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Messages - Junna

3
Pak128.Britain-Ex / Re: Vehicles are too cheap (Britain.128-Ex)
A full rebalancing will take a long time, as I need to find some way of getting real life data on the relative costs of these things, and also recalculating the whole balance using the fixed maintenance feature (whereby maintenance costs are charged per month as well as per kilometre). However, in the interim, for the next release of Pak128.Britain-Ex, I have reduced greatly the maintenance costs of buses (they were formerly much too high), so this should ****ist somewhat in this respect.

What about the running costs for trains, some of them are impossible to run at anything other than a m****ive loss. Just to name a few, the Eurostar, HST and APT all have such a high running cost (50+ c/km) that even fully loaded and running on dedicated high-speed track to minimise disruptions and allow the highest average speed between stations, they extremely rarely make a profit, and generally only shortly after a new year has begun and restarted the running cost graph.
7
Simutrans-Extended closed bug reports / Re: 8.x - crash when building elevated monorail
Is this problem the reason that the bug with crashing when trying to build any elevated structure whatsoever causes crashes is back again? Building elevated railway in pak128.britain.ex causes crashes as well as any monorail/elevated structure based on it in pak128 etc.

It also, as before it was fixed in 7.1, causes crashes with tunnels.
8
Simutrans-Extended development / Re: Save game loading?
Junna,

the configuration file shouldn't have anything to do with the issue (****uming that you mean simuconf.tab, forestrules.tab and/or cityrules.tab), as the relevant values are saved with the game. I'm going to have trouble trying to diagnose the problem without a saved game.

I guess the compression ratio is pretty good, so the size wasn't nearly as dreadful as I was fearing.

Pak and config etc (44mb); http://www.mediafire.com/?kmitvz4zkzd

Save game itself (6mb): http://www.mediafire.com/?jk5yzyyw5ym
9
Simutrans-Extended development / Re: Save game loading?
Junna,

can you upload your saved game to files.simutrans-germany.com for testing? Sorry that you're having trouble.


I could do this, but I doubt it would be any help as my pak128 is 231 mb and I have edited the configuration file(s) (the old one it was created with as well as the new 8.0 one [did not forget to replace with new one]); is it possible that the configuration file has something to do with the issue?
11
Simutrans-Extended development / Save game loading?
So it seems that, the compatibility problem with loading save games from say 7.2 has still not been corrected from 7.3 in 8.0; trying to load comes up with some message about string being too long "27016 should be 128" after which the game promptly crashes with a cl****ic exception error.

Was it not intended that compatibility for at least some older save games would be provided?
13
Simutrans-Extended development / Re: On the immutability of city roads
Further testing suggests that the problem is my simutrans experimental config. I must have forgotten to use a standard config in the pak folder last I tried a clean install and that was why it persisted. That probably means this belongs in the help or experimental sections, sorry about that--

There is something, then, in the simutrans experimental config settings, that affects the ability to override the road surfaces. I still cannot discover any relevant setting? (This is a problem regardless of what executable is used).
17
Simutrans-Extended development / On the immutability of city roads
With some previous update, not too long ago, it was no longer possible to override city roads with roads of choice. This had no practical impact unless weight limits enabled in exp; but nevertheless I feel this was a very disappointing change. I do not believe this has to do with any settings as far as I have been able to tell, trying a new install and so on-- since I can no longer do things like this:



I would like to know if there was any reason for this change, and I would like to see it undone.
18
Pak128 Incorporated Add-ons and Graphics / Re: Re: Tracks replacement project for pak 128
Junna, Isaac: Excuse me please my misdemeanor.

Junna: Would you explain me how would you like to cross tracks without one-level crossings in situations when you cannot build bridge or tunnel with slopes? And by the way, railways of pak128.britain contain crossings too - but curves are replaced by straight lines. So I don't understand your I don't like the crossings. I think you wanted to write I don't like curves.

Yes, the reason I said crossings is because those kinds of bends only appear when on single-tile curves, and those only appear on crossings since I never use sharp bends otherwise, but yes, that is what I meant. Did you get angry because you misinterpreted my post as criticising your art as such or something?
19
Pak128 / Re: Metro - as tram or train?
It's true that some metro systems are on surface, but in that case they would fit directly in tram or monorail cathegories.

Not really, they are for all intents and purposes normal railways?

The only exception to this is the operation of trams in short underground tunnels in city centres and with dedicated tracks, but those are not true metros, but generally thought of as "light rail" or "light metro". Even an entirely above-ground or ground-level metro would by all means be considered a normal railway and not a tram, or a monorail... if only simutrans had incorporated any elevated viaduct sections, which I don't think any major paks do (yet).

They are local transport, it is true, but this is not really something unique to trams. Metros generally have larger service areas than trams, generally filling a niche between outright commuter railway service and trams and buses, or, occasionally, as in Seoul, also being a commuter railway.

So naturally, I don't think it can be anything but train, despite how this makes the speed bonus thingy difficult. Most of my metro systems have an average speed of about 50-60 km/h (-ex), and generally speaking despite a 7.00/km maint. on a train and short journeys, they generally do run a profit (even when not much else does!)
20
Pak128.Britain / Re: More city buildings
What about some nice tower blocks?

