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mackintoshParticipant
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 😉
mackintoshParticipantAgreed 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.
mackintoshParticipantMan, if this is toned down, I can’t even begin to imagine how bad it was during the beta.
mackintoshParticipantThis 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.
mackintoshParticipantGood transit network + steady supply of goods = faster city growth
mackintoshParticipantAlso 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.
mackintoshParticipantNo, 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.
mackintoshParticipantWersja camo, jak najbardziej na czasie 😉
September 10, 2014 at 00:34 in reply to: Impossible to create an industry that only consumes something #6748mackintoshParticipantYeah, 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.
mackintoshParticipantI’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.
mackintoshParticipantJak dla mnie wygląda bardzo autentycznie. PKP jak z życia wzięte 😉
mackintoshParticipantThe 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.
mackintoshParticipantIndeed, 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.
mackintoshParticipantOver 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.
mackintoshParticipantThis 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.
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