Skip to main content
Topic: Game Time (Read 20294 times) previous topic - next topic

Game Time

it would be possible to slow the time down into the game? and most how dared then I would like to operate separate night lines
my other question it that it would be solvable that the buses trams trolleys undergrounds trains no% if let them not be in service according to time for example 5 and 6 minute or 2 clocks this latter the long-distance one is true for buses

 

Re: Game Time

Reply #1
Yes, I have a microwave oven at home too!

(Krisztian: 1) follow an english course, 2) some punctuation (.,) would be nice as well)
Bob Marley: No woman, no cry

Programmer: No user, no bugs



Re: Game Time

Reply #2
it would be possible to slow the time down into the game?

This is already possible in simuconf.tab.

Quote
and most how dared then I would like to operate separate night lines

What?

Quote
my other question it that it would be solvable that the buses trams trolleys undergrounds trains no% if let them not be in service according to time for example 5 and 6 minute or 2 clocks this latter the long-distance one is true for buses

I ****ume you're asking if convois can be scheduled via time instead of percents. This is not currently possible, although it is under discussion already.

Please, only post one idea at a time. Technically, your first request is already possible, so I moved this to Help Requests. Your other question should be merged with the appropriate topic, but I cannot split posts, so it will languish here with your other request.

Do you speak (natively) any of the languages on this forum? I ask because we're glad to answer questions, but it is so difficult to communicate with you - nearly impossible.

What languages do you speak? Perhaps we have someone here that could help you communicate with us better.


Re: Game Time

Reply #4
bits_per_month

higher number = longer month
lower = shorter

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: Game Time

Reply #5
Simutrans Config
Code: [Select]
# simuconf.tab
#
# Low-Level values and constants
#
#
# This file can be found in many places:
#
# simutrans/config/simuconf.tab (this one)
# ~/simutrans/simuconf.tab (in the user directory, if singleuser_install != 0 or not present, first only pak-file path will be read)
# simutrans/pakfilefolder/config/simuconf.tab
# ~/simutrans/simuconf.tab (readed a second time, s.a.)
#
#################################program stuff##################################
#
# This simuconf.tab will be read first => we set meaningful defaults here.
#
# load/save the files in the users or the program directory directory? (default: 1 = user directory)
# ATTENTION!
# will be only used if this file is located in the program directory at config/simuconf.tab!
#singleuser_install = 1

# Default pak file path
# which graphics you want to play?
# Nothing means automatic selection
# ATTENTION!
# This will be only used if this file is located in the program directory at config/simuconf.tab!
# and will be overwritten by the settings from simutrans/simuconf.tab in the user directory
#
#pak_file_path = pak/
#pak_file_path = pak.german/
#pak_file_path = pak128/
#pak_file_path = pak.japan/
#pak_file_path = pak.winter/
#pak_file_path = pak.ttd/
#
#################################program stuff##################################

# max number of stations (just the amount of internal handles)
stations = 8192

# max number of convoys (i.e. train or truck with trailer or single truck)
convoys = 8192

# max number of lines (all line handles)
lines = 2048

# maximum number of position tested during a way search
# 100000 should be ok even for large maps with ships
# 10000 is ok for everything else (consumes 16*x Bytes main  memory)
max_route_steps = 1000000

# size of catchment area of a station (default 2)
# older game size was 3
# savegames with another catch area will be unloadable
station_coverage = 2

# Max number of steps in goods pathfinding
# This should be equal or greater than the biggest group
# of interconnected stations in your game.
#
# If you set it too low, some goods might not find a route
# if the route is too complex. If you set it too high, the
# search will take a lot of CPU power, particularly if searches
# often fail because there is no route.
#
# Depending on your CPU power, you might want to limit the search
# depth.
#
# 300 seems to be a good compromise for most games. 100 is ok for
# small games. 8000 should suffice for even the largest maps, but
# will take a good amount of CPU time if you have complex transport
# networks. Max. allowed value is 9994.
#
# prissi: On a 512x512 map with more than 150000 people daily, the saturation
# value for "no route" was higher, around 8000. Using 300 instead almost doubled
# the value of "no route"
#
max_hops = 2000

