isidoro

Home Forums Diamond crossovers, better usability and many improvements

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Viewing 15 posts - 31 through 45 (of 81 total)
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  • in reply to: A month and a half of silence. #18684
    isidoro
    Participant

    Nice!

    The option to see old savegames when saving and asking permission to overwrite is most welcome!

     

    in reply to: No Achievements with ANY mods? #18653
    isidoro
    Participant

    It’s somewhat reasonable: when you have different mods or vehicles with different speeds, maintenance, cost, etc. than the standard, it could be easier to gain the Achievements and unfair to compare them with others playing without those advantages…

     

    in reply to: A month and a half of silence. #18525
    isidoro
    Participant

    @Martin Mulder: my point is that what is best, bug fixing or silence?  If there are errors and those are corrected, this is nice, isn’t it?  Of course that free additions are most welcome, nonetheless…

    in reply to: A month and a half of silence. #18517
    isidoro
    Participant

    Well, people used to complain here when there were a bunch of updates frequently…  As I pointed out then, this opposite situation is much worse, isn’t it?  A logical outcome after that much criticism.

     

    isidoro
    Participant

    Incidentally and odd enough, I’ve had no problems so far with Train Fever, but I’ve got some with Cities:Skylines.  One is what also happened with CiM2: if two ships go near each other they get interlocked when they arrive to a harbour.  The solution of the game is to vanish the first one when some time passes!

    The second is worse and has started to happen with the last patch: 1.0.7a.  Whenever I load a game, after a few seconds, the game crashes.  That patch was retired by the developers and reintroduced as 1.07c with all the problems solved… To no avail…  It still crashes to desktop.  Since I can’t go back to the game unpatched, I can’t play the game any longer, which is frustrating…

    In conclusion and in my personal experience, this topic is unfair.  But I guess that experiences may vary…

     

    isidoro
    Participant

    In fact, the position isn’t random.  It more or less “follows” where the relevant object is located.  For instance, if you open the information window for a city, the window will be placed where the city is and if the city is not visible, the window is placed in the border in the direction where the city is…

    in reply to: How to increase Industrial adjustment? #18301
    isidoro
    Participant

    The Train Fever model of production is based on demand.  This means that the factory will produce only if there is a demand for its product.  In your case, it may happen that the city that get the goods is getting some of them from other sources and therefore ignoring your service.

    You can turn the cargo view on and see if there are some packets that, like ants, are marching towards the city you are serving with your trains.  In that case, that would be the reason why the factory produces as little as what you said.

    isidoro
    Participant

    @simonmd:  Well, there is a third alternative to answer a question: don’t know/don’t answer.

    Question 1: deception is a personal question.  My only deception with the game is that it doesn’t run in 32K linux… (don’t know/doesn’t apply to this case)

    Question 2: I’ve got no problem with the game so far, so for me there is not such a poor customer service (don’t know/doesn’t apply to this case)

    Question 3: parts of those patches were to give new functionality, so those parts were not really a patch to correct bugs.  I haven’t experience any problem with the game, thus all patches were and will be welcomed.  The more, the better. (yes)

    So I guess I belong to the group of people you wouldn’t like to spend your time with (a yes in the third answer).

    It’s people who let them get away with stuff like that and who openly defend a BROKEN AND INCRECTLY LABLED PRODUCT that encourage all the shit in the gaming industry today. One day you sheep will wake up and realise you’ve been made a mug of and you’ll only have yourself to blame.

    Well it seems as if we were talking about the Armageddon and the end of times…  The game costs 20-30 EUR.  I’ve just spent more in drinks tonight…  And tomorrow they will all be flowing in the river…

     

    in reply to: Please improve performance of double track #18140
    isidoro
    Participant

    I’ve tried to set up a line with some tracks and signals built on purpose for the experiment and two locomotives, one slower and one faster.  Unfortunately, no matter how hard I tried, it was impossible to me to see the fast train choose the alternative track when the other one was occupied by the slower train.

    If you happen to success at this, please attach a savegame so that I can see your design…

     

    isidoro
    Participant

    @Person012345: my main concern is that those bonuses/penalties are unrealistic.  It is an artificial way to force you to choose new machines over old ones.  That economy competition that is absent in the simulation is inside those bonuses/penalties that increase with the pass of time.

    in reply to: Please improve performance of double track #18099
    isidoro
    Participant

    Interesting!  My use case happens when I have a running line and a new faster locomotive appears, but I don’t want to change all my trains at once.  If I only change one of them, its higher speed is useless, since it will always go below the other slower trains.  If I were able to build such overpasses, those would allow the faster train to take advantage of its speed.

    I can’t use waypoints (it means two lines: one for faster, one for slower vehicles), besides micromanagement, because frequency in both lines would get spoiled.  To keep the original frequency or ever a better one, I have to be able to do it in one line…

     

    in reply to: Bug after save #18098
    isidoro
    Participant

    I know, but it should be corrected nonetheless…

    in reply to: Please improve performance of double track #18080
    isidoro
    Participant

    @bythelee: if I understand you correctly, if you have two models of locomotives in a line, you can get the fast one overtake the slow one by just doubling the tracks and platforms between two stations… is that true?  I have tried to do it myself but the trains kept choosing always the same track of the two and they queue up…

     

    in reply to: How long is too long? #18079
    isidoro
    Participant

    @Person012345: I would say that it is half the frequency (in fact, its inverse), the time one expects to wait at the station.  That is, if the frequency is, say, 10 minutes, I expect to wait for 5 minutes (sometimes, I will wait nothing, sometimes, if I am unlucky, and the train has just departed, I have to wait full 10 minutes).  In average, 5 minutes.

    isidoro
    Participant

    But that also have its own problems:

    1. What happens with that revenue over time… will it get smaller, for the same speed, or stay the same?
    2. How to justify that newer vehicles cost more and older ones just disappear, even if I would prefer them at their price?

    In real life, I guess that it has a lot to do with competition: I want some coal for my factory, and I have to order some.  I will pay more or less the same for transportation speed, being the main issue the cost of coal itself.  But that would mean a deeper economy simulation, with a coal market, a transportation market, etc.  If there is no competition and I am the only to bring coal at 60 kph, they will have to take the coal at the price I ask.

    Mail and passengers is question apart.

Viewing 15 posts - 31 through 45 (of 81 total)