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Messages - deMangler

1
Simutrans Help Center / Re: Medicine vs Chemicals at Packaging Plant
Are all mentioned connections direct? And have they been direct in the past?

Simutrans takes the route with as less interchanges as possible. So if the chemical plant is directly connected to the pharmacy and there is no direct route from the chemical plant via the medical plant to the pharmacy then this is odd behaviour. If however there is no direct route from the chemical plant to the pharmacy and it needs an interchange, and there is a direct route from the chemical plant to the medical plant and there is a direct route from the medical plant to the pharmacy then this is expected behaviour. So look at the number of interchanges needed between those routes.

If you have built a direct route from the chemical plant to the medical plant and a direct route from the medical plant to the pharmacy, and only after those two built a direct route from the chemical plant to the pharmacy , then this is the expected behaviour too, but it will be solved as time goes by, because from now on the direct route will be used.

Are you still there?
Thanks,
Yes, the chem factory -> Pharmacy was the first route built - it is direct and still works fine.
The chem factory -> med plant is direct and also works fine, the med plant makes the meds.
The med plant -> pharmacy is direct and works fine, only the trucks don 't transport the meds they transport whetever chemicals they can find hanging around in the yard.
It is not behaving as expected, I am sure I have never had this problem before.
Well, I will keep hold of a save to upload if anyone is interested, meanwhile I will try destroying the network and building it again - that might fix it.
:)

<edit> I should point out that sometimes the meds are transported, but very rarely. The trucks almost always choose to take away the chems <edit>
2
Simutrans Help Center / Medicine vs Chemicals at Packaging Plant
I have a question.
My medicine Packaging plant turns chemicals from chem factory into meds. It supplies a pharmacy, which also is supplied with chemicals from chem factory.
The problem I have is that it appears that the transport trucks would rather take the chemicals from my medical plant to the pharmacy than the meds.
As a result I have chemicals being taken to the pharmacy from the chem factory. ok.
I have chemicals being taken to the med plant from the chem factory. ok
Then I have chemicals being taken from the med plant to the pharmacy (by the trucks in my med transport line), instead of being turned into meds. - not ok.
Is there a way to fix this, like telling the line which goods to transport or something.
Strangely, I have never needed such a feature before, or not noticed the issue anyway.
I have different freight yards for delivery and collection to avoid jams, obviously they are connected.
It is standard 102.2.2 pak64 (default)
Thanks in advance.
dM
3
Simutrans-Extended development / deManglers Gameplay Reports
Hi,
I have made a blog post detailing the beginnings of one of my Simutrans Experimental games, with an emphasis on introducing some of it's features to new players and covering some basic gameplay. Also on exposing my mistakes for others to avoid.
I will probably continue to update it as the game progresses.
I will post any specific game related feedback or bug reports to this forum, but I just thought I would let people know about this report as it might be useful or maybe people could let me know how it could be improved.

In any case, there ya go.

It is here.

dM
4
Simutrans-Extended development / Re: Hello and Noob Questions
Thanks for the reply, I posted this reply in the other thread as well.
In games like this balance is a relative thing, a compromise between realism and playability that can only be achieved with a lot of testing and feedback. I like your plan with experimental, but I am no C programmer so I thought I might be able to help with feedback on a consistent set of games at least.
I was using the latest Experimental Pak 128 Britain, and I *thought* I was using the experimental config files, but it appears they unzipped to the wrong location, so I was using the standard config by mistake.
The default Start date for my games *was* 1830, but I just decided to start all my games in 1930 to give feedback to compare with Standard. I may take your advice and start at 1830, it sounds interesting,  I live in Swindon, and you can't move for GWR stuff (round here, a lump of ancient locomotive embedded in concrete and stuck on a plinth is art).
Anyway...
I hope to be able to give more meaningful feedback now that I am not using incompatible (or incomplete) configs.
Thanks for the heads-up.
And thanks for the welcome.
dM

5
Simutrans-Extended development / deManglers 1930 Obey Timeline Games Observations Thread
Hi,
I will use this thread for posting my observations on my Simutrans Experimental 1930 Obey Timeline games. I am a noob to Experimental, experimenting. I am not expecting feedback, just offering up my experience not knowing in advance what will be useful to the devs or other players.
Of course I will appreciate feedback or try to provide any other information about my experiences if asked.

