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[New release] Simutrans-Experimental 11.19

Started by jamespetts, February 20, 2014, 11:28:28 PM

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A new version of Simutrans-Experimental is available to-day: Simutrans 112.3 Experimental 11.19. 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:

Edit: Added link to Mac OSX binaries - thanks to M. Collett for compiling them.

Note that the Windows binaries contain the Windows version of the no-graphics server, Makeobj and Nettool, and the Linux server binary contains the Linux version of Nettool. The Windows version contains both 32-bit and 64-bit binaries: the only discernible advantage of using the 64-bit binaries, however, is that they will allow one to use a game so large that the amount of memory would exceed the limit for 32-bit programmes (circa 2Gb).

This is a bug fix release to address some of the issues identified since the release of 11.18. Thanks to all those who have posted bug reports, and to those who have contributed fixes. The last major release was Simutrans-Experimental 11.0, which contained significant enhancements over the previous version.

A full list of changes follows.

Changes since 11.18

  • CHANGE: More realistic way of dealing with the number of private cars on the streets at any one time.
  • FIX: Were far too many private cars around at any one time.
  • FIX: Inappropriate removal of stops in some cases from convoys' schedules when access rights were withdrawn
  • FIX: Cornering weights were not properly considered when routing, leading to odd routes in some cases.
  • FIX: Prevent overflow in calculation of initial journey time. However, journey time is still limited to a maximum of 6,553.5 minutes (or 109 hours and 13.5 minutes).
  • FIX: For some reason as yet unascertained, convoys would sometimes become stuck when loading.
  • CHANGE: Allow/mandate greater routing depth to obviate the need for multiple waypoints for ship routes pending assessment as to whether this is viable in performance terms.
  • FIX: Railways and canals could be built over other players' railways and canals if that player had allowed access.
  • REVERT: Players can no longer change a schedule whilst a vehicle is loading so as to evade the loading time, thereby giving rise to an exploit.
  • CHANGE: A convoy whose schedule is changed while it is loading will now wait until it has finished loading before moving off on its new schedule.
  • CHANGE: Sending a loading convoy to a depot is only completed after the convoy would have finished loading.
Feedback and testing

Thanks also to all those who have played Simutrans-Experimental and provided feedback, bug reports and the like: 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 11.0 (see here); (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; (6) any issues specific to the Windows 64-bit version; and (7) 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.
Download Simutrans-Extended.

Want to help with development? See here for things to do for coding, and here for information on how to make graphics/objects.

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