#JP+ Group Development Zone
1 messages · Page 5 of 1
I do love nml masochism
Such coincidence
working on FIRS 5 steeltown compatibility for JP+ Engines 🙂
Everyone does (not)
Also I see lots of Chinese players demanding for a new release of AXIS that contains the updated translation. Could you please work on it when you have time? 😄
I think I need some sort of M4NML
NML by itself is way too limited
I tried grf-py but the environment stuff is too complicated
All those python dependencies and version collisions. It won't work on python > 3.10
Anything that will stop me asking myself "what i'm doing with my life", while making a grf, is welcomed
When you do so you are contributing to the newgrf landscape that is completely rotten and the system itself needs an urgent rewrite
So you should fork openttd and start to implement a wasm based plugin system
Write openttd extensions in rust 😁
Just json would be enough
What about the conditionals and stuff
I believe someone thought about making something like grf-py in rust
Json only stores properties
Part of it iirc is written in rust
Fair action 7/9 is hard to implement
Yeah but someone wanted to write something else entirely in rust iirc
hmm
A wasm plugin is a program by itself, so given the valid inputs it can basically output anything.
Like you can put the entire openttd game in wasm and load it as a plugin
So it's way more flexible compared to a property list
jeremyg@nixos ~/C/JPplusMU (master)> git log --author freeaim
commit 20917dda9f140e8beb97ec586b8d13ff6b427204
Author: freeaim <[email protected]>
Date: Wed Feb 28 18:38:43 2024 +0900
updated translation
commit 08c7414c490352e601e8972991049921b592241e
Author: freeaim <[email protected]>
Date: Sun Feb 4 18:01:05 2024 +0900
help whats rebase whats merge i never used git in my entire life (#143)
* jp+ jp translation (why is so fucking hot int hokkaido aaaaaa)
* Update jpnew.lng
* Update jpnew.lng
* Update jpnew.lng
* its a long way
* Update jpnew.lng
* replaced japanese.lng with shitty new one based on english.lng
almost done
WHY IS HOKKAIDO SO FUCKING HOT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* fuck
* Update japanese.lng
* Update japanese.lng
* Update japanese.lng
* Update japanese.lng
* Update japanese.lng
* fix
WHY IS HOKKAIDO SO FUCKING HOT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Discipline in your changes...
Hokkaido is very hot mate 🔥
I heard it's fucking hot.
You wouldn’t believe it, you really wouldn’t
Here in Wenzhou we have typhoon to cool us down... 😎
JP+ is kinda hot too if you think about
Hotter than the sun, they say
And we got a heatwave from today, and I can't find AC remote 🥲
unlucky
thats me
I've heard you guys don't have AC there
yes atleast where i live
We’ve never needed it before
We've always never needed it before.
in JP+ buildings, the invisible texture of the Takemaru shopping centre seems to be off (different character size and weird grass texture along the edges)
and the text of Nagoya apartment just says "Nago", missing the "ya"
Current JP+Roads progress
I love the details such as manholes and drains, looks great!
Stone pavement and dirt roads are not mine 😅
But thank you
How does the 3 lane one look with road vehicles on it?
The outer 2 lanes seem to align with the regular roads so I think the 2 inner extra lanes are eyecandy
Does the orange trees change based on in-game date?
They do
That's really cool, I was actually thinking the other day about wether that was possible. Should work with regular trees too then 💪
cant wait to do the mixed black/red motorways
Cherry blossoms
oooooh, any chance you're going to include a parameter to let us change the seasons?
I'd love to use this in my games, but southern hemispher winters/summers are opposite
(current_month / 4 + south ? 2 : 0) % 4
I will make a hemisphere and fixed season params 🙂
perfect, thankyou 🙂
Can we update the 《BOCCHI THE ROCK!》 paint?👍🏻
?
This isn't a train
😆 what
草
www
wi pee
apparently called like that because predecessor of tokyo tram (horse carriage) used it
should i translate as スコッチゲージ or 馬車軌間
What's リニアモーター?
that's just a transliteration of "linear motor"
oedo line iirc
mini subway
whats pylon
架線柱?
aright
Bang Dream Tram
@mellow jacinth type train
Indeed
Industrial roads
omg we've needed this
I'm defining params, so it's a good moment to share your wishes, of which I should add, apart from these, that I've already came up with
If theres electrified roads/tram tracks, then selection of poles like in JP+ Tracks would be nice. If its not too much work that is
Same thing but also with street light poles, roadside tree types, etc. is my suggestion
Can't promise this, as trees and lights are "baked" into the catenary, and every option will require another sprite and switch blocks.
And I'll be honest with you, my tree logic file is 900 lines long 🥲
I was more thinking about regular roads without catenaries
Ah, other decorations will be done as eyecandy trams
So should be plenty of options to select from
Nice👌
211 series trees
Every tree that grows in Japan selectable by param when
JP+ Trees when
No.
whennnnnnn
actually you know between yourself and zyliety you might have drawn enough for a set
Right after 211 anniversary and that private company livery update
Acceptable
Need to create a repo that's just misc JP+ sprites that can be reused elsewhere, things like trees, other misc bits and bobs
lamp posts, fences,
just, odds and ends
JP+ Odds & Ends
Sorry not sorry 😛
https://youtu.be/HUzLUGKwQJc
Enjoy this full version of ODDS&ENDS that was just leeked.
Update: official upload by Sony is here http://youtu.be/iOFZKwv_LfA
Reprint from NND - I do not own this. If you like the song, please support the creator and buy his/her album.
Title: ODDS&ENDS ....
Where can I download jp+ roads? It doesnt show up in game
it isnt ready yet
https://github.com/OpenTTD-JPplus/JPplusRoads
It's a work in progress, a lot of things are not completed and new versions might be incompatible with previous ones
had a look and you guys have been cooking, these are really good
I also love how you did the curves for the highways, vehicles look a bit goofy using them, but it's a good inbetween
also thankyou for including this, you guys are cool 🙂
Glad you've liked it!
Hemishere
Hemisphere now😅
it's true
Down with the Netherlands
FYI there are some duplicates between JP+ private and NATS that are not removed by the "JP+ NATS Duplicate Trains Disabler"
I think that is beacause NATS is fully replaced now
don't think so, at the very least Meitetsu and Kintetsu are still only in NATS
not to mention the minor companies
JP+ NATS Duplicate is quite old, it was not made with JP+ Private in mind
I should fine some way to hide that from banananananana~s as JP+ Private replaces it
And all the JapanSet3 removers from JP+MU....ahhh, nice to rid of em
Just set the OpenTTD version to some really old one
nababas
Still hokkaido limited expresses, thunderbird, hakutaka...
Nothing like a project spanning years to complete... 😛
Hi people. I think i found a bug when i play if JP+Multiple Units, is the Kiha 58 DMU. As pictures below, when the train are goes in one direction consist is ok, but when they are in other direction, consist are totally wrong.
Look´s like the same thing occur if another Kiha 181 DMU.
The JP+Multiple Unit is latest one, version 0.5.4, and track newGRF is U&ReRMM 2: Mini v4
as per real life, the cab cars are considerd to be individual engines
to put it right, send it to the depot, ctrl+click on the rear unit to flip it
then it will be right
ctrl+click flips the carriage/train
Thanks. make that and works by now. Trains running again. 
