![]() ![]() Add-ons work poorly or not at all with other pak sets than the one they are made for. In additions, Simutrans has add-ons and skins, which are lesser level modifications. It is however not so extreme that Simutrans is simply a game engine, and the pak sets different games. Something that is a good idea in pak64 might be a bad idea in pak128 and vice versa. Simutrans has essentially embraced the concept of total conversion mods and taken it to the level where you can't simply talk of Simutrans as a specific game, you also have to mention the pak set being used. The steep slope is really very steep.įew games have officially something like pak sets. One height step clearance is enough for bridges and tunnels. Some ways (mostly railways and fast motorways) cannot be built on steep slope. You need two height steps clearance over other ways, so it may be a bit tricky to build a bridge over a way. ![]() This is generally referred as double or half height pakset. In some paksets you can have two angles of slopes. tunnels - if you do not want a simple straight tunnel, build it with ctrl - it will make only entrance, switch to undeground mode and build whatewer you want. There are also elevated ways that allow you to make not-straight bridges and juncions on bridges, etc. Electric engines (trams, trolleybuses) need catenary, otherwise they do not appear in depot at all. stations and depots are built over existing ways. If you do not like the automatic result use ctrl+drag to force straight ways. ways (roads, tracks) are not built tile by tile, but by dragging from start to end. When I switched from OpenTTD to simutrans years ago I was confused by the basic building methods: There is also a save game for pak128.britain, with nice signaling examples here: Depots are needed only to buy/sell vehicles, or to stash those that are not needed right now. There are no disasters, or engine failures. The available vehicles, ways, buildings, factories are different in each pakset. If there is no connection to their destination, they won't appear at the station. Not like in TTD, where they get off at the first stop, wherever you take them. Cargo, passengers and mail have their destination, and will transfer between buses, trains, etc. You can boost some factories by connecting them to high-voltage power grid, delivering mail and passengers (workers or customers). Factories never close, but new ones can appear as the population grows. Factories have limited storage, and will stop producing (and accepting) goods if their storages are full. Factories have contracts and will accept/send cargo only to their business partners. The industry chains are different in each pakset. steel mill needs iron ore + coal (in certain proportion) to produce steel, and goods factory needs steel+planks+plastic to produce goods. ![]()
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