matsv201

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  • in reply to: Best way for bus/tram routes? #11130
    matsv201
    Participant

    *- what is better : a round-trip or to a point in town and back the same way

    I would say a full line is the best way. I Usually have the bus enter a town and have 3 or 4 stops, two at the edge and one or two at the center. Then continue to the next one. In this way i can use the same line for both intercity and in-city communication. I don´t know if its the best way, but it reduces the number of lines quite drastically and use the buses more efficient.

    *- how to take land use (red/yellow/blue/green) in considaration?

    Well, yea, you probably should, but to me it seams easier just to let the passanger chice there own route and just make it as efficent as possible. Remember that they always travle to and from there house.

    *- how to take land value in considaration (bright versus dark colors)
    Well, if you traffic one low land value part it will increase quite fast, so i would probobly say, don´t care, just make it as efficent as possible.

    *- what spacing between stops?

    Every 3 or 4 blocks or so. I would say in a smallish town one at each edge, and one in the center. When the cities grow more stop can be added. Dot put them to close, and make sure to have good bus lane coverage, especially after the 50-tys.

    *- how many stops on one line?
    What ever number that is needed. I never encounter any problem with that.

    *- should all lines start/end near the railway station?
    Well you may, but you can also just put two ordinary stops right next to station and let the bus line go right past it.

    – how many lines in a town?
    *How many it needs. In the early parts just one. When the town is somewhat medium size its a good idea having one go right through and one in a circular pattern.. I Usualy make it in 3 steps.
    1: Pasing through the center, with 3-5 stops (in each direction, total of 6-10 actual stops)
    2: A additional line going around the center intersecting the stops from the previews one
    3: Adding a cross line covering the rest of the city….

    Of cause if the cities grow to monsters size you may need  additional lines….. I ones tryed doing the circular line as a comuter train, bot of some ever reason it didnt work

    *- how many vehicles on a line?
    Minimum to have 3 minus interval i would say. The pops will not use the line if the total travel time is over 20 minutes. So say that they walk for one minute and wait for 3 and then walk for one minute, then they used 5 minutes and have 15 more to travle, no problem, they can make a additional switch. But if the interval is up to around 10 minutes or so the will not like to travle and will definitely not switch over.

    in reply to: stacking locomotives #11087
    matsv201
    Participant

    If you have a light train adding a heavy locomotive will make very little difference. Having the best possible power per weight gives more speed uphill, the best thing is ofcause building it flatter

    in reply to: Center City 10 Platform Tunnel Station #11035
    matsv201
    Participant

    Smeagol01, i had problems with that to, but you have to pull the second line next to the first all the way from the entrance to the exit, then it works… well, most of the times. Sometimes it dont work any way (if there are buildings to close to the entrance for example)

    in reply to: Auto-replacement of vehicles/trains #10923
    matsv201
    Participant

    Well, yea… its quite nice, because the vehicles in the depot is always out of service… and i think you can sort what the lines should prioritize. You can set them to take cleand buses first, but also take new or large (or small) buses first. The time table system makes it needlessly complex. In Train fever there would only need a intervall timer and a preferences list.

    For example one line can prefer to use one type of bus, the other line can prefer a other type… but if there is no available of the type it need, it takes a other. In this way they can prefer a newer vehicle, leaving all old one for sale.

    The repair and clean system also makes it beneficial to have at least 3 vehicles at a time in the depot, and in most cases around 10… because there is no runingcost in the depot, its no problem having a fiew spare.

    in reply to: Auto-replacement of vehicles/trains #10922
    matsv201
    Participant

    Well, yea… its quite nice, because the vehicles in the depot is always out of service… and i think you can sort what the lines should prioritize. You can set them to take cleand buses first, but also take new or large (or small) buses first. The time table system makes it needlessly complex. In Train fever there would only need a intervall timer and a preferences list.

    For example one line can prefer to use one type of bus, the other line can prefer a other type… but if there is no available of the type it need, it takes a other. In this way they can prefer a newer vehicle, leaving all old one for sale.

    The repair and clean system also makes it beneficial to have at least 3 vehicles at a time in the depot, and in most cases around 10… because there is no runingcost in the depot, its no problem having a fiew spare.

    in reply to: Auto-replacement of vehicles/trains #10920
    matsv201
    Participant

    CIM2 have a much nicer solution for this. The vehicles visit the depot for every revolution of the line then its cleand and repaired. If its not finished cleaning when its put out in service, the coustmers will not like it, if its not finished repairing the runingcost increase.

    Also, one more feature i like in CIM2 is that its the depot that own the vehicles, then the lines rent vehicles from the depot with a given interval. In that way they don´t clump up. Also, there is no runingcost of the Vehicle when its in the depot, but there is a cost of the depot, the larger depot can clean a larger number of vehicles. If i remember correctly, the large depot can hold 30 vehicles and clean 3 simultaneous. You can still have like 50 or so vehicles attached to one depot, but they can´t be in the depot simultaneous (they have to wait on the road outside until there is a free slot).

    If needing to replace vehicles just simply go to the depot and buy some new ones and sell of some old ones.

