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Traian TranteParticipant
usually that’s an electric train that has a small track un-electrified.
- This reply was modified 9 years, 6 months ago by Traian Trante.
Traian TranteParticipantAnd is easy to yell at the developer you never saw than to yell at the bus driver sitting 5 meters in front of you. On the other hand it is a bit of the dev’s fault as well. They almost never poke their virtual faces on this forum.
Traian TranteParticipantA lot of people complain about not being enough stuff to transport around. that can be fixed easily, in about 15 minutes.
Make the passenger wagons and busses and trams carry 25% of the current amount of passengers/cargo. Adjust runing costs to match. adjust tonnage to match. There you go. Now you have lines that require 8 trains where before that 2 were enough.
- This reply was modified 9 years, 6 months ago by Traian Trante.
Traian TranteParticipantquote: That is also the part in these games what I like the most, but in train fever I feel it pointless. What for? The train traffic is so low, that a simple junction can handle it in most cases, to to mention that most of the trains are half empty.
I agree. There’s hadly any reason to make double tracks, as most (90%) lines you can service with just two trains. You only need small double track in the middle and you’re done.
Traian TranteParticipantAnother “top speed” annoying problem. A4 mallard has a top speed of 145 and the only wagon of that time that can match it is the HBI goods wagon. No passenger wagons can go beyond 120.
Traian TranteParticipantYeah, that’s exactly what happened to me several times. One tiny change to the network and some of the trains go nuts.
Traian TranteParticipantTry 4 cities together with 3 fast trains on them.
Traian TranteParticipantAll this could be implemented by modding if only the devs would make it possible so that some city buildings have different demands other than “goods”. We could have an gas station that demands fuel, we could have a grocery shop that demands food, a auto dealer that demands cars, and so on.
Traian TranteParticipantIn my experience, longer lines that connect more cities, (3-6) are more profitable. I can make lots of profit even with putting 5 A4’s on them, wich are very expensive to maintain and on some shorter routes would lose money.
The reason why they are more profitable is because sometimes passenger travel not to the next city, but to the one after that, and not having to wait for a connecting train increases the chances more passengers will go further.
Traian TranteParticipantWhat i do is set a long line , between 3-4-5 cities, make 3-4 signal spacers per segment, but on the last segment, leave a very large piece of track without signals. This forces the trains to space out pretty nicely.
Traian TranteParticipantI do love this game, and play it like crazy, but i have to agree with crossmr a bit. A bit more, actually.
The game at this point is still a beta. But hell, i’d rather be playing a beta than nothing. And patches are coming, slowly, but still coming. So right now, for me, even like this, this is still an improvement from OTTD.
Traian TranteParticipantI think this happens: when you change the network the trains reset and they try to go to the nearest station to resume their course, on the line they were before the change. However, when using constructs like A-B-C-B, sometimes they go to the B that is in the wrong direction and end up on a path they shouldn’t be.
Traian TranteParticipanti’m checking the site every 8 hours for the patch that allows us waypoints….
Traian TranteParticipantOh, uzurpator, i can barely wait for your mod to come up. the balance in this game IS horrid. It seems that there is no difference in acceleration between a loaded train or and empty one.
Traian TranteParticipantWe’ve seen it. I don’t know if the devs have, but most of us saw this.
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