Skip to main content
Topic: How to change the city road in simutrans102.2? (Read 20615 times) previous topic - next topic

How to change the city road in simutrans102.2?

How can i change the city road type and tunnel road type in simutrans102.2?
i was change it in [simuconf.tab]file with other older version

Re: How to change the city road in simutrans102.2?

Reply #1
I don't remember tunnel road type to ever be part of simuconf.tab...

There's city_road_type and intercity_road_type - and those two should still be in simuconf.tab (at least they are here)... and they still work as intended as far as I can tell...

And did you use the correct simuconf.tab? Have you used the one located in simutrans\[pak-folder]\config ?
  
***** PAK128 Dev Team - semi-retired*****

Re: How to change the city road in simutrans102.2?

Reply #2
I was change in simutrans\[pak-folder]\config
but when i play simutrans,it wasn't change to which road type i want to use.

Re: How to change the city road in simutrans102.2?

Reply #3
The changed settings apparently only work for new games, created with these settings, not for older savegames.
  
***** PAK128 Dev Team - semi-retired*****

Re: How to change the city road in simutrans102.2?

Reply #4
Also if the road type is not available any more (retired or too new) another available one will be chosen with timeline.

Re: How to change the city road in simutrans102.2?

Reply #5
The road type that i want to use is using.
So i think this road type is available

Re: How to change the city road in simutrans102.2?

Reply #6
Well, if it's done correctly, it works fine (under the conditions mentioned above). If it doesn't work for you, you're probably doing something wrong. And without more information about what you did exactly, I don't see a way to help you.
  
***** PAK128 Dev Team - semi-retired*****

Re: How to change the city road in simutrans102.2?

Reply #7
Quote
# Type of initial intercity roads - must be available
# as PAK file. Fallback (if PAK is not found) is "asphalt_road"
intercity_road_type = power_trail

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

I've used those for pak.Excentrique and it worked. So I can confirm that the settings from simuconf.tab work.

Re: How to change the city road in simutrans102.2?

Reply #8
# 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 = bratus_HKroad1

# 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 = bratus_HKroad1

# 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







This is my simuconf.tab i think you can see which problems for that

Re: How to change the city road in simutrans102.2?

Reply #9
You need to remove the # from this line:

#city_road_type = bratus_HKroad1

# = comment

Re: How to change the city road in simutrans102.2?

Reply #10
oh ...thank you very much
i can use bratus_HKroad1 now