Awesome! It should go into official pakset. I was thinking of a collection of supertalls coded as monuments. Like this, the biggest cities would indeed have a unique skyline.
e.g. Chrysler Building Burj Khalifa Willis (SEARS) Tower Chrysler Building Bank of China Tower Petronas Towers Two IFC Guangzhou IFC Empire State Building
Also without a flag: it could restrict the p****age to vehicles for pax and mail. i see it interesting. And if put only in one direction, it could allow pax only in one direction, all traffic in the opposite.
- A 8x-zoom minimap which you can interact with, selecting and building like in game view (I think it breaks game consistency. The game view is where all the work happens, and the minimap is for navigation).
maybe not building, but selecting (showing dialogs) shouldn't be a problem, IMO
It would be nice: 1) Minimap getting this view (only one image for res-com-ind-special-factory buildings, only one road, one railway, one vehicle), player colour, etc... 2) you can interact with minimap (opening info windows)
I was really impressed by the concept of pakMars, a couple of years ago. If I had ever time, in an unforeseable future, I would like to mess a bit with it, trying new ideas and concepts. If it had to be me doing something about it, I would probably go for a 128*128 tileset or even 192*192.
At the moment, i want to share this link, as it would be of great use for future discussion:
So... simply stated, we need new graphics for the dirt road until the road replacement project is completed.
I don't think it's worth wasting time. Painting dirt road is rather tricky, I think better to wait for the release and concentrate other painters' time on different projects...
Why do you want to send them all to the depot? In order to upgrade them?
There has been a discussion about a function to directly replace/upgrade the vehicles in a line. A patch was released, but not incorporated in the trunk. Instead, I believe it's a feature of ST-Experimental, if you want to give it a try.
A recurrent issue on the forum was the distancing of busses, which tend to queue and travel in groups. This is a solution i briefly tested:
Add at one (or both) ends of the line a side branch with a streetlight. Manually set the green time for getting out to 1 and a waypoint to that branch: busses will leave at a given interval of time, avoiding grouping.
It's only a way to divide the income, but overall the total income for the whole trip is always the same.
Just out of curiosity: The revenue IIRC is calculated by Manhattan distance between origin and destination. Let's ****ume there are three stations: A <--> B <--> C with A being the origin, C the destination and B an interchange station. With value=2 the revenue is based on A-C distance. With value=1 i guess it should be A-B and B-C. Thus, if the three stations are not ona straight line, with value=1 the revenue should be higher, and this option could also make profitable hub-and-spoke systems. Is it like this?
A further improved timetable version: Changes: - new 50 km/h gravel road (road + bridge) to be used as intercity road before 1900 (when the 70 km/h is introduced) and till 1929 as a cheaper alternative. - 70 km/h road will retire only in 1964, being gradually phased out after 90 km/h intercity road introduction in 1945.
EDIT: About balancing, the new 50 km/h gravel road should be *cheaper* than 40 km/h stone paved cityroad (which should be relatively quite expensive for the era).
? The city roads are not updated unless a new city building is created.
My request applies exactly to this case: don't update cityroad if there's an older cityroad, not even when updating the adjacent building. Take over different roads, instead. (Allow instead *manually* updating of old cityroads with newer ones) Similarily, disallow faster roads to be built over cityroads, unless using CTRL (no point in letting them built and, within months, cityroad taking them over again).
I have however another question. Have trains a shadow in simutrans??? In other words should I turn shadow on ground on (already have shadow on for object) to see the silhouette of the train.
AFAIK, the answer is NO, there is no shadow. Few objects are (mostly trees), also because ST manages extremely badly shadowing (B/W dithering).