gGeorg

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  • gGeorg
    Participant

    Dolph,

    request for “no more then 75% of base line frequency” has very good reason. It eliminates greatest danger of the total stop of the line. Your idea “trucks load until a certain percentage” does not solve it.

    in reply to: Goods are not sent also to freight station #14479
    gGeorg
    Participant

    Medopu,

    my statements are based on observing the game. Not ideas from perfect world.

    a) the truck station has 18 storage. The big truck station has 16 storage.
    What bigger station are you talking about?

    b) + c)   Mine produce 200plus can be served by 10 cars in full load. No material is wasted. mine produce 200plus served by 20 cars still wasting mats.

    Spacing is not crucial on cargo lines.

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

    Full load is great in case you have a mine/facory producing 200plus material.  Why? Truck station could hold only 18 pcs. Those are filled up in a blink of an eye. If there is not a car, then material is wasted. For this reason is wise to use full load, so you can have a car ALWAYS waiting for loading. So no material is wasted.

    in reply to: Goods are not sent also to freight station #14467
    gGeorg
    Participant

    Full load is great in case you have a mine/facory producing 200plus material.  Why? Truck station could hold only 18 pcs. Those are filled up in a blink of an eye. If there is not a car, then material is wasted. For this reason is wise to use full load, so you can have a car ALWAYS waiting for loading. So no material is wasted.

     

    Well yea, the higher amount storage of the cargo station or option to combine space of the platforms in the cargo station would help too.

    in reply to: Goods are not sent also to freight station #14439
    gGeorg
    Participant

    Full load help only in certain circumstances :

    1. use for cargo. Never use for passengers

    2. used by cars. Never use for trains

    3. use for pickup at mine/forest/factory. Never use car pick up at cargo train station.

    4. Make sure that a building production capacity is 3x more than your single truck capacity. If not the line would devolve and stop.

    5. Only one command “Full load” could be used per line. Only the first station in the line should be set to full load. e.g. In the line set “forest-saw-city” then full load would be on the forest. In case of two separate lines 1: forest-saw 2:saw-city. The “full load” could be set at forest and saw.

    Keep in mind : “full load” caps your frequency. Therefore setting full load could lower the frequency. If complete delivery chain is close to 20 minute limit,  lowering partial frequency cause the whole delivery chain goes over the limit and stops.

    Full load help in case you are safely in 20 minute rule. You deliver huge amount of cargo. You need efficient delivery. Typical usage : Feeding train station by cars from a mine on the hill. Deliver goods from factory thru the crowded city center.

    • This reply was modified 9 years, 5 months ago by gGeorg.
    in reply to: Auto-replacement of vehicles/trains #14394
    gGeorg
    Participant

    @LB 20 minute video – yes it could take. however I am not talking about super-professional short move with orchestral music and digital tricks. I am talking about a “Skype-like” chat to the camera. Check the paradox dev diary. – 2 guys in front of a camera with Picture in picture are chatting and showing the unfinished code, the game hangs up sometimes. I think the paradox have a great style, Urban games could go even lower to satisfy and hype-up (cheer-up) the players.

    The trick have few game and switch works well – I like Assault Squad for example – also small team, painfully slow development. 😀

     

    Well auto replacement would be great for cars in the first. – althout game name is TRAIN fever – for good economy you usually have vehicles in car:train ratio in about 15:1 .That means a lot of cars(trams).  In this case, nothing special is needed. At the moment the car hit his age,the vehicle switch to – unload only mod, and goes as long as he deliver all the loaded stuff.  At the moment it switches the mode the new car leaves the nearest depo and follow the original route. Easy to program, easy to debug. Nice to watch and close to real.

    As far as I remember all the complains for replacement was about cars. Not trains. So, solve the issues as it is no something else.

    • This reply was modified 9 years, 5 months ago by gGeorg.
    • This reply was modified 9 years, 5 months ago by gGeorg.
    in reply to: Performance Hotfix Mod #14336
    gGeorg
    Participant

    Interesting research. The game has great idea, it finded a hole on the market, but it lucks professional delivery. Nice terrain engine, interesting simulation rules. However, the graphic engine is poor. Simulation engine doesnt use multithreading. Maby use Unreal/Cry/Unity whatever big engine will improve the visual quality, optimize HW stress and bring network support, multiplayer and so on. I consider Train fever as a student project which comes to live.

    Well, regarding your performance issue. I run it on the notebook. 4core, Intel graphic + 4GRAM. Have small map, 6 cityes per 700people in 1950. It chokes over the cities but still playable. Have about 15 trains and heap of cars (200 ?), 500M in bank.

    Try small maps, looks like the game has main issue in people handling. Without any auto-replacement or set-able management AI who would micro-fidling for you, large maps are pain anyway.

