![]() + uint16 prob = 0x10000 / (patches.less_air_crashes) * FIXME - MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */ This is the easiest solution right now.Ĭode: Select all Index: src/aircraft_cmd.cpp It's just plain stupid to force disasters if someone doesn't want them to happen, thanks to it playing after year 2050 on big map is more like a challenge to replace all crashed airplanes before they get scraped, with no time to watch little trains/trams/trucks, no time to make any new connection.ĭisasters are ok, but only if I can avoid them, I would prefere to avoid them by paying some extra money to enginers and my crew, so I can be assured they will work fine (like in Traffic Giant), since it isn't possible right now and probably not in future I have to mess with source to disable every disaster that I don't want. Why did you make breakdowns and disasters switches if even turning them off doesn't save even single airplane? If I remember correctly turning them off in TTD solved all my problems with plane crashes, or maybe it didn't, but chance of plane crashing was really small then, and together with small maps, using planes wasn't so reasonable. Why among all of those vehicles only planes have disasters? On top of that pretty offten and impossible to turn off. Ships don't crash too often, unless you like to watch Titanic every day, however there are many disasters, usually caused by weather or big companies which wanted to save couple of bucks and didn't repair everything they should in their tankers.Again it should be something around 1 in 1000, maybe 1 in 500 in urban area. There were even trucks/busses that crashed into bus stops killing more ppl than single airplane crash kills. oh yeah, there are plenty of accidents caused by truck drivers who were eighter sleeping while in their truck, or drunk or by break failure, loosing control of their vehicle or by violating traffic laws. Please note that I didn't think about brake failures, blown engines, terrorists attacks and other random problems with tracks (like in ICE or TGV cases). Considering that real trains make about 90 000 kilometers per year and in OpenTTD you can be happy if your trains make 1 000 kilometers, chance to scrap your train should be about 1 in 10. Trains may crash because of signals failure, switches failure or even because someone is sleeping when he shouldn't.Maybe in real life 1 in 1000000 planes crashes, but they make an average of say 500 flights a year, in the TTD world you would be happy if you get 12 flights a year. A few clicks, all replaced (if they can find a way to a depot).Third, I personally think the chance becomes too little with this patch. There's autorenew you describe and you want to learn about autoreplace. A small table with engine id for each road vehicle in each generation would probably make this replacement process a fairly simple task for experienced developers.Īndrex wrote:When a road vehicle is getting old but it's one of the old models that then becomes unavailable, it never gets replaced. Road vehicles have only 3 generations, and each vehicle has only 1 successor or predecessor model. I know that implementing this for trains, ships and aicrafts is not very straightforward, so let's focus on road vehicles only. This is an impossible task to do manually, and breakdowns on these obsolete vehicles render the company nonviable. Sounds easy when you have a few dozens road vehicles, but it's not fun when you have hundredths of vehicles. With the current scheme, we have to manually replace road vehicles to their newer models. It would be really useful to add an option to autorenew road vehicles to their newer/faster model either: ![]() When a road vehicle is getting old but it's one of the old models that then becomes unavailable, it never gets replaced. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |