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The International Simutrans Forum > Requests and Discussion > Extension Requests (Moderator: fagonella) > Topic: road system type....
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Topic: road system type....  (Read 1545 times)
Isaac.Eiland-Hall
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road system type....
I'm going to ask something because I think it might be plausible, based on what little I know. If this is much work, please dismiss it outright. And, of course, if you simply don't want it done, it'll be denied....

Is it my understanding that system_type sort of allows you to have two different systems/ways for similar stuff? Like, MLM and track are sort of the same, but the system type determines?

Is there any way to get something like that for roads?

Nevermind for a second the graphics -- could we get a second system that uses the road-waytype code?

And if we could, would it be possible to allow 24 units in a convoi for this new system type?

If so... pak160 would really really really like to have "trains" that followed road code. We're willing to give up signals and accept whatever limitations are given - because that would allow double track...

If there are any restrictions that you would place on pak160 in exchange, I bet we'd gladly do it.

Is this possible?
Bravada
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Re: road system type....
I support the idea of using the road engine for simulating a two-way railroad, even though I obviously see issues with signals and stuff...

That said, please do not dismiss it right away, even if it would require a whole new signalling engine - please put it on hold then. IIRC, TTD uses the two-track signalling system, and I guess people over @ OpenTTD and TTDPatch have cracked the way it works, so perhaps they could give you (our wonderful dev team) a hand?
stormoog
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Re: road system type....
@Isaac
I have been thinking about something like that too. Given that pak 160 is not a main set (like 64, 128): support.

Possible workaround (?): draw roads as rails, and make them private; require electrification-type objects for your trains.
Joker
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Re: road system type....
Support! Thumb up
 

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Isaac.Eiland-Hall
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Re: road system type....
Possible workaround (?): draw roads as rails, and make them private; require electrification-type objects for your trains.

Problems:
- cities would "take over" rail-roads (pun intended) unless built very carefully
- still doesn't allow more than two-tile "trains"

...otherwise it might be tempting... Smiley
kierongreen
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Re: road system type....
I'm not very enthusiastic about this...

How would double track lines link up with single track for example?

My preferred solution is to make all roads one way, and to allow construction of two way roads by placing one way roads adjacent to each other automatically. Road and rail vehicles would have collision detection, so that both would be affected by congestion (maybe with some way of stopping road vehicles moving onto a level crossing if other side was occupied). Rails would then be placed directly over roads (on same alignment) - so you could decide to have on or off street trams depending on your budget and need to avoid congestion.
A side affect would be the need for city buildings to be allowed that are greater than 1x1 (else would be tiny in comparison to roads, that would be 2 tiles + wide. Another problem would be that rail station would have quite thin platforms compared to the current ones. Default station coverage would probably have to be doubled as well (and passenger generation balanced). Also no idea how road and tram, crossing with railways would be handled (possibly by allowing 3 ways per tile).
Just my opinion, and note - this would require a *lot* of work (even if it were decided this was the way forward), definitely a Simutrans 2 rather than 1 feature! However I would prefer for this to be implemented in a long term way rather than in an inflexible, short term way.
raven
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Re: road system type....
Would it be possible, via offsets, to create a track that went along the right part of the tile (W S), and other going along the left part(E N), indicated in the dat.

Hmm, too much trouble.
kierongreen
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Re: road system type....
Quote
Would it be possible, via offsets, to create a track that went along the right part of the tile (W S), and other going along the left part(E N), indicated in the dat.
Al la transport tycoon? Theoretically yes (with some work - changing ribi system, or creating another variable to hold this information), but this would create more problems (particularly, since only 2 ways are supported per tile you couldn't use this when crossing roads). Also transitions to and from this type of tile would have to be sorted out.
Again, I'm not very enthusiastic...
raven
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Re: road system type....
I bet so Wink

Perhaps the idea of making citybuildings more than 1x1 is better, no matter the graphicwork.
Isaac.Eiland-Hall
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Re: road system type....
I'm not very enthusiastic about this...

How would double track lines link up with single track for example?

My assumption was that the system would be incompatible; that the "rail" vehicles would, in fact, be special road vehicles, and would therefore not be able to interact with "standard" rail vehicles/track in any way.

Quote
My preferred solution is to make all roads one way, and to allow construction of two way roads by placing one way roads adjacent to each other automatically. Road and rail vehicles would have collision detection, so that both would be affected by congestion (maybe with some way of stopping road vehicles moving onto a level crossing if other side was occupied). Rails would then be placed directly over roads (on same alignment) - so you could decide to have on or off street trams depending on your budget and need to avoid congestion.

