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Topic: Some info about features I couldn't find documented anywhere (Read 5781 times) previous topic - next topic

Some info about features I couldn't find documented anywhere

Hi all, I'm playing the nightly build of simutrans 100.1-2070 with pak128 (version 128-179) and I'm wondering about the effect of several features. I couldn't find anything about them in the manual or wiki.

For example, the various train station buildings you can build next to a station. What effect do they have on gameplay?
i.e. buildings like:
  • Control_StationBlg
  • Almuthof_SationBlg
  • VictorianStation
  • ...

Also I see there is a CoalTrainStop. Why would I use that instead of regular freight station tiles?
Same for Container2TrainStop?

What are the differences between the various stops? Like ModernTrainStop, VillageTrainStop, TrainStop, CoveredTrainStop, OpenTrainStop? What advantages and disadvantages do they all have (except for the obvious different price tag).

For signals you have cl****ic, early, and modern versions. Any advantage in using them?

What are the catenary's exactly? And what is the Third_Rail_Electrification?

And finally, what is the use of car parks? Do they offer any advantages?

Greetings and thanks,



Oops, forgot a few. In the road section I can choose things like: autobahn_entrance and exit, also a choose_point and a choosesign_digital_jp. What effect do these have if I put them on roads? A traffic light can help with congestion?

Greetings,

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- IgorTekton

Re: Some info about features I couldn't find documented anywhere

Reply #1
I'll try to answer some of them..

For example, the various train station buildings you can build next to a station. What effect do they have on gameplay?

They increase stop's capacity and allow the stop to deal with other kinds of freights, I think. Check the station window for more info.

What are the differences between the various stops? Like ModernTrainStop, VillageTrainStop, TrainStop, CoveredTrainStop, OpenTrainStop? What advantages and disadvantages do they all have (except for the obvious different price tag).

Exist different levels for stops. Each level indicates the amount of stuff it can manage and its price. Therefore, the difference between all those stops is the capacity and as you said the price.

And finally, what is the use of car parks? Do they offer any advantages?

You mean the cark parks inside the city? If so, they act as commercial buildings but, actually they do not offer any advantages. We may say they're useless for player strategy.

Re: Some info about features I couldn't find documented anywhere

Reply #2
No, he means these parkings player can build. They serve the same purpose as rail station buildings - extend capacity (and also coverage). And by the way, they are just regular bus stops with different picture - you can even run buses to them.

Catenary - now have you at least tried to try? These are the wires that hang from poles along the track, where the juice for electric locos is. Without these you can't really run electric traction, can you? Build them over tracks, just click on first and second point on track. Third rail electrification is just another picture for this.

Signals - when you play with timeline, there is always one set active. Set meaning here these with common prefix - Old, Cl****ic, Modern…

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Re: Some info about features I couldn't find documented anywhere

Reply #3
Timeline is the keyword here. It also plays a role for the different station types. But obviously you haven't activated that feature - otherwise you shouldn't be able to build a coal station and a "regular freight station" at the same point of time (or have all three eras of signals available, etc.)

And go&click to see:
catenary
third rail
(as VS pointed out: with minimal effort you could have figured that out by yourself, right?)



EDIT:
autobahn entrance and exit are just combined one-way and minimum speed signs with a different look.

And the choosesigns have the same function as choosesignals have for railway: they allow vehicles to choose a free loading bay if their stop has more than one, and the one given in their schedule is occupied.
  
***** PAK128 Dev Team - semi-retired*****

Re: Some info about features I couldn't find documented anywhere

Reply #4
Oops, forgot a few. In the road section I can choose things like: autobahn_entrance and exit, also a choose_point and a choosesign_digital_jp. What effect do these have if I put them on roads? A traffic light can help with congestion?

Greetings,

Nobody answered about the choosesign_digital_jp and the choosepoint for roads? Any idea what these might do?

Greetings and thanks,

Re: Some info about features I couldn't find documented anywhere

Reply #5
THe choosepoint for roads works exactly like the things for rail. FInd a free stop, and, reserve it. If no free stops are there, wait at the sidn. (No path reservation, since this is not useful for trucks/busses.)

All signal have a function, which is hopefully in their title. Graphics may differ, but function was explained above.

Re: Some info about features I couldn't find documented anywhere

Reply #6
Nobody answered about the choosesign_digital_jp and the choosepoint for roads?

Actually I did... almost an hour before you posted this.
  
***** PAK128 Dev Team - semi-retired*****