Simutrans Highway
Simutrans is a Simulator/Game where you a placed in control of a Transportation Company. You have complete discretion in developing the transport infrastructure of the company as well as deciding what goods you will transport and where and how those goods will be transported.
Hello, I think road development is missing quite a bit in TT. Furthermore the cities doesnt look like real cities - the roads are too big compared to the number of houses.
Solution1) Create a citi zone, where the single square is not one house but a number of houses (a citi structure in it self)Introduction of Motorways (Highways/freeways)1) Each citi produces an amount of cars who wants to go on the highway system.2) Each citi automatically offeres a nuimber of highway connection point depending on the size of the citi3) you can make a highway system.4) The traffic goes automatically on to your highway system based on the city size it is connected. All cars are going to a destination. The better connection between two destinations the more traffic it aquires.5) you get paid for cars/KM (road pricing.)can anyone see where i am going??
You can build roads in TTDX.With the patch (and maybe OTTD too), you can make a road 'One-Way'.Build parallel roads with each one-way in opposite directions and you have a motorway/autoroute/autobahn/interstate.Granted they are not as pretty as they are in Sim City and you don't get long sweeping curves and they are out of proportion to rails but that is the flavour of TTDX.As for more proportional city blocks, you can dynamite buildings and roads and essentially go on a major urban renewal rampage. Project.If you use the scenario editor, you make a city much as you envision it. I do this often and I even create industrial zones.Oh yes, one more thing.
With a little creative use of railroad waypoints, I can even add on/off ramps with toll plazas to my highways. Gutfreund wrote:I see your point. But to elaborate bit more, i see a highway system where ppl automatically goes. In current format you need to put them in busses to make money, which is not realistical. In a transportation game you need, in my view, to take cars into account. And I truly believe it would enhance TTDXWell, to begin, TTDX is not so much a transportation game as it is a cargo transportation business game, so making money is endemic to the whole thing and everything else is merely eye candy.Now, on the subject of eye candy and something closer to your concept.
Build as many as you want and set them loose without orders. They will wander willi-nilly all over the place. Conditional Zenith: Consider using the rvovertakeparams switch (assuming you're running a nightly).Highways are never going to be implemented in TTDPatch unless you personally spend the.enormous. amount of time and effort required in attempting to implement them.RV movement is broken enough on ordinary roads, never mind adding yet more complexity into the mix.Lastly the game does not scale well in road vehicle usage anyway. If you have enough road vehicles to actually require a proper highway, then you will have other significant problems and major hurdles which I'd be surprised if you can overcome effectively.If you need to haul.that.
much stuff, use a train or a boat.TTD was never designed for RVs to be used for much more than local bus services and point-to-point small scale industrial transportation. JGR wrote:Highways are never going to be implemented in TTDPatch unless you personally spend the.enormous.
amount of time and effort required in attempting to implement them.RV movement is broken enough on ordinary roads, never mind adding yet more complexity into the mix.I should have paid more attention to which forum this was in. Most of these repetitive suggestions seem to come up for OTTD, and I must have forgotten to check this time.Anyway, I agree on all that.
Highways would be useless without proper overtaking code anyway. And if the overtaking code is solid, then there's little need for highways. I make similar arguments when this comes up for OTTD.And I agree regarding RVs in general.
I played an OTTD + George's ECS game with RVs only, and spent most of my time cloning vehicles. And I do have to say my bottleneck there was the lack of overtaking of broken down vehicles (I had a pair of one way roads), meaning they all hit the truck stops in bursts.
Which 2 programmers are these?AFAICT nobody on the dev team is interested or thinks it feasible.
So i decided to make much older japan. Revised headquarters, with player color flags, 4 levels, and different start-dates.Screenshot of tunels in pak-german, simutrans.
Quote junna on october 02, 2010, pm. This project is based on a first addon for pak128 by timothy the mlm.Here are my new creations for pak 128 hungary. And this is the. Rmvd city buildings from standart highway. Github - mirror of the simutrans pak128 subversion repository on sourceforge.
A screenshot of the latest version of simutrans.Screenshot of paris in pak128, simutrans. I was browsing pak128 road tools section, when i found this addon.
It has become an obligation of mine to help support the healing of Native and non Native people who have suffered various traumas, and to help remind and encourage people to find joy, love and unity in this life. Thanks Billy!, Love you!Also, I have continued my walk as a spiritual person, and am very involved in Native American ceremonies etc. The flute maker lifestyle also gives me the ability to help people in this way, through ceremony and council, non of which is 'paid'. Journey of life flutes.
Precise tutorials download and install simutrans. This is a online game screanshot held on 2014 some parts added from version. Ps please report any bugs on the international simutrans forum.
Late introduction, the Version of experimental simutrans 112.Been busy testing some theories and concepts for some larger projects. I can think bad, but i hope you it is put to us with. Did you remember that awesome hand drawn pakset created by raven long time ago? Download Button.