I didn't suggest this because it's basically been denied forever -- with good reason, I realize it would be a bear to impliment. Thus the request for something that might be an acceptable solution... My thinking was that if there was already code that could be adapted *easily*, or pretty easily.... maybe this would be allowed. Cheesy

Quote
A side affect would be the need for city buildings to be allowed that are greater than 1x1 (else would be tiny in comparison to roads, that would be 2 tiles + wide. Another problem would be that rail station would have quite thin platforms compared to the current ones. Default station coverage would probably have to be doubled as well (and passenger generation balanced). Also no idea how road and tram, crossing with railways would be handled (possibly by allowing 3 ways per tile).
Just my opinion, and note - this would require a *lot* of work (even if it were decided this was the way forward), definitely a Simutrans 2 rather than 1 feature! However I would prefer for this to be implemented in a long term way rather than in an inflexible, short term way.

In regards to scale, check out the pak160 proposed scale...

This is an actual implementation of it:

http://forum.simutrans.com/index.php/topic,4357.msg35847.html#msg35847

Also, here are my [...] attempts to show:

http://forum.simutrans.com/index.php/topic,4349.msg35775.html#msg35775

I have two variants of the idea; the "four lane" and the "five lane".

The four lane is outlined with the above links, and consists of (left to right):
- 1/2 lane wide shoulder (which can be sidewalk, grass, shoulder, whatever)
- Single lane of traffic
- Single lane multi-purpose (center turn lane, center grass, extra "lane" space, tram)
- Single lane of traffic (see above)
- 1/2 lane shoulder (see above)

In other words, each full lane is 25% width of the tile...

BTW, for freeways, you can see in my screenshot -- although traffic only actually flows in the "right" of the three lanes, it's all aligned properly...

For the "five" lane system, it's as above, but the shoulders are full lane wide.



(Above posted at 2006.11.26 - 15.50.52)
_______________________________________ _______________
(2006.11.26 - 15.59.00) Subject:
Re: road system type....

BTW, pictures are for the scale reference

* test160-12.png (16.43 KB, 160x320 - viewed 158 times.)

* test160-11b.png (17.76 KB, 160x320 - viewed 151 times.)
shunter
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Re: road system type....
Last Edit: November 26, 2006, 05:16:33 PM by shunter
Hi,

I find this very interesting, so I have been playing about with pak128.

Making a road with tracks on it works very well, code the train as a bus/truck and suddenly you have two way trains/track.

don`t let the  rail/road cross ordinary road (use bridges for the ordinary road) and the city cars can`t gain access to it.  All the normal roadsigns work as on the road, including choose, private and traffic lights and of course bus stops.

I threw a temp railway road together just to see if it worked and what it looked like. screenshots attached.
But I made no attempt to line everything up, it was  just a quickie to try.

The only real drawback is that the train graphic would have to be re-aligned as a normal vehicle. I left a couple of citycars in the picture for comparison.

With some good graphics and correct alignment IMO it would look great but would need a little restraint from the player not to make it look daft.

Anyway, the idea is to encourage you, it could work  biggrin

* simscr01.png (189.27 KB, 544x352 - viewed 150 times.)

* simscr02.png (136.69 KB, 452x404 - viewed 144 times.)

* simscr03.png (129.44 KB, 420x286 - viewed 139 times.)

* simscr05.png (279.59 KB, 798x378 - viewed 143 times.)
raven
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Re: road system type....
Hehehehhe, that was a good one shunter! But wouldn't then be impossible to run these trains in single track?

Anyone:


Breeze646
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Re: road system type....
Last Edit: November 26, 2006, 05:57:01 PM by Breeze646
Well this could work like the Tram System in Locomotion. Because the Tram system isn't a road nor a railway but it is it's own form of transportation. Thumb up

Here's a demo for you guys to try to get the idea of the Tram System.
Ontario, Canada





OMG OC TRANSPO IS CANCELING THE 41!!! I TAKE THAT ROUTE!!! ARG!!! Angry
Date of last 41 run: June 22nd
shunter
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Re: road system type....
Yes it would be impossible, these trains would only show in the road depot, If you were having single track as well, ordinary trains, you would need two sets.

The other drawback is that road-trains can only be 4 units long.  bummer

back to the drawing board.............
Breeze646
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This is what happens when you mix D60LFs with Snow
Re: road system type....
Last Edit: November 26, 2006, 06:10:44 PM by Breeze646
Here's a screenshot from Locomotion. This is the CLRVs and ALRVs I requested a while ago for pak128 but on Locomotion.

