Page 7 of 17

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 3:39 pm
by bolok
I hope there is hide button that makes all elevated rail invisible leaving only shadow, so u can see, build and operate things behind with no problem.

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 3:45 pm
by Qon
BicycleEater wrote:
Fri Sep 29, 2023 12:18 pm
Third, I notice we can't support the half-diagonals, which is quite interesting. I understand why, it just seems an odd limitation
Wrong.
The rail support follows the style of the ramp, but with the difference that it can be rotated in 8 directions. Image

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 3:47 pm
by mtfreitasf
Congratulations on the game and the expansion! I am eager to play it!. What are the "rules" for the elevated support? Will there be a max distance between them? Or only when there is a change of direction? etc. Best regards

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 3:48 pm
by Qon
fly wrote:
Fri Sep 29, 2023 12:27 pm
But this feature is definitely optional (unlike the Quality).
Wrong. Quality is optional mod.
Elevated rails be will one of the standalone official mods next to Quality and Space Age, so you can play a vanilla-like game with just the elevated rails for example, or other mods can just depend on Elevated rails.
And even when it's installed it's still optional, if you don't make quality modules then quality doesn't exist.

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 3:49 pm
by dog80
what about paying and then beta testing :3

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 3:53 pm
by MrBuisson
you long had my admiration but once again you will get my money too. Hats off !!!

somehow, I'd prefer if all the support had the same footprint. kind of reducing a bit the size of the straigth ones in order to have the same cross shape ?

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 3:54 pm
by Illiander42
adam_bise wrote:
Fri Sep 29, 2023 1:20 pm
Would an elevated artillery train be invulnerable?
This is an important question that needs answering.

Also, an elevated arty train over a lake.

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 3:58 pm
by Ormek
The rail planner needs to be perfect for this to work. Otherwise, you will have to do way too much micro placement.

I am not yet fully convinced, that this is a good idea. The shadows, the reflection, the stuff behind; and all of that without the ability to turn the world around!? Will it work?

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 4:00 pm
by Mendel
So yeah, happy 10 year anniversary of Friday Facts!

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 4:13 pm
by ledow
Keep adding in features from OpenTTD, you're slowly merging my two favourite games.

How long until I can bribe the local aliens to let me peacefully build over their houses?

:D

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 4:16 pm
by FITTAMAS236
I would like to see solid fuel trains and electric trains that will be powered by electric poles next to the road. :D

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 4:16 pm
by FutureSpec
I've been wanting this for years!

Awesome work by all the engineers. Can't imagine the work that went into it.

It'll be excruciating waiting for the DLC...

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 4:25 pm
by InnerVoiS
pleegwat wrote:
Fri Sep 29, 2023 2:50 pm
I'm sure we'll hear about aquatic and/or airborne biters in a few weeks.
Ha, maybe this one:

Image

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 4:41 pm
by GalegO
Hi all,

I generally post on reddit, just a suggestion because this post made my day.

Make tunnels available in a simple way, similar to the underground belts: you have an entrance and an exit with limited length without turns. If the locomotive runs out fuel, make it stop right after the tunnel exit, so we can refuel and unclog the tunnel.

Keep the hard work! My money is already apart waiting for this DLC. :mrgreen:

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 4:47 pm
by planetfall
Illiander42 wrote:
Fri Sep 29, 2023 3:54 pm
adam_bise wrote:
Fri Sep 29, 2023 1:20 pm
Would an elevated artillery train be invulnerable?
This is an important question that needs answering.

Also, an elevated arty train over a lake.
It doesn't look like you can elevate stations, and artillery trains don't fire when stopped at signals.

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 4:50 pm
by pleegwat
bombcar wrote:
Fri Sep 29, 2023 2:57 pm
kovarex wrote:
Fri Sep 29, 2023 2:00 pm
j_matya wrote:
Fri Sep 29, 2023 12:42 pm
kovarex wrote:
Fri Sep 29, 2023 11:38 am
Feather wrote:
Fri Sep 29, 2023 11:18 am
How can you exit when train is over water?
Could we deadlock the game by being on a train that runs out of fuel over water, or is it "just" a death sentence?
We also thought about this (remote) possibility, and there will be a way to solve it.
HE HAS REVEALED THE ANSWER

remote refueling is a thing, and it will be available to you before you can elevate trains
I'm sure their solution for trains running out of fuel over water also solves cleaning up train collisions on a badly-signalled overwater intersection. Even if those collisions destroy some or all locomotives.

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 4:51 pm
by liquidBacon
I'm not sure if this has been brought up. But could locomotives help with pulling/pushing power even when the locomotive is driving backwards?

I work in the rail industry (best way to describe it without sensitive information) and no modern locomotive cares which direction it's driving. It has full power in either case.

I'm not saying that a locomotive should be able to pathfind in both directions. Just provide tractive effort. There are mods which use custom locomotives with 2x power to mimic this. Which I find to be a, messy solution.

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 5:02 pm
by lecakun
blow my mind for the past month few FFF.

JUST give my now!! omfg

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 5:07 pm
by Illiander42
planetfall wrote:
Fri Sep 29, 2023 4:47 pm
Illiander42 wrote:
Fri Sep 29, 2023 3:54 pm
adam_bise wrote:
Fri Sep 29, 2023 1:20 pm
Would an elevated artillery train be invulnerable?
This is an important question that needs answering.

Also, an elevated arty train over a lake.
It doesn't look like you can elevate stations, and artillery trains don't fire when stopped at signals.
They do fire when sent to a tempory stop with the condition changed to "inventory empty."

Re: Friday Facts #378 - Trains on another level

Posted: Fri Sep 29, 2023 5:10 pm
by gallomimia
Wouldn’t it be cool if there were more than two levels to the rails, and if cliffs introduced more than one level of ground, which just happened to be the same height as the trim levels? Yeah. It would.