mackintosh

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  • in reply to: Waypoints #6287
    mackintosh
    Participant

    Yeah, this has been brought up in nearly every suggestions thread. Waypoints are absolutely essential and I will consider TF a broken beta game until they are implemented. Without waypoints there’s no point to intelligent track design. Lack of waypoints forces us to be gamey and it stifles creativity.

    in reply to: Vehcile Replacement Feature #6284
    mackintosh
    Participant

    +1 vote for autoreplace, I don’t care if it’s beamed in or not, as long as it’s there. My personal favourite preference would be instant replace for road vehicles and replace on arrival at next stop for trains.

    in reply to: Intermodal transport #6273
    mackintosh
    Participant

    Welp, I couldn’t get it to work. At first the ore mines started producing and everything worked fine, but then after two or three deliveries they stopped using the lines and production dropped to zero. I checked total time (as much as I could) and it seems the longest delivery chain from start to finish (from ore to goods delivered to a city) was within 12 minutes. Looks like intermodal transport is not possible, or at least it doesn’t seem to work with any degree of predictability. I’m a very sad panda.

    in reply to: Intermodal transport #6251
    mackintosh
    Participant

    I have never actually played TTD. My background’s in RRT 🙂 I assumed this would be possible, after all, this is a transport simulator, it would be very disappointing if intermodal transport didn’t work.

    Anyone else can shed any insight? I really don’t want to spend the time designing all this and have it all go to waste. This is exactly why there should be a manual. I feel like a beta tester Guinea pig :/

    edit: cheers Nique, I’ll give it a go and see if I can get it to work, it would be awesome if it does

    • This reply was modified 9 years, 7 months ago by mackintosh.
    in reply to: Low preformance? #6209
    mackintosh
    Participant

    Performance is flawless until around 1950s once the cities grow and you have hundreds of vehicles and tens of trains running around. That’s when things take a turn for the worse. I’m in 2041 in my game right now after over 40 hours of gameplay and although everything is still playable, there is a noticeable performance drag. This is on a 4,6Ghz Core i7 with a GTX 670 on a  medium map.

    in reply to: Low preformance? #6182
    mackintosh
    Participant

    I don’t know whether I would get a lot or not – but I’d like to be able to find out 🙂 Like I said, historically speaking, OpenGL has always been a pretty good performer with SLI enabled.

    in reply to: Low preformance? #6147
    mackintosh
    Participant

    I’m still hoping they’ll find a way that will allow to force SLI. OpenGL games have historically shown very impressive gains from SLI, even if they didn’t have an explicit SLI profile. I’m still surprised that TF just refuses to run with SLI enabled. There’s nothing that irks me more than seeing two of my cards doing absolutely nothing and the third one stretched to almost 100%.

    in reply to: track upgrade? #6053
    mackintosh
    Participant

    No, at least I have not found a way. You’ll have to tear it down and rebuild it, which, while not particularly fun and difficult to pull off without shutting down your network, is kinda realistic.

    in reply to: Low preformance? #6049
    mackintosh
    Participant

    Both HDR and SSAO do have a noticeable impact on performance in the late game when there are a lot of trains/trams/buses on screen at the same time. I’m seeing quite a bit of a performance drop.  How far are you into your playthrough?

    I’m also wondering just how much of an impact does the ever present smoke make. Even if it doesn’t, it’s really annoying me, wish there was a way to turn it off and limit it to just trains.

    • This reply was modified 9 years, 7 months ago by mackintosh. Reason: spelling
    in reply to: Low preformance? #6043
    mackintosh
    Participant

    The game uses surprisingly little RAM but shockingly high amounts of GPU memory, I have my 2GB maxed out and it’s dumped another 2GB into the swap file. This is some serious whack coding shenanigans. What on earth is pulling so much texture memory in a game like this.

    edit: and this is without AA/HDR/SSAO

    • This reply was modified 9 years, 7 months ago by mackintosh.
    in reply to: Devs please rebalance train speeds #5850
    mackintosh
    Participant

    The train speeds, while realistic, are ultimately a hindrance. In order to properly achieve maximum speeds,  you’d have to pretty much run a straight track through the length of a medium map. The distance involved would require a high frequency, otherwise the line would see little use. Basically, running high speed trains (specifically the TGV) means having to run them at a loss as vanity projects subsidized by other modes of transport. Is this realistic? Probably, but it’s not fun.

    in reply to: Vehicle Spacing not working correctly? #5843
    mackintosh
    Participant

    There is no vehicle spacing in this game. At least I’ve never seen any in my 40 hours of playing time. You need to space them manually. It takes a lot of time and trial and error. I wish they were spaced automatically, alas, nope.

    in reply to: Traffic stuck #5841
    mackintosh
    Participant

    There’s even a better workaround. Destroy connections to the outside world except for your train lines.

    in reply to: Please remove 20 minute limit #5836
    mackintosh
    Participant

    Is the limit really 20 minutes though? I created a freight line between an oil field and the refinery or whatever that building is. At the same time I had a truck line running at 30s frequency to ship the goods to a nearby city. I set the train to wait for cargo until full (the oil field was producing 25 units at the time). The frequency was 14 minutes. This caused the oil field to cut production to as low as 4 units. When I then set the train back to just running back and forth (frequency went back up to 4 minutes) the field starting producing more units again.

    Whatever this limit is, it doesn’t make sense to me. Why would a plant cut production even though I was well within the 20 minute interval? What’s the point of even having an option to wait for full load if that causes an almost immediate fall in production output? All of this is baffling to say the least and I for one would appreciate if this limit were somehow adjustable.

    mackintosh
    Participant

    WAYPOINTS and the ability to assign platforms on a per line basis!! This should have been in the game as of release. It boggles the mind that it isn’t there in a game that has trains. I cannot stress this enough and my bewilderment just grows with each passing minute I spend playing. It’s literally astonishing how this was omitted and is now only a vague promise that it’s supposedly being worked on though I haven’t seen any proof that it is.

    You can spend hours pouring over track design, create an intricate web of intra track connectivity and have it all wasted because the game arbitrarily decides to send your low-speed local line through the mainline platform that you’ve reserved for something else you plan on doing there in the future. Why? Because four letter word followed by three letter word that’s why. I hate games that force me to be gamey and take away my freedom of design. There is a term for that – not fun. And not fun games end up in the bin.

Viewing 15 posts - 46 through 60 (of 61 total)