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Messages - isidoro
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General Resources and Tools / Re: Simutrans Logos
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General Resources and Tools / Re: Simutrans Logos
Maybe to make the moon look more realistic, the "horns" should start at opposite sides of the circle. This one is more like an eclipse. Also, I would turn the lighted part of the moon slightly pointing towards the horizon. The lighted part comes from the sun and that part should point towards the place where the sun has risen or set.
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Extension Requests / Re: skipping stops
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Archived Announcements / Re: Latest downtime + server move. What SHOULD have been seamless....
I have got access by looking up the IP Address in a web DNS server and writing it in /etc/hosts.
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Extension Requests / Re: Disable X crossing
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Considered Patches / Re: [patch] Replacing (aka the long, long crossing of the desert)
I couldn't get the most recent version to do anything in Tortoise SVN (didn't get the small window),
[...]
Patches record changes in the source code of the program. They include the new lines/changes as well as the context (surrounding lines) where those changes are to be applied.
If the code has been changed a lot since the patch was generated, the patch program will not automatically find the suitable context and hence the errors.
Another possibility you have is to apply the patch to the revision from which it was generated (r2456). But note that the game will not have the improvements made since then, savegames may not be compatible (opened) by an up-to-date version, etc.
...any chance of it making it into a nightly of standard?
That's not an easy task. Code may have changed a lot in current version. Not incorporated patches are very difficult to maintain.
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Extension Requests / Re: Route Setting
http://forum.simutrans.com/index.php?topic=1648.0
The patch provides a button to set the maximum load at a station besides the minimum load. If you set the maximum load at a station to zero, you get the effect you are looking for.
Note that:
- The patch is dated
- The patch does other things in connection with QoS and overcrowding I was experimenting with at that time
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Randomness Lounge / Re: Retreating to my ivory tower
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Tools / Re: Shades 6.0 first beta release
Is there going to be a Linux-Version? I didn't find one before.
I tried it with wine (www.winehq.com) and seems to work ok.
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Randomness Lounge / Re: Search engines?
"Die Google Falle", from Gerald Reischl. I don't know if there is an English translation.
My opinion is that the problem is not Microsoft or Google. The big problem is monopolies.
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Incorporated Patches and Solved Bug Reports / Re: [bug r2923] Building network.cc fails on TCP_NODELAY not declared in this scope
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Randomness Lounge / Re: A toy for people interested in space games and astronomy
http://en.wikipedia.org/wiki/Star_system
Our Solar system with a single "Sun" is really an exception...
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Randomness Lounge / Re: A toy for people interested in space games and astronomy
My last math lesson happened 10 years ago or so ... I definitely won't try to develop such formula on my ownBut it's good that this project refreshes some of the math and physics basics. Thanks for help and advice
In fact, it easily forwards from:
1) Gauss' law for gravity: http://en.wikipedia.org/wiki/Gauss%27s_law_for_gravitational_fields
2) Spherical symmetry ****umption
Edit 2: Radiation power of a star is proportional to "star surface times surface temperature"? Surface temperature of a planet is roughly proportional to "sun radiation_power times distance from sun, squared"? Is that correct?
Atmospheric modifiers and albedo can be calculated after this co**** temperature guess, I think.
A first approximation may be to consider stars as black bodies (http://en.wikipedia.org/wiki/Black_body).
Then, apply Stefan-Boltzmann law: http://en.wikipedia.org/wiki/Stefan-Boltzmann_law
There are some examples in the latter page for the sun and other stars.
Surface temperature of a planet is more difficult, I guess. Greenhouse effect plays an important
role in planets with atmospheres. Light from the star p**** through the atmosphere and
the black body radiation from the planet is kept. Consider Venus, for instance.
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Randomness Lounge / Re: A toy for people interested in space games and astronomy
Does someone know how to calculate surface gravity for a planet from m**** and radius?
That's simple. With Newton's formula:
g=G.M/(R.R)
G is the gravitational constant: http://en.wikipedia.org/wiki/Gravitational_constant
M is the m**** of the platet
R is its radius
9.8 m/(s.s) is the value for Earth, if you want to compare with it.
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Simutrans Gaming Discussion / Re: Steeper/Mountainous maps
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Simutrans Gaming Discussion / Re: Steeper/Mountainous maps
@Sojo & Isaac: one never knows... Impossible is nothing.

