Jump to content
Murakumon

High Speed Rail Project

How far would you need HSR to travel? ( between stations )  

190 members have voted

  1. 1. How far would you need HSR to travel? ( between stations )



1,589 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 
Originally posted by: bwatterud There's a beta on the STEX, but there hasn't been much "official" activity on this thread for a while.....22.gifquote>
This post I made earlier pretty much sums it up.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

I can't build tunnels with my High Speed Rail. Is there a special way I should do this???

thanks...

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

When do you guys think this will be integrated with the NAM? I really like this, but I would rather wait till this, the rural highway modd, and the NAM are all one in the same.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

think it can be ?

thought it would mess up any existing mono-rail lines or puzzel pieces  or did I miss something and that it's now a seperate system  ????

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

It will mess up any existing monorail curves and junctions you have in your cities. The RUL file that handles the drawing of the monorail tracks has been rewritten in the High Speed Rail Mod. So, you will have to relay all non-straight sections of monorail track that are in your cities if you choose to use this mod.

-Swamper77

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

There's been couple of requests for HSR-heavy rail interoperability, especially HST to use heavy rail stations. Let me give my 2 cents: a connector between HSR and heavy rail could be released (similar to ground->elevated heavy rail), enabled for monorail only. The other requirement would be to enable heavy rail tracks and stations for monorail (I guess transition speed of monorail over heavy rail should be set, to same value as heavy trains themselves). In this case HSR trains could use heavy rail tracks, but heavy trains would not mess on HSR.

Is this possible?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Has any more progress been made on the project ? I haven't seen any new stuff for a while

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: Andreas Roth @Nardo69: Well, it shouldn't be too hard to BAT a transition that looks similar as the other transition lots, which are merely transit enabled lots that convert one transit type (monorail, since HSRP is basically monorail with a new "skin") into another (normal rail). But since the rail doesn't have paths for monorail (or the other way round), the bullet trains will disappear when approaching the transition lot. Of course someone could add rail paths to the monorail (since it'll be changed anyway), but apart from the work, you won't be able to prevent regular trains using the HSRP tracks - which happens in real life as well occasionally, but usually, only with intercity trains and the like, but not commuter trains.quote>

Das ist genau das, was ich haben wollte - ich habe nie angenommen, dass man einfach so mal eben die Hochgeschwindigkeitszüge von HSRP nach normaler Eisenbahn düsen würden ...

Hmmm vielleicht sollte doch mal BATten & Modden lernen ...

This exactly what I desire - I never assumed that you could let the bullet trains go to railway without any problems / Work ....

Maybe I should start learning how to BAT and Mod ...

Bernhard 44.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Hi,

I just mean the exact opposite: not pathing monorail for rail, but to path rail for monorail 4.gif

Regards

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

I haven't been involved in this project but I like to say that it may possible to let the highspeed trains the regular rail system additionally. You may add monorail paths into any rail-related path file and allow monorail trains to use the rail network in the Simulator config. A connector puzzle piece must have a monorail connector on one side and a rail connector on the other.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: bwatterud

There's a beta on the STEX, but there hasn't been much "official" activity on this thread for a while.....22.gifquote>

This post I made earlier pretty much sums it up.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

And what tutorial would you suggest to read in the pathing topic? Also, for creating a connector, eg from ground rail-NAM elevated rail puzzle piece?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: GoaSkin You don't need a puzzle piece. You just need an entry in the rail RUL file that declares the placing monorail onto railroad-behavior and a model you link in this entry to.

quote>

 

A have this in the INI

0x0d000500,0,0,0x53269030,1,0=0x0d031500,0,0,0x53269030,1,0

but the RUL seems to override it

;Straight end

1,2,0,0,0

3,0,0x0d000500,1,0

So I changed it to

;Straight end

1,2,0,0,0

3,0,0x0d031500,1,0

as an idiot's proof of concept

Also the 0x53269000-9030 sc4path files are modified to include the same paths for the mono and the traffic simulator is modified to allow mono pass rail tracks with the same speed as trains.

My questions are: 

- would 9030 and 0d500 (or any two tiles) need to be connected to have the a RUL applied on them?

- is there a description for multi-tile RUL files available?

- how is the neighbour connection value configured that the RUL takes into account - eg tiles with side of connection 2 connect to other tiles' connection 2 side

Last, an image attached - in red the result of the RUL modification

hsr.jpg?bf2N8mFB2efjgu6k

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

What you did changes every end cap into a straight piece, not only next to a connector puzzle piece.

And this: 0x0d000500,0,0,0x53269030,1,0=0x0d031500,0,0,0x53269030,1,0

can't work because 0x53269030 is a puzzle piece and even has a wrong Group ID. Everything in the RuleOverrides Section applies to dragged networks only, I think.

If I understood you correctly you want to connect Monorail/HSR to the rail start/end Puzzle Piece. Then I think it would be best to modify the rail start/end Puzzle Piece in the IntersectionOrdering RUL 0x1000000. Look for this:

[HighwayIntersectionInfo_0x0000A100]

;Added by Tropod 06/06/04.

;rail start/end Puzzle Piece

Piece = 0.0, -24.0, 1, 0, 0x53269100

PreviewEffect = preview_rail_puzzlepiece008

CellLayout = ....

CellLayout = .a..

CellLayout = .b..

CellLayout = .b..

CellLayout = .b..

CellLayout = .c.<

CellLayout = .^..

CheckType = a - rail: 0x02000000, 0xff000000 check

CheckType = b - rail: 0x02000200

CheckType = c - rail: 0x00000200

Replace the last CheckType with this:

CheckType = c - rail: 0x00000200 monorail: 0x02000000

Then you can plop this puzzle piece onto existing monorail and the end caps wouldn't be replaced.

