#JP+ Group Development Zone
5476 messages ยท Page 6 of 6 (latest)
The bananas entry for the signals links to the forums page for the signals. Which in turn has a link to the GitHub page.
I will disappoint you however with the fact this won't be fixed by me anytime, likely ever. If I put in the effort again I'll be doing a whole new set from scratch.
Maglev has nice precombined switches now too
gotta go fast
Nyoooom
Wow I didn't know this was possible with track sets. Is this possible with catenaries too or no because that's a separate layer?
Separate layer
Tracks have special precombined prop for drawing every switch variant manually
Not sure what other trackset does this
Thatโs gorgeous
Should do the front facing guide rails of SC Maglev as catenary so trains can sit in it properly ๐
I dunno how junctions would work
๐คท๐ปโโ๏ธ
was it normal the game inserts a "normal" narrow guage track into the track list when using jp+ tracks?
No, that track is coming from another NewGRF. Iron Horse perhaps?
using jp+ and other japanese trains
screenshot of your track list?
Ah, I think those are added by JapanSet
we're supposed to use japanset right?
No, JP+ replaces it
oh it does?
JP+ Engines hasn't needed JapanSet for a while now
this be weird then
yeah I forgot to get rid of that in the last update
might be worth removing/replacing
It's already gone in the current version, just not on bananas yet
although I swear there was a way to run JapanSet trains without it adding extra track types?
you're not running JapanSet Tracks as well right?
yes because it would exceed the 64 railtype limit
Ah, nice one
wonder if we should do the same with JapanSet Trains, but there are still a couple of trains that aren't yet in JP+
I don't know what you're doing to make JapanSet load extra railtypes, I just tried it and I'm not getting any
Japanset trains adds some tracks by default, check the japanset params to disable them
Was on for me all the time for some reason ๐ง
why am i blind?
We really should add all of those missing trains to jp+ and just throw an error if anything from japanset is loaded
i swear i had tripple checked for such an option cause i had already done that with two separate road vehicle sets.
Ah now it's on by default
turns out I have several versions of JapanSet, some with and some without that parameter
interesting indeed
Hey, why don't JNR EMU's show real formation compare to ones from private companies?
The list of formations would be so long
And because it is done by a different person I suppose, even if itโs all JP+
I might however put in a suggestion formation, but Iโd rather make a wiki for it
does listing real formations make any sense, as this set allows the player to freely adjust the train lenght?
yes it's nice to provide a guide for more unfamiliar players
otherwise people create the most cursed consists somehow
and I like using real-ish consists but finding sources on them can be a chore, so I use the formations in private a lot
Quick question, is there some setting I need to adjust to make tunnel draw over trains properly?
It seems they draw on top of the train rather than showing the train going through the tunnel.
This doesn't seem to happen with some of the other tunnel types, where it does seem to show up properly:
(Using JP+ Tracks 0.6.0)
I had an similer issue with train depots...
That's a bug, it seems that arctic, desert and japanset grass tunnels are affected by it
It'll be fixed in the next version
Champ ๐คฉ . This NewGRF is amazing btw, looks really nice!
I also noticed with the tunnels for slabs that there's 3 pixels or so of the train showing at the end of the tunnel:
But that's a much more minor thing ๐
It has to do with how templates and bounding boxes are set up, but it was bothering me as well, maybe i'll lengthen the portal a few pixels back
Last sprites of 2025
New depot,
Tobu 80000 and 90000 series
๐
๐
โค๏ธ
I should add those to JP+ Engines lol
adaptor coach with both automatic and chain couplars?
and ONi 23, modified NaHaNeFu 23
interestingly the JNR coach seems to be about the same width as the orient express coach...
i wonder how large is the difference in loading gauges
(the question is which, as countries in europe have diffrent loading gauges AND the loading gauges were increased in interbellum and postwar period in continental europe, but not in UK)
it wouldnt suprise me if the loading gauge is 1:1 with bernese
bogie is swapped
loading gauge =/= track gauge
and basicly every railway network uses a couple of loading gauges
Hi guys
Quick question: I tried to have the wooden ties tracks without fence and grass. It seems, that the grass is not being displayed while this is working on the low-grade tracks. Is this a bug or am I misunderstanding something?