Specifically something like the Swedenborg Gardens estate. I think that the slenderness of the towers means they would work fine in simutrans, and also capture the typical style of the British tower blocks, which often were rather slender. It's a sad thing they don't make them like it today. ;c

23
Simutrans-Extended development / Re: Development update [7.2]
How will those new features affect save games saved with prior versions? I remember that was quite problematic previously when it suddenly enabled all new features for old save games, leading to quite dramatic changes, and altering the simuconf would have no result.

(Later I found out a workaround is first making a line and running a train on the start-up island before loading the old save games; by doing this it seems that the edited settings that have been changed in the simuconf are carried on to the newly loaded save game as well. It works every time.)
24
Pak128 Incorporated Add-ons and Graphics / Re: Tracks replacement project for pak 128
The tracks are very nice, but I don't like the crossings. Why are they made in the vein of the original pak128 tracks, which has those terribly confusing crossing points, why not make it like those tracks in pak.britain, in other words straight diagonal crossing pieces rather than the total shift in direction? It looks much better that way, and the trains in practice move in a way closer to it as well.

If not included in default, could there at least be an alternative version with such crossing?
25
Simutrans-Extended closed bug reports / Re: Large map with 193 convoys "freezes" at month start
Save game freezes for me in June 1815.

I don't think it is the number of convoys per se, but more likely a combination of issues such as the sheer size of the map (sure lags pretty bad whenever it tries to place industry), or a problem relating to pak Britain-ex, as I've had over 500 lines and a 1000 convoys with pak128 and only once did it freeze up like this save game does.
27
Simutrans-Extended development / Re: Configuration, physics and speeds
Junna,

are you modifying simuconf.tab, then reloading a saved game? If you are, this is your problem, in that a saved game will save all the simuconf.tab values. Simuconf.tab itself only affects new games.

Alternatively, are you editing the general simuconf.tab and using Pak128.Britain-Ex? If you are, you need to edit the Pak128.Britain-Ex version of simuconf.tab, which over-rides any values set in the general simuconf.tab.

I did think this was the issue, but some of the changes do appear (to some extent) apply since some changes do alter behaviours in various ways, and one can change the speed in some ways, just not apparently in the way I wished (but it sometimes works a bit)?

I have made changes to both the config files for the game and the pak128 (for which I have tried using both the standard and experimental configs to see changes). Anyway, the reason I'm thinking of this is because when all my old save games are loaded with 7.1, total p****enger load decreases; in an example game from 3.1 million to 1.8, and income by over 60% (income drop being partly due to decrease in traffic and an inexplicable and significant decrease in income from speed bonuses for the high speed p****enger trunk lines). Part of the decrease in traffic is also due to the buses and trains slowing down where they before did not, which is why I'm trying to make them run faster around curves and so on.
28
Simutrans-Extended development / Configuration, physics and speeds
What I am trying to do is increase the limit of the speed allowed on curves to the point where curves do not impede the speed of the vehicle on a way; but no matter how I change the relevant part of the configuration files, it has no effects, the buses still slow down badly on intersections, and trains slow down to ridiculously low speeds even for rather liberally graded curves, and despite me setting the only length between two curves that should matter to 1 tile. Occasionally however, it does work for railways and other for example maglev and monorail; but other times, out of the blue, it does not work.

My guess is that it has something to do with the new physics engine? Doing as suggested in the config file to achieve the same method of curve handling as in Simutrans Standard, simply results in the vehicles being halted at between 7 and 4 km/h on an intersection or a turn of any kind. So how exactly would I go about doing to achieve this?

(somewhat unrelated, but what should I also set the power percent to increase the speed of the ships, setting it to 700 doesn't seem to help one bit but making the "max speed" possible higher, but the ships continue to move at 4km/h loaded)
30
Pak128.Britain / Re: A Port for modern times
I was always unable to find out how one edits paks after reading something about makeobj only creating paks and cannot edit them, so how would I edit the pak?  ???
33
Simutrans-Extended development / Slow ships
Following the 7.1 release, the RVG Tanker, with a capacity of 750m3, travels at an extremely slow speed when fully loaded (4km/h), and the MHz Oil Barge (205m3 capacity) only travels at a speed of 4km/h even when empty. I'm guessing this might have something to do with the new physics engine and the weight of those shops and so on.
34
Pak128 Add-ons and Graphics / Re: LightRailSystemSet [LRSS] Just Released on Oct,12
[Off topic mode on]
Is it the road paks from this site http://www.geocities.jp/rs_simutrans/rs_pak128/index.html
(Another Japanese stuffes there...)
BTW,those roads have a little bit slower on the maximum speed (<55 km/h)-surly NOT for those Double deckers on my own (=130 km/h, surly a little bit faster for those modern one).
Also, some of those road paks ARE for RIGHT-hand drive games: another reason I have to give those up (applying Left-hand drive).
The site is named after STP Development-Chukoku branch.

PS If I could repak those roads and bridges on the speed, I were using them rather than various Japanese Road/bridge paks-Uh Oh~[/off topic mode off]

Thank you, those are some pretty sexy roads. Also unrelated, where can I get those buses as in your avatar? Been wondering that for a while.

Regarding the stations of this thread, when used on a railway the trains appear visible through the stations- is this because they are intended for tramways (I have not used them on a tramway so I don't know if the same happens there)?