That's right the larger the mail level the more mail is generated from the individual building in question. The more buildings with high mail levels are within a stops catchment area the more mail will be available for collection at that stop.
The mail level is also the same value for the amount of mail the individual building demands.
The p****enger system also works in the same manner just with larger numbers so more p****engers are generated at the buildings.
First off, for the Starter Guide documentation, I will paraphrase: "It's the images that make the Starter Guide so large." and "Without images and converted to html, the Starter Guide is around 250 Kb." Good! Keep it in html format, as everyone has their favorite web browser available to them (or hastily is fixing theirs ). If the pictures are so big, why are the resolutions so high? What about cropping the image to what is really necessary? Both of these simple, though occasionally time consuming, tasks could be applied which would be enough to get the idea across, and that really is the intent of the Starter Guide, is it not?
The larger Screenshots are quick and keep me interested as the Author in maintaining the documentation.
Second, do NOT follow the "... For Dummies" theme for such documentation. I found a similarly titled series for OpenGL which mentioned "Teach me like I'm a three year old." I am neither an adolescent nor unintelligent, but I am rather insulted by the mere suggestion of such. I am sure that the "... For Dummies" books have turned away a rather large number of people for just such a reason. I will fully admit to being a beginner when first learning something new and untried.
I AM NOT Taking a "...For Dummies" approach. I don't intend to belittle my audience or myself as the author. I avoid the new user Internet phrases for a similar reason.
Third, the F1 in game help is not helpful enough, Prissi. It needs quite a bit of help itself, yet. There are situations that F1 did not even have a hint of the topic, and the Starter and Reference guides were sp**** in their aid. The railroad signals, particularly the choose signal and end of choose signal, are a particular example here; I was finally able to understand how to correctly use them after 4 months of playing (amount of available free time here). The one graphic that was almost descriptive enough is still severely lacking.
I understand that portions of the documentation may be lacking information perhaps because I haven't got round to writing it yet or it has become dated as Simutrans has moved forward. I do update older sections if I think it needs updating, sometimes I don't get round to it when I intended. Of cource if I don't know I may not get done.
If you have a request for something to be added,improved or corrected in the Simutrans Reference Material please make post about it on the Documentation and Manuals Board
Sixth, the "On Mouseover" feature would be a great help, with the possibility of an option toggle for the advanced players. Likewise, though would most likely need a trigger system or something to implement, a pop-up window stating what is missing yet for a basic transportation of goods would compliment the beginner scenarios.
Mouse Over tips can be enabled/disabled in simuconfig.tab [The file is in the game simutrans/config/ Directory]
Line 355 # show tooltips (default 1=show) Line356 show_tooltips = 0
Did you delete the ..\My Documents\Simutrans Folder that contains your Maps, Saves, and Settings as well as ..\Simutrans Folder that contains the program and graphic sets when you went for a clean install?
Did you include any extra add-ons after the content of Pak 64 or Pak 128?
I'm ****uming you're using Simutrans Version 102.0
I looked at the Day-Night cycle just for a change and find the setting of 4 a bit light. Examining the range of brightness available personally find a 6 quite satisfactory using 102.1.
Considering that the inspection tool has complete square highlight looking towards 103 or later I wondered if it was possible to make the night darker.
Maybe doing it by adding Night as Dark As to simuconfig.tab where individuals could specify the setting
This may not be a bug but a lack of technical understanding on my part but as the integer for brightness increases it get's darker. There could be technical reasons that you can't change and I don't understand as to this.
Given the use (or psudeo use) of negative numbers elsewere it's a bit odd.
No Problem to me, I'll just document the behaviour.
When Display Convoi Message is set to mouse over when train it waiting for to be loaded. The tip is obscured by the station name. I have to cycle the station name/wait bar to hide the station name.
I understand with the other settings for convoi messages that you may not want them always displayed and so obscure the staion or town names but I think the message should be displayed to be able to be read and long enough to do so.
Trucks loading or unloading and heading straight off have their messages pop up and down too quickly. (when all convoi messages is selected)
- Extension Buildings - Simutrans Interactions [Title] (Menu & Toolbars + Text Entry) - Simutrans Text Entry (Combined with Call it George[Renaming]) - Connect Airport to Other Infrastructure (Tip/Trick) - Configuration File for 102 [simuconf.tab]
Updated
- New World (Rivers NEW) [prepare values for 103] - Mini Map (Extra Overlays) - Pak 128 is 1.4.5 - Filtering Distractions [Moved existing Vehicle List and Filter Image] - Depots (information about the convoy) - Scheduling (Manual Load % Entry) - Rotation (co-ords change as map rotated) - Airport Images (Tower only needed visually?) - Added Backspace to Key Bindings - Goods (Long goods replaced with woods)
Moved
- Call it George - Cleaning Up After Your Self
Removed
- Rotation Images - Pak Selection Screen - Help Screenshot - Add-ons Site Screenshot
The manuals (both starter guide and reference manual) contain info about building an airport, but they don't show the reader all rules (or the possible errors). So if the player doesn't build the airport exactly as shown, it may not work for some reason.
