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Topic: Boats, barges and ships (Read 127377 times) previous topic - next topic

Re: Boats, barges and ships

Reply #315
@jamespetts,

No, 192 dats and 128 dats are in separate directories as they require different makeobj parameters.  You'll see when I upload them to sourceforge.

Re: Boats, barges and ships

Reply #316
New boat added to [ simutrans [dot] us (site down, do not visit) ] It is the schooner "Nancy" . She was ocean going and commissioned: 1784. She was still in service until 1850 when she was sunk by a privateer. Used to carry spices, tea, Chinese jade and porcelain as well as jewellery.
Hope you like it.

Re: Boats, barges and ships

Reply #317
And here she is in the game...

Re: Boats, barges and ships

Reply #318
OK I've just compiled the Newest revisions and had a quick mess about, to see how things worked.

My first impression is that the graphics are great and the 192 graphic boats look suitably imposing when moving into port.

As I look further into the dat's they are obviously unbalanced atm and the prices and costs will be updated as people work out how much they need to be.
However the relative power of the Schooner when compared to the, 192 ships, looks ridiculous (80T sail boat at 200kw compared to 150kw for the 320T steam powered ones.)
Secondly I get an odd artifact, where the speed of some of the boats, seems to vary rather a lot under stable conditions ie. running on a canal. Furthermore the speed of the boats with this odd variation, but not the others, seems to change when I alter the game speed.

I'll post a save game if you can't replicate.

Re: Boats, barges and ships

Reply #319
Sorry, I know the boats are completely unbalanced.  I'll try and do something crude before the next official release, but I'm kind of leaving balancing till all ships and planes are done.

Re: Boats, barges and ships

Reply #320
I understood that that was kind of the plan, (I'll just have to remember to buy my stock of boats for my game before the update then ;-D )

Could you replicate my boat speed anomaly, if I've explained it well enough?

Re: Boats, barges and ships

Reply #321
Yes, I know what you mean and can replicate.  In fact this is known to occur in various paksets with various different vehicle types, and is most pronounced with fast forward on.  It's something to do with how the game calculates acceleration and how max speeds are implemented, but I can't find the link to the thread where it was discussed.

As for your plan of buying your boats before the upgrade, the upgrade is clever.  It will hunt down your boats and change them too :o  Of course you could always just mod the dats and build them yourself how you want them, which obviously isn't beyond you because you've already made the boat pak from sources anyway  :P

Re: Boats, barges and ships

Reply #322
But the game can't retro actively charge me an increased purchase price, unless the updates are much smarter than I thought :-D

I'll have a hunt for the thread...For the weird relative powers fo the Schooner and Huge capacity (loving the large capacity btw) boats maybe a fudge using the gearing to keep the ingame performance right while not making the sail boat more powerfull than the huge steamer.

Re: Boats, barges and ships

Reply #323
Good work on the boats - excellent graphics! Lovely to see them added to the SVN. I notice, however, that the power on all of the larger boats is set to 150kW, which is a great deal too low for enormous ocean-going ships. If the power were set to realistic values (in the four figures), it would not be necessary to use such a large gear value.

Incidentally, might I suggest that somebody consider producing a p****enger-carrying canal boat, such as the Paddington Packet Boat?
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Re: Boats, barges and ships

Reply #324
Last boat before xmas loaded onto [ simutrans [dot] us (site down, do not visit) ]. It is the Armistice a 14 gun East indiaman. Hope you enjoy. No more ships for a while as its now xmas season and I will be busy.

Re: Boats, barges and ships

Reply #325
Lovely! And Merry Christmas to you!
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Barges vs. shipyards in experimental

Reply #326
I just discovered a major barge problem in simutrans-experimental....

(Apologies if this has already been fixed.... I'm running experimental 7.0 'bugfix' because the linux build for 7.1 isn't ready yet, and pak128.britain-ex 0.4, which has a few barges)

Barges are cleverly specified so that they must go on waterways and not on the open ocean.

Unfortunately, the shipyard must be built on the open ocean.  Therefore it is impossible to get any barges moving.

 ;D

I think the fix for this is clear -- a barge shipyard which can be built on a canal.  Does this require work in the core code of simutrans-experimental, or can it just be done?

Re: Boats, barges and ships

Reply #327
Hmm, I thought that there was already such a shipyard. I seem to remember there being one when I tested it. Are you sure that there isn't a canal based boatyard?
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Re: Boats, barges and ships

Reply #328
Here's the East Indiaman in game with some extra details added...  I think it's a really great model!

