You could even take it one step further, the trains remembering their consist model and if you change the model, they are automatically replaced when in depot, next time. I would even give it a try if I wasn't that busy with real timetables (and real life, of course ). Implementation-wise this doesn't sound to hard, as it essentially re-uses existing stuff. In the auto-replace window you add a third category train consists (the two already existing ones being locomotives and wagons), where you can select from your prepared consist models. Nice idea, a train consist modeler which is just implemented as some kind of "virtual depot" where you can build locomotives and wagons and put them together like in a real depot, but they don't cost money, as they are just models, not the real train. Wolf01 wrote:The same interface as a depot, you only have to store the "new appearance" of the train somewhere, so it can self-modify it when it services at depot To change individual trains you would have to do it the old fashioned way though. This would continue for all trains in the group until they have all had the selected vehicles added. Then the train continues on it's merry way with minimal disruption to it's schedule. Once the train enters the depot the vehicles are automatically purchased and added to the train (so long as there is sufficient funds). So if you have a mixed freight group and you want to add, for example, an extra engine, 3 coal wagons and 3 grain hoppers to each of them you could. There would need to be an 'apply' or somesuch button which would initiate all trains in the selected group to head to a nearest depot and 'buy' the selected vehicles. When clicked, it brings up a screen similar to the depot, where you select which vehicles to add. I was invisioning it working something like this:Īn extra line added in the 'manage list' drop down menu in the vehicle group GUI - "Add vehicle/s" But what kind of wagons should be added for trains consisting of several different types? The last non-dual head one? The one which has the majority in the consist? ![]() OpenTTD is also officially supported for *BSD, especially FreeBSD, NetBSD and OpenBSD, and Solaris.PhilSophus wrote:This is actually a feature I'm also missing from time to time. Dynamically created town-names in 18 languages.OpenTTD is already translated into more than 50 languages Save games with zlib compression for smaller sizes which does not interrupt gameplay.Lots and lots of patch- and configuration settings to tune the game.Reworked airport system with 2 more airports (international and metropolitan). ![]() Longer and higher bridges including 2 new ones.“Go to depot” orders, check orders and view order destinations.Clone, autoreplace and autoupdate vehicles.Real checkpoints instead of dummy one-tile stations.Larger, non-uniform stations and the ability to join them together (of same width or length).Autorail build tool, improved terraforming.New pathfinding algorithms that makes vehicles go where you want them to. ![]()
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