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64.simutrans.entropy.me.uk

Started by Ashley, January 02, 2011, 01:18:02 AM

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Ashley

This server has now been permanently shut down (effectively replaced by b.64.simutrans.entropy.me.uk).

Previous savegames can be found here, listed by the date when the server was shut down:

http://entropy.me.uk/simutrans/server/sim64/archive/
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rfg123

I joined this server and set up some routes to test it out.. Works great (no desyncs yet!).


Dwachs

Parsley, sage, rosemary, and maggikraut.

Ashley

Wrong command to start it after a crash, I have some scripts to take care of this so shouldn't happen again.
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Dwachs

Parsley, sage, rosemary, and maggikraut.

Ashley

#5
This log should cover the period where this crash occurred. No timestamping in the logs so hard to tell. I'll look into adding something to my logging solution which can insert timestamps and automatically log the times of crashes/restarts of the server.

http://entropy.me.uk/simutrans/sim64.log.2.gz
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Dwachs

du you have a savegame of that game? it would be much more convenient to have logs with '-debug 3'.
Parsley, sage, rosemary, and maggikraut.

Ashley

#7
Unfortunately the "in-progress" savegame would've been overwritten when I accidentally started the server with the original save specified. The current/original saves are here though:

http://entropy.me.uk/simutrans/server-network.sve
http://entropy.me.uk/simutrans/network_64.sve

Debug 3 produces a lot of logging output to keep - I will try it and see how big the log file grows though.


Edit:

I'm going to be updating the server to revision 4184 later today, I will make a backup of the current savegame state available for people as has become the convention.


Edit #2:

FYI I will be upgrading the server this evening and starting a fresh map. I'll post a link to the savegame for the old map in case anyone wants to keep it.


Edit:

I will be restarting the map with a new game version this weekend, old save will be posted here as usual.


Edit:

Map has been restarted, see first post for details.


Edit:

Server restarted with new stable version.
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electroduck

this server is offline now... when will it be on?
EAT BASE 64!
$TXkgbmFtZSBpcyBlbGVjdHJvZHVjay4NCllvdSBjYW4gdmlzaXQgbXkgd2ViIHNpdGUgYXQgaHR0cDovL3d3dy5lbGVjdHJvZHVjay5jb20vDQpJIGxpa2UgRG9mdXMgYW5kIFNpbXV0cmFucy4=

Ashley

Hi, the server is running well it just seems to have vanished from the server listing. If you type the name (64.simutrans.entropy.me.uk) into the box manually it should connect.
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prissi

Set to announce monthly (see simuconf.tab) should avoid vanishing from the list.

Ashley

Duly noted, I've changed the config :)
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electroduck

#12
i have tried entering 64.simutrans.entropy.me.uk in to the server name spot in the dialog and tried entering net:64.simutrans.entropy.me.uk in the load dialog... botth fail. is this my fault?
Fail Message:

Server did not respond!
   ^
  /! \
 ______
EAT BASE 64!
$TXkgbmFtZSBpcyBlbGVjdHJvZHVjay4NCllvdSBjYW4gdmlzaXQgbXkgd2ViIHNpdGUgYXQgaHR0cDovL3d3dy5lbGVjdHJvZHVjay5jb20vDQpJIGxpa2UgRG9mdXMgYW5kIFNpbXV0cmFucy4=

Ashley

Can you ping the server? (Try entering the command ping 64.simutrans.entropy.me.uk into a command prompt window)
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jamespetts

I get:


Pinging 64.simutrans.entropy.me.uk [82.113.152.84] with 32 bytes of data:
Reply from 82.113.152.84: bytes=32 time=22ms TTL=56
Reply from 82.113.152.84: bytes=32 time=260ms TTL=56
Reply from 82.113.152.84: bytes=32 time=94ms TTL=56
Reply from 82.113.152.84: bytes=32 time=29ms TTL=56

Ping statistics for 82.113.152.84:
    Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
    Minimum = 22ms, Maximum = 260ms, Average = 101ms
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Ashley

Well I know the server is up, I wanted to check if electroduck could reach it :)

I have just logged into the server myself (really nicely developed map there! I may need to restart the map soon as there's little left to do) so it's definitely running.