Well Control Towers are new to me (and I don't think I know all the rules or errors) and I haven't checked the "How to Construct an Airport" since Simutrans 89.something.
I don't use aircraft much but I will improve the document.
Yes you a being paid for the portion of the trip between A and C that is completed by the time you reach stop B and then for the portion of the trip between B and C
You may want to considered adjusting your schedule A->C-B->C so that you get paid for delivering oil from each field or buy more trucks and have two schedules A->C and B->C Trains could possibly be a better choice for transporting Oil due to the higher volume you could transport.
well this is the path of the boat. It begins at the oil rig ----> then its moves to the FreightShipDock(PakSet64)-----> then I have a train move the oil to a Chemical Plant the problem is that when the boat gets to the oil rig, it won't collect any oil but a different boat at a different rig works fine
Is there a contract between the oil rig your having problems with and the Chemical Plant as that is a nescessity.
Are they the same type of boat or at least capable of carrying oil/petrol. Otherwise try a tug with an oil barge.
So are you trying to move the Oil from the Dock once it's arrived from the Oil Rig to a second Dock or to a Coastal Oil Power Station or Factory that is accessable via a river??
If Timeline is enabled it affects the availability of vehicles and wagons which affects how you can transport certain goods (e.g. Monorails are not available in 1930, The Boeing 707 isn't available in 1956) Not that time moves forward
What sort of factory have you got connected after the Dock? What sort of Factory does the Train Deliver the Oil To?
-- Chemical Factory -- Plastics Factory -- Oil Fired Power Station
Unless it's an Oil Fired Power Station (which will consume the oil that is delivered to it) The Factorys are going to be making some sort of secondary product (e.g. Chemicals or Plastics) and these Secondary Products are going to need to be delivered elsewhere up the production chain (eventually to a final consumer)
Once you do this your Factory's limited storeroom can be emptied so they can produce more of their products and consume their stored oil so you can deliver more from the Oil Rig.
Simutrans Reference MaterialDrafts and User Feedback
Following a few comments about the current style of Game manuals in general. I've considered reducing the number of images in the next Reference Manual (3.08).
I would like to carry this reductions over to the next release of the Starter Guide in the future as well so I would like some feed back about these changes.
I've included a draft PDF of Reference Manual 3.08 for you to look over and judge.
All Map Rotation Images (4) Finding Help Screenshots (2) Pak Selection Window (1)
and the bit I'm requesting feedback over
Merging Rail/Road and Tram Networks into One entry of four images (removes 7 other images)
This is an Early Draft but Please Tell Me What you Think as an Experienced User if I'm making too big a change for Newer Users. -- Edited I've updated the Draft to 308e.
This will be the final draft before the release of 308 final.
What you mention about version 100.0 is correct. When you were in your regular 'player' company you could build the many industries/attractions and town buildings.
This was corrected in version 101.0 so that it was only possible as the 'Public Service' entity. This had been the expected and historic behaviour of Simutrans.
Allowing the companies to build these structures directly may have been a way to test the Build Interface as it was revamped by z9999 at this time.
Your going to have to Switch Players in Version 101.0 using one of the methods already indicated
- Update Maps site Image - Bankruptcy in Glossary - Clarify Message Centre (Message Groups) - Update What's That Sound (Newer UI) - Correct Wait For in Line Schedules - Message Centre No Alert (disable) - Maintenance Lists Road Rail Updated Pak64 Pak128 1.4.4
The main problem of documentation, as VS pointed out some posts ago, is that It contains a lot of big screenshots, on average one or two per page. This is good because sometimes an image is better than a thousand words, but the main disadvantage is the space it occupies. Other games have a html version, as jamespetts said, of all documentation with just plain text. Let's wait for Ormac's opinion (Master of Documentation)
I would have liked a review of the Starter Guide from a newer user's perspective. I do ask for feedback but I think I generally get very little
I do realise the Starter Guide is so large because of the images but as this was started as a personal project and I'm the one that continues to maintain and extend the Simutrans Reference Material [Starter Guide, Reference Manual]. I enjoy having two or three images on each element I write about to keep the written instructions concise while still getting the point across with images.
