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Messages - skreyola

2
Simutrans-Extended development / Re: How (not) to choose a route
Not sure about how the programming works, but I personally don't think most people would get off a train going to their destination to possibly have to wait for another train to get there, unless there were more intermediate stops...
5
Extension Requests / Re: Top-down view
@An_dz: Sorry if I wasn't clear. The game or the pregame utility would only create one image for each tile type, not one for each rotation.

@acki: Good point. It could just be a zoomed map without additional functions.
6
Extension Requests / Re: Top-down view
It should be possible for the game... or better yet, a tool for creating a subfolder of pak graphics... to extrapolate a dirty top-down view (a diamond, not a square) from the existing ground tile graphics, and vehicles can be made with solid blocks of player color.

I don't know if I would personally use this mode much, but I think it could be cool. There are times when it can be hard to grab the right square in isometric view.

I agree that putting functions in the map is something that should be avoided. I'd prefer a top-down mode in the game window. Maps are for information.
9
Pak64 Add-ons and Graphics / Re: Powerplants and new industry chains
I wouldn't mind seeing a new Shopping Center end factory. The one in the old food chains pakset is huge on the map. I think it is too big. (and along with a new market, I wouldn't mind seeing the other factories. It could be a great improvement, and if not, then certainly interesting)
14
General Resources and Tools / Re: Simutrans Logos
hmm, for the experimental, how about making the "experimental" look like the smoke coming out of the train?
that should create some room for tools to be placed inside the boundaries.

and maybe the graph lines could be done so that they're coming out of the same point as the train is?
Oh, I like these ideas. It would be great if the word Experimental were in the smoke line.
17
Extension Requests / Re: skipping stops
That's an oxymoron :P How do you move more if nobody gets on? Also, the vehicle still does have to stop for even a single unit of cargo exchanged. To me this sounds like absolute corner case, where you'd be far better off replacing the vehicles or route (since you are close to losing money).

It would sure look nice though... ;)
You can move more pax from other stops if you aren't spending time stopping at this one with almost no traffic.
18
General Resources and Tools / Re: Simutrans Logos
A blueprint background didn't look good, the logo became too confusing, it's already not so clean, and with lines at the back it became too dirty.
I'm sorry if I wasn't clear. You don't need to have clutter in the background, just make the ST-X logo blue with white lines, similar to what you have except I don't think the tree needs to look sketched. I think the tree is the big thing that makes this look like a PakHD logo.
Quote

This is the best one.

Perhaps for g.s.c, you could do the same logo without the smoke, with another type of train alongside the first one, or with a building in the background, to symbolize the paks and other options on the site.
19
General Resources and Tools / Re: Simutrans Logos
I like the nightly logo.
I think the experimental logo makes it look like pak.HD

maybe a blueprint like background and some drawing tools like a protractor and pencil?
PakHD is what I thought of, too.
I think slightly cleaner lines in a blueprint fashion would be better for ST-X.
I think this new nightly logo is better than the nightly build site's logo. But some stars would be nice, and a nearly half moon (slightly on the quarter side) would be good.
20
Extension Requests / Re: skipping stops
If the bus must p**** through the stop tile, how much do you gain from not stopping?
As in real life, stopping and accelerating from stopped add more to your trip time than increasing your speed 5-10MPH can gain.
Not stopping at a stop eliminates that deceleration and acceleration time, which increases your average speed, which makes the bus run the line faster. Running the line faster increases running costs, but it also means you can move more p****engers per time unit, which increases revenues if you have enough p****engers.
Over time, the gain can be significant.
21
Extension Requests / Re: Traveling Post Offices
This would all be neat. How hard would the programming be, though?
It would probably need to add a new schedule mechanic... for the mail vehicles to head out from their central office every X hours instead of whenever they got back there looping out again.
22
Extension Requests / Re: Names for Depots
to fix this problem, what about a find nearest depot function ? using this tool on a way should center the screen on the nearest depot of this waytype, for trams, ctrl key would be used. It would be much easier to find depots !

Because trains going to depot find depots themselves, this function should be used to send trains from the nearest depot so the path would be calculated reversing signals.
This is a good idea, too... but when a vehicle goes to a depot, it would be nice to have a name so the player can find that same depot without having to open a random depot and cycle through them all until he finds the vehicle he wants.

