gGeorg

Home Forums Performance boost and a large list of improvements

Forum Replies Created

Viewing 15 posts - 76 through 90 (of 101 total)
  • Author
    Posts
  • in reply to: Train Fever Interactive Guide #13875
    gGeorg
    Participant

    Hi douglas,

    would you improve the frquency article in the guide based on the current knowledge ?

    http://www.train-fever.com/forums/topic/frequency-and-the-20-min-rule/#post-13862

    frequency  – it is how often a vehicle passes any point on the line.

    Add a picture and trainfuleza’s explanation.

    Thx

    in reply to: Frequency and the 20 min rule #13809
    gGeorg
    Participant

    Tossi,

    my statements are based on observations. Here is an example you could try yourself.

    Click a man who waits on train station with long route and low freq. He has a target in other city. Target building should be far from train station, best if reachable by bus. Let him load to train. In the middle of transport, set train stop. This simulates a traffic jam, waiting free path, limited bus line capacity, limited bus stop capacity,  … whatever. Wait for 15 minutes then release the train. Train reach the destination, the man leave in destination and suddenly is teleported back home to his original city. No building has changed. After few seconds he pick another target from selection Blue/Red/Yellow and start to travel again.

    • This reply was modified 9 years, 5 months ago by gGeorg.
    in reply to: General Suggestions #13808
    gGeorg
    Participant

    Boig,

    your idea is a rescale of time to an artificial blocks where target is a red color date an night icon ?

    I dont understand how this could help game play.

    in reply to: Frequency and the 20 min rule #13781
    gGeorg
    Participant

    Sum is used for start the route, yes. how ever, the route might finish sooner cose vehicle comes sooner then maximum freq. On the other side, there could be traffic jam. Or a train waiting for traffic lights. in case the agent is late over 20 minutes (it looks to me its 24 actualy) then you dont get paid for the las transport. In your case, you can get money for a bus and train, but second bus could be crowded, the man get over limit so you dont get money for the bus. Pitty is, that in this case man disapear in thin air, popup at home again, but do not travel back.

    in reply to: scrolling #13766
    gGeorg
    Participant

    I was thou its just me. Have same issue.

    Uzurpator, zoom out – zoom in doesnt work for me. Zooming is always to the center of the screen not to the mouse pointer.

    gGeorg
    Participant

    Crossmr,

    well interesting ideas. It would be nice. However, those changes and calculations needs serious CPU load. I have tried recently stop trains manually, so the people was massing stations. I have long stations. The game start to be jumpy. At the moment I have released the trains so the amount of agents on the streets went down, the game start to work smooth. All your ideas sound great, but would cause severe CPU hit. More over they sound to me like a design document for Train fever 2 rather then improvement to the current. :-] I belive, our ideas should be doable, use the current system and extend it. Spit an idea for perfect game would be just pure fantasy.

    Well, the idea of parking lot next to train station is great and doable. Maby an undergound upgrade to the station ?

    Some bonus for connecting cities, and industries by roads would be good. But tolls?

    What about:

    Industry – will have 1/2 productivity if dont have a road connection to the nearest city. You could pump up the productivity change speed by delivering people to the factory (from the nearest city, there should be a label what is nearest one).

    City to city connection – the agents would receive time threshold to use their own cars based on the road improvement  we did.

    Example: Basic connection created by the map generation takes 300 seconds by car. Player build a tunnel which makes the route 2 seconds shorter. Well, the agents now receives +150% seconds penalty to this route–> 2s*150%= + 3 seconds for calculating usage this route by their own car. So we have a game rule set where the player would like to improve roads, because agents tend to prefer use your trains, or buses on the same road. :-]

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

    Hi, I was one pushing for auto-platform selector, but well I uzurpator you are right, the issue is somewhere else.

    The current agent uses line frequency for resolving destination area arrival time. It cause some funny side effect. Lets have an express line 300Km train. –> Expensive beast —> He is alone on the line —> low frequency –> no one use it.

    Lets add another 300Km train —> higher frequency –> agents start to use it —>  both trains have 50% seats used. You can add more trains but line would be less and less profitable. -> Player is confused. Frustrated of not working game — > leaves. –> Do not buy any expansion.

    What if we use a model more close to real life?

    • Line travel time + wait time for closest vehicle = complete route time < 20 minutes

    – line travel time
    first vehicle on the line makes a virtual test line. One round simulated in the background engine. This will create a time table. That gives us time from one station to the next one. If another type of vehicles are added, then timetable reculaction is done. The longest (worst) time is used then.   If an agent wants to travel from 4th station to 7th station then sum 3 numbers to receive line travel time.

    – wait time for next closest vehicle arrival time
    Every vehicle counts down seconds  to destination depends on the timetable (see above).  Lets say from first station to second it is 10 seconds. Every second then I subtract a point from this value. When I got zero the vehicle is at the destination, if not I have an info that vehicle is stacked in traffic jam. This info can used later.

