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MansenParticipant
You mean during gameplay? That would be nice.
Changing the list of names that the game picks from is easy to do though – It’s a plaintext file in the game directory. 🙂
MansenParticipantThanks for spreading the word, Steve. People need to learn this very easy and incredibly powerful “trick” for the early rails. I use it almost everywhere, unless I know ahead of time a network is going to be running multiple trains very soon (Like one I have with 4 passenger trains, 2 oil, 2 goods and 2 lumber trains all in close proximity of each other)
Specifically the game uses what OpenTTD refers to as Path signals. Only place signals where you want a train to make a stop, never anywhere else. You’ll need to set these at intervals to create “sections” that let trains behind start moving again. It’s quite simple once you grasp the basics. 🙂
MansenParticipantI’m sure they can cut some of the fat away from the saves – I have my savegames folder compressed and it takes it down to about half alone. Definitely a lot of plaintext in there capable of being fixed. I’ve raised the issue with the devs though, suggesting a player defined number of autosave slots to their own liking.
(The game does overwrite old savegames – But due to the way they are named, you’ll still get one for every year of the game)
Drive wear really isn’t that bad though – Why you’d need to run this off of an SSD is a bit beyond me, but to each his own. 🙂
MansenParticipantNot entirely true, JM. Autosaves DO overwrite themselves – But because of the way they are named, you’ll have one for each year you play.
I’ve had success compressing my saves folder through File Explorer (Windows) – might work for you. There’s been some discussion about having the game delete old autosaves though. We’ll see what the devs think. 🙂
MansenParticipantOlahaldor: They’re saved in your Userdata folder under Steam. Each save is roughly 250Megs on a large map for me during the 1800s.
You can redirect folders though you know – This has been a feature of NTFS Based Windows systems for over a decade. 🙂
(Or do like me – Compress the savegame folder. It doesn’t hurt my save/load performance terribly since I have a high end CPU)
- This reply was modified 9 years, 8 months ago by Mansen.
MansenParticipantThat would certainly be useful.
August 22, 2014 at 00:21 in reply to: Q for the devs – how different is the beta from the release code? #3302MansenParticipantI wouldn’t expect huge changes – Someone has to test the changes after all. That’s kind of what the betas are there for (well aside generating some hype :P)
MansenParticipantThe game already has a contour overlay that shows height differences with coloured lines as you’d see on a map. Of course they don’t provide exact measurements, which they certainly should at some point. 🙂
Edit: Alternatively they are bringing in multi-node track building, so you’ll be able to drag out an entire line of railroad from A to B before committing to anything. That’ll certainly help with the hillclimbs.
- This reply was modified 9 years, 8 months ago by Mansen.
August 21, 2014 at 13:32 in reply to: What I'm not liking so far seen in these videos and other questions #3242MansenParticipantOoh – I’d love to see themed trains. I hope someone will pick up the classic Danish trains. Sense of nostalgia (Especially if we can import heightmaps at some point and create our own real world maps)
MansenParticipantI don’t know if they will physically become obsolete and vanish from the train purchase list (I hope so), but you will definitely want to replace them over time because of higher speeds and the fact that the running costs increase drastically once they go over their lifetime expectancy.
August 21, 2014 at 11:43 in reply to: What I'm not liking so far seen in these videos and other questions #3235MansenParticipantI’m pretty sure the rail/road crossing complaints are all going to be addressed to your liking – “Cars” are supposed to stop at the crossings, sound is intended to play from the crossing and trains should always sound their whistle at such a time.
As for the stations – I’m with you there. The number of times I’ve accidentally placed down a Passenger station at a factory is starting to grind my teeth a bit. ^^
I’m not sure exactly how many additional industries the devs have planned, but I hope it’s a lot. More car designs wouldn’t hurt either so that goods and lumber don’t share a wagon (as nifty as it is for my trains)
MansenParticipantThe big one? It has a higher capacity than the small bus stops, making it a great idea for a pick up/drop off point for the intercity passengers, since it won’t fill up as fast.
MansenParticipantAh the single track tunnel issue – That’s been one of my bigger challenges too so far. I’ve had to make some pretty funny secondary tunnel solutions on some of my maps.
Hope the devs fix that soon. 🙂
MansenParticipantI’ve only skimmed through your first video, but I like it – It’s nice to see how other people handle the obstacles like hills and crossing rails. 🙂
MansenParticipantForce of habit, and I haven’t really tested how far the busstop coverage is – I like to have a good coverage to feed my trains and intercity lines.
Strictly speaking the objective here is to connect the Residential zones with Commercial and Industry (But not C & I together). The circular lines with lots of stops save me from redoing the lines too much when trams and city expansion happen. It also looks pretty. 🙂
Looking back at the footage, the bitrate could be higher – But since Twitch won’t let viewers decide their downstream quality, I can’t really push it higher if I want to let people watch it live… 🙁
- This reply was modified 9 years, 8 months ago by Mansen.
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