Quote from: jamespetts on February 27, 2011, 11:56:41 PM
I get:


Pinging 64.simutrans.entropy.me.uk [82.113.152.84] with 32 bytes of data:
Reply from 82.113.152.84: bytes=32 time=22ms TTL=56
Reply from 82.113.152.84: bytes=32 time=260ms TTL=56
Reply from 82.113.152.84: bytes=32 time=94ms TTL=56
Reply from 82.113.152.84: bytes=32 time=29ms TTL=56

Ping statistics for 82.113.152.84:
    Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
    Minimum = 22ms, Maximum = 260ms, Average = 101ms

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electroduck

#16
yes pinging it works...

Last login: Sun Feb 27 17:31:43 on console
white-box:~ verdigris$ ping 64.simutrans.entropy.me.uk
PING 64.simutrans.entropy.me.uk (82.113.152.84): 56 data bytes
64 bytes from 82.113.152.84: icmp_seq=0 ttl=47 time=175.350 ms
64 bytes from 82.113.152.84: icmp_seq=1 ttl=47 time=177.482 ms
64 bytes from 82.113.152.84: icmp_seq=2 ttl=47 time=176.773 ms
64 bytes from 82.113.152.84: icmp_seq=3 ttl=47 time=186.789 ms
64 bytes from 82.113.152.84: icmp_seq=4 ttl=47 time=176.180 ms
64 bytes from 82.113.152.84: icmp_seq=5 ttl=47 time=176.841 ms
64 bytes from 82.113.152.84: icmp_seq=6 ttl=47 time=177.501 ms
64 bytes from 82.113.152.84: icmp_seq=7 ttl=47 time=176.236 ms
64 bytes from 82.113.152.84: icmp_seq=8 ttl=47 time=177.775 ms
64 bytes from 82.113.152.84: icmp_seq=9 ttl=47 time=174.526 ms
64 bytes from 82.113.152.84: icmp_seq=10 ttl=47 time=176.969 ms
64 bytes from 82.113.152.84: icmp_seq=11 ttl=47 time=179.021 ms
^C
--- 64.simutrans.entropy.me.uk ping statistics ---
12 packets transmitted, 12 packets received, 0.0% packet loss
round-trip min/avg/max/stddev = 174.526/177.620/186.789/2.980 ms
white-box:~ verdigris$

yet simu still gives an error...
do i need to specify a port?
EAT BASE 64!
$TXkgbmFtZSBpcyBlbGVjdHJvZHVjay4NCllvdSBjYW4gdmlzaXQgbXkgd2ViIHNpdGUgYXQgaHR0cDovL3d3dy5lbGVjdHJvZHVjay5jb20vDQpJIGxpa2UgRG9mdXMgYW5kIFNpbXV0cmFucy4=

Ashley

#17
For this one you shouldn't need to as it uses the default port. Can you run simutrans with verbose logging (the command line parameter -debug 3) and then try to join the game and after that post the log file?


Edit: Looks like the server crashed about 4am last night.
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electroduck

no, as I use the mac application of the NB
EAT BASE 64!
$TXkgbmFtZSBpcyBlbGVjdHJvZHVjay4NCllvdSBjYW4gdmlzaXQgbXkgd2ViIHNpdGUgYXQgaHR0cDovL3d3dy5lbGVjdHJvZHVjay5jb20vDQpJIGxpa2UgRG9mdXMgYW5kIFNpbXV0cmFucy4=

Ashley

#19
What version number does it show when you start the game?


Edit:

Map restarted (same map for now)
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electroduck

#20
hey it works!
however I was disappointed to see some problems:
(i am player 7, not spectator)
first it would not let me build roads or tracks. then it got real choppy, gave me the Rainbow Wheel of Doom, and then... completely disconnected!
EAT BASE 64!
$TXkgbmFtZSBpcyBlbGVjdHJvZHVjay4NCllvdSBjYW4gdmlzaXQgbXkgd2ViIHNpdGUgYXQgaHR0cDovL3d3dy5lbGVjdHJvZHVjay5jb20vDQpJIGxpa2UgRG9mdXMgYW5kIFNpbXV0cmFucy4=

Ashley

Last time I tried using the Mac version I got similar issues, I tend to play the Windows one in VMWare. Needs some more debugging I think.
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janika600(hun)

i started to play here today (TransSpeed TeFu), and i have 155k cr.
good net game

janika600(hun)

Server did not respond for me.

Ashley

Server had crashed, it's restarted now. Sorry about that.
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Dwachs

Any chance of getting a clue why the server crashed?
Parsley, sage, rosemary, and maggikraut.

