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Simutrans Extended Discussion / Re: Help with signalling tutorial needed
« Last post by zook2 on Today at 12:49:57 AM »
Sorry, I've fixed the link now. Not sure if it is a bug, or what it even ought to look like. Reservations seem wrong on both tracks, though. Sometimes a single tile in stations gets reserved (the interval demo track). Sometimes two trains leave the same station, with track ahead of them being reserved by the second train, preventing both from proceeding. It might all be due to my signalling being set up the wrong way, or removing and adding signals.
This has now been incorporated and should be available in to-morrow's nightly build.
As far as I know, the ware doesn’t know what to board until something suitable arrives which fits with its premises, but I’m not entirely sure about that.
Maybe James can clarify how the good finds their route and if there is any chance it could predict the next leg?

Waiting passengers and goods have, as W. Lindley wrote, a default route, but if another convoy arrives that will take the passengers or goods to either their ultimate destination (directly) or their next transfer more quickly based on the point to point average timings of that convoy, then the passengers/mail/goods will board that convoy instead of the default convoy. This is only calculated as convoys arrive.
Simutrans Extended Development / Re: Small GUI-adjustments
« Last post by jamespetts on Today at 12:45:08 AM »
Thank you for your work on this. I have now merged the latest changes from your GUI branch, although I notice that the convoy states have been commented out for the time being.
I note what appears to be a bug report, but I am afraid that I cannot download the corresponding saved game. Zook2 - can you post a bug report in the development forum together with a full description of the bug and a saved game in which the issue can reliably be reproduced?
I will have to add a rowing boat when I get a chance. Apparently, these were used as ferries on rivers.
Simutrans Extended Discussion / Re: How to catch the commuters?
« Last post by jamespetts on Today at 12:25:10 AM »
Apologies for the delay in replying in respect of this: I have been rather busy in the last few days.

Firstly, I have looked at Jando's saved game. What appears to be happening there with the diary is that it had run out of milk, and so no staff were demanded. Once milk arrived, it took some time for the staff, now demanded, to walk to the diary to start work, during which time, it would be constrained by a staff shortage. However, a short while after the arrival of milk, some staff arrive, and the dairy sets to work as usual. Then the milk runs out and the process repeats itself. There seems to be an inadequate supply of milk to the dairy.

Secondly, as to commuters' range: there is a range, but this is in time, not in distance. All commuters have a journey time tolerance, like all passengers. At default settings for commuters, this is randomised between half an hour and two hours. This should allow for walking to nearby industries in the early eras, but may well require transport in the later eras.

Thirdly, as far as industries' proximity to towns is concerned, the idea is that industries out of town such as mines and farms have a maximum distance to the consumer. This is set in each industry's .dat file. The consumers are almost inevitably buildings in towns such as markets, diaries and shops (and, in later eras, factories), so that the industries will be near enough to towns that enough commuters can walk. In some earlier builds, there was a bug in the system for generating industries such that they were allowed to be too far away from their consumers, but this has now been fixed. However, if your saved game was started before the fix, the effects of this bug in the placement of existing industries will persist.

In later times, industries are able to spawn further from their consumers than in earlier times, meaning that primary industries may need transport to get workers to them. This is realistic so far as I am aware: workmen's trains with their special low fares (equivalent to "very low" in Simutrans-Extended) were an important part of Victorian life.

As to building towns near industries automatically, anything like that falls to be considered with the planned town growth changes: that would be a very substantial additional piece of work (to do it properly so as not to cause the overall population to increase too quickly or break other things), and is at least several years away from being able to be considered. However, if anyone would like to work on coding the town growth/generation algorithm, that would help considerably, although note that doing this properly will involve more than just invoking the build town code whenever an industry spawns some distance from a town: it will need to be a detailed and realistic simulation of the relationship between town and industry growth and is likely to require a full simulation of several layers of economics currently not modelled at all.

Finally, I should note that there is already a system for towns tending to spawn near water (either rivers, lakes or the coast). In the climate settings with new map generation, there is a "cities like water" setting. If you want your cities to spawn only near rivers, lakes or the coast, set this to 100%.
Simutrans Extended Discussion / Re: Help with Prices Window
« Last post by Ves on Today at 12:17:29 AM »
So the window in first post is from offline game?
Hmm crap... :p
Has the window always been like that to you? Does it reset when you close and open the window again?

Now I also see the displacement of the mail input. Has that also always been like that?

Are you running a big game which has a high load on the computer?

Yes, the capacity is listed twice, once as accommodations, and then one with the actual classes of the convoy. If you reassign the classes, the numbers will change in the lower section.
The reason I made the design like that was that I thought one would like to see the total number of passengers of a given class.
Simutrans Extended Discussion / Re: Help with Prices Window
« Last post by zook2 on Yesterday at 11:33:59 PM »
Yes, the comboboxes resembles the accommodations they are next to. May I ask, do you see these blank boxes also on normal games, or only on server games?

On normal games (I haven't played on the server yet). And I only asked because the Mail line in the window is below the mail price input. Also, capacity per class is given twice, once as accommodation and once as Capacity. Perhaps the text next to the inputs should read "Medium (28 passengers), Price:" to make it clearer?
I have merged these topics, as these appear to be the same bug. I think that I have now fixed this. It appears to have been caused when convoys that had scheduling enabled became disassociated from lines. Scheduling makes no sense without lines, so, now, when this happens, the schedule is ignored, rather than the convoy caused to wait forever as before. The fix will be applied in to-morrow's nightly build.
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