signal – Train Fever Official Website (archived) Sun, 20 Dec 2015 01:29:54 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.2 [Mod] Gwinda’s Signal Pack /forums/topic/mod-gwindas-signal-pack/ Sun, 20 Dec 2015 01:13:32 +0000 /forums/topic/mod-gwindas-signal-pack/ Continue reading ]]> FORUMS
On Train-Fever.net
On Steam

REQUIREMENTS
Train Fever 6219 or above.

PLATFORMS
Windows
Mac
Linux

DOWNLOAD
Download the mod here

DESCRIPTION
This mod pack adds more path signals to TF.

  • Disc signal 1850 – 1877
  • Main signals with 2,3,4 and 5 lights
  • Main dwarf signal
  • Dwarf signal
  • Road crossing signal (train)
  • Road crossing pre-signal (train)
  • PDF-manual

INSTALL
The signal package is written for the new mod system and must not be copied into the res folder, as before.
Use TFGM or simply unpack the archive in Train Fever’s mods folder.

UNINSTALL
Use TFGM or simply remove Gwinda_s_signal_pack_2 from Train Fever’s mods folder.

 

If you have made a translation into another language, please send it to me and I will add it for download.

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If DEV think Main connection is REALISTIC , then Rail " IXI " IS MORE REALISTIC /forums/topic/if-dev-think-main-connection-is-realistic-then-rail-ixi-is-more-realistic/ Fri, 02 Jan 2015 14:09:48 +0000 /forums/topic/if-dev-think-main-connection-is-realistic-then-rail-ixi-is-more-realistic/ Continue reading ]]> AS THE TITLE :

DEV Won’t you listen to player ? if you think main connection is realistic and it’s important in the game

Now here I tell you ” The Rail Cross as ”  IXI ” Diamond cross ” IS MORE REALISTIC and MORE NEEDED  THEN

those dlc coming of the feb, 2015 . Modder would have this job then you .

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New Signals /forums/topic/new-signals/ Mon, 08 Dec 2014 09:15:49 +0000 /forums/topic/new-signals/ Hello

Can anyone tell me, if there are any mods for new signals? I`d like to have the swiss signals.

Thanks

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[MOD] Gwinda’s Signal and sign Pack /forums/topic/mod-gwindas-signal-and-sign-pack/ Thu, 13 Nov 2014 17:42:09 +0000 /forums/topic/mod-gwindas-signal-and-sign-pack/ Continue reading ]]> I have started a signal & sign pack.

http://www.train-fever.net/filebase/index.php/Entry/455-Gwinda-s-Signal-pack/

In this first version there is only one additional signal:

– Main dwarf signal from 1925
– Dwarf signal from 1925
– Road crossing signal from 1925
– Disc signal from 1850 – 1877

More signals and signs will be added over time.

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[bug]:head on trains stuck or pass through each other /forums/topic/bughead-on-trains-stuck-or-pass-through-each-other/ Mon, 08 Sep 2014 18:55:37 +0000 /forums/topic/bughead-on-trains-stuck-or-pass-through-each-other/ Continue reading ]]> first this happened:

trains head on at signal are stuck

trains stopped at a signal head on. they would not reverse, nor could they find the way to the depot.

one thing worked: assigning one train to another line. i thought maybe it reverses then. it did, but also this happened:

trains passing through each other

 

the trains passed right through each other. … i was not sure if i was happy about this or not.

 

This here actually documents a multituded of bugs or design flaws:

  • trains can only be sent to a depot, if they can go there by going forward. if they would need to reverse to get there, they are lost.
  • trains can get stuck head on at a signal. and without a lucky workaround (which actually may only be possible due to yet ANOTHER bug)  they may be stuck there until the player quits and loads the last savegame.
  • when a train is assigned to a line, while it is out on the tracks, all kind of weired shit may happen. i am pretty sure of that. the passing through bug seems to be a result of the train assignment and not of the getting stuck head on bug.

 

 

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Switches, crossings and signals /forums/topic/switches-crossings-and-signals/ Fri, 05 Sep 2014 08:11:21 +0000 /forums/topic/switches-crossings-and-signals/ Continue reading ]]> Hey there!

I also posted this on the Steam forums, since I was unable to post here on the official forums at the time due to a forum mail glitch (couldn’t create an account). Been looking forward to the release of this game for months! Glad it has finally arrived.

Unfortunately, as an avid Transport Tycoon, OpenTTD and Simutrans player, I find some things rather lacking. Maybe I’m just overlooking things or not used to this game yet, but it seems like I am unable to build any of the more complex stuff I used to be able to build in the aforementioned games.

Firstly, I’m having a really hard time making a simple roro-station, see example below (right click and select ‘show image’ or something like that to view the non-squished version).

The grey area is a station, the small house at the bottom is the depot. The layout so far consists of a simple one way track, leading to a split with two one way tracks entering the station.

For some reason the blue train just absolutely refuses to pick track B when the yellow train is loading at track A. It’s very stubborn like that. I think I’ve exhausted every possible combination of signals. In examples 7 and 8 the blue train refuses to leave the depot at all. In OpenTTD, I used block-, pre-, entry- and exit-signals in this situation, but in this game I’m only able to build path signals and they don’t seem to understand what I’m trying to achieve. What am I overlooking? Any suggestions?

The signals in use are one-way only, I tried turning them around but clearly that didn’t work either. I’m not sure how to make a simple roro-station in this game. I hoped the system would resemble OpenTTD, but seemingly it doesn’t.

Secondly, I can’t figure out how to make railway tracks cross, as seen in the example below.

I’ve been struggling with this all day, but it seems like the game just won’t let me build this way. However, I can’t imagine this is intended behavior, as it would really make many, many neat and realistic looking track layouts simply impossible to build.

So far, despite my enthusiasm, I’m actually kinda disappointed with the game. It looks rather dull (trains look great though, locomotive mechanics look really neat), there is no weather system that I can see, nor a day and night cycle. Performance isn’t great. There’s no multiplay nor are there any advanced land generation options. There also aren’t many industry types and I can’t build boats or airplanes. On top of that, it now seems I can’t even build railways the way I had imagined and there’s no waypoints to help out either (never needed them before in comparable games, but this time they could actually come in handy).

I guess it’s back to OpenTTD 🙁 Very happy with the soundtrack though! Trailerpark and Rumble Tracks are really good, and the intro of Big Boss will give all TTD players a sense of nostalgia 🙂

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A few tweaks to signals (appearance/functionality) /forums/topic/a-few-tweaks-to-signals-appearancefunctionality/ Thu, 04 Sep 2014 21:14:50 +0000 /forums/topic/a-few-tweaks-to-signals-appearancefunctionality/ Continue reading ]]> While the signalling system overall seems to work well, the appearance is rather prototypical.

First off,  the signal arms should point inward, towards the track the signal controls, not outward.

Second, it would be really nice if the signals actually showed aspect correctly. Right now they all show stop all the time. They should show proceeed (arm raised) when the following block is clear.

Signals that control a junction should have two arms,with the lower arm controlling the diverging route, like this: http://upload.wikimedia.org/wikipedia/commons/7/7b/Rail-semaphore-signal-Dave-F.jpg

In the ideal situation, the game should also add in distant signals ahead of each main signal by a train length or two. These are typically yellow arms in real life, and indicate the aspect of the following signal.

 

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