Re: Boats, barges and ships

Reply #329
I think so, too :)

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: Boats, barges and ships

Reply #330
Very fine.
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Re: Boats, barges and ships

Reply #331
Had a great christmas picked up a virus and had to rebuild the computer, but now I'm back. Good to see my eastindiaman in the game. Is there any particular ship you would like me to work on next, as I need a new project.
 :-X

Re: Boats, barges and ships

Reply #332
It would be good to complete the sailing era, so we need:
- Dogger (fishing boat)
- Fifie (fishing boat)
- Brig (sea/ocean going, medium capacity)
- Blackwall Frigate (ocean-going, high capacity; 1830-1890)
- Windjammer (ocean-going, high capacity; 1890-1940)
- Clipper (ocean-going, fast high capacity; 1830-1870)

But if you have anything else you'd rather do, feel free.

Re: Boats, barges and ships

Reply #333
I'm going to try and finish all the sailing boats for the next release.  Here's the dogger (early sail fishing boat).

Re: Boats, barges and ships

Reply #334
Excellent!
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Re: Boats, barges and ships

Reply #335
Completing the age of sail (unless anyone informs me I've omitted something major!):

-Fifie fishing boat (should be obvious)
-Schooner (small 3-mast boat in main picture, this is a new graphic for the schooner from a few posts back, which actually was a brig because it is square-rigged, so I have re-used that graphic as a brig)
-Blackwall Frigate (slightly larger, slower of the 2 large boats in the main screenshot)
-Clipper (smaller, faster boat in the main screenshot)
-Windjammer (final shot, 5 masts)

Re: Boats, barges and ships

Reply #336
Very impressive indeed! It looks like a lot of research has gone into that, too. I see why you're keen on wind-based speed!
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Re: Boats, barges and ships

Reply #337
Just d/l the Clipper, Blackwall Frigate, et al from the svn repository.

If the Norfolk Wherry (25 crates goods, 20kW) costs 0.02c/km to operate, shouldn't the Humber Keel (50 crates, 30kW) cost say 0.03c, and certainly the Blackwall Frigate (600 crates, 300kW) takes much more manpower and maintenance yet it's still at 0.02c/km?  And for a purchase price of just 4x the Wherry! 

Nevertheless, despite those balancing issues, I love how the big ships carry p****engers and mail and cargo too!  (I'm restarting my 1840 ocean-oriented game, mmm!)  Now if we could eliminate the resulting phantom blank-squares on the p****enger tab of the shipyard menu...

Re: Boats, barges and ships

Reply #338
As you've realised, not a lot of effort went into the balancing of these (a) because I prefer drawing new stuff to getting dat values right and (b) because I can't do a proper balance until I've done all the ships and set a speedbonus curve.  At the minute I'm planning a major re-balancing of all game finance things once all ships and planes are finished.  Before then, the more feedback the merrier!

About the depot - you can remove them by making sure "show all" is unchecked (or at least should be able to).  Vehicles can only carry one cargo each, hence the need for ghost vehicles.  Hopefully though the multiple cargos will make big ships work only on trunk routes.


Re: Boats, barges and ships

Reply #340
Is there a reason all the boats in diesel-barge.dat have "engine_type=steam" ?  The diesel Seine Netter has "engine_type=diesel" ...

Re: Boats, barges and ships

Reply #341
There is a reason, but it's not a very good one...!  Will fix tonight.

Re: Boats, barges and ships

Reply #342
Time for something new.  The PS Comet was the world's first commercially succesful steam ship and it operated on the Clyde from 1812.

Re: Boats, barges and ships

Reply #343
Lovely!
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Re: Boats, barges and ships

Reply #344
Hmm, I thought that there was already such a shipyard. I seem to remember there being one when I tested it. Are you sure that there isn't a canal based boatyard?

This appears to have been fixed in the interim.  (Given that there have been *huge* updates in pak128.Britain I'm not surprised!)

Re: Boats, barges and ships

Reply #345
After a long wait, here's another.  A 1820s era wooden paddle steamer sails into Walsall Dock.

Re: Boats, barges and ships

Reply #346
Very nice! I love the flag - excellent touch!
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Re: Boats, barges and ships

Reply #347
Here's another (sorry for the slow progress, but it's about all I can manage at the minute).  The first purpose-built trans-atlantic steamship, the SS Great Western of 1838.

Re: Boats, barges and ships

Reply #348
Very impressive! Although, since when did Maidenhead have a dock? :-p
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Re: Boats, barges and ships

Reply #349
Definitely overdue for some development, but after a long time, here is the SS Great Britain (some uncanny parallels with the real-life equivalent here...).  Hopefully it won't run aground in game and bankrupt me to resue it!  And just for the pedants amongst us, it's seen departing from Bristol. (not Maidenhead or any other inland town!)