higgins

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  • in reply to: Bridges require way too many pillars #9723
    higgins
    Participant

    The pillars standing way too close is one of the many nasty game design issues in Train Fever that makes you wonder if the devs have ever played their game themselves.

    in reply to: Train economics #7244
    higgins
    Participant

    No, to put it directly. My question is about common sense. The passengers face two different situations. Let’s call them “before” and “after”.

    “Before”. Walk from their origin to the bus station in town center A. Wait for the ~90 s frequency bus. Take a bus ride (80 km/h max.) to town B. Walk from the bus station in town center B to their destination. 15 passengers per every ~ 90 seconds took that option. Or in other words 10 per every 60 seconds. (10 per each direction that is, so 20 in total.)

    “After”. Walk from their origin to the nearest bus station. Wait for the ~60 s frequency bus. Take a bus ride to the train station. Take a train ride (120 km/h max.) to town B. Wait for the ~60 s frequency bus. Take a bus ride to the station nearest of their destination. Walk to their destination. Usually not more than 5 to 6 passengers per every ~60 seconds took that option. (Per direction, so 10 to 12 in total.) And as you might remember, as a special courtesy, no more using the automobile unless going on a long detour.

    Conclusion: I real life, passenger numbers would skyrocket. In this game, there must be some parameters that make walking by foot more attractive than transfering from one vehicle to another. Or mabye busses are more attractive than trains. Or passengers just care about the 20 minutes time frame but don’t care if takes them 8 minutes by train or 18 minutes by long car detour.

    • This reply was modified 9 years, 7 months ago by higgins.
    in reply to: Progress of Game and Performace issues #7230
    higgins
    Participant

    For me setting vsync to false as someone suggested elsewhere actually helped a lot to have the game running more smoothly. I can actually open i.e. the line menu again without the frame rate dropping to single digits. It still stalls every now and then, let’s say one a minute for a few seconds or after specific mouse clicks like buying a new vehicle. But this way at least it became playable again with like 200 lines and 600 vehicles now.

    • This reply was modified 9 years, 7 months ago by higgins.
    in reply to: Progress of Game and Performace issues #6963
    higgins
    Participant

    It’s especially the line menu. My current game has about 150 lines and becomes unplayable with the line menu on. Even if I switch to “visible lines only”, this has no effect to make things better. As this even happens if you scroll to an area where ther are no lines at all visible, the game stalls. So my guess is that it’s not a graphics memory issue but a generell issue with the game code doing a gazillion calculations with those 150 lines in the background once the line menu is visible, which then stalls the game.

    in reply to: Progress of Game and Performace issues #6939
    higgins
    Participant

    There is definitely a performance problem later in the game. Even after setting every possible graphics option to the low and playing the medium sized terrain only. Sometimes it seems to be triggered by events, i.e. each time I’m buying new vehicles from a depot, the game freezes for a few seconds after the first buy, but not after the second, third,… purchase. Sometimes it seems to happen just out of the blue.

    in reply to: Terrain options #6817
    higgins
    Participant

    Long story short. The settings menu needs an additional slider. Going from 0% to 100%, maybe in 10% steps. This slider defines which percentage of the map has hills and mountains. While the other part of the map will be flat as Northern Germany or the Netherlands. What good is it i.e. for the Dutch to have modded Dutch trains and Dutch city/street names but then playing on Swiss-looking terrain?

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