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  • in reply to: The dreaded Terrain Alignment Error #17619
    Neldot
    Participant

    I agree that there are still track building problems that should be solved sooner or later, but in the meantime, I suggest you to always save your game before starting the build of a new line! Saving the game before building saves a lot of money too… 😉

    • This reply was modified 9 years, 1 month ago by Neldot.
    Neldot
    Participant

    @kimmaz, you are considering only the in-game time, that is clearly an abstraction  with the purpose of making the game economy work while the years flow fast.

    But if you consider the scale and the speed of the vehicles (in real time 1x), the maps are simply too small, at a maximum size of 16×16 kms, and the towns are too near between each other (they are usually spaced only 1 to 4 kilometers).

    For more realism (and fun) in making long train lines and networks, I hope that in the future there will be bigger maps, or, at least, as suggested by Grimfandango, that in future maps we could have a different scale ratio (8×32 km or 4×64 km).

     

    Neldot
    Participant

    I second the necessity to improve the map generator, and add a pair of related requests (I think that these two are awaited by many people since the release too).

    – a map editor, even a very simple one using the same interface of the game, but with improved terraforming tools.

    bigger maps (with the some max number of towns, so in terms of calculations there would be no performance issues). Perhaps the 20 minutes limit should be adjusted to match the new map size, but in terms of simulations bigger distances between towns would result in a much more enjoyable railroad building and train watching.

    in reply to: Better to Group Stations or Not? #17315
    Neldot
    Participant

    What I can say is that, as you pointed out with your example, several dynamics of the game are still unclear.

    I noticed too that grouping/ungrouping stops and stations can lead to strange behaviours of the passengers and goods.

     

    In your case, I would try to group selecting first the train station (where the goods already flow) and then the truck depot, and seeing after a couple of months if that works…

    in reply to: [BUG] Tunnel merging problem – colliding ends #17312
    Neldot
    Participant

    It’s definitely a bug, I already pointed it out 4 months ago in this thread:

    http://www.train-fever.com/forums/topic/bug-impossible-to-build-long-double-track-tunnels/

     

    It happens when the tunnels (or bridges) are curved, long and sloped. And it’s made worst by the unwise lacking of a proper  planification tool (that should include building directly two tracks) for the train tracks,  requested in vain by many players since the game release…

    The only workaround so far is to try a different route with two or more tunnels (or bridges) instead of a very long one. Unluckily, Sometime it’s simply impossible to find a route that can be doubled, and the only solution is to build two separate routes, one for every direction…

    • This reply was modified 9 years, 2 months ago by Neldot.
    in reply to: New game bug #17216
    Neldot
    Participant

    You must click on “basic” to show the page in which you can choose map parameters.

    • This reply was modified 9 years, 2 months ago by Neldot.
    in reply to: Suggestion: "Upgradable" station #17215
    Neldot
    Participant

    These solutions could work as interim, but imho the best solution would be to add platforms directly placeable on the tracks, like in CIM 2, instead of having to build the station before placing tracks.

    In this way, the player could build a station at any angle, add more platforms that would automatic join the already placed ones, and set for the platforms the desired lenght.

    This system would be much more feasible and with increased realism.

    in reply to: USA DLC Release!?! #17183
    Neldot
    Participant

    It’s here. Let’s start downloading! 🙂

    in reply to: One Route at Tram/Bus Stop #17149
    Neldot
    Participant

    As Simonmd said, at the moment there aren’t waypoints to use with buses and trams (as the signals waypoints for trains), so the only way to avoid two or more routes colliding and causing jams is to plan accurately every route and the junctions between the routes.

    My method is to place two pair of stops for every road before the crossing where two routes merge,  and then group them in a single stop. The two lines would then automatically choose the nearer stops (which are the ones on the road from where the route comes), and don’t jam the crossing. I use the some technique for route terminus, i place two separate stops on different but adjacent roads.

     

     

    in reply to: Usage percentages #16751
    Neldot
    Participant

    In one of my games, I had 97% in a city. The city had about 2000/2500 population, seven tram lines, two passenger rail lines and a truck freight line. There were between  20 and 30 stops all around the city.

    I think that the % usage relies on how many lines cover your city and how many stops you put in every corner of the city.

    • This reply was modified 9 years, 2 months ago by Neldot.
    • This reply was modified 9 years, 2 months ago by Neldot.
    in reply to: improvements #13216
    Neldot
    Participant

    I second the introduction of a simple double track crossings, like the one in the pic posted by Norfolk_Chris. It would be more than enough for realistic bigger railway networks.

    in reply to: That was fun! #13215
    Neldot
    Participant

    You should have left a building for each type inside the demolished city, not elsewhere in the map.

    Probably they fixed the bug that made the game crash when you completely erase a city, but now the erased city doesn’t regenerate if there is no buildings left at all.

    in reply to: Losing interest in this game #13116
    Neldot
    Participant

    I think that no one in this thread really hates this game.

    It seems that all of us had a lot of expectations for this game, hence the frustration for the missing features and the shaky economic engine until now. I hope that all will be fixed in the (far?) future…

    in reply to: Suggestions/Fixes Megathread #13085
    Neldot
    Participant

    @flth I have an idea about your suggestion. It would improve realism and make the player life easier if the vechicles could be still bought all at once (100 for example), but be released in groups (4 at a time for example), so the player could replace an entire line at once, but vehicles would automatically be spaced, and not released all together, simulating different time of deliver by the manufacturer…

    in reply to: Suggestions/Fixes Megathread #13070
    Neldot
    Participant

    I already posted these suggestions some months ago.

    I would like to have implemented in the game:

    – a project tracks tool for planning tracks in segments with more precision, with a “confirm” button to actually build them when the project is done.

    – a mini-map with several filters for showing lines, cities, resources etc.

    – a map/terrain editor

    game missions (connect cities, transport a certain number of passengers/cargo, build a certain number of lines, purchase a certain number of vehicles, etc.)

    • This reply was modified 9 years, 5 months ago by Neldot.
Viewing 15 posts - 1 through 15 (of 47 total)