back

by jjmarr·5mo ago·view on hn ↗
I like Simutrans more because the cargo and passengers have destinations in mind.

TTD and OpenTTD do not which incentivizes mechanisms to dump everyone at the edge of the map.

Aside from that they're both transport games with bad UIs.

2 comments
OpenTTD has the `cargodist` option which simulates reality more closely. Passengers enter stations with a destination in mind and will transfer at other stations.
Note that a big difference between cargodist and simutrans is in simutrans the customers have a destination before they come to your station, so opening up new routes will increase your customer base. In cargodist, you get the same amount of passengers, regardless of connected destinations, and they just choose from among connected destinations in your network.
I really want somebody to mod this into OpenTTD because cargodist was a good step and a nice approximation for a time, it's no match to the "destination in mind" pax. I'm reduced to play commercial offerings like Transport Fever 2. But as far as I know, it would be a considerable undertaking.

Elsewhere in the thread chain:

>[OpenTTD has bad UI]

Hmm, really? It's cluttered with windows and options but I think the mechanics of windows popping and quick dismissing works out for this kind of a game really well. It scales across #n of monitors so well. I run mine on a 43" 4K television panel, no scaling, and I get all my screen estate I need. Works out so swimmingly.

so ... ideally you would see how many people would be waiting at the station if there were this or that route through the network?

so the game would simulate economic preferences (which then translate to met and unmet demand)

so for every city (and industry?) there should be a preference table of where to buy from (and where to sell to) - and in case of passengers where to go? (and ideally there should be consistency, so if it's possible to go from A to B directly but also through C then preferences should be direct then indirect flows)

> ideally you would see how many people would be waiting at the station if there were this or that route through the network?

Simutrans has this.

> for every city (and industry?) there should be a preference table of where to buy from (and where to sell to) - and in case of passengers where to go?

Also in the game.

thanks! I never heard of it, despite playing transport games since ... well, since the OG TTD.
> I'm reduced to play commercial offerings like Transport Fever 2.

Literally play Simutrans. Same window UI from the 90s.

Why the simutrans folks decided on a weird hardcoded frame rate (40fps) that looks janky as hell on every single display ever I will never understand. Unplayable. instant motion sickness.
It sounds to me like a product of the ‘90s. CRTs were still common, and they support essentially arbitrary fixed refresh rates. It wouldn’t have been a big deal at the time. It’s like how the original Doom runs at a native 35fps when you don’t use interpolation.
I haven’t played simultrans, but I wonder if it feels less janky on a 120 Hz or 240 Hz monitor, since both of those values are evenly divisible by 40. Compared to playing on a 60 Hz display or other non-multiple of 40 refresh rate monitors.
Actually, it's not 40, it's 25, even worse.
Ever heard of little games called Diablo 1 and 2? People spent billions of hours playing those on displays with framerates faster than 25 for 2 decades.
Came here to say this, was an instant bounce for me.