# P****engers and goods will change vehicles at most "max_transfer"
# times to reach their destination.
#
# It seems that in good networks, the number of transfers is below
# 5. I think 6 is a good compromise that allows complex networks but
# cuts off the more extreme cases
#
# You can set this lower to save a little bit of CPU time, but at some
# point this means you'll get less p****engers to transport
#
# This value is less critical than "max_hops" from above.
#
# T. Kubes: I would say 8 for now, but this definitely should be difficulty
# dependent setting.
#
max_transfers = 9

# way builder internal weights (defaults)
# a higher weight make it more unlikely
# make the curves negative, and the waybuilder will built strange tracks ...
way_straight=1
way_curve=2
way_double_curve=6
way_90_curve=15
way_slope=10
way_tunnel=8
way_max_bridge_len=15
way_leaving_road=25

##################################industry stuff#################################
# also pak dependent

# p****enger generation (default is 16) Smaller values means less p****engers
p****enger_factor=16

# if enabled (default = 0 off) stops may have different capacities for p****engers, mail, and  freight
seperate_halt_capacities = 0

# three modes (default = 0)
# 1: the payment is only relative to the distance to next interchange, 2 to the trips destination (default 0 is distance since last stop)
pay_for_total_distance = 0

# things to overcrowded destinations won't loaf if active (default off)
avoid_overcrowding = 0

# in beginner mode, all good prices are multiplied by a factor (default 1500=1.5)
beginner_price_factor = 1500

# allow all possible supplier to connect to your factories?
# This will also affect savegames!
# best to leave it in default position. (only on for simuTTD)
crossconnect_factories = 0

# how big is the chance for crossconnections in percent
# (100% will give nearly the same results as crossconnect_factories=1)
crossconnect_factories_percentage = 33

# how much is the total electric power available (in relation to total production) in parts per thousand
electric_promille = 330

# with this switch on (default), overcrowded factories will not recieve goods any more
just_in_time = 1

# use beginner mode for new maps (can be switched anyway on the new map dialog)
first_beginner = 0

##################################display stuff#################################

# how long is a diagonal (512: faktor 2=1024/512, old way, 724: sqrt(2)=1024/724
# THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config!
#diagonal_multiplier = 724

# Do you want to have random pedestrians in town? Look nice but needs some
# CPU time to process them. (1=on, 0=off)
# Impact on frame time: ~10% (16 cities on a new standard map)
random_pedestrians = 1

# there are some other grounds (like rocky, lakes etc. )
# which could be added to the map (default 10)
# show random objects to break uniformity (every n suited tiles)
random_grounds_probability = 10

# show random moving animals (n = every n suited tiles, default 1000)
random_wildlife_probability = 1000

# animate the water each intervall (if images available)
# costs some time for the additional redraw (~1-3%)
water_animation_ms = 250

# Show info windows for private cars and pedestrians?
# (1=on, 0=off)
pedes_and_car_info = 0

# After how many month a citycar breaks (and will be forever gone) ...
# default is ten years
default_citycar_life = 120

# (=1) drive on the left side of the road
drive_left = 0

# Show infos on trees?
# (1=on, 0=off)
tree_info = 1

# Show infos also on bare ground?
# (1=on, 0=off)
ground_info = 0

# Show p****enger level of townhalls?
# (1=on, 0=off)
townhall_info = 0

# always open only a single info window for the ground,
# even if there are more objects on this tile
only_single_info = 1

# Should stations get numbered names? (1=yes, 0=no)
numbered_stations = 0

# Show name signs and statistic?
# 0 = don't show anything
# 1 = station names
# 2 = statistics
# 3 = names and statistics
#
show_names = 3

###################################money stuff##################################
#
# These values are usually set in the pak files
# You can adjust all the cost in the game, that are not inside some pak file
#