So maybe try to make something like these tram tracks for Simutrans because that might solve this problem.

* Screenshot329.PNG (176.87 KB, 800x600 - viewed 161 times.)
Ontario, Canada





OMG OC TRANSPO IS CANCELING THE 41!!! I TAKE THAT ROUTE!!! ARG!!! Angry
Date of last 41 run: June 22nd
raven
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Re: road system type....
yep. the ugliest game ever, thanks

Smiley
Breeze646
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This is what happens when you mix D60LFs with Snow
Re: road system type....
yep. the ugliest game ever, thanks

Smiley

Yep Simutrans beats it alot especially when it comes to the AI. Boy those AI are out of control.
Ontario, Canada





OMG OC TRANSPO IS CANCELING THE 41!!! I TAKE THAT ROUTE!!! ARG!!! Angry
Date of last 41 run: June 22nd
Bravada
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They try, darling, but they don't have the range!
Re: road system type....
As a sidenote, I was about to ask whether we could have road-based (rather than rail-based) trams, so I support this as a by-product Cheesy

(sidenote to sidenote - it is important to make trams not turn around, or jump as it is now in case of road vehicles, on every tile, but only on those that have tracks allowing for that - a special tile would come in handy)

Locomotion is indeed a major letdown in terms of eye candy, or lack thereof Sad Good to see Simutrans already surpassing established commercial competition in that field, thanks to our wonderful artists!

Coming back to the issue - however troublesome it may be, I would really like to ask the members of the dev team to rethink double tracks (TTD style), and how much additional coding would be necessary, even to put down a list for some future crazy developer that might join a team with too much time on his/her hands...
Breeze646
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This is what happens when you mix D60LFs with Snow
Re: road system type....
Coming back to the issue - however troublesome it may be, I would really like to ask the members of the dev team to rethink double tracks (TTD style), and how much additional coding would be necessary, even to put down a list for some future crazy developer that might join a team with too much time on his/her hands...

Lol you being the Crazy Developer?
Ontario, Canada





OMG OC TRANSPO IS CANCELING THE 41!!! I TAKE THAT ROUTE!!! ARG!!! Angry
Date of last 41 run: June 22nd
Bravada
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They try, darling, but they don't have the range!
Re: road system type....
Nope, the Mythical Crazy Developer Cheesy I can try to write somthing in Visual Basic, I don't think it would do Cheesy
Isaac.Eiland-Hall
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Re: road system type....
Even if the "rail road" part of it (system_type or whatever) isn't considered... Maybe if we can have longer road trains available... Maybe that would be enough... Smiley
prissi
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Re: road system type....
Allowing loanger road trains involves the change of two numbers, at the expense of some memory oerhead. This can be done easily.
fagonella
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Re: road system type....
I have two variants of the idea; the "four lane" and the "five lane".

The four lane is outlined with the above links, and consists of (left to right):
- 1/2 lane wide shoulder (which can be sidewalk, grass, shoulder, whatever)
- Single lane of traffic
- Single lane multi-purpose (center turn lane, center grass, extra "lane" space, tram)
- Single lane of traffic (see above)
- 1/2 lane shoulder (see above)

In other words, each full lane is 25% width of the tile...

BTW, for freeways, you can see in my screenshot -- although traffic only actually flows in the "right" of the three lanes, it's all aligned properly...

For the "five" lane system, it's as above, but the shoulders are full lane wide.

Well I like the four lane concept very much!!!
I think I'll try to make a "four lane" road set for Using PAK 128 on December... I've interesting ideas on this issue lol
Isaac.Eiland-Hall
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Re: road system type....
Allowing loanger road trains involves the change of two numbers, at the expense of some memory oerhead. This can be done easily.

IF it's easy enough - maybe simuconfi if you weren't thinking of it already? My only thinking is that would make sure nobody who didn't change it would go "ZOMG teh longz0r road trail0rzz!" Wink

I think this would support a fun alternative -- like the fences that used rail waytype -- it would allow for us to play with dual track with maybe just a minimum of changes to the code (i.e. the length of road train)...

And I think it is reasonable to live without any other part of the requests in this thread. Smiley

If you do, in fact, do it - I thank you in advance. Cheesy
The International Simutrans Forum > Requests and Discussion > Extension Requests (Moderator: fagonella) > Topic: road system type....