Mansen

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  • in reply to: Another beta video – Or stream rather. #3928
    Mansen
    Participant

    Well the further you move a good, the more you’re paid (within the 20 minute limitation). So theoretically an express line that skips a few cities should earn you more money – Not sure if it it’s enough to justify such a line though.

    You’re going to be taking away passengers from the non-express line who would otherwise get from A to D in steps of a city at a city.

    • This reply was modified 9 years, 8 months ago by Mansen.
    in reply to: Increasing Line Capacity With Passing Loops #3926
    Mansen
    Participant

    At a price of 3K (and with more signal types) I’d hardly call the concept a waste.

    in reply to: Another beta video – Or stream rather. #3921
    Mansen
    Participant

    Like I said I don’t have a definite answer. You’ll have to ask one of the devs for that one. 🙂

    I just know that every person that spawns in the game world have four preset destinations. A home building, a Workplace, a shopping destination and a place of leisure. These can be in different cities – live in one city, work in another and so on)

    I’m just basing my assumption on observing my lines casually – I don’t really see people hanging back when the vehicles arrive. But then again I don’t really have a lot of lines that would allow for a detour – Only a few bus lines in my starter cities.

    in reply to: Take your time and plan wisely! #3909
    Mansen
    Participant

    There are many approaches to the game – Fewer but longer trainlines (Distance adds to the price of the deliveries) for slower but larger payouts. Or you can make a higher number of lines with a more stable but lower payday (Like coachwagons in every city in a region)

    The key thing is not to starve your industry and keep trains from short routes. A city will only accept as many goods as the industrial buildings in it can accept. Any more and the industry will turn down production (and acceptance of raw goods), turning your lines into a money hole.

    While the slow moving trains might seem like a great alternative to a wagontrain line early on, their speed will quickly reach a point where they can pick up goods faster than the industry can make new ones, resulting in trains that do nothing but cost you a lot of money in maintenance.

    in reply to: Another beta video – Or stream rather. #3908
    Mansen
    Participant

    New video is up – in two parts since Youtube decided to split it up for some reason.

    @ILT: As far as I can tell passengers (and goods too since they use the same AI) are destination oriented. When they spawn they will take whichever method is faster – that includes skipping your services entirely if it’s faster “on foot” (They won’t even make the trip if it takes longer than 20 minutes)

    in reply to: Let's Play Train Fever (Coming soon) #3900
    Mansen
    Participant

    I really wish the beta mails were more stable – I haven’t received any news yet on my side xD

    Love the idea of a starter guide series. Definitely appropriate until the game receives an ingame tutorial of sorts. (Be sure to share the savegame and seed so they can copy what you’re doing with the same terrain)

    in reply to: Looking for modders #3846
    Mansen
    Participant

    I know nothing about the modding side of things, but I recall Mikael talking about how only a number of ingame models currently have LODs, so I’d assume you have to do them yourself (since the game would otherwise have LODs for everything implemented already)

    in reply to: Another beta video – Or stream rather. #3839
    Mansen
    Participant

    No just some crash fixes and 64bit support. 🙂

    in reply to: Another beta video – Or stream rather. #3836
    Mansen
    Participant

    I ended up making it a 20 wagon oil train, which initially was a huge deficit (I think just shy of a million a year), but because of the longer distance a mere 6 barrels was worth something like 150k, which is much, much more than any of my shorter routes.

    Add to that the goods train I was mentioning (Also an electrical – second train that comes around, which is more like the older 100kmh trains but less pulling power) and it actually turned into an almost instant success.

    I think I said something along the lines of “Well that’s definitely a lesson learnt. TTD distance mechanics are entirely intact here – We’ll be doing more of these long rail-lines for sure” (of course to myself since I was talking to myself for half an hour thinking I was still streaming xD)

    Mansen
    Participant

    So… community made trains are confirmed as working. 😀
    Merk on the beta forums shared this screenshot and had this to say.

    I used the time between the beta phases to take a look into Train Fevers 3D file types.
    After some work, today I succesfully exported a train from Blender into the .msh and .msh.blob files used by Train Fever.
    Combined with some further editing of the .mdl and .mtl files, I was able to get the train into the game, as you can see on the Screenshot.

    The model was originaly created for CiM, so it still has to be adapted a bit (e.g the bogies are from the br 218, it has no animated doors and the whole model needs some more details), but I wanted to show you what is already possible.

    http://cloud-4.steampowered.com/ugc/32967403529410677/49B427C95D5C08A8D0B786F5AC5280AE88A97F50/

    • This reply was modified 9 years, 8 months ago by Mansen. Reason: Bad url tag
    in reply to: Let's Play Train Fever (Coming soon) #3827
    Mansen
    Participant

    This is about as close as you can zoom in.

    http://cloud-4.steampowered.com/ugc/571150574255465159/DE2792087359EE0C4D96BD56A100F125D2ECEA95/

    Detail is pretty good – Buildings have shop window textures that look natural even at this zoom level.

    in reply to: Let's Play Train Fever (Coming soon) #3824
    Mansen
    Participant

    What Olahaldor says is quite true – OBS uses a separate sound level to that of your headset/speakers. You can turn your sound up and down all you want for your own personal output and OBS will still stay the same (very useful)

    Use the microphone and output sliders in the OBS interface while recording offline to find a good balance – Might even help to tweak your mic a bit bac and forth to find a good balance between volume and static/background noise.

    in reply to: Another beta video – Or stream rather. #3817
    Mansen
    Participant

    New video is up – Managed to shut off the stream 30 minutes early by accident, so we’ll have to do another recap next time.

    https://www.youtube.com/watch?v=VZjIfbgZQZQ (Processing for a few hours for HD and editing as usual)

    in reply to: 64bit Support #3812
    Mansen
    Participant

    Yes we do, although they aren’t particular exciting reading material unless you’re actually playing. 🙂

    Mansen
    Participant

    Of course a lot of this is experimental and placeholder. New meshes for new factories should be perfectly possible.

     

    Also “Øøøl øøøøl øøøøl” Silly germans. That’s beer, not Oil. Stop stealing Danish words. 😀

Viewing 15 posts - 91 through 105 (of 168 total)