matsv201

Home Forums Behind the scenes #4 – Sales, distribution, piracy and marketing

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  • in reply to: Large save files, quick and dirty solution #9986
    matsv201
    Participant

    Its a good idea, personalty i still stick with moving just the save folder, Train fever is not that big of a game, and it really needs the preformance boast loading the textures. (at least on my computer).

    But i agree, having temperaty and download files on the primary drive is kind of strange, why isn´t there e clear choose when installing windows. I most older Unix like environment it was quite easy to do this.

    in reply to: Large save files, quick and dirty solution #9903
    matsv201
    Participant

    Jej… that could work, but a tad complicated for me. Some things is a lot easier in linux.

    in reply to: Large save files, quick and dirty solution #9896
    matsv201
    Participant

    Thats a way two, i bet you can GZ the directory to…..

    I wounder if there is any similar way to do this on windows, having the save drives on the harddrive would make that much more scene.

    in reply to: Bridges require way too many pillars #9847
    matsv201
    Participant

    The chines low budget landbridge uses 30 meters between eatch foundation, but they have two sets of pillars on every segment. The unitwagon IV in the game i beleve its about 27 meters long, so a few meters shorter than a normal landbrige span.

    More expensive bridges that is in place constructed might be as long as 50 meters with out any additionally support. Normally a bridge might be build with low cost elements over land then longer elements over water and roads (where its needed). This increase the price of the bridge quite a lot (real cheep land-bridge cost about $20M/km, the in-place constructed ones cost over twice that).

    One more thing that is missing is gateway pillars that allow a bridge to cross a road in any angle, they are also usually quite expensive, $1-2 million a pice, but you might just need 2 or 3 to cross a highway in a low angle. They are also used comonly when the railway pas from the side of the highway up into the center where it might folow the center of a highway to reduce over all cost.

    in reply to: help finding out how many wagons #8437
    matsv201
    Participant

    Yea, generally in early poarts of the games, go around the hills, only use the lowest hill climb (unless very few wagons). The early steamers can basicly do any turn in full speed (or almost)

    When 1902 arives a dubble in speed and a lot more puling power, its better to go mostly over the hills or a hybrid where goes party over and partly around.

    Note that placing a up hill part like 500 meters out side a station is a dumb ideá. Sould really try to make it flat until 500 meters from the station, than down hill for 500 meters or so, this give the trains optimum acceleration

    in reply to: help finding out how many wagons #8420
    matsv201
    Participant

    Can someone post the information about the engines, i just have the one i my savegame available and the one on the steam page is faulty

    in reply to: help finding out how many wagons #8418
    matsv201
    Participant

    With the formula its quite easy to make graphs for every single engine if anyone care…

    in reply to: help finding out how many wagons #8110
    matsv201
    Participant

    It´s not that simple. RRT use a really simplified model  where they partly just use unite load and don´t model hill correctly (and transport tycoon). In Locomotion they use a little more sophisticated model where they moddle weight of cargo in regard of acceleration, but still use a simplified models in hill-climbing (and decenting).

    In train-fever the speed of the train is not modeled, it´s simulated. The game don´t know how fast the train is going to run trow the corner.
    I guess the game uses a secondary algorithm to guesstimate the travletime, but its really hard to get it correct with out a pure simulation. One way of dealing with this could be to pause the game for a tenth of a second, run a instant simulation and show the result, or letting the game engine run a “dirty” simulation simultaneously and plot out the simulation on a graph. The graph i done over could be considers a simple dirty simulation. If i had a rail-line specification i could easily make a somewhat god approximation of the total travletime

    in reply to: help finding out how many wagons #8097
    matsv201
    Participant

    Test 2

    in reply to: help finding out how many wagons #8006
    matsv201
    Participant
    in reply to: help finding out how many wagons #7982
    matsv201
    Participant

    A idé to make this better is to put a link in the game to a specification side where all the data and graphs are, in that way you don´t need to calculate it your self,  just read it in the graph… well, i try t make a example.

    By the way, railroad inclination is usually measured in procent, not in degree.  3.5% is a usual inclination of the LGV track, but most normal track is around 1.5%, some super heavy freight corridors is only 1% and in some places normal track have a inclination of around 2-2,5% for example in the alps, there for they Swiz engines having very high pullingpower

    • This reply was modified 9 years, 7 months ago by matsv201.
    in reply to: help finding out how many wagons #7949
    matsv201
    Participant

    It would be nice with a simple graph for every loco. Like acceleration with, say 10, 20 , 50 and 100 ton behind (different colors) or/and maybe a graph with speed up different slopes.

    Well, it probably be quite easy to do it in excell and put it in the forum

    in reply to: Improvements #6857
    matsv201
    Participant

    Some times it´s hard to say what the error message really is to that extent you cant decide if its you how is doing it wrong, of if its a actual bug in the game.

    The game is to me, relatively bug free, but construction tool is probably somewhat buggy, but its almost impossible to say for certain.

    in reply to: Improvements #6387
    matsv201
    Participant

    Yea… i also met simular messages when there was a tiny bit of rail missing, almost invisible if you dont zoome right down. Really anying when the track is quite long.

    in reply to: Improvements #6190
    matsv201
    Participant

    Priorotize

    1: Modular stations
    2: Better underground bulding (the one in CIM is great.

    3: More clear interface with better fault decription

    For a future expansion (i rather take a full $20 expansion in front of a lot of smal DLC:s, the problem with DLC is that they mostly just provide more stuff that you can get from moding compunity anyway, but no new game funktion, that what i thing is what we really need).
    1: Scenarios
    2: More in game trains (can just import them from the comunity but sort away the bad stuff, would be okey to me)
    3: Tweeked economic system
    4:New economic gameplay, like resch and upgrades. Where you can get a like B version of a engine with diffrent gearing or more effeicent engine.

Viewing 15 posts - 16 through 30 (of 43 total)