Morat

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  • Morat
    Participant

    Hmm. Never thought of using them like that to mess with the line frequency, that’s interesting. Good job they don’t calculate it as time per seat.

    in reply to: Signaling: what can i do with path signals in stations? #8818
    Morat
    Participant

    The only thing you can do right now is create a separate line that has a path to a free platform and assign some of your trains to it. If you have an unused platform the line can get to it will choose it.

    in reply to: How do Material sites favor Factories? #8817
    Morat
    Participant

    I’ve seen similar behaviour where a line will just dry up when the AI decides it likes another route better, even though it could supply both. If you let the sim run on it does sometimes recover over time, but it’s painfully slow and not always guaranteed to happen.

    The biggest issue I’ve had with this is that a line that was profitable suddenly becomes a huge loss maker, crippling my ability to do anything without constant borrowing.

    in reply to: how to get out of (tram and traffic) gridlock #8740
    Morat
    Participant

    It looks like there are a few things going on here:

    – Way too many trams. Like, far far too many for a hub stop that only has two ways in and out

    – There are two trams turning in the road below the junction. I’ve seen this behaviour when I had stops out of order on the line and they had to pass the stop, turn around to stop at it and then turn around again after the stop to carry on. Once I put the stops in the proper order so the trams were running on the same side of the road as the stop it all cleared up.

    – Do you only have stops on one side of the road? If you add them on both sides they’ll merge together into a single stop themselves.

    – You have some stops without tram lines on the road, but I don’t see any buses. Do you have missing tram rails?

    • This reply was modified 7 years, 10 months ago by Morat.
    • This reply was modified 7 years, 10 months ago by Morat.
    in reply to: Don't load line orders #8080
    Morat
    Participant

    I can see where this would be useful if you have another line stopping at the same station that you want to transport those goods. The problem in TF is that, unlike TTD, the player currently does not control how cargo is routed. As a player you’re just making lines available and letting the AI determine how they are used.

    In your case the AI has determined that loading up those goods is a more attractive option than whatever else you wanted to happen. The fact that there’s only one car type for multiple goods also doesn’t help as you can’t even use the consist to define what should be carried.

    This seems to be the design philosophy underlying the game, so I don’t know if it’s going to change. The only thing you can currently do is make another station and route somehow more attractive to the AI for the goods.

    in reply to: how to update engines after 15 years #8079
    Morat
    Participant

    The best way I’ve found is:

    1. pause the game
    2. open the line dialog and click the $ icon to sell all vehicles on the line
    3. buy the replacement vehicles from a depot and set them all to the line
    4. unpause

    This is the only way that I’ve found to do this that doesn’t seem to affect customers using the line through the frequency changing due to no vehicles being assigned while the sim is running. Obviously it’s no good if you only want to replace some of the vehicles too.

    in reply to: Train Fever Interactive Guide #7928
    Morat
    Participant

    On the important keys and building info pages please also add that the M & N key raise and lower the center sections of a road to create a bridge or tunnel!

    in reply to: building roads over tracks #7927
    Morat
    Participant

    Good lord. I’ve struggled and struggled with the whole road bridge thing and I had no idea at all about the M and N key thing until I found this post through Google. It’s unbelievable that this isn’t clearer in the game – until now I thought road bridges had to be built with a raised end on an earth mound at one end if they needed to curve or be multi-sectioned.

    in reply to: Suggestion: Long, thin maps. #7433
    Morat
    Participant

    This is an awesome idea. If it’s really implementable it’s possibly the best and most original suggestion I’ve seen to date. Here in the UK train companies are running services along a long franchise corridor. Getting the time down over those longer distances could be a real challenge.

    in reply to: Impossible to build overtaking sections? #6906
    Morat
    Participant

    I Think the idea of panter can work if we modify it:

    What about leaving off the signal of the fast track?

    It won’t matter, because the route trains take on a line is absolutely fixed at a line level. If you open the lines dialog and take a look at the routes highlighted on the track, those are the routes the trains will take no matter what. If the line ahead of a train is utterly deadlocked it will not take an available alternative path if the line definition says it needs to go through the deadlock.

    in reply to: Impossible to build overtaking sections? #6858
    Morat
    Participant

    It’s all the same 20 minute agent.

    That’s true, and it’s actually rather perverse. You have industries sitting on the map doing nothing but waiting to be hooked up to customers, but if you give them a line that’s too long they’ll stubbornly sit there at zero production. Who owns those businesses that are sitting there doing nothing?

    On the other hand, sometimes you have symbiotic industries that just happen to be sitting next to each other so your map will show that a forest just happens to be supplying a sawmill which is sending goods to a nearby town. In these circumstances it’s very difficult to ‘capture’ these goods onto a line to another town because the industry naturally prefers the shorter road route to the local town – only by putting enough trains on the line to reduce frequency can you compete, and even then if the line is short enough that the travel time is low.

    I suspect that once a town’s demand is satisfied the industry will upgrade if you’ve made other demand sinks available via lines, but that takes a significant amount of time during which your line and trains are sitting there costing money with nothing to carry. The game needs a system where industries can indicate that they would like to have a line to a particular destination to give you a clue as to where there is demand to satisfy.

    in reply to: What the "Frequency" in train fever means #6459
    Morat
    Participant

    It can’t be frequency alone that determines whether or not someone uses the line. The devs have said that total travel time to destination is what is used to decide if the line is used or not. Frequency tells me how often a train will arrive, so I know how much the waiting time is – but how do you know what the travel time is?

    I can’t see anywhere in the current UI to determine what the travel time for a train on a line is.

    in reply to: World seed list #6256
    Morat
    Participant

    Has anyone found a seed where the terrain or layout looks even remotely different/interesting. All the maps I’ve played are virtually identical, I’d have a hard time telling any of them apart.

    in reply to: Tunnel Entrance not created #6206
    Morat
    Participant

    I’ve seen that. For me it happens when I build the exit from inside the tunnel. Tunneling from outside to in seems to create the entrance just fine.

    in reply to: Help with stuck trains #5824
    Morat
    Participant

    It’s hard to say for sure because of the stretching, but it looks like the train on the left is stopped at a signal that shouldn’t be there.

    Train Fever uses path signals, which should be placed where a train can wait at them without blocking any track. In that screenshot there are six signals, but the only one that looks like it should be there is the top-right one that the incoming train is stopped at.

    That signal will keep that train on that branch until there is a clear path to the platform, so it can’t block any track. If the train on the left is trying to head out of the station to the right and is stuck then there must be something off screen at the top preventing it from moving. A path signal reserves a path to the next safe stopping point, which is usually either the next signal or a station. Is there a section of track we can’t see that has a train in it?

Viewing 15 posts - 1 through 15 (of 69 total)