# Starting money of the player. Given in Credit cents (1/100 Cr)
#starting_money = 20000000

# Maintenance costs of buildings
#maintenance_building = 2000

# first stops: the actual cost is (cost*level*width*height)
#cost_multiply_dock=500
#cost_multiply_station=600
#cost_multiply_roadstop=400
#cost_multiply_airterminal=3000
#cost_multiply_post=300
#cost_multiply_headquarter=1000

# cost for depots
#cost_depot_rail=1000
#cost_depot_road=1300
#cost_depot_ship=2500

# other way related stuff
#cost_signal=500
#cost_tunnel=10000
#cost_third_rail=80

# other construction/destruction stuff
#cost_alter_land=1000
#cost_buy_land=100
#cost_set_slope=2500
#cost_found_city=5000000
#cost_multiply_found_industry=20000
#cost_remove_tree=100
#cost_multiply_remove_haus=1000
#cost_multiply_remove_field=5000

###################################other stuff##################################
#
# also pak dependent
#

# Max. length of intitial intercity road connections
# If you want to speed up map creation, lower this value
# If you want more initial intercity roads, raise this value
# 8000 seems to be a good compromise between speed and road number
# note: this will slow down map creation dramatically!
#
# T. Kubes: 128x128 can use more roads to save player some money. => 19000
#
#intercity_road_length = 800

# Type of initial intercity roads - must be available
# as PAK file. Fallback (if PAK is not found) is "asphalt_road"
#intercity_road_type = cobblestone_road

# Type of city roads - must be available as PAK file.
# Fallback (and default) is "city_road"
#city_road_type = city_road

# now river stuff
# first river type (should be defined in pak dependent file)
# The highest number is the smallest. A river with max_speed==0 is not navigavable by ships.
#river_type[0] = river
#river_type[1] = small_river
#river_type[2] = just_the source

# river number (16 gives a few nicely branched rivers)
#river_number = 16

# min length
#river_min_length = 16

# max length
#river_max_length = 320

###################################time stuff###################################

# Enforce vehicle introduction dates?
# 0 = all vehicles available from start of the game
# 1 = use introduction dates
# 2 = (default) use settings during game creation
#
use_timeline = 2

# Starting year of the game:
# Setting it below 1850 is not recommended for 64 set!
# You will have problems with missing vehicles, do not complain if you do so!
# Setting it above 2050 will render game bit boring - no new vehicles.
#
# other recommended vaule for 64 is 1956
#
starting_year = 1930

# Starting month of the game for people who want to start in summer (default 1=January)
#starting_month = 6

# Should month be shown in date? (0=no, 1=yes, 2>=show day in japan format=2, us format=3, german=4)
# This is most useful, if you use longer months than the default length (see below)
#
show_month = 4

# Global time multiplier (will be save with new games)
# 2^bits_per_month = duration of a game month in microseconds real time
# default is 18. For example, 21 will make the month 2^3=8 times longer in real time
# production and maintainance cost will be adjusted accordingly.
#
bits_per_month = 20

###################################system stuff##################################

# compress savegames?
# "binary" means uncompressed, "zipped" means compressed
saveformat = zipped

# autosave every x months (0=off)
autosave = 0

# display (screen/window) width
# also see readme.txt, -screensize option
display_width  = 704

# display (screen/window) height
# also see readme.txt, -screensize option
display_height = 560

# show full screen
fullscreen = 0

# How many frames per second to use? Display may look pretty until 10 or so
# (depends very much on computer, game complexity and graphics driver)
frames_per_second = 25

# How much faster should the game proceed with fast forward (limited by your computer and size of the map)
fast_forward = 100

# show the windows close etc. buttons on the right (like windows 98)
window_buttons_right = 0

# draw a frame with titlebar color around active window
window_frame_active = 0

# show tooltips (default 1=show)
show_tooltips = 1

# background color (+-1 arounf this index is used), taken from playercolor table
tooltip_background_color = 4

# tooltip text color (240=black, 215=white)
tooltip_text_color = 240
Pak 128 Config
Code: [Select]
# simuconf.tab
#
# Low-Level values and constants
#
# This file can be found in many places:
#
# simutrans/config/simuconf.tab
# ~/simutrans/simuconf.tab (in the user directory, if singleuser_install != 0 or not present, first only pak-file path will be read)
# simutrans/pakfilefolder/config/simuconf.tab
# ~/simutrans/simuconf.tab (readed a second time, s.a.)
#