They shouldn’t require you to do that by default if you make them, but if you do that it will bug, but this’ll be fixed next release
@amber totem strange but I got here.
Capacity says consumed too many parameters
oh, I think it's not the GRF's fault... might be because of some recent changes in JGRPP. I was playing on the nightly version
Try eating less parameters. You’ll get fat.
Probably the game side like you say. Haven’t actually touched this grf in a while to break something new
these decos are tramways openttd-wise aren't they?
Road catenaries, appearing automatically
ohh, nice
Uhhhhhh
It throws this error when I load JP+ Tracks with basically all the railtypes enabled but I also don't notice anything glaringly incorrect
Don’t turn them all on then
so ive gotta choose 
Yes
yeah actually it works when i've turned some off
There’s a max amount of rail types, the default settings are optimised for a JP+ game, if you’re colouring outside the lines you will need to make decisions.
danke
It can't give an error like that, you must have loaded some other grf that adds more tracktypes
I vaguely recall seeing that error when turning off Voltages too, I'll need to remember to check when home
My bet would be JapanSet: Trains, adding tracks by default. You can check the parameters for that one to be sure
I never have any issues turning off voltages
Nope not added
You managed to fit all the rail types under the limit? I thought you could still tip it over if you turned on everything?
Should be something else then, as from grf's side you can't define more than 64 railtypes, (which is the allowed limit)
No horse
hm lemme check this list
Don't think anything in here adds railtypes
aparet from jp+ tracks
Seems like nothing else is adding more railtypes, weird.
You could try loading jp+tracks on top of priority to see what else contributes to the error, or just ignore this
you can't use multi aspect signals and JP+ multiaspect
JP+ adds a lot of signal types
that may not fix this problem but it is another one haha
I have JP+ signals, multiaspect signals, and WenSim's eyecandy signals all loaded in my game
but multiaspect extra types are disabled in the parameters
I tried enabling it and it overwrote the eyecandy ones so yeah there's a limit
oh right true, I just remember the dwarf signals causing an error
oh, some overwrite eyecandy?
the dwarves are like, the only that are actually mostly my art
but yeah, i don't see any reason to combine multiaspect and jp+
JP+ signals doesn't override the "default" signals which is why I have it like this
@shrewd wren better fetch the grf file from @wraith crane and decompile it
@wraith crane can you post the GRF file you're using? And also the full parameter list? Just take a screenshot of the GRF sidebar in the GRF menu, it should show all parameters available
It should be impossible to generate a grf with nml with that issue
Doesn't jp+ shinkansen add railtypes?
oof I think it does redefine some entries
I think it`s best to keep the underneath of the platforms the same dark shade as the JapanSet platforms
I might just let the grf disable itself when it is loaded with japanset stations
I would prefer it if it was compatible with JapanSet to be honest
It has plenty of visual bugs, stupid foundation overriding, and the building height is incompatible doesn't match with WINS
I guess this explains
very normal thoughts (it looks very good)
kinda reminescent of platforms in NSW/Victoria
there are also other minor problems, like it doesn't have translations
I might reuse some sprites but I am not going to copy the art style
||and there are gonna be license restrictions - which are not a problem for now 🙂 WINS uses GPL v2||
...this is what I'm taking about
That would be a good way to ensure that no-one ever uses WINS 😉
that's why it's crossed out 😛
I think it's best to just let WINS be its own thing, and hopefully someday JP+ Stations will exist and be a true replacement for JapanSet Stations
though, what exactly do you expect to be in JP+ Stations?
like, same platforms in JP3 Stations but with some extensions?
and updated logics?
Modular station buildings like in JapanSet, but better and maybe with updated graphics. Also all the stuff that's in the JapanSet station extension pack. And the overlap tiles needed to make the elevated bridges work
I could work on that 🙂
and once it is finished we could just throw jp3 stations away
and for it to be in a scale that matches JP+ Buildings, I see you've gone your own way on scale 😛
Uniform scale over details, I'm sorry
(im not saying your choice is bad, I like it, but its different)
Also forgot to mention more flexible footbridges, and underground metro overlap stuff
brrrrr, I could shrink the height of it...
and this, I would want the foundations to be kept simple, the light gray concrete of the JapanSet3 platforms is fine (ish)*
I like your other foundations, but they don't speak to me as being the Japan, especially the brown-ish-one
Not to say I don't like them, I do - but do they scream Japan to me is a different matter
I don't mean platform foundations, I mean global foundations overriding is stupid
I really dont mean foundations, actually, I mean the actual platform sprites 😛
I agree global foundations overide is dumb
ok what about this
8px for a single floor
you're dangerously quick 😛
hard to say without it being relative to some JP+ tall buildings
For the 2nd and 3rd windows for each row of 4, I think their shading makes them look slightly tilted.
hmm
| / / | — what I see (no this is not loss)
better, better for sure :)))
Yea looking better! 👍
My thoughts are if it needs to be 2 tiles deep, or would 1 still work as well/better
Yeah overall scale still feels dramatically way too big compared to the rest of city buildings. This almost feels like it's better suited for an extrazoom trainset scale rather than JP+ stuff.
Based on a cursory look of some of the buildings I see the size of windows varies between 2-5 pixels in height, and a total size of floors around 7 in height.
So, I don’t think it is egregiously overscaled.
I see why you're feeling like that. There is a light pixel in the corner of the second window
So reshading that should fix it
I was going to edit it myself but I got distracted by a shiny object in my midst.
It’s just one of those optical illusions that comes with dithering techniques.
It's gonna be modular
These NewGRF graphics (in general) are kind of similar to the graphics used in Civilization 2, which I have drawn stuff for, and also used to come with a 255 color palette limitation.
But unlike OTTD, Civ II still uses an advanced patch, the TOTPP.
There isn't a 255 colour limitation nowadays 😈
We have access to the full rgb range
Same for TOTPP. It was kind of easier in my opinion when you were restricted because “this is as good as you’re going to get” was the limit.
Everyone had medium expectations and they were easy to meet.
Plus there was a bit of challenge in making something that looked really nice when you were so restricted to a single palette.
I probably sound like a movie director from 100 years ago lamenting the demise of the black and white silent film.
Are these like platform extensions?
there must be something wrong in the weight of 24-series passenger coach. EF81 x 1 + 24-series x 11 = 100 tonnes...
How did I never notice that, I'll fix this now 👍
ah, that coach used to inherit its stats from JapanSet3 which is why the weight property wasn't set
Lookin good!
one side here, 24 more sides to go
@shrewd wren might help for roadset icons
I redrew the JR label I posted last time, this time with 2x extrazoom, corrected height, and dithering
I'm definitely putting those badges in my stations set
Very late reply indeed, what's the version were you using?
