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September 5, 2015 at 09:04 in reply to: [Bug] [New Build] Running trains reverse directions by itself #19495ebigunsoParticipant
Another confirmed incident of the train reversing. It also happens when you switch the electrification of the line when the said train is in station or possibly close to it (haven’t checked on train close to station situation yet).
September 5, 2015 at 05:14 in reply to: [Bug] [New Build] Running trains reverse directions by itself #19494ebigunsoParticipantEDIT: It seems to happen when the train is close to the station which was rebuilt, and the facing of the train is irrelevant. A train heading into the said station also did switch directions.
ebigunsoParticipantbump again, this time with screenshots.
whole length of the section
end point of the tunnel
ebigunsoParticipantbump.
I’m having exactly the same issue and for this bug I had to build, take down, build, and take down again a super long bridge I was trying to build over a lake. Cost me over 50M to do this and I finally succumbed to building around the lake, making the track speed limits lower.
I hope this gets fixed soon, as it’s preventing me from building new and fast lines for more modern trains.
ebigunsoParticipantah I didn’t know that the load/unload times at stations are not taken into account with the calculation… weird as waiting time at the station actually counts.
This surely needs some fixing in the game’s end.
Anyways I guess the solution right now would be to make the local train even more slow… as the express line is already a TFV. I could make the express line go further for more speed but the map size doesn’t allow me that. Might as well go for the large map next time.
Thanks!
ebigunsoParticipantWith that length of track and two passing loops it should work just fine, allowing you to add up to four trains on the same line. More than that would be a problem with the passing loop technique if you don’t extend your lines, as the loops would get too short and leave the end of your trains sticking out of the loop, which would be obviously bad.
But at that point when you want to add more than five trains, I think you should be making enough money to double track the line for a smoother experience. Do keep in mind that, when you double track, if the trains have hugely uneven loads of passengers the one carrying more would start to lag behind and bunch up the line resulting in more uneven loads.
Looking at the vehicles and adding just enough amounts of cars is a pain sometimes but otherwise you’d have to babysit the line and manually space the trains out, which sucks.
- This reply was modified 9 years, 6 months ago by ebigunso.
ebigunsoParticipantAs I said, the travel time is more than sufficient. I simplified the example a little bit so actually it was town ABCDE and stops at ACE. At first I had four trains that said 3min interval, that proved overdoing as so little came on, then I downgraded to two and still almost none uses the line. 6min interval for two trains.
That would be at the start 3min between the stations and at max 3min wait at the station, how much faster can you go? I’d say 6min max travel on trains is good enough to motivate people to go to the other town.
Also the point I’m making is that the people ACTUALLY go to the other town, just by slower means (i.e. local line) and ignore the faster express line that they can take.
- This reply was modified 9 years, 6 months ago by ebigunso.
ebigunsoParticipantHey there! I’ve been playing Train Fever for about 60 hours now and it’s sure a lot of fun. Nice guide you have going, I hope you can make more 🙂
About the argument I support the “only out signal” approach.
What you have to consider is if and ever any train stops at a certain signal, will it block the oncoming train from the other side, be it face to face or the tail blocking a junction behind.
With the entry signal too close to the junction, if anything stops there it would block the outgoing of the train running the opposite way. This game tends to bunch up trains a lot due to difference in passenger loading times so it’s good to assume the “less likely” is probably going to happen. Every possibility has to be eliminated if you don’t want to babysit the line.
Anyways your guide is good for new people still, saves a lot of time figuring it out on your own. Please keep it coming 🙂
I guess the next thing on the line would be block signals? You haven’t covered that yet. In my first few days I couldn’t see the reasoning to put so many signals in the middle of the tracks, but then I went on to figure out the block signal concept. Hope a guide would help make more people realize the concept.
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