Started by jamespetts, February 06, 2011, 04:33:03 PM
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Quote from: prissi on February 07, 2011, 09:22:14 AMI do not think different liveries of vehicles would help gameplay; especially with networks, where player colors are really needed. Or are you talking of the same vehicle in different colors?
Quote from: TheUniqueTigerJames, also please consider displaying line average speed or convoy average speed so that we can make appropriate changes to the network if required. Its already calculated in the game, isn't it? So why not display the same at appropriate place as well... A number of Simutrans features which should provide feedback to player are often hidden.Thanks.
Quote from: SdogI'm quite unsure about the gradients change you propose. But i have to read this again and think. There's also something fishy with the behaviour of trains for some combinations of gradients and curves, where trains seem to be slowed down more than i would expect. I haven't really tested it yet. Last but not least there might arise some issues related to the ability to change the tiles per km setting in simuconf.tab. This effectively changes the gradient for a fixed elevation height.
Quote from: TheUniqueTiger on February 10, 2011, 05:52:35 AMI'd be interested in seeing the revenue/profit for each goods type. For example, if my total 'proceeds' is 1 million, I would want to know what is the share of passenger/coal/oil etc etc. Probably a goods-wise breakdown of the finances. Just a suggestion...
Quote from: jamespetts on February 10, 2011, 11:38:04 PMThis might be something worthwhile suggesting for Standard.
Quote from: neroden on March 06, 2011, 05:19:55 AMOK, here's a problem you probably haven't thought of: the code for adjusting things for the map scale (km per tile) is a bit screwy. I encountered this during my work trying to get actual trip times measured. There's something very confusing in the way distances and times are computed. From what I can tell from the code:- A vehicle going the x tiles and taking a time of y ticks to do so is always displayed as going at the same number of km/hr, regardless of the tile scale- However, the number of minutes it is claimed to have gone is adjusted by the tile scale....This just isn't right. Experimental needs to get its times and distances straightened out.
QuoteOne of the unfortunate side effects of the way times and distances are handled is that it is completely impossible, due to wild imbalances, to play a pak at a scale other than the one it is intended for. If we can straighten things out just a little bit more, it should become possible (though suboptimal) to do so.So I would make it a priority to try to get *everything* associated with this straightened out.
QuoteRemember, it's not always about adding more features; often it's about getting existing ones cleaned up. Unfortunately both Standard and Experimental are badly in need of this at this point. Case in point: the refunds feature from 7.2 is causing some interference in my attempts to clean up the time and distance code. I would call for some "retrenching" or simplifying actions at this point, looking for features which were good experiments but which can be simplified now.
QuoteEDIT:I would also request that the changes in my departure_time branch up to revision 6f685f61d2745.... be considered for inclusion in version 10. The practical effect is a change in the computation of average line speeds to eliminate certain counterintuitive behavior, but it requires a change in the savegame format. (Subsequent changes I'm trying out ought not require a change in savegame format and therefore you can worry about their inclusion later.)
Quote from: jamespetts on March 08, 2011, 12:23:29 AMHmm, is this necessarily wrong? This was intended, as I did not want to alter the movement code, as it has been set to look right for the scale of the vehicles themselves (which, of course, does not change). If one is changing the distances, then, to compensate, changing the time will have the same mathematical effect as changing the speed, will it not?
QuoteWhat difficulties is the refunds feature causing?
Quote from: jamespetts on March 08, 2011, 11:51:53 PMThe waiting time is varied with the distance scale, and I think that Bernd Gabriel adjusted for this in his physics code that gives the report of the acceleration (or, rather, adjusted the actual acceleration to match the scale). How/why does factory production need to be adjusted according to the scale?
Quote from: jamespetts on March 09, 2011, 11:56:07 PMNeroden,The reason that it was done in this way was because, when I was first coding Experimental, the code for setting the convoy speed was already present and working, and I did not want to interfere with it, but there was no code for setting journey times, so I coded my new part to fit around what was already present to be as conservative as possible. What exactly had you envisaged as a replacement for the current system?
QuoteWLindley,Experimental uses Git for exactly that reason.