Hello! How do you decide when to add more buses to a bus route?
I'm running a small, simple savegame with small towns and few bus routes. I usually add one or two buses to a route when it is over 90% loaded. Yet I don't know if it is a good method. Some of my buses even suffer a loss.
V813: That's rubbish!. I should know. I did the same! Hauling rubbish was my first line also. I wasn't sure at the time but can see from screenshots that its a power station. Are powerlines very profitable? I think I'm going to wait until(if) a factory chain needs power.
I'm using tank engines to move the rubbish. You? The slope on station exit is deliberate to help them pick up speed. These are weak engines. 5 wagons are the limit I use. Oh yes..and I got a post route working now.
I'm using two trains to bring the rubbish to the incinerator, each with 13 wagons. They have RVg 2-5-1 engines (552kW), dunno if it is called strong or weak...
This railway station is next to the garbage dump nearest to Egersund. Twenty-seven road trucks transport the waste from the other two dumps to the station. I chose to use road vehicles because I can use the existing road. Additional trucks will congest the road, though, so I may need to shift to railway later.
By July 1934 I have linked up most of the factories in the south by freight trains: but I haven't adjusted the no. of trains such that the network meets the demand of the factories. The next step will be establishing p****enger services with the new freight rail network.
Population: 9,652 (not growing quickly because I have only completed a few p****enger connections) Net wealth: 417,539.60 (a lot was lost in 1933 to building the train network in the south, but the increased profit compensated some of it)
Hi, I will also try to participate, but I'm not sure if I can finish because: 1) My time is limited (can't spend too much time on Simutrans =P) 2) I've never played a 15-year game before (the longest I've played lasted for 12 years)
Will the pathfinder still direct vehicles through that "mothballed road"? Will citycars still go into them? Of course, even so it will be possible to remove the junctions the "mothballed road" has with the real roads.
Another problem would be the automatic conversion to cityroad...
In 99.17.1 pak128, my ferries always suffer a deficit, even when they are full of p****engers. They are only profitable if used as shuttle services for other transport. I don't know if it is the same with 102.0.
I suggest the following: Connect Hillville to Ashmouth, then to Springden by bus. Then use ferry service to connect Appington to a dock near Ashmouth, and connect the dock to Ashmouth by bus. The idea is to use the shortest shipping distance, because ships are not profitable (in 99.17.1) and slower.
IMO this will pose a lot of restrictions on underground systems. Particularly, for underground metros, we may have to build the two tracks (for two directions) far apart because we have to build under single-tile-width roads and double track is not available. Loading savegames from older versions can also be problematic.
When I build underground metros in ST, I already simulate RL by restricting the tracks more or less under roads. IMO players who want to build like RL can continue to imagine like I do, without having the actual restrictions in the game code.
Thank you =). I dont think I am playing with timeline on because the time is constantly going forward The ship isn't going directly to the factory...its going to the oil rig and then to the port where i want it to be picked up by a train...i can easily get the train to work but the ships the only problem
Did you actually set a train to run between the port and the receiving factory? If you haven't set any train (capable of carrying oil) to run this route, the oilrig-factory linkage is not complete and the oil won't quit the oilrig.
I've not played Simutrans for quite a few months. Just seen from this thread that version 101 has a new system for calculating fares. I did a bit of searching, but could not find how exactly the system works. Can anybody please tell more about the new system?
As I know, in the older versions (like 99.17.1), the player gets paid for every station a p****enger reaches. The fare is based on the Manhattan distance (North-south distance + east-west distance) between the station and the previous one.
Also, were there any changes in the way that p****engers choose their route? Thanks
Hi, I play with 256x256 maps, the default size, on 99.09.3/99.17.1. I still consider myself a beginner on Simutrans, and I want to play with simpler maps before I play with those more complicated systems. So I never got to play with high-speed rails, airplanes and maglevs. Usually start with 0-8 small cities and a few power stations.
In real life, some subway (metro) tunnels use similar ideas. The tunnels are in gentle V shape, so that trains leaving a station accelerate with the aid of gravity, and trains approaching a station decelerate the same way. The overall travelling time is shortened. This Simutrans simulation is exaggerated very much, of course.
Talking about the pak boards - maybe we can use 64x64, 128x128, etc. instead of pak64, pak128 in the board names (as done in the previous forum). At least for the add-ons boards, as few add-ons are created solely for one single pakset (e.g. pak128).
Since the forum is rebooted, links to threads in the previous become broken. If we click on those links, we get a screen saying that "The topic or board you are looking for appears to be either missing or off limits to you". Is it possible to add a link to the corresponding page in the old forum archive under that message, so that people can view those posts in the old forum?
Talking about the old forum, I have a question to ask just because of curiosity: is it still possible for us to access the forum before the previous one? That is, the one we called "the old forum" when we were in the previous forum...
Thanks, V813
note by mod(whoami): merged with existing topic regarding broken weblinks and access to previous forum installations.
The pak128 for Simutrans 99.17.1 does not support rotation. If you rotate and save the game, the coal power plants will be transferred a tile for two away from its original position when the game is loaded again, possibly covering railways, roads, etc.. It once happened in the collaborative game CA-01.
I wonder if this problem still exists with Simutrans 100.0 and pak128 1.4.3.1 alpha?
That button is frequently used by me. They may not be useful in creating railway lines, but extremely useful in non-circular bus lines. Even in circular lines, it provides a quick way to create an anti-clockwise line from a clockwise line.
EDIT: So p****engers use the station nearest to their home, unless that station is overcrowded. Does that apply to destinations, i.e. p****engers go to the station nearest to their destination building unless it is overcrowded?
I know that p****engers choose the route with the minimum transfers when they travel from one station to another. I have some further questions: 1) Building A is covered by two stations (M and N), and building B is covered by a station (P). How do p****engers from A to B decide which station to use, if station P is accessible from both stations? 2) What if P is not accessible from N? Will p****engers from A to B appear in the "no route" value of N? 3) (A different situation) There are two possible routes from station X to station Y, with the same number of transfers (say X>Q>R>Y and X>S>T>Y). Do the p****engers from X to Y choose their routes completely randomly, or will most of them choose the same route?