Mansen

Home Forums Diamond crossovers, better usability and many improvements

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Viewing 15 posts - 31 through 45 (of 168 total)
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  • in reply to: Surveying #5821
    Mansen
    Participant

    As far as I remember (I may be wrong) the devs want to bring in “multi-node” track laying. Which means you can drag out several sections at once before committing anything.

    Additionally I’ve seen suggestions to make the slope indicator more accurate and more visually distinctive so you can easier tell apart a faint grade from a steeper one.

    in reply to: Double track operation #5819
    Mansen
    Participant

    The only workaround I’ve found so far to the “every train uses the same platform” issue is to make a reversed line. Let’s say you have two trains on a line between two cities. They’d share the same platform every time (causing one train to hold if they’re right behind each other)

    But if you create a second line with the two stops in opposite order, it’ll pick the other platform in both ends. Tell either train to go to the other line and after a period of adaptation (changing tracks, passenger amount recovering) you’ve got a two platform system.

    I have no idea how well this works in practice with say 4 platforms.

    in reply to: Grouping #5817
    Mansen
    Participant

    As far as I can tell it’s solely for convenience and visual logic.

    in reply to: How big is the circle around a bus stop?? #5815
    Mansen
    Participant

    There isn’t a coverage circle really. A passenger (or a piece of cargo) is willing to travel however they can up to twenty minutes away.

    So if a bus stop is faster than walking, they’ll use it. Even if it’s quite far from them – A closer bus-stop would be more attractive since it’ll get them onto a fast moving vehicle sooner.

    Mansen
    Participant

    I support this 🙂

    in reply to: How "wait for full load" affects line timings #5643
    Mansen
    Participant

    Passengers care more about frequency of transport than the volume (as you’d expect – Nobody cares if 40 people can get on the same train. The individual wants to get to their destination as fast as possible.

    Industry is less sensitive – Provided you stay within the twenty minute time window, they’ll accept high frequency or high volume all the same.

    in reply to: Bug: just one bus/tram station per road segment possible #5642
    Mansen
    Participant

    The nodes (the connection between two segments) could use some work in general. They also interfere with rail crossings. Ideally the game should auto-divide and merge the segments as needed when you place down buildings or cross them with rail.

    in reply to: a praise for the intra city traffic feature #5640
    Mansen
    Participant

    My only annoyance is that they always go to/from their home. Never from from work the shops or leisure. Well that and the bus stations simply aren’t large enough later in the game on their own.

    in reply to: road type speed limits #5638
    Mansen
    Participant

    I don’t know the specific stats, but country roads are always faster. Be it a dirt road or the later asphalt ones in the 1900s.

    in reply to: Slope too high??? Impossible to build railroad tracks #5538
    Mansen
    Participant

    That wouldn’t help here at all, Francois. The slope is just too steep in this scenario. You’ll need to do a longer, less sloped path around the hill instead – Just like in real life.

    in reply to: Industry production #5521
    Mansen
    Participant

    As far as which goods each city accepts, I’m pretty certain that it’s just first come, first serve.

    If the entire chain is within the 20 minute window with each individual line, it should come to life within a year or two and then slowly pick up and upgrade as needed (and certainly start shipping the measly 25 raw products to the nearest station)

    The biggest traps are setting vehicles to “wait for full load” – which increases the travel time since it’s just sitting there doing nothing, and not linking up enough cities to a single factory. At the start of the game each city rarely accepts more than 30-40 goods each. That’s 4-5 cities to get to 200 production for the entire chain.

    in reply to: Need some help… #5518
    Mansen
    Participant

    Click on the Cargo Train and click the “running” text. This stops the engine – Then tell it to reverse (to the right of that text) and then start it up again.

    It should go towards the depot and let the passenger train get to the platform. Ideally you should keep depots on a siderail with a signal so that it waits for a clear path on the main railway (you’ll also need signals there of course)

    ________________

    ………..\I______Depot

    (The signal being on the right side of the track so it triggers and halts the train when it wants to go out to the depot)

    in reply to: Laying Railroad Tracks a pure mess? #5511
    Mansen
    Participant

    The game always tries to balance slope and speed when you drag out a section of rail or road. The longer it is, the more it will compensate for speed, which often creates the behaviour you’re talking about.

    You can try and drag out shorter pieces at a time until the track is level with the hill – But you’ll have to keep in mind the natural slope of the terrain. Turning on the slope overlay and getting used to it helps a lot.

    in reply to: Line Naming Conventions #5380
    Mansen
    Participant

    CITY – TYPE (Either cargo for trains or vehicle for bus/tram) – NUMBER

    So London – Bus 1 or London – Lumber 1

    • This reply was modified 7 years, 10 months ago by Mansen.
    in reply to: Signals on bridges and in tunnels #5376
    Mansen
    Participant

    That’s a big negative – No signals on either at the moment. try to keep them short.

Viewing 15 posts - 31 through 45 (of 168 total)