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Messages - grampybear

1
Simutrans Help Center / Re: Question about nightly's
You are totally right. I do know the basic makeup parts of the game but find myself not explaining my questions well. I can use the parts better than I can type about them. I will try to do better and not take too much of your time.  You explain your answers very well. Again thank you for your time.
2
Simutrans Help Center / Re: Question about nightly's
Thank you. At present I am only playing version Pak128-1048. I have tinkered with the dat files of several factories,trucks, trains as well as common in game buildings and I know that an update to this pakset will be a lot of work, but I would like to keep up with the small changes that are made on a regular basis. From your suggestion I gather that if I download the latest .exe file once in a while I should have these changes and only when there is a major pakset change will I need to update my current version. I think the development work that has gone into this game is superior but I can't resist the urge to tinker.Again thank you
3
Simutrans Help Center / Question about nightly's
Sorry if this question is posted in the wrong forum. I play a very Beta version Pak128 with nightly 1048 and many addons and file changes. My question is, buy updating this game with new sdl's from nightly build will I
 keep up to date with the latest technical changes or do I need to recreate my base game? Thank you for any suggestions.
4
Simutrans Gaming Discussion / New Industry idea
 Good morning.  Over the weekend I had the chance to look over several paks that I do not normally play, ( I usually play pak128) and I noticed that the different paks have a heavy trailer hauler shown in the road depot with heavy equipment graphics ( front end loaders, bull dozer,etc) but the only thing I could get them to haul was cars which just doesn't look right. My thought for new industry would be a heavy equipment factory. Most of the chain is present already, steel mill (plastic and gl**** also if desired) and end end users being coal mine,sand and stone quarry's. Each mine or quarry would start game with one piece of equipment but to increase production output would need to purchase and transport additional equipment up to a max ( maybe 4-5) instead of adding electric power. I have always wondered how adding power to a sand quarry increases production as is now the case. The heavy loads would require the use of restricted roadways, bringing an additional challenge to the game.. Just an idea, as I said too much time on my hands.  Thank you ;D
5
Pak128 Add-ons and Graphics / Re: Ideas for stop extensions
I have used the modern rail storage shed platform from Pak128 Britian and modified it to be used as a truck loading bay. It works slick and you can add another one in front if you are running tandem trailers. I am willing to share files but not sure how to upload pak,png and dat files.
6
Pak128 Add-ons and Graphics / Re: Ideas for stop extensions
Thank you Isaac, I have seen them and even use a couple as well as train platforms I have modified.However, with all the talent on this forum and ideas being tossed out for improvements to the game, the truck loading bay should not be left out. Again thank you
7
Pak128 Add-ons and Graphics / Re: Ideas for stop extensions
One more thought, if I may. The new ideas about animated stops, platforms and storage are great and should increase variety and interest, but I would like to see the ideas expanded to include the truck loading bay.
We already have a variety of platforms for rail, both p****engers and freight, a selection of bus stops, and even a choice of sea port docks, but we only have one very sad truck loading bay which is little more than a 3 sided box. It really needs an upgrade. Thank you for listening.
8
Pak128 Add-ons and Graphics / Re: Ideas for stop extensions
I think the idea is great. Perhaps I would raise the storage to same as platform this would simulate the height of a delivery truck and extend the crane out over the storage area to simulate actual loading. Just my thoughts. I also like the animation being added to stations.
9
Simutrans Help Center / Re: How AI works
Thank you. That is what I thought would happen. I think I will continue to expand my bus coverage by public service and leave a1 out.
10
Simutrans Help Center / How AI works
Good evening all,  I am not sure how to use A1. Playing Pak128 nightly 1042. I have a large inner city bus line with all stops built by public service. If I introduce an A1 for transportation will it expand upon my present lines out into the country side and connect to surrounding cities but use the public service stops all ready built  in the city?
11
Simutrans Help Center / short landings
Good morning. Trying something new today. I have built my first airport and while I seem to have the construction concept down my landings need help. My planes land 1 or 2 tiles short of runway and skid across gr****. I tried making runway longer, even changed direction, placed a way marker 2 tiles down runway all with same result. Takeoffs are fine. What have I missed? Thank you

EDIT: Sorry, I forgot.  Playing pak128 with 1039 nightly
13
Incorporated Patches and Solved Bug Reports / Re: floating graphics background
I removed the roadway from game and also removed road pak from pak128 and reinstalled a fresh download. Now the original area is fine with the roadway reinstalled but the funny graphics are now at top of screen and move across the top as I move mouse.  Water level is -4
15
Incorporated Patches and Solved Bug Reports / floating graphics background
Good morning Using pak128 with nightly1037. The attached png shows
a graphic area that moves as I move the mouse. It only effects this area and started after  I built the elevated road. Any suggestions? That you

EDIT:  The movement of the graphics and the elevated road are connected. If I remove the road the graphics stop moving, put the road back and it starts all over again.
16
Simutrans Help Center / Re: calculations for input and output goods
Thank you, that does help. I understood that I had to change X to a % but I was trying to read too much into a formula or predetermined quantity for the %. So setting a realistic % of input or output based on volume  capable of being delivered either by rail or by truck is acceptable for game play.
17
Simutrans Help Center / Re: calculations for input and output goods
Thank you, That helped some at least a good explanation of terms but didn't address values. Example using the electronics factory, what value is placed on each of the raw materials; steel, plastic, gl**** to produce one output of electronics or in my case computers? Also what determines input and output capacity? Are these numbers generated from some formula, quantity per tile or some other calculation? Again thank you, I know I am asking a lot of questions, but I wish to learn the correct way.
18
Simutrans Help Center / calculations for input and output goods
Good morning all.. after several weeks playing around with modifying existing factories and buildings in Pak128 I am still having problems coming up with workable numbers for input goods vs output goods, that is; how much of a input good does it take to produce a output good and what is a good production rate.  I have searched wiki but must be using the wrong parameters because I can find nothing. Could someone please point me in the right direction? Thank you.  
20
Simutrans Help Center / Base value for input and out goods
I have read a lot about balancing for trucks,buses,etc but can find very little about how the quantity of input and output goods is calculated. Is it based on real facts, a number per tile or an educated guess. Is there a base from which to start?
21
Pak128 / Re: I Search the Png and Datfiles from Pak128 Standart
this could be true but in the vs I am using it is called Joes hobby shop, which makes it fitting for my use.original attached.

EDIT: I have also modified a city store (currently in game) to accept furniture, and by modifing "goods list" , electronics factory and a city store I have a computer chain. I am also working on several other modifications, these were planed for my own use but if someone wants copy of dat and png I will post them.
23
Simutrans Help Center / Re: inner city distribution
Quick test observation. The truck at truck warehouse with multiply stops on schedule wants to load as much as possible for stop one so this system only works if the quantity of goods at warehouse is small then truck will load multi goods ( computers,books,canned food ) and make deliveries as scheduled. Also doesnot work if schedule deliveries includes two computer stores or book stores, again truck loads all for first stop. This also seems to work for additional pickup and deliveries along the way, thus allowing one truck in the city to make a chain of pickups and deliveries all day long.
25
Simutrans Help Center / Re: inner city distribution
My thought was goods like books(crates), furniture(crates) canned food
Crates or pallets) from one central point (a trucking co warehouse) and delivered to book store,furniture and then to grocery store all as one delivery before returning.
26
Simutrans Help Center / inner city distribution
Using pak128-146 vs 102.2 and working on inner city distribution to small end users involving smaller quantities. (working in freemode so profit is not the aim, but rather to see what I can build). Question is , will trucks pickup multi goods at a central location and distribute to multi end users?
Thank you for you help.
27
Simutrans Gaming Discussion / output production quantities
Now that I have figured out how to add a new good (Computers) to the goods list, modified Fabio's electronic factory (I just love that building) to also make computers and modified an existing building in game to be computer store, comes the time to actually manufacture them. Is there any guide lines to how much raw material,( steel,plastic,gl**** ) is required to make a product or what a good output quantity should be?
28
Pak128 / Re: I Search the Png and Datfiles from Pak128 Standart
I too have asked the same question, why not use the fine buildings already in game. After many hours of trial and error I have modified a building into a factory. The file VS post earlier http://128.simutrans.com/download/128svn-export@827.7z is a great source of dat and png files for pak128 but you also need to be familiar with pakbuilder, pakhelper, and makeobj.
I have in my game PMFactory add-on from Pak128 Japanese which is a plastic model chain but I wanted something different as a model shop, attached is my modified dat and png files made from building now in game.
30
Simutrans Help Center / Re: acceptable "goods" determination
now I got it.. Thank you all.

EDIT: suffering from severe brain cramp.. I have a"good dat file" now how do I get it into game as a Pak file? Also mine seems to be much larger than others in game.
31
Simutrans Help Center / Re: acceptable "goods" determination
I have added outputgood[1]=computers to the electronics factory and changed its internal name to electronics factory2 to keep it separate from original also created an end user "computer store", when I try to start game I get message" unable to resolve "computers. What dis I miss?
32
Simutrans Help Center / Re: acceptable "goods" determination
Thank you. Does that mean I can add "computers" as an additional output to electronics factory but I must change the name of the factory or can I just delete the original from the pak game and replace it with modified one? Also is necessary to have the end user added to pak game at same time to complete supply chain?
33
Simutrans Help Center / acceptable "goods" determination
I am playing Pak128vs102.2.2 with the addition of papermill and forest saw mill calling for woodchips "goods"from pak128Britain and also PM factory and hobby shop from pak128Japanese calling for modelkit "goods.
Neither of these "goods" are on the Pak128 approved goods list but they work just fine, so my question, what determines usable goods name and how can new items be added? My goal is to create more inner city end users being supplied by large factories in the country side. Example, current electronics factory ships electronics to large dept store in big numbers but could it also ship just computers to a small store in the city?
If this is not the right forum for this issue please move. Thank you for your time.
35
Simutrans Gaming Discussion / Extended useage of existing buildings
After much trial and error (and frustration) I have determined that I can't draw or paint a building,however that said, we already have many fine innercity buildings that currently only work as eye candy,ie: auto dealer and Eugenes fine clothes both by MHz . Without breaking laws and copyrights is there a way to extract the dat and png file from game and change dat file to "factory" so that city building could now receive goods and be more than a nice looking building?