![]() ![]() But it seems some feature-creep happened while doing so, making it all feel slightly more out of place when looking at it as a whole.įor example, if the setting was just: PBS, Block, All, and it allowed cycling through your selections, this would have made perfect sense to me. Do not get me wrong: I am all in favour of reducing the amount of settings. Not sure if we do this on other places, but just mentioning it here.Īll in all, for me, this PR makes the signal more confusing than it already is, especially when looking at the settings. The blue "Recommended" is impossible to read when it is not selected in the dropdown.The "None" option seems to be cycling through PBS signals. ![]() Even then it took me some time to parse that information :D This was already the case before your PR, but with your PR it becomes even fuzzier. It took me quite some time to find the tooltip that mentions this. The mentioning of "Cycle" is completely unclear unless you know exactly what you are talking about.I do understand what you try to achieve here, but the user feedback is so minimal, it just isn't very clear. The "None" option feels weird it is rather undocumented what signal it will put down.This is really frustrating me for some reason. Changing the signal setting closes the signal GUI.I just started the preview and did some play-testing. This PR affects the NewGRF API? (label 'needs review: NewGRF')įirst of all, I did not look at the code.The compatibility wrappers (compat_*.nut) need updating.ai_changelog.hpp, gs_changelog.hpp need updating.This PR affects the GS/AI API? (label 'needs review: Script API').This PR affects the save game format? (label 'savegame upgrade').The bug fix is important enough to be backported? (label: 'backport requested').This list is a reminder for the reviewers. Some things are not automated, and forgotten often. This PR was inspired by #7504 but mostly builds on work hiding pre-signals for his Realistic Braking feature. I am open to debate on any of these changes. You can still control-click the signal button in the Rail construction menu to build signals without creating a toolbar. Settings > Construction > Enable the signal GUI has been removed.Settings > Company > Cycle through signal types now defaults to Path signals only, and the option for Block signals only has been removed.Note that players only see this when they first open a game - after that, the toolbar opens with the last signal used selected. Settings > Company > Signal type to build by default: Path signals has been removed and hard-coded to one-way path signals.In an attempt to simplify the confusing combination of settings affecting signals, I have made additional changes: For the players who use them for signal logic, priority merges, or stubborn habits, they can be enabled via an Advanced-level setting, Show signal types. Path signals are the only signals needed by the majority of players, so this PR hides all non-path signals from the signal GUI by default. Nevermind the third train in the depot that is meant for yet another platform not moving at all until the deadlock is manually resolved.New players to OpenTTD are confused by signals, partly because there are so many choices available. When the train that is returning from the right platform tries to pull in, both trains lock up facing each other. Trouble starts when the second train then pulls out of the depot and also into the first platform instead of the correct platform and starts filling up. This results in a deadlock because the first train will pull into the first available platform, fill up, and go on it's way. They'd fill into the first available platform and not go to the correct platform that will take them to the correct destination. Now, owing to the shared depot, with only path signals, the trains behave very strangely, as if their AI/pathfinding is broken. To turn around, the train is expected to go the other station, go into another depot at the end of the line, and turn there. Each platform only goes to one other platform on another station. On stations with multiple platforms, the station has a shared depot on it's end. Block signals factors a lot into a playstyle I'm developing. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |