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Author Topic: Simutrans! - bankruptcy, bankruptcy everywhere.  (Read 51841 times)

Djohaal

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #180 on: August 12, 2015, 07:53:22 pm »

Cities currently don't require power, it is a simutrans-experimental branch feature which is in process of being migrated to the main branch. (main branch devs are very slow to implement new features).

Powering up industries never is profitable by itself but the increased production from it can more than pay for the cost (as you can double or even triple outputs). Coal lines are a bad thing to electrify until you are using so much power you need the extra coal (to increase the power output of the plants you need to deliver passengers and mail). Usually you should electrify another chain such as a textile or cars chain, then you'll see your profits soar.

I should really get my simutrans copy back up and record a lets play.

Airplanes are usually awful until you get the bigger jet models. The secret is to make two large hubs on the biggest cities you have, and spread these networks out to the nearby smaller cities. Then you link hub A to B with an airplane line. Usually planes end up making almost half my profit if I do it right.
« Last Edit: August 12, 2015, 07:54:57 pm by Djohaal »
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

etgfrog

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #181 on: August 13, 2015, 10:02:29 pm »

I just generated a 2016 x 2016 world, I'm surprised it worked, now lets see what problems pops up attempting to play a map this large. Well...besides the very ridiculous industry of only accepting goods from the other side of the map.

Ok, its mostly a 10 second delay at the end of each month, probably from turning the color of all the trees.
« Last Edit: August 13, 2015, 10:25:19 pm by etgfrog »
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Uristits

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #182 on: August 14, 2015, 03:13:55 am »

I don't get rail signals, how to apply them. I don't know where to place to do what I want. I want to be able to take a train off the main track to let another one pass
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Uristits

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #183 on: August 14, 2015, 03:23:53 am »



Like I want 1 train to stop at the extension while the other goes on. Its obvious what I am trying to do but I don't know what the specifics are.



I pretty much mashed buttons and placed random things and held down control and somehow accidentally added a whole bunch of these and it works, but I don't know why. I don't know which specific ones are actually causing it to work like this.
« Last Edit: August 14, 2015, 03:41:05 am by Uristits »
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Defacto

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #184 on: August 14, 2015, 04:32:39 am »

A very simple type of signalling system I often use on single-track railways with two or more trains, is to have a short stretch of double rail, like you built, and place one way signals going one way in one lane, and the other way in the other. Place these just before the rails meet again. So that trains don't block the tracks if they stop.

If you have more resources/trains, another thing you can do, is simply create double track the whole way and use one-way signals to make the tracks one-way.
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Djohaal

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #185 on: August 14, 2015, 03:10:58 pm »

Signaling in simutrans doesn't work the same way as on OTTD (it's a bit inferior IMO) but here's some help from the wiki:

http://simutrans-germany.com/wiki/wiki/tiki-index.php?page=en_Traffic_congestion_control
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

jocan2003

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #186 on: August 14, 2015, 03:54:01 pm »

I wanted to try this game for a while... and the thread title sure mean something... after trying 5 new game i could never make enough money to go in positive, sure my trains were making some profit but it was eaten by maintenance right away... Only thing i can do with no problem is... going bankrupt.
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etgfrog

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #187 on: August 14, 2015, 07:56:24 pm »

Yea...the "experimental" version is hard compared to the normal version in certain ways that is, currently I can see almost no way of making planes profitable, regardless of the year of the set up of. Mail I also struggle with having it profitable in either version, I should probably try a strait mail service game some time, no passengers.

I wanted to try this game for a while... and the thread title sure mean something... after trying 5 new game i could never make enough money to go in positive, sure my trains were making some profit but it was eaten by maintenance right away... Only thing i can do with no problem is... going bankrupt.
Start off small and so far I've only used trains for industry and when I notice a large amount of population movement between two cities. The key thing to profit is having your convoys full or close to full load.
« Last Edit: August 14, 2015, 08:08:35 pm by etgfrog »
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Djohaal

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #188 on: August 15, 2015, 10:18:22 am »

I could do a pak128 twitch stream on how to survive the early game but currently my internet's upload speed doesn't support a decent rate so things would be visible (given how crisp and tiny simutrans graphics are).
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Uristits

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #189 on: August 20, 2015, 07:12:04 pm »

yeah I have no idea how you are suppose to make hard money. I only wind up in debt and on loan from any extensive infrastructure because trains are so f**king expensive. Yeah I make like 4k operation profits but I am so far in debt its not fun.

I want to like this game but its making it very hard.
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MrWiggles

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #190 on: August 21, 2015, 01:12:47 am »

Generally, that means you're expanding to fast.

Just concentrate on taking raw resources to a processor. And thats it. Only do that one, and improve that line until its at max production. Then work /very/ slowly on building a network to ship its end product to everywhere you can each via cars. Start with the closet place first.

This last step can be very involved. I find myself having to make large depots to accommodate number of product sinks.