That's how it was coded
Fixed in the dev version on github, as well as possibility to select grass/non-grass fence per type was added
B-E-A-Utiful...
I figured out the trick to these marvelous 4 way, 6 lane avenue intersections... but I can't seem to figure out the two lane, into 6? Is there a knack I am missing?
Use "L" piece to make a plain asphalt tile without sidewalks
For avenues I usually do things like this
Ah ok, so these intersections dont use these graphics then?
Don't really remember, these are all for t crossings, must be a variant with median that is the only one that can be used
Road sprite capabilities are really limited
Totally understand, you've pushed the envelope pretty far!
Haha I inquired about the same thing a bit ago
Once you figure it out you can get things lookin real good
@shrewd wren does JP+ have more than 64 railtypes?
seems like it which doesn't make sense since nml doesn't allow that
also whatsup with the cobble trackless not being avaliable
I have 64, a few more are hidden under params, but those reuse ids
Will check this one tomorrow
hmm reusing id's is smart I guess the game doesn't like me turning them all on since that becomes 65
By turning params on, you can't go over 64, because tracks are overwritten, not added
I seem to
mono is making it fail for me
although I think there is some other mystery one too
Ah mono must be loaded if any grf that uses it is loaded,
I set mono label into alt table for the guideway track, but I guess it's not the way to remove monorail track
I have to turn of the invis and guideway for it to work
it's not
although I am only using jp+mu
I guess I can overwrite mono with universal underground type
you could but why
and I still have to turn off two types which makes no sense at all
Jp+ don't and won't have monorails as trains
But I will make monorail/underground type tweakable, so people can still have that
64-1 != 62 yet I can only turn on 62 Jp+ tracks
While we're at it, the parameter to disable the other ground types for industrial tracks is broken for the ground options again. Wensim I thought had a PR to fix it? I wonder if the changes got clobbered elsewhere.
Weird one, I'll look into this too
Don't know, I never had an issue like this
All default labels are being used, and track IDs are all being set in range 0..63
fair
might need to use that console command to dump the railtypes table
find out what's nicking ID's
Ah deco tracks are using leftover IDs, must be a reason for some issues
I never have standard gauge industrial tracks turned on, so must be why I never experienced the issue
Yeah the only deco track I even use is the ISR ones. For the trackless variety enough to match the rest of the regular rails I have loaded is also nice.
Now that's a pain to think over
How do I fit the unfittable in "non default" param preset
that's why I made multple grfs
Sometimes I wonder if splitting into multiple .grf's is a bad idea or not considering how broad the scope of JP+ tracks has crept
sets might actually fit in one grf now that prop 34 exists
I half jokingly keep wanting to ask you to do broad gauge as well for Ragin's aussie stuff ๐
Deco tracks are the only reason why I would ever split it, but then more than 64 types pr is being kinda work on? So eh
See this is why I personally like the idea of notgroundtypes, stuff like the trackless track type can save a half a dozen ID's by being combined into one entry
industrial deco tracks don't need to exist, for instance.
It won't, ngt won't have diagonal ballasts, and will have ugly 1 by 1 "staircase"
BGT would be awesome
that's not something you need since you only use those to fill anyway
None of that was ever said btw
could always make a triangle shaped one even if that were dumb
and for the jgrpp mixed railtypes on a single tile jgr would likely just allocate more bits on the map array, he's not afraid of doing that like openttd is ๐
It all comes to the mixed rail types on the same tile yes
which doesn't exist in regular openttd, when BGT gets ported to JGRPP we'd just assign more bits in the map array.
it's not hard to do, openttd just doesn't like doing it whereas JGR doesn't mind.
ok I see the issue now
But it replaces the tile texture, not the track underlay texture
still I don't think it's an issue
industrial areas can be semi square without issues
I wasn't aware it was going to do the whole tile, but that said even in jgrpp there's ways around it - look at how the road crossings are done using vanilla tiles, they just draw half the tile.
