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 Post subject: Re: NewStations 0.7
PostPosted: 06 Jun 2016, 08:07 
Artists Guild Team

Joined: 02 Mar 2012, 12:10
Posts: 75
@Quast65

Thanks very much.

regards
Michael


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 Post subject: Re: NewStations 0.7
PostPosted: 10 Jun 2016, 14:16 
Artists Guild Team

Joined: 02 Mar 2012, 12:10
Posts: 75
Here´s a more interesting new station from the upcoming set using "fake track". This one is inspired by the old Halensee station of the Berlin S-Bahn:

Attachment:
mock track 16.png
mock track 16.png [ 73.86 KiB | Viewed 9444 times ]


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Michael


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 Post subject: Re: NewStations 0.7
PostPosted: 10 Jun 2016, 14:26 
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Joined: 27 Feb 2012, 22:45
Posts: 1880
Location: Canada
Looking good.

I just had a thought ... If these are objects, they could be used to plan/reserve a route or network without upsetting the local authorities.

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 Post subject: Re: NewStations 0.7
PostPosted: 10 Jun 2016, 21:59 
Artists Guild Team

Joined: 02 Mar 2012, 12:10
Posts: 75
wallyweb wrote:
Looking good.


It was a pain to paint, and a nightmare to code. :cool:

wallyweb wrote:
I just had a thought ... If these are objects, they could be used to plan/reserve a route or network without upsetting the local authorities.


Nah, that´s a station, as can be seen here:

Attachment:
Halensee.png
Halensee.png [ 250.34 KiB | Viewed 9438 times ]



And seriously, I´m beginnig to think it was a bad idea to promote implementing newobjects at all. "Inflation of objects", popping up everywhere ...

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Michael


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 Post subject: Re: NewStations 0.7
PostPosted: 12 Jun 2016, 15:41 
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Joined: 01 May 2012, 11:38
Posts: 580
This discussion has somewhat derailed. Please stick to the topic, and discuss objects etc. in a separate thread.

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 Post subject: Re: NewStations 0.7
PostPosted: 13 Jun 2016, 05:06 
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Joined: 29 Feb 2012, 00:55
Posts: 1770
Location: Hellas
After these topic derailed:
wallyweb wrote:
I just had a thought ... If these are objects, they could be used to plan/reserve a route or network without upsetting the local authorities.

mb wrote:
And seriously, I´m beginnig to think it was a bad idea to promote implementing newobjects at all. "Inflation of objects", popping up everywhere ...

So off topic posts were split to a new topic.
Thanks.


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 Post subject: Re: NewStations 0.7
PostPosted: 22 Jun 2016, 20:51 
Artists Guild Team

Joined: 02 Mar 2012, 12:10
Posts: 75
Some more progress on the fake track switching yards from NewStations v0.7: automatic fencing with PBS-driven gates:

Attachment:
mock track 18.png
mock track 18.png [ 170.02 KiB | Viewed 9310 times ]


Also, a number of the existing stations got provision for "fake tracks".

regards
Michael


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 Post subject: Re: NewStations 0.7
PostPosted: 22 Jun 2016, 23:44 
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Joined: 29 Apr 2012, 18:10
Posts: 38
that looks really great, love the rail yard with the carriages on the 'fake' track.
very exciting :W


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 Post subject: Re: NewStations 0.7
PostPosted: 23 Jun 2016, 02:41 
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Joined: 29 Feb 2012, 00:55
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How long will it take not to be fake? :(


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 Post subject: Re: NewStations 0.7
PostPosted: 23 Jun 2016, 08:44 
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Joined: 01 May 2012, 11:38
Posts: 580
I really love the train depot, exceptional work.

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 Post subject: Re: NewStations 0.7
PostPosted: 23 Jun 2016, 16:29 
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Joined: 02 Mar 2012, 12:10
Posts: 75
SlemFreak wrote:
I really love the train depot, exceptional work.


That´s already available in NewStations v0.6.

regards
Michael


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