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Simutrans Gaming Discussion / Re: Steeper/Mountainous maps
- A name
- Some specifications
- Something already programmed: the above terrain specification, rivers, forests, residences, 3d rendering with possibility of moving, rotating, and zooming
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Simutrans Gaming Discussion / Re: Steeper/Mountainous maps
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Considered Patches / Re: [Patch] Compare players in finances window
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Incorporated Patches and Solved Bug Reports / Re: [fix] simu.log encoding problem
Does this happen to anybody else (problem of my computer, my connection, the server, or z9999's file)?
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Considered Patches / Re: [patch] Replacing (aka the long, long crossing of the desert)
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Randomness Lounge / Re: Farewell (almost)
[...] Btw, If you need help with graphics, just ask....

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Randomness Lounge / Farewell (almost)
Some time ago, I started my own project about building a transport city-building simulation game, maybe inspired by the well-known document by Hajo (I couldn't say for sure, learning Chinese is getting a good part of my memory) and my experience playing with OTTD and other similar games. In the meantime, I was happily "kidnapped" by this game of ours. Now, I think it is time to focus on my project again. I'll be lurking around here but my intention is to be less active and only participate in threads talking about me or my patches.
I would like to thank all of you, specially Prissi, for your dedication. You're a great community.
For people interested in these matters, let this be my statement that all the code and patches developed by me hitherto and posted in this or the old forums are given "as is" to the Simutrans community (whatever this may mean) and the community is entitled to use, reuse or even abuse them as it sees fit.
Best regards,
Isidoro.
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Patches & Projects / Re: Overcrowding. Deadlocks. Max loading...
I can't agree with your dislike about max. loading. In past time, I didn't find it useful too, though long time demanded. But, in combination with your mechanism, it can solve 100% cases. Besides, players can use it to regulate flux of goods and make circular lines profitable, even with the new payment system.
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Simutrans-Extended development / Re: Simutrans Experimental
In my QoS patch, average waiting time are already recorded for each packet. So that would not be difficult.
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Simutrans Gaming Discussion / Re: New Growth Method
Some suggestions:
- Now that we're in economic crisis, perhaps there should be a way to make population go down under certain conditions
- Population change should depend on: availabitity of work, residence, food and water (i.e. you build a supermarket and fill it with food, houses will be built around it. If you cease to give food to it, population around should diminish.
- Supermarket consumption should depend only on visitors (either local, they need not travel, as it is now, or remote, arriving at the station in coverage)
- City water tanks should behave as supermarkets, but no need for people to visit them. Underground pipes are supposed.
- You can include delivery of electricity as a factor of grouth, if wanted.
But those ideas approach to a city-building simulation game...
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Simutrans-Extended development / Re: Simutrans Experimental
The rationale is to avoid the building of huge stations in which vehicles are unloaded on a far platform and automatically loaded on a distant one of the same huge station.
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Patches & Projects / Re: Overcrowding. Deadlocks. Max loading...
...but it would be a bad design choice to require the player to set up completely separated networks for every kind of goods connection,...
As I explain above. It is not required to build a separate network for every kind of goods. Kind of goods has nothing to do with it. Goods are treated as a whole. The objective is to build a single network without goods dependence loops.
Sorry, I wasn't able to understand the patch,...
Forcing a capacity limit in stations may produce deadlocks. This patch gives the player a tool to be able to design networks free from the deadlock danger. Surprisingly enough, allowing the player to set the max. loading value for a convoy allows the design of those kinds of networks. In essence, it allows one-way connections.
For example, if you have two stations A and B and a steel train connecting them, in traditional Simutrans, that train will carry any steel from A to B and any steel from B to A. It is always a bidirectional connection.
With this patch, you can set a route:
- Wait 100% load at A
- Max. Load 0% at B
With such a route, steel will be carried from A to B, but never from B to A. Using such routes, you can build a network free from deadlocks. I hope I made it clear.
Example: train has one capacity (X% of the total) for freight category A, and Y% for category B. To leave when enough of category A is loaded, set loading level to a value <= X. This ****umes that nothing of category B will be eligible there.
The patch doesn't work like that: suppose it is 40% steel, 60% wood. You set max loading at 50%. 20% of steel and 30% of wood will be loaded if you have plenty of both at the station.
