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Simutrans Extended Development / Re: Schedule features: technical discussion
« Last post by jamespetts on March 18, 2018, 09:28:00 PM »
Ahh, I see! If you have any specific questions, do ask, and I will endeavour to assist.
Pak128.Britain-Ex / Re: BrigHull missing hold?
« Last post by Milko on March 18, 2018, 09:25:28 PM »
Hello James

Ah, no, it's ok and accurate.

I think I may reassign one of the class to use class 2, do you think it's correct?

Is there any tutorial regarding class and / or price management?

Simutrans Extended Development / Re: Italian translation
« Last post by jamespetts on March 18, 2018, 09:03:05 PM »
Splendid, thank you very much! I have now integrated and uploaded this: this should be available in to-morrow's nightly build.
Simutrans Extended Discussion / Re: Problem staffing industries.
« Last post by jamespetts on March 18, 2018, 08:55:34 PM »
When the game starts, industries are fully staffed when the game starts to avoid deadlocks. Passengers will travel to industries to work in them if the industries are within their journey time tolerance for commuting (circa 3 hours by default if I recall correctly). A recent change to prevent issues which had been reported on the server game means that industries not in towns continue to produce even if they are short of staff as out of town industries can often be built so far out of towns that there many decades in which staff cannot get to the institutes within the maximum commuting journey time tolerance by the fastest possible transport method of the time.
Simutrans Extended Discussion / Re: Minimaps clicking on city hall
« Last post by jamespetts on March 18, 2018, 08:45:18 PM »
Using the "destinations" setting in the main minimap, you can view the reasons for passengers not getting to their desired destination (as well as when they do) of the city whose city hall that you last selected.  Does this answer your question?
Pak128.Britain-Ex / Re: BrigHull missing hold?
« Last post by jamespetts on March 18, 2018, 08:43:28 PM »
The smaller ships are generally two class rather than three class; do you think that this is historically inaccurate?
Simutrans Extended Development / Re: Schedule features: technical discussion
« Last post by Ves on March 18, 2018, 08:36:16 PM »
Thank you. I have however not altered the function of the "wait for time" at all, only where it is located!

Ok, I suspected that the coulpe and uncouple command needs to be set manually by the player, but i think that should take place in the modify convoy window.

What I meant was that I still dont feel like I have a proper overview of what new functions exists or are about to exist. I dont want to miss create the GUI for a function just because I didnt know about it! :)
Do you not know how to make sidings or loops? Well! Look no further! Because, you have found a cure to that problem! By following this step by step guide, you will know how to make a siding or a loop for either passenger or freight trains.

Step 1: Location.

Location is really important, because you don't want to be locating your sidings either too far from the Station or a Industry. So as seen in this picture (below), I place a small section of track not far away from this station and this is a good idea if you cant expand your station for one reason or another. So, I have placed a section of track as said not far from the station and added a crossover so that it can be accessible to both the up and down lines. Also, add one way signs onto the track (facing the direction of running) so that, trains don't go onto the incorrect line and cause a conflict with another train.

Step 2: Adding the siding to the line.

Now the line has been built, we can now add the siding. Go into railway tools (shown on the picture below) and then click on the goods siding and then click on the section of track of which you want it placed on.

Step 3: Renaming and signalling.

Now that the siding has been placed on the line. It is now time to rename the siding and add signal(s). The first thing you need to do is add signals because you don't want to have renamed the siding and add the relevant line(s) serving it and then when its departing the siding(s) it goes back to the Drive by Sight working. So, go to the signalling centre for which the line (which its branching off) is controlled from and click on the signalling centre and then go back to the siding and add the signal.

Now after doing all of that, you can rename the siding to the relevant name.

Now you can add the line(s) which will serve the siding and its ready to go! Thanks for reading and I hope you got to know how to add (a) siding(s)/goods loop(s)!
Translation and Help Texts / Re: InGame Help files
« Last post by uci on March 18, 2018, 08:18:46 PM »
I have 2 questions:

1. Is help file 'general.txt' used in game?
2. What help file is for 'Jump to' dialog (shift-J key)?

Also, I revisited 'Game Interface ' english help. I merged with descriptions from 'mainmenu.txt', making this file unnecessary in english.
Pak128 / Re: My first add-on
« Last post by MasterJedi1996 on March 18, 2018, 07:51:33 PM »
Thanks Vladki. Once I finish the tender I will work on changing the color
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