Age | Commit message (Collapse) | Author |
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accumulated feeder share (transfers) of individual pieces of cargo. This means that cargo isn't thrown on a big pile when it's put in a station or unloaded at a station, however the GUI does not reflect these changes yet so you will not actually see it.
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better to use int64 variables in the string generating too instead of packing them into two int32s.
-Fix: some displays of money were wrong.
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place money in some string.
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-Codechange: use predefined enums for viewport zoomlevels
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This major feature-fix keeps track of the value of transfers offloaded at a station, and hands on to a loading vehicle a credit note proportionate to the cargo loaded. The transferring vehicle is paid only for the distance it has travelled. eg. B-C in a transfer chain A-B-C-D.
When the final cargo is delivered, these credit notes are cashed, and the final vehicle is paid for A-D minus any credit notes it is carrying. The company bank balance increases by the value of the A-D route.
You still need to set up a profitable route; it is still easy to make a loss on transfers by bad planning. :)
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velocities to from 8mph to 1km/h (peter1138), also give aircraft realsitic velocities (so that 1km/h is 1km/h independent of vehicle type) (peter1138). Introduce a flag to reduce aircraft speed in holding patterns to some realistic velocity. Use this flag for the city airport for the time being and make use of the different entry points for this airport type.
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files with the @file tag as well as a few general comments style
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code, as 1 mph == 1.6 km/h is too far out for some people.
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magic numbers and add a function IsNormalAircraft() which tells us whether the aircraft is in fact some flying device or a rotor/shadow.
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from build_vehicle_gui.cpp to aircraft_gui.cpp
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values.
This lets us increase the sprite width from 14 to up to 29 bits,
effectively nulling the old sprite limit. Table changes in next commit.
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renamed to .cpp)
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