Why don't you put a label on a depot???
Because that wouldn't link "vehicle XYZ has entered a depot" with a particular depot so the player knows which one will be where the vehicle is. But if depots have names (they don't even have to be user-editable, FMP), then the message would read "vehicleXYZ has entered Townville train depot (2)", and I'd know exactly which depot it is.
23
Extension Requests / Re: skipping stops
I think the idea is worth serious consideration. There's interest, and there's real-world precedent. And those who don't think it matches the model don't have to use it... it would be an option, right?
I agree that the bus should stil p**** the stop; it just doesn' thave to actually stop there.
:support:
24
Extension Requests / Re: Traveling Post Offices
So, what you want is for mail trains to act like the Old West trains, where the towns hung out mail bags, and the trains picked them up without slowing down?
Interesting idea. I wonder if that could be done easily or not.
I think it's a good idea. It would certainly help keep the mail vehicles from lousing up p****enger lines, but it would probably have to be limited to rails, as I've never seen such a thing in road transit.
25
Simutrans Gaming Discussion / Re: New Industry idea
Good morning.  Over the weekend I had the chance to look over several paks that I do not normally play, ( I usually play pak128) and I noticed that the different paks have a heavy trailer hauler shown in the road depot with heavy equipment graphics ( front end loaders, bull dozer,etc) but the only thing I could get them to haul was cars which just doesn't look right. My thought for new industry would be a heavy equipment factory. Most of the chain is present already, steel mill (plastic and gl**** also if desired) and end end users being coal mine,sand and stone quarry's. Each mine or quarry would start game with one piece of equipment but to increase production output would need to purchase and transport additional equipment up to a max ( maybe 4-5) instead of adding electric power. I have always wondered how adding power to a sand quarry increases production as is now the case. The heavy loads would require the use of restricted roadways, bringing an additional challenge to the game.. Just an idea, as I said too much time on my hands.  Thank you ;D
Electric conveyor belts would explain it.
Your idea is interesting, but it's not just a new industry. You'd need to get the programmers to make changes to the core mechanics of the game. As such, you should make this an extension request, if you want to bring it to the attention of the programmers.
26
Extension Requests / Re: Names for Depots
I support the naming of depots, and you make a good point about factories, but I'd be less inclined to jump into naming factories, because stops near them are already named based on the nearest town, and how often do you see a message about the factories where you'd need their names. In the connection listings, they have jump-to buttons, so that's not as big an issue as the depots, which can get quite confusing if you have a large number of them.
I think the depots should be named based on the nearest city (with duplicates getting a numeric differentiator (Town Depot, Town Depot 2, etc) and don't think they need to be player-editable.
:support:
27
Simutrans Help Center / Re: How AI works
Factories have to be connected to other factories before goods will flow between them.
Also, public service doesn't ship anything. It can't even own depots.
28
Extension Requests / Re: Aiport Choose Signals
Perhaps planes could check to see how many avaialable runways an airport has (or the airports could keep track of it) if the airport has a control tower, and cycle through the available runways, so that each runway will get used, and perhaps there will be fewer pile-ups in the holding pattern?
29
Simutrans Help Center / Re: How AI works
I find it's best to just turn the player on without turning on the AI. The AI will make its own plans, eventually getting in your way (which may or may not be what you want), but if you just want to add other companies intelligently handling untapped markets (or doing the heavy lifting on those less profitable lines), the uncontrolled player is better.
30
Extension Requests / Re: Aiport Choose Signals
Perhaps there's a way to solve this without adding to the overhead.

Picture this: a skybuoy button adds air-waypoints. The waypoint can't be added to a schedule until the user clicks on it with the magnifying gl**** tool. When the user clicks on it, a dialog opens like the create schedule dialog, allowing the user to "connect" that waypoint to one or more runways. Then, planes can have that air-waypoint in their schedules, but the air routfinder will only look (when a plane reaches that waypoint either first time or as part of its holding pattern) at the runways connectes to that waypoint to see if they are free. This can also allow the user to choose where the holding pattern occurs.
Garbage collection code can remove the air-waypoint when all its runways are rendered inoperable, or sanity check code can forbid bulldozing runway that is connected to an air-waypoint.
Since this basically doesn't exist as an object in real life, it could be represented in the game by an ATC tower (there's already one or more graphics, at least in pak64), and all it would take to integrate that graphic to this idea would be to make it buildable outside a station... or else the air-waypoint would have to be above an airport... the planes should go to that square plus some height factor)

How hard would that be to code (1-10, 1 being toss together in an hour and 10 being never gonna happen)?
31
Randomness Lounge / Re: Make SImutrasn Simcity
I think you would do better to start that kind of game from scratch (and possibly add in a transport module later).
Making the leap from C under Windows to C under linux shouldn't be too hard, so long as you're not married to your graphics routines. If so, I'd recommend learning to program a portable graphics library under Windows, then learn to do it under Linux.

I'd love to see a good city simulator (wasn't real impressed with LinCity), but I won't hold my breath waiting for one.
32
Simutrans Help Center / Re: How AI works
grampybear: You can also turn on AI without turning on AI control. Or rather, you can have multiple human-controlled players in the game, if that's what you want (or you could, in my experience).
33
Randomness Lounge / Re: Panorama Images
@vilvoh: Should work. Can't imagine the software would choke on the fact that "you lined up your shots perfectly! Did you use a dolly or something?" :)