Blokker_1999

Home Forums Better simulation, better usability, better Train Fever

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Viewing 15 posts - 61 through 75 (of 76 total)
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  • in reply to: Everything is a main connection! #15603
    Blokker_1999
    Participant

    If this forum had a thank you button, i would click it even though i’m mainly a linux user 😉

    in reply to: [req] stop those flipping trains #15592
    Blokker_1999
    Participant

    Or, in case of passenger transport, give us cars with a cab so a loco can also push and not only pull as usually happens in real life.

    in reply to: Everything is a main connection! #15591
    Blokker_1999
    Participant

    How come you have roads going nowhere in the middle of nowhere? The only roads i find inbetween towns are the roads going to factories, and that they are considered “main” is only logical since you would be cutting the factory of from everything if you remove that road.

    And why wouldn’t you be able to upgrade a road with tram tracks? I don’t see why the upgrade tool wouldn’t work on main connections. I have more issues with buildings that are in the way when I upgrade to wider roads.

    in reply to: Performance-Probleme mit 4K (3840×2160) #15587
    Blokker_1999
    Participant

    While I know just enough german to understand your posting, I don’t know enough to reply in it so I’m writing this in english.

    The game is known to have performance issues. We have an entire thread on it on these forums : http://www.train-fever.com/forums/topic/req-multithreading-performance-issu-large-map/ . Unfortunatly the thread is placed in the wrong category (General discussion instead of support). To put it simple: the game engine has a design probblem where it only creates 2 threads. 1 for the foreground processing and 1 for the background stuff. When your game has advanced enough and you have a lot of tracks, roads and vehicles the second thread can’t calculate fast enough and can’t supply the first one with enough data.

    If you would like to know more about the technical side you can read this german topic on another site: http://www.train-fever.net/index.php/Thread/2135-Was-macht-TF-Intern-und-warum-es-ruckelt/ . We are hoping someone from the developers will respond to these problems and we hope that this issue will be fixed in the near future.

    in reply to: req: Multithreading – performance issu large map #15573
    Blokker_1999
    Participant

    If admitting software contains bugs would legally bind someone to compensate customers, i doubt any company would still release patches to fix them … . Hell, even Battlefield 2 to this day contains some major bugs and while the entire community around that game had been highlighting the bugs in it’s prime days, DICE and EA decided to concentrate on adding more content and f*cking up the game balance.

    And yes, someone could say about this game as well. Altough i have to say most of the fixes so far haven’t been that bad and do add to the realism (like cars at least stopping at railroad crossings).

    in reply to: BUG – Trains stuck #15571
    Blokker_1999
    Participant

    This should work. Even though the trains or not on on the line itself, they should be able to find a path to the line given i can see a switch to their right. This is however only possible if their next stop is not the station we see in this picture. If the game is unable to find a path to a line it will simply halt the train with the msg “no path”. If it says “no free path” something somewhere is blocking the line. If you could send me your save file, i could attempt to clean it up a bit.

    For future reference: try to place your depot in a location where it has access to all the tracks so you could always send a train back to it’s depot, independent of the track it is on and send it back out. And don’t place it too close to a line or station since you probably will be expanding a line in the future and the depot will be in the way.

    http://utopia.modpro.be/tf_depot.png

    in reply to: [Suggestion] Better pathing (Fastest free route) #15570
    Blokker_1999
    Participant

    It was indeed a nightmare. You would design a 2 track line and the game would be stuborn and make your line single track for the most part. No idea how that ever got past any QA. Signaling is indeed a joke. I wanted to create a more real world signalling look when designing my first lines only to discover that all my trains started getting stuck in each other’s way.

    in reply to: req: Multithreading – performance issu large map #15542
    Blokker_1999
    Participant

    I had indeed just noticed that the game does use 2 threads, so it’s not entirly without multithreading:

    and it can max out the CPU on both threads without being on the turn of the month

    http://utopia.modpro.be/tf_mt.png

     

    in reply to: req: Multithreading – performance issu large map #15518
    Blokker_1999
    Participant

    well unless someone from the studio who knows what they are doing makes a comment about it, it’s all just speculation on weither or not it is possible.

    in reply to: Who are you and where you from #15490
    Blokker_1999
    Participant

    I’m Hans, from Belgium (damn, we are overrepresented here 😉 ) and i grew up around trains. I’m also working for our national railway operator as technician and i play TF when i have some time available.

    in reply to: What train is this? #15489
    Blokker_1999
    Participant

    That’s not a train, that’s a metro car 😉 A 3000 class built by built by Comeng and Clyde Engineering for TransAdelaide.

     

    in reply to: req: Multithreading – performance issu large map #15486
    Blokker_1999
    Participant

    To go slightly off topic here uzurpator: a job title is meaningless to me. I’ve seen people with all the right degrees and verry nice papers that are capable of using some verry nice words in their feild of work, but when push comes to shove they fail miserably. And i’ve seen the opposite: people without the correct qualifications that really do know what they are doing. Knowledge and experience are important, not a piece of paper that tells you that you can do it.

    But I do agree that if the coding behind the project is done in a proper way, it should be possible to trace the performance killers and attempting to rewrite those areas should be possible without the need to rewrite the entire engine behind the project.

    Blokker_1999
    Participant

    Further more, it comes closer to real life this way. Without protecting these important roads you are able to force useago of your trains which in a way is cheating. While it’s a handy feature in the second half of the 20th century in the game, it would never be allowed in real life and would cause public outrage.

    in reply to: BUG – Trains stuck #15480
    Blokker_1999
    Participant

    What is the line of these trains? If the right train is going back to the depot, it should be fine. If it’s on a line it’s got nowhere to go. If the left one is on a line and has a path to that line it should start moving, if it is waiting for a free path, then something up ahead is keeping the line busy. It’s difficult to judge these situations from a screenshot.

    in reply to: 'Vehicle in way' prevents station upgrade #15477
    Blokker_1999
    Participant

    carefull planning can take most of the pain away i have found. road’s can be moved before demolishing a station so that the bus/tram lines are not affected. That way those vehicles should be out of your way. The bigger problem for me is that i have to stop my train traffic. And once you want to replace a busy train station it becomes very difficult to clear enough tracks around your station without halting traffic in a verry large radius.

    Auto upgrading a station is highly improbable since longer platforms probably wouldn’t fit with the current track layout and moving tracks could cause a lot of other collissions or create other impossible scenarios.

Viewing 15 posts - 61 through 75 (of 76 total)