Re: way type - Pipe lines Reply #105 – February 09, 2009, 01:25:41 pm With? Why with? I think that for this time add-on is sufficient - but I understand that some problems could be in menuconf.tab and so on.Still mainly for oil transportation it is very good idea and I am looking forward to available download in add-on version at least. Quote Selected
Re: way type - Pipe lines Reply #106 – February 09, 2009, 01:33:23 pm I think pipelines need additional code as well. Quote Selected
Re: way type - Pipe lines Reply #107 – February 09, 2009, 01:53:09 pm Quote from: VaclavMacurek – on February 09, 2009, 01:25:41 pmWith? Why with? I think that for this time add-on is sufficient - but I understand that some problems could be in menuconf.tab and so on.Still mainly for oil transportation it is very good idea and I am looking forward to available download in add-on version at least.If you want to transport the oil by overground pipelines just modify the powerline graphics. Quote Selected
Re: way type - Pipe lines Reply #108 – February 09, 2009, 02:00:24 pm But then you have to rename 'electric energy -> oil'. That would work Quote Selected
Re: way type - Pipe lines Reply #109 – October 25, 2009, 11:46:18 pm I know this has not been discussed in a long time, but I have a couple of ideas for how this idea could be implemented.I think pipelines are a great idea and would love to see them implemented. I think Timothy's model is a good one.The problem of ownership has been mentioned a few times. That is, Factory A (oil field) produces a good (oil) but keeps it on-hand until a connected factory, say Factory B (chemical plant) buys it. At that point, it drops the good onto a station that meets the way.What if a Source_Pump station extension, when it is built, is connected to Factory A (so it can buy the good to fill its capacity, at some significant cost to the player) as a consumer. Once it has filled the connected network, it can then send its internal supply to any attached station extension of type Destination_Drain, limited in speed by the capacities of the smallest pipe section on the route, the need for pumps to get above rises in terrain or other way overp****es, etc. p****ing on the same good meant for the factory at the destination. Then, having delivered that amount of the good to Factory B, it can collect the good waiting at Factory A meant for Factory B to refill its capacity.This may not be a viable idea, but at any rate, here's an idea for a vehicle-based approach to go along with it or be used without it:If a vehicle is needed to do these things, it could be one of the invisible, internal packet launches (1unit of fluid, 1000km/h, reserves the entire route from source to destination, 10 of them are automatically included in the cost of the Source_Pump and dynamically ****igned routes to Destination_Drain buildings more or less evenly for sources that feed multiple destinations, but a single source could only route to 10 separate destinations).Alternately, the 10 vehicles could be manually given destinations by selecting the Source_Pump and creating a fluids line/schedule for each of the ten packet bubbles.Thoughts? Quote Selected
oil pipe lines Reply #110 – January 22, 2010, 07:07:11 pm Now that we have advance tunnels has any consideration been given to pipe lines? This would allow for direct connection to offshore oil rigs or for the development of offshore oil docking for super tankers, once on land the pipe line could be made similar to power lines direct to oil refinery or oil power stations. It might even spawn new industries depending on the development of natural gas. Just an idea. Quote Selected
Re: oil pipe lines Reply #111 – January 22, 2010, 09:00:35 pm Well, see the discussion here: http://forum.simutrans.com/index.php?topic=1413.0 Quote Selected
Re: oil pipe lines Reply #112 – January 22, 2010, 09:17:08 pm Sorry, I missed the earlier discussions. Include me on the positive side for this addition to the game. Thank you Quote Selected
Re: way type - Pipe lines (in: Topic merged) Reply #113 – January 22, 2010, 11:41:26 pm NO FEAR! Igor is here to save the day. Topic merged. Quote Selected
Re: way type - Pipe lines Reply #114 – January 23, 2010, 08:04:48 am If coal (slurry), oil, petrol, and natural gas -- perhaps even water -- "receiving industries" were required for city growth (inside city limits) in appropriate years, as electricity, that could add interest to the game. Quote Selected
Re: way type - Pipe lines Reply #115 – March 07, 2010, 08:54:45 am My view, the pipes could transport water to factories to increase production. similar to power line. Have thought about pipes before, but dismissed the idea. Quote Selected
Re: way type - Pipe lines Reply #116 – March 07, 2010, 03:00:03 pm Hmm... in some of the SimCity versions, cities needed water pipes... the same could be true here, where towns need both an electric transformer and a water-tower inside city limits to exceed some population threshhold. Water, unlike electricity, could also be supplied in tank vehicles.One step further, cities could also require certain levels of watern, food and goods to continue their population. At some point, though, we get into city-simulation more than transport-simulation. Quote Selected
Re: way type - Pipe lines Reply #117 – March 07, 2010, 08:06:43 pm Agreed. love the idea. Quote Selected