It becomes more an issue for how JGRPP decides to integrate the feature rather than the underlying feature itself.
Anyways, it's all hypothetical at this stage. No code ever got written for BGT anyway.
True, for now me will only try to fit the deco types somewhere tomorrow
but in a hypothetical world with an ideal implementation of BGT I see it being quite useful.
I donโt think itโs a fear of using map bits, but nobody having both the desire to pick it up and having the skills to do so
Any updates on JP+ tracks compatibility with IH4 in regards to their 'LGV' speeds of certain trains (anything over, say, 120-125 mph)?
works fine, make sure to use the version on github
and a recent JGRPP or OpenTTD 15.0
no 0.5.9 on github doesn't work yet, you need 0.6.0+ off the github.
https://github.com/OpenTTD-JPplus/JPplusTracks then where?
the .grf file?
Alright, it's a stupid as hell solution, but in case standard gauge industrial tracks are enabled, scotch gauge will be overwritten
That's 3 ids needed, and the only one who uses those is me, with my beloved keio
Chances are if you're going all in on standard gauge instead of shinkansen anyway you're probably not doing a full JP+ loadout and using Scotch gauge.
Yeah that's my though
Pity I was going to either beg for or have a crack at making a parameter to replace scotch gauge with broad gauge for Ragin's australian stuff, but that was going to need electrified, AC, DC, and unelectrified.
Double save for me
yasss ๐
I'm joking that it's become sort of a burden for me
But at the same time, I haven't met a single goal I had set for 2025 ๐ฅฒ
Someone must be sucking at setting priorities
thank you
alrightio, all fixed, params disabling and enabling everything as they should,
Industrial tracks appear as they should
guidetrack now uses MONO with rAA3 alt label that should be used in vehicles, turning it off brings monorail back
Dunno if it's me loading an existing save but another rail type has snuck in somewhere
lemme try a new game
yeah crept in on a new game too
try now
Is there an introductory date for road-specific depots? im in 1872 and every road has this depot
JP+ roads 0.1.1
and potentially relevant GRFs
also happens if JP+ roads is the only grf aside from eGVRTS (which i only had in to be able to check depots due to avalability reasons)
I doubt there's much more to see
nah, depots are all static, I was whinging to Yozora about depots so they told me to go and pick one from U&Ratt since it's GPL.
then I whinged some more about there not being any tram depots
I coulda sworn we had alternate depots in jp+
huh
We've been spoiled by the variety of depts in U&RaTT
You can use them together?
Not yet but all IDs are reserved in the master plan yes
You donโt?
I was always a little curious about what the Japanese symbols mean when viewing the JP buildings in transparancy mode... so I tried a website that tries to match a symbol to what you're writing.
I don't think I got it right ๐ค
Pachinko (game) is what written here
Most of the text are just town or district names where this building is from
Ah I see, neat ๐
Reminds me of that cookery video by BBC on Youtube
I laughed the whole of 4mins
refering to that translation btw
Added setting to disable universal undergrounds, as JP+ Private no longer depends on it
Nice, I'm typically happy to just do open trenches when I need to whenever I do subways
when making MU consits, am I supposed to be putting a locomotive on each end? because until now its always been a loc on the front and then just a bunch of MU cars afterwards
No, the rear cab will appear automatically, unless you're building certain KiHa units
cool, ive always seen the warnign of "cannot be rear car of an EMU consist" but it always just worked su i wasnt sure
That's a relic from old JP+ I think, back in the day you had to manually add the rear car
Now they're dual headed in the JP+ MU set, but JP+ Private does it a bit differently
oh? how so
JP+ MU gives you a dual-headed unit, JP+ Private gives you a single unit and automatically makes the last car have a driving cab
The exception is the KiHa units, which require cab units to be placed at both ends. This is for maximum flexibility because IRL KiHa consists had all kinds of crazy configurations
interesting, thank you
And they're fully flippable too, no matter how you build them, at least the ones in JP+ MU
this obviously makes the code very complex and is a big reason why we would love native flipping support in game
You should always think of a KiHa as a carraige with a cab in it - they act as single units.. the only restriction is that the code checks you've correctly got a cab facing outwards at the ends ๐
The reason here is to let you mix up the 'railcars' in any arrangement you so please - as they did in real life, with a mix of unit types and directions.
