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Topic: simutrans or open transport tycoon?  (Read 1552 times)
catweazle
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simutrans or open transport tycoon?
Hello,

I have been playing way back with Transport Tycoon (Deluxe), tried Open Transport Tycoon and Simutrans.
I made my choise, did you? And why?

Thank you
raven
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Re: simutrans or open transport tycoon?
I've recently downloaded OTTD (yesterday), again. Been toying around with large maps, established some freight lines, even considering a little network.
But I didn't felt encouraged to do so given the lack of route of the passengers, so I got tired after 20minutes.

Also felt awkward the way to handle slopes, too much terraforming needed to lay a simple line because you cannot cut slopes easily.

The town growth I've never liked also, it only needing 2-3 serviced stations to boom. This discourages the approach of building a little regional station, because then towns won't ever grow.

Fast pace of time, the arcade feeling makes me nervous! Hehe, but I know there's a cheat to set back time (to play the same 5 years over an over if you wish

It's got a large but unfriendly community, been there, even developed nearly a whole train set (graphically), check out Japanset tracking table, for that matter. But there are great artist nonetheless.

Train routing! Made me feel so discouraged of adding a branch into a network, for trains could (and do very often!) get stuck or take the branch line looping forever.

The music, I absolutely love the music and the environment it creates.
The animation, there's movement everywhere, grass growing might seem stupid, but lets you feel a higher level of interaction with the environment.

The feeling of possesion regarding the vehicles. You can actually grab them and move them around, they're like little toys in your (virtual) hands.

The uniform style is a + +, simple but effective, tough I hate some certain  graphics (Steel  mill, for instance).

Lack of flexibility. This limits OTTD a lot, the grf support is a nightmare, and all those cool features of changing liveries with the years and the like, only hide the fact that there's a limited availability of vehicle designs. <--- This is GREAT disadvantage! No different types of roads, catenaries, no lights for cities, no no no no...

Multiplayer of course it's a +, haven't been tempted to play tough.

Menu buttons using images instead of text is something I like.

Factories have their pros and cos, for instance, instance factory production (factory receives, let's say, steel, and converts it into goods with a magic zzaaap!) is something I dislike much. But the ability to found your own industries and make the world your own is a pro.   

Silly stuff such as your face, company name, you HQ growing... might seem silly, but again, get you closer to the world you're playing in.

----

The overall feeling is that OTTD is more toyish and shiny, and appealing from the outside, while Simutrans is more serious but far deeper.
catweazle
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Re: simutrans or open transport tycoon?

The overall feeling is that OTTD is more toyish and shiny, and appealing from the outside, while Simutrans is more serious but far deeper.


I agree and to add to your conclusion: there are more and annoying bugs in OTT.
Which leads me to pay my respect to all the developers and contributors of Simutrans.  Thumb up
Bravada
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Re: simutrans or open transport tycoon?
I wouldn't diss Chris Sawyer and the OTTD developers that easily, they've put a lot of work in their creation, just as the developers of Simutrans did. There are many things Simutrans has over OTTD (for me, THE thing = TRAMS), but still there are things OTTD has over Simutrans (two-way tracks anyone?).

Overall, I think that Simutrans' advantage lies not only in all the wonderful features I am growning to take for granted  doh but also the fact that the control over the code is higher and there is a higher chance of great features being added. I am quite amazed by some of the latest presents from the dev team to the player community (seasons, climates).
raven
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Re: simutrans or open transport tycoon?
OTTD has two way tracks since when?
Bravada
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Re: simutrans or open transport tycoon?
I meant corner tracks, of course.
raven
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Re: simutrans or open transport tycoon?
oh, two tracks in one tile for NW NE SE SW.
You scared me Smiley
topchrisher
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Re: simutrans or open transport tycoon?
I wouldn't diss Chris Sawyer and the OTTD developers that easily, they've put a lot of work in their creation, just as the developers of Simutrans did.
Correct me if I'm wrong, but did not Chris Sawyer's involvement end a long time ago?  From what I understand, the game was released at least ten years ago, and has hardly changed since then except for add-on-style developments.  OTTD is only a rewritten exact copy of Chris Sawyer's version.

Unless "they" are still doing development of features on the OTTD code?
dschoene
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Re: simutrans or open transport tycoon?
Correct me if I'm wrong, but did not Chris Sawyer's involvement end a long time ago?  From what I understand, the game was released at least ten years ago, and has hardly changed since then except for add-on-style developments.  OTTD is only a rewritten exact copy of Chris Sawyer's version.

