This is modified to remove unimplemented modes, implement station ownership checks and implement station facility checks for industries.These are not shown in the build signal window by default. This includes additions to the patch from the Spring 2013 Patch Pack This patchpack contains the followingĪs of v0.11.0 this includes the Long Reserve feature from here.Ī version of this feature rebased onto Cirdan's new map features branch is in the tracerestrict-cirdan branch, see this thread The thread for this patchpack can be found here. See below for the original OpenTTD readme. OpenTTD is licensed under the GNU General Public License version 2.0,īut includes some 3rd party software under different licenses. Game as closely as possible while extending it with new features. OpenTTD is a transport simulation game based upon the popular game Transport (But of course, having some undersea levels would be the best.This is a collection of patches applied to OpenTTD The landscape under the sea can often be guessed from the steepness of the shore. These go down to 200-300 meters below the surface, descending at 8%, which really makes loaded trucks slow down on their way up.Ī theoretical depth can maybe be calculated based on the surrounding landscape. Where I'm from, we have a few undersea road-tunnels. Is it possible to simulate that the undersea tunnel goes down a few levels, and then up again, in the calculation of how long time the train/rv uses to go through? If undersea tunnels are made, then how should one decide whether to build a tunnel or a bridge? obviously, this depends on the depth, and on geological conditions, which are not part of the OTTD world. Such a patch may also easier reach trunk, as it can be made much shorter, since all the signal stuff can be omitted.Īllowing trains to pass each other inside a tunnel, is IMO a bit unrealistic, so I would not play with that option.įinally, I have a few extra thoughts about such tunnels: IMO, that kind of undersea tunnel is more realistic than previous attempts to have several levels below sealevel, as in RL, the entrances to these tunnels are usually at or above sealevel. Then there will be no need to use the ctrl-button, and unrealistic tunnels between mountains will be impossible. if the entrance is at level 0, and there is no possible exit, then it will look for the first possible exit on the next shore). I especially like the option to build undersea tunnels Is it possible to make a patch where the undersea tunnel is built automatically if the tunnel-exit is a shore (i.e. Stopping and starting of trains however is not affected. If more than 16 signals are used on bridge visual functioning of signals does not work correctly. Spacing between signals can be adjusted in advanced settings. " in advanced settings.īe shure you have block signals before and after the bridges and tunnels. Light or semaphore signals change according to your "build signals before. You can still load an old game with the old signal patch, but you have to change the signals on your wormholes.ĭecontaminating the game is when you remove all wormholes with signals. Special thanks to Belugas for providing chunks of signal placing code. Visit my wiki page for complete information įor compiled version see Chill's patchpack
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