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Train cars not mixing - possible?

Started by littlewhitebutterfly, January 21, 2011, 08:04:00 AM

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littlewhitebutterfly

I'd like to have more than one passenger train set, but each with its own cars. The mods I've seen so far just replace the in-game passenger train, but apparently there's no one that adds a new train without car mixing -which doesn't bode well for my question I guess  &mmm
Please note, I don't care if the new trainset doesn't work as real commute train, rather is just an eye candy; it would be enough for me to see new rolling stuff on the tracks. I made one myself, but a simple single-car regional train. The trouble starts when adding cars. Is there a way to achieve that?

Andreas

Unfortunately no. The only thing you can do is using some lots with train props on them, so at least your screenshots would look like there are different trains in your city.
Andreas

noahclem

To the best of my understanding there is no possible way to have multiple trainsets without them mixing, which is really unfortunate. A pretty clever workaround would need to be devised for such a setup, which hopefully happens at some point.

I've had a couple ideas for possibilities which would require various levels of difficulty to implement.

1. Install a passenger train to replace freight train automata--not sure how to do that and of course it would not be a functional passenger train.

2. Create a network override or puzzle pieces that would carry multiple types of traffic ie, monorail (high-speed rail) or light rail. This should be possible and I believe, oddly enough, that the GLR pieces are actually also pathed for heavy rail now. I would love to see this at some point but lack the ability to do anything like that anytime soon.

Sorry for the bad news  &mmm

littlewhitebutterfly

#3
Thank you both! Now the following is the script for a custom truck, a trailer vehicle that never mixes with other semicabs or trailers:

automata_group.green_semi = TTT
{
   _parent = automata_group.vehicle,
   group_id = "0xa390",
   class_id = "0x4a5b69ed",      -- cSC4TrailerVehicle
   trailers = { "green_trailer" },
}
automata_group.green_trailer = TTT
{
   _parent = automata_group.vehicle,
   group_id = "0xa38c",
}
When I first tried to make an additional trainset, I thought there might be a similar line to write for train cars, rather than trailers, so that a specific group of engines would couple only with that group of cars. I gather there's no such a line, right?  &Thk/(
Alternatively, I just found out it's possible to create multiple trailers, which may be an excellent workaround to make an additional trainset. The trouble is, is there a way of making a trailer vehicle class 0x4a5b69ed follow rail instead of roads? Apparently  setting "follow_rail = true" does not work. Any ideas?

vil

#4
You can also experiment with combining various occupant groups for vehicles (even not obvious ones, like having a track checker car-jacked). Some combos actually get the "semi-truck aka train-engine" running on rails - unfortunately without trailers and unsure of its orientation on tracks.

You can spawn a re-modelled/skinned eltrain on rail. Best option IMHO.

You can also spawn an underground train but it only appears in underground viewing mode.  :thumbsdown:

I use re-modelled/skinned track checkers because i can make good use of single-unit trains where i live and play.

You can re-model/skin HSRP infrastructure and trains to look like rail and build side-by-side with normal rail creating a nice illusion. In fact it would be nice if someone wanted to do that, as its a lot of work (also someone should finish HSRP first) ;)

My favourite mad plan for themed countryside industrial railroads is making a SAM railroad texture and running trailer based "trains" on it. Taking care to avoid allowing other traffic on the (rail)road = pain.

Using freight trains for passenger units looks like a good option at first sight because cabooses would allow nice double-ended units. Good if you dont mind losing freight trains. Avoiding mixing industrial areas and railroads = mild pain.

I still have some hope that maybe using effects might get some results but i havent had time to pursue that line of investigation.

littlewhitebutterfly

Hi Vil, what combinations did you try? You mean you managed to have trailer vehicles running on tracks, but they just lost their trailers?
Reversing the problem by creating a SAM to make trailers run on it is very ingenious, really a great idea! I'm not sure though, as you said, you could completely avoid having other vehicles running on it too.
I've never used the High Speed Rail, but I guess you'd need to build two different tracks next to each other, which wouldn't be very realistic outside cities.
So I agree with you that the best option is probably to spawn elevated trains on rail. I'd had the same idea and tried with underground ones first, even made them UDI, but it was funny, it was a kind of ghost train I could only see when behind a prop, like the shadows of vehicles :) By the way, this fact has nothing to do with the "layers filter" property, has it? I have automata with layers filter set either to 00 or 09, and they both work, so I don't know what that is for.
Conversely, el-trains I'm trying to spawn do show up, but keep sticking to roads whatever occupant groups I add.. and without any cars :(  Would you be so kind to show me the correct script to spawn an el-train on rail?