LB

Home Forums Diamond crossovers, better usability and many improvements

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Viewing 15 posts - 31 through 45 (of 51 total)
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  • in reply to: Idea for the build tool #15126
    LB
    Participant

    I think what the OP is suggesting, in particular, is that we could create a long length of track which includes separate nodes for splitting it up into smaller sections, instead of building each section one at a time. Similar things have been suggested, but this is a slightly different idea on those other ideas. They would all work well together.

    That way you could define start and finish points and you could also “bend” the track around obstacles or hills without having to create thousands of small segments one at a time. Also, instead of creating a long length that has massive fill in one section and massive cut in another, having separate nodes will let you decrease the fill and cut by allowing multiple grades on the same length of track.

    I really like that idea, I think it would work by having the default method at first, but as you click on the track, you can create new nodes to move around as you like. Or another mode that allows the road or track to conform to the natural surface within specified guidelines like choosing the maximum/minimum allowable grades. I’d like to be able to create a long country road that just follows the natural grade of the terrain instead of large cut and fill all over the place.

    It shouldn’t be too hard to implement, they’d just need to include a “build plan” option or something similar that keeps it different to actually building it. Also, a clear all plans button would be necessary. In reality, engineers will design the entire length of road/rail before work even begins.

    But, performance issues definitely are the priority right now.

    in reply to: [Req] Freeze Time #15008
    LB
    Participant

    C:\Program Files (x86)\Steam\SteamApps\common\Train Fever\res\models\model\vehicle

    In that folder are more folders of vehicle types. Each folder has many .mdl files that can be opened with a text editor (recommend notepad++).  Make sure you also do the civilian vehicles or you’ll go bankrupt.

    You can also edit buildings and roads which are all located back in the <install dir>\res\models\model folder. Then you can stop the new roads, bridges and buildings from appearing.

    in reply to: [SUGGESTION] Platform Selection and more platforms #15007
    LB
    Participant

    Ah, you mean like how Open TTD does it? I was wanting this feature at first as well, but then I realised that two trains from the same line shouldn’t be at the same station in the same direction at the same time anyway. When you think about it, at a real life train station there’s one platform for each line (or each line only uses one platform). Even when there’s an express train on a line that uses a different platform, that is actually a different line anyway; express vs normal service. If you need to have two trains to get to the station at once, you might consider putting more wagons on instead; it’ll end up a lot cheaper and will make you more money.

    I did get used to it after a while and realised that it is actually better in TF than Open TTD. You just need to space the signals apart to make sure that the trains don’t bunch up. Using waypoints will make sure that two different lines won’t stop on the same platform. In this regard, there is a small amount of micro-management, but you only have to do it once and it’s set up.

    in reply to: Why does my train lose passenger count on its travels? #14875
    LB
    Participant

    Every passenger has an origin building and a destination building. If either of those two buildings are deleted, such as when the town automatically expands or if the player bulldozes it, the passenger will disappear.

    in reply to: [Req] Freeze Time #14866
    LB
    Participant

    I don’t think it would be possible; I’ve even tried using cheat engine, but that only made the game crash. Also, I came to the realisation that cargo and passengers are updated at the beginning of each new month, so freezing time would stop new passengers or cargo from appearing. So when cheat engine didn’t crash and actually froze time, my vehicles were not making any money; they didn’t cost anything either. But when I toggled cheat engine off to go to the next month, it crashed every single time.

    A mod to do this would require modding the game engine’s source code itself which isn’t possible at the moment. Hopefully, the devs might consider allowing us to mod that in the future (or greatly expand modding capabilities) like a number of other games have allowed (like Civilization 5, Mount and Blade, etc). At the moment, you can only mod the physical objects in the game, like buildings, vehicles, trees, people etc and their costs, stats, speeds, etc.

    You could go through every vehicle you don’t want and turn off their introduction year, or set it to something ridiculous like the year 5000. Same for buildings and roads, but that would be a very large amount of work since there are a lot of objects in this game.

    • This reply was modified 9 years, 4 months ago by LB.
    in reply to: [SUGGESTION] Platform Selection and more platforms #14864
    LB
    Participant

    Yes! It’s especially annoying for large tram/bus stations where you have four lines that all want to stop on the same platform while the other three remain unused. As for trains, you can join stations together as simonmd said, you just need to click on the blue icon of the station and select “group” and then click on the other station. You can already choose which platform the train stops at by using waypoints; just put a waypoint right before the station and include it as the last stop before the station. But it would be nice to not have to use waypoints to do this.

    • This reply was modified 9 years, 4 months ago by LB.
    in reply to: Railroad crosses is missing and are needed! #14766
    LB
    Participant

    You can have tram over rail, you just need to lay the road and tram track before you place the rail over the road.

    in reply to: Railroad crosses is missing and are needed! #14757
    LB
    Participant

    I’m sure that a crossing for rail would be just as easy/difficult to implement as a crossing for a road over rail. You would very much hope that they are at least working on the road crossing, so a rail crossing should happen at the same time as the road crossing anyway.