Ashley

#26
I've restarted the map, since the server was crashing every few hours with that old map.

Dwachs, log file is linked below which should cover the crashing period. Also you can download the save game from here:

http://entropy.me.uk/simutrans/networksavegames/sim64/sim64_r4303_18th_March_2011.sve

http://entropy.me.uk/simutrans/sim64.log

(I can't see much in the log to indicate why it was crashing myself...)


Edit: Updated game version and a brand new (bigger) map.
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electroduck

so does that mean that you are using 110.0.1now?
because the server does note respond.
EAT BASE 64!
$TXkgbmFtZSBpcyBlbGVjdHJvZHVjay4NCllvdSBjYW4gdmlzaXQgbXkgd2ViIHNpdGUgYXQgaHR0cDovL3d3dy5lbGVjdHJvZHVjay5jb20vDQpJIGxpa2UgRG9mdXMgYW5kIFNpbXV0cmFucy4=

Ashley

#28
Yes, it's running 110.0.1


Edit: New map, same pakset/game version.


Edit: Restarted game, same map/version.
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smile

WTF is with server it saves after 5 min or less since last save?

moblet

Not got any response from the server for the past few hours, but you probably already knew that Timothy...

Ashley

I have restarted it, looks like it crashed while I was asleep.
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moblet

Was up 10-12 hours ago but is now down again. It must be waiting until you go to sleep  ;)

Ashley

Map restarted with the same map.
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prissi

You should compile with server savegame 110.7, otherwise all stuff will be lost during joining of a client like the railgates. I submitted a such commit.

Ashley

Sorry Prissi I don't quite understand what you mean?
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prissi

When server's servgame is too low (i.e. not saving all stuff during the game) using such stuff will desync the fast or cause undesired behaviour. Best example would be the railgates, which will exclude player only until the next player join.

The downside is, that whenever something is done in the svegame version, manual saving with a lower number is needed to transfer this game to the next nightly. But since a release is planned shortly, I think the savegame content is save for the while.

Ashley

Oh I don't think it will be a problem for the pak64 server, since it's running the last stable version of pak64. When the next stable is released I'll update all my servers to run that.

Will the new listings server patch go into the next release?
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prissi

The new listing server was the only reason we did not released yet ... ;)

Ashley

Updated server with new Simutrans stable version and new stable pakset, same map.
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neroden

I may have found a bug.  Simutrans reports that I am running the same version of simutrans and the same version of pak64 as this server is, and then when I push the "compare pak" button... claims the paks are different. ???

Before reporting this as a bug I'd like to make absolutely sure I have the exact same pak version. Please verify where I can download the exact pak being currently used on this server.

Ashley

neroden - it's the official release version from the download thread, 111.0 game binary (r4911) and pak64 111.0 (r609M).

I've restarted with a new map now, and turned on the pause while not connected feature. Will see how much fun it is.
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IgorEliezer

#42
That's a very nice server you have there... :D



Also: Hijacking an unlocked player to be able to use the chat FTW... XD

Ashley

Server has been restarted with a new map :)
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ash1794

#44
Err why do i get a lot of lost sync messages...


Joliver

#45
this seems to happen when the maps are heavily developed. we have WAY too many vehicles here, that may be compounding the problem.

-J-
I think at least some of us are ready to restart. :)

prissi

A very impressive map. Even 46 percent of all passengers and still 29 percent of all mails are transported! Also a nice map for benchmarking.

Ashley

I've restarted the server with a fresh map, and upgraded it to 111.1 (with the same pak64 version). It's really cool how well-developed these maps get. As ever you can download the previous saves from:

http://entropy.me.uk/simutrans/networksavegames/sim64/
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ash1794

can't connect.. it reads that server's not respondin... any clue why?

jjatca

Same here, since yesterday, but thought it was my connection

jamespetts

The server listing page reports this as down.
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Ashley

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jjatca

The server seems to be down again.

ash1794

Still the server's not respondin.. :|

Thanwer

I got lots of desyncs today, like one every minute...
You better fix it, since its near unplayabble :/

Isaac Eiland-Hall

Quote from: Thanwer on February 08, 2012, 04:01:50 PM
You better fix it

Please consider that the network functionality is still new, relatively speaking. Further consider that Simutrans is all-volunteer.

Do you think coders are not working on the network code? They are.

Please consider using different language and having different expectations.