     

    • This reply was modified 9 years, 5 months ago by gGeorg.
    • This reply was modified 9 years, 5 months ago by gGeorg.
    in reply to: Another performance update ? #14276
    gGeorg
    Participant

    Good point uzurpator. I have heard people who said : The proper logistic sim dont need so fancy 3D graphic. Well maby such flat-out would please someone. 😀

    Anyway I would switch off catenary immediately, I cant afford AA so it looks awfully.

    in reply to: STILL NOT RESPONDING! #14274
    gGeorg
    Participant

    Rik,

    I had the same issue. I was too quick. The game does some serious preparation on the first run. If you touch mouse or keyboard it hangs up. I know its weird but, well. If you have a joystick/wheel – I would disconnect it. The solution is – run the game, do not touch anything, wait. Wait even 10 minutes. Go for a snack or something :-] This happen only one time. Next time, that game starts up immediately .

    • This reply was modified 9 years, 5 months ago by gGeorg.
    in reply to: Big truck station wrong storage space #14273
    gGeorg
    Participant

    For unknow reason I cant edit my post.

    Typo: las sentence – There is a back-yard next to cargo train station’s house, this empty space could be populated to animate cargo waiting to ship out.

    in reply to: Vehicle boarding time #14262
    gGeorg
    Participant

    The boarding time takes a long, more over it differs too much for vehicles on the line. Therefore the spacing doesn’t work. I believe that the game needs

    1. define a default loading time for the line, based on the biggest capacity vehicle. Then the spacing could work.

    2. Use a base loading time per wagon (car). Loading time per unit should differ  for cargo and passengers. Loading a man obviously takes less time than loading  a ton of material.

    3. Improve spacing mechanism more. Especially algorithm for populating an empty line by huge amount of vehicles (more then 3) need attention.

    • This reply was modified 9 years, 5 months ago by gGeorg.
    in reply to: Losing interest in this game #14183
    gGeorg
    Participant

    Randre,

    the whole route must be under 20 minutes. That include waiting AND traveling, any kind of traveling. If you have created an magnificent long route, then lowering frequency lowers waiting part, but not traveling. Also consider that time of travel is measured door to door. That means, when the wood-log leaves the froest building **begining** when the log reach the saw building ** finish**. Your transport network is in  the middle. If your stations are close enough to the bulidngs then you have 20 minutes for you. If the wood-log have to go acroos a field by herself, this time is also counted. This game has some cool ideas, but such an obvious things are not usualy expeted in the game. With lack of any guide, it is a challenge to figure out how does it work. 🙂

    in reply to: Why replace old vehicles? #14175
    gGeorg
    Participant

    ’m worried that retiring it to the depot for replacement will result in demand dropping off once there is no train on the line, something I’ve seen ruin a profitable line before.

    Yep, that is one of the most painfull issues now. Lets highlight it more.http://www.train-fever.com/forums/topic/industry-devolve-massive-after-3-seconds-not-served/

    keep the vehicle member of the line all the time. The system corrects freq after a while but it is smooth enough system to cover traffic lights jam or depo visit. Vehicle is line-less only brand new, otherwise it has a line. It would be nice to not delete the load too, it hurts a lot. If wagons are added/changed and name of the train (the object) remains the same keep the load. Remove the load only in case the train is deleted completely. Potentialy some money penalty for late arrival could applied.  This would really enhance the game play and prevent loosing frustrated players from “I am loosing money, dont know why.”

     

    What is your thoughts?

    in reply to: General Suggestions #14174
    gGeorg
    Participant

    14. Auto replace old vehicles, providing that the player has enough money and provided that the vehicle’s route passes near a relevant depot.

    Managing the updates better is needed but NO Auto replace thank you, I like keeping some old stock sometimes for the nostalgia.

    Simon,

    the auto replacement feature means an option to turn on/off auto replacement on the line. So you would like keep auto-replacement on by default on yout 60 line of cars, but one your lovely mountain view line would have it off, so you keep steam bus for eye candy. Got it ?

    in reply to: Game hang up after groupin station. Repeateble issue. #14171
    gGeorg
    Participant

    Hello,

    on the email info at train-fever.com you have an info where the file is stored. or try this link

    http://www.uschovna.cz/zasilka/CFBDAMTEN8WXSI2E-7XC/

    There is a city St. Mary – build up two pairs of pavement bus stops (eg. four pieces) right on the “T” junction. Then group them with train station. First pair is ok, second pair hangs up PC.

    I was able to get over like this : There are 2 bus lines connected. So I created first pair of buss stations, then add this new station to the line on the 2 order. Then delete the first one stop. Do the same with second bus. Then I could continue play.

     

    Today I find out that even adding a way points to different line makes the crash to the particular save. I guess, variable went crazy when I deleted grouped stations.

    No mods installed. Never ever use mods. Have notebook Intel 4600. Win 7 64bit. 4GRAM.Latest drivers.

    Let me know please if you can re-create this issue.

    Thx

    • This reply was modified 9 years, 5 months ago by gGeorg.
    • This reply was modified 9 years, 5 months ago by gGeorg.
Viewing 15 posts - 46 through 60 (of 101 total)