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Track Types Discussion

Posted: 15 Jun 2006 15:29
by Purno
As promised in the meeting (which is currently going on), I made a setup of the different tracktypes in game, in order to discuss it.

Main tracktypes (-) are not connectable to each other. Each one is a seperate system.
Sub tracktypes (v) are connectable to each other. Sub tracktypes usually define max speed of vehicles driving over it. Only one subtracktype can be selected at one time/tile.
Extra features (x) are things which can be added to the subtracktype, or not. Several can be added at one time/tile.

(comments use //)

- Narrow Gauge // I don't think Steel Sleepers would be necessary. Speed is limited anyways at NG, right?
v Wooden Sleepers
v Concrete Sleepers
x Catenary
x Cogwheel
x Third Rail

- Standard Gauge
v Wooden Sleepers
v Concrete Sleepers
v Steel Sleepers
x Catenary
x Cogwheel // Dunno if this is necessary
x Thirdrail

- Monorail // Couldn't really make up much subtracktypes and extra features
v Low Quality // Low max-speed
v High Quality // High max-speed
x Magnetic Levitation // Monorails can both use wheels and maglev, right?

- Maglev // Couldn't really make up much for this one too
v Standard MagLev // TT-alike
v Vacuum Tube // Standard track in a tube sucked with vacuum so there's no friction at all. Futuristic and expensive

- Road
v Sand
v Cobblestone
v Concrete
v Asphalt
x Crash Barrier // For safety? Prevents accidents?
x Street Lights // Same thing. Perhaps also increases popularity of bus lines?
x Catenary // Trolley-busses and trams
x Tram Track // Not all trams need catenary, right?

- Highway/Motorway
v Concrete
v Asphalt
v Open Asphalt Concrete // What Dutch peeps call "ZOAB", dunno the English word
x Crash Barrier
x Street Lights
x Hard Shoulder // Perhaps to prevent accidents when a vehicle brakes down?

- Canals // Couldn't really make up much for this one too
v Shallow
v Deep
x Safety Buoys

- Cable Lift // Would be nice for a mountainous landscape with small cities, I think
v Cable // Only one system, since you can't have half a good cable and half a bad cable on one lift

Please discuss :))

___

EDIT: POLL ADDED: Read Purno's 4th post for more information. Poll runs for 5 days!

Posted: 15 Jun 2006 15:41
by Dave
Actually that vacuum idea isn't new at all - in fact it was an early alternative to railways.

It was the brainchild of Isambard Kingdom Brunel, but I can't think where it was used. The project was abandoned after a while. I seem to remember a story where IKB had his fingers dislocated by the vacuum suction thing.

It's a good idea though. I specifically like the idea of different qualities of track.

Hope you don't mind me making comments on this - it looks like a great idea!

Posted: 15 Jun 2006 18:07
by Hellfire
Purno wrote:- Monorail // Couldn't really make up much subtracktypes and extra features
v Low Quality // Low max-speed
v High Quality // High max-speed
x Magnetic Levitation // Monorails can both use wheels and maglev, right?
Low Quality and High Quality? :P

I'd give them some cooler names like "Monorail track" and "Reinforced monorailtrack" and "Carbon fiber tracks" or something. (But that's just configuration, from a software point of view)

Posted: 15 Jun 2006 18:22
by Purno
Those names are better indeed.

Whatcha all think of the main tracktype, subtracktype and extra features system?

Posted: 15 Jun 2006 18:27
by Hellfire
Purno wrote:Whatcha all think of the main tracktype, subtracktype and extra features system?
That looks good. I think that such a system will work really well.

Posted: 15 Jun 2006 22:06
by Hyronymus
I agree to your proposal, Purno but I have 2 sidenotes.

Vacuum trains: how are we going to visualise this?

Cable lift: do we really want it?

Posted: 16 Jun 2006 07:14
by WWTBAM
Hyronymus wrote:I agree to your proposal, Purno but I have 2 sidenotes.

Vacuum trains: how are we going to visualise this?

Cable lift: do we really want it?
is cable lift a chairlift sort of thing.
One thing ive heard of is verticle trams that have a special track peice, that goes up and down a cliff so the tram can continue.

Code: Select all

_________
             |
             |
             |______________
_ = tram track
| = cliff
you would add the special peice above the cliff edge and it would go up and down when needed.

Posted: 16 Jun 2006 08:17
by Hyronymus
I think what Robotboy proposes is too specificto add. If we decide to add such types of transportation we're never going to be finished because or later someone will come with some other one-of-a-kind transportation type (like the Wuppertal system).I think we should focus on the 4 major means of transportation: roads, rivers/canals, train/tram/metro tracks and air.

Posted: 16 Jun 2006 14:00
by Steve
Your system is fine, but I'd prefer a much refined list:

- Narrow Gauge
x Catenary
x Cogwheel
x Third Rail

- Standard Gauge
x Catenary
x Thirdrail

- Monorail
// Whilst similar, the tracks for mag lev would be very different

- Maglev
v Standard MagLev // TT-alike
v Vacuum Tube // Standard track in a tube sucked with vacuum so there's no friction at all. Futuristic and expensive

- Road
v Sand/Street
v Asphalt /Road
x Street Lights // Automatic in city centre.
x Catenary // Trolley-busses and trams
x Tram Track // Not all trams need catenary, right?