Unless "they" are still doing development of features on the OTTD code?

OTTD has gone beyond the features of the original TTD or TTDX and in some ways CS has set the standard for this genre of game/simulation. Lets not forget that Hajo was "inspired" by TTDX to start Simutrans. Ok, it was only half the reasons, but nontheless. But lets not forget that due to this Simutrans was from the very start designed to avoid the deficiencies of the TTD concept, so it is less than surprizing that it is head and shoulders above the competition. I like Simutrans more than TTD myself although being utterly addicted to both of them in their respective eras.  _toast
whoami
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Re: simutrans or open transport tycoon?
Sorry for dropping in after all people have left the party, but had to spend a few exhaustive months on other stuff (my working group of three people has effectively been reduced to one person, that is: me), and still need to catch up a lot. I think not all people here know about the state of Transport Tycoon and its descendants. I have used them for years, before I came to ST. Although you could find better descriptions on the details, I hope I can give an overview without giving too much incorrect info, but actually most of it is my personal point of view and experience. I know that several of the ST developers and designers are familiar with TT's details and history, probably more than I am.

Correct me if I'm wrong, but did not Chris Sawyer's involvement end a long time ago?  From what I understand, the game was released at least ten years ago, and has hardly changed since then except for add-on-style developments.

There have been Transport Tycoon (TT, which was quite flawed), TT+World Editor, Transport Tycoon Deluxe (which was a major improvement over the first TT, but still limited), and TTD's port to Windows 95 (not changing the game's behaviour at all). After that, the original makers had lost interest, and although a successor was promised for years, only the engine was reused.

Much later (after TTD's release), Josef Drexler started TTDPatch, which over several years (with support from several other people) provided a series of huge improvements to TTD, including bug fixes. TTDPatch hacks itself into the original game's executable to replace or extend many pieces of the binary code when the game is started (therefore, it's in Assembler). It's amazing what could be done that way, though some fundamental limitations of TTD (like missing destinations for pass., cargo etc.) couldn't be overcome that way. Website is: http://www.ttdpatch.net/, but the entry page shows only a very old stable version, you have to look around to get to the current beta version. TTDPatch still seems to be under active development, maybe cooled down a little since October 2006.

Quote
OTTD is only a rewritten exact copy of Chris Sawyer's version.
Unless "they" are still doing development of features on the OTTD code?

Yes, OTTD is a clone (under GNU GPL) of the original TTD, and is under active development (http://www.openttd.org/). It is a parallel effort to TTDPatch, but many of the features of TTDPatch have been integrated into it (means: reimplemented), so both show similar improvements over TTD.

Both OTTD and TTDPatch require the original TTD to run, the first only for some graphics (buildings) and sounds, AFAIR. But many more graphics have been added by other people, very similar to ST. Oh, and I think there was a separate project(?) for reverse-engineering and documenting the internals of the original TTD, which provided much information required for OTTD and TTDPatch development.

Why am I writing this, with so many words?
I have played and enjoyed TTD for more than a decade (mostly using it to build train networks). Without TTDPatch, however, I would have ditched it after a fraction of that time, because of the annoying bugs and limitations (and the graphics becoming boring). Since I can't spend all of my time on games (*cough* any more *cough*), I have chosen to allow only one never-ending game to eat away my time nowadays, and that is Simutrans. angel
Switching between *TT* and ST is quite hard or at least confusing, because you need to know a lot of tweaks (some could even be called undocumented rules) to become efficient or at least successful, and those tweaks are very different between the two worlds. This might be the reason why I switched - I knew all the tweaks (though it still takes a long time to build a nice network) - it wasn't really challenging any more. Since ST is changing quite fast, it remains a challenge (even more for the users of bleeding edge versions, like me).

Some things are similar among ST, OTTD and TTD+TTDPatch: many people have spent and still spend a lot of time, effort and enthusiasm on a program, which lets you create and form a small, nice world of its known, where you don't have to deal with all the ugly things that spoil the real world (or our perception of it).
_toast

(optional reading:)

One major improvement in TTDPatch is the handling of vehicle graphics, to support many more engine and wagon types for trains, and other vehicle types, with dynamically adapted wagon type and livery, depending on position within the train and the year of purchase. That allows for realistically-looking passenger trains (e.g. ICE, ICE3, IC, local trains, S-Bahn for German DB) and freight trains (different graphics for the same cargo type), without having to deal with many different wagons in the depot. Instead of the looks of a wagon, you can choose by technical properties (capacity, top speed, weight when empty, loading/unloading throughput). Raven wrote about the difficulties this and .grf in general causes for the graphics people.
Other changes from TTDPatch deal more with the less obvious, like getting rid of nearly all of that micro-management (with servicing and upgrading vehicles, accidents etc.), or with tractive effort, loading times, shared schedules, and many more.

