Forum Replies Created
-
AuthorPosts
-
isidoroParticipant
Please note that this is also a side effect of this bug:
http://www.train-fever.com/forums/topic/bug-cargo-lost-when-automatic-replacing/
isidoroParticipantAmazing!
isidoroParticipantYou can check three things:
a) See in the factory properties if it says “Line usage:yes”.
b) Turn “Cargo” on in the bottom right menu and see the goods boxes move around. Sometimes, the go on foot to the city, sometimes the city gets goods from other sources.
c) Check that the vehicles you use can certainly carry Goods.
Hope it helps.
isidoroParticipantIn other games, small towns require basis resources to develop (water, food, etc.). Bigger towns require more commodities in order to further develop (clothes, cars, etc.). That makes the distribution problem interesting.
isidoroParticipantQuite impressive!
By the way, what do you mean with your last post? One-way streets aren’t possible in TF, are they?
isidoroParticipantI’m glad you like it!
Please give feedback when you have tried it.
isidoroParticipantMaybe 2.d) To prioritize lines. This use case happened to me:
I had a goods line sharing railway with a passengers line between two towns. I wanted to prioritize the passenger line so that passengers got a better service. I built sideways tracks and waypoints and signals for the goods train to park every now and then and give way to the passengers train. But, no signal in the main line. That way, the passenger train once reserves the track, it reserves the full track from origin to destination and achieves full speed. If a goods train is occupying the main track, it will release it as soon as the next sideways track is reached.
isidoroParticipantFrom my point of view as a user (different from the point of view of the company), I’d rather see a more challenging game than to make it simpler in order to gain more audience or higher ratings in whatever popular ranking. Most of games are very simple just in order to get more market and that’s specially frustrating in simulations.
The only thing I’d ask is that the rules were consistent and well programmed. I really get confused and annoyed when I build a detour and the game still says that the road is a main connection, even with that alternative.
I like the “main connection” rule. I only want it to be well programmed.
Just similar with the “not able to align terrain” when building. It makes no sense since construction is really possible. You have to elevate terrain here and there. Construction should be either impossible or automatic. If the programmers wants to forbid certain abuse when building, just put a higher price in unrealistic constructions.
isidoroParticipantWithout trying to derail the topic, I don’t think that the “main line” feature is such a bad idea. It adds to the difficulty and challenge of the game and makes cheating somewhat more difficult. The problem with it is implementation. It simply doesn’t work.
Sometimes you make a detour and you can delete a main line, sometimes not. Sometimes, you can’t delete it and, later you can, and so on…
For instance, that’s a big problem when you want to update to a highway, but with less curves, and you simply can’t or it’s a pain because of that “main connection” badly implemented feature.
isidoroParticipantI mostly like your suggestions about the UI. I would add tooltips for all that options and buttons since they aren’t very obvious at first sight.
Another problem could be new interfaces (touch screens). They are known to be defective regarding hovering compared to older interfaces…
isidoroParticipantWhat year are you playing at? I’m now in 2010, easy difficulty and some trains lose, but some earn a lot. Overall profit. No mods and no tricks in the game.
If we consider that max track speed is 300 kmh and max road speed is 100 kmh, if you carefully plan your lines (town sufficiently far apart, frequent service, etc.), trains can be more competitive in the game.
On the other hand, if you have a poor locomotive, a not very frequent service with lots of near-by stops, trains aren’t a good alternative, but that is somewhat realistic, isn’t it?
isidoroParticipantAnother suggestion is to make the cargo packets visible and see if the city at the end of the chain is served by other means. Sometimes cargo packets actually “walks” to its destination if feasible. And if demand of the steel mill or the cities is served by other means, your coal mine isn’t needed…
isidoroParticipantI think that it is necessary an experiment to settle this… 😉
I’ve chosen a random sim waiting at a station. From his info window, I’ve located the destination. Once it was on the vehicle, I’ve hit the pause button. I have then blown up the destination building and, alas!, a passenger just disappeared from the vehicle…
It seems that Pasi is right, they disappear when the destination disappears.
The only question left is if they also disappear when a time limit is reached, but that is more difficult to check, I’m afraid…
isidoroParticipantSome people say that it is because the destination no longer exists (it has been replaced by something else), but the most probable reason is the 20-minute rule: no travel is possible if it exceeds 20 minutes.
- This reply was modified 8 years, 11 months ago by isidoro.
isidoroParticipantMore or less the same for trains of the same line… No way to my knowledge to make the faster ones overtake the slower ones… No matter how hard I try.
You have a sticked topic for suggestions… Maybe you are lucky and it gets implemented by the developers.
-
AuthorPosts