douglas

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  • in reply to: Who use trains for cargo? #15302
    douglas
    Participant

    Its not pointless. Its great way to deliver goods. Very efficient and this way you can have very long realistic trains. But its not possible. A passenger have willpower to get off the train or not. A cargo doesn’t. If there is demand for that type of cargo in the station, it will unload 100%. Actually even without demand it will unload anyway. If you send good to a station that collects iron, it will unload there.

    in reply to: Who use trains for cargo? #15293
    douglas
    Participant

    @kimmaz: how can you do this if partial unload is not possible?

    I think you can only use trains if you ignore industries in the path and choose one far away. Otherwise is pointless.

    The industry code should change to something more similar to Locomotion.
    1) Industries should disappear if not used and new ones appear in other areas.
    2) THe map should have a terrain where mining is possible. Not just everywhere.
    3) At least a bit of materials should be released just by making a line. Like 20, 25. And increase with demand.
    4) Possible for create industries with players money.

    Long industry chain will only be possible if industries can appear/disappear. If you get a long industry chain like in Cargo Mod, you will have like 2 or 3 Steel Mills only for a huge map.

    in reply to: Cargo system is broken #15082
    douglas
    Participant

    Yes, 130 steady. I did add a new train to decrease frequency, but no luck. Another game that I needed to abandon and restart all over.

    Cargo system really needs to change. Why not make something like the other games?

    If I use for example, trains in one part of the route and trucks in another, then with increase in production this is not possible. Because with a production of 200 units, trucks station only hold 16-18 units. Doesn’t matter how many trucks I put, its not possible. Mix with trains and trucks are not really good.

    in reply to: Cargo system is broken #15006
    douglas
    Participant

    Thanks for the reply. I’m sure they are not competing. There was no cargo going out of it to go anywhere but my station.

    Which edge of time? The mine is producing 4 units even that the goods potential delivery is 130. Everywhere it say: deliver more coal.
    Also I changed the industry as I said and I got 8 units, not growing again. Very annoying. Of course the reason can be that I’m playing with cargo mod. But cargo mod was working perfectly before.

    Its very annoying to play without the mod, because the industry chain is way too simple. I have no need to use train in such simple industry chain. Trucks can do it all.

    in reply to: Cargo system is broken #15001
    douglas
    Participant

    Was the 20 min rule changed? As far as I remembered was for passengers only. Cargo with 20 min rule is ridiculous.

    Also they seem to be simulating incompetence, somehow? I have this coal mine that refuse to produce more than 4 units. I give up on them, working for decades with them, destroying my entire chain. I simply changed to another supplier and bum! within months I got 50 units.
    Some industries are just incompetent?

    in reply to: [MOD] Cargo Mod (made by Gwinda) #14393
    douglas
    Participant

    As always great mods comes from Gwinda!

    in reply to: Auto-replacement of vehicles/trains #14392
    douglas
    Participant

    I think the OpenTTD way is not possible. In TF I make trains leave the depot and run long way till they are actually in their route. They can’t easily go back for replacement, unless I manually guide them. The devs would need to work a lot on AI pathfinding to make it possible.

    I wouldn’t mind a magic button to reset vehicle age. Simple because who wants a more realistic way already have it.

    in reply to: [RELEASED] Mercedes-Benz O305VOV #14374
    douglas
    Participant

    Great mod!

    in reply to: Train Fever Interactive Guide #14330
    douglas
    Participant

    The 20 minute rule is not to break your head around it. I mention just to make clear that you need to make fast connections between places, otherwise people won’t use your services. That is an easy way to explain why people prefer cars instead of buses, trains etc, depending on the route.

    Measure the time will be very annoying and hard, considering the roads have different speed limits.

    Its just a tip, and with that, make fast connections between the cities. For sure most people will use it.

    in reply to: New Signals #14321
    douglas
    Participant

    yes, this: http://www.train-fever.net/filebase/index.php/Entry/455-Gwinda-s-Signal-pack/

    in reply to: Who has the largest city? #14320
    douglas
    Participant

    @Tossi: weird to see that there is no trams around the city. Only in a very small area. It seems the city simply grow at a fixed rate. Other topics talk about that, and I made a test once and a city with a lot of service grew the same as a city with no services. #boring

    in reply to: Train Fever Interactive Guide #13904
    douglas
    Participant

    I don’t have a definition of frequency in the guide.  At least I couldn’t find it. Where is it?

    in reply to: Train Fever Interactive Guide #13633
    douglas
    Participant

    Exactly.

    in reply to: Train Fever Interactive Guide #13624
    douglas
    Participant

    That requires testing on every single train. Its a lot of work. But I did some testing once, and I had to put 30 wagons on a 1850 train to make it go at 1 Km/h on flat land. They do carry a lot of weight, they are just not fast. Strong and slow.

    in reply to: Train Fever on sale -40% ! WTF !! #13593
    douglas
    Participant

    That is very good to hear. Im glad I’m wrong. Now that finally this type of games are back, I wouldn’t want anything but huge success for them.

Viewing 15 posts - 46 through 60 (of 232 total)