Started by jamespetts, January 05, 2009, 04:59:18 PM
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Quote from: The Hood on January 06, 2009, 09:19:43 AMThe only thing I need to know is how to create a version of the exe with the patch applied (or how to get it). I'm running Linux. Can anyone help?
Quote from: colonyan on January 06, 2009, 04:01:04 PMTilting train! Awesome Juice! Wow....... Its getting exciting.Now I seriously need to learn to compile...
Quote from: Timothy on January 06, 2009, 09:56:43 PMThis is excellent work, I have long hoped for enforced weight limits, and the cornering/gradient stuff will make for much more realistic railways, cuttings and tunnels might suddenly become a lot more useful!
Quote from: jamespetts on January 05, 2009, 04:59:18 PM1. Vehicles (other than ships) no longer have extra friction when turning a corner; instead, they have a lower speed limit, based on the speed limit of the way itself and the overall tightness of the bend over the last few tiles.
Quote2. Vehicles travelling up hill have progressively more friction applied if they have to ascend consecutive tiles (up to a maximum of three). This incentivises smoothing gradients.
Quote3. Weight limits are now enforced.
QuoteTilting trains can take corners faster than non-tilting trains.
QuoteTilting trains are indicated as such in the depot window with the words, "This is a tilting vehicle".
Quote from: whoami on January 07, 2009, 10:03:23 PMI have been looking forward to this, because it should make the behaviour of trains far more realistic. Will the pathfinding code take the new limitations into account?
QuoteI am not sure about this part. Serious overweight normally means: must not pass at all. For trains (in RL), empty waggons need to be inserted. If the slowdown is really so steep, the pathfinding has to handle the limiting tiles properly.
QuoteBy how much do you increase the speed limit? Sources say 30% maximum speed gain, but I guess this only applies to low speeds. A fixed difference might be more realistic. Tilting is also not allowed on all types of curves - they have to be rather smooth (long and with constant curve radius).
QuoteThis string takes a litte too much space - maybe just put "(Tilting)" behind the engine type.
Quote from: jamespetts on January 07, 2009, 11:03:15 PMI have not altered the pathfinding, because there was already a penalty for corners built in (the pathfinding does not distinguish between corners of different angles, and it would be extremely hard to change that).