As said, many of TTDPatch's changes have also been included in OTTD. The graphics enhancements in TTDPatch remain mostly hidden if you don't install add-on sets, also the standard installation's graphics of OTTD weren't so much richer than TTD, last time I tried.

This applies to both OTTD and TTDPatch:
Lack of pass./freight destinations means that there is no real incentive for building an actual transport network, but you can build as if there was such a necessity, so the game becomes more challenging. You can build a very complex integrated network, which, if you follow some "best practices", will work very well, and after some time means fun just by watching it in motion.
I have thought of ways to simulate destinations in TTDPatch within the given limitations, but since I'm only a wannabe programmer, it remained a concept. OTTD could be extended in the same way, but I don't know about the current state there, they might even work on real destinations.
Killua Zaoldyeck
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Re: simutrans or open transport tycoon?
If OTTD becomes 3D Transport Game (And like Simcity 4, Easy Building anything of transport)...
I have to say good bye to Simutrans....
Oh~But it will not happen soon...
kierongreen
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Re: simutrans or open transport tycoon?
Quote
If OTTD becomes 3D Transport Game (And like Simcity 4, Easy Building anything of transport)...

Having been playing around with SimCity 4 (in the interests of research of course) recently I have to say that building in 3D (even in it's fixed viewpoints) has disadvantages (worst being that it's difficult to align heights sometimes).

Quote
Oh~But it will not happen soon...

I would imagine that OTTD would have about the same chance of becoming 3D as simutrans.
VS
Vladimír Slávik
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Re: simutrans or open transport tycoon?
My 2c and other random thoughts: IMO what Whoami said describes quite well the whole situation and what is what. The community on TT-forums is quite big (too big for my liking) and I'd agree with Raven that also less friendly than our. What is really cool about TTDpatch is that its "pak format" is in fact some kind of interpreted byte code, so you can have more complicated checks like "if this station tile is surrounded with its own type" etc.

Tools for messing with Simutrans graphics. Template archive - templates and some other stuff for painters.
kierongreen
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Re: simutrans or open transport tycoon?
Quote
What is really cool about TTDpatch is that its "pak format" is in fact some kind of interpreted byte code, so you can have more complicated checks like "if this station tile is surrounded with its own type" etc.

Which allows you to do what?
Anyway, some checks like this can/could be possible in simutrans whistle
VS
Vladimír Slávik
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Re: simutrans or open transport tycoon?
I don't know, better ask Raven, IIRC he knows far more [than me] about this system. I tried to find some example in their wiki and the first thing I ran into was this. Possible in Simutrans, certainly yes, but the question stays - do we need it or not? Current system of making paks is really simple and thousand times more intuitive than that. That feels like coding in assembly, but using hex numbers instead of instruction names. Of course, one can say that our system would be better and more creator friendly wink

Tools for messing with Simutrans graphics. Template archive - templates and some other stuff for painters.
raven
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Re: simutrans or open transport tycoon?
grf format (was) a hell, the way you had to align sprites manually and all -- But I bet this has been solved.

What was themain advantage was the randomization, multiple loads, animation, and all eye candy. But I bet there's a reason it hasn't been yet implemented.

The way you can compose vehicles with graphical overrides and all that? That's just hiding the fact that you can have only certain amount of vehicle id's.

The way a vehicle's livery changes over time? hmmm, this one would be good to see, since there were a lot of options.
It could change by itself from a certain year, it could change only if bought new (that is doable in simutrans just creating another object), and it could change if brought to the depot (for free, so not doable).

About consists: So, for simutrans, you want an ICE3? ok, you still need to make the 8 vehicle graphics (is an EMU-8, right?), and then forget about using callbacks 'what would happen with', you just need 16 lines with a constraint. Hiding non-buyable vehicles gives a clean view of the depot, do it doesn't really matter if it has a lot of certain stuff (like wagons exclusive to one emu or locomotive).