    It might not be perfectly adaptable to train fever, it is probably a good model to use.

    in reply to: Auto-replacement of vehicles/trains #10889
    matsv201
    Participant

    Exacly, can be one refurbish and one replace button..
    Or even better, a refurbish buton, and if you old it down you can get to a drop down meney and just choice a other vihicle

    in reply to: Auto-replacement of vehicles/trains #10878
    matsv201
    Participant

    I don´t get why there would be a force replace vehicle at all. Espcialy with some of the trams that are old before they are out of date. There should be  a refurbishment option where you just zero the age of the trains, trams and busses for a give amount of money.

    Also, especial for trains, some locomotives that get out of date don´t get a good replacement, for example the 4/4 is a great general purpose light locomotive that is relatively cheep to run. But the only somewhat simular replacment its the nohab that is a diesel and a lot heavier

    in reply to: Center City 10 Platform Tunnel Station #10877
    matsv201
    Participant

    I have expermineted with this way of building station for a while to… i don’t have that huge of a city, but almost.

    I found that having lines that goes right past the station increase capacity quite a lot. There have always been space between the station and the tunle for me to build traffic light.

    Also i usualy build the roads quite a bit closer, the houses usually fill up the soil under and can be built almost ontop of the station, it look like a lot waste space to me….

    But other, real nice.

    in reply to: My Metropolis (1500 population) #10477
    matsv201
    Participant

    I tryed making a subway like system.. and of cause, its kind of problematic because the station have to be over ground, but making a hole and put the station in the hole (the hole just have to be tiny), then the game will make the station flat like a “level down”, just conect the station with underground tunnels and it even neatly made like 3 meters of over ground track to put in signals. This way no stupid railway tracks in side the city. 😉

    in reply to: Bridges require way too many pillars #10321
    matsv201
    Participant

    Very very true. I guess they have to build one before relizing its  a bad idea…..
    8km/h top speed and 400 tons of top mass. For comparison a TGV POS (that is the lighest TGV train) is 415 ton gross mass and its only 200 meters long.that is, quite a bit shorter than the span of the bridge.

    its also quite obvius playing bridge builder that it kindof not a good idea

    in reply to: My Metropolis (1500 population) #10291
    matsv201
    Participant

    It would be really cool with like 5 or 6 full length double or quad track stations, that are paried up with single or double track short station that interconect the station in steed of bus trafic….

    But the game kind of suport it badly, but its probobly doable.

    I still think its bad that there is no underground stations… But you can sort of make under ground run up.

    in reply to: Bridges require way too many pillars #10290
    matsv201
    Participant

    Yea, it defently look like that. The right hand bridges look like then have 40 meter span (that is quite far span, but totally realistic). The left bridge look like it have a 75 meter span, that is… well possible, not economical realistic. (for example the Oresund link bridge have a huge 250 meter span, but its over water and really high).

    It seems that the game have something like 15 meter span, that is just plain non realistic. The pillars will be quite a bit more expensive then the actual brige. The only reason to make a so short brige is if it have to be really thin or if it pases over a very narow object (a contry road for example)
    0-15 meter – concretion beem brige
    15-30 meter – concretion box bridge
    30-100 meter – gridsteal bridge (as in image)
    100- cable stay bridges…

    contrary to popular belief there exist no suspension rail bridges, a myth that hollywood spreads.

    And that is of course for modern bridges… i would say from about 1960 and forward. For bridges from the 1800 i´m not sure (I am a construction engineer, not a historian) But i can guess.
    0-15 meter wood bridge

    15-30 meter, gridiron bridge.

    30-50 meter, grid steel bridge
    steel was really expensive up to around 1890, then when production increased steel become almost as cheep as iron quite quickly. Around 1910 or so steel was so cheep that it was basically no point in using iron for anything else than cast. Also before like 1960-1970 something iron was realtivly expensive in high volumes to, so thats why most old bridges are in wood.

    Also, steel track was not really that common during the mid 1800-reds, they just become common in the late 1890 (o nooo.. back to the future lied to us).

    The majority of the British rail track was actually built with iron track, not steel. It was later just in the end of the century switched to steel track. For example great western railroad where they switched to standard gauge and steel track.

    in reply to: Train loading/unloading awfully slow #10175
    matsv201
    Participant

    Yea, thats a other issue. Cargo stations dont look like passanger station in real life. Well, they maybe did in the 1900-century, but not today. A normal bulk cargo station let the train pass in low speed (like 3-4 km/h) and load the wagons after each other.
    I would rather have a cargo station that is only one wagon long and where the train just pass and fills (or emtys). Where i live this is kind of a standard for everything from wood chiping to grain and iron ore. Can build 2 or 3 sections to increas the speed of the train. Say 2km/h with one section 4 with 2 and so on.

    Pallet cargo work very differently with train building and so on… It kind of don’t work at all in a game like tranfever. So i think pallet and container train sould be loaded in a similar way that bulk cargo. Having a 250 meter long cargo station is just strange.

    in reply to: Timing need changing. #9987
    matsv201
    Participant

    Could have like a Scale mode (with 24 minutes per year, one second a minute), a Classic mode (like today) and a Arcade mode (Trains accelerate faster and times gods faster)

Viewing 15 posts - 1 through 15 (of 43 total)