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FX2KParticipant
You would be surprised how many different websites / forums use gravatar for their users avatar’s.
Besides, this website being WordPress kind of explains why Gravatar is used here..Same guy who founded gravatar, co-founded wordpress.FX2KParticipantIf you start the thread, you can edit it at any time. the ‘Edit’ button covers part of the title and is hard to see.
If you’re replying to post, you can only edit it for a couple minutes. Lame.
If you click the edit button obscured by the title, then change the post id to another one of your own posts, you can edit it for as long as required.. I edited a reply 24 hours old using that.
edit: I have removed the link, sorry.
FX2KParticipantYou can modify it on gravatar.com
FX2KParticipantFor the most part, bus lanes do just that in my games. At least from what I have noticed anyway.
Somebody suggested vehicles use the bus lane if their destination is on the same section of road.
I haven’t noticed or looked closely to be fair since I have not noticed an issue, although I use bus lanes sparingly.….just for fun, of course:
FX2KParticipantI just posted similar as a response in another thread, but thought I would update my topic with the same info and a few edits..
I started a new game yesterday in 1900 without mods, clean install (crashing was a mod) and a medium map to test the performance, I have just hit 1970.
The performance has improved massively in numerous areas such as:
- Lines menu no longer drops 1/2 the fps – a major difference in playability right here…
- Following a vehicle no longer drops 20fps – I tend to do this a lot
- Rotating the camera is much smoother
- Zooming in and out is much smoother
- Viewing the horizon has less of an impact.
Still some issues in these areas:
- When the vehicle needs replacing notice comes up, guessing due to the PIP it lags
- When buying multiple new vehicles, it lags (again due to PIP I’m guessing) But I pause at this point anyway.
So far, it appears to be vastly improved although I still see regular drops to between 15 – 25 in various areas / views but the above changes have made a massive difference for me making it much more playable.. its not perfect but Its also not unplayable (at this point). Even with the FPS drops, it still feels smoother until it drops to a point where the cursor is affected.
All previous tests where done on small maps, since the performance was terrible on anything bigger.. since this game is using a medium map, I would expect small to perform even better.
Ill update again once I hit around 2020 in game.
P.S Thank you for the numerous improvements, ongoing development and animated signals *YAY*
- This reply was modified 9 years, 7 months ago by FX2K.
FX2KParticipantI started a new game yesterday in 1900 without mods to test the performance, I have just hit 1970.
The performance has improved massively in numerous areas such as:- Lines menu no longer drops 1/2 the fps
- Following a vehicle no longer drops 20fps
- Rotating the camera is much smoother
- Zooming in and out is much smoother
- Viewing the horizon has less of an impact.
The game still drops to between 15 – 25 in various areas / views but the above changes have made a massive difference for me making it much more playable.. its not perfect but It used to become unplayable by 1950 on a small map for me, its not hit this stage yet on a medium map..
- When the vehicle needs replacing notice comes up, due to the PIP it lags
- When buying 8 new trucks, it lags (again due to PIP I’m guessing) But I pause at this point anyway.
*reason for new game was that some of the mods I used where causing a crash after the patch.. so couldn’t test existing saves 🙁
FX2KParticipant+2
If the Dev’s do not implement this by the end of the month, I will be one unhappy customer!
In all seriousness though, even though 1/2 the suggestions will not make it into TF it doesn’t mean the dev’s cant take inspiration from some for the next TF… TF2 😀People wanting more is a good thing 🙂
FX2KParticipantYou can also edit the game files directly to alter costs of things and maintenance etc, if you so desire.
Whilst I don’t find it difficult to make millions, especially on easy, I can see why some people would want a ‘sandbox’ mode, I doubt it would take very long for the dev’s to implement if they wanted to.
- This reply was modified 9 years, 7 months ago by FX2K.
FX2KParticipantInteresting… I use Trillian also, but only for work purposes, so its never open when its kick back and relax time.
October 17, 2014 at 23:24 in reply to: Lines need a "Transfer Goods" option — doesn't work 100% currently #11927FX2KParticipantTwo questions:
1. Do both refineries have equal demand from different cities? If not, it will divide based on this surely.
2. Are you trying to connect two refineries to a single city? If so, this causes issues. A single refinery should be sufficient for a city for a long time, I have not myself got into a situation where a city requires over 400 goods.
I may be misreading though, been a long week, so apologies if I am way off 🙂
FX2KParticipantFX2KParticipantAfter updating the game, I opened one of my more recent saves to see how it performed..
FPS was sitting around 15.. I zoomed out and experienced the first crash I have ever had in TF 🙁
Performance seemed very similar to the previous build ?!?Just thought I would let you know, it was only a quick test after all.
I will re-install, remove all mods and start a fresh game to see how it goes on, it may after all be a mod at fault this time around….. I will let you know.
- This reply was modified 9 years, 7 months ago by FX2K.
FX2KParticipantWhilst its true that everything but trains can be more profitable, I want to play the game with trains, so regardless of how much extra profit there is to be made, I still use trains as often as possible 🙂
Buses / Trams in my game are exclusively for inner city travel and trucks for the closer city to the industry.
Everywhere else is trains.I have also never (well maybe once to test) created a city to city tram or bus line, just because I don’t want to play truck fever 🙂
I’m not chasing the billions, so long as its in the green (even barely) I am happy.
FX2KParticipantI was using shared tracks for multiple trains and lines, but small changes / additions would affect every single line which used the shared track, causing a bit of a headache to sort out.. in the end, I made it so each line has its own exclusive track.
I still have a central 4 station platform which has trains (lines) entering from both sides for each platform, but even this can mess up causing all trains to want to swap tracks (if a crossing exists) and a change is made, causing a nightmare on the lines.
I didn’t realise what was going on at first but after some playing around realised that all the lines recalculate their paths when you make such changes.. you can force a recalculation too with different results.
See the images here: http://www.train-fever.com/forums/topic/waypoints-desperately-needed/#post-11462
FX2KParticipantI noticed that signals can cause lines to cycle through possible routes when toggled on and off, maybe this annoying behaviour could actually help when trying to configure the desired layout, I have managed to use it to my advantage a few times, although its annoying that the entire network can change with a single edit to the lines / signal…
Check out this post with images, it shows two possible routes for a line with the same signal config.
http://www.train-fever.com/forums/topic/waypoints-desperately-needed/#post-11462
- This reply was modified 9 years, 7 months ago by FX2K.
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