mackintosh

Home Forums Diamond crossovers, better usability and many improvements

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Viewing 15 posts - 31 through 45 (of 61 total)
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  • in reply to: Polish PKP Set Discussion (Only in Polish) #6936
    mackintosh
    Participant

    Niestety u mnie to samo. Ale masz stuprocentowe moralne wsparcie z mojej strony. Nie mogę się doczekać Gagarinów, nawet jeśli nie będą zwijać szyn i rozpadać się co 5 minut 😉

    in reply to: Impossible to build overtaking sections? #6934
    mackintosh
    Participant

    Agreed if all one cares about is looks. The point I’m driving however is that in reality there is no difference whatsoever between so-called “fast” and “slow” trains other than visual, because this game doesn’t prioritise cargo, unlike its predecessors such as the RRT series. All it cares about is time. Your job basically boils down to having as many units on your line as possible and that’s what is so infuriating.

    in reply to: Adding cars to an existing train? #6926
    mackintosh
    Participant

    Man, if this is toned down, I can’t even begin to imagine how bad it was during the beta.

    in reply to: Impossible to build overtaking sections? #6919
    mackintosh
    Participant

    This again takes us back to the notion of there not being “slow” trains. It’s the same agent that handles passengers. Coal, oil, people, they’re just names for cargo that have absolutely no bearing on how the engine treats its urgency. All cargo is created equal.

    Another possible workaround to have “slow” trains being bypassed by “fast” trains is to use diesels for “slow” trains and run a non-electrified track parallel to the mainline.

    • This reply was modified 9 years, 7 months ago by mackintosh.
    in reply to: Inspiration for others (share your network!) #6849
    mackintosh
    Participant

    Good transit network + steady supply of goods = faster city growth

    in reply to: Adding cars to an existing train? #6842
    mackintosh
    Participant

    Also be mindful of the fact that sending a train to the depot affects frequency, as the train is then removed from the line. Might not seriously affect passenger traffic if you have other trains running, but if you happen to be hauling freight and this is your only train, it will have an immediate effect on production output.

    in reply to: Impossible to build overtaking sections? #6839
    mackintosh
    Participant

    No, it is not possible to do this the way things are done now. Not with just path signals and that’s all we have. In fact, having slower freight trains being overtaken by passenger trains is detrimental and counterproductive. The game doesn’t differentiate between bulk cargo, FMCGs and the consumers themselves. It’s all the same 20 minute agent. Freight is just as time dependent as the very passengers you want to prioritise.

    This is my top pet peeve about TF right after the lack of waypoints and the ability to choose platforms.

    in reply to: Polish PKP Set Discussion (Only in Polish) #6777
    mackintosh
    Participant

    Wersja camo, jak najbardziej na czasie 😉

    in reply to: Impossible to create an industry that only consumes something #6748
    mackintosh
    Participant

    Yeah, but you can supply multiple cities from a single industry chain and once they develop properly (i.e. start producing over 200 units) that is enough to sustain at least three cities, possibly more.

    in reply to: Wishlist for Train Fever #6747
    mackintosh
    Participant

    I’ve resolved to treat it as a miniature trainset with tiny animated people and this has given me a newfound level of enjoyment as a trainspotter. It stops me going aggro over pathfinding issues or lack of waypoints and track building woes. It’s actually very calming, idyllic even.

    in reply to: Polish PKP Set Discussion (Only in Polish) #6744
    mackintosh
    Participant

    Jak dla mnie wygląda bardzo autentycznie. PKP jak z życia wzięte 😉

    in reply to: Vehcile Replacement Feature #6739
    mackintosh
    Participant

    The game will move in whatever the direction the paying public wants it to move, otherwise it’ll flop and end up in the bargain bin in a matter of months. Welcome to the real world.

    in reply to: Warning when electrifying your lines #6738
    mackintosh
    Participant

    Indeed, I had to change my whole mainline layout because there was a pixel sized bit of overhead left over from the old track that I could not bulldoze. Very annoying.

    in reply to: What the "Frequency" in train fever means #6511
    mackintosh
    Participant

    Over 5 years, the demand in the city was 72, the city was not getting goods from any other source. I’ve since shut down the line and tore down the infrastructure. Maybe it was a bug, maybe it was something else, but the fact remains – there is no easy way to figure out the overall travel time. Frequency is just too generic and ambiguous.

    in reply to: What the "Frequency" in train fever means #6495
    mackintosh
    Participant

    This is a severe issue with the game in its current state. We don’t have an easily referable metric by which to measure travel time. If you introduce a hard limit, you also have to create idiot-proof tools to reference that limit. How are we supposed to create an efficient transport network if we cannot tell time? Right now it’s pretty much a guessing game.

    For example, I have a freight train that delivers oil to a refinery with a 12 minute frequency. I have trucks that deliver goods to a city with a 60s frequency. Yet nothing is produced. Clearly this implies that the 20 minute travel time limit is exceeded in this scenario, but there is no way for me to ascertain the actual travel time in the chain from available data.

Viewing 15 posts - 31 through 45 (of 61 total)