![]() ![]() However, the latter also requires extension to your infrastructure. extending your capacity by using longer trains for instance. Both require changes in the number of convois you are running, resp. In SImutrans you have to balance input/output and (for passengers and mail) must rather meet the demand. The speed bonus mostly applys to medicine and books. I never really used Groups in OTTD, I find them pretty useless because you can manage the whole list of vehicles at once and it's very quick to do that by replacing them.īut in Simutrans, part of the earnings comes from bonus earned if the models you use are above average speed of available models, which means that profit tends to decrease as the time passes and if you want to keep a good margin rate you need to have faster vehicles, by replacing them. Plus, the production increases slowly in OTTD as long as you transport the primary goods, it's not a big deal to have faster and faster trains : they're quicker so they can manage a higher production. In Simutrans you spend a great amount of time just balancing your network between transportation of inputs and outputs (which is great IMO because it's part of the challenge an it's much more realistic.). As for OTTD, it's MUUUUCH quicker because factories does accept goods from any supplier in unlimited quantity and they can produce as much as you can provide them, and even if their production isn't transported they still accept goods from suppliers. To me it seems that WAAAY much more micromanagement is needed in Simutrans for one reason : you need to balance the transportation of Inputs and Outputs, so you need to balance your transports. In Simutrans (standard) nobodz cares if you deliver coal with horse carrige in 2020.Not sure about what you're talking about. Together with the faster passing of time, smoking wreck on roads and tracks made autoreplace almost needed as soon as larger maps were possible. The replacement feature (or the need to replace) was introduced to TT to hide the fact that there were about four different vehicles per way type. My intentions weren't to make Simutrans compete with OTTD about lists/groups/UI, just to give an example of what i'm talking about when I mention autoreplacement.Īnd unlike OpenTTD, simutrans is designed with much less micromanagement. Newer ones use lines almost all the time. (When we though about giving up on schedules and just use lines for everything.) But it was never released, because it would be only needed for old games. There was once though of a tool to find all similar schedules to group them into a line. The lines are much more powerful (think of alle the cool statistics), and you can convert (promote) any schedule to a line. OpenTTD groups were the answer to Simutrans lines. As for Autoreplace, you can ask several vehicles to go to depot, to get out of depot. Give group orders to vehicles : As the Lines system isn't implemented in OTTD, giving Group orders to vehicles can be done in various places such as : a depot where several vehicles are parked on, a station that is commonly used by several vehicles, the list menu of vehicles or the groups menu of vehicles.Then you could have an option to define the level of Account Balance below what it has to stop replacing vehicles (for example : below Account Balance of 100 000$ it stops Autoreplace until Account Balance is above 100 000$) All the vehicles that uses the former model will be replaced by the new one. Autoreplace : It allows to select a model of vehicles that is currently used on the networks and to replace by one another.As I was a OTTD player for looong and I really enjoy what Simutrans offers, I also find that the game lacks GUI features that are REALLY useful to manage vehicles, especially when you tend to have HUGE networks with hundreds of vehicles of the same type and when you really need to replace your old obsolete vehicle models by new ones. ![]()
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