kingeek

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  • in reply to: Suggestions/Fixes #21081
    kingeek
    Participant

    Hello electricmonk2k, thanks for your reponse,

    There’s currently a bug(?) where occasionally, small (and sometimes very small) segments of track are built that have a much lower speed-limit than the surrounding track…..

    I have ruled this out by running a single train on the track, it will then go full speed where possible.

     Maybe this has something to do with the bug(?) with the small segments – in this case, there could be small slow segments just in front of or behind the tracks of the station.

    It happens at every station, providing it is the second-to-last. I have tried this on multiple lines.

    . If we knew which line the disappeared vehicle was from…

    I agree, the vehicle management system could do with some more information/interaction.  I was lucky, I did know which line it was from the one time it happened to me :). But still as this line was on the outer ring of my big city, there were over 50 buses to check. That’s a lot of windows to check..

    Have a nice weekend!

     

    in reply to: Suggestions/Fixes #20914
    kingeek
    Participant

    Happy new year to the developers and fellow players!

    One more thing I forgot:

    The game crashes when a completely destroyed village’s name is clicked. Didn’t see that comin’ did ya 🙂

    I assume that with the new map generation features in mind you’ll have solved that in the next update but thought it was worth mentioning.

    kingeek

    • This reply was modified 6 years ago by kingeek.
    in reply to: Very big city #20913
    kingeek
    Participant

    Hi 7even,

    Glad you like my posts,

    Check my second post for more info on that.

    It isn’t very efficient, bus travel times are so good that traveling by rail was only interesting for a few citizens.

    kingeek

    in reply to: Very big city #20900
    kingeek
    Participant

    Hi Enzojz.

    There are no other cities, check my first post for more info.

    kingeek

    in reply to: Very big city #20864
    kingeek
    Participant

    Spoke a bit too soon in the other forum, the game now crashes at a certain point at the end of the month, can’t really tell why. Oh well, reached a population of 15.500 (before the major railroad upgrade) so not bad 🙂

    in reply to: Very big city #20860
    kingeek
    Participant

    Did a major overhaul on the railway system, now 10 tracks circular with the center ones zig-zagging so passengers can swap from one side of the city to the other. Still usage is low, because just using the bus lines is mostly faster. A lot of buildings had to be demolished to achieve this so population is under 15000 again, and I don’t think it will recover very fast.

     

    in reply to: Suggestions/Fixes #20859
    kingeek
    Participant

    Hi. I am still playing my  ‘very big city’ ( http://www.train-fever.com/forums/topic/very-big-city/ )  and would like to provide some feedback. I know the game isn’t really designed to be played like this, but some of the things that happen may be interesting because they do often overlap regular game play.  Most of my ‘problems’ are probably caused by modding the engines, but can probably be solved nevertheless.

    -Pedestrians stop moving on zebra crossings. I can think of all kinds of things to solve this, like forced moves after a timeout. Or giving the player the option to give them a push.  I am trying to reproduce this so I can provide a screenshot.

    By the way almost all train related are easily reproducible on circular railroads, using modded high speed/power trains.

    -Very powerful trains accelerate fast  and then start to decelerate, I assume to keep their distance from the train in front of them, dropping to very low speeds, only to accelerate fully again, instead of keeping a nominal speed. Adding more signals doesn’t really solve this.

    -When skipping several stations before arriving at the next destination, at the second-to-last station trains slow down for no apparent reason, accelerate again after passing it and then make a normal arrival at the destination station.

    -Signals sometimes remain red, and sometimes turn green after the section behind it is clear. Because of the circular nature of the railroad and the constant flow of trains traveling past the signals I would expect to see a constant pattern, maybe I am overlooking it.

    -On circular bus lines (not sure about trains) passengers leave the bus when passing station number 1, only to board the same bus again to carry on, but sometimes missing it and having to wait for the next one.

    -Not sure how the cargo distribution system works, but it seems to be a bit of a first come first served system. Because I use all factories within reach of the city, it would be nice if the cargo was evenly distributed. It is hard to tell exactly which cargo goes where, except by following it as it goes, but then when it’s on a truck or train you kind of lose it because of interchanging. There is plenty of cargo available but still the expansion of industries stagnates, even when the population keeps growing.

    -It would be nice to be able to tell which industries lack cargo delivery.

