Andu

Home Forums Transport Fever officially announced!

Forum Replies Created

Viewing 9 posts - 1 through 9 (of 9 total)
  • Author
    Posts
  • in reply to: Whats the point of bus lanes? #8082
    Andu
    Participant

    To me it looks like the bus lines are ocasionally used by the cars that originate or have as destination a building on a street with bus lanes. So when John lives on a street with bus lanes he uses the right most lane when going out of the garage…. Now, John should immediatly change to the left lane but it seems that lane changing is not yet implemented in the game. The cars that are just passing through will not use the bus lane.

    In any case this implementation creates a huge mess in the traffic when both John and his 100 neighbours decide to go to work in the same time and they just pop on adiacent bus lane.

    To avoid this I try to observe the crowded roads and build my bus routes on parallel streets. It does not always help though, sometimes traffic does not move for months…

    in reply to: Can't step up cargo routes #7500
    Andu
    Participant

    Make sure you have placed cargo stations and not passanger stations. 🙂

    in reply to: Multi-car trains should load/unload faster #7194
    Andu
    Participant

    Agree and on a related topic, I noticed that when using long fast trains, the time required for a train(1) to unload/load is that long that the next train(2) on the same line is already arrived at the same station now waiting for the platform to clear up. When train 1 is finally done and gone train 2 enters the platform but there is nothing left to load and so it leaves immediatly just behind train 1 and runs like this until I separate them.

    On some lines I use signals to keep trains apart but on others, where for e.g. multiple lines share the same tracks, signal no longer help for obvious reasons.

    So yes, assuming my observations are not incorrect, this is another reason to have the trains unload/load faster.

    Andu

    in reply to: Train Fever LAunch success or fail #4878
    Andu
    Participant

    Well, the peak in the nr of players at the same time was 2844 according to the statistics: http://steamdb.info/app/304730/graphs/. So we know that at least nearly 3000 copies have been sold. Given the price per copy and having a clue about costs and salaries in Switzerland, I would say that this is enough to pay a junior dev for max 6 months. So I surely hope they sold a lot more because I too enjoy the game 🙂

     

    in reply to: Switches, crossings and signals #4782
    Andu
    Participant

    HedgeHog, now it happened to me too! What I did was to remove the station from the stop list and add it again. The line was then assigned to another platform. I assume that when you add a station, some algorithm decides which platform works best given the set of all the other lines going through that station. Make sure that all platforms are reachable. The colored line shown when you place stops will indicate exactly which platform the line will be using. Give it a try, see if it helps!

    in reply to: Switches, crossings and signals #4746
    Andu
    Participant

    Hold on guys, Stonelouse might have a point here…

    CrunchyBiscuit, in your example are the yellow and blue train running on the same line? In real life, at least around here where I live, there are never two trains on the same line active at the same time in the same station. It would not make much sense; which train should the passengers board?

    I know this was possible in OTTD but there the concept of line is different and  as far as I understand, trains travelling on the same route have no knowledge of each other and this is why they often end up in the same station at the same time.

    Now, if blue and yellow are two different lines, there might be a problem… I haven’t reached such a scenario yet.

     

     

    in reply to: Transfers freight/people #4331
    Andu
    Participant

    That’s a good question! Again, speaking only from what I have seen in Beta Let’s plays (watched all of them);

    I believe cargo travels to every connected destination as long as there is a demand for that specific cargo and the time of travel is “acceptable”.  This is why if you have an oil source right next to an oil refinery the oil will walk there since the time of travel is short enough. How the acceptable time is calculated I cannot yet say. Over time, the cargo production increases to meet demand.

    Hope it helps and that I am correct. A few more hours and we will know for sure! 🙂

    Andu

    • This reply was modified 9 years, 8 months ago by Andu.
    in reply to: Transfers freight/people #4286
    Andu
    Participant

    I have been wondering myself… but since it looks like passengers transfer from bus to train and from one train to another without specifying any unload commands I assume cargo would behave the same!?

    Besides, cargo is programmed to take the fastest route possible, that means that when necessary it could switch lines. However, I am not sure if you get to say at which stations the line switch happens. If this is true, with some clever planning you could create transfer stations similar to the ones in OTTD.

    • This reply was modified 9 years, 8 months ago by Andu.
    in reply to: Wonderful looking Swiss Trains :) #3629
    Andu
    Participant

    Did you know that the entire game is Swiss? Made in Schaffhausen!

Viewing 9 posts - 1 through 9 (of 9 total)