually comes at a junction which requires making a decision. Not only can the network change, of course. If there's more than one path going to the destination, the path taken depends on the length, the amount of traffic on that path, the signal states and amount along that path, the amount of stations and level crossings and turns and bridges and tunnels and slopes and available railtypes on the way and what-not-all.
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Re: some suggestions

Post by YNM »

maxiecool2 wrote:another thing id like to see is when you have selected a vehicle and want to adjust its stopping scedule (add or remove stations) if there could be a path line shown on the main map on where it goes rather than trying to guess its path when adding new stops
and maybe the inclusion of under-passes
This could be done, although it'd means a completely rewritten schedule as well as vehicles could be stuck when it's previous path is no longer available (a problem on SC4 traffic simulation and older Simutrans version through now the path update pace has increased - makes a slower game through).
maxiecool2 wrote:another suggestion, a conditional wait command for trains, to wait at a depot or a waypoint until x number of same trains leave a nearby station platform. ie i have a factory with the space for a 4 platform station, 9 trains delivering and 5 trains to pick up, to queue the trains picking up at a depot if there are a max of 2 trains waiting at the station already picking up goods
Hard to tell which station would be counted, probably most visible when you have two stations nearby (ie. one only for unloading, one only for loading - not all computer can handle even larger single stations after some point).
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Re: some suggestions

Post by adf88 »

maxiecool2 wrote:another suggestion, a conditional wait command for trains, to wait at a depot or a waypoint until x number of same trains leave a nearby station platform. ie i have a factory with the space for a 4 platform station, 9 trains delivering and 5 trains to pick up, to queue the trains picking up at a depot if there are a max of 2 trains waiting at the station already picking up goods
You can reserve certain platforms for certain trains. Separate trains using waypoints and put tracks after waypoints leading to chosen platforms only:
drop_pickup.png
drop_pickup.png (62.87 KiB) Viewed 4560 times
In the above example platform 1 is reserved for goods trains only, platforms 2 is shared and platforms 3 and 4 are for supply trains only. There is also a must-in depot for goods trains so they don't block other trains if more of them arrive.
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Re: some suggestions

Post by maxiecool2 »

that may be possible however usually there is never enough space to do such a design ave 7 tiles long, majority of the time its only entry and exit.
just a quick snapshot below
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Tunningpool Transport, 22nd Dec 2000.png
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adf88
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Re: some suggestions

Post by adf88 »

Come on, it's just few tiles and the design still can be made more compact. You can play with different configurations, but in general, waypoints are your friends when this is about prioritizing trains at stations. I'll give few examples.

You can use a must-in depot for all trains, before the split. Then direct low-priority trains through the waypoint.
1.png
1.png (37.08 KiB) Viewed 4351 times
If trains come from different locations then you don't need any waypoints nor depots at all.
3.png
3.png (21.22 KiB) Viewed 4351 times
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Re: some suggestions

Post by maxiecool2 »

first one looks interesting!! :)
thanks adf88

i have another system suggestion!
s z and u shaped bridges where the on/off ramps go of to the side!!
and multiple cargo ships as well
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Re: some suggestions

Post by maxiecool2 »

ok a tricky one
an option for individual carriage loading/unloading/transfer
ie a train with multiple types of goods
scenario a
station a: full load goods type a, full load goods type b, unload goods type c
station b: unload only goods type a
station c: transfer goods type b
station b: full load goods type c

the problem is full load any cargo if either good type a or b aren’t ready the train will leave or full load all cargo the train is stuck at the station a

scenario b
2 really short trains going to same 2 stations
train a
station a: full load goods type a
station b: transfer

train b
station a: full load goods type b, unload goods type c
station b: unload goods type b, full load goods type c

to combine the trains

station a: full load goods type a and b, unload type c
station b: transfer type a, unload type b, full load type c

if i put unload all in station b not only wont i get any transfer credits for goods a but i would reload when i try to load type c

"vent over"
thanks
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Re: some suggestions

Post by YNM »

Scenario B : I would use the two train thing, but in a different way : one carries cargo a and c, one carries only cargo b. Problem solved, and train length follows the cargo density. To make the unloading using transfer, use a really short truck / bus route for the cargo that's supposed to unload (not transfer) at that station.

Scenario A : I'd use CargoDist for the complexity, but if you don't want to, two trains work well. Adjust train length with cargo density.
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Re: some suggestions

Post by maxiecool2 »

i found out "cargodist" is in the latest main build (1.4.0)
so i updated and will check it out

using 2 short trains defeats the purpose of having a efficient train system when 1 medium train should do a better job, the reason i couldnt use trucks was i only had 1 corridor down a mountain side

my next thought is smaller ship sizes and adjust cargo holds that ships can hold more than one cargo
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Re: some suggestions

Post by YNM »

Both question should be really quickly nullified after you introduce CargoDist as a solve for this problem.
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Re: some suggestions

Post by FLHerne »

maxiecool2 wrote:...my next thought is smaller ship sizes and adjust cargo holds that ships can hold more than one cargo.
The FISH ship set has every size of ship from 15-passenger launches to 1000-ton megafreighters. :D

Multi-hold ships are a frequently-requested feature.
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maxiecool2
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Re: some suggestions

Post by maxiecool2 »

i have another suggestion
have waypoints independent from each other when placed beside each other
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Re: some suggestions

Post by planetmaker »

Use ctrl+click when placing them
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Re: some suggestions

Post by maxiecool2 »

haha ya i just found that out, is there a list of the (crtl) functions?
the next thought is a cargo calculator, to determine vehicles/carriages/ships you need,
at the moment i use a calculator, with first runs i double the source cargo when the vehicle arrives at the destination then divide the cargo capacity of the vehicle to give the approximate amount of the vehicles needed, existing routes to divide the waiting cargo at the source of one vehicle from departure to the departure of the next run, sometimes time consuming.
Last edited by maxiecool2 on 16 Aug 2014 10:24, edited 1 time in total.
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Re: some suggestions

Post by keoz »

maxiecool2 wrote:haha ya i just found that out, is there a list of the (crtl) functions?
A lot of them at least are here: https://wiki.openttd.org/Hidden_features
Patch - Let's timetable depot waiting time with the Wait in depot patch.
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