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FX2KParticipant
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.
FX2KParticipantAnother 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.
FX2KParticipant“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….:DFX2KParticipantPLEASE 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/November 30, 2014 at 18:15 in reply to: Roads' textures partially dissappears on certain zoom levels #14047FX2KParticipantIts using different levels of detail for performance, you can change the geometry option to increase this but it has a major effect on performance.
FX2KParticipantI 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.
FX2KParticipantWould 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.FX2KParticipantThat’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 😛FX2KParticipantPersonally 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.
FX2KParticipantIt also causes vehicles to change speed as they navigate to the fatter / thinner road sections.
FX2KParticipantI 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.
November 17, 2014 at 02:49 in reply to: [Request] Vehicles on the same line using different platforms #13453FX2KParticipantThis 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.
FX2KParticipantPerhaps 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.
FX2KParticipantAhh ok… thanks for the heads up.
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