The way of refitting cargo, that's just another way to hide the vehicle limit. So, you need an early hopper for grain, goods, steel? You buy them right from the start. Being honest, how many of you would recycle a train -- Oh, seems like with a more modern locomotive, I've got one spare coal train, let's use it to carry goods.
well, certainly some categries of goods 'might' be carried in hoppers, in fact, wood is, but we have Categories, and what's better, different freight images for each loaded good, I used this in the JNR set, all types of crated goods have a different loaded image for the container wagon, two variations = two wagons in the depot. Neat

Now, there's a description box for each train in the depot, 'hey, use this for freight'. Cool!
But the constraint not needing a full name extension request was accepted, so whenever it's done, you could classify your trains into passagiere and freight, how? using tags, i.e: freightLocomotive_1 --> Constraint next =_f_
Then you need to give all wagons names the tag, that will be removed in tranlation anyway.

Oh, but the sets are not compatible, they need so much internal finetuning that it's a hell. It's completely anti-intuitive to have to build passenger wagons to an EMU head to make it longer, why this?

But the format is hell, all those bits, and having to count all the tyme, adn the sheer amount of time spent in rutinary things like changing a name! well, I bet some things could be automatized, but I felt it was like trying to go from Berlin to Rome via Madrid.

One thing I feel is better on ttd is the feeling that trains are yours, dunno why, perhaps because of the looks of the train info box, or the way you can move them around, stop them, reverse them, crash them.

THere's always features here and there that add to each of the games however. As whoami said, the tractive effort is a good one, since you are supposed to be able to create a locomotive that is powerful, can keep a high speed, but due too it's axle configuration can't really pull much, so takes it's time to accelerate.

But most of the credit goes to simutrans, line handling, try to play a game without clone convoi and lines, heheh, I tried to play TTD some time ago, and when I started building locomotives for an intercity line I soon discovered that if by any chance I needed to change stations, I would have to modify each locomotives schedule (this has changed in OTTD?I think there were some advances), arg!.

About going 3d? Lol. Even if they go 3d, how many years it's going to take them to create just a city set? Some sets are being drawn years! They need a coder, a drawer, coordination... And they don't work with each other!

You can dump pakjapan vehicles, industries, goods, and cities into main64, and it works.  Smiley
And no need to fight.

Other issue, factories, they close if not supplied, they have varied production... I know some people prefer to build on a steady world, but if this were switchable, some of the hyperactive gamers would be much more entretained by the challenge of profitable lines becoming not so profitable anymore, and all that.

To sum up, there are not a lot of reasons to move back to OTTD.  Smiley
whoami
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Re: simutrans or open transport tycoon?
Last Edit: January 13, 2007, 07:44:30 PM by whoami
Raven,

some of your text sounds like you took my remarks as a ST vs. TT comparison, which it isn't, although it's true that some features I named are similar to pending extension requests in ST. wink OTOH, some things aren't needed in ST (you named the randomization for trains, stations), because the same can be accomplished, as you said - just in another way.

My major point is, TTDPatch became the actual successor to TTD (some advantages still haven't made it into OTTD, or only to a limited extent), bringing the whole game to its limits and extending its lifetime by a decade or so, still running well on old PCs. (I also tried many other transportation/infrastructure simulation programs.)

I don't know whether OTTD will eventually replace .grf by something that is easier to handle (TTDP can't ever do that), but if they want to, they should have a close look at .pak. ST with pak128 has so nice graphics and so much  choice of objects, compared to TT (even with all the extension sets), so that backs your statements about the difficult handling of the format being a major obstacle, not to mention the fixed size/resolution of the game's objects.

The remarks about the community being less friendly there... It may be that ST is more open to newbies and new contributors. This forum surely helps with that, because it's also the platform that the developers and designers use, which makes the whole project more transparent and accessible to others. (Funny, because ST is CS, whereas the others are GPL'd.)

About tractive effort - there was some talk about it here. There would only be a small improvement to gameplay, I guess - engines for freight trains are already distinguished by high power rating combined with low top speed. (Most of the time, I already have enough in-game trouble with train engines not being powerful enough even for a few waggons, and only slowly accelerating.)
raven
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Re: simutrans or open transport tycoon?
Oh, I was just comparing Smiley

For example, the vehicle servicing and breakdowns, no thanks!
whoami
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Re: simutrans or open transport tycoon?
For example, the vehicle servicing and breakdowns, no thanks!

Yes, that was extremely annoying in long-term use, but: In the "optional reading" section, I wrote that TTDPatch (also OTTD?) allows you to switch off most of that stuff (e.g. no maintenance/depot visits, or regular depot visits in the schedule, combined with automatic upgrading of vehicles if needed, no accidents). These features haven't existed for most of the time (maybe included since two years, some less).
prissi
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Re: simutrans or open transport tycoon?
By the way, I made a patch for passenger destinations for OTTD: http://www.tt-forums.net/viewtopic.php?t=14761&start;=640. I made also one for towngrowth an seasons, but still OTTD is way too easy to satisfy my challenge. Also the need to constantly upgrade you vehicles and network is quite boring.
raven
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Re: simutrans or open transport tycoon?
Did they fix the pathfinding?