################################road settings###################################

# (=1) drive on the left side of the road
drive_left = 0

# Type of initial intercity roads - must be available
# as PAK file. Fallback (if PAK is not found) is "asphalt_road"
intercity_road_type = cobblestone_road

# Type of city roads - must be available as PAK file.
# Fallback (and default) is "city_road"
# If not set, it is chosen automatically according to speed.
#city_road_type = city_road

# Max. length of intitial intercity road connections
# If you want to speed up map creation, lower this value
# If you want more initial intercity roads, raise this value
# 8000 seems to be a good compromise between speed and road number
#
# T. Kubes: 128x128 can use more roads to save player some money.
#
intercity_road_length = 6000

# way builder internal weights (straight track is 4)
# a higher weight make it more unlikely
# make the curves negative, and the waybuilder will build strange tracks ...
way_straight = 1
way_curve = 2
way_double_curve = 6
way_90_curve = 15
way_slope = 10
way_tunnel = 8
way_max_bridge_len = 15
way_leave_road = 25

# rivers:
# The highest number is the smallest. A river with max_speed==0 is not navigavable by ships.
river_type[0] = river_00
river_type[1] = river_01
river_type[2] = river_02
river_type[3] = river_03
river_type[4] = river_04

#####################################gameplay###################################

# p****enger generation (default is 16) Smaller values means less p****engers
p****enger_factor=16

# in beginner mode, all good revenuses are multiplied by a factor (default 1500=1.5)
beginner_price_factor = 1500

# use beginner mode for new maps (can be switched anyway on the new map dialog)
first_beginner = 0

# size of catchment area of a station (default 2)
# older game size was 3
# savegames with another catch area will be unloadable
station_coverage = 2

# P****engers and goods will change vehicles at most "max_transfer"
# times to reach their destination.
#
# It seems that in good networks, the number of transfers is below
# 5. I think 6 is a good compromise that allows complex networks but
# cuts off the more extreme cases
#
# You can set this lower to save a little bit of CPU time, but at some
# point this measn you'll get less p****engers to transport
#
# T. Kubes: I would say 8 for now, but this definitely should be difficulty
# dependent setting.
#
max_transfers = 7



##################################industry stuff#################################

# allow all possible supplier to connect to your factories?
# This will also affect savegames!
# best to leave it in default position. (only on for simuTTD)
crossconnect_factories = 0

# how big is the chance for cross-connections in percent (new in 99.10)
# (100% will give nearly the same results as crossconnect_factories=1)
crossconnect_factories_percentage = 20

# ???
factory_spacing = 20

# with this switch on (default), overcrowded factories will not recieve goods any more
just_in_time = 1

# powerlines
cost_transformer = 2500
cost_maintain_transformer = 100

###################################money stuff##################################

# Starting money of the player. Given in Credit cents (1/100 Cr)
starting_money = 50000000

# Maintenance costs of buildings
maintenance_building = 1800

# first stops: the actual cost is (cost*level*width*height)
cost_multiply_dock = 750
cost_multiply_station = 600
#stop is cheap bu on other hand max level is 4
cost_multiply_roadstop = 400
cost_multiply_airterminal = 1000
#used for all extra buildings
cost_multiply_post = 500
#cost_multiply_headquarter=10000

# cost for depots
cost_depot_rail = 8500
cost_depot_road = 7000
cost_depot_ship = 9000

# other way related stuff
cost_signal = 500
cost_tunnel = 11000
cost_third_rail = 80

# other construction/destruction stuff
cost_alter_land = 1250
cost_set_slope = 1500
#cost_found_city=5000000
cost_multiply_found_industry = 500000
cost_remove_tree = 40
cost_multiply_remove_haus = 1000


###################################time settings################################

# Enforce vehicle introduction dates?
# 0 = all vehicles available from start of the game
# 1 = use introduction dates
# 2 = (default) use settings during game creation
#
use_timeline = 2

