News:

The Forum Rules and Guidelines
Our forum has Rules and Guidelines. Please, be kind and read them ;).

Game Time

Started by Krisztian, September 01, 2009, 03:13:50 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Krisztian

it would be possible to slow the time down into the game? and most how dared then I would like to operate separate night lines
my other question it that it would be solvable that the buses trams trolleys undergrounds trains no% if let them not be in service according to time for example 5 and 6 minute or 2 clocks this latter the long-distance one is true for buses

Combuijs

Yes, I have a microwave oven at home too!

(Krisztian: 1) follow an english course, 2) some punctuation (.,) would be nice as well)
Bob Marley: No woman, no cry

Programmer: No user, no bugs



Isaac Eiland-Hall

Quote from: Krisztian on September 01, 2009, 03:13:50 PM
it would be possible to slow the time down into the game?

This is already possible in simuconf.tab.

Quoteand most how dared then I would like to operate separate night lines

What?

Quotemy other question it that it would be solvable that the buses trams trolleys undergrounds trains no% if let them not be in service according to time for example 5 and 6 minute or 2 clocks this latter the long-distance one is true for buses

I assume you're asking if convois can be scheduled via time instead of percents. This is not currently possible, although it is under discussion already.

Please, only post one idea at a time. Technically, your first request is already possible, so I moved this to Help Requests. Your other question should be merged with the appropriate topic, but I cannot split posts, so it will languish here with your other request.

Do you speak (natively) any of the languages on this forum? I ask because we're glad to answer questions, but it is so difficult to communicate with you - nearly impossible.

What languages do you speak? Perhaps we have someone here that could help you communicate with us better.


VS

bits_per_month

higher number = longer month
lower = shorter

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Krisztian

Simutrans Config
# simuconf.tab
#
# Low-Level values and constants
#
#
# This file can be found in many places:
#
# simutrans/config/simuconf.tab (this one)
# ~/simutrans/simuconf.tab (in the user directory, if singleuser_install != 0 or not present, first only pak-file path will be read)
# simutrans/pakfilefolder/config/simuconf.tab
# ~/simutrans/simuconf.tab (readed a second time, s.a.)
#
#################################program stuff##################################
#
# This simuconf.tab will be read first => we set meaningful defaults here.
#
# load/save the files in the users or the program directory directory? (default: 1 = user directory)
# ATTENTION!
# will be only used if this file is located in the program directory at config/simuconf.tab!
#singleuser_install = 1

# Default pak file path
# which graphics you want to play?
# Nothing means automatic selection
# ATTENTION!
# This will be only used if this file is located in the program directory at config/simuconf.tab!
# and will be overwritten by the settings from simutrans/simuconf.tab in the user directory
#
#pak_file_path = pak/
#pak_file_path = pak.german/
#pak_file_path = pak128/
#pak_file_path = pak.japan/
#pak_file_path = pak.winter/
#pak_file_path = pak.ttd/
#
#################################program stuff##################################

# max number of stations (just the amount of internal handles)
stations = 8192

# max number of convoys (i.e. train or truck with trailer or single truck)
convoys = 8192

# max number of lines (all line handles)
lines = 2048

# maximum number of position tested during a way search
# 100000 should be ok even for large maps with ships
# 10000 is ok for everything else (consumes 16*x Bytes main  memory)
max_route_steps = 1000000

# size of catchment area of a station (default 2)
# older game size was 3
# savegames with another catch area will be unloadable
station_coverage = 2

# Max number of steps in goods pathfinding
# This should be equal or greater than the biggest group
# of interconnected stations in your game.
#
# If you set it too low, some goods might not find a route
# if the route is too complex. If you set it too high, the
# search will take a lot of CPU power, particularly if searches
# often fail because there is no route.
#
# Depending on your CPU power, you might want to limit the search
# depth.
#
# 300 seems to be a good compromise for most games. 100 is ok for
# small games. 8000 should suffice for even the largest maps, but
# will take a good amount of CPU time if you have complex transport
# networks. Max. allowed value is 9994.
#
# prissi: On a 512x512 map with more than 150000 people daily, the saturation
# value for "no route" was higher, around 8000. Using 300 instead almost doubled
# the value of "no route"
#
max_hops = 2000

# Passengers and goods will change vehicles at most "max_transfer"
# times to reach their destination.
#
# It seems that in good networks, the number of transfers is below
# 5. I think 6 is a good compromise that allows complex networks but
# cuts off the more extreme cases
#
# You can set this lower to save a little bit of CPU time, but at some
# point this means you'll get less passengers to transport
#
# This value is less critical than "max_hops" from above.
#
# T. Kubes: I would say 8 for now, but this definitely should be difficulty
# dependent setting.
#
max_transfers = 9

# way builder internal weights (defaults)
# a higher weight make it more unlikely
# make the curves negative, and the waybuilder will built strange tracks ...
way_straight=1
way_curve=2
way_double_curve=6
way_90_curve=15
way_slope=10
way_tunnel=8
way_max_bridge_len=15
way_leaving_road=25

##################################industry stuff#################################
# also pak dependent

# passenger generation (default is 16) Smaller values means less passengers
passenger_factor=16

# if enabled (default = 0 off) stops may have different capacities for passengers, mail, and  freight
seperate_halt_capacities = 0

# three modes (default = 0)
# 1: the payment is only relative to the distance to next interchange, 2 to the trips destination (default 0 is distance since last stop)
pay_for_total_distance = 0

# things to overcrowded destinations won't loaf if active (default off)
avoid_overcrowding = 0

# in beginner mode, all good prices are multiplied by a factor (default 1500=1.5)
beginner_price_factor = 1500

# allow all possible supplier to connect to your factories?
# This will also affect savegames!
# best to leave it in default position. (only on for simuTTD)
crossconnect_factories = 0

# how big is the chance for crossconnections in percent
# (100% will give nearly the same results as crossconnect_factories=1)
crossconnect_factories_percentage = 33

# how much is the total electric power available (in relation to total production) in parts per thousand
electric_promille = 330

# with this switch on (default), overcrowded factories will not recieve goods any more
just_in_time = 1

# use beginner mode for new maps (can be switched anyway on the new map dialog)
first_beginner = 0

##################################display stuff#################################

# how long is a diagonal (512: faktor 2=1024/512, old way, 724: sqrt(2)=1024/724
# THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config!
#diagonal_multiplier = 724

# Do you want to have random pedestrians in town? Look nice but needs some
# CPU time to process them. (1=on, 0=off)
# Impact on frame time: ~10% (16 cities on a new standard map)
random_pedestrians = 1

# there are some other grounds (like rocky, lakes etc. )
# which could be added to the map (default 10)
# show random objects to break uniformity (every n suited tiles)
random_grounds_probability = 10

# show random moving animals (n = every n suited tiles, default 1000)
random_wildlife_probability = 1000

# animate the water each intervall (if images available)
# costs some time for the additional redraw (~1-3%)
water_animation_ms = 250

# Show info windows for private cars and pedestrians?
# (1=on, 0=off)
pedes_and_car_info = 0

# After how many month a citycar breaks (and will be forever gone) ...
# default is ten years
default_citycar_life = 120

# (=1) drive on the left side of the road
drive_left = 0

# Show infos on trees?
# (1=on, 0=off)
tree_info = 1

# Show infos also on bare ground?
# (1=on, 0=off)
ground_info = 0

# Show passenger level of townhalls?
# (1=on, 0=off)
townhall_info = 0

# always open only a single info window for the ground,
# even if there are more objects on this tile
only_single_info = 1

# Should stations get numbered names? (1=yes, 0=no)
numbered_stations = 0

# Show name signs and statistic?
# 0 = don't show anything
# 1 = station names
# 2 = statistics
# 3 = names and statistics
#
show_names = 3

###################################money stuff##################################
#
# These values are usually set in the pak files
# You can adjust all the cost in the game, that are not inside some pak file
#