    • This reply was modified 9 years, 4 months ago by LB.
    LB
    Participant

    Excellent idea! You could add too short or too long as well to things that will make it not work, and an indication of how long the platform is in metres. I think the station building could be automatically placed in the centre of the platform as you drag it, then you’d only need to attach a road afterwards. Unless they could automatically link the station with the platform as long as it’s placed within the grey area. I’d think that the grey area would need to be a lot smaller as well, to make sure that the station is really close to the platform.

    I think this would help with creating extra tracks/platforms for existing stations too. Just drag a new track alongside an existing track or platform and it will automatically add to the station, or not if you choose that line to simply bypass the station. They could have the option box like there is for boom gates.

    in reply to: Railroad crosses is missing and are needed! #14687
    LB
    Participant

    I think they should implement as many crossing/junction types as possible. Basically, if it can be done in the real world, you should be able to do it in game.

    Also, is it just me or are double tracks spaced slightly too far apart? This includes tracks at stations. I think if the spacing was reduced a bit, we could squeeze a lot more track in a smaller space.

    I’d also like to see tram tracks laid in a similar way to rail instead of the current method of “painting” roads. I don’t think it would be too hard to enable “track snapping” to roads, or lanes of roads and being able to lay one track at a time, not double tracks everywhere. Some cities have trams only down the centre of the street which allows traffic to drive either side of them. Also, where are the tram catenaries?

    LB
    Participant

    Full load is not the problem. I use it successfully all the time, for both trains and trucks (I haven’t used it for passengers yet, admittedly). There is another underlying problem that is affecting full load. The real problem lies somewhere amongst the reliance on frequency or the 20 min rule. In reality, especially for cargo, it will take the fastest route available, which quite often can take a few days; more than 20 mins.

    This is particularly noticeable on a new truck cargo line. If you only build one truck and send it to wait for full load at a depot, chances are it will never load, due to the line frequency being too high. Sometimes you need to build 3 or 4 trucks to get the frequency of the line to less than or equal to 4 min which seems to be the “sweet spot”. Since 4 trucks can block access to a truck station, you’d need to send no more than 2 trucks to the depot, while stopping any subsequent ones until the first one has left. Stopped trucks that are still assigned to a line still contribute to the line frequency. Once the line is operational, you only need to monitor it from time to time to make sure that you have enough trucks; not too many or not too few.

    in reply to: Little Problem #14503
    LB
    Participant

    This is a game problem. It happens whenever you add, remove or change a track or road next to a vehicle. The vehicle will “teleport” to a different spot nearby. If you changed the track while in pause mode, the train will still teleport but it will still appear to be in the same position. When you click on it, it’s not really there so the game won’t recognise that you clicked on it.

    You’ll need to turn off pause for a few seconds so that the graphics can update to where the train teleported to. You can click on it again after that happens.

    If you want to avoid this, try to keep your vehicles at least one whole track or road segment away from the segment you are about to change. This also includes laying tram tracks on roads.

    I hope this helps.

    in reply to: New to Train Fever, worth buying? #14478
    LB
    Participant

    I have to admit that I was initially hoping that this game would be the next Open TTD. In that respect, I am a bit disappointed because, at the moment, it falls very short of the mark.

    However, the fact the devs are continually improving the game and that they seem to actually listen to the community in regard to suggestions gives this game great potential.

    The game is very playable, up to a point. Certain features do break the game a bit, like poor performance in the later years, ridiculously high running costs and no auto-replace feature for old vehicles. Some of these issues can be remedied by modding, but the average person shouldn’t need to mod the game to make it playable.

    As previously mentioned, the devs are very active in fixing these shortcomings and when they do, I would probably highly recommend this game.

    Having said that, I have spent about 170 hours in this game and have actually enjoyed playing it, even with its shortcomings. So, I guess if you want a model railroad builder, get this game. If you want an extremely realistic, well planned and thought out transport sim, wait until the problems have been addressed, which will eventually happen. Also, if you see it on sale, even before the problems are fixed, I’d recommend getting it then.

    in reply to: Goods are not sent also to freight station #14477
    LB
    Participant

    Well, full load works for me and others, so we’ll continue to use it. If any load works for other people, then they should keep using that. We all don’t have to play the game exactly the same, do we? 😛

    in reply to: Goods are not sent also to freight station #14451
    LB
    Participant

    Having full load does make it easier to see if you have too many vehicles (or wagons for trains) on a particular line. You can get the exact number of vehicles/wagons required and save money on running costs. How? If a vehicle has to wait for a full load, it only leaves when it’s full which creates the required frequency.

Viewing 15 posts - 31 through 45 (of 51 total)