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My system will not run Dropbox.
Simutrans Gaming Discussion / Re: Public Garage
« Last post by Leartin on Today at 07:22:21 AM »
It's a bad idea if you could just use other players depots willy-nilly. If the depot is in "my" area which I secured with player gates, it would provide a way to sneak behind that boundary. You could place a player gate right in front of the depot to protect your area from foreign use, but that only means a second player could still start a vehicle in that depot an completely block it from further use. At this point, I'm not sure if it could even be removed (though with common pool that might change)

What if instead, the public hand was allowed to place depots, which could be used by all players - except the public hand, naturally. This would mirror other "common" structures like stations, which also need to be public to be shared; the "make public" tool could be used to make a depot public without a need for actually switching to the public hand.
Simutrans Help Center / Re: Optimizing cargo chaings
« Last post by Leartin on Today at 06:59:19 AM »
I would expect wagons to add to fuel consumption, not multiply it. And empty wagons would use less fuel than the full ones. Although the formula probably isn't simple. When going down hill, they would not add to fuel consumption. With electric trails, fuel consumption could even be negative. After going down hill, heavier wagons may still reduce fuel consumption compared to lighter ones due to inertia.
If you want to be realistic, additional fuel would not be required on flat ground once the vehicle reaches max speed. At least not because of weight, the deciding factor would be aerodynamics.
For a simulation, accuracy with these kind of things might be important. For a game, you'd have to tweak it to become important.
I don't think weight is additive, each engine has probably a setting where it is most efficient. Pretty sure a rig without trailer wastes fuel simply for having too big an engine, since it's made for much more weight. Same for using a heavy hanger with a small car, even if it's able to carry it, it's probably not efficient. My proposal is not aimed at realism, as it's too complicated to simulate realistically.

It's a gameplay thing. Ever played City Skylines? To provide electricity to the city, you build power plants. But you can also adjust the funds for the powerplants. 100% payment means 100% electricity; 200% payment means 150% electricity, 50% payment means 25% electricity (or something like that). Obviously, staying at 100% payment is ideal, but not always possible.
I think the same concept should apply to trains, where there is an ideal amount of wagons, while both more and less wagons can still be profitable, just not as much.
In older Simcity games, you also have to provide electricity. But you can only build power plants. So, whenever there is a shortage, even if it's just a tiny bit, you build a new plant. That's similar to how currently, you'll buy trains and attach as many wagons as you can without the max speed dropping. If that's not enough, you can't really add another wagon, you need a second train. But it's usually no good to make that train, or both trains, shorter, the ideal play is usually to make two trains of max length, make them wait for load, and just let them pause eventually, as having the big trains standing around doing nothing does not cost you (yet), while shorter trains make less money all the time.
It seems to me that fuel would be a nice coverup for such a mechanic, even if not completely realistic.

Trying to be overly realistic is not always beneficial. It adds much complexity to the code, in turn the game would be more difficult to balance out well, but would have minimal impact on actual gameplay. Just think of Dwarf Fortress. I think having different per km running costs for full trains might be a good idea, but I would approach it differently. Add monthly maintenence cost to all vehicles, remove per km running costs for wagons, and make the per km running cost of engines depend on total weight. I think that would be realistic enough without adding too much complexity. It would still require completely redesigning the paksets, though.

Exactly, realism should not be the driving force, it's a tool to make a gameplay concept understandable via real-life expierience.
I would not remove running costs for wagons completely, since a moving wagon will wear down quicker than a standing wagon, requiring more little repairs and maintenance. Though engine running cost depending on weight is an obvious choice - I'm shocked I did not actually write it and only went for a simplified per-wagon-example only. The real question is which formula to use - it does not need to be linear, and it does not need to be the same for each engine type either. But in general, that would be a gameplay option dressed in realism for immediate understanding.
Simutrans Gaming Discussion / Re: Public Garage
« Last post by Ters on Today at 06:27:10 AM »
Having a garage that can be used by all doesn't solve the problem you first present. The vehicle will still belong to the company you are currently playing as, so you still have to switch company first.
Simutrans Help Center / Re: Optimizing cargo chaings
« Last post by Ters on Today at 06:24:56 AM »
The problem with scripting is that it makes the learning curve even steeper and is not very tablet friendly.
Pak128.German / Re: Screenshots of PAK128.german
« Last post by Emil Sawicki on Today at 04:24:14 AM »
Rübezahl! I love it! It's a part of history of Silesia: some of them were made in my city - Breslau. They were used on Silesia Mountain Railway (Schlesische Gebirgsbahn) and its branch lines.

Pak128.German / Re: Screenshots of PAK128.german
« Last post by pumuckl999 on Today at 02:38:28 AM »
We hope so, Thank you :).

Did´nt know, if somebody like such screenshots from modelling: Partially finished ET89 with ES89 and Cid-24. Too much for one night to do...

Simutrans Gaming Discussion / Re: Public Garage
« Last post by DrSuperGood on Today at 02:18:07 AM »
This idea has some merit. It would go great with convoy pooling, where all depots share a common pool of convoys the player owns.

Especially if it could be forced on owned depots it could help a lot with servers. Currently an area might contain 12 odd depots for road convoys due to each company needing at least 1. With this feature someone could use the depot of another company saving the city from being cluttered with depots.
One can use a free cloud storage site like DropBox to temporarily upload files and make a link to them. There is also some forum dedicated FTP server one can use but I am not entirely sure of it.
An attempt to upload the save file.


Sorry, I do not have a clue how to link my file to simutrans-germany and then to this forum.  :-[

The save I have has a number of bus's waiting at the stop. In this save the wait time was 19 mins. and I saw waits of over 30 mins.
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