Emeg

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  • in reply to: Tram & Truck fever – or to much realism #11977
    Emeg
    Participant

    In reaction to the topic starter. He wrote “Short version: The running cost are realistic, but the map size isn’t.”

    But also time is scaled, running compared to the map size much faster as in real. Time is (as Einstein said) in fact the same as space. As I see it is in Train Fever a map size much bigger as by example 16×16 km, making that also the distances between cities on the game map is scaled. Only the individual objects on the map (houses etc.) are scaled 1:1.

    • This reply was modified 9 years, 6 months ago by Emeg. Reason: Text optimalisation
    in reply to: Small bug or minor translation error? #11060
    Emeg
    Participant

    Thanks mikael. In Dutch is “Vacatures” (being the plural form of “Vacature”) the best translation for “vacant workplaces”.

    in reply to: How to put up signals #11021
    Emeg
    Participant

    Regarding placing signals in Train Fever, place only signals before a train pass the switch, not short after a switch because that can create deadlocks. The part of the train that has not passed the switch blockade in the example of topic starter the path of the opposing train. The switches co-operate with the signals, signals placed on parallel tracks or the part of the track from where opposing trains are situated don’t co-operate with other signals. In that case it’s the relevant co-operating switch that sets the light on green for the relevant signal(s) when the last wagon of the relevant train is passing the switch.

    Regarding one way signals, in fact they don’t create strictly one way tracks, that is may-be a miss understanding. One way signals don’t allow the line path finding system to create a route in where trains pass the one way signal from its backside, thus forcing a train on the route approaching the back side of a one way signal to select another track to proceed. You can find out that one way signals don’t create strictly one way tracks if you place a junction switch behind a one way signal, allowing trains entering from the sidetrack to continue their journey driving in the ‘wrong’ direction on a so named one way track. This is not a bug but working as designed.

    in reply to: Anti Virus News? #10806
    Emeg
    Participant

    That’s very weird jacko1144, how is this possible? In my case the McAfee issue has been solved.

    in reply to: Anti Virus News? #10725
    Emeg
    Participant

    McAfee has fixed the issue, I can now start Train Fever with the real time scanner being active.

     

    in reply to: TRAIN FEVER'S COMING FEATURES ! #9989
    Emeg
    Participant

    The developers are already working on a lot of issues. As top priority improving the game performance, bug hunting and also making that the game shall use for its calculations multiple CPU cores. These issues shall be fixed as soon as possible, the developers said if all goes well at the end of this month. Planned for the next month are an improved game tutorial and improved mod features too, meaning that until now hard coded parameters shall become soft coded, placed in open configuration files. Regarding game modding the developers are also working to implant vehicle and game map editor tools. Other issues that have a priority are the waypoint feature, as the developers said to determine what specific tracks a line must use. Further improved the map textures and the issue that you can’t lay roads over rail tracks when building a level crossing shall be fixed and the cars driving through trains issue will be fixed too. Road traffic signs and traffic lights shall be implanted, and longer freight chains too.

    See in German: http://www.gamestar.de/spiele/train-fever/artikel/train_fever,51449,3078239.html

    • This reply was modified 9 years, 6 months ago by Emeg.
    • This reply was modified 9 years, 6 months ago by Emeg.
    • This reply was modified 9 years, 6 months ago by Emeg. Reason: To fix information and language errors
    in reply to: TRAIN FEVER'S COMING FEATURES ! #9875
    Emeg
    Participant

    Yep.. regarding better parallellization of the huge program calculations, the developers have also announced that they are working on dividing these calculations over several CPU cores. And that it is for the developers already clear that they shall create more Train Fever developments. For the future (but not earlier then 14 months after now) it is very probable that the next better Train Fever version shall be developed. More information from the developers regarding their further developments shall be announced in the next month.

     

    in reply to: My thoughts so far #9808
    Emeg
    Participant

    +1 @t-stike, a nice picture of a Dutch squeeze box on wheels you have 😉 I hope you don’t get too many fucked up costumers at Saturday night with it.

     

    in reply to: Planing tool #9741
    Emeg
    Participant

    In planned building I like the A-Train 9 interface. There you can build optionally many (rail) road segments and cancel these without making costs before you definitive build the whole track.

    in reply to: Can passengers cross the road? #9740
    Emeg
    Participant

    You can also use one line to run a ring in both directions, .. station – stop 1 – stop 2 – stop 3 – station – stop 3 (being the one at the opposite of the road) – stop 2 – stop 1.

    in reply to: Trams Map for each city #9739
    Emeg
    Participant

    Letters as a choice to identify tram lines.. uhm.. doing this is up to you. Lines can be renamed as you wish.

    in reply to: Waypoints #9233
    Emeg
    Participant

    @Varana. It is not TF that assigns paths in the rather strange way. Such things are caused by serious flaws in a layout design. I have discovered also a small flaw in my design.. it’s the existence of the in fact unnecessary signal D. A long train that is stopped by that signal can create a deadlock at cross-over switch B.

    The main problem of TS was that he didn’t find out how to create a situation that all problems for trains to drive to or from his depot are solved. In my example showed in my post before there are no path finding problems to the depot. And the green en red lines east of my cross over are separated by design, exactly working as intended my me.

    In answer to your question (regarding the link to your picture) I have a simple answer. Also your design has critical flaws. Viewed from the driving direction, you have placed signals short after the passage of a switch, why? Knowing that signals situated just behind a switch are placed at a wrong spot belongs to the basic knowledge of layout design in this game. Further, you have placed two way signals at one side along the route and at the other side one way signals, what is the meaning of that?

    Below is a picture of an example I have created for you. The flaw in the mainline in your design is fixed by proper placed one way signals at the correct spots, and my trains can drive from and to the depot from both directions. Is this the situation you wish? Oh.. the red route on the main line can also be achieved by placing two way signals there, creating the same result.. but I never use two way signals if not needed.

    • This reply was modified 9 years, 7 months ago by Emeg.
    in reply to: Signaling: what can i do with path signals in stations? #9211
    Emeg
    Participant

    @GoonerKeith. I think the reason why the a.i. built signals and switch sensors are invisible is to make that things don’t look not unnecessary complicated. The locations where the a.i. always build these things are known, being the begin and end of station platforms, the depot exit and in every switch is an invisible controller sensor, co-operating with the relevant visible placed signals. It is the switch controller-sensor (when a last wagon of a train is passing the switch) that tells the relevant signal to give a driving clearance to the by that signal stopped train.

    There is a good tool available you can use for route and path creating, the band of colored arrows shows very clear and always actual how every route is running over the tracks.

    • This reply was modified 9 years, 7 months ago by Emeg.
    • This reply was modified 9 years, 7 months ago by Emeg.
    • This reply was modified 9 years, 7 months ago by Emeg.
    in reply to: So… which roads are mine? #9203
    Emeg
    Participant

    The road having a row of trees at both sides are built by you.

    in reply to: Waypoints #9187
    Emeg
    Participant

    The problem is created by wrong lay out design, not the lack of way points or bugs. Based on what the TS has tried to achieve I have created an example of a crossover with a depot connection. The design is working as a flawless running Swiss timepiece. The depot is drive-able from the four tracks by trains running from East to West before the have passed the cross over switches. For creating lines all the four tracks are guided by one way signals.

    Remember, a one way signal is only passable by trains driving to its front side, trains can not pass a one way signal from the back side. A two way signal controls only the train traffic that is driving to its front side but two way signals allows trains that they pass the signal also from its back side. With the one way signals you create one way traffic flow, two way signals allows the trains to drive on the track in both directions.

    One way signals are meant to block line traffic flow into unwanted tracks. thus plays an important role in your route setting.  Also notion that the signals you place manually act as entrance signals, allowing trains to ENTER a part of the line route. The invisible by the a.i. placed signals act in Train Fever as exit signals. these exist at the station platform ends, the depot exit track and on the three switch tips too. The manually placed entrance signals co-operate with the automatically by the a.i. placed exit signals. Not knowing this and not realizing how simple but refined the TF route guidance works is the main reason of frustrations and complains. I find out that we even don’t need an additional way point tool if the working of the Train Fever signalling system is fully fathomed.

    As you can see on the picture below, two double track lines (the red and green line) are joining at the cross over and use further to the west together the double track railroad. At double tracks trains drives in my lay out on the right side. As you can see are all trough going tracks protected by one way signals. Only the depot track is bi-directional and there is no entrance signal to the cross over placed there, making that in the lay out the depot track itself belongs also to the cross over section, resulting that traffic driving from and to the depot is protected by cross over entrance signals A and B and also by signal C if a from east to west driving green train is moving towards signal C. There is one green and one red track that allows route setting form west to east and there is one green and one red track that allows route setting from west to east. The crossover makes it possible that all the trains that are coming from the east can enter the depot track, all trains in the depot set to the red or green line can leave the depot into eastern direction to enter at cross over switch A the red or green route.

    To achieve a flawless working crossover it must by protected by proper placed entrance signals for train traffic coming from all possible directions, as in the real world too. The principal part of the crossover protection is done by signal A and Signal B, these signals co-operates with cross-over switches A and B. On the green line is signal C protecting the cross over of the green trains driving over the cross over from west to east. Signal C stops a from east to west driving train if an opposing green train has passed signal A until that train (driving over the cross over) drives with its last wagon over switch C. Thus at the moment that the last wagon of the from west to east driving green train drives over switch C, signal C gives the stopped train there the clearance to start moving. This is how in Train Fever the signals co-operate with the relevant switches, the invisible contact senors that exist in the switches controls the lights of the relevant manually placed signals.

    • This reply was modified 9 years, 7 months ago by Emeg.
Viewing 15 posts - 1 through 15 (of 40 total)