That's JP+ Roads which isn't released yet
Yeah, ik. Since yozora did give it a quick try, I wanted it too. Tried it using the file from link here, some road types got loaded but still is a fatal error overall
Anw you guys are goated 🔥🔥
If you got an error, you might have exceeded the roadtype limit
Probably. I had U&RaTT active as well. I'll retry it in a moment
Yeah, you shouldnt load any other roadset with it
Just retried it, looking good
Just noticed that centre line of primary street becomes yellow after 1985
It is intended. 1930~1960 there are no markings, 1960~1985 white markings and then modern just like nowadays
Is cool
One thing I'd suggest is that to add a 4 lanes road. Just like the 6 lanes with thinner median
Maybe, red carpet and asphalt solid lane markings of both versions as well
There are three 4 lane road types in the plan, so road hierarchy would be very strong with this one 😛
If you can draw, everything is possible
I can, maybe. One thing for sure I'm blind on programming world
What software are y'all using
I'm developing this solo, and I'm using photoshop with smart objects and linked layering
It's more of a constructor at this point
There's also a list I can send you of planned waypoints, but any prop will make a great help
I'd love to see the waypoints
vscode for code and aseprite for graphics
Photoshop, I don't have it. I doubt my laptop can handle it lol. Aseprite, it's $20 hmm
Aseprite is paid but its source is available so you can compile it youeself
And there are github projects that helps you compile aseprite
That's great
Modular crossings are just the waypoint in front of the crossing, with a stop line, and solid line for lane dividers (4L+ roads)
Or if you really don't want to use it there's libresprite which is completely free
hmm
Toll approach lines are the yellow/blue squares, and slip thing is the tiny dotted lines inside lane? Am I right
Any sprite in any state can go here, and I will be more than glad to credit everyone and use it
dunno. I only paid 10 bucks for it
Toll approach on the image
Slip thing is more of an overlay to be made in the future from existing sprites
Oooo. Didn't knew it's for slip
Hmm I checked on its website and it says $19,99
(and if you use arch linux or nixos it's possible that aseprite is already available as a package)
Huh the US price is more expensive
Also you can do things like footbridges, intersection signs, traffic cameras and anything really.
I take inspiration from google street view, and taking notes from there
I thought the slip thing were the longitudinal LSRM thing
XD
Are directional sign, both blue & green already in the work?
as waypoint
@tidal perch has drawn these some time before
Cool
Downloaded & extracted the libresprite rar. Nothing to be found
except irrelevant files
Wait, I think I looked at the wrong name
Silly me :3
Are we using 32 × 32 px per tile?
64px for width, height is any, but better to keep in range of 64px too
Alright. I have off topic question about height, but let's continue
How do I enable isometric projection?
Manually draw a grid
Manually draw a grid
;-;
Alright
Reminds me of my first semester, where I draw bunch of lines before actually drawing something
out of curiosity, will there be trolley support on some roads? Im not aware Japan would have trolleys... then again, i didnt know they have trams either
If you're just starting out, head to #add-on-development where you can get better help and advice
I was wondering the same thing. Trolleybuses are rare in Japan but there have been a few systems historically
really? Now i have to search for them, cuz i need to see those :D
Famously the one in the tunnel springs to mind
I will be making some electrified roads for gameplay reason, and for the tunnel one yes
Mate we need some ski lifts too
You some mind reader
I have a theoretical degree in psychology, (in theory)
What do you want from me….buses?
駅!駅!駅!
Will there be something for BRT/bus guideways?
You should be able to combine guideway with roads, I believe there is one BRT in Nagoya?/Osaka?
But no dedicated roadtypes just for brts, I'm getting kinda short with id's already
Oops, I missed the guideway item :p
Those are intended for local systems like astram/ nanko port town line, but I'll see if I can make the guideway look good for combining with roadtypes
The Imazato Liner here in Osaka is probably what you are referring to, and it is really just a bus with a few stops that runs on regular roads.
You can simulate the full Imazato Liner experience in game by doing the following:
- buy a bus
- color it orange
- have it skip places other buses stop
If it sounds really underwhelming, good—it is!
They are probably referring to the Yutorito line in Nagoya (I think that's the name) which is (or has) an elevated guided busway
It has been a long time since I been out that way (lived there 15 years ago) and I don’t think I ever rode that or even noticed its existence.
Fair enough, I've only heard about it on the internet
I had an idea, just workshopping it here of an industry set that would be in the same theme as the JP+ series. Here is a list of 50, please excuse the formatting as I want to keep it as unobtrusive as possible:
Acid Appliances Automobiles Barley Batteries Beer Chemicals Circuit Boards Clothing Coal Computers Copper Cosmetics Detergents Diamonds Dyes Fabrics Fertilizers Fish Forklifts Fruit Game Consoles Gasoline Glass Gold Iron Jewelry Machine Tools Magazines Mail Microchips Minerals Motors Oil Packaging Paper Passengers Plastics Rice Rubber Sake Silica Software Soy Sauce Soybeans Steel TVs VCRs Wire Wood
The theme is that a lot of raw materials that are not produced domestically would be “imported” and then the “exports” of finished products would boost the production to supply more raw materials.
bug report: 32,222 kW... (Tobu 100 Spacia)
fixed
hmm
you can file a pr
Sorry if anyone already pointed them out before, but I've got some suggestions for improvements to the JP+ shinkansen newGRF:
700 series operating costs are significantly lower than the rest (for example: 16-car 700 series $303,300/period, 16-car N700 $578,250/period)
coupled trainsets not exhibiting proper push-pull behavior (magic flip at end of each track - 200 and 400/E3, E2 and E3, E4 and 400/E3, E5 and E3/E6/E8)
E2 and E4 coupled sets inaccurate capacity (not sure about 200 series sets)
E4 and E3 maximum speed too fast (320 km/h instead of 240 km/h, the E4 speed limit)
E4 16-car 'set' (2 8-car sets) coupled noses flip when flipping at the end of the track
Can we at least couple two shinkansen train sets of any kind, including ones that we can't do right now(mostly fictional, other than the 200/E2/E5 coupled sets IRL)
Hey. Thanks for noting these
I can look into the stuff that sounds like bugs around stats etc
On the flipping, it’s not what I would like it to be, but it’s coming up against limitations of what can be done and this is the compromise to get coupled Shinkansen in at all
I forgot on the E2 'retro' (200 series) livery as well, when going reverse, the rear of the train is a 200 series train car, not an E2
The game doesn’t have proper push pull and trying to imitate it with mixed length sprites (since full and mini Shinkansen are different lengths), won’t work. It works with symmetrical consists
also why are 12-car E26 cassiopeia and 7-car 77 series seven stars in kyushu carrying 70 passengers per car when it's 18 tourists per car when running with ECS? 70 per car sounds too much for luxury trains when 18 per car is more reasonable
(24 series/hokutosei carries 70 passengers or tourists, even with ECS)
I'd also like to see a rework of 285 series? I want to do 14-car formation of 2 7-car sets but JP3 doesn't render 14-car consist properly and I cannot attach two 7-car sets due to JP3 limitations, unlike JP+
Because a realistic number of passengers per car would make them utterly useless gameplay wise. The fact that tourists take more space is decided by ECS, not JP+. Realistically, the Seven Stars should only carry 4 per coach.
Thanks for the JP+ shinkansen update! Really nice to have these fixes working (aside from the push pull issues).