# Starting year of the game:
# Setting it below 1930 is not recommended!
# You will have problems with missing vehicles, do not complain if you do so!
# Setting it above 2040 will render game bit boring - no new vehicles.
starting_year = 1930

# Should month be shown in date?
#(0=no, 1=yes, 2>=show day in japan format=2, us format=3, german=4)
# This is most useful, if you use longer months than the default length (see below)
#
show_month = 1

# Global time multiplier (will be save with new games)
# 2^bits_per_month = duration of a game month in microseconds real time
# default is 18. For example, 21 will make the month 2^3=8 times longer in real time
# production and maintainance cost will be adjusted accordingly.
#
#128x128 use only 2 times longer months... should be way enough for normal games.
#
bits_per_month = 19

###################################misc. stuff##################################

# After how many months a citycar breaks (and will be forever gone) ...
# one day at current settings: 260s
citycar_life = 120

# Do you want to have random pedestrians in town? Look nice but needs some
# CPU time to process them. (1=on, 0=off)
# Impact on frame time: ~10% (16 cities on a new standard map)
random_pedestrians = 1

# there are some other grounds (like rocky, lakes etc. )
# which could be added to the map (default 10)
# probaility is every 10*4 tile will get something
random_grounds_probability = 10
which one I find it in?

Re: Game Time

Reply #6
Krisztian, you should make an effort to find things by yourself.

I didn't also know where "bits_per_month" is until now, right now. I merely searched for "bits_per_month" in both files (please, open both files and press F3 or go to "Edit" menu and click on "Search", and type "bits_per_month"). I found "bits_per_month" in less than 2 seconds. I said TWO seconds.

"bits_per_month" is in Simutrans Config.

Re: Game Time

Reply #7
IIRC it should work in both tabs. Pak settings overrides global, I think, so one should be able to have different timings for different pak sets.

Re: Game Time

Reply #8
What is IIRC?

I'm using pak96.comic and pak128.Britain. Mostly pak96.comic.
"More money means lesser friendship." Reason: Selfish.



Re: Game Time

Reply #11
it would not be possible to solve it so the buses trams undergrounds trains how I make it there is a service like that the numbering of which 200E and into the library of the game to create a dat file 200E to write into this on a name to connect the times and this to the game
would this be solvable so?
this occurred to me today and I believed it I ask it



wait I make dat file :)



I thought of things like this look at it the dat file

feasible?
good night please answer

Mod note: please, don't post two or more messages in a row. Edit your post instead. This is a forum, not a chat
--Igor

Re: Game Time

Reply #12
The file seems to contain timetables for different periods (Monday-Friday, Weekend and Holiday) Have a look..
Code: [Select]
between a Monday and a Friday


4  38,53
5  05,16,26,36,44,52,59
6  06,14,22,30,38,46,55
7  04,13,21,29,38,46,55
8  04,13,23,37,49
9  01,13,23,37,49
10 01,13,23,37,49
11 01,13,23,37,49
12 01,13,23,37,49
13 01,13,25,37,49,59
14 09,19,29,39,49,59
15 08,16,25,33,42,50,59
16 08,16,25,33,42,50,59
17 08,16,25,33,42,50,59
18 09,19,29,39,49
19 01,14,29,44,59
20 14,29,45
21 05,25,45
22 05,25,45
23 15,45

Althought Isaac mentioned before that I wouldn't be possible to scheduled convois via time instead of percents, I think you might achieve it using waiting month time parameter in a smart way. I mean, if you make them wait a similar period of time at each stop. let's say 5 minutes as you suggested, then you may get what you want.

Obviusly, the schedule timing also depends on the distance between stops. I mean, you must take into account the time the vehicle needs to get to the next stop.

You've more info about month wait time at this topic ..

Re: Game Time

Reply #13
if a little back up you read see that I went into detail about this that let me get it over with to slow the time down in the game ;)

answering your other proposition though according to me the buses trams undergrounds trains stb. not burden but p****enger traffic is carried because of this I would like it at these the % basis to exchange a load for a departure according to time understand?