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EnzojzParticipant
First, look at my subject
http://www.train-fever.com/forums/topic/hope-easier-way-to-build-flying-junctions/
3 basic step
1.Raise terrain for the below tracks until it’s high enough
2.Make a tunnel for the below tracks, if possible, lower the track a little
3.Construct the flying track
* The difficult is you have slope constraint, so you need to try and try
Can’t agree with you anymore, building flying junction is a pain thing in this game. I can simulate it, but it’s REALLY a pain, I need to try and flat terrain until I get one that works, and it’s FAR FROM REALITY
- This reply was modified 9 years, 6 months ago by Enzojz.
EnzojzParticipant@nedson put two stations side by side with 2 tracks in the middle, you will have passing through station
EnzojzParticipantIn reality, best way to avoid delay is to make flat timetables – that means all trains run at same speed and stop.
EnzojzParticipantIn reality, fright are not time-sensitive but cost/time per article sensitive and usually freight train network works with classification yard not direct service. It’s a pity 20 minutes rule is applied to freight.
EnzojzParticipantPlease be patient if you don’t understand software enginerring, that’s the greatest support to devs and the game community.
Don’t ask when it will be ready, it will be ready when it’s ready.
If you understand French:
“Le possible est déjà fait ; l’impossible est en cours ; pour les miracles, prévoir un délai.”
- This reply was modified 9 years, 6 months ago by Enzojz.
EnzojzParticipantpress N/M
EnzojzParticipantcan’t agree any more.
EnzojzParticipantMultithreading is not an easy thing, because you need writing lock to prevent data loss.
However, compress save file can be perfectly done in another thread.
Perhaps a better solution is change the algorithm I think the dev can use some quick estimation to take the place of too exact 20min rule. If not, even with BFS it can eat up resource of computing very quickly.
- This reply was modified 9 years, 6 months ago by Enzojz.
EnzojzParticipantTo make real freight you need shunting yard and regrouping, which doesn’t exist in the game.
EnzojzParticipantGot some better result after 1h30 ‘s research, that cost me 10M
Hope we will have a better tool to do that, if not I need to try try and try, and still the space that it takes is way too much(because of the damm tunnel entry)
EnzojzParticipantEnzojzParticipantMaking timetable will completely change the logic of train running, as a software developer, I don’t think they will introduce it soon.
Whta’s more, defining a timetable is much more complicated than you have imagined, in real life(as I worked at SNCF on a timetable project before), timetable is made up by 3 levels : MISSON / PATH MODEL / PATH, in the train fever, we have already MISSION level( a macro level timetable, that defines stops), PATH MODEL and PATH (both micro level) is not there. PATH MODEL defines the track to use and the conceptual timetable constraints such as stopping duration, departure time and waiting constraints(the train can not part before the arrival of another PATH, or train etc) for one pattern of stops, and PATH defines departure time of the very first stop. I think that will be difficult for beginners to master these concepts.
What’s more, with timetable you will never have round trip, you link the single-ride to be a round trip or send the train to the depot after the timetable
And the game should implement real life scale time.
EnzojzParticipantI hope N/M thing will work for railway one day, that helps making flying junction.
EnzojzParticipantVous n’êtes pas seules mais je ne suis pas français :-p
Mais au moins, il y a un autre railfan français dans mon bureau jouera ce jeux.
EnzojzParticipantBut in fact, you can’t even build a line once there’s a way-back station
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