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Miscellaneous featureslink


Scalelink


In Simutrans-Standard, 1 tile is taken to be 1 kilometre. There is no separation between UI representation of tiles and UI representation of kilometres. All of the building cost and maintenance settings in paksets are per tile settings.

In Simutrans-Extended, there is a variable scale. This is set by a distance_per_tile setting in simuconf.tab. This represents the distance of every tile in units of 10 meters. Therefore, distance_per_tile=100 means that each tile represents 1km. At the default setting of distance_per_tile=25, each tile represents 250m, meaning that there are four tiles to the kilometre. All distance based settings, including the cost of building and maintaining roads, tracks, canals and tunnels and bridges (bridges only after version 9.3), the distance dependant (but not fixed) cost of maintaining vehicles, and the revenues from each type of cargo (including mail and passengers) are adjusted accordingly. Thus, if the cost of building one tile of track in Simutrans-Standard is 100.00C, in Simutrans-Extended with the default distance_per_tile=25, the cost is 25.00C. Likewise, if the revenue from transporting a tonne of coal accross a tile is 1.00C in Simutrans-Standard, in Simutrans-Extendedwith the default setting, it is 0.25C. The scale can be displayed by opening the map window and selecting "show map scale". Also, the scale affects the physics, so that a convoy that would accelerate to any given speed in 10 tiles with a distance per tile of 250m would accelerate to full speed in 5 tiles with a distance per tile of 500m.

The aim of this feature is to allow for more separation between short, medium and long distance transport, which is necessary for the journey time tolerance, comfort and catering features to be used to their full potential. A full discussion of this feature can be found here.

Depot traction typeslink


In Simutrans-Standard, any depot for the particular way type (rail, road, air, etc.) can build any type of vehicle for that way type (with the exception that electric vehicles can only be built in electrified depots).

In Simutrans-Extended, depots can be set to build only certain types of traction (steam, diesel, sail, etc.). They can be set to build one or more of the various types.

The aim of this feature is to allow the cost of depots for different types of transport to be more finely tuned, and give players additional considerations to take into account when branching out into new types of traction.

Geometrylink


In Simutrans-Standard, the distances for the purposes of calculating trip revenue, calculating vehicle running costs, calculating way maintenance costs and calculating way building costs are simplified Manhattan distances. This means that diagonal routes are no cheaper or faster than straight routes with a single 90 degree bend half-way along the route.

In Simutrans-Extended, all such distances (and also for the purpose of calculating journey times and average speeds, which are not calculated at all in Simutrans-Standard are based on the Euclidian distance.

The aim of this feature is to give players a proper incentive to use the truly shortest route between any given points, all other things being equal, and to make the calculation of revenue and cost more transparent and fit better with what appears to be the distance in the game world.

Terraforminglink


In Simutrans-Standard, it is possible to raise and lower land anywhere (with the exception that one cannot start raising/lowering land in open water). This allows even deep oceans to be bridged with artificial embankments.

In Simutrans-Extended, it is not possible to raise land - even indirectly by raising its neighbours - when it is more than 1 tile below sea level.

The aim of this feature is to prevent players from circumventing the challenge of dealing with seas and lakes by turning them into land.
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