Anyway,

Here is the tail end of a game I ran to investigate the differences between Standard and Experimental with bus routes.
The network was started as a few interconnected circulars that was then tweaked and evolved by random trying things out and survival of the profitable tweaks, rather than planning.
There are a few industry chains going, but more to supply realism and p****engers than profit. I have avoided power lines because they don't seem to work in a way I can understand yet.
My observations are:
Setting up line graphs with operational costs, profit, maintainance and proceeds for lines and just see what happens, troubleshoot problems found here by setting up bus stop graphs with happy waiting unhappy, and vehicle graphs with spare capacity.
This is all pretty standard stuff perhaps, but I had to learn it all over again for Experimental, the new p****anger modelling is satisfying, and I am finding that watching the behavoiur of interconnecting bus routes is a good way of beginning to appreciate it before moving on to more complex and mixed networks.
Things that are making it difficult for me are lack of mouseover info in the depot, not knowing costs before buying. Not a biggie as you can just buy a vehicle and run it to see, unless I am missing something.
A bigger one is due to me playing 1930 obey era. I just don't know what is coming up so I sometimes upgrade a line in a way that costs me money. Also, finding a vehicle that pays for itself before it goes obselete is part of the obey era challenge. Again, not unique to Experimental.

Really like the upgrade / replace system by the way.



Here is a save


It is Simutrans 102.3 Experimental 8.2. Release date: 27th of June 2010.
Pak128.Britain-Ex downloaded from http://experimental.[ simutrans [dot] us (site down, do not visit) ]/Pak128.Britain-Ex.zip on 29/06/2010

dM
6
Simutrans-Extended development / Re: Hello and Noob Questions
Hi deMangler,

If you feel it helps, I could start a game on the same map (if you have a savegame at startup for me), or a game with the same (default) settings, and report how it's going and how and why I make my decisions in my screenshots threat on tt-forums.

I think your p****engers service in the first post needs more p****engers. You need to have several buses full. I suppose making multiple lines to give more coverage to the rest of the city might help, but I'm not sure. Also, you might want to try a point to point (A-B-C-D-E-D-C-B-A) connection, or have the same bus run the circles in both directions (clockwise then counterclockwise or vice versa).

I hope this helps some more.

That is a very kind suggestion, good idea Dutchman.
That would probably help a lot.

Here is a save

It is Simutrans 102.3 Experimental 8.2. Release date: 27th of June 2010.
Pak128.Britain-Ex downloaded from http://experimental.[ simutrans [dot] us (site down, do not visit) ]/Pak128.Britain-Ex.zip on 29/06/2010 (I can find no version number)

I may start another game with that map afterwards to see how it goes.
This looks like it might be fun....

dM
7
Forum / Re: Request Private Messages here
Hello,
Just spotted this thread. Didn't realise PM's were disabled - however I would, as a human, like to have them enabled for me, because if you need to PM someone then quite often it needs to be done then and there, and I am pre-emptively anticipating that need, and trying to avoid suffering the pain of having it thwarted at the time.

Also, I am experimenting with very long sentences......  ;)

dM

done -- Igor

Thanks -- dM


8
Simutrans-Extended development / Re: Re: [patch] Powerline network stabilization
Have you used fast forward? There is a known bug with power line revenue when using fast forward.

Yes, I was using fast-forward both before and after the power station replacement. However the graph shows that there was no abnormal power revenue before the replacement so I thought it may be connected.

dM

<edit>
I should mention that I started a new game, in which I had a power station supplying 2 cities and a colliery. It was ok for a while then I noticed that my powerline revenue had dropped to zero even though there was demand and connected available supply.  Looking into it the only thing I could see that might have effected it was that the city had expanded to include the colliery and it's substation.
I destroyed all the substations and rebuilt a substation in each town, this solved the problem for one town but not the one with the colliery included - I then tried re-adding a substation to the colliery but that made no difference.
I can supply screenshots and before/after saves if required.
I did not use fast-forward in this game.
Hope this information is helpful.
dM
<edit>
9
Simutrans-Extended development / Re: [patch] Powerline network stabilization
Sorry if I posted this in the wrong thread - it seemed like it belonged here.

