Page 10 of 14

Posted: 07 Apr 2005 17:22
by Purno
Pnaky wrote:Image
Wow!

IMO there should be another catenarypole at the T-junction. If you know what I mean.

Posted: 07 Apr 2005 17:39
by Pnaky
Yes... I it catch on... I saying to Pedro about catenary in juction... I remake this thing to perfection...
The pole must be on beginning sprite and on the end... We are lead discusion about style of tram catenary...

Posted: 07 Apr 2005 19:02
by Pedro_Zawislak
Pnaky and me work on this "system" separately. I'll create rails and Pnaky work on the wires. This picture is very fastest previews how would it can look...

Posted: 07 Apr 2005 19:09
by Flamelord
Pedro, I don't see the image. Did you forget to attach it?

Posted: 07 Apr 2005 19:18
by Pedro_Zawislak
Flamelord wrote:Pedro, I don't see the image. Did you forget to attach it?
Image is in the Purno reply on top in this page :)

Posted: 08 Apr 2005 17:44
by Purno
Pedro_Zawislak wrote:Pnaky and me work on this "system" separately. I'll create rails and Pnaky work on the wires. This picture is very fastest previews how would it can look...
Well, where tracks are placed, catenary should be placed. They follow the same routes exactly... so how 'seperately' is this?

Posted: 08 Apr 2005 18:07
by Wile E. Coyote
One more thing: how can be done vehicles reversing? I think (maybe I'm wrong) there is two ways: one is tiles with one track, and second is tile like AI doing in circle (maybe second way is easier).
BTW, tracks and catenary are great! :D Looking forward to see them in game :wink:

Posted: 08 Apr 2005 19:07
by Pedro_Zawislak
Tram turn :Marek's calculation (graphic designer of Tycoonez.com:munity)

In first possibility trams are "breaking". Only in second or third option all is OK

Posted: 08 Apr 2005 19:52
by Steve
I think it'd have to be option 1. Otherwise, if you have a piece of track that you can't make a loop like that on, you can't use it, as the tram will get stuck.

Posted: 08 Apr 2005 19:56
by eis_os
But it could make things easier with type 3 :)

Posted: 08 Apr 2005 22:20
by ChrisCF
Phew. What a long thread. ;-)

It seems that nobody has considered what I thought might have been obvious - how to connect this up to other tracks? Remember that trams run on tracks, not roads. Just that sometimes those tracks happen to be built into roads. This is vaguely important, since a number of tram systems run on disused railway track which is still connected to the network. In fact, I believe that more than one stop on the Croydon system is actually on railway tracks at railway stations which can be used by actual trains.

Does this aspect even bear thinking about?

Posted: 08 Apr 2005 23:23
by Siema
eis_os wrote:But it could make things easier with type 3
And it is very realistic.
ChrisCF wrote:how to connect this up to other tracks?
I think there is no need to connect it to other tracks. Tram networks (especially old ones) are independent even if trams use normal gauge.
ChrisCF wrote:Remember that trams run on tracks, not roads.
Usually yes. Suggestion to build trams on roads is due to small amount of place in TTD cities. But we must remember that we are still subject to the Patch possibilities. And yes, it is somewhat strange that this discussion developed so much even if we know that trams and trolleys are not possible yet or not possible generally.

Posted: 09 Apr 2005 08:07
by eis_os
The only possible way todo is to have them as new road vehicle type,
otherwise stuff like the collision detection would need to be rewritten.

But Tram tracks wouldn't be limited to roads...

Posted: 09 Apr 2005 17:37
by Flamelord
Technically, the type 3 picture would be a pain to create, from what I've seen. If I'm imagining this correctly, the trams would be a type of road with rails built in. Therefore, that road chunk would be a T-junction going BOTH directions, making a complete circle at the end of the tracks, meaning that idiot trains COULD, in theory, circle there forever. But, if you create the junctions like that, only one option is available for trains to turn.

Posted: 09 Apr 2005 17:55
by Pnaky
I have one small question... How will been seem tram station??? On tho road and off road... Thanks... :o
It's very important for further work I think...

Marek is very talented!!!

Posted: 09 Apr 2005 18:29
by Patchman
Personally I think, at this point further work should await coding of this feature in the patch. Graphics are nice, but without patch support they're entirely useless.

I won't have time to work on it, and I don't know if Oskar feels like it, but if you keep making graphics you run the risk of them being not in the way the feature would require them, when it is written. So I suggest you halt your work on this for now, until "someone" makes it actually work in the patch.

Posted: 09 Apr 2005 19:35
by Pnaky
Oh no... It is not really!!! We are want work on graphics for your moral support...
I please you... You will work on this thing far...

Posted: 09 Apr 2005 20:24
by Flamelord
In theory, they could make all road look like tram tracks, then just run tram-looking vehicles on them! But then there'd be no non-tram road. That's if we don't wait for further coding.

Posted: 14 Apr 2005 06:29
by Wile E. Coyote
Pedro_Zawislak wrote:Tram turn :Marek's calculation (graphic designer of Tycoonez.com:munity)

In first possibility trams are "breaking". Only in second or third option all is OK
But you have two ways turn-around. I think it'd be better if it will be one way on turn-around.

Posted: 18 May 2005 11:06
by Hitperson
good idea lads but would you be able to get them on concrete like at Blackpool and Blackpool trams would be nice

P.S Pedro I like you cool diagrams with the smilly faces on