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Messages - ӔO
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Randomness Lounge / Re: Fictional map of future Metro.
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Pak128.Britain-Ex / Re: Real life costs and prices.
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Pak128.Britain-Ex / Re: Real life costs and prices.
maybe there are books on historical ticket prices?
that should give a ball park figure of how much it cost to operate the trains.
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Pak128.Britain-Ex / Re: Real life costs and prices.
204 bombardier LRV for a cost of C$1.2 billion, or about $5.9 million each.
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Simutrans Gaming Discussion / Re: Simutrans needs something funny
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.

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Stories, Screenshots, Videos & Saves / Re: 1024x1024 map with approx 600 lines and 24 mil deliveries/year
that's the most tedious thing for me in the game

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Simutrans Gaming Discussion / Re: Simutrans needs something funny
tourist attraction that generates 1 pax, 1 mail and is sized to... oh, maybe 6x6

I wanted to make a series of 'uselessly large' buildings you'd encounter in a dream

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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...
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.
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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.
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Randomness Lounge / Re: rail in north america
I guess that yard is connected to the factories at Oshawa.
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Randomness Lounge / Re: rail in north america
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.
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Other paksets / Re: pak128.USA
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.
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Other paksets / Re: pak128.USA
or something to that degree, because I can't remember exactly what was said, or where I've heard it.
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Pak128 Add-ons and Graphics / Re: some near future vehicles

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.
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Simutrans Help Center / Re: Train routing problem
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Pak128.Japan / Re: pak128.Japan
or would this break older save games?
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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 !!!
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.
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Extension Requests / Re: Top-down view
The minimap gets this view and our could zoom in 4 times. But maybe the convois should be in player colors and not yellow.
that would be helpful.
currently, signals placed on roads and tracks are in yellow too, so it can get confusing at times.
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Pak128 Add-ons and Graphics / Re: some near future vehicles
I'm all ears

I'm working with sketchup.
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Pak128 Add-ons and Graphics / Re: some near future vehicles
is the bus still being made?
yes, I'll get around to the bus, bikes, scooters, trikes and other smaller vehicles after I finish up with the road trains.
I only have so much free time, you know

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Pak128 Add-ons and Graphics / Re: some near future vehicles
right, alternative.

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Simutrans Help Center / Re: FPS too low - How to increase it?
hiding buildings
hiding trees
seem to improve performance.
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Pak128 Add-ons and Graphics / Re: some near future vehicles
Awesome![]()
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.

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Pak128 Add-ons and Graphics / Re: some near future vehicles
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.

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Pak128 Add-ons and Graphics / Re: some near future vehicles
If you still are toying with this idea, the stripes (and the color offset behind the envelope) could be promising candidates....
maybe more envelopes?

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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?
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Pak128 Add-ons and Graphics / Re: some near future vehicles
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.


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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,
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Pak128 Add-ons and Graphics / Re: some near future vehicles
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.

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Simutrans-Extended development / Re: Random crashes: 8.2
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.
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Simutrans-Extended development / Re: Hard lags in beginning of each month (8.2 + pak.Britain-Ex 0.7)
have you manually deleted any factories or cities under public player?
actually, it's best if you upload your save game to have one of the expert debuggers look at it.
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General Resources and Tools / Re: Simutrans Logos
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Simutrans-Extended development / Re: Discussion: optimum starting settings
some research seems to indicate that it takes 0.5ha of grain corn farm land per 2 people consuming 5000kcal/day without aid of farming equipment. With a tile size of 250m^2, or 6.25ha, one tile of farm land will support 25 farmers.
http://www.culturechange.org/cms/content/view/585/66/
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Bug Reports / Re: addons restric size limit
easiest way to see what happens is to put some pak128 files into pak64.