That would be amazing!Emperor Jake wrote:This beta was meant as a bug testing release, since there don't seem to be any I'll post it to Bananas as soon as I get around to adding new features
Vactrain Set Development Thread - 1.0.1 Now Available
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Re: Vactrain Set Dev Thread - Beta Available
- trainman1432
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Re: Vactrain Set Dev Thread - Beta Available
literally unplayable
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- Emperor Jake
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Re: Vactrain Set Development Thread - 1.0.1 Now Available
hehtrainman1432 wrote:literally unplayable
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The new version is finally out! Here is the source code for version 1.0.1, 2018-07-22
edit: Damn, I uploaded a file with an outdated version of the readme to Bananas and it's not letting me update it. Says the file is the same "footprint" even with the new readme and changing the filename. Do I just have to wait a bit?
Re: Vactrain Set Development Thread - 1.0.1 Now Available
You may have to make a small change to the grf itself for bananas to recognize a change.Emperor Jake wrote:Damn, I uploaded a file with an outdated version of the readme to Bananas and it's not letting me update it. Says the file is the same "footprint" even with the new readme and changing the filename. Do I just have to wait a bit?
Re: Vactrain Set Development Thread - 1.0.1 Now Available
Bananas doesn't recognize changes in documentation, only in the NewGRF itself
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Re: Vactrain Set Development Thread - 1.0.1 Now Available
Would be interesting to try this when unlocked by year, meanwhile small problem report - set build cost multiplier (only for building cost, other two cost params work fine) seems overridden by basecosts when basecosts is placed after set, while (again, seems) expected bechaviour is both basecosts and grf to affect final price
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Re: Vactrain Set Development Thread - 1.0.1 Now Available
Why does this make all the costs of tracks from other tracksets so ridiculously expensive when using them with this? I can't seem to get this to balance well with anything!
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Re: Vactrain Set Development Thread - 1.0.1 Now Available
In addition to the cost issue, it is also hard to get this to integrate in style with the Maglev Track set (viewtopic.php?t=76532). Perhaps it might make sense to make some version of this mod based on that, where there are at least a couple type of vactrain types based on different maglev tracks? From the information I can find related to the trains in this set so far, it looks like Swissmetro would use one based on Transrapid while some hyperloop capsule would be based on something with linear induction motor propulsion.
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Re: Vactrain Set Development Thread - 1.0.1 Now Available
What's the difference between the Vactrain Set and the Vactrain Set 1.1.FORK?
- Emperor Jake
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Re: Vactrain Set Development Thread - 1.0.1 Now Available
The Fork version adds parameters to adjust the intro dates of the trains. If I ever decide to update the Vactrain set, I'll re-integrate the forkpickpacket wrote: ↑11 Oct 2023 16:15 What's the difference between the Vactrain Set and the Vactrain Set 1.1.FORK?
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Re: Vactrain Set Development Thread - 1.0.1 Now Available
Nice feature What are the default intro dates?
EDIT: can maglev trains run on vactrain tracks?
EDIT: can maglev trains run on vactrain tracks?
- Emperor Jake
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Re: Vactrain Set Development Thread - 1.0.1 Now Available
The first is the Hyperloop in 2022, and the final models come around 2100 or so. And no, regular maglev trains weren't designed to withstand the vacuum so they're not allowed to enter the vactubes. However it is possible to attach vanilla maglev wagons to the Vactrain freight locomotives if you want
Re: Vactrain Set Development Thread - 1.0.1 Now Available
Hello,
I'm having a lot of fun with this set and a pax game. We are several 100 years into the future and theres like 600+ Shinkansen 4000 going from one 100k+ population city to another in one big network. There are way too many trains now (they never reach top speed before they have to stop for someone else) and I should really quit... But before doing that, I'd like to try setting the loading time to "fast" on that particular train. It turns out to be much harder than I thought. This may be the wrong place to post, since I'm basically asking how to edit a single little thing in a NewGRF. But I'm very specifically trying to edit this NewGRF, so I gave it a go and asked here. Can i somehow make Shinkansen 4000 in this set have the fastest loading speed?. How on earth do I do it? I have luck with NML or GRF2HTML. I haven't even managed to open the file in any other way than unreadable notepad.
Could someone tell me in easy steps how to do that? Or is it very complicated?
Thanks in advance.