I personally do not have the time or really the interest in converting and maintaining it as a single (or set of html pages) as well.
Regarding a complete bundle I think Prissi originally kept the game, pak sets and documentation seperate so people could choose exactly the configuration they wanted without having dead weight to download. Also the Starter Guide wasn't of the same quality as the Third Edition.
That's not to say it shouldn't also be provided now. But I would stay away from calling it "... for dummies" even if it's like the big yellow books. I've avoided the use of the internet newbie user phrasing and consider users either newer or experienced and people can make their own judgement as to which document to download.
I've also been putting the documents on the server for people to be able to translate although I haven't been publicising that yet if users would rather a native language Starter Guide or Reference Manual rather than English. as the number of available languages it's available in could be another drawback to the current level of documentation.
I checked with my copy of the nightly (r2227) and couldn't see anything different in the Message Centre to usual.
The closest thing to disabling messages in Simutrans AFAIK is to use the auto-close option for the messages [middle of three] in the Message Centre options. (That's what I do) for the ones I don't want to deal with
Here are the Message Categories and the sort of Messages
New Year: A new year has just started, you have twelve months to make as much money as you desire AI News: What your competition is doing, use this to your advantage City News: Reports city milestones, Pause and celebrate with the denizens No Route: Your vehicles cannot reach their destination, solve this quick or your bankrupt and out of a job New Industries: Reports appearance of new factories, maybe you could become an integral part of their business Tourist: There is now something interesting for people to see, quick bus them over before they get bored New Vehicles: A new vehicle is available to use, it might be faster, larger, stronger or all of the above. Station Full: A station is approaching it's storage capacity, perhaps you should haul away more goods. Problems: There is a problem somewhere (Usually a Traffic Jam) or you have switched to another company
All this can be located at Message Centre in your Starter Guide or Reference Manual.
--- Edit 26 Jan ---
I just realised you can toggle all message settings to off to Disable messages being displayed. I will adjust the material to reflect this realisation.
Updated - Getting Simutrans (SourceForge) - Inviting Industry - Introducing Underground Stations - maps.simutrans.com (adjusting map size when loading a *.ppm DOES NOT Crash Simutrans) - Being Helpful - Improving Your Environment - Scheduling Vehicles - What's Waiting For You (was Waiting Bars) - New World - Many Images - Fixed some Typing Errors
Removed - Ctrl + F2-F12 (Feature Removed in Simutrans 100.0)
Added - Praise for Prissi - Acknowledgement for Igor - Simutrans Printing Press – docs.simutrans.com - Long Signals (Missed in 3.05 Release)
Updated - Getting Simutrans (SourceForge) - Underground - maps.simutrans.com (adjusting map size when loading a *.ppm DOES NOT Crash Simutrans) - Being Helpful - Tips & Tricks (one New Tip) - New World - Vehicle Scheduling (New Values for Wait For Load) - Fixed some Typing Errors
What I had in mind is the following: 1) Descriptions how to compile the program (can be found in several forum topics) 2) Description of the Simutrans programming standard (there is one somewhere) 3) A small overview what each file (or set of files) is doing to get another programmer started. Should be no longer than one A4-page, if possible even shorter. There is no such thing now. 4) A collection of answers (mostly given by you as you are the expert) to to-the-point Simutrans programming questions, like the ones you've given for example isidoro and jamespetts.
What we are missing is the 3rd item. I think that might take you 30 minutes (= one day!) to accomplish. And I think, all other programmers would benefit a lot from it.
Vilvoh mentioned to me around November in an email he sent me this little thing
Quote from: Vilvoh
BTW, I'm trying to write a short guide to introduce people in Simutrans code. In fact, it's a compilation of a set of articles from my blog and I've to translate them, yet. Anyway, when I have time I'll send you a preview of Dive in Simutrans (that's its name)
From what I guess it's a collection of articles from his blog about compiling code and I'm ****uming he's needing to translate it into English for me first.
I have not yet seen a preview of it. And I have not heard anything further on it from Vilvoh.
So I don't know If what he has is close to what your asking for or what sort of condition it's in.
I am ****uming 101.0 (r2197) although the history file doesn't say it correctly.
We're waiting for the official download announcement but the history file of r2197 and r2201 does suggest that there is a new stable version of simutrans just waiting to get to sourceforge.
Glad to see the release of another stable version.
Currently from the nightlies when I open history.txt to view the changes I see that the version had been updated to 101.0 but that the revision number is r1867 (which is the revision number for 100.0) and not r2197 when the version number was changed to 101.0.