Mansen

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  • in reply to: Price Structure #3596
    Mansen
    Participant

    There’s a thread on the Steam forum explaining the situation – If I recall correctly, the game has several publishers – Who couldn’t agree on a price point. So the prices vary because of it.

    Indie dev publishing is very expensive and hard to do – Lots of contacts and contracts needs to be in order to get a good and saturated release (Although in this case I think only the Germans received a physical release? Could be wrong)

    in reply to: Ships, Planes and Helicopters? #3592
    Mansen
    Participant

    I like that idea – A regional airport and possibly a river/canal ferry that has a preset vehicle that will dock/land periodically and hand you as much money as you have delivered passengers to them in the meantime (within its demand limits of course)

    in reply to: Another beta video – Or stream rather. #3587
    Mansen
    Participant

    Managed to pull myself away from the dev stream for long enough to get another session in tonight. Couple of crashes and a budget draining gridlock with a bunch of trains – It was not a boring evening. (It’ll take some time to process for HD and some minor cropping at the beginning of the stream)

    in reply to: Maybe it’s time to update the forum? #3584
    Mansen
    Participant

    Could do with a forum upgrade while we’re at it. No quoting? Time limited post editing? No underline tag? 😀

    in reply to: Ships, Planes and Helicopters? #3563
    Mansen
    Participant

    http://www.train-fever.com/forums/topic/what-about-air/

    “In the first release and the first DLC we’re not going to add planes or helicopters. It could be possible to be added in a late DLC. Our main focus is to give the players an innovative and userfriendly train tycoon.”

    (No quote BBtag :()

    in reply to: Content Creation Ideas & Discussion #3562
    Mansen
    Participant

    I imagine we’ll be able to make use of the Steam Workshop at some point down the line – Which would be a great way to spread the mods around.

    in reply to: Increasing Line Capacity With Passing Loops #3539
    Mansen
    Participant

    I don’t really think the timing matters – Unlike road vehicles, the trains don’t seem to have the same “wait at station to spread out interval” logic. Which is a shame – Would be nice if my passenger trains would try to stay spaced out more.

    in reply to: Increasing Line Capacity With Passing Loops #3532
    Mansen
    Participant

    Perhaps not – But removing the entry signals goes a long way for an “overcapacity” system as you put it, until such a point where you’d consider a double track rail. Sure there’s going to be some waiting, but it beats a possible gridlock that you’re not alerted to by the game, or having to double track the entire length. 🙂

    in reply to: Increasing Line Capacity With Passing Loops #3527
    Mansen
    Participant

    The economy balance is likely to change – But a single track passenger line between two cities along the river usually sets me about two-thirds of my entire starting budget (This is on Easy I might add). Include local bus lines in both cities and you’re looking at a very heavy investment.

    And that’s not including the upkeep over time on maintenance for the railtracks. 🙂

    in reply to: Let's Play Train Fever (Coming soon) #3525
    Mansen
    Participant

    Not sure about lakes and such Geoff. It’s a bit of a challenge with games like these. Water only appears below the “sea level” like in Railroad Tycoon and TTD. We’d have to be able to put down some canal systems ourselves or the engine would have to have support for water as an entity, not just something that appears below a certain height.

    (Most games that have multiple height support for water uses “boxes of water” shoved into the open space where water is supposed to be. It’s not actual physics as such)

    in reply to: Increasing Line Capacity With Passing Loops #3524
    Mansen
    Participant

    This is why we have these guides to hold your hand, Geoff. It is literally as simple as building three of these loops (One outside each station and one in the middle) and you’re good to go. The benefits outweigh the issues by far, because of the game setup.

    Unless you happen to be playing on Easy; where the economy is practically a sandbox in comparison, you’re going to need every cent early on. More rail also means more upkeep, which adds up as well.

    You’re unlikely to be needing more than two trains on a single track at the start – Be it industry or passengers (One exception being a Coal/Ore/Goods line). Once my City to City Intercity rails begin attracting enough people to warrant another two trains, I just add them to the existing single track.

    Now let’s say my needs change – I want to connect up more cities along this track or industries along the length. I’ll simply demolish the loops and convert it into a double track system with new loops for the “offspring” lines that link up to it. Put down one way signals at intervals and you’re good to go.

    in reply to: Almost every beta video is the same #3497
    Mansen
    Participant

    Like I said – People are only willing to travel a certain amount of minutes. You can’t connect two cities at the opposite ends of the map if the total trip takes more than… I think it is 20 minutes? So you’re forced to either make it a multi-line stretch, or wait for faster trains. (Feel free to correct me)

    This time limit is the same reason why people tend to spread their networks early on – While you could definitely keep stacking on more and more trucks/trains on the same Oil Field > Refinery line, you have to be able to ship the goods produced from that amount of production as well, or the Refinery simply cuts down on production (and the Oil Field as well as a result, since nobody will accept the goods down the production line)

    Cities are too small to accept huge amounts of goods early on – And cities are often too far away that you can ship to more than two or maybe three cities right away. You might as well spread wide instead of high until those cities you are shipping to grow to a size where they can accept the goods, and allow your industry to grow.

    in reply to: Increasing Line Capacity With Passing Loops #3494
    Mansen
    Participant

    Ah ffs… what is it with this forum and not allowing edits after a few minutes.

    You’re right – I’m too sleepy to make a proper argument. I managed to cause gridlock finally with several million worth in trains on my network. The loops need to lose the “entry” signal at both ends, or trains will make a stop right in the middle of the trackchange section (The V shape where the rail splits in two)

    http://peecee.dk/uploads/082014/passloop.jpg

    Think I managed to show the issue using the original diagram – All of the signals will make a train drive right up to it and make a halt until the way is clear. This causes a gridlock with enough trains using four signals. The solution to that is to simply get rid of the entry signals so the trains only make a stop “inside” of the loop, leaving the exits clear at either side.

    • This reply was modified 9 years, 8 months ago by Mansen.
    • This reply was modified 9 years, 8 months ago by Mansen.
    in reply to: Increasing Line Capacity With Passing Loops #3490
    Mansen
    Participant

    Well first of all putting any signals on the single track would only cause instant gridlock – Each train would keep going through the signals of its direction until they would come face to face at a signal in both directions. No way out of it.

    And as far as the one direction signals go, I have never been able to make them trigger only in one direction. Every time I connect up a new line to an existing on at the sides, the trains stop at the signals intended for the opposite direction, blocking off the entire network.

    Like I already said, Tossi – Your “fix” is just two loops after each other. The exact same thing I showed in my screenshot earlier.

     

    Edit: I give up. We’re obviously not on the same page here – You’ll just have to wait till the game releases and see if you can prove me wrong. (At which point this guide would simply be corrected)

    • This reply was modified 9 years, 8 months ago by Mansen.
    • This reply was modified 9 years, 8 months ago by Mansen.
    in reply to: Increasing Line Capacity With Passing Loops #3484
    Mansen
    Participant

    Well yes that many trains are going to cause gridlock – But not the kind you’re suggesting where a pass loop is completely clogged up to the point where the trains cannot get out of the jam without manual interference (I.E. trains parked at the single track parts of the pass loop) Trains would be halted at pass loops further away, or even their train stations.

    These pass loops are not for major networks with multiple lines, they allow two way passing on smaller networks without having to double track the entire length of the rail. You’re going to need two tracks with pass loops of their own or more at that point. Just like in real life.

    Could we please keep the discussion in one place though? It feels silly responding to you in two places for the same thing. 🙂

Viewing 15 posts - 121 through 135 (of 168 total)