Query - do RVs use realistic acceleration properties?
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- andythenorth
- Tycoon
- Posts: 5658
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Query - do RVs use realistic acceleration properties?
Can road vehicles in OpenTTD make use of the realistic acceleration properties 13, 14 and 15 from the NewGRF specification?
http://wiki.ttdpatch.net/tiki-index.php ... _13_14_15_
I am developing a road vehicle NewGRF set which is principally intended for OpenTTD. It would be very useful for the gameplay balance of the set if vehicle horsepower made a difference to the hill-climbing and acceleration performance of the vehicle.
I have been unable to work out from the documentation whether these properties are supported in OpenTTD, or whether they are specific to New Mountain and Curve Handling in TTDPatch.
Apologies if you feel this should be in the OpenTTD Graphics forum - I felt it was more of a development question that needed knowledge of the codebase.
cheers,
Andy
http://wiki.ttdpatch.net/tiki-index.php ... _13_14_15_
I am developing a road vehicle NewGRF set which is principally intended for OpenTTD. It would be very useful for the gameplay balance of the set if vehicle horsepower made a difference to the hill-climbing and acceleration performance of the vehicle.
I have been unable to work out from the documentation whether these properties are supported in OpenTTD, or whether they are specific to New Mountain and Curve Handling in TTDPatch.
Apologies if you feel this should be in the OpenTTD Graphics forum - I felt it was more of a development question that needed knowledge of the codebase.
cheers,
Andy
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: Query - do RVs use realistic acceleration properties?
http://wiki.openttd.org/wiki/index.php/ ... cle_speeds
Here you can see that RV acceleration is fixed at 37 km/h/day, i.e. not depending on any (NewGRF) property.
IIRC all NewGRF properties regarding (realistic) acceleration are ignored in OpenTTD, including RV property 13-15.
Here you can see that RV acceleration is fixed at 37 km/h/day, i.e. not depending on any (NewGRF) property.
IIRC all NewGRF properties regarding (realistic) acceleration are ignored in OpenTTD, including RV property 13-15.
Create your own NewGRF? Check out this tutorial!
Re: Query - do RVs use realistic acceleration properties?
Of course you can write a patch that implements realistic acceleration for road vehicles. It is not trivial, but it can be done. You may use the search if you want to look for the patch I wrote quite a long time ago.
Re: Query - do RVs use realistic acceleration properties?
You wrote a patch long time ago to implement realistic acceleration for road vehicles? What was the issue with it (in other words why was it discontinued?) Did you hit any road blocks?hertogjan wrote:Of course you can write a patch that implements realistic acceleration for road vehicles. It is not trivial, but it can be done. You may use the search if you want to look for the patch I wrote quite a long time ago.
- andythenorth
- Tycoon
- Posts: 5658
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: Query - do RVs use realistic acceleration properties?
Is that this one? http://www.tt-forums.net/viewtopic.php?f=33&t=22995hertogjan wrote:Of course you can write a patch that implements realistic acceleration for road vehicles. It is not trivial, but it can be done. You may use the search if you want to look for the patch I wrote quite a long time ago.
If some intrepid person was to produce / update a patch, I believe I have
some interesting ways to use it
IMHO, a complete physics simulation isn't absolutely necessary - it would be sufficiently beneficial to gameplay if there was some simple connection between HP, weight, and speed/acceleration. That would offer players more interesting choices involving a balance of vehicle power, purchase cost, running cost, also building flat routes, bridges etc.
A solid physics engine might actually be the easiest way to do that. On the other hand sometimes in games a quirky but-well-implemented hack can work just as well
cheers,
Andy
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
- nicfer
- Director
- Posts: 529
- Joined: 03 May 2005 20:50
- Location: Somewhere in a country called Argentina
Re: Query - do RVs use realistic acceleration properties?
I'd rather go for Newgrf / modifiable options from the .cfg for the default trainset. If the user doesn't like the actual model, he should be able to change it.
Sorry for my english I am argentinian
TTO don't crashes in Windows XP; XP crashes TTO
Formerly known as UnderBuilder.
MyMiniCity
TTO don't crashes in Windows XP; XP crashes TTO
Formerly known as UnderBuilder.
MyMiniCity
Re: Query - do RVs use realistic acceleration properties?
Yes it is. But it is outdated so getting it to work might cost quite some effort.andythenorth wrote:Is that this one? http://www.tt-forums.net/viewtopic.php?f=33&t=22995
I believe that we are talking about road vehicles, not trains.nicfer wrote:I'd rather go for Newgrf / modifiable options from the .cfg for the default trainset. If the user doesn't like the actual model, he should be able to change it.
But for your information, my patch is (was) highly configurable. You can switch between the simple acceleration model and realistic acceleration model just in the patches window. Moreover, all physical constants can be tweaked in the config file or the console, so that you can still enjoy the effects of realistic acceleration even if you dislike the default setting for (say) gravity, or the amount of air drag. You can just set them to a lower level if you like.
But I think that patch is history. Or if there are enough people requesting it, then I might put it back to life.
- andythenorth
- Tycoon
- Posts: 5658
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: Query - do RVs use realistic acceleration properties?
Well, it would be useful to be able to code road vehicle newgrfs with some variation in vehicle acceleration, hill climbing ability etc.hertogjan wrote: But I think that patch is history. Or if there are enough people requesting it, then I might put it back to life.
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: Query - do RVs use realistic acceleration properties?
It is also useful in order to allow maximum speeds above 127 km/h.
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