Forum Replies Created
-
AuthorPosts
-
crossmrParticipant
The best “workaround” (which shouldn’t be necessary) is to put a depot at both ends if you don’t have a 2 track freight line. Send the old train to one depot, and buy a new train at the other depot and send it out just before you remove the other one. This ensures that there is always a train on the line. For vehicles, pause the game. Send the vehicles en masse to the depot and then go to the depot and assign the new vehicles and un pause.
crossmrParticipantThat’d be brilliant if modders could step in!
I agree with Tablemat, what’s the point in having curved roads when building plots are grid-only?
especially when one of the selling points is “no grid” there is obviously a grid, but we just can’t see it.
crossmrParticipantCould the modders do this? I assume that buildings take up a space that would fit their foot print. So could the modders make some skinny or wedge buildings and would we those take those spaces?
crossmrParticipantIt looks like you had quite a bit done, why not release a couple?
crossmrParticipantSo is this working now?
crossmrParticipantKind of.
If you edit “\res\models\model\asset\chimney_XXX” files and remove all the particle emitters, then newly created buildings will not emit smoke from their chimneys. This yields quite significant speed-bump when viewing cities.
I tried this and I’ve started a new game on 1950, just to see what happens. I’ve got about 20 lines so far, and it’s hard to say for sure (my pop is lower) but I feel like it’s faster. I wish there was a way to test a game with and without it, but you’d have to wait for the buildings to rebuild or something right?
crossmrParticipantIf particle is really matter, Game will get abysmal performance even when SIMULATION IS PAUSED, but even I move viewport (screen) to most populated area, fps still stays around 30 (population around 2700)
No they wouldn’t. If the simulation is paused, CPU isn’t being wasted calculating where those particles are going. CPU isn’t wasted drawing them on the screen, its wasted calculating how they move when they come out of the smoke stack.
crossmrParticipantdoes graphic options to zero remove those particles? If not, then it might help. There is definitely a big CPU hit from this game, especially as more cars and things get on the map. I wonder if the hit is from the increase in agents on the map (over time more agents means more CPU cycles) or just the additions of things like cars.
crossmrParticipantYou could easily write down this “cool way” and let others try it. Unless you’re making some kind of mod.
crossmrParticipantBecause of the locations of the two cities and the positions of the stations. It was the only way the auto complete could find a path to keep it at 300 speed the whole way. Any angle variation led it to lose speed.
and no you can’t drag a tunnel bit by bit to twin it. You need to drag it entrance to entrance and from either end it would not draw, just left nothing but a circle and a white check mark.
crossmrParticipantI was fine making a tunnel. I like having them, the problem is that I couldn’t twin it, and there was no reason for it. Sometimes it’ll draw the tunnel but fail claiming a mysterious “collision” but this time it wouldn’t even draw it. Second problem is of course trying to delete a tunnel like that. You can’t click on the end, so you have to hunt and peck and try to find it.
The problem is the way the engine handles making tunnel entrances, bridges, etc.
very poorly.
crossmrParticipantJust can’t stop apologizing for this game can you?
“you’re playing it wrong”
“don’t use the features in the game in a way that makes sense”
It need to be like that in order to maintain speed, it need to loop underground quite wide or else I’d have a section of track at very low speed.
Engine is broken, time to face facts.
crossmrParticipantYeah, despite the supposed performance tweaks, once you get 40-50 lines going and cities start getting larger and cars come on, it starts to stutter.
crossmrParticipantIn other words, you have no actual response to that? It’s okay for you to go on about how great the game is, but if anyone wants to go on about how bad it is, then suddenly it’s derailing? Since the OP partook in that part of the discussion hard to say that it’s “derailing”. Why not ask Traininfluenza what his purpose here is? He was the one who took the discussion to the “this is a good game” level. No shock, the fanboy double standard.
What was the point of linking to a steam guide which was 99.9% irrelevant to the ops question, and only contained a single line which addressed it which you could have just as easily typed out yourself? If you’d like to be really strict about keeping on topic here.
crossmrParticipantLets remember this is a very ambitious deep realistic simulator that no traditional publisher would touch. I’ll deal with the UI annoyances and gameplay quirks. This game is still remarkably complex and deep, not to mention beautiful.
It is absolutely nothing of the sort. There is nothing complex nor realistic about it.
City growth is very dynamic, I like that I am not in control. The cities as far as I can tell, build in a very realistic pattern.
Again, have you played this game? Are you sure you’re not playing something else? There is nothing realistic about this at all.
No X intersections, or no double forks?… There is a very simple reason for this. Signalling would be very complex. A signal protects the following block of track. It does not account for other lines or priority. In real life, this is all computerized with rules defined by engineers. I like the no X-ing rule.
Didn’t you just get done telling us what a deep realistic, complex simulation this is? Which is it? It actually has nothing to do with signalling at all. It’s a failure of the game engine. These are realistic track styles based on real life.
Some people don’t grasp this concept for the game to be a simulator kind.
There is nothing about this that remotely resembles it being a simulator.
Trying to excuse random poorly designed things as “realistic” because you can dream up a reason in real life that would happen is called “apologizing”. You can’t claim that passengers disappearing from the rail station is realistic because in real life it would take “months” to upgrade a station. Sorry, but if I run electrical on a completely unused track it would not cause me to shut down all the other tracks in the station for months. That is no realistic. If the city is upgrading a piece of road, buses and cars don’t start teleporting around the city. Passengers at a bus stop half a block around the corner wouldn’t suddenly all abandon the bus stop. If things were “realistic” I’d be able to upgrade a road over a train track. Stop excusing poor products by trying to claim realism when there is absolutely zero evidence this game is trying to be remotely realistic intentionally.
-
AuthorPosts