Because to fix your network meant fixing every vehicles schedule so they didn't went the bad way in an intersection, getting lost forever.
whoami
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Re: simutrans or open transport tycoon?
By the way, I made a patch for passenger destinations for OTTD: http://www.tt-forums.net/viewtopic.php?t=14761&start;=640


Do you mean http://www.tt-forums.net/viewtopic.php?t=9201&postdays;=0&postorder;=asc&start;=380 instead, perhaps?
raven
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Re: simutrans or open transport tycoon?
BTW, congrats prissi for fixing one of the major issues in TT. Good one!
LondonBVE
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Re: simutrans or open transport tycoon?
OpenTTD might be a good game if you have a huge network as the breakdowns and servicing etc...  but can give you headache while also at the same time challenge the time. But if you have a small one you will find that some stations will stop serving, in such cases you must improve your service for the station to be reopen which is actually trying to boost your amount of traffic. From my past experience one line could have a 100 buses if not the station will closed, is liked every second there must be a bus if not the station will closed until your service has been improved. Hence I always get a line of buses jam up.  Roll Eyes Well since I have my settings to have a time limit for each buses which most of them are 15 years, so I have spent a week to clear out all the old buses and then realise that the first replaced bus is already two years old. OpenTTD station is only limit to the end of each road, which means you only able to build bus stop at the end of each road not in the middle of the road etc..., so it actually can stop you from putting stops near monuments, attractions etc... which add on to their disadvantage list and the strange thing is even you put it in a deserted place, the passenger level and be the same as the ones in the city. It is fortunate that Simutrans do not have such thing or else it will be terrible y_whew

That is about their road transport, now when it comes to railway, it can be irritating laying down tracks as sometimes the grass will grow and land will grow higher too hence you have to keep lower down the land and have to quickly put something on top to hold the ground (if you plan to build tracks at a later part). While their curves between two tracks can be so sharp that it looks like a inverted V.

R = Rail Tracks

     R
   R  R
  R    R
 R      R  
R        R

Which it is so unrealistic in real life exclaim

While indeed their economic features might be a little bit better then Simutrans, as it features a button that you can able to buy the whole transport company (provided you have competitors mode turn on). I bought at least 10 companies and that is why I took so long to change all my buses to the new ones. You can advertise people to use your transport company and also able to see what is your serving standard in the city. The feature that your headquarter can grow can be a litttle bit stupid (do not meant to critise them) and you able to change your look and name which is humorous cause their faces most of them are very ugly. You can change the transport company anytime you wish too but not much company in realism change their name that often (I changed more then 15 times in just 1 day of OpenTTD Time). While sometimes City Road will block you from developing or build things hence you need to delete them but sometimes it won't be allowed as the City Authority do not allowed you, so that means you have to improve your service.

Well they also have accidents and incidents which are coded inside initially. One of the accidents is a UFO Attack, which is so unrealistic. While you can have monorail crashed onto buses (the monorail tracks actually means high speed track not really monorail), when the buses are crossing while the monorail came dashing, which actually I have caught that lots of times so all my bus routes have change to bridges (sometimes monorail tracks if the road is impossible).

After a computer reformat, I wanted to download it again but then something keep telling me to download something more nice which is Simutrans, Simutrans is a nice game with nice features and with some realism. So Hooray To Simutrans.

*A tribute to Simutrans* dance
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whoami
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Re: simutrans or open transport tycoon?
So I'll give a final statement as advocatus diaboli:

The standard OTTD (I have checked the newest one) is made to act nearly the same as the original TTD:
- most existing patches (=improvements over TTD) are not switched on by default - you have to do that yourself
- many patches (like Prissi's, and several that are in TTDPatch) haven't been integrated into the standard package at all
- nearly none of the available add-on grfs are included (makes sense, but users have to know how to get and install them)
- the (uncomfortable/inefficient) original building tools haven't been improved (quite annoying when coming from ST)
That means that most advantages over the original TTD are hidden. I don't know why they do it this way - maybe it's based on the assumption that players have to read the documentation for the patches' behaviour before using them. I think that TTDPatch still offers much more than OTTD.
The International Simutrans Forum > Requests and Discussion > Simutrans Discussion (Moderator: fagonella) > Topic: simutrans or open transport tycoon?