The International Simutrans Forum

PakSets and Customization => Pak128 => Topic started by: VS on March 19, 2013, 12:57:35 PM

Title: pak128 release version 2.3.0
Post by: VS on March 19, 2013, 12:57:35 PM
Here we go again - pak128 has another batch of improvements for you! This time there aren't as many new things, rather mostly fixes and tweaks.

DOWNLOAD (http://sourceforge.net/projects/simutrans/files/pak128/pak128%20for%20112-2/pak128-2.3.0--112.2.zip/download) pak128 2.3.0 (88 MB) for Simutrans 112.2

Thanks to everyone who helped, this release brings these changes from previous stable version (2.2.0):
Big thanks to everyone, members of the team and other contributors alike!

If you are missing some of the previously removed objects, the compatibility pack (http://128.simutrans.com/download/pak128-compatibility-2.0.0.zip) might help somewhat.

Unfortunately, sources have exceeded reasonably uploadable size. The subversion repository is at http://simutrans.svn.sourceforge.net/svnroot/simutrans/pak128 and you can check out r1188, which is the one used for release.
Title: Re: pak128 release version 2.3.0
Post by: Djohaal on March 23, 2013, 01:00:18 AM
As I found no suitable feedback thread for appreciation I'll leave this here.


(http://i.imgur.com/SBkx6px.png)


Fabio you are a genius, those brown buildings match and align with each other such a way they look like bigger buildings (look at those 3 in the upper part of the image). This made me go "Oh snap!" in game to the point I took a screenshot and bothered to post it.  ;D
Title: Re: pak128 release version 2.3.0
Post by: Sarlock on March 23, 2013, 02:39:42 AM
Yes, they are very nice in combinations... I like to put 4 of them together in a rotation and make it look like one building with a courtyard in the middle.  Or 6 in a rectangle, that looks nice as well.  They also look nice against the water's edge in a stepped up layout with a row of shorter blocks at the front and progressively higher ones in behind.  Lots of possibilities :)

Thanks, as always, for arranging the new release, VS :)
Title: Re: pak128 release version 2.3.0
Post by: sdog on March 23, 2013, 03:29:42 AM
Thanks a lot for the screenshot Djohaal. Such are very useful when posting about this on social media.
Title: Re: pak128 release version 2.3.0
Post by: gauthier on March 23, 2013, 11:10:35 AM
Quotestreet lists
Did I missed a whole part of Simutrans'evolution ? What are street lists ?  ???
Title: Re: pak128 release version 2.3.0
Post by: Combuijs on March 23, 2013, 12:23:52 PM
Quote from: gauthier on March 23, 2013, 11:10:35 AM
Did I missed a whole part of Simutrans'evolution ? What are street lists ?  ???

You did indeed miss a whole part of Simutrans' evolution. Street lists are lists of streetnames. They are used for station names in a city. They combine city name and street name to a station name.

For instance: London Trafalgar Square, Amsterdam Keizersgracht, Paris Champs Elysée.

You can't limit names to certain cities though, so Birmingham Trafalgar Square, Rotterdam Keizersgracht and Marseille Champs Elysée are also valid station names.
Title: Re: pak128 release version 2.3.0
Post by: dom700 on March 23, 2013, 12:30:47 PM
I'd also just like to say thanks to everyone involved for the great result.
Title: Re: pak128 release version 2.3.0
Post by: gauthier on March 23, 2013, 06:58:52 PM
I have just noticed a streetlist file in pak128 folder. What are "%$1s" and "%$2s" ?
Title: Re: pak128 release version 2.3.0
Post by: eipi on March 23, 2013, 07:49:26 PM
Quote from: gauthier on March 23, 2013, 06:58:52 PM
I have just noticed a streetlist file in pak128 folder. What are "%$1s" and "%$2s" ?

Ingame, the "%$1s" are replaced by the name of the town and the "%$2s" are replaced by stop type (i.e. "station", "airport", etc.)
Title: Re: pak128 release version 2.3.0
Post by: gauthier on March 23, 2013, 10:58:12 PM
Thanks !
Title: Re: pak128 release version 2.3.0
Post by: maxe on October 19, 2013, 07:49:01 PM
Hey! First of all thanks for your work. I just started to play simutrans and really enjoy it. Your work is much appreciated :)
While starting a new game I was surprised about the economics & balancing of truck vs ship in 1930:

200t bulk ship for 34k and 7.6 per km --> invest 0,17/t --> runing 0,038/t*km
vs
6t bulk truck for 1.6k and 0.12 per km --> invest 0,27/t --> running 0,02/t*km

I don´t know about the relationship in investment cost in real life, but at least in running cost per ton the ship should be way cheaper than the truck?
Title: Re: pak128 release version 2.3.0
Post by: Zeno on October 19, 2013, 09:28:14 PM
Well, economy balancing was made to try making the pakset more playable. Any coincidence with "real life" must be an accident ;)
Title: Re: pak128 release version 2.3.0
Post by: Sarlock on October 20, 2013, 04:45:42 AM
Indeed, it's only modeled after real life numbers in a loose way.  Realistically a ship's purchase cost would be a lot more than a truck and cost much less per km per tonne (but much higher per km) to operate.  In pak128 (and other paksets) the capital purchase cost is adjusted down.  For example, a bus costs about 20,000 and a large ship costs 500,000 to purchase (in modern day dollars this is more like $200,000 and $50,000,000-a factor of 10).  Operating cost, at a guess, is probably around $1-2/km for the bus and several hundred $ per km for the ship.

The quandary is this: if you provide the player with $150,000,000 to start their transport company so that they can buy a couple of $50,000,000 ships, they don't have much incentive to focus on road transportation except as necessary to feed their ship network.  If, however, you smooth out the costs to be more comparable, then the player can make similar profits from all of the various forms.
Title: Re: pak128 release version 2.3.0
Post by: maxe on October 21, 2013, 12:06:01 AM
I think it is a good idea to scale down some zeroes, so that the ingame currency is worth 1k or more of modern day USD.
But that does not have to lead to a truck being cheaper than a ship when it comes to transporting huge masses of bulk goods ?
Title: Re: pak128 release version 2.3.0
Post by: prissi on October 21, 2013, 12:33:25 PM
It is not cheaper, since it have to pay for the road (rarely highways are built by the truck companies in real life).
Title: Re: pak128 release version 2.3.0
Post by: seki029 on October 29, 2013, 09:22:23 AM
Sir road tolls seem not working. Correct me if I'm wrong. In a game with AIs, I build roads that connects cities but when AI vehicles use my road my Road Toll Indicator on the Finance tab is not changing from zero... I hope you can help me with this. thanks
Title: Re: pak128 release version 2.3.0
Post by: prissi on October 29, 2013, 12:07:04 PM
Upon creation of your game, did you set this value to non-zero. I think this is off by default.
Title: Re: pak128 release version 2.3.0
Post by: seki029 on October 31, 2013, 04:33:40 AM
Is that the toll running cost and the way cost percentage? Yeah it is zero by default! Thanks! This forum helps a lot! :) One last thing Sir. Do you know what's is the best values for it? Thanks a lot!
Title: Re: pak128 release version 2.3.0
Post by: prissi on October 31, 2013, 01:32:53 PM
There are no best values. But anything more than 15% could be too expensive. It really depends on the map you are playing.