Oh, I also forgot one big thing...why is the N700(A/S), which is a tilting train, going through tight curves (roughly 7 tiles, on a 16-car train) at up to 232 km/h like if it wasn't a tilting train? Because it's a tilting train it should go a bit faster, didn't the old JP3 N700 get the tilting bonus? If tilting bonus it could go through 7-tile curves at ~278 km/h (N700s that run through the Tokaido shinkansen tilt, but ones that don't go through there - Kyushu, in particular - don't tilt)
only tilting by 1 degree to be fair
so it's more pendo than pendolino?
which is insignificant compared to the pendolinos?
I also remember somewhere that some Shinkansens only have tilting in the green cars / maybe gran class to make the ride feel smoother, not to necessarily increase speeds
how many degrees do the pendolinos tilt? 6 degrees or something?
Afaik pendolinos do 8
yea, one less than the APT
I know acela has to tilt on parts of the line they're serving
Is there a colour palette you guys use that i could perhaps get a hold of?
sure hold on
oh wait
do you mean a specific palette that jp+ uses or the ttd dos palette?
the jp+ one
ah, i personally can't help with that one then, sorry to get your hopes up
DOS is the base, then we add some shades on top
what are you trying to draw cause chances are, there are probably the colours you want already somewhere
i was going to redraw all my kiwi sprites and i like the jp+ style
Look at the JP+Private standard roof/ac templates
but as Yozura said, its a bit of a DOS start then find other colours to fix it
Ye i have like a shit ton of "lego" things in psd files in the source
its the best starting point available
well thank you anyways
JP+ largely uses 32bpp for colors
JP+ is 32-bit ready?
it is 32bpp
So I'm trying - and failing - to make my own version of JP+ Tracks, none of the non-language changes I'm trying to push through are going through. I believe it's because I do not have this "GCC" thing, and looking it up leaves me a little uncertain of how it's meant to be installed. Can someone provide some insight into this?
(The things I'm trying to do are add finescale signals, change the names of some things (which I can do), take out stuff I always have parameter'd off anyway, and add the unrealistic NG 3rd Rail)
I got gcc working from the very start, but I believe you need mingw to make gcc work
Yup, got it now, thanks
Or WSL, I just install an entire goddamn Ubuntu 24.10 WSL install on any of my windows machines and use python/gcc/make/etc entirely on there for grf stuff
It’s easy on Win11, can just install it from the App Store now.
Actually you're right, there is an inconsistency there with the capacity callbacks. The capacity callback overrides the reduced capacity given by ECS tourists and forces the capacity to be the same as regular passengers. I've just never tested with ECS tourists because I haven't played ECS in so long. Would it be preferable to remove the callback so all wagons have a reduced capacity for tourists?
I don't play ECS either, I usually use FIRS/AXIS or stock/OGFX+
But, no, I don't want the callback to be removed
By the way, what are your thoughts on N700 (and to a lesser extent E5) tilting and what is the recommended behavior for corner speeds on N700? The corner speeds seems to be the same as if it wasn't tilting (tilting isn't on the Kyushu sets, either Sanyo through N700-7000 or Nishi Kyushu N700S)
I think the tilt flag has to be enabled on wagons as well as engines for it to work
You don't get any more control over it other than tilt = yes
what's with the recent jp+ tracks fix regarding dual gauge tracks?
Shinkansens were not able to use dual gauge tracks, now they can
bug report: the Nagoya metros say "Tsurumirai Line" but it should be "Tsurumai Line"
mirai 😛
train of the future
here's another one: 719 Series (possibly other series as well) has "Banetsuai" instead of "Banetsusai" (or "Ban'estsusai"?)
I genuinely was reading tsurumirai all the time lol
Could be worse, @shrewd wren knows all the times I have written chou instead of chuo
But I'll look into it, all the JP+MU refits need to be redone, there is no fear of a string limit, so we can properly label the 115 series etc
and I will clear out the buttons, they appear as ? too often
I might find sometime next week and just go through the nmls and check the misspellings
? Is due to unicode symbols, for child liveries you could probably use fake tabulation
Possibly an idea, yea, but most likely I just wont bother ;p
I had a different font loaded at the time which did unicode symbols, so did jake or whoever, so it didnt occur to me that it'd be a problem
what's with the cargo decay rate setting? normal, low and very low? does low and very low reduce the cargo decay rate, effectively earning more money over longer distances?
With the JP+ Roads decorative tram types, will there be in the future a visual indication the tracks have been placed in the transparency view?
I think it would be nice if it displayed arrows in the directions the tracks have been built, having it at the moment being a bit difficult to judge where exactly they have been placed and in what directions.
I think it's impossible to make something like that
But I'll make sure that all dead-ends, curves and straight pieces have a sprite, so there won't be any issues with "invisible" tram tracks instead
I thought—perhaps mistakenly—that the transparency views were their own sprites.
Only for buildings, and technically that’s more they have a ground sprite that’s revealed in transparency mode.
I had wondered if that was exclusively for buildings. Thanks for the clarification! And there is always the infrastructure at a glance view that tells us how many tiles there are of something so that’s always a plus.
It's been a while
New additions:
- Direction Markings
- Soundwalls, hatch markings and streetlights as deco-trams
- 4-line street with trees as a deco-road
- GUI icons
||Happy Birthday, Miku ❤️ ||
whats this secondary UI? ive never seen this be done before
Tram menu
ahhh thats clever
Super nice! I can't wait for this
would it be possible to make an 4 lane roads with tram tracks in the middle?
like in here but with less lanes
like [A auto traffic] [A streetcar][V Streetcar][V auto traffic]
I think the closest you’ll get is having [R↑][T][R↓] with the way trams behave.
If you wanted a functional tram track that is.
possible on 2 tiles width?
I’m saying you would need three tiles if you want it centered.
Two tiles would be possible with a more decorative tram type, but since trams run on the driving side against each other they would never run in the middle. — edit: with left-handed driving like in Japan
Wait, or am I wrong? I’m all messed up on my directions.
yeah... that would end up with something like in Pyongyang or prewar european systems
with trams running alongside the curbs
I mean if you have two parallel tram lines that run in a constant loop, there should be a way to keep them perpetually on one side.
And thus the “half-tram” type I think would be possible.
That would be immensely fiddly to build and trams would likely end up on the wrong side anyway
fiddly to build
OTTD JP+ players
lol
But after thinking about it, I’m correct that the half-tram system would not work for the left-hand traffic countries.
The trams would travel on the outer loop.
Free Japanese lesson!
環状線 - kanjousen, loop line
外回り - sotomawari, outer loop
内回り - uchimawari, inner loop
Unlike other loop lines I’ve heard of the loop line here in Osaka does not run on “clockwise” or “counterclockwise” but on the above inner and outer loops. Since the trains all travel on the left, the outer loop is the clockwise one.
are there tram tracks included with this set? if not, what tram track set do you suggest?
As of 0.0.5 it looks like the tram tracks are incomplete.
🥺
You can use them if you are not picky about things like invisible corners and junctions.
There's a reason JP+ Roads isn't released on Bananas yet 😉
It's still very much in development
How about JP+ Landscape? What’s that going to do when it is finished?
Ah, right, I remember now— @shrewd wren I was thinking this morning what if for the street light decor tram types the intersections were stoplights?
Do trams follow one-way streets? If not, I’m wrong again and the half-tram type could in theory work if the left-hand tram traveled on the right road.
Oh but then cars would be coming in the opposite direction. Forget I was ever here.