# Starting money of the player. Given in Credit cents (1/100 Cr)
#starting_money = 20000000

# Maintenance costs of buildings
#maintenance_building = 2000

# first stops: the actual cost is (cost*level*width*height)
#cost_multiply_dock=500
#cost_multiply_station=600
#cost_multiply_roadstop=400
#cost_multiply_airterminal=3000
#cost_multiply_post=300
#cost_multiply_headquarter=1000

# cost for depots
#cost_depot_rail=1000
#cost_depot_road=1300
#cost_depot_ship=2500

# other way related stuff
#cost_signal=500
#cost_tunnel=10000
#cost_third_rail=80

# other construction/destruction stuff
#cost_alter_land=1000
#cost_buy_land=100
#cost_set_slope=2500
#cost_found_city=5000000
#cost_multiply_found_industry=20000
#cost_remove_tree=100
#cost_multiply_remove_haus=1000
#cost_multiply_remove_field=5000

###################################other stuff##################################
#
# also pak dependent
#

# Max. length of intitial intercity road connections
# If you want to speed up map creation, lower this value
# If you want more initial intercity roads, raise this value
# 8000 seems to be a good compromise between speed and road number
# note: this will slow down map creation dramatically!
#
# T. Kubes: 128x128 can use more roads to save player some money. => 19000
#
#intercity_road_length = 800

# Type of initial intercity roads - must be available
# as PAK file. Fallback (if PAK is not found) is "asphalt_road"
#intercity_road_type = cobblestone_road

# Type of city roads - must be available as PAK file.
# Fallback (and default) is "city_road"
#city_road_type = city_road

# now river stuff
# first river type (should be defined in pak dependent file)
# The highest number is the smallest. A river with max_speed==0 is not navigavable by ships.
#river_type[0] = river
#river_type[1] = small_river
#river_type[2] = just_the source

# river number (16 gives a few nicely branched rivers)
#river_number = 16

# min length
#river_min_length = 16

# max length
#river_max_length = 320

###################################time stuff###################################

# Enforce vehicle introduction dates?
# 0 = all vehicles available from start of the game
# 1 = use introduction dates
# 2 = (default) use settings during game creation
#
use_timeline = 2

# Starting year of the game:
# Setting it below 1850 is not recommended for 64 set!
# You will have problems with missing vehicles, do not complain if you do so!
# Setting it above 2050 will render game bit boring - no new vehicles.
#
# other recommended vaule for 64 is 1956
#
starting_year = 1930

# Starting month of the game for people who want to start in summer (default 1=January)
#starting_month = 6

# Should month be shown in date? (0=no, 1=yes, 2>=show day in japan format=2, us format=3, german=4)
# This is most useful, if you use longer months than the default length (see below)
#
show_month = 4

# Global time multiplier (will be save with new games)
# 2^bits_per_month = duration of a game month in microseconds real time
# default is 18. For example, 21 will make the month 2^3=8 times longer in real time
# production and maintainance cost will be adjusted accordingly.
#
bits_per_month = 20

###################################system stuff##################################

# compress savegames?
# "binary" means uncompressed, "zipped" means compressed
saveformat = zipped

# autosave every x months (0=off)
autosave = 0

# display (screen/window) width
# also see readme.txt, -screensize option
display_width  = 704

# display (screen/window) height
# also see readme.txt, -screensize option
display_height = 560

# show full screen
fullscreen = 0

# How many frames per second to use? Display may look pretty until 10 or so
# (depends very much on computer, game complexity and graphics driver)
frames_per_second = 25

# How much faster should the game proceed with fast forward (limited by your computer and size of the map)
fast_forward = 100

# show the windows close etc. buttons on the right (like windows 98)
window_buttons_right = 0

# draw a frame with titlebar color around active window
window_frame_active = 0

# show tooltips (default 1=show)
show_tooltips = 1

# background color (+-1 arounf this index is used), taken from playercolor table
tooltip_background_color = 4

# tooltip text color (240=black, 215=white)
tooltip_text_color = 240

Pak 128 Config
# simuconf.tab
#
# Low-Level values and constants
#
# This file can be found in many places:
#
# simutrans/config/simuconf.tab
# ~/simutrans/simuconf.tab (in the user directory, if singleuser_install != 0 or not present, first only pak-file path will be read)
# simutrans/pakfilefolder/config/simuconf.tab
# ~/simutrans/simuconf.tab (readed a second time, s.a.)
#

