Gasolene

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

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  • in reply to: New to Train Fever, worth buying? #14408
    Gasolene
    Participant

    one bug that stands out is that the Open Wagon can carry its capacity of coal AND iron at the same time

    Agree, that’s probably something they will patch, but certainly not a game stopper.

    Another  thing I noticed that I would call a bug is that the auto spacing of trains

    Buses and trucks will space out evenly, providing they are all the same speed.  However, there is no auto spacing for trains, and I’ve never seen it advertised.  Auto spacing of trains is something you don’t want (plus it would take away the enjoyment of signaling).  If a train has “auto spaced” then runs into stop signal or a full unload/load, now you have a late train for no reason that slows down the entire line.  Get your trains under control with signals.  Correctly placed signals will have your trains run like clockwork.  Isn’t track control part of the fun of creating a complex rail network?

    I run 4 prototypical lines using single tracks, passing loops, express tracks, and over 30 trains of varying speeds and capacities.  My trains run like a well oiled machine.

     

    in reply to: Auto-replacement of vehicles/trains #14387
    Gasolene
    Participant

    I don’t know what’s possible but at least the function “drop all passengers by the next stop, return to the depot and send another vehicle on track” is the least comfort I’d like to see.

    +1

    A magic replace button that resets the life and deducts cost would be immersion breaking, but a replace button that instructed the vehicle to drop load, head to depot and send another “same/newer” vehicle in its place would be awesome.

    in reply to: Did the 20 min rule for cargo changed ? #14385
    Gasolene
    Participant

    Typically if you have rail service that has an 8 min interval with 2 trains, that means the trip takes apx 8 minutes in addition to the possible 8 minute wait, giving you an average of 12 minutes from station to station.  Factor in time for product to travel to and from station and you can easily exceed the 20 min rule.

    Until you have massive production from a mill, make smaller cheaper trains 1-2 cars and shorter distances.  Use trucks to help offset the time it takes from the Mill to the platform if there’s any distance.  even 1 lone truck can reduce travel time significantly, plus u make profit from the truck and train now.

     

    • This reply was modified 9 years, 5 months ago by Gasolene.
    in reply to: New to Train Fever, worth buying? #14384
    Gasolene
    Participant

    Most of the issues people identify are with the UI.  It is a bit clunky but the game itself is great.  Alot of people refer to features they would like to see, or things that don’t work the way they want as “bugs”.  An actual bug is something I have yet to encounter in my 30 hours of gameplay.  It’s very stable, and despite what you hear, my trains run lie a well oiled machine.

    Most of the “bugs” or “glitches” pointed out are not bugs at all, now to pick on Richy…

    Buggy industries some produce some don’t … duno why.

    This is based on demand, if an industry isn’t producing, it’s because there is no demand within 20 minutes of travel.

    Cant have long industrial connections or mixed.  Cant have 2 oil wells supplying one refinary… It just doesn’t work ..

    I have very complex freight connections with trains that are almost never empty, I assure you you can have 2 oil wells supply one refinery but that’s not very efficient.

    I have no understanding of how the signals work.

    Signals work like “home” signals protecting a block of track.  Placed right, trains move flawlessly like clockwork.

    the monetry system in this game blows chunks so much..

    You mean maintenance cost?  I agree playing hard is almost too hard.  I downgraded to Medium where I have amassed millions with a vast network of passenger and freight service.

    Connecting town with passenger trains is a fast track to ruin. Why don’t towns people use the trains?…

    My towns have hundreds waiting at the station, you need to use real world hub+spoke networks for buses, trams, trains to get passenger service under 20 min.  An express tram that runs through downtown with spoke buse routes to deliver people to the train station fast.  Then high speed service to neaby towns using nothing but a single line and passing loops is all you need.

    still can’t place roads on tracks..  No auto renew of all vehicles.  I don’t really care to much about animated crossings n all .. I just want the bugs fixed.

    Those are not bugs, a bug is when something works in a way it was not designed or intended.  Those are UI inconveniences that make the UI a little cumbersome but livable.

     

    in reply to: RELEASED TO EARLY #14383
    Gasolene
    Participant

    I haven’t encountered any of those issues in over 30 hours of play.  It may be missing some nice to have features and streamline UI, but it’s far from broke.

    in reply to: Why replace old vehicles? #13935
    Gasolene
    Participant

    Lets remember this is a very ambitious deep realistic simulator that no traditional publisher would touch.  I’ll deal with the UI annoyances and gameplay quirks.  This game is still remarkably complex and deep, not to mention beautiful.

    A note about station/track upgrading, I know when a local station gets upgraded, that station shuts down for several months while the lengthen the platform or add a track.  This ads an element of realism, you not only have to weigh the benefits of the cost of the new station vs the limitation of the old one, you also have to factor in down time just as in real life.  They got this right! …though a little cumbersome.

    City growth is very dynamic, I like that I am not in control.  The cities as far as I can tell, build in a very realistic pattern.  Much more realistic than I would build a city.  Commercial tends to increase for cities receiving large volumes of passengers, industrial grows if u feed alot of cargo.  New development seems to spawn around bus stations.  Feels very believable to me.  I also like the fact that all trade comes from within the world based on real demand, not supply.  There are no out of state visitors, commuters or cargo.  This ads alot more control over growth than most people realize.  Again, well done and ads a complex layer to decision making.  If I build a train station here, will the town develop around it?

    No X intersections, or no double forks?… There is a very simple reason for this.  Signalling would be very complex.  A signal protects the following block of track.  It does not account for other lines or priority.  In real life, this is all computerized with rules defined by engineers.  I like the no X-ing rule.

    I agree, the running costs of trains is excessive but that’s likely to be fixed with a patch.  My only complaint is that trains can “turn around” which in real life is a very complex process.  A wish list, is to have a freight train loco decouple the front, drive around and recouple the back after turning around or a multi head unit, just as they do in real life…. And slow time down.

Viewing 6 posts - 16 through 21 (of 21 total)