How well do bus stops work on the 4 lane street?
One way road stops are in the middle of the sidewalk
But this is a deco-road type anyway
On the map I'm playing on rn, they don't. Unless there's order to go via waypoint in the one way road, they will follow. This works for both road and tram waypoint
Tram is going south east, going wrong way to the waypoint. Hence the tram turns north east, so it can pass the wp in the correct way
Sorry being a bit off the rails again
Trams don't follow one way roads, but they do follow one-way roadstops in JGRPP
Beautiful. I wonder if sidewalk will become green lane on level crossing.
What’s a one-way road stop?
It's just a drive-through roadstop on a one-way road, and it adds extra capacity because vehicles can use both lanes. Vanilla doesn't support this.
I got you now. I just know some of the road stops are one-sided and thought for a second they might have some special coding for JGRPP.
When I'm going to build some in my single player game
Probably no one has ever tried to do this before, I can look at fixing this later
for the shinkansen set, should we add taiwan (THSR) N700ST livery and potentially look at revising the pantograph locations for 12-car N700S? it seems tne N700S pantograph locations for 12-car doesn't sound realistic compared to 8- and 6-car (12-car pantograph locations are on cars 2 and 11, which I feel like it's too far apart; consider looking at the THSR 700T, as well as the E7/W7 to some extent, for the pantograph locations?)
and speaking of 700T (the taiwan version of 700 with 300 km/h and shorter nose), is there any plans to bring one to JP+, or are we going to let the TW trains set team (are they really active?) to do their job?
the pantographs on the 700T (which are 12-car trainsets) are on cars 4 and 9 (16-car shinkansen are usually on cars 5 and 12)
also another bug on JP+ shinkansen: 200 series, regular nose, refurbished livery
rear car when the direction of the train is towards the lower right corner
Thanks for sharing. Missing mask on the sprite sheet for that particular direction. Will fix in a bit
Reworked Twilight Express is finally coming!
The loco livery is a relic from JapanSet, I'll have to adjust it so the stripe lines up with the coaches
Lovely...
But schouldnt it be 2 tones darker?
I'll adjust the colour in 32bpp when I redo the loco livery
I can't make it any darker in 8bpp
I wonder why the longest sleeper line in Japan had livery similer to USSR and it's transsiberian line... Coincidence?
Suggestion: I feel like these trainsets from JS3 should be reworked in JP+:
- 185 series (10-car formation is wrong, there was a 10-car formation)
- 285 series (14-car formation is wrong, instead of two 7-car sets it's 1 long 14-car train; also it's an overnight sleeper so adjust based on 24 series, E24 Cassiopeia and E77 seven stars per-car capacity and cargo aging?)
- 683 series (want some flexibility)
Other sets (251, 253, 789, E259, E657, kiha 281) not as high priority as formations are correct and feel like no need to change (other than additional liveries, such as E657 fresh hitachi colours?); 281, E351 already reworked in JP+
And what about E655 (Nagomi charter train, as well as occasional 'TR' imperial carriage for imperial train duties) and E261 (saphir odoriko)?
hmmmmmmmmm
Cassiopeia and seven stars are more luxurious tourist trains than normal sleeper trains...
Maybe have thair capacity lower than normal sleeper trains?
I think it's already discussed before #981523481122471957 message
We are pushing Tinny to the hell of working...
as we always should
Who's Tinny?
The person who is in love-hate relationship with 211 series
And the author of JP+mu by sheer coincidence
Ooooo
Mistakes were made
If it wasnt for the 211, JP+ would never exisit
silly 211 series
@rain ingot-chan special
Trams and Trolleybus roads
Omg trams with points!
Omg omg omg
it's toden time
more like ding ding ding
Omg I love the little crossovers instead of loops at the end
me too
It's how ttd compresses sprites I think, nothing I can do with it sadly
most sets do that
ah okay
graphical bug?
Hello! I was wondering what the current state of JP+ roads is?
read the commit history
Thanks!
I kinda want bus stop with grey concrete and/or the box markings. Very trivial I know
What do I need them for?
e.g. to show whether a road supports houses, electrification, pedestrian zone stuff
These are shown in the menu I take it?
Logic of roads is quite simple, but maybe I'll add a few badges if people will have issues understanding what's what
Hello! I was wondering if it's intended that JP+ private company trains have about twice the capacity per tile as JP+ multiple unit trains, since while both state a capacity of about 150 people, the JP+ MU trains assign this capacity to two cars (1 tile) while the JP+ private company trains assign the capacity to one car (0.5 tiles)
JP+ private uses the real capacity data from wiki, so it's intended
You can adjust the capacity in parameters in both grfs for your likings
Ah alright, thanks
Tunnels.
JP+ Roads is now officially in public testing state, which means it's safe to start your games with it.
Grab a file and please report any bugs, visual glitches or menu text inconsistencies
Might just be a purchase menu thing. If you actually buy some MUs from each, is it still double?
JP+ MU uses dual-headed units while JP+ Private uses single-headed
and yes, the default capacities are very different which could perhaps be fixed
Oooo the tunnel is 👌👌
This happens when I try to make a 4 way intesection with 4L roads.
This is intended, in order to make it look nice i have to make these x-crossing sheganigans.
Change the road tiles for the according ones on the image and you'll have a nice crossing
Yes, tried it out now and it's bugged
alright, thanks! I've been loving the rest of the set so far
fixed now
we probably should align them hm
I thought JP+private had a parameter for if it was real or not
No I have it controllable in a Japan transport overcrowding definitions way
50% 100% 150% and etc
ah
From memory, I think Shinkansen works the same way as Private
found another glitch, the concrete street with catenary doesn't seem to have the catenary
Hi I know this is a Japan themed set, but can you make a parameter for stop lines located on the right also?
Try changing the driving side in ttd settings and see what happens 😎
Oh yeah just tried it out earlier
It supports stop line changes, however it seems trees and streetlights don’t spawn anymore
Is it possible to add snow version to the deco/ordinary roads? Seasonal roads still change their sprites above the snow line, which looks weird.
How did you get the trees and decorations still showing?
imo catenary
Yeah it’s using the roadtypes catenary features. Seperate from laying tram tracks over them.
Yes it's possible, although I haven't started working on a snow version yet
But I can tweak the trees now, sure
Catenary seems to dissapear when tram track shares a bridge with a road
That's a bug in the game itself
I can check for tram tracks and draw proper catenary with some tricks, but the proper tdd fix would be much more preferable of course
Bridge heads with the 4L and 6L roads are funky (sorry if I'm reporting too much)
There's no "reporting too much", don't worry. Better a bug now than when it's released
Bug report regarding bridge
Unpaved street, beach road, unpaved road, and field path seems to have incorrect bridge texture
Asphalt road (catenary) and asphalt road seems to be missing centre line marking on bridge. The line marking appears again when the bridge head are not a straight road (curve & jct)
The railroad crossing sprite(?) of 4 lane & 6 lane roads are quite
I wonder if this has something to do with town zone
Also the slip road tram type isn't showing up in slope, only the sound barrier and street lights does. I assume it's already in the work tho
I don't meant to rush or something. Y'all did a really great job on this <3333
Yup, wrong template was used, fixed now
Unpaved road bridges are intended to be paved with stone, as I though that dirt on the bridge does not make a lot of sense
Also I don't have a beach road, it comes from Auz objects
Good catch on centre line, roads were using a wrong gfx switch
Crossings are a part of JP+ Tracks, I'm working on a new ones that will work with JP+ Roads nicely
And slip roads on the slopes are not yet drawn
Thank you for such detailed reports!
