[OTTD] Temporal8´s Real Cars 32bpp (Updated to 1.2)

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temporal8
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[OTTD] Temporal8´s Real Cars 32bpp (Updated to 1.2)

Post by temporal8 »

Real-Cars-Banner.jpg
Real-Cars-Banner.jpg (597.07 KiB) Viewed 17586 times

NEW Version 1.2 here: Topic

Finally the day came after a year of development, I present Real Cars, a vehicle set in 32 bpp for Openttd, They can be used as game vehicles or in conjunction with AI's like TownAI to generate City traffic, the idea behind all this is to give a little more realism to the game.

As you know I am also working on a house and building newgrf, but it will take a while longer, in the meantime I wanted to publish the road vehicles because I know some are waiting for a long time.

DOWNLOAD VERSION 1.0:
Attachments
Real_Cars_1_0.grf
(3.88 MiB) Downloaded 1304 times
Last edited by temporal8 on 23 Jul 2022 22:30, edited 5 times in total.
Real Projects 32bpp releases:

Real Semi Trucks 32bpp: viewtopic.php?t=90996
Real Houses Eyecandy Objects 32bp: viewtopic.php?t=90767
Real Ships 32bpp: viewtopic.php?t=90733
Real Industries 32bpp: viewtopic.php?t=90183
Real Houses Townset 32bp: viewtopic.php?p=1254605
Real Stations 32bpp: viewtopic.php?p=1255635
Real Cars 32bpp: viewtopic.php?p=1249244
Real Vehicles 32bpp: viewtopic.php?p=1253581
Real Bus 32bpp: viewtopic.php?p=1249245
Real Trucks 32bpp: viewtopic.php?p=1254468
Real Parks 32bpp: viewtopic.php?p=1250255
Argentina World Cup 2022 Champions Bus 32bpp viewtopic.php?p=1257026
ectm autodoprava
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0

Post by ectm autodoprava »

Thank you very much for letting us peek into your kitchen, under your lid. :bow: :bow: :bow:
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0

Post by Valle »

Beautiful set, thank you. Finally there is a great set with cars.

Could you add a parameter for the top speeds, please? Having a global limitation of 70 km/h (most cars) / 150 km/h (supercars) limits their use when already using roadtype-based speed limits. Real-life top speeds would be nice to have. :)

Thanks in advance.
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0

Post by ectm autodoprava »

:bow: :bow: :bow: Fantastic incredibly fantastic. Finally, our cities have real cars in the game in 32 bpp graphics. Thank you very much for your work. :bow: :bow: :bow:
Plefingfield Transport, 18. čnc 2022.png
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temporal8
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0

Post by temporal8 »

Valle wrote: 30 Oct 2021 11:30 Beautiful set, thank you. Finally there is a great set with cars.

Could you add a parameter for the top speeds, please? Having a global limitation of 70 km/h (most cars) / 150 km/h (supercars) limits their use when already using roadtype-based speed limits. Real-life top speeds would be nice to have. :)

Thanks in advance.
Hi Valle, the problem with the real speeds is that the cars would go all the time at 190 or 240 km / h in some road sets that do not have speed limitations.

Maybe I can adapt them depending on the roadset that is used, I have to research if it is possible to do something like that, thanks for your feedback. :bow:
Real Projects 32bpp releases:

Real Semi Trucks 32bpp: viewtopic.php?t=90996
Real Houses Eyecandy Objects 32bp: viewtopic.php?t=90767
Real Ships 32bpp: viewtopic.php?t=90733
Real Industries 32bpp: viewtopic.php?t=90183
Real Houses Townset 32bp: viewtopic.php?p=1254605
Real Stations 32bpp: viewtopic.php?p=1255635
Real Cars 32bpp: viewtopic.php?p=1249244
Real Vehicles 32bpp: viewtopic.php?p=1253581
Real Bus 32bpp: viewtopic.php?p=1249245
Real Trucks 32bpp: viewtopic.php?p=1254468
Real Parks 32bpp: viewtopic.php?p=1250255
Argentina World Cup 2022 Champions Bus 32bpp viewtopic.php?p=1257026
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0

Post by Quast65 »

Thanks a lot!! :bow: :bow:

Not sure though if this is a little graphic error, or if it is supposed to be the exhaust, but in the case of the latter, the exhaust should be on the left ;-)
Example638.png
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Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0

Post by ectm autodoprava »

Whether the exhaust is on the right or on the left it doesn't matter. :D But we found a mistake in the speed of the motorcycles. :( They drive 2km per hour and slow down the traffic. More in the picture.
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0

Post by Quast65 »

ectm autodoprava wrote: 05 Nov 2021 14:17 Whether the exhaust is on the right or on the left it doesn't matter.
Well... The GRF is called REAL cars ;-)
And the exhaust is definitely on the other side (I own that vehicle in real life, see my avatar).
To be honest, I actually think it would look better without those grey pixels (I even think it may be a little graphical error, rather than an exhaust).

