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Messages - paco_m

1
[ES]Español (Spanish) / Re: Juego en la red - Pak128
Primero, hemos cambiado el juego y el pakset que usamos porque el pak a escala 128 causa demasiados problemas en el juego en linea.
Segundo, hemos cambiado también la version del juego a R3885 porque la más nueva (3899) está crasheando cada rato.

Así que hay que descargar la R3885 de la compilacion nocturna (nightly)
http://nightly.simutrans-germany.com/
más el pakset que usamos ahora:
http://www.frankpenz.de/pak.german/pak.german_0-102-3c_net.zip
(extraerlo en la carpeta de simutrans)
y la actualicación del mismo
http://www.frankpenz.de/pak.german/upd_0-102-3e_net.zip
(extraerlo en la carpeta del pak creado anteriormente)

Luego inicias el juego eligiendo el pak instalado^ (pak.german_net), cierras el dialogo de crear un mundo nuevo y presionas "n" lo cual abre el dialogo de red para conect**** a servidores. Si no ves ninguno en la lista elige "mostrar todos" y selecciona "simutrans.uruk-online.net" - si no funciona en el primer intento, intentalo otra vez unos dos minutos más tarde,
por favor, no varios intentos dentro de pocos segundos eso probablemente cerrara el juego para todos ;)

Al servidor de prissi "gift.physik.tu-berlin" se puede conectar con el pak64 estandard (el pak instalado por defecto en las versiones "completas") - es un juego completamente abierto, ideal para pruebas y conocer el modo multijugador.
2
[ES]Español (Spanish) / Re: Juego en la red - Pak128
Bueno, al final no ha durado mucho ese juego - demasiados fallos y al parecer el PAK128 por el momento no es lo adecuedo para el modo multijugador. Hemos cambiado por pak.german (un pak64) - más informaciones en el chat #simutrans por si alguien quiere participar.
4
[ES]Español (Spanish) / Juego en la red - Pak128
Hola,
vamos a reiniciar el servidor simutrans.uruk-online.net con un mapa nuevo (Europa central, paises al alrededor del río Rin pero también incluye Paris y Londres (a medias). Por el momento somos 4 o 5 jugadores del foro alemán - aún caben unos tres más, contestan aquí si estan interesados. ;)

Hay que tener en cuenta que el modo multijugador del juego está todacía en una fase de desarrollo, hay que contar con ciertas complicaciones en el momento de conect****, desconexiones involuntarias y otras sorpresas pero aun así se puede disfrutar de ello...

Para evitar una explosion de la fecuencia de pasajeros y un colapso en los primeros años del juego se estableceran algunas normas restrictivas al respeto, una especie de "licencia" para poder conectar una ciudad y en caso de un desarrallo positivo se puede solicitar una ciudad más cada año del juego.  ;D

El juego empezara a las 17:00 (europa central), más detalles una hora antes (y descarga del pak grafico que vamos a usar) pero no hay ningún problema con empezar más tarde.

version del juego es la compilacion nocturna (nightly) de hoy, version 3899


saludos
5
Simutrans-Extended development / Re: Idea for next version.
Is it possible to split water into ocean and rivers (rivers and channels) and force for the rivers a more road-like behaviour,
with one ship after the other (using length definition of vehicles + some space between them) ?
Most paks already have their river ships aligned to move at one side of the river/channel (for example going up right and going down right) and permit crossings of ships that are going the other way in a graphically fine way ;)

Also I think that the rivers and channels in their system are more similiar to roads as to oceans.
7
Other paksets / Re: pak128.USA
Even in the middle east they used petroleum and tar for paving streets in bagdad in 8th century ...
This usage of petroleum is much older, they paved already the streets in ancient Babylon (around 1700 B.C.) with it and used it for hydro-isolation (houses, irrigation and boat-channels).

But here we are speaking about "natural" asphalt/petroleum that you can obtain from asphalt-lakes or from the ground, digging down until you reach the petroleum horizont - not pumping it from deep deposits. At least for construction purposes this so called natural asphalt has a much higher quality than the refined one and is still used: http://www.trinidad-lake-asphalt.de/english/index.php
8
Pak128 Add-ons and Graphics / Re: My inland navigation project
Returning to my strange idea with the offsets and without using the length-parameter;
well this was not really my own invention as the current MHz Push tug ship and its cargo-boats as well as the wood and coal barge
are designed in that way.

On the other hand I am not happy with the push-tugs values so a decided to make a new version of this ships with length definitions and
values that correspond to the other existing ships, here are the first results:
9
Incorporated Patches and Solved Bug Reports / Re: Roads for public transport only
this is not going to change, I'm afraid.
We are just talking about implementing a function that already exists in the experimental version of the game.
As far as I know this version is to test new function and implement them in the standard when they work fine and are considered useful or whatever...
so why is this not going to change when the necessary program changes are already done?
11
Extension Requests / Re: Idea: double-lane road (normal street) should be wide as doubletrack railroad
The double-track trams could work like the electric buses, just add to the powerline-graphic the rail at the bottom and that's it.
Define them as the electric buses and the trams will behave like street vehicles, there was already an addon somewhere doing exactly this. ;)

Regarding to the trains, at least the optical point with the extremely large space between the two tracks (especially in diagonal view) can be solved by modifying the pakset - move the tracks more together and make the offsets for the trains.
The space at the side could be used to make larger platforms or telegraph-lines and so on - would still need two tiles but look much more realistic, without any need of code changes...
12
Incorporated Patches and Solved Bug Reports / Re: Roads for public transport only
Well, private road signs are not exactly what was asked here - they limit the traffic to vehicles of one player,
not to a certain type of vehicles.

At least in the experimental-version exists the possibility to do that:
http://forum.simutrans.com/index.php?topic=2112.0 (see Way constraints)
Any kind of bus could receive a special "public transport" flag and then you would be able to make roads only for that type of vehicles
where all players could run their buses but no other vehicles like trucks or whatever, especially for multiplayer-games this would be very useful
in larger cities. ;)
13
Simutrans-Extended development / Re: Idea for next version.
Well, my idea is a simple capacity check - for example each harbour platform adds 100tons, when I have 6 platforms built I could load a 600tons ship or two 300t at once, the rest have to wait. If the ships capacity is higher than the harbours same behaviour as on train station that don't have the required length, it loads until the harbour limit is reached.
For that the loading time should be increased significantly and depend on the loaded capacity, special buildings to increase the speedare an additional option. So far me ideas to limit the harbour throughput and motivate the players to make them larger than just one tile for other reasons than only eyecandy. ;)

For p****engers the same would be aplicable, maybe 250 pax per platform...
15
Pak128 Add-ons and Graphics / Re: My inland navigation project
Well, if it will be included in the pak depends on the maintainers and if most players want to have it in -
I am adding things that I miss personally in the pak and share the results, also to get feedback and hints (like the "length" option).

Btw, great project, Zeno :award:
However I am not going to make 3D models of real ships for my river pulling ships,
I prefer fast results with the necessary amount of work (even the cable spool is copied from a rail steel wagon) ;D

Referring to the economy:
I made a comparison-tab with the current small (river) cargo-ships - the push-tug is in my opinion overpowered (a suggestion to change its values is included)

EDIT: New version with the values from the table available (same download-link, just replaced the old one^^)
16
Pak128 Add-ons and Graphics / Re: My inland navigation project
The first test-version is available  ;)
http://uruk-online.net/simutrans/river_pulling_ship_set.pak

This is mainly to get feedback for the buy/running-cost definition,
my idea was to make it nearly equal per km and ton as the transport with the MHz push-tug (the next vehicle in the timeline to replace mine).
The benefit of the push-tug and motivation to upgrade is the higher speed...

And here we go, this push-tug has a running cost of 0,30c/km (yes, the engine-ship)  :o
Something wrong here, I guess.

Some words about the motor-settings and capacities:
I orientated the capacity of the full convoy (3 cargo boats) by long freight trains, this is also a realistic value..
the main limit of the ship is its speed (fully loaded it will keep below 20 km/h) and the low gear value,
so it takes quite a while after starting with heavy loads until it reaches the normal speed - avoid too much stops.  ;)

If you use the river/channel cargo-station from the pak take care to make it long enough for the convoy or it will not load...

and consider: this is just for testing, cargo boats have still some graphical glitches etc.

17
Pak128 Add-ons and Graphics / Re: My inland navigation project
Thanks, VS that was it  ;D

@Dirk: The problem was the combination of freight=None with a payload, without the payload definition everything is fine  ;)

Now as it should be (with length 24 for the ship and 16 for the boats):
18
Pak128 Add-ons and Graphics / Re: My inland navigation project
Well, the result of my try+error testing is that in the ship-convoy a fixed space for each unit is reserved,
does not matter what is the graphic size. My now invisible rope is reserving the same space as the boats...

