Recent Posts

Pages: [1] 2 3 4 ... 10
There is still a major drawback of low speed: you need many more convoys to achieve the same flow. That means your road is much easier to saturate, and you potentially loose more money buying so many convoys.
I'm working on a possible resolution to this bug and would like some input, if I'm on the right track. Here's the test code: Would really appreciate some input (code style is temporary).

Currently works only for roadsigns (should be of any way type). I'm new to Simutrans' codebase, but looking at the code in simmenu and simtools, I think it might be more appropriate to setup these "custom" general tools at load time and add a check in toolbar_t::update() for tool availability (tools that have timeline description objects), right after the scenario check.
Pak128.Britain-Ex / Re: Running and monthly cost horses.
« Last post by Dutchman on Rails on Today at 02:17:59 PM »
I'll leave those completed values alone then.
Sorry my explanations, im not home currently, so I can’t show pictures.

What you need to do is using the “replace a stop” tool, and then subsequently “move” all potentially scheduled stoptiles along the platform to the very end of the platform, as if you wanted the last platform tile to be in all line schedules instead of scattered around the platform where you might initially have first placed the scheduled tiles.

In the savegame there is only one line that utilize the station, but that is out of the question.
Simutrans Extended Discussion / Re: Heigtmap savegame error
« Last post by jamespetts on Today at 11:35:37 AM »
Interesting. It may be that I will have to look into some of the latest Standard patches in respect of unicode to see whether those will assist in this regard.
Thank you for that explanation - the intention does make more sense now. I wonder whether there might be some benefit to giving players the option to show either the current average times or the latest measured times? Because the current average times are used in routing, this might be very useful for diagnosing problems of the sort to which I linked above.
As I explained, you do not need to run AFHPv2.1.exe, as the feature is fully incorporated into the master branch of Simutrans-Extended, meaning that you can just download the latest executable from the nightly build server as normal.
Pak128.Britain-Ex / Re: Running and monthly cost horses.
« Last post by jamespetts on Today at 11:27:05 AM »
Thank you for the additional changes to the fixed costs: I have incorporated those (on the passenger-and-mail-classes branch, as that is not far off being ready now).

As to workarounds, I am happy to incorporate workarounds to values that have not yet been balanced, such as prices, but do not want to incorporate workarounds that undo balancing to values, such as physics, that have already been balanced properly. The reason for this is that my effort is concentrated on producing the properly balanced outcome in the long term, and workarounds of the second sort make that much harder because they undo balancing work already done. That is also why I am not spending any of my time attempting to balance the costs yet, as that work can only start once I have added some important balance features. My time is so limited that I cannot afford to spend it doing the same work twice.

That means that price balancing for horses (and other elements of the game) will be some time off, but will, if all goes according to plan, be of a high standard when it is completed.

As to the boats, incidentally, may I ask that you start a new thread in that regard? It is somewhat confusing to be discussing sailing boats in a thread whose title suggests that it is specifically about horses.
Pak128.Britain-Ex / Re: Running and monthly cost horses.
« Last post by Dutchman on Rails on Today at 09:45:36 AM »
If you are interested in assisting with that process, that would be very helpful.

Sorry James, but you have to count me out on that.

Now don't get me wrong, I fully appreciate all the effort you put into Simutrans Extended. I would call your ideas on realism and on finding the root cause neither "silly" not "perverse". In fact, if the features you already made are any guarantee, I'm sure I'll thoroughly enjoy the end result. But if I see that my quick and dirty workaround on just a few horses already cost some 6-10 hours of tweaking and testing with 3 weeks throughput time, practical results could be many months off and several hundred hours work before there are tangible results. That's not what I'm going to sign up for.

What I'm looking for is workarounds. I want to enjoy the great features that you have created already, and I want to enjoy them now (or at least, very soon). Some problems are downright obstables, if my monthly profit goes down for trying to transport on several modes of transport, that's not very enjoyable. To cope with that, I'm willing to do workarounds in short sprints, an hour a week or so for tweaking, maybe 2 or 3 for playtesting, tangible results in <10 hours and a few weeks time, without compromising your long-term goals (at least not beyond what can be retweaked in just another short sprint).

Now your post #24 is very interesting reading to see your intentions (some of which brings in mind the idea of having a description field in the depots so we can see what the vehicles are good for), but it came after I already backed down on the tractive effort. It's not a big deal for me. The goal of my workaround sprint was first and foremost to bring the situation where players can set up a road network (mail and freight) that could contribute to the monthly profit. While I don't have a situation where I could find use for all the vehicles, I think with my final set the workaround goals have been accomplished as a pair of Irish Horses with a Waggon will be profitable for goods like Textiles and Fruit, and the Post Boy likewise for mail. Good enough to keep enjoying Simutrans Extended for the time being. Time to move on to another showstopper. Perhaps a small coastal ship or ferry. The Brig is a great vessel once you have 50 or so goods to transport, but there's nothing for the odd farm supply to the local market. If anyone could bring up a suggestion plus the pngs, we could work something out. Barring that, my game will eventually reach the point where the early steam engines are too expensive to make for a profitable medium-scale rail line, so that might be the next workaround.

Speaking of the final set, here it is. As usual, only the .dat file and the ods sheet with the calculations.
Simutrans Extended Discussion / Re: Heigtmap savegame error
« Last post by nuhgl on Today at 07:46:09 AM »
I am afraid that I still cannot reproduce this: here is the saved game that I produced by following your instructions exactly.

Thanks for uploading this save game!  ;D
I thinkI found why it has crashed I emtied save folder in my documents C:\Users\USERNAME\Documents\Simutrans\save then now it works as it should.
Save folder had one .7z file and ĎĎ.sve somehow I dont use that type Ď in my keyboard... But deleting these now app doesnt crashes when I want to save or load game.
Pages: [1] 2 3 4 ... 10