I built a new coal fired power station using the in-game editor to replace one that closed down at a bad moment.....
I reconnnected it to the already existing grid that is connected to two cities and a colliery and a grain farm.

Now all of a sudden I am getting loads of powerlines revenue, as you can see in the graph below.





Here is a save from before

Here is a save from after

I don't know if it is an issue related to the contents of this thread, but I thought I should let you know.

It is Simutrans 102.3 Experimental 8.2. Release date: 27th of June 2010.
Pak128.Britain-Ex downloaded from http://experimental.[ simutrans [dot] us (site down, do not visit) ]/Pak128.Britain-Ex.zip on 29/06/2010 (I can find no version number)

dM
10
Simutrans-Extended development / Re: Hello and Noob Questions
Thanks for the help Dutchman,

I tried that rail link with a p****ing loop and 2 trains of length 3.



Actually, how about a less wasteful way of doing it...



It is definitely an improvement. I can see that I will need to be very careful of my maintanence costs, and be happy with very small margins.
I don't plan on changing any settings because one of the things I wanted to do was check out the balance of the default settings. I will continue to play with 1930 obey era defaults and post feedback.

<update>
I took the above beginning as far as 1945 with some success before it went titsup.

Here is a save in case anyone is interested
<update>

Any other suggestions welcome, I feel like I need all the help I can get!

dM
11
Simutrans-Extended development / Feedback and questions from deMangler (merged)
Hello community and thanks for a great game!
This, my second post, contains questions relating to my continued inability to make a profit in Simutrans Experimental.

First off, I have been playing Simutrans (and OTTD) for some time and while I am no expert I can pretty much have fun with stuff and make a profit. I started playing Simutrans Experimental because it seems like a much more satisfying underlying model, and most of the changes and the general direction of the thing seemed like where I would have gone if I had the time/ability. I would like to play this, I thought, and give feedback and maybe even be able to help in some way.
My first response to my approach with experimantal not working was to try lots of different optimisations,  both in network topology and in balancing maintainence cost/capacity, etc. All seem to end up with my finances slowly and consistantly bleeding dry.
My second response to having my efforts fail with financial ruin was to trawl through the forums, read feedback and check out some posted savegames to see if I could see what I was doing wrong by going over other people efforts.
I am pretty amazed by some of the things people have achieved, but I could see nothing that gave me a hint why my efforts in Experimental were failing.

So, now I ask:

Given my usual starting setup which is 1930, obey timeline, What would be a standard starting approach, maybe highlighting why Experimental might need some different methods from Standard?
I won't bore you with any more details about my failures unless requested, I can probably find savegames etc.

As an example, the type of game I have had most success with has been the one that starts out like the one I posted in the bug report thread.



Here is a save

This start up will be slightly worse than break-even, this is the best I have found out of several variations on this theme. I would then connect some power lines and set up some bus routes in the nearby town and a bus shuttle running workers to the factories.
The costs always seem to be just ahead of the proceeds, no matter how I scale. Sooner or later I will end up trying something out-of-the-box, which will finish me off.

Here is a later screenshot.



I ran it fast for a couple of years to introduce some optimsations, get a graph and an idea of where it was going. Line one is the coal train, 2 and 4 are the bus circular and it's reverse. being run by Leyland Clubs.
In previous games like this I will manage to scale up to many connecting routes but it will never become profitable.

One thing I have never tried is starting out by using the 500,000c to build a long range network. Hmmmm, maybe I'll try that next.....

In any case, I am doing something, or many somethings, wrong with Experimental.
Any advice appreciated.
dM
12
Simutrans-Extended development / Disappearing Line Management Button Report.
Hello community!
I have a new game where after a couple of years the Line Management Button Disappeared.



If I save the game and reload at this point the Line Management Button does not come back.
If I quit to OS and re-start the game and reload the save the button comes back.
I have not been able to duplicate this.

Here is a save

It is Simutrans 102.3 Experimental 8.2. Release date: 27th of June 2010.
Pak128.Britain-Ex downloaded from http://experimental.[ simutrans [dot] us (site down, do not visit) ]/Pak128.Britain-Ex.zip on 29/06/2010 (I can find no version number)

I have some other game-related questions re. this save but I think another thread would be appropriate for them.
Again, Hello community and thanks for a great game!
dM.