Wow
You seem to be succeeding in creating a kind of NAM (mod of SC4) in OpenTTD. Perhaps it is time to retire U&RaTT.
After the latest update, it seems trees and decorations are no longer visible along the roads
Could it be that you have the catenary hidden? 😛
I mean in the transparency settings
Hm ok will take a look once I get back home
Silly question: Is it intentional to not put stop line on 4 lane & 6 lane road intersection?
I mean 4 way intersection, not 3 way intersection where the other road branch perpendicularly (this would be silly)
That's four sprites but there are only two roadtypes
So four is smaller than 2 and the answer I think is no
Yet it's doable via a custom road waypoint
Markings for those will come as waypoints
This catenary option is why you don't have any visible
Oh wait Its for full disabling right, it's not the main button
Really weird then, as I have everything working on my side
I'll check it tomorrow with your exact settings and climate
Is catenary showing on your rail lines?
Yes
Same with tram lines
Game version might be the issue, I'm using the latest feature of querying the roadtype property
@gusty stirrup
Yep, issue found
Vanilla tdd version must be 15.0
Checked out on 14.1, no catenaries indeed
It seems that I can't place houses on asphalt and concrete roads, is this a bug?
Rural roads have "no houses" flag, to prevent towns from building houses along them
There was a proposal to allow manual placing of houses along those, but I'm not sure where it went
enjoy the 40km/h :p
Ok I understand, so this is the feature 😂
How did you get the streetlights to show?
Same as trees - catenary
Yes, it’s a bug. This PR fixes it in the course of refactoring code for the new feature: https://github.com/OpenTTD/OpenTTD/pull/14469
These roadstop footbridges are offset
Is this intended? Any fix?
They're from jp+ overpass
Seems to be an issue when the JP+ platforms are single sided island platforms not adjacent to the road
The overpasses in JapanSet Stations are too short. This will be fixed when JP+ Stations becomes a thing
It would be nice to have thoese Keihan trains as tram
https://www.instagram.com/reel/DOx4q7NknSW/?igsh=MWdsaTV4dHFxeGRicA==
地下鉄、登山区間、路面電車を直通する京阪大津線
#鉄道動画 #鉄道のある光景 #鉄道ファン #鉄道インスタグラム #路面電車 #路面電車のある風景
352
I think what would work better for those is a railtype that can integrate seamlessly with the street
why Keihen operates such big vehicles on an line that seems to be an tramway? (curve radius and street running sections)
why not
that's just what interurbans do yeah
pacific electric did it with even bigger cars in LA back in the day
And is a tram :p
Trams can't interconnect with rail lines though, the point would be to have a railway with a street running section
I seem to be really stupid here but would appreciate the help. I can’t figure out how to get Shinkansen to work right. Tried the track and it doesn’t work at all.
Says no electricity. Tried to disable that and still said no electricity. I just want to run them on my NA line
Code it code it
Drawing a railway type that looks like it's on a road but is just a railway is easy.
Making actual street running requires a big overhaul to OpenTTD
I use the jgr versions
thats quite an old version of JGRpp
This version is way old
Ye you should upgrade, the roadtype/tramtype/railtype query feature was not a thing then
#developer-updates message
Perhaps I should do some error handling
Is there some building I need to make or something so I can use the trains? Even in the depot they still say no power
Could you share the image with all rail tracks listed?
The shinkansen trains require shinkansen multiple unit cars
I finally got it working. No way to change it so I can run them on NA tracks like they used to be able to right?
Skyscraper prohibition shrine sometimes doesn't work
Can you give an example?
In the scenario, Ichigata built skyscrapers with the shrine.
When you query the building, does it have (sky) after its name?
No
So only the "sky" are actually skyscrapers? OK. I thought X was as well
Yes, the distinction becomes more obvious in later years when more skyscrapers become available
maybe M-storey would be an better word here?
From Multi-Storey
No, that would be incredibly vague because "multistorey" could also describe the small and medium suburban buildings
I don't see why it needs to be changed at all
Why do only some older buildings accept food and goods?
Just wondering
What the reasoning is
Level crossing gratings
Modern and pre 1950s version
Looks really good
Will there be 3rd rail + overhead wire option for tracks in the future?
There's a pr that should be merged soon, that will help with multi-types vehicles, so no need for catenary+3rd track
But if I want to run 3rd rail only stuff and catenary only stuff on the same line?
I might do it is a part of the "international" version, but once again, I'm waiting for the pr that allows defining more than 64 tracktypes per grf (that should be merged soon too)
more than 64 types...
Grouping of types for more easy to use interface is possible?
That PR is really weird tho since it doesn't allow more than 64 different ones on the map at once
So more than 64 railtypes in the purchase menu but not simultaneously?
Yes
Could maybe work with progression of years and better infrastructure
do not
do not even think about variants for railtypes
not a priority but cargo recoloring needs to be reworked for FIRS 5
Wow transporting lapis
you will be able to do so much enchanting with that
FIRS 5 steel town doesnt have a paper chain unfortunately, cant make books
Sad
jp+industries to end this all, one day, one day
waiter waiter! more intermodal!
blue tarpulins 😉
im sure theres a whole host of historically rail served industries in the country but modern JP freight is probably the most boring freight operation in the world
how
?
how non-standard 12ft containers can be boring?
also plenty of oil tankers
some hoppers, covered and not
and an container-carrying flatbed MU
(how this can be boring?)
ive never seen anything except the standard containers and the blue tank cars
Already fixed in my local version
woo!
Tbh a Minecraft industry set would be kinda cool
you coudl do a whole MC graphics overhaul pretty easily
minecraft trainset: one loco(furnace cart), one passenger car (empty minecart), one universal goods wagon(chest cart), one brake van (tnt cart)
I have unironically considered a modded MC inspired industry set @peak cargo
But to keep things on topic, @crude phoenix I'll be stealing that when it stops being local
Maybe we should work that in future, I feel like it could be a fun fictional/semi fantasy set
But thats for when I've gotten more of my other stuff done 💀
The latest changes are available in the github version 😉
All of it - into a toyland. Valid for: any arbitrary amount of years from 0/negative 32-bit integer limit to unsigned/positive 32-bit integer limit.
Where to find the GitHub version
JP+ Engines and Wagons. Formerly known as Japanese Secret Engines - GitHub - OpenTTD-JPplus/JPengines at acdc
which file do I dl?
the one called jplw.grf
kk
Also, any way to change the start date of the 160kmph tracks for JP+ tracks? They seem a lil too late
No, not currently. There aren't any non-Shinkansen trains that go that fast anyway
Is this intentional?
Is the Skyliner not in game?
Another question: What do restricted signals mean in the JP+ signal pack?
They seem to look the same
So I don't even see how they're cosmetic
restricted signals will never show a green aspect
if you arent playing with multi aspect signals then it doesnt matter
I am playing with them
So what’s an example of when I would use them
The skyliner only goes up to 160kmh so the tracks are just about ok
It's a bug, probably just in the purchase menu
Why isn't jp+ roads on bananas anymore?