- Highway/Motorway
v Asphalt
// All highways should have lights and a hard shoulder automatically.

- Canals // Couldn't really make up much for this one too
v Shallow
v Deep
// What would Safety Buoys do?

Posted: 16 Jun 2006 14:19
by DaleStan
What about concrete roads/highways and brick roads?

Posted: 16 Jun 2006 15:54
by Purno
Hyronymus wrote:I agree to your proposal, Purno but I have 2 sidenotes.

Vacuum trains: how are we going to visualise this?
I'd say something like TT's tubular bridge.
Cable lift: do we really want it?
I think it could be cool for some mountainious scenarios. It would be something unique for a transport game :wink:
Steve wrote: Your system is fine, but I'd prefer a much refined list:
So you want the system to be less extended?

Posted: 16 Jun 2006 16:18
by Steve
Purno wrote:So you want the system to be less extended?
Very much so. There is no need to over-complicate things and I think being able to choose the type of sleeper being used is excessive.
Aren't wooden sleepers still used on major routes anyway?

Edit: After being on the train today I see concrete sleepers are actually mainly used here!

I think the only place people are currently thinking of using vacuum tunnels is for the trans-atlantic tunnel, so a very long distance where every bit of extra speed you can get is needed. In a normal situation, a vacuum tunnel can be more of a proper, as you may need to undo the vacuum around stations so that passengers can actually get to the train and so on.

Posted: 20 Jun 2006 17:51
by Zuu
Reply to purnos first post:
In some way we need to define how road vehicles can move from a road to a highway and back again.

To me it seams more logical to just have one major type for roads and highway. And then let highway be a subtype just as asphalt road.

Reply to steves last post:
I much agree with you about simplicity.

Posted: 22 Jun 2006 15:29
by Purno
During the meeting now, we're discussing wether we want cable lift in the game. Once we decided we want it, it can be discussed how to code it.

First, some piccies of cable lift;

http://learn.sdstate.edu/Jihong_Cole-Da ... lift_1.jpg - This one is used for tourists, mostly. With chairs.

http://www1.istockphoto.com/file_thumbv ... e_lift.jpg - This one can transport passengers with a gondola.

http://www.astro.ncu.edu.tw/contents/re ... ow_res.jpg - They even were (and perhaps still are) used for cargo.

http://ski-zermatt.com/mattnet/pics/apr ... 20lift.jpg - This one has a bigger gondola, the size of a small bus.

http://www.places-to-go.org.uk/Photos/A ... leCars.jpg - This one seems to use trains of small gondolas

http://www.cuttlefish.net/oscillate/Images/goingup.jpg - This is how they look from the inside, in case anyone 's interested.

http://www.places-to-go.org.uk/Photos/Abraham_lift.jpg - And this one shows how the poles/supports of cable lifts look like.

Cable lifts are a cheap and fast way to travel in mountainous scenarios. They offer a new way of transportation. Besides, it'll be unique in a transport game. However, code-wise, there might be some difficulties because the cable lift system works somewhat different than the other track types.

I'll add a poll in a few mins. Please vote.

Posted: 26 Sep 2006 14:53
by TomausRP
Steve wrote: - Highway/Motorway
v Asphalt
// All highways should have lights and a hard shoulder automatically.
Lights on motorways?????

Posted: 26 Sep 2006 15:08
by Purno
That's actually quite common here in the high-residential regions. Tho the more quiet and spacy regions have no lights.

Image

EDIT: Which indeed, should make lights optional in game.

Posted: 27 Sep 2006 17:43
by TomausRP
Purno wrote:That's actually quite common here in the high-residential regions. Tho the more quiet and spacy regions have no lights.

Image

EDIT: Which indeed, should make lights optional in game.
But I would say most of the motorways worldwide doesn't have lights....

Please make lights optional!

Posted: 27 Sep 2006 17:51
by uzusan
What about cats eyes as an option for motorways? (Mainly used in the uk and ireland)
http://en.wikipedia.org/wiki/Cat's_eye_(road)

(that apostrophe is breaking the url, copy the whole thing)

Posted: 27 Sep 2006 17:56
by Purno
Cat eyes are barely used here. Tho some new sections of motorways use them.

Each coutnry has a different type of motorway, so I guess we either have to include them all, or make TE country specific (like TTD was based on the UK).

Posted: 24 Oct 2006 08:42
by m4rek
i think that lights and catseyes should be included as optional.
i recently travelled from uk to czech republic in a van and the one thing that really showed the boundary between some of the european countries was the sudden stop in motorway lighting. some countries have lights absolutely everywhere, some only in places (and im guessing that some dont have any)

just my pennys worth

Locked until the DD discussion arrives at this issue.