But, your bug is indeed a greater issue, but when fixing that, the little graphics thing could be fixed too :))
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0

Post by Valle »

temporal8 wrote: 30 Oct 2021 13:21
Valle wrote: 30 Oct 2021 11:30 Beautiful set, thank you. Finally there is a great set with cars.

Could you add a parameter for the top speeds, please? Having a global limitation of 70 km/h (most cars) / 150 km/h (supercars) limits their use when already using roadtype-based speed limits. Real-life top speeds would be nice to have. :)

Thanks in advance.
Hi Valle, the problem with the real speeds is that the cars would go all the time at 190 or 240 km / h in some road sets that do not have speed limitations.

Maybe I can adapt them depending on the roadset that is used, I have to research if it is possible to do something like that, thanks for your feedback. :bow:
Yep, that's why I think a user-adjustable parameter would be a good way to control whether the cars use either "real top speeds" or "arbitrary speed limits". There is such a speed limiter parameter in Timberwolf's Road Vehicle set v2.3.3 (when enabled: trucks after 1990 get limited to 90 km/h, buses to 100 km/h, vans and cars are not automatically subject to the limiter but can be if you enable another parameter).

That might be easier than making the cars identify which road set they are being used with and deciding it based on that. ;)
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0

Post by temporal8 »

Quast65 wrote: 30 Oct 2021 14:08 Thanks a lot!! :bow: :bow:

Not sure though if this is a little graphic error, or if it is supposed to be the exhaust, but in the case of the latter, the exhaust should be on the left ;-)
Example638.png
Annotated for the next version, thanks man.
ectm autodoprava wrote: 05 Nov 2021 14:17 Whether the exhaust is on the right or on the left it doesn't matter. :D But we found a mistake in the speed of the motorcycles. :( They drive 2km per hour and slow down the traffic. More in the picture.
The Sport Bike has a top speed of 170 km/h and the Chopper one 70 km/h, i tried to set more realistic speeds, usually the speed in urban areas it´s 60 km/h.

I cannot reproduce the bug, in my game it goes to 70 km / h.
70kmh speed.png
70kmh speed.png (418.02 KiB) Viewed 16383 times
Valle wrote: 05 Nov 2021 18:30 Yep, that's why I think a user-adjustable parameter would be a good way to control whether the cars use either "real top speeds" or "arbitrary speed limits". There is such a speed limiter parameter in Timberwolf's Road Vehicle set v2.3.3 (when enabled: trucks after 1990 get limited to 90 km/h, buses to 100 km/h, vans and cars are not automatically subject to the limiter but can be if you enable another parameter).

That might be easier than making the cars identify which road set they are being used with and deciding it based on that. ;)
Totally, I have looked at some code but although I was able to add the parameter I have not been able to make it work.
I have to continue investigating.

Edit: I took a look at the timberwolf code but couldn't figure out how it limits the speed of the vehicles.
Real Projects 32bpp releases:

Real Semi Trucks 32bpp: viewtopic.php?t=90996
Real Houses Eyecandy Objects 32bp: viewtopic.php?t=90767
Real Ships 32bpp: viewtopic.php?t=90733
Real Industries 32bpp: viewtopic.php?t=90183
Real Houses Townset 32bp: viewtopic.php?p=1254605
Real Stations 32bpp: viewtopic.php?p=1255635
Real Cars 32bpp: viewtopic.php?p=1249244
Real Vehicles 32bpp: viewtopic.php?p=1253581
Real Bus 32bpp: viewtopic.php?p=1249245
Real Trucks 32bpp: viewtopic.php?p=1254468
Real Parks 32bpp: viewtopic.php?p=1250255
Argentina World Cup 2022 Champions Bus 32bpp viewtopic.php?p=1257026
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0

Post by ectm autodoprava »

temporal8 wrote: 06 Nov 2021 14:15
ectm autodoprava wrote: 05 Nov 2021 14:17 Whether the exhaust is on the right or on the left it doesn't matter. :D But we found a mistake in the speed of the motorcycles. :( They drive 2km per hour and slow down the traffic. More in the picture.
The Sport Bike has a top speed of 170 km/h and the Chopper one 70 km/h, i tried to set more realistic speeds, usually the speed in urban areas it´s 60 km/h.

I cannot reproduce the bug, in my game it goes to 70 km / h.