oh cool
so with kiha do you fill up the middle with MU cars and then theres some way to specify the look or do you just do all driving cars?
there were also non-driving cars
not really the question i was asking but thank you
eg. KiRo20
if I am correct (I may be not) the MU cars are programmed to mix into plausable combinations of driving and non-driving cars in diesel consists
Depends on the KiHa ๐ With the KiHa 58 or KiHa 141, MU cars will give you no-cab middle cars (refit)
Generally, my advice would be to use driving cars for anything with a 2-digit number, MU cars for anything with a 3-digit number if you need a simple answer. ๐
This is an area that will benefit from a wiki guide on what generally is the case
oh good lord lmao
JP+MU is an advanced set ;D
im well aware :P
And well, with the 3-digit KiHa's, not uncommon for a cab or two to be in the middle either
Where is that JP+ Kiha pdf or am i hallucinating
On a giant pile of my to-do
we have a html site even somewhere
ahh i thought i remember seeing something, maybe it was for og JapanSet3
Indeed it was
ใญใ35+ใญใ40+ใญใ47
+ใญใ58+ใญใ47+ใญใ28
๐
[one cab + [two cab] + [one cab + one cab] + [one cab + one cab]
so basicly these operated more like individual vehicles (as in loco-hueled coaches) than like fixed sets (electric MUs)?
i love kiha 28/58
Basically, the consists of KiHa (as long as they can operate individually) can be as flexible as you want
More depots
smash
wow
Ohh yeahh here we go
Glorious
Amazing
Hmm
is that X cross on tram real or fake
can tram really change direction without a turnaround track
its fake, trains will just take the green arrow, but it looks good
I mean why trams are unable to do so
Oh yeah because some team in Europe only have single sided doors
no its just that the game is not coded with crossovers like that
but sometimes, for special temporarly operations in case of lack of sufficent stock (trams with 2 cabs and doors on both sides) single direcitonal trams can be connected into erzats for bi-directional trams
Sorry for offtop
https://www.radiowroclaw.pl/img/articles/152151/zEW6BKGsr9.jpg
yeah, Wrocลaw... The capital of Poland's multitrack drifting scene lol...
The local transportation buereu evan has an yearly derail counter/statistics on it's webite (SERIOUSLY)
the derailments happen so often in this city that the local tramway has became an well-known meme...
what's the purpose of restricted signals (JP+ multi-aspect signal extension for JGRPP)
This is described in the readme, they don't show green so you can use them in situations with speed restrictions
useful for very dense railways I assume
link to the readme?
It's available in-game
E257-2500 front car (KuHa E256-2500) is gangway end, not full cab like E257-2000 front end (KuHa E256-2000) (E257-5500 front car (KuHa E256-5500) is correct as a gangway end)
(this is JP+ MU)
E257 love
Can you GitHub report that
I saw JP+ tracks just got updated to 0.7.0, what's new?
good news: now we've got LGV compatible tracks of JP+ tracks on bananas
bad news: turn on non-electrified or all standard gauge tracks, disable scotch gauge? what's with non-electrified standard gauge tracks on JP+ disabling scotch gauge? (this is most important)
There isn't enough unique railtype local ids to have all of them be available at once
Before that it overrode the chips dirt tracks
why override scotch gauge instead of CHIPS dirt tracks for the non-electrified standard gauge tracks?
because if youre using horse, it does not make sense to have the weird incompatible gauge active
JP+ engines are the only thing that works on scotch afaik
Shh. I haven't drawn the releaser yet ๐คซ
And yes, scotch gauge tracks are compatible only with like 8 or something JP+Private Keio/TOEI trains, that nobody uses anyway
So it was selected for overwriting for "non JP+" preset
as the scotch gauge is quite similer to SG, maybe just delate that gauge, and make the Keio/TOEI trains SG?
