How to change the city road in simutrans102.2? November 12, 2009, 03:37:50 pm 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 Quote Selected
Re: How to change the city road in simutrans102.2? Reply #1 – November 12, 2009, 04:04:46 pm 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 ? Quote Selected
Re: How to change the city road in simutrans102.2? Reply #2 – November 13, 2009, 04:51:30 am I was change in simutrans\[pak-folder]\configbut when i play simutrans,it wasn't change to which road type i want to use. Quote Selected
Re: How to change the city road in simutrans102.2? Reply #3 – November 13, 2009, 10:04:07 am The changed settings apparently only work for new games, created with these settings, not for older savegames. Quote Selected
Re: How to change the city road in simutrans102.2? Reply #4 – November 13, 2009, 10:11:28 am Also if the road type is not available any more (retired or too new) another available one will be chosen with timeline. Quote Selected
Re: How to change the city road in simutrans102.2? Reply #5 – November 13, 2009, 10:23:14 am The road type that i want to use is using.So i think this road type is available Quote Selected
Re: How to change the city road in simutrans102.2? Reply #6 – November 13, 2009, 01:09:21 pm 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. Quote Selected
Re: How to change the city road in simutrans102.2? Reply #7 – November 13, 2009, 01:28:12 pm 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_trailI've used those for pak.Excentrique and it worked. So I can confirm that the settings from simuconf.tab work. Quote Selected
Re: How to change the city road in simutrans102.2? Reply #8 – November 13, 2009, 01:29:42 pm # 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 roaddrive_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 = 1way_curve = 2way_double_curve = 6way_90_curve = 15way_slope = 10way_tunnel = 8way_max_bridge_len = 15way_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_00river_type[1] = river_01river_type[2] = river_02river_type[3] = river_03river_type[4] = river_04#####################################gameplay#################################### p****enger generation (default is 16) Smaller values means less p****engersp****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 unloadablestation_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 morejust_in_time = 1# powerlinescost_transformer = 2500cost_maintain_transformer = 100###################################money stuff################################### Starting money of the player. Given in Credit cents (1/100 Cr)starting_money = 50000000# Maintenance costs of buildingsmaintenance_building = 1800# first stops: the actual cost is (cost*level*width*height)cost_multiply_dock = 750cost_multiply_station = 600#stop is cheap bu on other hand max level is 4cost_multiply_roadstop = 400cost_multiply_airterminal = 1000#used for all extra buildingscost_multiply_post = 500#cost_multiply_headquarter=10000# cost for depotscost_depot_rail = 8500cost_depot_road = 7000cost_depot_ship = 9000# other way related stuffcost_signal = 500cost_tunnel = 11000cost_third_rail = 80# other construction/destruction stuffcost_alter_land = 1250cost_set_slope = 1500#cost_found_city=5000000cost_multiply_found_industry = 500000cost_remove_tree = 40cost_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: 260scitycar_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 somethingrandom_grounds_probability = 10This is my simuconf.tab i think you can see which problems for that Quote Selected
Re: How to change the city road in simutrans102.2? Reply #9 – November 13, 2009, 01:32:57 pm You need to remove the # from this line:#city_road_type = bratus_HKroad1# = comment Quote Selected
Re: How to change the city road in simutrans102.2? Reply #10 – November 13, 2009, 01:35:23 pm oh ...thank you very muchi can use bratus_HKroad1 now Quote Selected