- Attachment options
- Purchase Menu and values
- Train Flipping
There are various other NUTS features and functions which are worth mentioning on this page.
There are rather many links between trains and wagons which allow or disallow them to be attached to each other.
The general logic works on explicit allowing, meaning that an engine can load only wagons A, not all wagons except B. This is important especially if someone intended to mix NUTS with another train set, because NUTS trains would keep their mechanics at all times. The second reason to this approach is to make the code rather simple - I would definitely not want to extend all attach settings by a new engine every time I add one.
All this is mainly done to enable the set to work with various wagon capacities as otherwise you could just pick some engine and attach the best wagon of choice to it, especially since there is the universal rail and wagons can run on any rail as long as they can be attached to the leading engine which can run on that rail. This way it is a lot more comfortable to work with.
It is attempting to be as simple as possible, therefore there are wagons which can attach only to engines on the same rail as the wagons, while also express engines obviously cannot haul cargo wagons.
On rail and maglev, all cargo trains can haul to each other as combining them you do not gain any advantage. Monorail trains cannot be combined at all due to their flexible stats. The trains which are considered bonus can usually not haul any other vehicles than themselves and wagons.
Detailed list of allowed vehicles can always be found at the purchase menu of each engine.
Purchase Menu and values¶
As I find it necessary to include all technical information about the trains in purchase menu, it also becomes very large and full of a lot of information. Here are all possible values explained.
- attach options - as written above, each engine has only some options to what it can attach
- tilt - trains which have this value get +20% bonus speed limits when travelling in curves
- length - as all NUTS cargo trains are 0.5 tiles long, exceptions need to be noted - once you decide to autoreplace to those, you will lose wagons (assuming wagon removal on to keep length of train)
- capacity - capacity of the engine itself
- loading speed - loading speed of the engine itself
- express wagon capacity - capacity of express wagons when led by this train
- express wagon loading speed - loading speed of express wagons when led by this train
- flexible train stats - descriptions of how the train behaves and changes stats
- other notes - there are also some extra meaningless notes on some bonus engines
As a nice little-but-large feature, most NUTS trains work with train flipping, making some of it by themselves, which can however be overridden if the player desires.
On most trains it is obvious whether the train is flipped or not, but some engines are symmetric and their orientation becomes indistinguishable. For that, symmetrical trains show a reversed icon on them when they are flipped, in a depot and stopped.
Manual train flipping¶
Any train which consists of a single part (is not articulated), is allowed to be flipped around when in depot. This is done by ctrl+clicking on the engine when stopped in depot. This function does not appear anymore since all trains are either articulated or dual-headed at the latest versions, in order to have all vehicles consistently 1 tile long.
Automatic train flipping¶
The most common train configuration is having 2 engine, one in the front and one in the back of the train, while the rear engine gets flipped. Due to that there is a feature which makes rear engines automatically turn around.
While no wagons can be attached to logic engines, they are useful for logic gates and other operations with signals in places where you need them to react quickly. You can see example of those at http://wiki.openttdcoop.org/Logic