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Bug Reports / Re: P****enger routing code?
Easy way to avoid deadlock is playing with "avoid_overcrowding=0".
You wrote a code to make deadlock and wrote a code to avoid deadlock.
Too funny. They are unnecessary code.
You are not being fair, z9999. The story is different: I wrote a code to avoid overcrowding. An unexpected side-effect is deadlocks. So, I'm responsible and try to give some solutions (2) the best that I can (you have the option of following it or not, I have no special interest in it and I don't care very much if I'm right or wrong, I always try to do my best and sometimes I fail, that's the good thing of being human and not a machine).
You are saying something like this: "isidoro built a spring because he was thirsty. The spring has a problem and some water goes into houses. So, please destroy the spring and die of thirst instead of trying to fix it". Even you have tried to fix the spring yourself, so your sentence has no logic inside for me... That's the good thing, btw, I like feelings much more than cold logic. I'm a southern. So, thanks anyway.
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Simutrans Gaming Discussion / Re: Inconsistencies with ownership
- Public player cannot connect to other player's railways
- Public player cannot delete or take ownership of other's roads, though it can convert them in city streets
- When electrifying tracks, only the first and last tile ownership is checked. That way, you can take ownership of another player's track. He will not be able to delete it afterwards.
Should public player be like a superuser? Now, sometimes it is, sometimes not.
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Bug Reports / Re: P****enger routing code?
This requires to set the max-load to 0% ?
It's a possible solution. To design a working network, you can draw and sketch. Points will be stations and arrows from station 1 to 2 indicate that there may be goods in station 1 blocked because station 2 is full. Whenever there is a loop in the drawing, there is a risk of deadlock. Example, problem in B and C:
/--->---\
A --->--- B C ---<--- D
\---<---/
This system is equivalent and will never be in a deadlock, for example:
/--->--- B1 --->---\
A C ---<--- D
B2 ---<---/
But there's a problem. In present ST, whenever you build a route between two transfer stations two connections are automatically generated and a loop is automatically there and a risk of deadlock. You need a means of doing "one-way connections", like the one in C --->--- B2 in the drawing. That can be done easily with 0% load. There would be a route like this one:
- C
- 0% max loading in B2
So, C is connected with B2, but B2 is not connected with C. Hope I made my point clear.
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Patches & Projects / Re: Overcrowding. Deadlocks. Max loading...
Can you give an example of the second? I've been playing for some time and have seen none.
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Forum / Re: Double post forum addon
Vilvoh, what about a more proactive behavior... :police: :police:
One advice per person and, if not observed again, delete the double-post with a message: "this message was automatically deleted because of double-posting" and a link to the rule.
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Bug Reports / Re: P****enger routing code?
@whoami: reservations is not an alternative. If you use reservations, the whole system has to be changed. With reservations, a packet has to travel exactly as was designed at origin. Delete a road, change a station and you will end with lots of stale reservations and goods rerouting for alternative ways with no reservations (new deadlocks). You can solve that by cleaning the reservations when rerouting, but then, those reservations should be stored in packets themselves: not possible in present ST.
@ij: deadlocks may exist even with only one kind of goods. So, it has nothing to do with it. In the example, if you have 600 of wood in C going to D and 600 of wood in D going to C: deadlock. So division should be done considering possible destination stations, not types of goods. And since the capacity of a station for goods is a global quantity, we can treat goods as a whole. No need to consider different types for this.
@whoami: even with one station per factory without max load, you can get deadlocks. To your question about which are the "dangerous" stations, they are the ones with more than one connected station. In the example, A, B, E, F and G are not dangerous: they are leaf-nodes. In an example of A - B - C, with my max-loading patch, B can be made "not dangerous". In normal ST, it always is.
In summary, to avoid the deadlock problem, you have two possibilities:
- You guarantee there is a 0% chance of deadlocks, since a small probability will grow slowly since an established deadlock will survive forever
- You allow deadlocks to be manually removed, like in whoami's idea, by destroying goods
An advanced mode together with max-loading is a 100% safe method if networks are well-designed (by an advanced player only, others can play with overcrowded stops), it's simple, it can solve other previous requests and it's already programmed. Who can give more for less price?
