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Messages - skreyola
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Simutrans-Extended development / Re: How (not) to choose a route
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Pak64 Add-ons and Graphics / Re: Paper wagons set
I'm looking forward to a larger capacity paper wagon.

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Extension Requests / Re: Names for Depots
This fails when there is only one depot of that type, but you cannot remember where on the map it is. A way to view the actual depot, like the "right-arrow" in the city lists of a line schedule, would be very nice.
:support:
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Extension Requests / Re: Top-down view
@acki: Good point. It could just be a zoomed map without additional functions.
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Extension Requests / Re: Top-down view
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.
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Pak64 Add-ons and Graphics / Re: Powerplants and new industry chains
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Pak64 Add-ons and Graphics / Re: Powerplants and new industry chains
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Pak64 Add-ons and Graphics / Re: Powerplants and new industry chains
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Pak64 Add-ons and Graphics / Re: Powerplants and new industry chains
Well, I have other industry chains in mind like wine, fruit juices, ice, liquid gas, hardware tools and tobacco thus I take note of your suggestion...
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General Resources and Tools / Re: Simutrans Logos
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Extension Requests / [patch] Vehicle steady speed at speed limit
--Mod Note: split from original topic and moved.
http://forum.simutrans.com/index.php?topic=5945.0
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General Resources and Tools / Re: Simutrans Logos
First update for pakHD resized to 256 px wide and some little tweaking...
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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?
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General Resources and Tools / Re: Simutrans Logos
Now the version 3 of Experimental logo is great, I did what you said. I removed the tree and blueprinted it:
I kind of like prissi's submission also. Hmm. Perhaps a vote should be held.
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General Resources and Tools / Re: Simutrans Logos
Thank you for all your work on this so far.
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Extension Requests / Re: skipping stops
That's an oxymoronHow 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...
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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.
Quote
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.
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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?
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.
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Extension Requests / Re: skipping stops
If the bus must p**** through the stop tile, how much do you gain from not stopping?
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.
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Extension Requests / Re: Traveling Post Offices
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.
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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.
Why don't you put a label on a depot???
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Extension Requests / Re: skipping stops
I agree that the bus should stil p**** the stop; it just doesn' thave to actually stop there.
:support:
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Extension Requests / Re: Traveling Post Offices
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.
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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
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.
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Extension Requests / Re: Names for Depots
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:
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Simutrans Help Center / Re: How AI works
Also, public service doesn't ship anything. It can't even own depots.
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Extension Requests / Re: Aiport Choose Signals
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Simutrans Help Center / Re: How AI works
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Extension Requests / Re: Aiport Choose Signals
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)?
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Randomness Lounge / Re: Make SImutrasn Simcity
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.
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Simutrans Help Center / Re: How AI works
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Randomness Lounge / Re: Panorama Images

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Extension Requests / Re: Numbered waypoints
Perhaps the destionation display should also get a goto button in the vehicle dialoge?This sounds useful to me.
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