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    1 hour ago, Brownie Bear said:

    I added you on Steam. My username starts with jay jay.

    Did not see that? Try again :)  Although the mod will go public soon, it's working and stable now


    ekCYJKD.pngTim The Terrible's Steam Workshop

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    17 minutes ago, Brownie Bear said:

    Okay I added you again. My username is jay_jay with 4 numbers at the end. :)

    Is your display name 'chocolate'?


    ekCYJKD.pngTim The Terrible's Steam Workshop

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    3 minutes ago, Brownie Bear said:

    Yes.

    that explains it, since it wasn't Jay before, I ignored it :P 


    ekCYJKD.pngTim The Terrible's Steam Workshop

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  • Original Poster
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    Update

    Released on Steam Workshop!

    Thank you everyone who tested, and thanks for all the feedback.

    Unsubscribe from the test version when you use the final mod. When I'm about to push a major update, I will update the test version first, and then you can help me test it again :) 

    • Like 4

    ekCYJKD.pngTim The Terrible's Steam Workshop

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    Great! I'm sure this is gonna be really popular really quick.

    Oh and did you hide the old/test one? Because I can't seem to find it to unsubscribe.

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    3 minutes ago, Acc3ssViolation said:

    Great! I'm sure this is gonna be really popular really quick.

    Oh and did you hide the old/test one? Because I can't seem to find it to unsubscribe.

    Yes I did, it's for testing purposes only from now on. I set it to Hidden instead of Friends Only, my bad (fixed now)


    ekCYJKD.pngTim The Terrible's Steam Workshop

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    Can you post the script to get rid of all the 'more train tracks' mod segments please?

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    1 hour ago, employee731 said:

    Can you post the script to get rid of all the 'more train tracks' mod segments please?

    Do you know that from Freshpopcorn/Strictoaster? :P 

    Copy-Paste into the console of ModTools

    var mgr = NetManager.instance;
    for (ushort i = 0; i < mgr.m_segments.m_size; i++)
    {
        if (mgr.m_segments.m_buffer[i].m_flags == NetSegment.Flags.None) continue;
    
        if (mgr.m_segments.m_buffer[i].Info.name.Contains("INSERT HERE")) 
        {
            mgr.ReleaseSegment(i, false);
        }
    }

    Credits to @boformer

    To insert:

    • NoCable Train Track
    • ConcreteTrain Track
    • Tram Tracks
    • NoCableConcreteTrac
    • TramTracksNoCable
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    ekCYJKD.pngTim The Terrible's Steam Workshop

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    As I was not encountering any problems while testing I did not write anything - so, good work! (even better it is your first "real" mod :) )

    Anyway, there is something I always dislike:

    Using sharp junction angles we are able to build realistic curves, BUT if the angle is less than ~25 degrees some pole stands on the track at that position. Well, maybe you can find a possible solution on this? The best way would probably to create a single pole there which goes over 4 tracks (16m) and delete / block the one that appears in the switch. I really don't know if that's possible, but I think it is as there is no such problem at road intersections regarding street lights ;)

    Another solution would probably be to change the overall props position (+5u or - 5u  or something) to avoid those poles in such an intersection at all... I might add some screenshots later to explain it more detailed if needed ;) 

     

    Also I like your Idea about signals! Maybe it would also be possible to include some traffic light logic there (LinuxFan might help here). So the trains won't run into chaos anymore :D something like:

    "if (train at segment){ 

    return false;}

    else{

    return true;}"

    in pseudo code, ofc ;)

    But as I'm not into programming in skylines, so I cannot tell if that actually is possible or not)

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    29 minutes ago, Delta2k5 said:

    As I was not encountering any problems while testing I did not write anything - so, good work! (even better it is your first "real" mod :) )

    Anyway, there is something I always dislike:

    Using sharp junction angles we are able to build realistic curves, BUT if the angle is less than ~25 degrees some pole stands on the track at that position. Well, maybe you can find a possible solution on this? The best way would probably to create a single pole there which goes over 4 tracks (16m) and delete / block the one that appears in the switch. I really don't know if that's possible, but I think it is as there is no such problem at road intersections regarding street lights ;)

    Another solution would probably be to change the overall props position (+5u or - 5u  or something) to avoid those poles in such an intersection at all... I might add some screenshots later to explain it more detailed if needed ;) 

     

    Also I like your Idea about signals! Maybe it would also be possible to include some traffic light logic there (LinuxFan might help here). So the trains won't run into chaos anymore :D something like:

    "if (train at segment){ 

    return false;}

    else{

    return true;}"

    in pseudo code, ofc ;)

    But as I'm not into programming in skylines, so I cannot tell if that actually is possible or not)

    I understand your problem, unfortunately I don't know how to fix that at the moment. I will discuss with @boformer if it is possible to increase spacing, but that will increase spacing everywhere. Sharp Angle Junction's solution to this problem was to get rid of the center-segment poles, but that looks weird in sharp bends.