I'm having a lot of fun with this set and a pax game. We are several 100 years into the future and theres like 600+ Shinkansen 4000 going from one 100k+ population city to another in one big network. There are way too many trains now (they never reach top speed before they have to stop for someone else) and I should really quit... But before doing that, I'd like to try setting the loading time to "fast" on that particular train. It turns out to be much harder than I thought. This may be the wrong place to post, since I'm basically asking how to edit a single little thing in a NewGRF. But I'm very specifically trying to edit this NewGRF, so I gave it a go and asked here. Can i somehow make Shinkansen 4000 in this set have the fastest loading speed?. How on earth do I do it? I have luck with NML or GRF2HTML. I haven't even managed to open the file in any other way than unreadable notepad.
Could someone tell me in easy steps how to do that? Or is it very complicated?
Thanks in advance.
Re: Vactrain Set Development Thread - 1.0.1 Now Available
1) Get the source files here: viewtopic.php?p=1210099#p1210099
(or Vactrain Set 1.1.FORK here: https://github.com/joshbarrass/vactrain
2) Get the NML Compiler here: https://github.com/OpenTTD/nml/releases
3) Find every "loading_speed:" parameter in "vactrain.nml" (you can use Notepad) and change it accordingly: https://newgrf-specs.tt-wiki.net/wiki/N ... 5%20(cargo
4) Use nmlc.exe to compile the changed "vactrain.nml" into "vactrain.grf": https://github.com/OpenTTD/nml?tab=read ... le#4-usage
5) If it's not gonna be a proper fork and you don't understand GRFID, probably don't share or upload the result.
More detailed tutorial is here: https://www.tt-wiki.net/wiki/NMLTutorial
Re: Vactrain Set Development Thread - 1.0.1 Now Available
Thanks. I'll give it another go (and not upload anything. that's for sure I'm just stuck at not being able to open anything with the compiler. Not much of a programmer here... So somewhere between 2 and 3 is where I am. Maybe I should just give up. I think I need the command to open a file. Or to tell the file to "open with..." NML. Thanks anyway!
Re: Vactrain Set Development Thread - 1.0.1 Now Available
Like I said in 3), you can open *.nml files in Notepad, it's basically a txt file with a fancy file extension.kongbuur wrote: ↑04 Feb 2024 16:32 Thanks. I'll give it another go (and not upload anything. that's for sure I'm just stuck at not being able to open anything with the compiler. Not much of a programmer here... So somewhere between 2 and 3 is where I am. Maybe I should just give up. I think I need the command to open a file. Or to tell the file to "open with..." NML. Thanks anyway!
(you can join Discord for more efficient Q&A interaction: https://discord.gg/openttd)
Re: Vactrain Set Development Thread - 1.0.1 Now Available
This is my one good deed for this year, so don't waste it!
I added a parameter for loading speeds, it has range 0-255 (this is what the numbers mean: https://newgrf-specs.tt-wiki.net/wiki/N ... 20%28cargo
It's for personal use only.
P.S. Because of this, I'm not gonna save a drowning child, I hope you're happy.
Last edited by chujo on 04 Feb 2024 18:32, edited 1 time in total.
Re: Vactrain Set Development Thread - 1.0.1 Now Available
Poor kid But yes, I'm very happy, though a little embarasse I couldn't do it myself. Thanks for picking me for the one good deed this year. I'm special!
Re: Vactrain Set Development Thread - 1.0.1 Now Available
I feel I should warn anyone wanting to do this too. You just end up having problems with trains leaving stations. They cannot get out fast enough. And block the entrance leaving. If it's a terminus station, You might as well just have 2 platforms. So (much) faster loading speeds on a big station just gives You a long queue outside (same as before, only then the platforms were full of trains. Now they are also outside, so worse, basically). A train enters, a train leaves, train enters, train leaves. Never a full station. I should have guessed....
Kind of fun and cheaty (but my game is all Shinkansen 4000 and that Silk one for cargo, so already crazy) on small pickups and such (like 5-6-7 small trains getting wood to a sawmill on a 3 track roro) but it does NOT fix a busy city passenger station at all. But thanks again to Chujo. Also for making it a reversible parameter.
Kind of fun and cheaty (but my game is all Shinkansen 4000 and that Silk one for cargo, so already crazy) on small pickups and such (like 5-6-7 small trains getting wood to a sawmill on a 3 track roro) but it does NOT fix a busy city passenger station at all. But thanks again to Chujo. Also for making it a reversible parameter.
- Emperor Jake
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Re: Vactrain Set Development Thread - 1.0.1 Now Available
Nice, I'll integrate this parameter if I ever get around to updating this set
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