This has been debated before, scotch isn't going anywhere
more goofy track types are always appreciated ๐
There are a few "green car" trains around ๐
Bamito was very thoughrough with green cars....
Many of the green car vehicles, if they are drawn and of the JNR early era, will change from having a green car 'band' to having a 'dot' around the 70s
No off-topic random chatter in the development forums please. You've been warned before and this is the final warning.
ok
I will try to limit off-topic chating here
No, not try, do
Just start a new game in 1991 with the same newgrfs and see
Oh ok now I see everything
I set to 2024 and got this
205 is in need of major update.
including the latter overseas liveries after it got gifted to a country ๐ ?
Nah, hopefully someday there will be a separate set for those ๐
One dayโฆ #openttd message
Remind me please, what is LGV?
name of the high speed line used by the TGV
but in terms of track types, it's a dedicated high speed line that's limited to only high speed trains
ive just discovered an issue, foundations dont seem to be drawn here and you can see through the map. could be a jgrpp thing though
can reproduce on 0.6.1 which was downloaded off github and 0.7.0 straight off nanas
suspect it might be a jgrpp issue
ok ill ping him
yeah hardly scientific method here, really should test it with all grfs unloaded
doing that now
Hey, I've noticed there's some major companies missing like Kintesu, Meitetsu and some others. Is there any plan for those ones?
There is a plan, there is no time
Happy miku day to those who celebrate ๐
Hey, for some reason JP+ Private MU is not showing up on narrow gauge tracks only on standard gauge on this new save. I've asked on #openttd-help but no one knows why.
I think it's a bug on 0.7.0 because it works fine on 0.5.9
Please turn this parameter on in JP+ Tracks.
I'll roll this change back for tracks, to make underground be turned on by default
As JP+ Private is postponed for an unknown amount of time for now
What do you mean that JP+ Private is postponed
I'm figuring my private and professional life out
Also it seems like the push-pull feature is at the works, and I don't want to rework the code twice
Is the current version still usable
It's usable yes, the one on bananas and on git are both usable
Take your time twin <3 good things come in time
Hello, idk where to report this but found a little annoying bug with JP+ bridges and roads... tram track catanery wont show up on bridges if paired with road, but trolley catanery, regardless of tram tracks, do. Issue seems to be on all bridges and with probably all road types (tested some combinations, not all). Both GRFs are from bananas so hopefully latest.
It's the openttd bug, sadly can't do anything about it from my side
Aaaah, okey. Sorry ๐
Thanks so much for this answer! I couldn't figure out what I was doing wrong.
What happened to all the kintetsu stuff its not showing up
Only the 7200 shows up for me for some reason
Kintetsu is part of NATS, it hasn't been added to JP+ yet
Ohhhhhhhh
what is new with JP+ tracks 0.7.2?
Will there eventually be a patch to make NATS compatible with JP+ tracks?
No, NATS will eventually be fully replaced
Ah, fair enough then. Looking forward to it ๐
even the minor railways?!
I thought JP+ private is going to only cover the major ones + Tsukuba
I'm not sure actually, maybe there'll be a fork or update of NATS that removes any duplicates. But no plans for that atm
I'm not sure where to put all of the diesel cars, could include them for the sake of completion I guess
it seems that the eyecandy tram tracks don't work on diagonals on JP+ Roads 0.1.1
That's odd, last time I've checked they did work
Hey, asked this on the help channel but was directed here so:
Is it possible to get that sort of an arrow shape circled in yellow, for a right-hand turn (red) with the slip lane eyecandy tram tracks?
Make it company coloured
๐ซง
I thought it was possible?