################################road settings###################################

# (=1) drive on the left side of the road
drive_left = 0

# Type of initial intercity roads - must be available
# as PAK file. Fallback (if PAK is not found) is "asphalt_road"
intercity_road_type = cobblestone_road

# Type of city roads - must be available as PAK file.
# Fallback (and default) is "city_road"
# If not set, it is chosen automatically according to speed.
#city_road_type = city_road

# Max. length of intitial intercity road connections
# If you want to speed up map creation, lower this value
# If you want more initial intercity roads, raise this value
# 8000 seems to be a good compromise between speed and road number
#
# T. Kubes: 128x128 can use more roads to save player some money.
#
intercity_road_length = 6000

# way builder internal weights (straight track is 4)
# a higher weight make it more unlikely
# make the curves negative, and the waybuilder will build strange tracks ...
way_straight = 1
way_curve = 2
way_double_curve = 6
way_90_curve = 15
way_slope = 10
way_tunnel = 8
way_max_bridge_len = 15
way_leave_road = 25

# rivers:
# The highest number is the smallest. A river with max_speed==0 is not navigavable by ships.
river_type[0] = river_00
river_type[1] = river_01
river_type[2] = river_02
river_type[3] = river_03
river_type[4] = river_04

#####################################gameplay###################################

# passenger generation (default is 16) Smaller values means less passengers
passenger_factor=16

# in beginner mode, all good revenuses are multiplied by a factor (default 1500=1.5)
beginner_price_factor = 1500

# use beginner mode for new maps (can be switched anyway on the new map dialog)
first_beginner = 0

# size of catchment area of a station (default 2)
# older game size was 3
# savegames with another catch area will be unloadable
station_coverage = 2

# Passengers and goods will change vehicles at most "max_transfer"
# times to reach their destination.
#
# It seems that in good networks, the number of transfers is below
# 5. I think 6 is a good compromise that allows complex networks but
# cuts off the more extreme cases
#
# You can set this lower to save a little bit of CPU time, but at some
# point this measn you'll get less passengers to transport
#
# T. Kubes: I would say 8 for now, but this definitely should be difficulty
# dependent setting.
#
max_transfers = 7



##################################industry stuff#################################

# allow all possible supplier to connect to your factories?
# This will also affect savegames!
# best to leave it in default position. (only on for simuTTD)
crossconnect_factories = 0

# how big is the chance for cross-connections in percent (new in 99.10)
# (100% will give nearly the same results as crossconnect_factories=1)
crossconnect_factories_percentage = 20

# ???
factory_spacing = 20

# with this switch on (default), overcrowded factories will not recieve goods any more
just_in_time = 1

# powerlines
cost_transformer = 2500
cost_maintain_transformer = 100

###################################money stuff##################################

# Starting money of the player. Given in Credit cents (1/100 Cr)
starting_money = 50000000

# Maintenance costs of buildings
maintenance_building = 1800

# first stops: the actual cost is (cost*level*width*height)
cost_multiply_dock = 750
cost_multiply_station = 600
#stop is cheap bu on other hand max level is 4
cost_multiply_roadstop = 400
cost_multiply_airterminal = 1000
#used for all extra buildings
cost_multiply_post = 500
#cost_multiply_headquarter=10000

# cost for depots
cost_depot_rail = 8500
cost_depot_road = 7000
cost_depot_ship = 9000

# other way related stuff
cost_signal = 500
cost_tunnel = 11000
cost_third_rail = 80

# other construction/destruction stuff
cost_alter_land = 1250
cost_set_slope = 1500
#cost_found_city=5000000
cost_multiply_found_industry = 500000
cost_remove_tree = 40
cost_multiply_remove_haus = 1000


###################################time settings################################

# Enforce vehicle introduction dates?
# 0 = all vehicles available from start of the game
# 1 = use introduction dates
# 2 = (default) use settings during game creation
#
use_timeline = 2