    -When stopping vehicles to clear a road for reconstruction, after removing a road, sometimes the stopped vehicle moves and becomes impossible to select, or even find. The only way to find it again is by sending the entire line to the depot and waiting for the one that remains outside.

    -It would be nice to be able to tell which vehicles are ‘stopped’.

    -Sometimes invisible fragments of rail stay behind after removing rails. They can only be found by trying to narrow down their position by building track over them and look for a collision, and are then still a lot of work to delete because of their invisibility.

    -Building a tunnel under a factory can make the cargo spawn inside the tunnel. This would be perfect if underground truck stations were possible, of course

    -Stations should really have exits on both sides, for being usable as a circular line.

    -Under the charts tab, there is only one chart. Not a big deal, except for the fact that after over >2000 years it becomes fairly useless.

    -It would be nice to have some way of finding places where new buildings have appeared, for a certain period.

    -Locating people by their number would make it possible to enjoy looking at people who have nice routes. Maybe bookmarking them would be an option.

    -Sticky windows would be nice. Especially the ‘manage lines’ being able to be kept open would be convenient.

    – I started the city by making the basic layout and then let the game just run unattended for a couple of days to see what would happen. The city had expanded well, but so had memory usage. Saving the game and then loading it again resulted in about 3-4gb less memory being used.

    – I am amazed how stable the game is, running a city with so many circular lines, with hundreds of buses/trucks running at very short intervals. Only when major deadlocks occur does the game ever stop working.

    – Game performance drastically reduces when the manage lines windows is open and the lines are being shown as an overlay.

    That’s all for now,

    Kingeek.

    • This reply was modified 6 years ago by kingeek.
    in reply to: Very big city #20741
    kingeek
    Participant

    Population 12500.

     

    in reply to: Very big city #20652
    kingeek
    Participant

    Thanks Isidoro!

    With the new strategy the population settled at about 9100. There may be various reasons for this but in the end it was not the ideal solution. I have gone back to the original layout and improved the railway connections for the cargo in the heart of the city, allowing cargo trains to leave/enter the station at higher speeds, thus making the time for cargo to travel shorter.

    The end of month delays are now about 1-2 seconds, so hardly noticeable. The population is now 11850.

     

     

    in reply to: Very big city #20614
    kingeek
    Participant

    That went well. I can’t edit the post, so I’ll post the before picture in this one. Obviously the previous one is the after picture.

    Before

    in reply to: Very big city #20613
    kingeek
    Participant

    Sure,

    Before the mass destruction:
    Before

    After,
    Before

    Comparing the pictures I am wondering if the new buildings are in fact bigger or if that was just my imagination. See for yourself anyway 🙂

    in reply to: Very big city #20606
    kingeek
    Participant

    Update:First off I’d like to correct my 35 seconds, this was an incident the actual number is around 9 seconds.

    In another thread I read Tossi‘s remarks about removing the rails around the city. At the edge of the city I had 4 passenger railway lines, circling around the city with 8 stations. With modded trains this resulted in good travel times to the other side of the city and to the next quarter. I did make tunnels/ bridges to pass the rails at the stations to allow the city to grow outwards and it has.

    I created 3 scenarios and while paying close attention to as many details as possible, ran them in the same way. I measured the times 3 months in a row each run. Once as is, once with the passenger trains removed and the lines deleted, and once with all the rails removed. (results are in seconds, 3 months)

    As is: 09,11,12
    No lines: 08,11,07
    No rails:  07,07,05

    This makes complete sense, as the more routes there are the longer path finding will take. However no new roads are being built yet , but slowly buildings are starting to appear where the track was.

    I am now waiting for the roads to start connecting from both sides of where the rails were.

    • This reply was modified 6 years, 1 month ago by kingeek.
    in reply to: 4 Suggestions That Might Enhance Gameplay #20605
    kingeek
    Participant

    I did point 1 myself, by downloading buses/trains from the mods and then editing these. I altered the capacity and made them accelerate faster, and changed the door animation speeds. On lines with a lot of stops, lowering the door opening/closing time can make quite a difference. All the costs can also be altered this way.

    in reply to: Help me understand the arcane logic of industries #20604
    kingeek
    Participant

    When cargo goes by foot, I assume this is because it is shorter then going by the provided vehicles? The cargo should still arrive at it’s destination. The only downside would be that is does not generate any income.

Viewing 14 posts - 1 through 14 (of 14 total)