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  • in reply to: Line stopped working … no path #12915
    lightrail
    Participant

    The train has no path and the route line does not show because of one of the following:

    1. you have at least one electric train on the line and the overhead is broken – ie, a section is not electrified. It could be really really small – clue is to look for overhead towers very close together.

    2. the track is not connected – when you added a track, it is possible that it did not connect – zooming in really close with show this – it could be adjacent but not actually connected together.

    3. The train can no longer get into the station. Either a signal is set to one-way blocking the train entering the station, or you disconnected a track it needs to access the station.

    The clue of where the problem exists is the fact the train is going a long way round instead of direct from C-B – so the problem lies between C and B and in the direction of C to B.

    • This reply was modified 9 years, 4 months ago by lightrail.
    in reply to: Need patch for patch #12389
    lightrail
    Participant

    If you want to play the game, I suggest you get yourself a decent graphic card. Integrated graphics are not really designed for game play like this.   I’ve had no problems with running trains. I’m using a Geforce 670 card – and it is smooth (except the halts when save game activates).

    in reply to: Train won't move. Coloured route not showing. #11621
    lightrail
    Participant

    Amix – the way the game works is the route has to work for all vehicles assigned to it.  So if you assign an electric train to a non-electrified line, or one that is not completely electrified, the colour route line will disappear.  In your example above, when you sent the electric train to the depot, it was removed from the line roster immediately and then the line colour reappeared because all vehicles now assigned could find a path to all the stations.

     

    So simply, some part of your route has a gap in the electric overhead.  To find it, use the electric upgrade tool, hover over track sections and they should show red. If it shows green, then it is not yet electrified.

    If you see two pantograph towers close together, zoom in and there’s a good chance the short section between them is non-electrified. Also check cross-over’s too.

     

    in reply to: Industry and carrying goods by train #11391
    lightrail
    Participant

    Once I get industry profitable using road transport (best way is to deliver goods from one factory to three or four towns and supply that factory from one mine, sawmill or oil well (or one coal and one ore mine in that case), then I build a mainline railway connecting the towns and where possible passing the mines and factory. Build cargo stations in the towns and next to industry and where it is not practical to reach industry, build a cargo station as close as you can to the industry, then have your road vehicles deliver to the station (or from the station to the industry).  So long as you have a rail link to the factory, materials will be delivered to your station for onward transport by train.  Works really well and is profitable.

    I then run mixed freight trains with cars to take goods and raw materials and then have the trains stop at all cargo stations along the line. This way they pick up and drop off cargo or goods in both directions, maximizing profits. I also use the same lines for passenger trains and usually build passing lines at cargo stations so the passenger trains are not stopped waiting for a coal train to load and unload.   My fave approach to doing this is to build a single track cargo station with a bit of line out of each end, then run two parallel tracks, then place a second one track station on the opposite side. I give them both the same name and group them.  To ensure the stations are on the same level, I use a bit of road first placed level to flatten the area (and I wish there was a flatten terrain function instead).

    Once your cargo trains are running, then I delete any competing road lines (makes no sense to compete with yourself) no matter how profitable the road line is (the train line will pick it up really fast). Just make sure you have decent frequency on your train lines – every 5 min or better seems optimal.

    Tip: build your factory to city cargo line connections first. There has to be demand for the raw materials to want to transport.

     

    in reply to: Best way for bus/tram routes? #11291
    lightrail
    Participant

    I followed a sim for a while and here is their behaviour.

    1. Leave house, go to work

    2. leave work, go home

    3. Leave home, go to commercial

    4. Leave commercial go home

    5. Leave home, go to Leisure

    6. Leave leisure go home

    There is a pattern – they always go from home to a place and home and seem to cycle through the three options.

    I watched one sim leave home, walk to station, took train to next city, waited for a bus (first one to arrive was ful, so waited for the second), got off then walked to commercial building. Then left commercial building, turned into a car and drove home.

    I’m thinking that if the wait for the bus had been less or the first bus was not full, the sim would have chose my transport to go home, but determined the car was faster based on the experience going out.  Also not that sims walk linear – that is they don’t go to the closest stop to them, but the closest stop on the way to their destination.

     

     

    in reply to: My Thoughts so far #10377
    lightrail
    Participant

    Oh and we need way points so we can direct fast trains onto the fast track and slow trains onto slower tracks.  A priority system would be good too. Let the user set the priority of the train so an Express will get the path assigned ahead of the freight or local service.

    And it would be nice to know the value of the cargo in the train (similar to the way RRT shows the value and how it diminishes the longer the train takes).  Different cargoes should have different time sensitivities. For example passenger are very time sensitive, but a coal shipment shouldn’t matter as much.

    in reply to: Snap to road is tooooo irritating #8974
    lightrail
    Participant

    Any road can be removed if you demolish the buildings on that segment of road first.

    in reply to: Tips on Getting Started Making Money #8771
    lightrail
    Participant

    Replacing Vehicles

    The easiest way is to open the route window. Pause the game.  Click on the $ symbol next to the route you want to replace vehicles, this sends all of the vehicles to the depot and automatically sells them.    It helps to name your depots so you know which one to pick to buy new vehicles. If you don’t there is a list of depots at the bottom of the routes window. When you click the $ the buses will appear next to one of those depots under “in transit”, or “on their way” (can’t remember the wording). Select that depot and then buy new vehicles, assign to the line (and you know which line if you keep the routes window open). Then un pause.  This has the least effect on your route and doesn’t seem to affect ridership.

    Definitely connect your towns together – people will travel and your towns will grow.  The key is building the cargo lines to feed your towns not only passengers but also good.  If you don’t connect them, the towns will not grow.

    in reply to: Slope too high??? Impossible to build railroad tracks #6291
    lightrail
    Participant

    You’re trying t build a railway up the side of a mountain. Have you ever taken a train through the mountains or hills – they tend yo wind around a lot to gain altitude or go through tunnels.

    Turn on the contours. The use the slope feature to set a slope (for steam use the lowest slope option), then build your track up the hill crossing the contours. If the contour lines are too close together, you’ll have to go at an angle and you might even have to plan turns. It takes a lot of time and practice to engineer a line over the mountains.

    in reply to: A few tweaks to signals (appearance/functionality) #5834
    lightrail
    Participant

    Tumb – I’m curious why in your pictures you have placed two path signals in each direction – one at the start of the loop after the switch and one at the end of the loop before the swtich.

    You only need to have two signals – at the end of the loop before the switch. Because these are path signals, the signal at the start of the loop is redundant and could cause problems. You could end up with a train in the loop waiting for the single track ahead to clear, and another train pulling up to the signal at the start of the loop, blocking the single track line, creating a stalemate.

    Don’t place signals as shown in that image.

     

     

Viewing 10 posts - 1 through 10 (of 10 total)