Still testing, not a release
Don’t think it ever was
It was, I had downloaded it through in game downloarder
It is extremely hard to get things removed from bananas, so if it isnt there or on the bananas website, then almost certainty it wasnt ever there
Then how did I download it in game before?
Either way, it’s still testing and I think you probably did not get it through BaNaNas
It won’t be available there for the foreseeable future
jp+ roads alpha or beta?
found a bug with the stone street, the lamp doesn't go away on a T junction
That's just how catenary works in the game, if you actually connect a road to the junction then the lamp should go away
ah gotcha
yozora is using some pretty sophisticated techniques in this set, it does come with a couple of caveats though
series 35 coach, maybe? an suggestion
while build for an excursion train, these are still normal non-proppelled loco-hueled coaches, and would be an nice twist for players that prefer loco-hueled operations and would like to modernise the fleet
I have a bunch more coach types on the list for a future update
sweet
Snowy roads
omg those look great
There is a poster of "lovelive sunshine" on the outer wall of station numazu(沼津)?
Is there?
yes
Ah
I don't think anyone has made a station set with Numazu in it though
Aha
That is good.
This?
They probably mean the big one on the south side
Yes
Will the connection works between the north and south entrances affect these posters?
Yes, I saw this poster in some YouTube videos.
I assume he means “uses lots of railtypes,” not “the whole thing is bad.” I don’t think anybody is denying that the OpenTTD design of one railtype for each permutation of gauge/voltage/sleeper/ground type is a good way to do things, and that’s not the fault of any GRF author that they’re using the tools they have.
yeah, grfs being able to define parts of the railtype and then mix and match on the fly would be neat
and also something i wouldnt touch with a 10ft pole
It's too late, it's on the public record
And JP+ is pretty bad
I mean it's....rather complicated
I jest
What.....?
it's out of context about a railtypes discussion.
It is pretty bad though.
Creation is free
No one can interfere with the free creation of a free community, I think.
Everything that I wanted to do before the release is done
And our good old wooden bridge
Snow miku ❌ snow roads 🟢 😉
This is increasingly getting off-topic
Miku is always on topic
I should probably get a new laptop
Yeah
JP+Roads released (#developer-updates message)
My magnum opus and my road to retirement, as it is my last NewGRF.
From now on, I'm only improving and maintaining JP+ Private Companies, Tracks and Roads, as any unfinished thing is contributing to my anxiety.
Please enjoy, and I look forward to seeing some nice screenshots of your cities.
very well also I hope there's JP+ Cars and Trucks will be worked and I suggest it from my ideas
Good job guys!
are you using the most recent version?
If that's 1.0, yes.
there was an update yesterday
Oh, it fixed the problem.
another livery idea?
(God, the link works, just the image does not)
it is an private railroad loco painted in JNR blue style
loco is ED31-4 whatever this means
E - Electric
D - 4 axles
<50 - maximum speed at most 85 km/h
4 - loco number
But there are multiple types of ED31s since it is bought from various private railway companies
This says “Yokohama mokei,” or, Yokohama models.
I guess it could technically count as a railway if you were really really tiny.
The link doesn't work for me. I assume it defaults to the logo because it doesn't allow hotlinking. Just copy/screenshot and reupload if all else fails.
From what I can tell it's the Oigawa Railway E31 painted in the JNR Tokkyu livery https://commons.wikimedia.org/wiki/File:Oigawa_Railway_E34_ED31_4_JNR_Type_P_Color_at_Shin-Kanaya_Just_beside_20250503.jpg
This loco is already in JP+ Engines so sure, that livery can easily be added
yes yes yes oigawa railway
the image came from some sort of shop with models, but showed the photo of accual loco
I came across it whan googling for those freelanced C-type locomotive models lol
大井川鐵道 — Oigawa Tetsudo, if you want to search for it 国鉄特急色タイプ — JNR express color type
Fun fact, they were built by the Seibu Railway using old EMU bogies
Apparently they were owned by Meitetsu until 10 years ago. I had never heard of them because I only ever got as far as Hamamatsu, and that was me driving there.
Special for UK enjoyers
Uk style third rail + third rail and overhead wire
And fourth rail
For now this will be under this param
It's coded, need to check tracktypes with vehicles to be sure everything is compatible
Not sure what set to test with though
Mine
You have 4th rail vehicles?
Actually no, but BRTrains has
Increased max speed?
130 for default, you can still disable limits
ah cool
It's on git, will make a release with a few more fixes later
It’s just the highest speed on a lot of 3rd rail mainlines is 160kph
Question for JP+ locomotives and wagons. Why are OpenTTD load weight values for cargo wagons higher than IRL? For example, Hoki 1000, IRL is 35 t but OpenTTD can carry 72 t. Or Koki 100, IRL is about 40 t but OpenTTD can carry 75-80 t (or up to 80 crates = 40 t)
I tried to address this issue, by making a param for "realistic capacities", but I crashed into the wall, because both load weight and load volume matters. By calculating values automatically, you still have 2 main issues: Volume to weight conversion is done from industry grf side. And very unbalanced capacity for using with existing industry sets.
Sadly I don't think that realistic option would be viable until JP+ Industries become a thing
The capacities are balanced for gameplay, not realism. They're about double their IRL values. I plan to include capacity parameters eventually
gameplay balance is important
I wanted a "Japan like" heightmap for so long, but I never found anything close
So I made a small custom tweak of my 32k Japan map, as nothing beats Japan itself.
Space was optimized, Hokkaido was rotated in order to fit it in 4:1 ratio
Okinawa and some small islands were moved closer to the Honshu.
Also I made sure to have "clear edges" to support "water void"
If used on max scale, 1 tile = ~68m
Download
do you have max height reccomendations?
Depends on the size.
for 16x4k would be ~100
Still no US styled rails? sigh
also if you're doing them, please do the multi-track electric gantries ya see on EX PRR Mains down here
Easier said than done, the catenary/pylon sprites are very limited and don't support that sort of thing
Closest you can get is something like Qatenary but that's complex and hackish and requires multiple railtypes
OHHHHH absolutely fantastic. Doing the god's work
yeah you can't really do any kind of gantry easily unless you use waypoints
I think Japanset had an American (or was it international) preset
Also besides with the way the parameters work you can just as easily customize JP+ into an American setup
Just go with a standard gauge suite and some unelectrified narrow gauge maybe
How should I make 4L streets cross primary or secondary streets?
Specifically I want a 4l to meet with a 2l
Is this the intended look? The 3-way junction looks weird with a tiny median
Ah I see the 4L road is marked deco
So is it not meant to be used like this?
6l meeting with 2l looks much better
Also how do I get crosswalks on streets? Which ones have them?
Cmiiw crosswalk (of 4L & 6L roads) only appears within certain town zones
Question: How come my bus won't be able to go to a station on a JP+ 4L road?
Is it because 4L is deocrative?
