Home › Forums › General Discussion › Maintain an interval between trains/buses
- This topic has 17 replies, 8 voices, and was last updated 10 years, 11 months ago by Sotrax.
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November 27, 2013 at 21:31 #1621bafouuParticipant
I have noticed in the Gameplay video that when two buses were affected to the same line, they left the depot at the same time, and so they stayed together during all their route in the town. In my opinion it is crucial that there is a way for the player to make a vehicle wait to let a minimum interval between itself and the previous vehicle. In Cities in Motion, that was not possible and we could see three buses together with a huge gap after with no buses, which is unefficient and very frustrating !!
Even if you have decided not to implement timetables, you could add an option to set for exemple how many days (since it is the time unit in TrainFever) after the previous departure a train of the same line is allowed to move off.
I hope you intend to make something to deal with that, that would be very usefull !
November 27, 2013 at 22:22 #1622AnonymousInactiveIn Cities in Motion, that was not possible and we could see three buses together with a huge gap after with no buses, which is unefficient and very frustrating !!
Well, in CiM buses (and trams, and other vehicles) maintain intervals automatically, if they do not interfere with traffic jams. With last patches it worked relatively well. I think in TF will be something like that.
November 28, 2013 at 09:56 #1624mikaelMemberOur buses will wait at a stop till the previous bus moves further. This will prevent a bus from a traffic jam. You’re able to send the bus back to depot and start his route manually later on.
December 4, 2013 at 01:11 #1658douglasParticipantI don’t recall you talking about bus bays. Will there be bus bays? Otherwise a bus waiting to keep a certain distance to the other bus will block the lane, causing a huge traffic jam behind.
December 6, 2013 at 18:54 #1673kensternationParticipantSchedules. PLEASE tell me we will be able to create meaningful schedules. CiM2 has a great schedule maker but there is no point in getting too detailed with it due to a lack of passenger intelligence. This severely degrades game-play for me. Being able to setup schedules for different times of the day and days of the week would be FANTASTIC!
December 6, 2013 at 19:51 #1676Axel SpringerParticipantHi,
if you look at the game play video 5:19 for example:
there you can see manage route and: Schedule 4 min. cycle. So i think it is or?
December 7, 2013 at 00:37 #1678douglasParticipantI think there are no schedules. 1 month will be 8 minutes if Im not wrong.
Much better this way. No schedules, no day night cycle, just hard signaling and routing. That is what the game suppose to be about, not timetables that will never work as expected for a very simple reason: vehicles moving in real time while game time moves faster.
December 8, 2013 at 00:02 #1680kensternationParticipantDouglas some of us LIKE scheduling. I respect your opinion of building a network, but what do you do then? We have had games like that in the past (A train, railroad tycoon et al) I LOVE those games but, to me, scheduling adds a whole new fun fascinating element to the game.
December 8, 2013 at 00:26 #1681AnonymousInactive1 month will be 8 minutes if Im not wrong.
As I remember, 1 day ~= 1 second, so 1 month = ~30 second.
December 8, 2013 at 01:39 #1682douglasParticipantI also respect your opinion kensternation. If the devs decide to add schedules, ok great. I’m not against. I’m just pointing out a problem that ppl refuse to see and create “amazing” complex formulas and suggestions that never work. Its very simple: vehicles must run at the same time the game run, otherwise no schedules will ever be good enough. You either play a game where vehicles seems to be on cheetah speed all the time, or a boring game that 1 minute = 1 minute in real life.
And to confirm:
- An in-game year will pass in 6 minutes. You’re able to speed the time up, what will shorten an in-game year.
Source: http://www.train-fever.com/forums/topic/giving-thanksquestionsideas/
- This reply was modified 11 years ago by douglas.
December 8, 2013 at 10:56 #1684Axel SpringerParticipantI am with doug, but for what is the function in the game play video?
Thats fact and no idea by myself.
@Kensternation: If you like trains and schedules you have to play ZUSI.I think after bulding a network, you have enough to do (new factorys, new tracks, repair network, new vehicles, etc.)
December 8, 2013 at 20:13 #1686douglasParticipantWhat is ZUSI Axel? I did not find this game.
Here is the devs saying about the schedules:
Train Fever is not going to have timetables. You can add signals or change the street layout to optimize a route .
Source: http://www.train-fever.com/forums/topic/timetable-and-other-questions/
- This reply was modified 11 years ago by douglas.
December 9, 2013 at 08:02 #1691Axel SpringerParticipanthttp://www.zusi.de/pages/anfang/start.php
English Forum: http://forum.zusi.de/viewforum.php?f=43&sid=2a0326d8276683bd19641f87fa64a281
- This reply was modified 11 years ago by Axel Springer.
December 10, 2013 at 12:14 #1694linoa06Participant“In Cities in Motion, that was not possible and we could see three buses together with a huge gap after with no buses, which is unefficient and very frustrating !!”
IRL bus and train companies do this too, and the problem still occurs. I think it’s actually pretty realistic, not a “flaw” of the game.
December 10, 2013 at 20:57 #1697bafouuParticipantIRL bus and trains depart from depot at regular times so they join the previous bus only if it has been stuck in a traffic jam or anything else, whereas in the game buses will be together from the beginning, that is not realistic. That’s why I think regulation on buses interval would be good and needed for the game.
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