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Messages - ӔO

4
Pak128.Britain-Ex / Re: Real life costs and prices.
accounting for inflation would be quite a task too.

maybe there are books on historical ticket prices?
that should give a ball park figure of how much it cost to operate the trains.
6
Simutrans Gaming Discussion / Re: Simutrans needs something funny
there's always the possibility of making a scenario.
Like doing santa's work and delivering lumps of coal to everyone.
or maybe making the red ones go faster.

I think it's hard to cater to everyone in multiple languages when things can get lost in translation. Of course, that goes to show how creative the translators can be. ;)
9
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...
I agree, it's quite common in Japan, for instance. Some express trains are also used as a commuter for certain intervals, since they share the same tracks as the local commuter trains.

Japan's shinkansen for example, it's faster to ride on the express that takes you to A to Q, then ride one or two station from Q to O or R than it is to ride the train that does every single stop in the chart.

I think the best example is the Narita express. Lots of people use that train even though they aren't going to the airport at all.
10
Simutrans-Extended development / Re: How (not) to choose a route
Hmm, interesting. I'd be interested in any other thoughts as to a suitable minimum waiting time...

That could depend on the time of the day, which I don't think is possible to replicate in simutrans, and how urban or rural the area is.

For rural areas, where it's 1hr or more for the train or bus out of town, it's about 8 to 10mins. Bus arrives 4mins before the train arrives and waits another 4mins for p****engers from the train to board.

For urban areas, it's a bus every 10 to 15mins during rush hours, up to 20 to 30mins during day, and around 1 per hour for night time. A local transit connection usually takes no more than 10mins during the day.

speaking from a NA point of view.
12
Randomness Lounge / Re: rail in north america
some of the interesting yards around toronto.
Junction stockyards, Keele/St. Claire, stretching across to Jane/Dundas always has triple level auto racks, Automax/AVC type, along with the older model bi-level steel racks.
Islington GO train stockyards.

There is also yard at Regional rd 7/ regional rd 6 (slightly above 407 and jane), but it's pretty desolate and not that safe to be there, although it's quite a view with binoculars. There are yards at at kipling/North queen and DVP/Gardiner hwy, but they're not visible from the street.

freight trains move in and out at night, presumably to keep GO train running on schedule without getting stuck behind slow freight trains.
13
Other paksets / Re: pak128.USA
one possible way is to make the rolling stock heavier and be able to carry more.
double stack containers and triple deck auto racks are not an unusual sight in some places.

p****enger trains sort of died out, starting around the 70's to the 90's due to the pricing and speed competitiveness of airlines and coach buses. There are still commuter lines, but by far, the most popular choice is a personal car.

One thing that makes rail so slow, is that the railway operators don't bother upgrading or adding more tracks to a line and run really long freight trains at a slow speed. It's not unusual to have a freight train consisting of more 3 or more engines and hauling 50~100 freight wagons.
On average, I think it's around 25 to 40 freight wagons per engine doing 80 to 100km/h, depending on terrain.
14
Other paksets / Re: pak128.USA
I'm pretty sure, with steam, you can either maintain a certain power, or build up pressure to build up power temporarily. What will happen after giving that extra boost of power, is that the pressure drops and so does the power, which will basically cause the engine to limp to the next water station.
or something to that degree, because I can't remember exactly what was said, or where I've heard it.
15
Pak128 Add-ons and Graphics / Re: some near future vehicles
okay, so unfortunately, I have an influx of things to do and can't work on this for maybe a week or two.  ::(

But what I did do was post up the skp file, which can be opened in sketchup. I laid out one set so far, which can be used for a reference. I don't like throwing out incomplete works, but I figured no one should have to wait for my slow work and if someone could do a faster job than me, then I would certainly appreciate their contribution and work.

link is on the first post.

Are you sure? I have SketchUP and Blender, and Sketchup have a collada(.dae) exporter for free version. So you can import in Blender.
you're right!, turns out, you can export to .dae.
16
Simutrans Help Center / Re: Train routing problem
you can also try out the latest nightly versions, which have a feature that allows choose signals to be treated as regular signals if there is another choose signal along the path.
17
Pak128.Japan / Re: pak128.Japan
on a future release, would it be possible to put shinkansen on standard gauge and the other trains on narrow (cape) gauge?

or would this break older save games?
18
Pak128 Add-ons and Graphics / Re: some near future vehicles
So the important thing is the ability to create the masks; if you can do that with sketch-up, you can use my tool for sure.

sketchup can export to blender file type, but, unfortunately, not in the free version.
I guess I will have to stick with keeping the player colours on easy, flat surfaces for now, so that magic wand can be used.

these trucks are awesome, stop driving crazy everyone who is looking forward to use them : RELEASE THEM !!!  ;D

hopefully I'll get all the renders done and sized correctly by Sunday. From there it will be the ever so tedious minor alignment corrections.
24
Pak128 Add-ons and Graphics / Re: some near future vehicles
Awesome :o :o

None of them use player color right?
I prefer with player color, maybe it's just me? Anyone share it?

Maybe the white truck with the upper line with primary color and the lower line with secondary.
And maybe the yellow ones the yellow color the primary?

the skirts on the red and yellow are player colours.
the blue stripe on the white is also player colour.

the trucks do not have any player colour. It is very complicated to do player colours on curved surfaces.
I'll make one version with the subtle player colour usage, and one similar to what you have described for the trailers.
-----------------
alternative colouring.
25
Pak128 Add-ons and Graphics / Re: some near future vehicles
decided colours and finalized convoy consist.

3 trucks
2-axle, 220kW (yellow), 130km/h
2-axle, 330kW (red), 130km/h
3-axle, 440kW (yellow), 130km/h

Trailer consists, from top to bottom:

Mail (red)
14m + 9m, 100km/h
10m + 14m 112km/h
14m, 112km/h (not shown)
9m + 9m + 9m 100km/h
9m + 9m 100km/h (not shown)
9m, 130km/h (not shown)
13m, 130km/h

Piece goods (yellow)
14m + 14m + 14m, 90km/h
14m + 14m, 90km/h (not shown)
10m + 10m + 14m, 112km/h
10m + 14m, 112km/h (not shown)
14m + 9m, 100km/h
14m, 112km/h
13m, 130km/h
9m, 130km/h

cooled goods (white), will have the same combinations as piece goods.
there will not be 14m triple or double for mail.

27
Pak128 Add-ons and Graphics / Re: some near future vehicles
They're looking awesome, specially those in the right.

I just think the same as DirrrtyDirk, only the envelope should be on the mail truck, for the same reason, it's more international. You can try having at least an option with the envelope a bit in diagonal and smaller envelopes going out from the big envelope.
I've freely edited your pic to try showing what I'm trying to say

good idea, I'll use that, albeit slightly upscaled so it would look like envelopes in 128 size.
I take it you like the red over the other colours?
28
Pak128 Add-ons and Graphics / Re: some near future vehicles
some refinement.
I threw in some different colour variations to see which would work best.


the smaller picture on the bottom should be a close approximation of in game.
I'll have to double check the scale, but it shouldn't be too far off.



29
Pak128 Add-ons and Graphics / Re: some near future vehicles
For the Mail, I'd suggest the envelope - that's the most international since it's language-independent.

In full resolution these renders look nice... but remember: in pak128 size, and with Simutrans' reduced color palette, many of the finer details will be lost.

From the 3 textures on the singles on the right, none of the structures will remain. No leaf structure in the green, no ice effect on the light blue and no bubbles in the dark blue. All you will probably see is just some solid wall of green*, a "dirty" light blue and a darker blue*.

*) and as such, the green and dark blue seem a little... (err what's the correct translation? ... oh well, choose one from the list the dictionary brought up ;): bright/dazzling/flamboyant/flashy/garish/gaudy/glaring/screaming) in relation to the other things in the pakset.

I think you're right in that the green and dark blue don't quite fit in with the other trailers and I will p**** the textures along to the other vehicles I'm working on.
I'll stick to keeping the colour scheme the same between the trailers.

I don't think it would be bad to have "mail" or "post" on trailers following the first one. The two words are not very far off from other languages that use alphabets and many countries use "country name post" as the national mail carrier. example: poste, posta, posto, Postvaesen, postal,
30
Pak128 Add-ons and Graphics / Re: some near future vehicles
I tried out some colour schemes and textures. Does anyone have any objection to the colours used?

The single to the right, I haven't decided on which scheme to use for cooled goods. Either the deep blue or frosty. Piece goods will use the green.

Mail will get: single, Short triple, double.
Mail trailers will get the POST, MAIL or envelope logo.

Piece goods and cooled goods will use: single, double and long triple.
Piece goods trailers will get the white on player colour blue scheme.
Cooled goods trailers will get the player colour blue stripe on white scheme.

I will also make it so that it's possible to setup a rocky mountain double, which is a long + short trailer double.

31
Simutrans-Extended development / Re: Random crashes: 8.2
I think I've seen the teleporting trains before.
Unfortunately I don't have save game of it, but I believe one of my older save games, 1984, would have had it. It totally slipped my mind to report it.

The train would stop at a station, then when it heads off to its next destination it will jump several tiles and the carriage consist reverses, stalling the train until it finishes the loading and reversing time. Usually seemed to happen on quad tracks, but I've seen it happen on double tracks, and not at the end of the line.

it only seemed to happen with pax and mail trains. I didn't quite play the game out with anything other than steam.
35
Bug Reports / Re: addons restric size limit
yes, pak256 gives you twice the resolution, but also twice the size.

easiest way to see what happens is to put some pak128 files into pak64.