To zajimave, co tady ctu. Vetsina z Vas hrajete 128, ja jen 64 a musim rict, ze moje zkusenosti jak vydelat, jsou temer opacne. Ja ovsem zacinam dost v minulosti, takze mam zkusenost s provozem jen pred rokem 1930. S auty vubec nezacinam, u vlaku ani uhli/pisek/kamen neni zaruka rostouciho profitu. Ropa -> rafinerka, benzin -> pumpa je jediny zaruceny prostredek jak mit dost penez hned druhy mesic po zahajeni hry. Teprve pak muzu zacit s autobusovou dopravou mezi mesty.
Ja ti tam nezapadnu. Udelal jsem loni jednu plachetnici na kusovky pro 19. stoleti paku 64, ale vyslo najevo, ze jsem nemel poneti, ze existuje neco jako "player's color", tak ani nevim, jestli to pozdeji Prissi nevyhodil. Rozdelal jsem model jeste starsi plachetnice pro sypky, ale je to desny casozer, a tak to jen lezi nedodelane na disku
"Vylepsovani prumyslovych retezcu" jsem driv hodne pouzival, pro mne to je ale cesta do pekel, protoze kdyz si SAM urcim ODKUD a KAM, SAM si vybiram mista pro tovarny, tak pak zjistuju, ze me to uz NEBAVI. Nyni (v102.1-2640) pouzivam verejne sluzby JEN na bourani jejich drevenych mostu, kdyz na jejich miste chci postavit most s rychlejsi dopravou. Nechavam system hry, at is sam stavi nove tovarny a at sam urci, odkud kam se co ma vozit a ja se soustreduju na dve ulohy: 1. vytvorit dopravni sit, ktera vydelava 2. splnit vsechny pozadavky na dopravu cestujicich a zbozi 3. postavit neco ZAJIMAVEHO.
Produkcni a spotrebni entity v Simutransu jsou udelany tak, aby neplatilo ze zdroj vyrobi N jednotek suroviny a spotrebitel N jednotek spotrebuje. Je to jako ve skutecnem zivote - nerovnovaha. Taky vetsinou koncim tim, ze produkce je vysoka, nakladaci nastupiste a rampy jsou "mohutne" a spotrebitele finalnich vyrobku jsou preplneni. Kdyz vidim, ze Lekarna, Benzinka, Velkoobchod, Autosalon spotrebovavaji vyrobky pomaleji, nez jim ja lifruju zbozi, tak musim "obtrsat" prislusnou budovku transformatorama, ktere spotrebu zvysuji. Idealni stav je takovy, ze se zasoba zbozi "šmrncá" okolo limitu, kdy dodavatel zastavuje produkci. Nekdy to ovsem nejde, takova Lekarna ma rozmer 1x1, muze stat u nejake Verejne budovy a i kdyby ne, vypada to dost divne, kdyz okolo ni stoji 4 trafacky. U velkych tovarem to je snesitelne.
I tried to use stable 102 and I got: Calculating textures ...FATAL ERROR: planquadrat_t::rdwr() Error while loading game: Unknown ground type '0' I am not able to try an Experimental eihter, translated binary gives me a Segmentation fault.
What about to take a Stable 102 and create the task there? I would be very grateful to have a challenge for pak64. Thanks.
Excuse me if am write something well known, but the problem how to overcome the station with a choosesignal without stopping at it weighs upon me very much. I cannot accept a solution using a waypoint - this is the same as a ordinary stop. The solution may be a choose signal as a pair of begin and end signals regardless if there is a stop or station between begin-signal and end-signal.
Huh. I would have a look at my conclusions from NiNiWania (link from <-eng.wiki). From the end of the last year I have no time to work on ST My second sail remains unfinished ...
So, NiNIwania says: - a locomotive for a period 1850 - 1870. Desired power: 50 - 200 kW, desired cost 1.5 - 2.5 ¢/km., - a p****enger wagon for the same period, - a bulk wagon for the time before 1870 ~ 10 tons, <0,5 ¢/km., - wagons for wood and steel lighter than actual ones.
I asked for some small ones, because, as I tested when playing in the 19th century, available cars/wagons are too heavy and slow. Thanks a lot and, please, put the first - red - one somewhere in the period 1860-1910 or so.
To my experiences a choose signal works ONLY for convoys that DO stop at the station next to signal. It would be VERY usefull, if any ST guru write some patch for choose signal before station where convoys do not stop.
Prosim te, zrovna treba rychlosti vehiklu se da normalne opravit primo v paku bez nastroju. Staci hexa editor. Info o adrese, kde je ta tebou zadana rychlost tu nekde lezi na ceskym foru.
Ja si myslim, ze je tim nepobouris. Urcite jim napis a oni ti to urcite povoli. Kdyby nekdo napsal me, ze by potreboval upravit ten muj skuner, lebedil bych si.
Jasne, ze to jsou jejich autorska dila. Slusnost veli jim napsat, ze jejich vehikl chces pouzit jako sablonu nebo vzor. Zdrojaky pro PAKy jsou v SVN. Netreba debuzit ...
Kdyz ma jeden vic tunelu nad sebou a chce to predelavat, je to "pekna" vztekanice.
Pri masivnich upravach skace kurzor vzdy na spodnejsi patro. V moji verzi stovky mam navic jeste ten bug, ze kdyz otocim mapu a divam se na to z jine strany, tak to nejde ulozit.
Reseni je bolave: vybourat spodky a znova vse stavet od shora. Casto se mi stalo, ze nastupiste a semafory stavim naprosto poslepu, protoze kurzor treba vidim na jednom patre, kde je nastupiste, ale semafor se stavi o patro niz na policku, ktere je uplne neviditelne.
Jestli rad delas vlaky, prosim moc o masinu, ktera by vyplnila mezeru mezi Adlerem a kkStB100. Idealne obdobi provozu 1850 - 1880, vykon 50 -150 kW, rychlost 50 km/h. Nasel jsem na konci roku nejakou na webech britskych masin, ale uz jsem to ztratil ... Ja masiny delat neumim.
You seek a solution of a very unreal situation. And not only in Simutrans and the real World. The attached solution shows the unreality. There is not existing any road/railway ending just at the water-level of the coast.
In the same way you can create a Simutrans world full of psychedelic constructions, like this one:
Actually, I have wondered why we cannot simply lay pathways underground, allowing tunnels which curve slightly and do not match up to exits on a straight line.
If you want to build "not straight" tunnels, why not to try to build one? Or, what exactly do you want?
No dokavad vsechny lode smeji plout pruplavama, tak to muze stouchat do oci. Osobne bych radeji kanaly a pruplavy videl jako samostatny druh komunikace.
As a novice in simutrans vehicle development I deployed one 3d modeller - Art of Illusion on my Linuxes and here I created a ship and then I took appropriate snapshots. Here anybody can found a resulting PAK for pak64: http://www.akrangard.cz/simutrans/mypaks/.
The ship is Schooner Bark working from 1805 to 1905, carrying 40 crates of piece good. To my surprise Simutrans v100.0 is loading this pak without problems and my first ship is sailing. As I am uncertain regarding costs I set all numbers just intuitively after my experiences from NiNiWania http://www.akrangard.cz/simutrans/991.cgi.
If any patch maker is reading this, I beg for a posibillity to reload a choosen pak file directly from the running game. It would save time for debugging and tuning.