Thanwer

sorry DELETED, I do not meant to offend...
If it helps, I realized that desyncs happens more often when placing signs and buying convois at depot...

jamespetts

Hmm - we are experiencing similar things in Experimental.
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Ashley

This latest version seems less stable than the last stable release for network play. Having to restart the server more often.
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Fifty

#59
I've had at least one unexplained crash (no logfile, sorry) with this particular combination of old pakset + new executable, but none with new pakset + new executable. Perhaps it would be more stable to use the new pakset with the new executable? All of the maps are compatible with pak64 111.1.

Don't know what changes if any have been made to the netgaming code since 110.0.1 (when desyncs and lag were almost nonexistent even on developed maps), but 111.0 and 111. 1 have been less stable, had more desyncs and lag, and required significantly more cpu time online.
Why do we park on the driveway and drive on the parkway?

Dwachs

Quote from: Fifty on February 09, 2012, 02:55:33 AM
Don't know what changes if any have been made to the netgaming code since 110.0.1 (when desyncs and lag were almost nonexistent even on developed maps), but 111.0 and 111. 1 have been less stable, had more desyncs and lag, and required significantly more cpu time online.
This is surprising, as I am not aware of a change that could have a major impact on performance.

I am also highly interested in getting more precise reports on server crashes: What are players doing in order to make the server crash? What is your experience?
Parsley, sage, rosemary, and maggikraut.

Ashley

I didn't think there was a new pakset version with the latest stable, but I will check again.
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Fifty

Down again. My internet went down for a few minutes and when I returned the server was gone. There was another client online at the time.

Timothy, the 111.0 pak 64 is what you are running, r609. 111.1 comes with a new stable, r743 (Though in the splash screen still labeled 111.0)

Dwachs:

I have never seen a crash on the server in the past few days Timothy's been running 111.1. By instability in the past, I am talking a little more about not staying connected and responsive than crashes. With this combination of old pakset and new executable, I have had two random single-player crashes when away from the game and working in another window. One happened right on the front splash screen, the other on the desync message.

About performance-- I did a little test myself to benchmark the change in performance between 110.0.1 and 111.0. I used an old pak 64 netgame map as a benchmark (512 x 512, 7 million citizens, 2000 convoys) and measured average cpu use for a few minutes with resource monitor at a particular busy spot in the game with the minimap open and the game at full screen. 110-0-1 used 24% of one core for this map, while 111.0 used 34% of one core. That's a 42% increase in cpu utilization! This increase may be negatively affecting netgame connection stability (increased desyncs and lag).

I will keep you informed if I can find some correlations between player activity and crashes or desyncs.
Why do we park on the driveway and drive on the parkway?

prissi

111.1 should consume much less CPU. In my testgames they were running 70% faster in fast forward.

jamespetts

Quote from: prissi on February 09, 2012, 10:51:51 PM
111.1 should consume much less CPU. In my testgames they were running 70% faster in fast forward.

Interesting! May I ask what optimisation made this difference?
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Fifty

Can reliably reproduce crash with Simutrans 111.1 and pak 64 111.0 r609. Just open it up to the start screen, let it run for a few minutes, and bam. I uploaded the logfile, but I don't know if it will be very telling. http://simutrans-germany.com/files/upload/logfile111.1r609.log. No such crash with new version of pak 64.

Quote from: prissi on February 09, 2012, 10:51:51 PM
111.1 should consume much less CPU. In my testgames they were running 70% faster in fast forward.

Hmm. In my testing (no fast forwarding) 111.1 used only 1.5% less cpu time as compared to 111.0. 111.0 used about 34% and 111.1 used about 33.5% -- pretty negligible.
Why do we park on the driveway and drive on the parkway?

Ashley

I've started a new game with the correct pakset version, hopefully this should be more stable :)
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Dwachs

Quote from: Fifty on February 09, 2012, 11:23:43 PM
Can reliably reproduce crash with Simutrans 111.1 and pak 64 111.0 r609. Just open it up to the start screen, let it run for a few minutes, and bam. I uploaded the logfile, but I don't know if it will be very telling.
This must be fixed by now, there was a problem with the scrolling text that shows the list of contributors.
Parsley, sage, rosemary, and maggikraut.

prissi

The routine which looked up the next neightbour in grund_t were called during drawing/from vehicles, during way search as well as building. In test games I went from 12-13 to 18-20 acceleration in fast forward.