70kmh speed.png


After your explanation, I began to investigate what the problem is. And found it in the settings-vehicles-physics-model of acceleration of road vehicles we had set realistic, after setting to the original was the problem with the speed of motorcycles was eliminated. :wink:
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Bindingworth Transport, 6. čer 2003.png
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temporal8
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0

Post by temporal8 »

ectm autodoprava wrote: 05 Nov 2021 14:17
After your explanation, I began to investigate what the problem is. And found it in the settings-vehicles-physics-model of acceleration of road vehicles we had set realistic, after setting to the original was the problem with the speed of motorcycles was eliminated. :wink:
Nice, Glad you solved it.
Real Projects 32bpp releases:

Real Semi Trucks 32bpp: viewtopic.php?t=90996
Real Houses Eyecandy Objects 32bp: viewtopic.php?t=90767
Real Ships 32bpp: viewtopic.php?t=90733
Real Industries 32bpp: viewtopic.php?t=90183
Real Houses Townset 32bp: viewtopic.php?p=1254605
Real Stations 32bpp: viewtopic.php?p=1255635
Real Cars 32bpp: viewtopic.php?p=1249244
Real Vehicles 32bpp: viewtopic.php?p=1253581
Real Bus 32bpp: viewtopic.php?p=1249245
Real Trucks 32bpp: viewtopic.php?p=1254468
Real Parks 32bpp: viewtopic.php?p=1250255
Argentina World Cup 2022 Champions Bus 32bpp viewtopic.php?p=1257026
temporal8
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0

Post by temporal8 »

Real cars 1.1 Released!

Changelog:
- Bmw E30 Quast65 Edition Fixed
- 12 new cars added.

real-cars-1.1.png
real-cars-1.1.png (498.05 KiB) Viewed 14032 times
real-cars-1.1_list.png
real-cars-1.1_list.png (19.17 KiB) Viewed 14032 times
DOWNLOAD 1.1:
Real_Cars_1_1.grf
(5.21 MiB) Downloaded 200 times
Real Projects 32bpp releases:

Real Semi Trucks 32bpp: viewtopic.php?t=90996
Real Houses Eyecandy Objects 32bp: viewtopic.php?t=90767
Real Ships 32bpp: viewtopic.php?t=90733
Real Industries 32bpp: viewtopic.php?t=90183
Real Houses Townset 32bp: viewtopic.php?p=1254605
Real Stations 32bpp: viewtopic.php?p=1255635
Real Cars 32bpp: viewtopic.php?p=1249244
Real Vehicles 32bpp: viewtopic.php?p=1253581
Real Bus 32bpp: viewtopic.php?p=1249245
Real Trucks 32bpp: viewtopic.php?p=1254468
Real Parks 32bpp: viewtopic.php?p=1250255
Argentina World Cup 2022 Champions Bus 32bpp viewtopic.php?p=1257026
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0

Post by XMJ »

temporal8 wrote: 08 Nov 2021 20:11
ectm autodoprava wrote: 05 Nov 2021 14:17
After your explanation, I began to investigate what the problem is. And found it in the settings-vehicles-physics-model of acceleration of road vehicles we had set realistic, after setting to the original was the problem with the speed of motorcycles was eliminated. :wink:
Nice, Glad you solved it.
I need to get back to this since I experience the same problem. It is about the value "Max. T.E." which is set to 0 kN (as seen in the screenshot). The following vehicles are affected by it:
- Harley Davidson Motorcycle
- Yamaha R6 Motorcycle
- VW Beetle (it's misspelled "Bettle" in game)
- Fiat Uno Turbo i.e (Phase II)

All the other vehicles have at least 2 kN and easily accelerate to 70 kph, while these ones only drive at 2 kph. Should be an easy fix.

Additionally, the BMW 320 Touring is also misspelled "Toruring".


Personally, I'd love some parameters to adjust the max speed for all players who use road types with speed restrictions, so the cars don't block my transport trucks on the highway :)
Also, maybe an option to enable/disable specific cars? Especially handy for the Real Vehicle Set since I don't need no US police cars in my European scenery.

Anyway, thanks for the great vehicle set!
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0 (Updated to 1.1)

Post by temporal8 »

Hello, it does not happen to me in my game and I could not reproduce the error.

These are the properties of the Fiat Uno, I don't see anything strange, maybe someone can give us a clue.

Code: Select all

item(FEAT_ROADVEHS, realvehicle_20) {
    property {
        name: string(STR_NAME_realvehicle_20);
        climates_available: ALL_CLIMATES;
        road_type: ROAD;
        introduction_date: date(2000,01,01);
        model_life: VEHICLE_NEVER_EXPIRES;
        vehicle_life: 255;
        reliability_decay: 20;
        non_refittable_cargo_classes: bitmask(CC_PASSENGERS);
        cargo_allow_refit: [];
        cargo_disallow_refit: []; 
        loading_speed: 8;
        cost_factor: 5;
        running_cost_factor: 5;
        /* cargo_age_period is left at default */

        sprite_id: SPRITE_ID_NEW_ROADVEH;
        speed: 70 km/h;
        misc_flags: bitmask(ROADVEH_FLAG_NO_BREAKDOWN_SMOKE);
        refit_cost: 0;
        running_cost_base: RUNNING_COST_NONE;
        power: 120 hp;
        weight: 0.8 ton;
        /* TE and air drag coefficient is left at default */
        cargo_capacity: 5;
        sound_effect: SOUND_BUS_START_PULL_AWAY;
    }
Real Projects 32bpp releases:

Real Semi Trucks 32bpp: viewtopic.php?t=90996
Real Houses Eyecandy Objects 32bp: viewtopic.php?t=90767
Real Ships 32bpp: viewtopic.php?t=90733
Real Industries 32bpp: viewtopic.php?t=90183
Real Houses Townset 32bp: viewtopic.php?p=1254605
Real Stations 32bpp: viewtopic.php?p=1255635
Real Cars 32bpp: viewtopic.php?p=1249244
Real Vehicles 32bpp: viewtopic.php?p=1253581
Real Bus 32bpp: viewtopic.php?p=1249245
Real Trucks 32bpp: viewtopic.php?p=1254468
Real Parks 32bpp: viewtopic.php?p=1250255
Argentina World Cup 2022 Champions Bus 32bpp viewtopic.php?p=1257026
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0 (Updated to 1.1)

Post by XMJ »

It happens with realistic acceleration enabled.

The code looks normal, but maybe it's missing a line since there is nothing about T.E. in it? The value must be defined somehow.
I'm not a coder, but maybe you can post the code of a "working" vehicle in comparison?
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0 (Updated to 1.1)

Post by LaChupacabra »

temporal8 wrote: 13 Jul 2022 21:49 Hello, it does not happen to me in my game and I could not reproduce the error.

These are the properties of the Fiat Uno, I don't see anything strange, maybe someone can give us a clue.

Code: Select all

    property {
	weight: 0.8 ton;
    }
Nothing new, I wrote it somewhere recently ;)
In the realistic model, neither power nor tractive effort can be 0, because the vehicles will not exceed 2 km/h. The tractive force is derived from the power * weight of the vehicle. There is probably a multiplier for this, but in general neither the weight nor the power can be 0, because the result will also be 0. I don't know if values ​​lower than 1 are taken into account at all. Perhaps the bike must therefore weigh 1 ton.
The same goes for the Fiat Uno and other vehicles
You really should finally turn on and check out this realistic acceleration model... The vast majority of players use it.
I am sorry for may English. I know is bed.
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Re: [OTTD] Temporal8´s Real Cars 32bpp 1.0 (Updated to 1.1)

Post by temporal8 »

I don't know if values ​​lower than 1 are taken into account at all. Perhaps the bike must therefore weigh 1 ton.
Thanks, fixed!

The 1.2 version it´s out, you can download here or at Bananas.

Changelog:

- Adaptable Max Speed Parameter Added. (The maximum speed of each vehicle did not change but now if the vehicle takes a small speed road the vehicle reduce his speed.)
- VW Beetle name fixed.
- Tractive Effort fixed.

Download 1.2:
Real_Cars_1_2.grf
(5.21 MiB) Downloaded 378 times
Real Projects 32bpp releases:

Real Semi Trucks 32bpp: viewtopic.php?t=90996
Real Houses Eyecandy Objects 32bp: viewtopic.php?t=90767
Real Ships 32bpp: viewtopic.php?t=90733
Real Industries 32bpp: viewtopic.php?t=90183
Real Houses Townset 32bp: viewtopic.php?p=1254605
Real Stations 32bpp: viewtopic.php?p=1255635
Real Cars 32bpp: viewtopic.php?p=1249244
Real Vehicles 32bpp: viewtopic.php?p=1253581
Real Bus 32bpp: viewtopic.php?p=1249245
Real Trucks 32bpp: viewtopic.php?p=1254468
Real Parks 32bpp: viewtopic.php?p=1250255
Argentina World Cup 2022 Champions Bus 32bpp viewtopic.php?p=1257026
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Re: [OTTD] Temporal8´s Real Cars 32bpp (Updated to 1.2)

Post by goremaniac »

really fun set with superb graphics. Kudos !
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Re: [OTTD] Temporal8´s Real Cars 32bpp (Updated to 1.2)

Post by lostpawn »

This really is a beautiful set!
But I am struggling a bit how to use them. F.i. I can buy 20 different cars and send them on their way out of the depot without orders. They travel nicely in the city at random but then there is an endless series of popup windows about the cars having no orders. I can make a route and assign this route to one car but how can I give the rest of the cars of different type in the depot shared orders? It is easy when you Ctrl-clone a car in the depot but I don't want only clones of one type of car in my city. I hope I made myself clear.
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