    The best solution to this would be to drag the branch-off without poles using Network Skins (in the future) and place a few poles manually there. I am planning on making 2+ Track poles, so you can then also place a 3 Track/4 Track pole over that stretch of track.

    Regarding the Logic/AI, I have absolutely no clue. I don't even know if the Train Track Network is build for that. It seems train just use 'Hit Detection' and just stop if they are about to hit another train. Would be cool if they check if the next 4 segments are free, and then you would have signals every 4 segments. Not sure if that's possible.

    • Like 1

    ekCYJKD.pngTim The Terrible's Steam Workshop

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    I have downloaded and liked your mod on steam. finally dutch traintracks. thank you! :yes:

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    2 hours ago, Tim The Terrible said:

    Regarding the Logic/AI, I have absolutely no clue. I don't even know if the Train Track Network is build for that. It seems train just use 'Hit Detection' and just stop if they are about to hit another train. Would be cool if they check if the next 4 segments are free, and then you would have signals every 4 segments. Not sure if that's possible.

    Controllable stops at least are possible as with TM:PE it is possible to place timed traffic lights on nodes which work quiet well, but they are only able to monitor the traffic on the segments before and after that node it seems - in other words: If some train with 120km/h + drives in direction of such a node it's likely that the train just runs over some red signal :P (usually I decrease the speed in front of those nodes to 80km/h or slower using TM:PE so they come to a stop more likely ;) )

    About your other solution about those poles: Sounds good! Looking toward some nice Acela-ready tracks :D

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  • Original Poster
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    Update

    Added functionality to remove wires with 'No Catenary' option for the Test Version (Friends-Only).

    Unsubscribe from the public mod first. Let me know how it works with One Way Tracks and Extra Train Station Tracks.

    Many thanks to  @boformer  

    Spoiler

    70IRp8c.jpg

    HwpMVy9.jpg

    LhOjVf1.jpg

     

    • Like 4

    ekCYJKD.pngTim The Terrible's Steam Workshop

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    I was able to do some more testing, and I came out with this.

    It seems like the wires do not disappear when going through tunnels. Not that big of a problem, but still a bit annoying... :P  Other than that it works fine!

    Screenshot 128.png

    Screenshot 127.png

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    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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    4 hours ago, TransitAuthority said:

    It seems like the wires do not disappear when going through tunnels.

    Are those normal tracks or the One Way double tracks? Thanks for letting me know, will fix it today


    ekCYJKD.pngTim The Terrible's Steam Workshop

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    Normal tracks. 


    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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  • Original Poster
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    On 6-10-2016 at 4:00 AM, Mr_Maison said:

    Just chiming in to say congrats! Good to see it on the workshop and being enjoyed. I will be enjoying it too as soon as I get time.

     

    Thanks! We have some more cool options in store, just wait and see :P


    ekCYJKD.pngTim The Terrible's Steam Workshop

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    That is looking interesting. And now for the newbie question; do they also act like powerlines in the game or do they solely carry power for the benefit of the trains? A double function would be interesting but I can imagine that it would not be practical to make. 

    Nice pictures by the way!

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    May I request you to make a set of wide gantries as props for railyards and just wires without supports?

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    30 minutes ago, Strechnitz said:

    That is looking interesting. And now for the newbie question; do they also act like powerlines in the game or do they solely carry power for the benefit of the trains? A double function would be interesting but I can imagine that it would not be practical to make. 

    Nice pictures by the way!

    It's just aesthetics, but it would be cool to have the double function. 

    9 minutes ago, hitzu said:

    May I request you to make a set of wide gantries as props for railyards and just wires without supports?

    Wide gantries are on my to-do list. Wires without supports will be added to Network Skins at some point because it's only useful to use that per segment

    • Like 1

    ekCYJKD.pngTim The Terrible's Steam Workshop

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