Seems like the red circle is not a "T" crossing
Try that
When I do, it gives me this
If I try making it like I've made all the others
not sure if I'm not thinking correctly here
Try mirroring this t crossing
So it faces upwards
You mean the road part, or the tram track part?
With the road, it'll work but then it's a left-hand turn
Tram
with the tramline, mirroring the T part, adding the last part to the T doesn't actually change anything for some reason
Lemme check the code real quick
It should work with "L" piece
Facing outwards, >
I should make a guide on jp+wiki
But I've just moved out, and making money with my wife-to-be, so a bit later lol
what happens to me is that:
I have this when I have a straight
Then when I add this, it stays the same
with a L
and with a R, the same happens but in opposite
so with R Lane, and a straight, and R but with a T-shape, it both looks like this
Ahh, it's the catenary thing, damn
Adding any other tram track in the T crossing direction should fix this
But I'll redo this as tram tracks, not catenary
Good catch, will rework this in the next version
ooh yeah if I add this piece, it'll turn into a slightly off looking one
And it'll turn into that arrow
Looks decent, though a bit wonky
And also takes an extra piece by the side of the road so it's a no-go for what I wanted it for =D
Yeah it's tricky, not as simple as cities skylines xd
Yeah, but that's why I play OTTD rather than cities skylines, since I love the fiddly grid system =P
Perhaps at least for singleplayer you can provide some sort of visual hints for tram track placement?
Actually it's just better to put everything in the wiki
๐ซ
A whole guide for the roads and decorations would be helpful I reckon.
Yeah, there should be a page on the JP+ Wiki eventually
Out of curiosity, while there is already "narrow gauge" aka cape gauge in the pack, are there any plans to include Japanese narrow gauge (ie 762mm gauge) used on railways such as the Sangi Railway, Yokkaichi Asunarou Railway, Kurobe Gorge Railway along with a lot of historical light railways?
It would be nice to have, but probably hard to fit in since JP+ Tracks already uses most or all railtype slots
That's fair. If it was an expansion (like a separate mod) such as JP+ Tracks Narrow would that add more slots or is there a hard limit in the game?
there is currently a hard 64 limit in the game
huh, thanks for the info. I'm not too familiar with Openttd's coding stuff so I appreciate the insight
Kinda, each grf can only use 64 IDs and the game can only handle 64 at a time. If you have two grfs you'll be able to have greater flexibility when it comes to which tracks you are able to have at once since they don't have to share grf internal ids
But the total type is still limited by the game right?
Yes, but making 2 grfs with togglable params, you can make a "constructor",
Like a market, you have 128 options, but you can select only 64
so, it is a lot like colour palettes on old computers
Not even "a lot"
Hi, I'm having an issue with JP+ Private Companies, where the MU extension car is only showing up for standard-gauge AC/DC track.
Using pretty much the full JP+ "pack"
This is seemingly a new problem for me, as they worked before. With JP+ Private 2.6.0 everything works fine, with 2.6.3 the MU cars are missing from most gauges.
Otherwise, I must say that the whole pack is great, and I do love both the variety and quality seen in it โค๏ธ
I think this is a known bug, try enabling the universal underground in JP+ tracks
It's nice that it can be solved now though
That did fix, thank you for the hotfix tip
I do hope you'll solve the bug itself at some point in the future ๐
Well it's yozora's problem, not mine ๐
Jp+Private update was supposed to be a long time ago ๐
Recode version doesnt require universal tracks
I made a small fix to make shinkansen trains run at full speed when running backwards. For compatibility with the new functionality to prevent reversion in jgrpp. Hope a maintainer can have a look at it.
Why bitmask(4) instead of the proper VEHICLE_FLAG_TRAIN_HAS_CAB flag?
Because I didn't know that was a thing
It's right here in the specs https://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles
I have not read the specs. I don't know nml at all.
๐
How do you know your PR even works then?
Looking at the commit's author...
@hot leaf just FYI LLM tools are generally terrible at coding NML because they lack the knowledge of it
orbital strike
๐
I built and tested it
You can build a GRF but not read NML spec?