I now included the rope into the ship (is added automatically) and made the two cargo boats with different offsets,
so far working perfectly - it is just limited to two pulled boats.
However I encountered just another kind of problem  :D

The convoy is loading correctly the goods (oil in this case) but the unloading at the destination seems to fail,
I still see it full going the way back (another oil transporter serving the same route works correctly).
Am I missing something in the boats dat-file?
Code: [Select]
obj=vehicle
name=Oelschute1
copyright=paco_m
waytype=water
engine_type=none
freight=Oel
payload=120
speed=24
power=0
weight=90
cost=782042
runningcost=320
intro_year=1890
intro_month=3
(image and constraint stuff skipped)

EDIT: Seems that defining a payload for the pulling ship with Freight=None was not a good combination,
now it is loading/unloading correctly  ;D
19
Pak128 Add-ons and Graphics / Re: My inland navigation project
Ok, I think I have a solution for that...
first: two cargo boats should be enough, in reality they used often 8 and up to 10 but this convoy has to enter somehow into the harbour
and we don't have the space in simutrans, especially in the often hill-surrounded rivers ;)

so I will try:
pulling ship + placeholder + front cargo boat + rear cargo boat

cutting the boats a bit (but not to half size as it would be necessary) and make the rest with different offsets
for front and rear boats to get some space between them  :-*

If there are some graphic experts interested in this project, any help would be highly apreciated, especially for drawing the side paddle wheeler (I can provide images of real ships from this type and templates for alignement of the graphics)

20
Pak128 Add-ons and Graphics / Re: My inland navigation project
I started working on some smaller ships for rivers and channels,
as I am not a graphic artist this work is based on other ships from the pack I modified and copied together stuff.

What I want to create are some p****enger boats (200-400 pax) and 3 pulling ships based on the european rivers
1850-1890 steamship with side paddle wheels
1890-1930 steamship with propeller (this one is almost complete, see screenshot)
1930-1960 diesel powered

and cargo boats for gravel, agriculture products, wood (something important missing?)

I thought about allowing to pull up to 3 boats, however the game requieres some kind of placeholder (imagine the rope) in between to avoid that the next boat is eating up the previous one  ;D
That would mean 7 slots (pulling ship + placeholder + boat + ...) and the game (or pakset?) only allows 4,
I have the next boat marked greeen in the deposit but when clicking on it nothing happens - no error in console.
See the screenshot to see what I mean, behind the ship is the rope/placeholder and the first boat fits perfectly - next boat connected without placeholder ends up half sized; any idea how to fix that or to change this limit?   ???
21
Pak128 Solved Bug Reports / Re: Highways - steel transport?
Solved  ;D
I also made an additional oneway-symbol to place on the highways before each exit because I don't like this wood of exit-signs in the middle of the highways; in one direction it shows just an arrow indicating the exit and in the other the oneway sign but at the backside of the exit-sign, in other words on the left side of the road.  ;)

PS: Why can't I upload .pak files to the forum?
23
Pak128 Add-ons and Graphics / My inland navigation project
Are there any smaller ships usable for rivers and channels for 128packs, as add-on or whatever? ;)
Something like this post-boats just for p****engers would be nice or the 320pax steamship without the sails,
they just should p**** below the bridges and don't look like a monster p****ing through the land.

Currently I am using this steamship, beside of the for rivers unusual sails they are at least better than going up the river with an ocean liner and I also need something from 100 to 400 p****engers, not 2000  :o

If you could provide me the sources for postboats and steamship I would try to make something out of that.  :)
24
Simutrans-Extended development / Re: Idea for next version.
Great ideas, especially the ship transport - it is awful to see the ships going through each other and being stapled at the harbour. A behaviour like street vehicles, avoiding to occupy the same tile would be nice..

the problem might be the rivers and channels where you can't p**** without going through the other ship,
maybe navigable rivers could have a width of 2 tiles? ;)
25
Pak128 Solved Bug Reports / Re: Highways - steel transport?
In recent pak128 versions (release as well as the nightlies), there's a truck-trailer that can carry 35 tons of steel at 100km/h
Ok, finally I found this truck in the depot...
However the new 110 km/h signs are still too fast and as I started building the highway with the blue 80 signs I would to continue it with them, consider that you also need a significant difference in the vehicles max speed to allow the overtake process and this is the only "real" function of highways beside of eyecandy - I know that I can do it also with one-way and min speed 80 signs ;)
26
Pak128 Solved Bug Reports / Highways - steel transport?
Well, pak128 comes with this nice blue highway-signs,
that apparently have two functions (min speed 80 km/h or 110 and one-way road).

The first problem is that when the "modern highway signs" are introduced i can't set more signs with min speed 80 :-[
The second point is that there is no steel transport vehicle with the required speed, the only steel truck is this hudge trailer with top speed 75...

Would we possible to change the min speed of the cl****ic highways from 80 to 70 and let this signs available even after introduction of the modern highways?
Is there any way I can do/modify this for myself (without painting signs)?  ;)

thanks  ;D