However, you won't see the HSR driving on the rail tracks if you don't change the paths for all rail tiles. I don't know whether the HSR is even able to use the rail tracks if only the traffic plugin is modified.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

What you did changes every end cap into a straight piece, not only next to a connector puzzle piece. quote>

indeed, after all attempts with overrides failed

And this: 0x0d000500,0,0,0x53269030,1,0=0x0d031500,0,0,0x53269030,1,0

can't work because 0x53269030 is a puzzle piece and even has a wrong Group ID. Everything in the RuleOverrides Section applies to dragged networks only, I think.

If I understood you correctly you want to connect Monorail/HSR to the rail start/end Puzzle Piece.quote>

correct, and thanks for your suggestion that I will test
Then I think it would be best to modify the rail start/end Puzzle Piece in the IntersectionOrdering RUL 0x1000000. Look for this:

[HighwayIntersectionInfo_0x0000A100]

;Added by Tropod 06/06/04.

;rail start/end Puzzle Piece

Piece = 0.0, -24.0, 1, 0, 0x53269100

PreviewEffect = preview_rail_puzzlepiece008

CellLayout = ....

CellLayout = .a..

CellLayout = .b..

CellLayout = .b..

CellLayout = .b..

CellLayout = .c.<

CellLayout = .^..

CheckType = a - rail: 0x02000000, 0xff000000 check

CheckType = b - rail: 0x02000200

CheckType = c - rail: 0x00000200

Replace the last CheckType with this:

CheckType = c - rail: 0x00000200 monorail: 0x02000000

Then you can plop this puzzle piece onto existing monorail and the end caps wouldn't be replaced.

However, you won't see the HSR driving on the rail tracks if you don't change the paths for all rail tiles. I don't know whether the HSR is even able to use the rail tracks if only the traffic plugin is modified. quote>

I haven't assumed so either, therefore I am already working to path the rest of the rail tracks as well along with some major stations ~passtrhough for minor ones and transit switch capabilities for major ones

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

If I understood you correctly you want to connect Monorail/HSR to the rail start/end Puzzle Piece. Then I think it would be best to modify the rail start/end Puzzle Piece in the IntersectionOrdering RUL 0x1000000. Look for this:

[HighwayIntersectionInfo_0x0000A100]

;Added by Tropod 06/06/04.

;rail start/end Puzzle Piece

Piece = 0.0, -24.0, 1, 0, 0x53269100

PreviewEffect = preview_rail_puzzlepiece008

CellLayout = ....

CellLayout = .a..

CellLayout = .b..

CellLayout = .b..

CellLayout = .b..

CellLayout = .c.<

CellLayout = .^..

CheckType = a - rail: 0x02000000, 0xff000000 check

CheckType = b - rail: 0x02000200

CheckType = c - rail: 0x00000200

Replace the last CheckType with this:

CheckType = c - rail: 0x00000200 monorail: 0x02000000

Then you can plop this puzzle piece onto existing monorail and the end caps wouldn't be replaced.

quote>

Thanks memo, it is working fine! Honestly, I understand what it does, but don't exactly understand how it works

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

After updating ~200 path files (all(?) sc4 and almost all new nam right hand driving) I am surprised to see that the UDI automata can be driven on the rail tracks all along, but there's no mono/hsr traffic on them. The actual track starts and ends in a mono station and somewhere in the middle switches to rail then switches back to mono

I can only think of something not grabbing my attention. Does anyone have some suggestion? Especially after I have swept through NAM but found nothing than the traffic simulator, already updated (mono speed on rail=160, mono on mono=500, rail speed on rail=110)

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I just wanted to ask if you remembered to change the speed for monorail on rail tracks in the NetworkAddonMod_Traffic_Plugin. Can you maybe send me the files somehow so that I could look for a reason?

That RUL file controls every puzzle piece and the interchanges, so be caryful if you modify it. The part "CellLayout" tells the game how to build a particular puzzle piece. For example you can see that it has 5 tiles when you build it.

The "CheckTypes" define the network type of each of the tiles. The FlagBytes have the format South/East/North/West and use the following values:

00 -no connection

01 -sloped connection-to the left

02 -straight connection

03 -sloped connection-to the right

04 -shared median

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Thanks to memo again, another step ahead after changing all values to 200 in the monorail speed repetitions, leaving the rest of speeds unchanged

Although another artifact, you may find it interesting. Has anyone seen such? It does not seem to be a pathing issue, just check the morning and the evening commutes

1.jpg?bfhjWpFByCmViWbd

2.jpg?bfhjWpFBR7v80p6k

3.jpg?bfhjWpFBytBrSe.h

4.jpg?bfhjWpFBkRaUdQvr

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: Swamper77 It will mess up any existing monorail curves and junctions you have in your cities. The RUL file that handles the drawing of the monorail tracks has been rewritten in the High Speed Rail Mod. So, you will have to relay all non-straight sections of monorail track that are in your cities if you choose to use this mod.

-Swamper77quote>

 

Is there any way to use the ANT to try to make HSR a completely aditional transit network?

And by the way, i read a long time ago that for HSR to work i would have to install the NAM with the option to increase speed instead of other options. Is it possible already  to have the HSR to work with the perfect pathfinding option selected on NAM?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

basically the hsr could use any of the traffic simulators, but for obvious reasons any of the pathfinding mods needs to be updated for hsr

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@mad_genius-Probably not, because the ANT uses car traffic. Even if it was possible, it would interfere with the RHW mod.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

is the HRSP compatible with the new NAM?? because i've read somewhere that's not... and i have to have HSRP because it's totally awesome...

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Where can I get the new NAM from?

Share this post


Link to post
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account


  • Recently Browsing   0 members

    No registered users viewing this page.

×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections