FX2K

Home Forums Behind the scenes #4 – Sales, distribution, piracy and marketing

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Viewing 15 posts - 16 through 30 (of 208 total)
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  • in reply to: What products do the cities take? #14283
    FX2K
    Participant

    Raw materials go to the industry, so planks to a sawmill.
    Industries create products (only 1 type) which go to a city.

    If in doubt, turn on the overlay (bottom right menu) and watch how the products move around by themselves, then add a truck / train route in place of this.

    in reply to: Another performance update ? #14278
    FX2K
    Participant

    Another few options / things I would like to see, which may bring me back to playing the game.

    Add a new settings option for Civ Simulation Level. This would no doubt be of huge benefit

    High: Civ’s 10,000. Scale of Ticket Prices – 100% (as it is now)
    Medium: Civ’s 5,000. Scale of Ticket Prices – 200%
    Low: Civs 2,500. Scale of Ticket Prices – 400%

    Also scaling the building populations too. Basically ‘sim city style number fudging’ but player controlled for performance reasons.

    Display PIP more intelligently:

    Vehicle replacement notifications – remove the popup window or at least que them so they don’t all pop up at once killing the performance.

    A single vehicle info window which is reused when you select another vehicle, with the ability to ‘pin’ one so it can remain open and exclusive if the player desires.

    Buying multiple vehicles not to open multiple vehicle info windows, don’t open any.

    PIP causes major drops in performance, so the above three would help a lot.

    • This reply was modified 9 years, 4 months ago by FX2K.
    in reply to: Brick Fever (Total Conversion) #14222
    FX2K
    Participant

    “My kid would really like to see that in game”

    You mean you really don’t you, joke…
    Would love to see this mod at some point though, I mean erm…my kids would….:D

    in reply to: Still no performance update? #14048
    FX2K
    Participant

    PLEASE Do not troll performance issue anymore. If you have less than 2000 people in your largest cities of major cities have less than 800 people

    Ok… well I am not trolling about performance issues but they do exist, period!
    Of course, its pointless arguing with players about it, that’s why I emailed the dev’s directly instead and they confirmed my findings, even though the samples I gave them were of much lower population than that. They have also said they will be working towards further optimisations.

    One of my threads before I emailed them is here:
    http://www.train-fever.com/forums/topic/are-we-likely-to-see-any-additional-performance-improvements/

    • This reply was modified 9 years, 5 months ago by FX2K.
    • This reply was modified 9 years, 5 months ago by FX2K.
    FX2K
    Participant

    Its using different levels of detail for performance, you can change the geometry option to increase this but it has a major effect on performance.

    in reply to: Still no performance update? #13991
    FX2K
    Participant

    I stopped playing the game due to this… I just can’t bring myself to open it anymore.
    I still lurk around the forums waiting for news though.

    • This reply was modified 9 years, 5 months ago by FX2K.
    in reply to: Train Terminals and landmarks? #13510
    FX2K
    Participant

    Would be nice to have terminal stations… I believe they can’t even be done by modders atm.
    But there are too many other things / fixes I would like to see first to be honest.

    in reply to: Could we keep the 4 lanes one size? #13482
    FX2K
    Participant

    That’d be great if cars would pass each other. We can’t use way points on roads huh? 

    True, but in some circumstances (I have tried the mod above recently) they do use all lanes depending on their intended direction when they come to a junction… also with one of those being a bus lane it can improve the flow quite a bit.

    I am referring of course to civilian traffic mainly.

    Since trucks also use a bus lane this doesn’t help for scenarios like you posted a screenshot for.
    I wonder who’s bright idea it was to allow 40 tonne trucks to use the bus lane 😛

    • This reply was modified 9 years, 5 months ago by FX2K.
    • This reply was modified 9 years, 5 months ago by FX2K.
    in reply to: Could we keep the 4 lanes one size? #13474
    FX2K
    Participant

    Personally I like having the 2 sizes but have nothing against being given the option to build either explicitly. Especially since this is a sandbox game.

    I would rather have a 6 lane avenue than a thin / fat version of the 4 lane to be honest.

    in reply to: Could we keep the 4 lanes one size? #13471
    FX2K
    Participant

    It also causes vehicles to change speed as they navigate to the fatter / thinner road sections.

    in reply to: So… what good are waypoints? #13469
    FX2K
    Participant

    I rarely see collisions. When I do, adjustments to the layout work, so therefore it is a workaround.

    x crossings, well its possible to cross tracks using more space, so that’s a workaround too. Waypoints benefit in this regard too.

    Branching double tracks can be done with a bridge or tunnel. It IS a workaround

    You can argue the above points all day long, I agree what you mentioned are badly needed but it makes me thinking waypoints where badly needed no less valid. Besides, they are done for rail anyway.. so its also pointless to continue.

    • This reply was modified 9 years, 5 months ago by FX2K.
    FX2K
    Participant

    This is a poor request. What they need to do, is reduce loading/unloading times. They take too long. 100 people off a train takes 3 weeks. wtf is that?

    Annoying 😀 that’s what it is.  Personally, I would prefer what we have now over trains changing platforms at random.

    in reply to: So… what good are waypoints? #13452
    FX2K
    Participant

    Perhaps so, but the same could be said for the things you say are badly needed, aside from me agreeing with you 🙂 which I do…

    i.e
    X track crossings.. workarounds are possible..
    collisions.. workarounds are possible.
    Waypoints.. workarounds where possible too.

    For me, they add much needed control, but then so would x crossings and fixes for stupid collisions would prevent pita scenarios.

    in reply to: Create better flatlands #13426
    FX2K
    Participant

    Ahh ok… thanks for the heads up.

    in reply to: Create better flatlands #13423
    FX2K
    Participant

    So a heightmap then? Hmmm off to look.

    Interesting… just browsing that and now wondering what noise.tga affects.. experimentation time

    • This reply was modified 9 years, 5 months ago by FX2K.
Viewing 15 posts - 16 through 30 (of 208 total)