First type of Transport?

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If one type of transport was to be done for the game, so people could test the logictics and the graphics and so on, what should it be?

Trains
38
90%
Trucks/Buses
2
5%
Planes
1
2%
Ships
1
2%
 
Total votes: 42

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Raichase
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Post by Raichase »

SHADOW-XIII wrote:
Raichase wrote:Well, as they say: "You da Boss"
who said that :?: :?
Well, erm, ah... ummm. let me see. one sec... ahhhhh. No, really i know...

Oh give me a couple of days...
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Post by Marco »

Trains!!!
I have lost my original user id for 20842 :(
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Post by sultana »

I think it's safe to say that trains have won... why don't you just a test abit on all of them? There all gonna be put into the game at some stage, right?

btw Marco, what happened to your avatar... hehe, that was a nice avatar and it doesn't feel right without it there :P
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Post by Marco »

[OT]

I tryed to change my avatar, but the new doesn't work, for a forum's error.
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Post by GoneWacko »

I say Bicycles :D
Or maybe pedestrians :P

Nah seriously Trains...
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Post by GoneWacko »

Marco wrote:[OT]

I tryed to change my avatar, but the new doesn't work, for a forum's error.
Are you sure it's not larger than 90 x 90 pixels?
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Post by SHADOW-XIII »

GoneWacko wrote:Are you sure it's not larger than 90 x 90 pixels?
LOOK AT MINE :P :P :P
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Post by Raichase »

SHADOW-XIII wrote:
GoneWacko wrote:Are you sure it's not larger than 90 x 90 pixels?
LOOK AT MINE :P :P :P
I assure you the only thing that attracts my attention more than your superb avatar :D is your postcount. That avatar is really cool but. I love the animation, its simple yet very effective. Did you do it yourself?

(Yes, i know, furthur OT)
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Post by SHADOW-XIII »

.. eh .. now .. I get it from a page (it is from Neo-Geo game)
anyway ..
I mean my avatar has got more than 90x90 andmore than 10kb :mrgreen: ... I can say noone helps me (neither administrator or moderator) I just found a trick to get it here :mrgreen:
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Post by Hyronymus »

OK, the question in this topic was WHICH SHOULD BE THE FIRST MEANS OF TRANPSORTATION TO BE DEVELOPPED (sorry for the caps, caps lock was stuck 8) . I think trains too, because they need quite some rotuines you can use for other vehicles too. I.e.: if you manage to let a train follow the track, you are halfway doing the same for the rv, ships and plains.
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Post by SHADOW-XIII »

if we could create Day/Night change ... and 24h clock in game we could create times of departures for vehicles .. :P
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Post by Hajo »

SHADOW-XIII wrote:if we could create Day/Night change ... and 24h clock in game we could create times of departures for vehicles .. :P
If you consider how fast the time passes in TTD a day-night change every 24 game hours just gives a flickering screen ...

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Post by Arathorn »

But time doesn't have to go that fast as in TTD, if we have a bigger map, we also need more time to build everything possible.
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Post by spaceman-spiff »

I agree, time can't pass that quick, this should be adjustable
Well, back to work, lot's of it in the near future
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Post by Hajo »

Arathorn wrote:But time doesn't have to go that fast as in TTD, if we have a bigger map, we also need more time to build everything possible.
I still think this needs more thought ...

I.e. if a game day (one day-night change) is 4 minutes, and a year has 365 days, a game year will last roughly 24 real hours.

Assuming you play 2 hours a day (in average), you need to play 12 days to let one year pass ... 1200 days for 100 game years. This will cuase problems witht he introduction dates. I.e. if a new vehicle is introduced after 50 game years, you'll have to roughly play the same game for roughly two real years to see it appearing.

If game time goes faster, day&night will change unpleasantly frequently and give you a headache. IMO the link 1 game day = 1 day/night change
doesn't work well in either case.

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Last edited by Hajo on 10 Feb 2003 10:43, edited 1 time in total.
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Post by Arathorn »

How is that solved in Simutrans?
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Post by uzurpator »

How about worrying about timescale when we acutally can transport anything?
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Post by Hajo »

Arathorn wrote:How is that solved in Simutrans?
Twelve day/night changes per game year.

This isn't realistic. But it gives a good feel of passing time, and you have a chance to play 100 game years in one lifetime. But IIRC years in TTD pass by four times faster than in Simutrans.

The drawback is that this screws time in the game pretty much. A day = month. That means things done on a daily base do no occur 30 times a month as you could expect ...

And there are more oddnesses, also in TTD: I.e. a vehicle that says to travel 50 miles per hour but needs months in terms of game time to go 50 miles - well this is also linked to the question how big a square is assumned to be. One house per square gives a hint that a square is something in between 10 meters to 30 meters.

This question also has impact on map size and city sizes.

I'm curious how TT2 will solve that :)

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Post by SHADOW-XIII »

Hajo wrote: I.e. if a game day (one day-night change) is 4 minutes, and a year has 365 days, a game year will last roughly 24 real hours.
.. Great .. this will be LONG game ... :mrgreen:
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Post by Hyronymus »

Interesting point about the size of game tiles and the game's map. Let us consider that for a monent (OT but hell).

What is the average city diameter in real world, and I don't mean cities like Mexico City. You have to decide how many squares you want to use to resemble a city in the game. Say you decide to use 20 x 20 squares for a nice, large city. How many meters does that resemble? Now you can calculate how much meters one square resembles (average realworld citysize / 20 = kilometers / square). Since the distance is set, you only need to think about the time it takes your vehicles to cross that distance. So you buy a bus with top speed of 50 km/h (I'm a mainland-european). Now distance is known AND speed is known, what comes out is TIME.
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