Mansen

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  • in reply to: Time Running WAY To Fast #5163
    Mansen
    Participant

    They’re referring to the date/time speed compared to the income – Not that the game is “too fast” for them to keep up.

    A day at a time rather than a month – That sort of time shift.

    in reply to: Suggestion: Mixed stations #5162
    Mansen
    Participant

    At any rate it’s pretty easy to pull off already. Put two stations (one of each type) across from each other with the train tracks against each other. Group them up and voila!

    You can even put separate “passthrough” track(s) in between the two stations to allow for a high speed train to pass straight through without stopping (Since stations are forced to use low speed rail tracks)

    in reply to: building roads over tracks #5159
    Mansen
    Participant

    Alternatively you can put a bridge across it – Roads are very easy to bridge and tunnel with because of the added slope angle allowance. If you drag out a line of road and use the N&M keys, it will make a bridge or tunnel at the center of the length.

    in reply to: help finding out how many wagons #5139
    Mansen
    Participant

    From the Steam forums (Assumption – not a tested theory iirc. Also keep in mind that wagons have a hard speed limit that the train won’t exceed)

     

    Robbedem – some basic (simplified) formulas:

    m = mass (ton)

    a = acceleration (m/s²)

    v = speed (m/s)

    T = tractive effort (kN)

    P = power (kW)

    s = slope (°)

     

    a = MIN [ T/m – g sin s ; 2 ( P/m – g v sin s)² / ( v (2P/m – g v sins s)) ]

    vmax = P / m g sin s (provided that T/m > g sin s)

     

    I don’t know the maximum slope in the game, but I guess it’s around 3,5°

    in reply to: Railroad Crossing no updated #5096
    Mansen
    Participant

    You’ll need to cross the road with rail – Not the other way around.

    Delete the railway – Put the road down – Cross the road with the rail again.

    It’s a beta bug that hasn’t been fixed yet – Patches are on the way. The Dev team have plenty of communication with the community – The posts are just buried in almost a hundred new threads on Steam daily.

    in reply to: Industry – Using line: No #5083
    Mansen
    Participant

    I swear this needs an ingame tutorial – I must have had written this post over and over these past few days… 🙂

    You need to consider the entire production chain and finish the entire loop. The game is based on demand, not supply. If any part of the chain is broken or unfinished, the entire chain breaks down. Work backwards – Does your factories have a line that delivers the goods they produce? (Look at the towns to see how many they will accept). The factory isn’t going to accept raw goods if it can’t get rid of its goods – and it will only accept as many raw materials as it can produce goods.

    So in conclusion, if the Steel Mill can’t get rid of all of the goods it produces from the coal and iron it’s going to slow down production till it reaches a balanced level – even if this is zero (which causes the connected mines to do the same)

    Additionally you really don’t need more than a single mine of each for a long time. They will happily increase production upwards of what 8 cities need in terms of goods before you need to look into a second one.   Like I usually say – Work backwards. How many towns can you reach from the Steel Mill? Each one will usually accept around 50 – This is your maximum production of the entire loop.

    in reply to: Suggestion: Mixed stations #5082
    Mansen
    Participant

    In reality you don’t have both in fact – At least not anywhere near each other.

    Loading and unloading things like open hoppers is… not pleasant to anyone standing nearby. They are most often done a fair ways away from each other, which fits the two station setup.

    in reply to: How is the price for goods and passengers calculated? #5080
    Mansen
    Participant

    I don’t know if there’s more to it but distance travelled is certainly taken into account – In fact you’ll want to take advantage of that for industry. Never sell your goods or raw materials to a nearby industry if you can reach one further away.

    This is where the high train maintenance costs really come into play – Making short lines is a great way to turn an otherwise profitable route into a money sink. The (large) amount of stuff moved back and forth is just done too cheap to earn you any profits.

    in reply to: BUG: Trucks and trains haul more than their capacity allows #5079
    Mansen
    Participant

    Known issue – Was reported in the late beta 🙂

    in reply to: Loosing line assignment in depot #5078
    Mansen
    Participant

    Yep. The isn’t isn’t actively running on the line so it is thrown off of it.

    in reply to: building roads over tracks #5077
    Mansen
    Participant

    Not at the moment. You’ll need to cross the road with the track – not the other way around.

    It’s one of those small things that weren’t finished quite in time for release but it’s on the way. 🙂

    in reply to: Removing trains that are stuck #4971
    Mansen
    Participant

    The path signals are dead easy. They allow any train to stop at them, and they divide up your railway into sections between each signal.

    Go to depot only works if the train can get to a depot in its current direction – If the depot is behind the train, you’re going to need to stop, reverse and re-start the train.

    in reply to: middle mouse button #4970
    Mansen
    Participant

    AutoHotkey is the temporary workaround.

    (One of many, many guides)

    in reply to: Train Fever Interactive Guide #4418
    Mansen
    Participant

    You’re going to need a browser open at any rate, Bort. It’s a html based guide.

    You can just open it up in Steam’s ingame browser overlay?

    in reply to: camera tracking vehicle #4417
    Mansen
    Participant

    Click the tracking icon in the vehicle’s info screen, close it.

    Voila.

Viewing 15 posts - 46 through 60 (of 168 total)