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#1
See it like the major cost of track laying is the terraforming for the dam and the track foundations. Only  small potion is an asset. And depots are more liabilities than assets in rel work too. At least in simutrans you get an entire train yard cheaply in a single tile ...
#2
Simutrans-Extended gameplay discussion / Revisiting Finances
Last post by wlindley - Yesterday at 12:29:10 PM
One of the longstanding frustrations is the way finances are (mis?) handled.

To see how:

Start a new company.  Build a depot and your Account Balance goes down, but Assets do not increase.  Consequently your Net Wealth also decreases.  This is obviously incorrect and from this first step your company is on the road to ruin.

Things are done correctly when you build a vehicle: the Account Balance goes down and Assets go up equally.  (As should have happened with the depot above).

But then try laying some track and again, Account Balance and Net Wealth go down but Assets do not increase.  Start to build a map-wide network and soon you are in deep water, as what are obviously the real estate assets you built count against your Credit Limit and Solvency.

It is even weirder if you Buy a House: Again your Account Balance and Net Wealth go down, but Assets do not increase at all.   And even though you have bought the house, if you demolish it that costs you even more money but you also lose the land! The land ownership reverts to the 'orange' public player.  So bizarre, against all accounting principles, and again a trap toward a credit squeeze and bankruptcy in the game.

If you build any kind of network at all, soon your company is unrealistically awash in red ink.  All this makes playing the game long-term most frustrating.  Currently I am playing a Britain game on a map I generated over five years ago and have been replaying from starting year 1850 over and over, controlling multiple companies and trying different strategies and technology mixes, different routing strategies, and so on.  But these basic financial distortions make it difficult; I'd like to start in 1850 (or 1800) and play through to Today.

Thoughts on how this could be addressed?
#3
Stories, Screenshots, Videos & Saves / Re: Roller Coaster Gallery
Last post by prissi - December 09, 2025, 01:34:15 PM
I have quarter finished patch on elevated ways with slopes and random terrain. Unfourtunately the extended patch is too many small parts for the pillars, that cannot be done by hand.
#4
Because as awesome as they are going to be, they'd be even more awesome with custom roller coaster ways. lol. Also because I had the idea and don't think it'd be implemented, so no reason to wait on saying it. :) I certainly don't mean to steal any thunder, but if you think my comment ruins things - please honestly lemme know, I'm happy to remove it <3
#5
Stories, Screenshots, Videos & Saves / Re: Roller Coaster Gallery
Last post by FLN - December 08, 2025, 07:46:09 PM
Quote from: Isaac Eiland-Hall on December 08, 2025, 06:00:39 PMNow all we need is an extension request to allow for basically slope tools on bridges, or at least raised ways. Which would allow (with pillars) actual roller coasters to be built. And that functionality *would* actually allow for some neat possibilities we can't easily do now, but it's probably too much work for the benefit. heh

Ehem... Why would you say this, before you have seen all the rollercoasters which are still to come? ;)
#6
Now all we need is an extension request to allow for basically slope tools on bridges, or at least raised ways. Which would allow (with pillars) actual roller coasters to be built. And that functionality *would* actually allow for some neat possibilities we can't easily do now, but it's probably too much work for the benefit. heh
#7
Patches & Projects / fix graphical glitches on eart...
Last post by k47 - December 08, 2025, 01:21:59 PM
When I lower ground too much, graphical glitches on earth border start to appear, caused by the fact that some areas are not painted properly. In function grund_t::display_border we are using world::get_groundwater() to determine minimal height, but that doesn't seems to change when digging. This patch replaces that with min_height.
#8
Stories, Screenshots, Videos & Saves / Re: Roller Coaster Gallery
Last post by FLN - December 08, 2025, 09:51:12 AM
For the first rollercoaster combined with a Patrick's rock, the idea for me now was,
to have a chain of attractions molded after real world roller coasters.
Starting off with simpler circuits and increasing in size and complexity from location to location.

Thus, the first actual Patrick's-Rock-roller-coaster on the map went to be the following, quiet humble contraption.


Montañita de Calima

The inspiration for it was based on the real live coaster found in Cali, Colombia.
See more details at https://rcdb.com/11907.htm
Montañita de Calima.png

Ride along in this video:

#9
Pak128.Britain-Ex / Questions about determining th...
Last post by 1993matias - December 08, 2025, 08:24:25 AM
Hello, 

We are a very small team trying to fork pak128.Sweden to mature it and include Danish vehicles too. Since pak128.Nordic never really reached a playable state, we almost have a blank slate. 
One of the many questions we still need to answer is the economy. Mainly how did pak128.Britain decide on the value of one simucent? Seeing as there is no inflation in Simutrans, the prices need to be normalized over time. The salary for a train driver (monetary value) in Simutrans would probably be more or less the same in 1900 as in 2000 unlike real life, where the monetary value has risen by orders of magnitude. 
So we need a reference point. What was the reference point in pak128.Britain? Did you base it on a monthly salary, ticket prices, or something else? 
How did pak128.Britain set the ticket price? Based on a fraction of a monthly salary? What about prices for goods transport and mail? 
Our idea is to convert all prices throught the eras to "fractions of a monthly salary" where the monthly salary is the minimum wage in Denmark of a factory worker (or similar). So a locomotive might cost 100x the monthly salary in 1995, which can then easily be normalized in the pakset. Is this what was done with costs in pak128.Britain, or is there some other kind of magic to it? 

We would be happy with any bit of help here, since we want to get this part right early on. It's a lot of work to lay the initial framework, but we hope it will pay off in the future! 
#10
Randomness Lounge / Happy Holidays 2025!
Last post by Isaac Eiland-Hall - December 07, 2025, 10:30:12 PM
If you'd like some vintage Christmas music, feel free to go here: https://holidays.eiland-hall.us/