    In this model you could have a 20 minutes frequency line full of people. :-]

    I know its touching game basics but it would solve a LOT of issues, what you say ?

    • 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: Losing interest in this game #12774
    gGeorg
    Participant

    What does it mean poorly made?

    Some promises are not delivered? I dont think so.

    Curent game development is not an easy task, even experienced publishers with teams of 100 man have issues.

    Just look at Rome 2 by Creative assembly, they have 150 man workin on a game for 2 years. They have released a 60 eur piece which was not useable at all. More over, gameplay was inferior to the one shown on a presentation. Those who preorder have feeling they were robbed. Even after a year of patching the game is not as good as promised

    Train fever has issues. Yes, there is a team of 5 guys who is working on improvement. True is that they do not communicate very good with us, the customers.

    another think is, number of sales.

    The game had peak 3500 players on the release day. From that time it goes down to current 600. Progress is constant. Therefore about January we will have about 50 addicts players per day.

    I think, that team should fix something in 2 weeks, then start campaign for Train fever 2

    Looking forward.

    in reply to: another pathfinding problem #12773
    gGeorg
    Participant

    ” I think your point 1 is not correct, the price is calculated by the straight distance between loading and unloading points.” I am sorry, your statement is not correct.  Try that, you will find something else.

    in reply to: another pathfinding problem #12758
    gGeorg
    Participant

    1. you are paid for the length of route the unit has passed. (unit = cargo, raw mats, passanger)
    2. algorithm in this game doesnt count price of the route, only time is considered
    3. the route mus be finished in about 20 minutes (22,5 )

    – therefore, the unit wants to ride on your train rather than stand at station until train with shorter route comes. It’s proper behavior.

    Keep these 3 thinks in your mind when create your traffic networks.

    I know its weird but consider this statement:
    short line from coal mine to factory who use tunnel makes less money than long route along the hills.

    Tip>>>Most profitable line is a fast going train on a long route (loading waste time) who leaves full from the stations.

    Pathing works properly.

    If you want to have more “logical” behavior of units (passengers, cargo),  we need ask developers for add money and air distance to the equation. Well such a change cause that many users will be disappointed cose their networks suddenly start loose money. I guess that such a deep change could be part of a paid expansion only. So every customer who get the new system will start a new map.

    • This reply was modified 9 years, 6 months ago by gGeorg.
    in reply to: Strategy: Passenger lines #12424
    gGeorg
    Participant

    “having a few lines connecting a lot of cities and the second one is having many lines each connecting only two cities.”

    Few longer lines -> could bring more profit.

    Reason:
    Longer lines could be used by passengers for longer distances. Longer distances are generally more profitable.Customers who choose longer distances doesn’t travel  in point to point model (dont fit  20 minute limit).
    Faster trains (higher top speed, faster track) benefits more from the longer lines model.

    Risks to handle:

    Its crucial to use traffic lights to keep spacing
    – bad spacing -> low profit
    – in case of one line for 4 cities and 2 trains you need about 2 pairs of traffic lights at all. (2 pairs of traffic lighs on the dual track create 4 blocks. 4 blocks is enough for 2-3 trains)
    Slowest train slows whole line
    – set all trains similar
    Build smooth tracks for faster speed. High curves use only in the station neighbor. Once train reached the top speed , keep ti until next station. Sharp curve slows down train, can cause shorter distance in the 20minute limit.

    • This reply was modified 9 years, 6 months ago by gGeorg.
    in reply to: What are the Experience Points even for? #12159
    gGeorg
    Participant

    You could measure your XP number with the others and wank yourself. :-]

    in reply to: Late Game Frustration: Replacing Old Vehicles #12049
    gGeorg
    Participant

    “Manual vehicle replace at least reflects real life, if my car and motorbike automatically replaced themselves I might wind up with ones I didn’t like.” Sure. Do you have at home about 250 cars and replace them every 30minutes, all of them one by one?

    in reply to: Late Game Frustration: Replacing Old Vehicles #12048
    gGeorg
    Participant

    “I’ve found the quickest and least painful way to replace a line’s vehicles as follows”

    Sure, it works. It has just one “little” issue. The old vehicles go to the depo immediately, their load included. So, in case you have a line of 30 cars of wood. then you would waste at least 15 cars of wood and few cars of gods. It will cause drop maby downgarde of your Saw mill. Which cause backward drop of the forest. Both thinks tgether cause drop on delivery good. Profit goes down like hell, city development goes down. Passangers nubmer go down too. Lets money talk-  on my last test, I have spend 1M for replacing “your way” and lost another 3M in next 2 years because of economy drops waves.

    in reply to: Switches, crossings and signals #11847
    gGeorg
    Participant

    For two rings route I use your first configuration the most leftones, and set signals to one way.

    That works best for me.

Viewing 15 posts - 76 through 90 (of 101 total)