Yes
Why is 4L decorative but 6L isn't
Probably because the vehicles would glitch into the sidewalk decorations
You can use 6 line left piece for secondary street here
Crosswalks appear randomly in central town zones since 1985
I will I will edit JP+ Roads for IS
Does playing JP+ Roads mean enjoying the 40km/h
Playing with JP+ means using trains and reading params 🙂
How come skyscraper prohibition shrines aren't built in handplaced cities despite me enabling them?
IS= India Set
aka the white elephant project I am doing
will take an eternity to finish
By the way, the 6R roads render the concrete viaduct wrong
That's a side effect of how bridges have to be coded
The side wall is baked into the ramp sprite so it doesn’t stack correctly
is this normal? secondary street (without catenary) in 1945
Secondary streets get power poles in 1945
Would it be possible to fix this?
the train car gets invisible on the territory of the depot
Yes, it's easy to fix
Hey, why can I only build houses on streets? Everytime I try to build on roads it gives me "Can't build house no suitable road" is there any way to disable it? I'm using JP+ Roads 0.1.1.
It's intentional
It's a game mechanic, and sadly the setting to allow manual placement does not exist
I could allow placing houses by removing the flag, but this would result in towns growing along the rural roads
Nah, this is a bug in OpenTTD. I have a PR to fix it, just awaiting review.
JP+ Private Companies revival
TX, TWR and Tokyu were completely recoded to match modern JP+ standards,
6 more liveries as well as TWR 71-000 were added
what are the significant recodes for JP+ over JS3
Everything
It’s practically a whole new thing
Hey, the road is not showing up where it is supposed to show. In other road set it works fine but some reason it doesnt work with JP+ Roads.
JP+ replaces default road sprite with grass, due to it being rendered under every road, which often looks ugly
I can only advise using bridges over stations
A 7.6-magnitude earthquake occurred in Aomori青森, accompanied by a tsunami
Are you all safe?
❗
@crisp stone i saw the news, everything alright in scotland?
you mean sukotorando, hokkaido
My dear, I am shaken but not stirred (well, actually neither, but I fear for my KiHa 40 waifus)
That doesn't exist, it's photoshopped.
https://galakenya.blogspot.com/2025/12/E233-T71toC1-TXdwJrCl8sc.html?m=1
i don’t know if it is photoshopped…
It is real
Set T71 was recently painted into it
That is so goooooood I think
Whoops, I didn't check at all 😅 thanks for telling me 😄
I want to share a funny Chinese internet meme.
“活得长什么都能看着”
“The longer you live, the more you see”
So I finally saw the E233 boso color. 😋
Just asking, the grf files for mail coaches in MUs are official and safe to use?
Also, is it possible to have mail coach in shinkansen in this set?
The mail refit GRFs aren't official, but they work just fine. Ask @nova bay , he made them
I do not want to litter this topic, but while googling for JNR SG locos, I found this photo from Taivan
SG DD14 variant?
it also seams that at least one DD16 was regauged
No mail shinkansen
Dear JP Team, I am developing passenger aircraft from around the world. AWAS plans to include Japanese airlines as well. If you could contribute the Japanese airline Sprite, I would gratefully add it. (My English is not very good, I apologize.)
Japan Airlines, ANA, SkyMark, ZIPAIR, Peach Air, and other airlines have already implemented this feature. An alpha test version is also publicly available on GitHub for you to experience.
https://github.com/CoconutKR/AWAS
Do You think that modyfing the sprite of the EF66 would be an good idea to make the DD53 and 54?
Nah, the cabs have quite a different shape, the diesels are much boxier
Just thinking about kit-bashing becouse it seems that we are missing diesels...
While we have all (?) electrics from JNR/JRF (a few more private would not hurt) we have quite limited selection of diesels...
I think that at current state of the set such additions would be enough?
-DD14
-DD53
-DD54
-ENR-1000/KiYa 291
While there were a lot more diesel locos (most of which can be made by kitbashing existing sprites), I think that adding these would definitly spice-up the gameplay on the unelectrified lines
I'll get to doing those diesels eventually, they're on my list but I just need to wait until I have the motivation
Also, I have just learned that some DD51s were converted to standard-gauge (for non-revenue duties, but it is still something)
but, generally due to the sheer nature of this set I would prefer to add extra SG equiptment into an seprate grf/part
by extra SG equiptment i mean things like:
-shinkansen line maintanaince locos (serieses 911 and 912)
-normal diesel locos converted for SG operation
-unbuild proposed container flatbed shinkansen MU
-unbuild proposed SG stoc pre-dating the accual shinkansen programme (locomotives with prefix H)
-maintanaince locos from private SG railroads
-some generic coaches and waggons
this is just an suggestion, I know that You have much more important things on Your agenda
Fukuoka Subway 4000 and Sendai Subway 3000 series
Metro part is completely recoded with partial sprite improvements
Sapporo Subway 1000~9000 series
i find it funny how sapporo's trains are wider than mainline Japanese trains
Hokkaido can allow itself to take more space 😛
finally some use for rubber tired guideway!
For this trip, we bring you a thorough report from the Sapporo Transportation Museum in Sapporo, Hokkaido, in Northern Japan!
This hidden gem offers FREE admission and is a treasure trove of unique railway history. We go deep inside the museum's collection, featuring rare, fully-preserved rolling stock, including the world's highly unusual "Tir...
maybe add the test vehicle as an mail carrier?
I'm focusing on trains that were operational at any point in time
is the alignment with the rails off there? it looks kinda weird to me
It's a guideway system
ah ok, i thought the tracktype looked weird, this is the WIP thing in tracks?
Yeah, i finished it yesterday so should be in the next update
ooooh
Also with fully precombined sprites 🤑
what does that mean?
Switches look nicer, no "one sprite on top of another" like with maglevs here for example, that don't have precombined sprites yet
ahhh
reminds me of TTD Maglev
Didn't know that was possible, looks superb
YOU DRAWED A RAIL TOO
touzai/toho line uses overhead line tho
also 2 is missing, 6000 prototype and 7000 1st/2nd set livery but this is great enough
ok 3, 3000 early livery
Yesss
I've decided to not include the catenary for the guideway, i'm at 64 railtypes now, and these have low pantographs, so it looks "alright" enough without wiring
Also prototype and 7000 are there
6000 is not really distinguishable, maybe flat face for prototype would work better here
What is the actual power supply method, the third rail? Linear motor?
Looks like the third rail.
third rail for namboku line and overhead wire for tozai and touhou line
wait an moment
as the guideway is concrete
I bet that the overhead wire has to be double
2 wires
trolley bus style
so there has to be some sort of metal beam in the concrete
along the line of the vehicle motion
The guide rail is metal
just look at the picture #981523481122471957 message
That line uses a third rail anyway, only some lines use overhead
oh yeah
I always thought that it was 100% concrete...
I don't know why I forgot about that picture lol
Hey, I just noticed an error on JNR 711 train the gauge is set to standard but it's actually narrow gauge.
https://en.wikipedia.org/wiki/711_series
Is there a plan to add trains that are included in Japan Train Set 3, but not included in JP+? (Such as 683 Series)
A plan, yes
Thanks.
If you would like to help speed up the plan, there’s one simple trick… 🤔
Found a bug:
JP+ Signals, high speed restricted signals
If a signal is red in this angle, orange lamp is also turned on.
I'd tried to seek github project, but there's no repository for JP+ Signals.
