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Patches & Projects / Re: Convoi auto unbunching on line
« Last post by Ters on Today at 03:56:19 PM »
Seems like features like this are much wanted by many players, so feature itself not bad, but implementation should be clear enough.

As I wrote, some way to keep the vehicle on a line on regular intervals is often requested. Nobody has come up with a solution that is accepted, although few have provided an actual implementation. My suggestion was to make passengers weightless, since the effect is caused by buses picking up fewer passengers being lighter and therefore faster. They then catch up, making them pick up fewer passengers, which just increases the effect.
Simutrans Help Center / Re: Big Map - Slow Game - Improvements?
« Last post by Ters on Today at 03:46:48 PM »
That indicates that most of the memory is used by the pak set, as the map itself should consume just as much memory regardless.
Simutrans Help Center / Re: Big Map - Slow Game - Improvements?
« Last post by Frank on Today at 03:21:48 PM »
I have a 2048x2048 map, and Simutrans uses only about 300 MB running that. ....


I testet on my PC: Windows 10 - 1703 64bit ; 8 GB RAM

1. start Simutrans 120.2.2 r8162
2. start Pakset
3. load Relief britishisles2440x3816.ppm from
4. change water level to -6
5. start map

After finished loading the map the following RAM was occupied

pak64 120.2 r1872-> 673.808 KB
pak64.german -> 656.400 KB
pak128.britain 1.17 -> 821.240 KB
pak128 2.6 -> 1.135.504 KB ( option 'Maximize height levels' on )

Simutrans 112.3 r6520
pak128 2.3.0 -> 1.008.912 KB

screen = option 'Maximize height levels' off
Simutrans Extended Development / Re: Factory production ratios
« Last post by jamespetts on Today at 03:12:15 PM »
Thank you for the reports. I should be grateful if you could in future make one bug report per thread, as having multiple reports per thread does make it very difficult to keep a track of which issues have been fixed and which are outstanding.

I think that I have now fixed the error with the one train staff signalling. Looking at the issue regarding updating the stop information window, it was not I who wrote that code, and I am less familiar with the GUI code than other parts; do you happen to know how the update is triggered when passengers/mail/goods arrive at/depart from a stop so that I can apply this to transferring passengers/mail/goods, too?

Edit 1: I think that I have now fixed the headline problem relating to factory production ratios: thank you very much indeed for finding where the error was for this, which has saved me a great deal of time. I think that I missed it because it came with a lot of code for JIT2, but, looking at it again, I also missed a lot of code not relating to JIT2. Merging from Standard is becomingly increasingly hazardous as the codebases become more different.

Edit 2: I am having some difficulty in understanding the issue that you describe thus,

Quote from: TurfIt
Hardware factory stops ordering steel when only 54/62 in stock.  54/2(553)/62  is complete status line. Would expect the ability to deliver until full.

It is somewhat difficult to reproduce with precision the cessation of the demand for new steel, as the production is severely bottlenecked by the speed of the deliveries of the coal and iron ore. May I ask you to elaborate on the method that you used to test this?

As to the issue with horses, may I ask what combinations that you tested (i.e., what type of horse, how many horses, what height of hill and what trailing load)? This issue has been extensively discussed here. Without fully understanding how Bernd Gabriel's physics engine works, it is exceptionally difficult for me to understand this issue fully; I pushed a workaround which involved reducing the calculated severity of road hills, this apparently being less of a problem with railways (where the gradient severity seemed to be approximately appropriate), although I did not test with rail horses. Can you or anyone else suggest where I might look to find an accurate understanding of where something deviates from reality so as to cause this problem?

In relation to the overcrowding of stations, I suspect that this occurs because the goods stations do not stop accepting goods until the storage is full, rather than when the storage plus transferring goods would mean that, when all the transferring goods have transferred, the storage would be full. This was a deliberate choice, as I thought that it would be too difficult for players if it worked otherwise (and might also be very confusing; players might legitimately wonder why a station that is not actually full has stopped accepting goods). Have you (or has anyone else) any suggestions as to a sensible remedy for this?

As to this issue:

Low production factories still wait for 10 units before the distribution if they have a big enough output store.  If something only produces 7/month, waiting 6 weeks for cargo to show up is....

Is this different to how it works in Standard? I have not looked at this in detail, at least recently. May I ask which method contains the code for waiting for the 10 units so that I can look into this?

Thank you again for your reports.
Simutrans Extended Discussion / Re: industries arent producing goods
« Last post by jamespetts on Today at 03:02:04 PM »
That sounds as if there is a corrupted automatic saved game file somewhere. May I suggest that you delete your ~/simutrans/default.sve and temp-load.sve files and try again?
There are two different messages:
Fatal error: loadsave T::rdwr_str () string longer (12275) than allowed size (256) Aborting program execution
Simutrans Extended has stopped working. A problem caused the program to stop working correctly. Windows will close the proram and notify you if a solution is available.
I do not find that rivers are unlikely to have tributaries - but I use much higher numbers for river generation than do you. I think that the river generation system was calibrated with a higher number of rivers per area of land in mind than that at which you use it.
Simutrans Extended Discussion / Re: Navigability of streams at map generation
« Last post by AP on Today at 02:38:17 PM »
This would require some significant amount of time in researching rivers (can you find an example of a navigable river with no tributaries?

Searching for a navigable river with no tributaries isn't relevant.

There are unlikely to be many, because rivers usually have many tributaries but many of them are very minor indeed. It also depends on definition of navigability and with many rivers having been improved over the centuries, gets rather complex.

But it's irrelevant, because simutrans rivers are highly unlikely to have tributaries, under the current code, (in that way differing from their natural counterparts quite significantly).

Therefore the relevant comparison, is % of river length that is navigable, in both cases.

If we are seeing rivers more as "landscape obstacle" than "transport feature", that goes someway to explaining their relative lack of utility.
Patches & Projects / Re: Convoi auto unbunching on line
« Last post by Train-catcher on Today at 02:33:25 PM »
This doesn't help for me. If the vehicles wait at stops, they will block other traffic. Which might be part of the reason why changes like this has been rejected many times before.
No, they don't. They will proceed when they are tend to block other traffic. May tiny delays occur, they're does not matter.

Seems like features like this are much wanted by many players, so feature itself not bad, but implementation should be clear enough.
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