Mansen

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  • in reply to: Almost every beta video is the same #3482
    Mansen
    Participant

    I wouldn’t call it a habit as much as a necessity – Depending on map generation setup (Flat, Hilly or Mountains) and luck, you may very well be forced to do a lot of Horsewagon routes as far as Industry goes early on just to stimulate the economy.

    The early trains are very slow, which prevents you from making longer lines.

    Passengers and Goods will only travel so far and for so long before refusing your services outright – Especially if there’s a road that lets them go by themselves instead of taking a snaky railroad that takes four times as long to get there.

    Incidentally the rivers are always at “sea level”, making them obvious targets for your first couple of train lines for passengers. Putting down a bus line of horse wagons to supply the stations is just common sense.

    Once you’ve made some initial investments that have a good return of profit, you can start experimenting with a bit of hill climb – and once the faster trains arrive, longer and more snaky lines.

    in reply to: Increasing Line Capacity With Passing Loops #3479
    Mansen
    Participant

    I loaded up a savegame with an example of me using the Pass Loop.

    http://peecee.dk/uploads/082014/Trainz.png

     

    This is just two trains, but I could add another 8 if I wanted to – Each section of rail is restricted until it is clear when a train passes through the next loop on that side.

    Edit: If it’s hard to tell, I have three pass loops. One after each station and one in the middle (where Train A is waiting to be allowed to drive onward)

    • This reply was modified 7 years, 10 months ago by Mansen.
    in reply to: Increasing Line Capacity With Passing Loops #3474
    Mansen
    Participant

    Make each of the two paths one way and there is no gridlock possible – The trains can only halt in the middle, and only in one direction on either path.

    This is an issue with the game since signals are either “both way trigger” or “one way pass and trigger” – You can’t put a signal at the right side of the track and only have it trigger when a train passes from one direction.

    I use the passing system on most of my starter rails, and on smaller networks where I won’t be using more than 3-4 trains in total. After each station a pass, and then at least one in the middle of the rail (3 or 5 if it’s a really long track to allow for more effective and closer halts)

    in reply to: Train Fever American Mod Pack #3458
    Mansen
    Participant

    It all depends on a number of things.

    • Are they going to replace the existing trains? For something like an American themed game, where you don’t get access to most European trains at all. If that is the case, it would make sense to mirror the existing trains as closely as possible (within reason given performance differences and year)
    • Are they going to be added as additional trains? In that case the prices have to be competitive with existing trains – Is X train slightly faster than Y train in the same time period? Up the costs a little.
    in reply to: Train Fever American Mod Pack #3442
    Mansen
    Participant

    With a little luck the mod might even become part of the main game itself – Wouldn’t be the first time that has happened. 🙂

    in reply to: Another beta video – Or stream rather. #3439
    Mansen
    Participant

    Another video is up – I managed to unplug my Mic half an hour in like an idiot though.

    in reply to: Question about stations #3431
    Mansen
    Participant

    Yeah you can definitely group up several stations for massive 10 track platforms with exits on either side of the station area. Maybe we’ll even see some elevated and submerged stations at some point for metros.

    in reply to: map scale/size #3425
    Mansen
    Participant

    With the large map I think the high speed trains are really going to start making sense – They’re “only” three times faster than the 1850’s era trains, and just bridging two towns along a river feels like such a long way.

    And sharp turns and all the slopes are going to slow those down a lot too – The extra speed on straights will let them catch up to the timetable. Keep in mind that goods and passengers are only willing to travel a limited distance/time before they go elsewhere.

    in reply to: A Guide on Signalling Crossovers #3418
    Mansen
    Participant

    Want me to put them up for now? I have the Steam version.

    in reply to: Procedural buildings still in the game? #3410
    Mansen
    Participant

    I haven’t reached the later years, but the 1850’s houses seem to make great use of the borders of roads and such. The fenced backyards are definitely procedural to fit the angle and slopes of the terrain.

    in reply to: map scale/size #3406
    Mansen
    Participant

    A wooden border or something silimar would be nice – Give it a feeling of playing with your own little model train table.

    in reply to: Another beta video – Or stream rather. #3393
    Mansen
    Participant

    Afraid not – They’re just the regular “English language” town names. If you’re playing the German version, you’ll get German towns (equally silly ones). Both are kept in easy to edit files if you want different names though.

    There’s just the one gamemode right now – The economy probably hasn’t been entirely balanced yet I imagine. (The 1% loans are a bit of a no-brainer at the moment).

    Everything is expensive early on, especially the railroads (Doesn’t help that the trains are really slow and powerless early on either) Hope I’ll be able to take a savegame to the lategame and see how the economy adapts – beta stability willing. 😀

    in reply to: Another beta video – Or stream rather. #3389
    Mansen
    Participant

    And another video – This time with my microphone working (a slight miracle). It ends a bit sudden an hour in when the game crashed though to my annoyance.

    http://www.twitch.tv/mansen_/b/560832476

    (There are a few sudden pauses and mic mutes – Roommates walking around in my room unannounced. I’ll see if I can figure out a “pause stream” function or something for future streams)

    in reply to: Running TF #3387
    Mansen
    Participant

    It’s basically achievement based – Once you hit 1900 you get an achievement that unlocks it for future games. 🙂

    in reply to: A Guide on Signalling Crossovers #3386
    Mansen
    Participant

    Steve – You should totally write these up as Guides on Steam – I’m sure they’d be a godsend to people who’d never visit the official forums. 😀

Viewing 15 posts - 136 through 150 (of 168 total)