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Simutrans Extended Solved Bug Reports / Re: RNG issues
« Last post by jamespetts on June 24, 2017, 09:39:15 AM »
Passenger generation inherently relies on randomness to work, as we cannot simulate each citizen's internal life. What you are describing suggests some other problem than the mere fact of randomness, however. Could you possibly post a new thread about it in more detail, with a saved game?
Simutrans Extended Development / Assigning a new line to a vehicle
« Last post by Jando on June 24, 2017, 09:14:17 AM »
I don't know whether this is a bug report or a feature request. :)

When assigning a different line to a vehicle the vehicle keeps it's old average trip time information from the old line it was serving. This wrong information (for the new line) gets used to calculate the service frequency of the line that will state wrong information then. Please consider invalidating average trip time when a player assigns a new line to a running vehicle. Thanks.
Simutrans Extended Solved Bug Reports / RNG issues
« Last post by Jando on June 24, 2017, 09:03:28 AM »
Stupid me, how did I miss this thread back in April?

Interesting ideas for sure, James. One thing that I would wish from any new mechanic (thus also from passenger and mail classes) is to significantly reduce the amount of randomness in passenger and mail creation. I currently have a map with a small regional bus network (25 Leyland Tiger coaches) connecting about 10 smaller towns and villages (largest town 6.800 inhabitants) and - frankly - it's more or less the random number generator that determines how much, if any, profit that network will make in a month. I hope that in implementing passenger and mail classes you can avoid adding more randomness to the mechanic.

Moderator note: I have split this topic from this discussion of balance, as this appears to be a bug report rather than the discussion of revenue balance features.
Simutrans Extended Discussion / Re: ETA on Balanced Version?
« Last post by Jando on June 24, 2017, 08:42:05 AM »
... I do wonder about whether there might be a lot of duplication of work if this map were to be produced before balancing were started in earnest? I imagine that there would have to be substantial changes to any such map after at least the first main round of balancing. ...

Oh yes, you're right of course. Aye, would be duplication of work and time involved.
Scripting Scenarios and AI / Re: [Online] Script to replace "nettool"
« Last post by Dwachs on June 24, 2017, 07:30:00 AM »
This was a bug in the program, nothing to do with networking, nettool, or scripts.
Tutorials / Re: Links+Tutorial: Make heightmap of any part of world !
« Last post by Vladki on June 24, 2017, 06:14:17 AM »
Even if you set the lowest sea level, you'll still have sea in the darkest areas (about 20 shades of grey :)

Every decent picture editor has a tool to  show RGB values of given pixel.

Web & Wiki / Re: Broken: Experimental Server Listing
« Last post by Vladki on June 24, 2017, 06:09:06 AM »
Dns is in the hands of isaac. I sent him PM that he can change it.

Maps and Citylists / Anyone Have a Link to a Large Earth Map?
« Last post by The13thRonin on June 24, 2017, 02:55:29 AM »
All the links seem to be broken. There's one on the official map download site but it's only ~1000x700 or something. I was looking for a larger map at least 2000+.
I'd like to download this but the link is broken :(.

I was hoping to get the larger sizes.

Anyone have a new link?
Tutorials / Re: Links+Tutorial: Make heightmap of any part of world !
« Last post by accord2 on June 23, 2017, 11:31:01 PM »
Check two things - first, when you load the ppm in an image editing program, is the RGB of the land areas at least 128, 128, 128? Second, try changing the water level in Simutrans map creation.
But the land areas have different greys, how do I see the RGB? Yes I tried to change the water level, but I think most of the map was still underwater because of the half heights. Possibly I am doing something wrong, maybe the sea level is too high... ?
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