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[New release] Simutrans-Experimental 10.16

Started by jamespetts, December 16, 2012, 10:52:18 PM

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A new version of Simutrans-Experimental is available to-day: Simutrans 111.2.1 Experimental 10.16. See here for more information on how to download, install and set up the latest version. For those already familiar with the installation and setup, here are some quick links:

Note that the Windows binaries contain the Windows version of the no-graphics server, Makeobj and Nettool.

This is a bugfix release, with some minor feature changes. See here for information on the 10.12 release, which was a very substantial upgrade on the previous 10.11 release. See here for information on the previous bugfix release, 10.15.

I have included the version compiled with IPv4 only in the Windows binaries, as some users were reporting frequent desyncs when using Windows XP in 10.4.

A full list of changes follows.

Changes since 10.15

  • CHANGE: The button for ownership on the map legend was too dark for the text to be legible - changed to turquoise
  • FIX: Upgraded factories did not spawn fields.
  • ADD: city attractions and town halls can be defined to be build for more than 65535 citizens (Dwachs - from Standard)
  • CHANGE: Reduce from an to a warning when an impossible average speed is detected to avoid clogging logfiles.
  • FIX: More responsive GUI in the player list for allowing/withdrawing access to other players.
  • FIX: Crash on rebuilding stops in the same place as a different player.
  • CHANGE: Update the credits
  • CHANGE: Increase the rate with which obsolete industries close down, to make them more likely to close or be upgraded before the long-stop date for doing so (which resulted in many industries closing all at once).
  • FIX: The actual industry density was not adjusted when industries were upgraded.
  • CHANGE: Where there is a deficiency of industry, ensure that there is at least an 8% chance of a new industry chain being generated every month so as to restore the correct level of industry within, on average, a year. (1/12 = 8.33%)
  • FIX: Crash on upgrading industries in some cases
  • FIX: Rounding errors in the industry density code resulting in inadequate precision of detection of industry density on loading and saving, resulting in turn in slow industry growth relative to the population.
CHANGE: Normal distribution for randomised journey time tolerances (needs further work).
  • FIX: Crash when the ground under a stop is removed in some cases.
  • FIX: Diagonal tracks became invisible when the season changed.
  • CHANGE: Some slight refinements of the passenger generation algorithm to make finding towns within range slightly more efficient and effective, especially for local passengers.
  • CHANGE: Increase the number of retries for finding a destination within range in a town
  • FIX: Unusual timetables would sometimes result in anomalous point to point journey times.
  • CODE: Slight optimisation in convoy loading code (Bernd Gabriel)
  • FIX: Reduced cost of building on one's own land was not applied properly (overwritten before being used; thanks to Lefthand for the fix)
  • FIX: Crash on calculating braking distances in some cases.
  • CHANGE: Do not charge refunds to overdrawn players.
  • ADD: Players' roads will be adopted by towns if they are built within the boundaries of a town. This does not apply to the public player.
  • FIX: In some cases, the maintenance cost of roads was not correctly adjusted for the diagonal.
  • CHANGE: Players can now allow access to the public service player. This will allow private cars to use their roads. Otherwise, private cars will not use players' roads.
  • ADD: Private cars will now provide a toll of 1 SimuCent (0.01c) per tile of player's road traversed.

Feedback and testing

Thanks also to all those who have tested Simutrans-Experimental and provided useful feedback: it is very much appreciated. Any feedback from this version would, as ever, also be very much appreciated, including (1) the new features introduced in 10.12 (braking physics, Carl's new timing/spacing features, the elevated way restrictions, underground station and signal restrictions); (2) online play (see here for a list of Simutrans-Experimental servers); (3) general bug reports; (4) information as to how well-balanced that the game is; (5) any difference in approach/strategy needed for Simutrans-Experimental as over Simutrans-Standard; and (6) any other useful feedback.

I shall bid people good playing, and look forward to any feedback!


This topic is locked, as it is intended to serve as an announcement. To report a bug or otherwise give feedback, please start a new thread for each bug/topic. To ask a question about how to obtain Simutrans-Experimental, use this thread.
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