mackintosh

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  • in reply to: Trains inexplicabily slowing down. #21299
    mackintosh
    Participant

    Ok, after playing around a bit, the problem appears to be two-fold.

    The first issue is that when track built for 120km/h gets upgraded to 300km/h, there is no way to tell what the actual max speeds on this track are going to be. Furthermore, it seems that sometimes even though the track appears to be visibly upgraded, there are invisible sections that remain speed restricted. This is conjecture on my part, but in absence of any additional evidence, I believe it to be a fact.

    The second issue is with train braking. Trains that travel at a velocity greater than the Vmax of a given section of track will slow down to 80km/h (or thereabouts) in order to negotiate it before accelerating again. As long as your track Vmax is above your train’s traveling velocity, this will not happen. So, even if you design a stretch of track that has, say, a Vmax of 230km/h, but the train approaches is at a higher speed, say, for example, 245km/h, it will not slow down to 230km/h, but will instead brake and continue decelerating to around 80km/h, even after long having cleared that section of the track.

    The only workaround to these issues is to rebuild the entire track from scratch, making sure there are no stretches of track or curves with a Vmax lower than that of the fastest train you plan on using on that particular section of the track.

    Anyway, I’m done with TF seeing how they’re done with patches and these issues have neither been acknowledged nor fixed in the final release. Sadly, I will not be buying further titles from this developer, as it is glaringly obvious they are perfectly happy with leaving game-breaking issues unresolved.

    in reply to: [Mod Request] Higher goods demand #21226
    mackintosh
    Participant

    Modifying buildingutil.lua doesn’t seem to work any more, as of the most recent patch.

    in reply to: Trains inexplicabily slowing down. #21098
    mackintosh
    Participant

    So, I’m going to assume that this isn’t going to be fixed? I started a new map and sure enough, once high speed rails came along, the bug reappeared. No rhyme or reason as to why. It’s literally on every singe high speed line I’ve built, at seemingly random points. Sometimes demolishing and rebuilding helps, sometimes it just teleports the bug somewhere else. Seeing how the last patch is about to hit, it’d be nice to know whether this issue has been fixed, or whether I should move on and invest my free time in other endavours. This game has enough issues as it is, this one really is a nail to the coffin.

    in reply to: Trains inexplicabily slowing down. #21052
    mackintosh
    Participant

    Apologies for the necro post, but was this issue ever resolved? I spent literal days designing my perfect high speed line and this bug has completely ruined the fun and put me off playing this game again :/

    in reply to: WISH: economic model like Railraod Tycoon 3 #8770
    mackintosh
    Participant

    Agreed. Agent simulated goods and resources make about as much sense as agent based sewage and garbage in Simcity did.

    in reply to: help finding out how many wagons #8099
    mackintosh
    Participant

    The information is there (the game has it), they just need to hook it into the UI. No one should guesstimate this kind of stuff when buying a loco and even games as old as RRT had this information readily available.

    in reply to: help finding out how many wagons #8087
    mackintosh
    Participant

    Are you being purposefully obtuse? The game knows exactly how many lines there are at each and every point in time. It should have no problems telling you whatever it is that we want to know about potential line speeds given consist composition whenever it is queried. It’s only a matter of deciding on what kind of information to present to the user so that it doesn’t become too cluttered and unwieldy.

    To put it in the simplest of terms: You buy a loco, you hover over the line selection, out pops a window that shows you what the min/max/average speed of that loco is on this line (obviously not accounting for traffic). There. Done.

    Please don’t use “real life” as an excuse for anything in this game. It makes my teeth hurt. This game is about as far from “real life” as Voyager is from Earth.

    • This reply was modified 9 years, 7 months ago by mackintosh.
    in reply to: Combined Logistics #7976
    mackintosh
    Participant

    It’s hit and miss, but largely miss. I tried to get intermodal transport working multiple times and failed each time. I have read that it sometimes works though, so YMMV. It doesn’t work reliably though, that much is certain.

    in reply to: help finding out how many wagons #7933
    mackintosh
    Participant

    Why would it be an approximation? The game knows exactly what those parameters are for every train and cargo combination. There is no guesswork involved here. Sure, presenting all that info would be overwhelming, but it could be configured to just show some basic indications, such as with this loco and this consist the train will average this and that on such and such grade/terrain.

    in reply to: How "wait for full load" affects line timings #7828
    mackintosh
    Participant

    Where is this notion of industry being less sensitive coming from? Assuming you have the requisite demand, put one train on a goods route, then put another, then another and then another and see what happens to production output.

    in reply to: How to change the coach order #7811
    mackintosh
    Participant

    Separate the rear loco from the consist (down arrow) and then move it back up again.

    in reply to: Traffic bug #7627
    mackintosh
    Participant

    Can’t answer that without knowing how the agents are simulated in this particular game. I seem to remember that in Simcity the agent wouldn’t take traffic flow into account and push through the most congested areas. Perhaps it’s the same here in that the agent calculates trip time based on path alone.

    in reply to: Traffic bug #7606
    mackintosh
    Participant

    Keep in mind that the whole trip time is walking time from point of origin + waiting time + intermodal travel time + time to walk to destination; a car trip is direct A to B. It is possible that all the trip parts are too long for the majority of your population.

    in reply to: I don't get rail signals. Please help… #7594
    mackintosh
    Participant

    Newsflash. This is a game. It should be fun, not a source of frustration. Anything and everything can be handwoven away by claiming that such and such is or is not in real life. It’s irrelevant if it leads to widespread user frustration. The key here is the magical word. Please. No, wait, that’s not the one. “Option”. Ah, there we are. An option that would keep the purists happy, who demand the absolute realism of 20 trains waiting in a queue as far as the horizon and maybe, just maybe, beyond. And an option to arrange our lines and our stations the way we see fit, so that we can have fun. Because that’s what games ultimately are supposed to be. Fun for everyone. Not just a select few. That’s how revolutions start.*

     

    *hyperbole, look it up

    in reply to: Traffic bug #7592
    mackintosh
    Participant

    Interesting, I haven’t noticed this before, but then I hadn’t tried to cancel the trains. From your description I infer that the AI does not compute nor contemplate inter-city travel unless there is a line connecting them. It would seem that only then does it attempt to move people from one city to another. The reason for the traffic jam is simple enough – the AI finds making the trip by car faster than by your train. Improve frequencies and feed more people to your station via intra-city transport. Failing that, bulldoze a bit of the road between the two cities – though that is technically an exploit.

Viewing 15 posts - 1 through 15 (of 61 total)