Yes. It wasn't hard. Is it supposed to be hard?
You are probably right. Although pointing it at the docs will probably help.
Making edits to an existing grf worked reasonably well, even though it used a hardcoded value instead of the nml flag
No, but the competency suggested in building the GRF should also mean you should be able to read and understand a documentation
Ah, I understand the question now. I could probably read and understand the documentation.
Should we have a GPLv4 stating "no direct inference of LLM in the work"
The home of all JP+ development. https://github.com/OpenTTD-JPplus
JP+ MU - JGR, JNR and JR Multiple Units
JP+ Engines - Locomotives, Carriages & Wagons
JP+ Private - Private Railway Multiple Units
JP+ Shinkansen - Shinkansens
JP+ Trams - Trams
JP+ Tracks
JP+ Buildings
JP+ Objects
JP+ Landscape
JP+ Bridges
JP+ Roads
And more to come... ๐
more to come
Any teasers?
What kind of wacky wagons, locomotives or MUs can we expect in the near future oh wise tinny?
Well well! Wise you ask! How about a little bit of KiHa 10 & 20 in your life?
Or perhaps some of the fine wagons Jake has been cooking up...
These colourful trains from one of the sprite artists SAYA as well!
Are these RL liveries?
Yes ๐ We only do RL liveries..!
Looks good. May need to try a new Japanese game in the not too distant future.
We are edging ever closer to total wagon replacement. Only container, flatbed and old passenger coaches to go
Is that JR E205 series?
Those torpedo and slag wagons, are those from horse, or drawn specifically for this set?
Yeah they're adapted from horse
Ah, okay. I was looking for ones for my UK set, but Horse Scale is a bit off from Finescale
In any case; very good progress. Looks real good
these look lovely
question, is there a list of which trains are completed and not?
There's a spreadsheet for JP Engines here https://github.com/EmperorJake/JPengines/blob/modular/jpengines.ods
Not sure if there's anything up to date on the MU side of things though
ah ok thanks
New flat wagons underway
damn nice
https://docs.google.com/spreadsheets/d/1wjsVNhbxubLKY0UUpXVkUP9iA6mQQMeRdXmiuFyxzvg/edit?usp=sharing This for MU is rather out of date, but not by too much
JP+MU JR Sector
JNR,JR Hokkaido,JR Central,JR Shikoku,JR Kyushu,JR West,JR East,JRC/JRW
70 Series,Wicket-303,711 Series,Wicket-303,119 Series,121 Series,RIPper_KR,303 Series,Wicket-303,125 Series,107 Series, Wicket-303,285 Series
80 Seires,Azusa,721 Series,Tin,311 Series,Wicket-303,5000 Series,3...
i see
A typical 1930s express train
Nippon Electric Trains are superior, they don't require overhead cables or any such nonsense!
Looks good though
Simplified vs advanced livery refits, what would people prefer?
Instead of having a specific refit for every single variant, the "simplified" option has less choices but still lots of features, things like the red stripe disappear automatically after 1940, Iron Horse-style direction flipping to get a variant, and retains the auto-formations which I suspect most people will use anyway
People might prefer to have lesser options
But then again those who want full control will opt for the advanced refits
Well you still get almost-full control with the simplified version, it's just harder to find and not as descriptive
I like advanced
Which one is the advanced? Top or bottom I'm confused
I'm guessing advanced is the top one
I think the best part of JP+ is the options you have to do advanced things, but still just play if you dont want that
You could try using a parameter to activate advanced mode
I'm not doing both ways, the point of this is to streamline the code and reduce the amount of strings
Then I would personally keep the advanced mode considering the auto formation is easy enough for beginners
i prefer advance livery
Advanced seems to be the more popular option, I'll keep doing that then ๐
I just hope I don't run out of strings
keep in mind that this thread is not representative of all players
mhm
cant wait for 12 series car euroliner, heh
I prefer advanced
205 series tsurumi line livery when
