DK115

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  • in reply to: Cargo system is broken #14982
    DK115
    Participant

    A lot of good discusions. Also a lot to react. First the problem now is that the current cargo sytem is a somewat bad copy of the passenger system. Passenger have different options. They can walk, which is very slow or )later on) they can take a car. Trains and buses are alternatives for this. And the passenger takes desisions based on time.And although there might be some better optimalisations, no problems there. Moving cargo is there becaused they copied the passenger system. And it is my claim that this a a mistake. Bassically the game is now about moving different types of passengers, some passegers called ore or wood.

    But Cargo is different. Cargo does not have options. Not on its own. Claiming that moving cargo is representing some other company is a strangevclaim.. There is no other a.i. train company. This is not what TF is about.  There is also no a.i. other Train company for passengers. You do not compete against other companies. You are competing against yourself on economic reasons, e.g. are you able to move passengers quick enough and cargo cheap enough.

    Cargo moving therefore must be based on economy reasons. It is a game against yourself. If you be able to move cargo earning more money then you invest, you are doing the right job. Therefore the price of moving the cargo must be based on your service. Service to the people in the town, delivering goods based on their demand, and quick enough, based on different type of goods. And also according to the service demand of factory owners.

    Again, not how the real world works at all.  Fast shipping does not magically affect the price of a product.  I pay the same for a Car whether it was shipped in 1 week or 6 weeks.  However, if it was shipped from a local factory I may pay less than if it was shipped from Japan.  This is exactly what is modeled in TF.

    That is not modeled here. You simply get more money when moved over a long distance. So it is now beneficial to deliver wood from the other end of the map, to a factory, and move it to a town again at the other end of the map as long as you move it within 20 minutes. That is strange effect. Not efficient at all, to quote a famous pop band: it is better to take the long way. So another sytem is needed for cargo. A system where it is beneficial to do things quick and efficient. The trade off should be off course in the costs  and perhaps in something like weight, for example the more you move, the higher the costs.

    • This reply was modified 6 years, 3 months ago by DK115.
    in reply to: Cargo system is broken #14911
    DK115
    Participant

    1 I do not think I understand your answer. Cargo should not move by itself unless you are playing against some a.i. player like RT (for what I remember). Cargo moving by itself is strange to me. And more important creating strange behaviour like moving cargo by itself although transport is available. It is like competing to some sort of ghost.

    2. Well that can be reflected in the price you get. Perishable more based on speed then others. But in the end price should be based on speed, not distance, and demand. The distance is the fault in this.

    5. What I claim is that price you get for a transport should be related to the demand of a city. Transporting goods to a small town = less money. Goods to a bigger town is more money unless this town is already receiving a lot of goods.

    Best price: big city, high demand, quick delivery.

    Worst price: low demand, slow delivery. Second part can have a bigger influence if cargo is perishable.

    Even better if there are different type of “town” goods, like cars, food, etc creating different types of demand per town per good.

    The current situation with distance driving the price(!) a strange 20 minute rule. If delevery time is driving the price a xx minute rule will automatically appear because it will become automatically unbeneficial to deliver after some time, based on good type and city demand.

    in reply to: [REL] Balance Mod #14878
    DK115
    Participant

    Hi uzurpator,

     

    I think you trying to fix something which can not be fixed. The cargo system itself needs a fix, imho. See this post: http://www.train-fever.com/forums/topic/cargo-system-is-broken/

    If you could something about this with modding, it would be awsome!

    in reply to: Open Letter to Urban games #14830
    DK115
    Participant

    @bdiren please do not hi-jack a post! This question is for another post, or start you’re own. Thank you.

    in reply to: [REL] Balance Mod #14818
    DK115
    Participant

    Ah, that explains it. Tried the mod and removed it very very quickly, finding the same problem as above … cargo is not moved anymore. Annoying.

    • This reply was modified 6 years, 3 months ago by DK115.
    in reply to: Open Letter to Urban games #14814
    DK115
    Participant

    Signed.

     

    This main connection … pfff. When laying down a railway passing a street, you used to have this problem with segments. A workaround was removing the segments, put back the road in one segment and continue with the railway. And now … I have quit the game and will wait for another patch, or stop forever if it stays.

    • This reply was modified 6 years, 3 months ago by DK115.
    in reply to: I cant make any money #14650
    DK115
    Participant

    Do not make two bus lines in one town. I  still trying, but making money with more then one line in a town seems almost impossible … one bus line with six bses on the other hand almost always makes money. A bus or tram line between cities will make (a lot of money). This is why some people call it Bus fever. I do not use this often because I want to play with a lot of Train connections …

    • This reply was modified 6 years, 3 months ago by DK115.
    in reply to: I cant make any money #14614
    DK115
    Participant

    I start differently but also making money:

    Start in a sort of big(ger) town (use sort-on-inhabitants in the town list), search for a nice place for a passenger station, also look around to see how many connection you need in the future and drop a 2, 3, 4 or 5 platform station. Also target a town nearby for your first railway connection.

    Create from this first station a busline in town 1. Trough in around 6 buses or horse wagons.

    Go the next target town. Do the same in the target town, create a station and busline.

    Wait a while until the buslines are making money.

    Create a railway between the stations and buy a train and set-up a line.

    Most of this (if not all) can be done with the 2 Mil. starting money)

    Wait now until the railway is making money, usually within a few years ….

    The start looking for your first (wagon) connections on goods ….

     

     

    in reply to: A problem with some mods #14109
    DK115
    Participant

    At least you can bring back your game to Vanilla:

    – Go to Steam.  Right click on Train Fever and select “properties.” Select the tab titled “Local Files” and then click on the lowest option “Verify Integrity of Game Cache.”

    – Use Traing Fever Mod Manager to manage your mods.

    http://www.train-fever.net/filebase/index.php/Entry/486-Train-Fever-Game-Manager/

    • This reply was modified 6 years, 4 months ago by DK115.
    in reply to: Bus lines profitable after 1980. #14060
    DK115
    Participant

    In regards to trams, it looks like there is no benefit in using them. I was expecting something like: as soon as a city is bigger then x then trams are more benificial because of Y. I do not see any Y.

    You claim that using more bus lines in the end makes at lesst one Bus line beneficial. Q:

    – what is your % covered in a city > 500.

    – how many stops do you have on your main bus line (average)

    – how many stops on ‘secondary’ lines (more, lees, same)

    – are they all connected to the train stations?

    – you main bus line is connected something like station> green > red > green > blue > green > yellow > green > station?

     

     

     

     

     

    in reply to: Crash. Crashdump? #13480
    DK115
    Participant

    Hi,

    The video is the video you mentioned above, suggesting how to activate the Radeon Card.

    After downloading the latest drivers form amd.com (and not use the “latest drivers” from Dell) I managed to activate the Radeon card and … without any flickering.  I have played some with this settings on a High graphical setting and till so far no crashes. Keep my fingers crossed.

     

    • This reply was modified 6 years, 4 months ago by DK115.
    in reply to: Crash. Crashdump? #13392
    DK115
    Participant

    Solved the issue. Found even newer drivers. OpenGL viewer 4.1 still looks awful but tf looks fine if using the high performance setting. Hopefully it will not crash anymore.

    in reply to: Crash. Crashdump? #13380
    DK115
    Participant

    OK, did some more tests:  if I put trainfever.exe on high perfermance (and using the Radeon Card) the game become unplayable with flickering houses. (see video) and vague fonts.

    If I put trainfever.exe of power save then the game becomes playable with no flickering but is crashing after some time  ?!!

    The same with the OpenGl Viewer: looks OK with power save option for the OpenGL executable. Is crashing and looks awful (complete red model) with the High performance setting.

    Any other settings wrong? Video Card broken? How to test?

    I am using the lastest drivers.

    in reply to: Crash. Crashdump? #13378
    DK115
    Participant

    Update: now openGl viewer is showing the Radeon card but when testing it is showing only totally red face and crashes … later on?!!?

    • This reply was modified 6 years, 5 months ago by DK115.
    in reply to: Crash. Crashdump? #13372
    DK115
    Participant

    Updated the graphical drivers of the Radeon card. Adjusted the settings according to the video. But now graphics are now horrible with flickering  houses. The openGL viewer is showing that Intel HD 4400 is being used?! Can someone show what graphical settings are important ones? I  am a bit lost …

Viewing 15 posts - 1 through 15 (of 45 total)