# Starting year of the game:
# Setting it below 1930 is not recommended!
# You will have problems with missing vehicles, do not complain if you do so!
# Setting it above 2040 will render game bit boring - no new vehicles.
starting_year = 1930

# Should month be shown in date?
#(0=no, 1=yes, 2>=show day in japan format=2, us format=3, german=4)
# This is most useful, if you use longer months than the default length (see below)
#
show_month = 1

# Global time multiplier (will be save with new games)
# 2^bits_per_month = duration of a game month in microseconds real time
# default is 18. For example, 21 will make the month 2^3=8 times longer in real time
# production and maintainance cost will be adjusted accordingly.
#
#128x128 use only 2 times longer months... should be way enough for normal games.
#
bits_per_month = 19

###################################misc. stuff##################################

# After how many months a citycar breaks (and will be forever gone) ...
# one day at current settings: 260s
citycar_life = 120

# Do you want to have random pedestrians in town? Look nice but needs some
# CPU time to process them. (1=on, 0=off)
# Impact on frame time: ~10% (16 cities on a new standard map)
random_pedestrians = 1

# there are some other grounds (like rocky, lakes etc. )
# which could be added to the map (default 10)
# probaility is every 10*4 tile will get something
random_grounds_probability = 10

which one I find it in?

IgorEliezer

Krisztian, you should make an effort to find things by yourself.

I didn't also know where "bits_per_month" is until now, right now. I merely searched for "bits_per_month" in both files (please, open both files and press F3 or go to "Edit" menu and click on "Search", and type "bits_per_month"). I found "bits_per_month" in less than 2 seconds. I said TWO seconds.

"bits_per_month" is in Simutrans Config.

Spike

IIRC it should work in both tabs. Pak settings overrides global, I think, so one should be able to have different timings for different pak sets.

PlayTrans2009


I'm using pak96.comic and pak128.Britain. Mostly pak96.comic.
"More money means lesser friendship." Reason: Selfish.

vilvoh


Escala Real...a blog about Simutrans in Spanish...

PlayTrans2009


I'm using pak96.comic and pak128.Britain. Mostly pak96.comic.
"More money means lesser friendship." Reason: Selfish.

Krisztian

#11
it would not be possible to solve it so the buses trams undergrounds trains how I make it there is a service like that the numbering of which 200E and into the library of the game to create a dat file 200E to write into this on a name to connect the times and this to the game
would this be solvable so?
this occurred to me today and I believed it I ask it




wait I make dat file :)




I thought of things like this look at it the dat file

feasible?
good night please answer

Mod note: please, don't post two or more messages in a row. Edit your post instead. This is a forum, not a chat
--Igor

vilvoh

The file seems to contain timetables for different periods (Monday-Friday, Weekend and Holiday) Have a look..

between a Monday and a Friday


4  38,53
5  05,16,26,36,44,52,59
6  06,14,22,30,38,46,55
7  04,13,21,29,38,46,55
8  04,13,23,37,49
9  01,13,23,37,49
10 01,13,23,37,49
11 01,13,23,37,49
12 01,13,23,37,49
13 01,13,25,37,49,59
14 09,19,29,39,49,59
15 08,16,25,33,42,50,59
16 08,16,25,33,42,50,59
17 08,16,25,33,42,50,59
18 09,19,29,39,49
19 01,14,29,44,59
20 14,29,45
21 05,25,45
22 05,25,45
23 15,45


Althought Isaac mentioned before that I wouldn't be possible to scheduled convois via time instead of percents, I think you might achieve it using waiting month time parameter in a smart way. I mean, if you make them wait a similar period of time at each stop. let's say 5 minutes as you suggested, then you may get what you want.

Obviusly, the schedule timing also depends on the distance between stops. I mean, you must take into account the time the vehicle needs to get to the next stop.

You've more info about month wait time at this topic ..

Escala Real...a blog about Simutrans in Spanish...

Krisztian

if a little back up you read see that I went into detail about this that let me get it over with to slow the time down in the game ;)

answering your other proposition though according to me the buses trams undergrounds trains stb. not burden but passenger traffic is carried because of this I would like it at these the % basis to exchange a load for a departure according to time understand?