FS#5040 - Raise track type limit to 32

Attached to Project: OpenTTD
Opened by NG (NG) - Thursday, 02 February 2012, 18:08 GMT
Last edited by Alberth (Alberth) - Saturday, 19 August 2017, 07:43 GMT
Type Feature Request
Category Core
Status Closed
Assigned To No-one
Operating System All
Severity Low
Priority Normal
Reported Version trunk
Due in Version Undecided
Due Date Undecided
Percent Complete 100%
Votes 4
  • NG (NG) (2012-12-26)
  • Jake (EmperorJake) (2012-03-27)
  • PaulC (PaulC) (2012-03-24)
  • Vladimir Guryanov (Wowanxm) (2012-02-20)
Private No


Sixteen track types are just about not enough for some purposes. 32 should be enough for everything not completely nonsensical, and is about as much as the GUI can handle. m3 bits 4-7 and m6 bits 3-5 would need to be swapped for tracks and rail stations, leaving m3 bit 4 free.
This task depends upon

Closed by  Alberth (Alberth)
Saturday, 19 August 2017, 07:43 GMT
Reason for closing:  Won't implement
Additional comments about closing:  While there are several hundreds of different track sub-system combinations, it doesn't make a lot of sense to have more than a handful available in any game.
Most players are already bothered by more than 1 track-type.
Use parameters for your newgrf to select which ones you want to play with, from your thousands types.
Comment by NG (NG) - Thursday, 02 February 2012, 18:11 GMT
Of course, one could also allow even more if "track classes" with submenus, etc., were introduced...
Comment by Remko Bijker (Rubidium) - Thursday, 02 February 2012, 20:49 GMT
Some "investigation" leads me to believe there are currently at least 17 types of rail (the steel part), 6 gauges, 6 different voltages, and 3 electricity delivery systems. This means that we'd need to go to 2048 rail track types to be able to properly model the real world tracks.
Comment by Daniel Plaumann (dandan) - Sunday, 18 March 2012, 14:25 GMT
I would like to support this request. Of course, the "combinatorial explosion" is potentially dangerous and submenus and such might be overkill. So 16 slots may seem like a lot, but the idea is not necessarily to have all of them available at the same time. If a track set is supposed to be versatile and provide different track types for different situations, this is hard to do at the moment, except with many GRF parameters and corresponding action 7/9-skips to map different labels to the same ID.

The Japanese track set (and possibly others) already use all 16 slots. When another track set is loaded that defines just one more track type, the player will get an "attempt to use invalid ID" error.

32 seems a reasonable limit to me, possibly combined with a more meaningful error message when that limit is exceeded.
Comment by Jacopo (Snail_) - Friday, 23 March 2012, 12:35 GMT
I agree with Daniel. It's true that maths tell us that the number of theoretically available track types would be huge, but in reality there would never be a need of hundreds (let alone thousands) of tracks: most of the voltages would be available for standard gauge tracks only, and, most of the times, only in combination with specific axle weights (or max speeds).

So, whereas tracktype explosion is not something a serious trainset should be concerned about, having 32 tracktypes available would greatly help a set to be more granular and realistic. The set I'm working on would significantly benefit from this.