Add a setting to turn off road vehicle slowdown in curves

Prior to this change, road vehicles would always slowdown in curves. This forces the player to build grid like roads. With new height levels and more mountainous maps and in the absense of diagonal roads this causes unnecessary pain. It should be an option to turn this off, so mountainous maps and curvy roads are not punishing the player unnecessarily. Nobody wants to build grid like roads outside of towns.
pull/283/head
Andreas Schmitt 3 years ago committed by Jonathan G Rennison
parent 7555da1642
commit ec40677fdc

@ -1807,6 +1807,8 @@ STR_CONFIG_SETTING_NOSERVICE :Disable servici
STR_CONFIG_SETTING_NOSERVICE_HELPTEXT :When enabled, vehicles do not get serviced if they cannot break down
STR_CONFIG_SETTING_WAGONSPEEDLIMITS :Enable wagon speed limits: {STRING2}
STR_CONFIG_SETTING_WAGONSPEEDLIMITS_HELPTEXT :When enabled, also use speed limits of wagons for deciding the maximum speed of a train
STR_CONFIG_SETTING_SLOW_ROAD_VEHICLES_IN_CURVES :Road vehicles slow down in curves: {STRING2}
STR_CONFIG_SETTING_SLOW_ROAD_VEHICLES_IN_CURVES_HELPTEXT :When enabled, road vehicles slow down in curves. (Only with realistic acceleration)
STR_CONFIG_SETTING_DISABLE_ELRAILS :Disable electric rails: {STRING2}
STR_CONFIG_SETTING_DISABLE_ELRAILS_HELPTEXT :Enabling this setting disables the requirement to electrify tracks to make electric engines run on them

@ -496,7 +496,10 @@ inline int RoadVehicle::GetCurrentMaxSpeed() const
if (this->state <= RVSB_TRACKDIR_MASK && IsReversingRoadTrackdir((Trackdir)this->state)) {
max_speed = this->gcache.cached_max_track_speed / 2;
break;
} else if ((u->direction & 1) == 0) {
}
// Are we in a curve and should slow down?
if (((u->direction & 1) == 0) && _settings_game.vehicle.slow_road_vehicles_in_curves) {
max_speed = this->gcache.cached_max_track_speed * 3 / 4;
}
}

@ -1929,6 +1929,7 @@ static SettingsContainer &GetSettingsTree()
physics->Add(new SettingEntry("vehicle.plane_speed"));
physics->Add(new SettingEntry("vehicle.ship_collision_avoidance"));
physics->Add(new SettingEntry("vehicle.roadveh_articulated_overtaking"));
physics->Add(new SettingEntry("vehicle.slow_road_vehicles_in_curves"));
}
SettingsPage *routing = vehicles->Add(new SettingsPage(STR_CONFIG_SETTING_VEHICLES_ROUTING));

@ -570,6 +570,7 @@ struct VehicleSettings {
uint8 train_slope_steepness; ///< Steepness of hills for trains when using realistic acceleration
uint8 roadveh_slope_steepness; ///< Steepness of hills for road vehicles when using realistic acceleration
bool wagon_speed_limits; ///< enable wagon speed limits
bool slow_road_vehicles_in_curves; ///< Road vehicles slow down in curves.
bool disable_elrails; ///< when true, the elrails are disabled
UnitID max_trains; ///< max trains in game per company
UnitID max_roadveh; ///< max trucks in game per company

@ -1647,9 +1647,18 @@ strhelp = STR_CONFIG_SETTING_WAGONSPEEDLIMITS_HELPTEXT
proc = UpdateConsists
;; vehicle.slow_road_vehicles_in_curves
[SDT_NULL]
length = 1
[SDT_XREF]
extver = SlXvFeatureTest(XSLFTO_AND, XSLFI_JOKERPP, SL_JOKER_1_25)
xref = ""vehicle.slow_road_vehicles_in_curves""
[SDT_BOOL]
base = GameSettings
var = vehicle.slow_road_vehicles_in_curves
def = true
str = STR_CONFIG_SETTING_SLOW_ROAD_VEHICLES_IN_CURVES
strhelp = STR_CONFIG_SETTING_SLOW_ROAD_VEHICLES_IN_CURVES_HELPTEXT
cat = SC_BASIC
patxname = ""slow_road_vehicles_in_curves.vehicle.slow_road_vehicles_in_curves""
;; vehicle.train_speed_adaption
[SDT_NULL]

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