Speaking of, I do wish there was a less hacky way of making connected depots that aren't continuous.   
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Djohaal

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #191 on: August 21, 2015, 10:48:04 am »

You don't need have a positive balance either. So long your net worth is still >0 you are free to spend (game doesn't apply interest... yet )

I usually am well into -5 or 6 million when it gets to a point my revenue comes in faster than I can invest, then I finally break out of debt.
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Sensei

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #192 on: January 24, 2017, 02:58:15 pm »

I and a few people in the bay12 Discord started playing a bit of this recently, so I feel it's an appropriate enough time to revive the thread.

I had a decent session yesterday after a few complete failures. First, I was playing pak128E, which is supposed to be a little easier than the default pak128, which helps. I didn't turn Beginner Mode or any of the OTTD-like settings on though.

I was playing on a 1020x1020 map, so tons of open room, and IMO I should have cranked up the number of industries from the default value because everything was REALLY far apart. I started with bringing coal and iron to a steel mill, with just two trains, and they were able to share a good chunk of track- I made a two-lane track system with one-way signals, IMO this seems to be the only easy way to prevent trains from getting stuck. Making diagonal sections parallel without automatically conjoining is a pain in the ass though, it makes me prefer OTTD's track laying. (DJOHAAL SAYS: HOLD CONTROL BEFORE CLICKING) I also added block signals about 20 blocks apart manually. I'll explain a little more what I learned about signals later. I started off using the grey steam engine that costs 93 cents/km and I found in earlier games that a station size of 6 was good for starting off. Later on when you get better engines 8 is better, so make room for 8-tile stations early on but do not build them yet because of the maintenance cost. I added a connection from the steel mill to a nearby goods factory so it wouldn't overfill and also started a single-lane line on which one train brought logs to a sawmill and planks from there to the goods factory. At this point I was getting into the red, so I waited a while, but I was only making profit very slowly. I added another line, to an oil field and refinery, so the goods factory was receiving plastic. Once all that was set up I was well in the red with five or six trains running, so i took a look at my finances. Apparently, my track upkeep costs were twice what my train upkeep costs were- no wonder I was barely making money!

It turns out track upkeep costs a lot in Simutrans, especially on a large map, so I actually recommend that to make maximum use of track you lay, you get multiple trains, or bigger trains, relatively early on. I added more trains and started properly making a profit (now like 700,000 in debt, but my net worth was climbing). I also started bus lines in a few of the larger cities. Only once three of the largest cities on the map (which were thankfully clustered tightly together) has grown a little did I add a short, tiny passenger train line- I made sure each station was connected to the city bus network, this is essential! I found that it was only profitable after I added 100KM track, at which point it was making twice the money per run it had on 60KM track and finally earned enough to cover its own upkeep.

I started losing money again and saw that my steel mill had stopped making steel, it was full. In retrospect I could have added storage to the steel mill's station, but my solution was to make sure the goods factory was exporting goods. There were several more hold-ups as the goods factory got full of various resources, usually because it didn't have enough plastic to use them, but eventually I had more than a dozen trains on my line (with few jams) and started really making money- this was in like 1938. I did a whole new train line with large trains and powerful engines to service a car factory on the other side of the map, a similar procedure, I think I finally went in the black in about 1948, and quickly had more than two million dollars (I was almost 3 million in the red when my second major line was finished) which I didn't know what to do with for the most part because there weren't many opportune industry spots. There also weren't enough large cities to make passenger trains viable outside of my one short line (mind that I didn't mess with tourist spots much). I think to make passengers viable you would have to crank up the size of cities in world settings, and use buses to make them start growing as soon as the game begins.

Anyway, about signals, I did some reading which helped a bit. All block signals in Simutrans, act like path signals in OTTD. When a train chooses its path out of a station, is reserves all tiles in in its path, up until its destination or a signal. Blocks are any continuous section of rail, and they're divided up by block signals. A train will not enter a block unless ALL of the tiles it wants to reserve are empty and not reserved by another train. Where it gets annoying is that when two trains come head to head on the same block, they won't re-path. This is why I use one-way rails, it means that if the exit to a block is occupied, it's only occupied by a train that is LEAVING, rather than waiting indefinitely to enter the block. Just make sure your intersections are one block on their own, and you're good. After that, your straight sections of rail need signals every so often. The closer the signals, the closer one train will follow behind another train, but a signal every two blocks like in the default setting is expensive and unnecessary. And remember, places where a train needs to make an interchange should be an unbroken block so trains do not stop in the middle!
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LoSboccacc

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #193 on: January 24, 2017, 03:03:46 pm »

Havn't played in a while but defijitely remember signal reserve only to the segment, allowing to use one rail both ways with just a parking binary, as long as the park lane is one way and runs back into the main lane
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Mephansteras

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #194 on: January 24, 2017, 05:16:42 pm »

Always meant to try this out. Might as well get it installed, even if I expect LW2 to be eating up most of my time for a bit.
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