Vonjo

#69
Nice city name :)

Ashley

I've implemented an auto-restart script to try and keep the server up, since this latest "stable" version seems to crash more often.
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jamespetts

I have found such scripts to be very useful indeed.
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Fifty

Nice to have an auto restart feature, but seems to have failed: both 64 and 128 have been inaccessible for days even though they appear to be online per the listing server. Can you please restart?
Why do we park on the driveway and drive on the parkway?

Dwachs

Would it be possible to start one of the servers with a recent nightly version? As a test, whether all the code changes in the last week cured the server crashes (at least to some extent).

As bonus you will get this:
http://forum.simutrans.com/index.php?topic=9227.0
Parsley, sage, rosemary, and maggikraut.

Fifty

Might be nice! And if fixed perhaps a new stable should be released.

Server was up for a little bit today, and then crashed again  ::( . 128 seems to still be up, at least for now.
Why do we park on the driveway and drive on the parkway?

Ashley

It seems like sometimes when the server starts up it doesn't actually begin running properly. The restart script is restarting it, but the server isn't actually responding...

I'll switch the 64 one to a nightly at some point this weekend, and see if that helps. I'll also have to try and work out why it fails to start up properly sometimes.
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Dwachs

When debugging simutrans server, I got some system error messages that the server could not start, if I started server shortly after its predecessor was shut down. It seems that system resources have a delay when freeing.
Parsley, sage, rosemary, and maggikraut.

Ashley

#77
It looks like when it crashes and is restarted it isn't listening on the correct interface. And it was looking like it was working because it was listening on localhost (to which I was connecting using nettool/simquery.py) and not on the external interface.

I might add some code which causes the game to quit with an error if it's unable to listen on all the interfaces you specify in the configuration. It shouldn't silently run in this situation.


Edit: Patch here: http://forum.simutrans.com/index.php?topic=9311.0
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Fifty

Seems to crash immediately upon joining now. It loads the map, and boom -- I immediately get the desync message and the server is down for a minute. On the bright side, seems to reliably restart now...

Bug on closure fixed in r5344 seems to also affect netgaming -- 2 clients cannot connect at the same time because the map won't destroy. Maybe tonight's nightly will be a little more stable.
Why do we park on the driveway and drive on the parkway?

Ashley

Yes if anything this version is less stable than the last stable. I'll try upgrading to a newer nightly version.
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Thanwer

The server is more stable now, but I noticed the public player and spec are not locked :o

jjatca

Strange, I also noticed that all players are unlocked

Dwachs

ups there is a bug, which prevents passwords to be saved across server sessions, upon restarting server the passwords are lost :/
Parsley, sage, rosemary, and maggikraut.

Ashley

I'm writing a patch to add functions to nettool to let you change player passwords and names (as well as to delete a player, and query a list of current players). Will be useful to be able to change this stuff without needing to log into the game.
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Thanwer

For some reason I cant build tracks and change convois anymore, looks like its not obeying mouse clicks :o
maybe I'm using wrong version of simutrans/pakset? I'm using simutrans v111.2 r5382 with pak64-797

Dwachs

#85
Quote from: Thanwer on February 21, 2012, 03:11:48 PM
For some reason I cant build tracks and change convois anymore, looks like its not obeying mouse clicks :o
maybe I'm using wrong version of simutrans/pakset? I'm using simutrans v111.2 r5382 with pak64-797
Sounds like the server does not allow you to build anything anymore :/  Does restarting & rejoining fix it?

Edit: the server is also reporting that the paksets are different.
Parsley, sage, rosemary, and maggikraut.

Thanwer

I tried to join in another rig, using same packages for linux64 but the problem stays the same...
possibly a bug in this nightly, need someone else to verify...

Fifty

Works fine for me. You need pak 64 r743, the standard 111.1 release, not the latest nightly and r5382. Of course, that may change soon if/when timothy tests a new nightly.
Why do we park on the driveway and drive on the parkway?

Thanwer

I'm not sure what caused those errors, trying diferent combinations of paksets and updating the system.... its working now... ty for the help

Ashley

I'll try to find time to update the nightly version soon. Been really busy coding :)
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Ashley

Server restarted with the new stable (111.2.1) and pak64 (111.2). Also using a new version of the tropical islands map by Fifty.
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derajjared

like you to join wing starting ago asking me password?

Ashley

I've just taken a look at this map, and the level of development is really something to behold...



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Why not try playing Simutrans online? See the Game Servers board for details.