Norfolk_Chris

Home Forums Diamond crossovers, better usability and many improvements

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  • in reply to: Automatic vehicle replacement problem. #19999
    Norfolk_Chris
    Participant

    I”m not suggesting that someone makes a mod, this is a request for Urban Games to make a very simple change in the basic game.  That is, to remove the automatic ‘sorting’ in the vehicle replacement tool, or alternatively make the sorting optional in the game settings.

    The HST was not written by me, sadly I am not a ‘modder’.  It could be re-worked by someone with the necessary knowledge and skills as a multiple unit, but that would be unrealistic as the HSTs are NOT multiple units.   They consist of two separate locomotives at front and rear, with a variable number of trailers (passenger carriages) marshaled between them.  The number, and type of trailers are varied to suit many different individual applications.

    in reply to: Higher Cargo Rates #19676
    Norfolk_Chris
    Participant

    The 20min rule is not appropriate for freight, and it could usefully be changed.  Commodities (coal, iron ore, oil and timber) are not perishable; the time allowed for their transport should either be drastically increased, or  exempted from the rule altogether.

    This would allow long distance haulage of these in long, less frequent freight trains.

    I think this small mod would positively improve the gameplay.  (This would enable the use of the many large freight locos that that are now available.  I have not so far found any useful application for them.)

    Norfolk_Chris
    Participant

    I have noticed this problem most frequently when upgrading a level crossing to incorporate tram tracks.

    As we cannot upgrade the road with the rail tracks in situ (why?) we need to demolish a short portion of track before we can upgrade the road, this probably causes the problem.  This does not always happen, it’s not consistent.

    It looks like the problem occurs when the line path is broken, either by crossing or station upgrades.

    in reply to: Diamond Crossing Dissapointment #19627
    Norfolk_Chris
    Participant

    Yes, it’s double track junctions that we have been campaigning for; they are a common feature of railways all over the planet.  Their most important feature is that they save space in restricted situations.  (See Perchpole’s pic above.)

    Flyovers are very good in separating conflicting traffic flows but the downside is they cost lots of money, and most of all they take a lot of space.

    The lack of this type of junction betrays a lack of basic railway knowledge by the developers.

    Norfolk_Chris
    Participant

    The correct way to signal a passing loop is to provide a single ‘one-way’ signal at the exit end of the loop on both tracks (signal placed on the  RH side of the line in direction of travel).

    Any additional signals will cause problems.

    PS It’s important that the signals are ‘one-way’.  Click on the signals after placing then select ‘one-way’; this blocks the line to trains approaching in the opposite direction.

    Norfolk_Chris
    Participant

    This is persistent problem that also occurs when when upgrading level crossings (you have to bulldoze the track to upgrade the road), or any other track modification.

    This has been reported on numerous occasions.  It needs some attention by the devs to solve the problem!

    in reply to: Diamond Crossing Dissapointment #19448
    Norfolk_Chris
    Participant

    I’m really disappointed that Urban Games mis-understood our requests for a crossing to create realistic double track junctions.  This type of junction is used commonly all over the world.

    How can a game that is all about railways not have this from day one?

    in reply to: Cannot create train routes. #19365
    Norfolk_Chris
    Participant

    This can be achieved by following the procedure:

    1. Pause the game.
    2. Demolish a small section of the railway line that crosses the dirt road.
    3. Upgrade the road to desired level.
    4. Re-lay the railway line across the road, selecting the desired level crossing (if you have a choice*).

    *You will have a choice of crossings if you have installed one, or more of the level crossing mods available on Train-Fever.net.  (Highly recommended)

    Hope this helps!

     

    in reply to: [Bug/Flaw]Blockaded intersection #19315
    Norfolk_Chris
    Participant

    I find that you can avoid this problem by not using tram/bus stations, they serve no useful purpose and just cause problems.

    Use simple stops instead, they work perfectly well in all situations.  A simple rule is restrict each stop to serve no more than three lines only you should be OK.

    in reply to: Trains inexplicabily slowing down. #19223
    Norfolk_Chris
    Participant

    This is one the omissions in the game, there is no way of knowing max line speeds after track has been laid.  It’s a pain!

    in reply to: USA DLC #19184
    Norfolk_Chris
    Participant

    If you select ‘custom’ when starting a new game you can select the European green texture and combine it with all the other US features.  This will give you the green US landscape that you desire.

    You can also have a European desert landscape as found in southern Europe.

    in reply to: Circular Route? #19133
    Norfolk_Chris
    Participant

    The Circle Line is no longer a true circle anymore!

    Trains start at the Hammersmith terminal (well off the circular route), run Edgware Road and then continue round the circle in the CW direction back Edgware Road.  They then terminate there, reverse and  go back round the circle in the CCW direction to Hammersmith via Edgware Road.  [This is shown on the current London tube map.]

    The reason for this is that it hard to regulate the train service (maintain an even interval) on a continuous circular route when that route is shared with other services.

    So circle lines are not a good idea!

    in reply to: Bug – Trains reversing when track is modified #19121
    Norfolk_Chris
    Participant

    I’m sad that we have had no response on this subject from Urban Games.  Blokker_1999 has described the issues that the bug causes very eloquently.  This needs to be addressed!

    Another related issue mentioned is the lack of train line regulation in the game (ensuring that trains run at regular intervals).  This can be done by holding trains at terminals until the correct interval has elapsed before dispatch.  This gives an even service without the need for a timetable.  Perhaps Urban Games could look into adding this feature to the game?  It would be a massive improvement!

    • This reply was modified 8 years, 9 months ago by Norfolk_Chris.
    in reply to: Removing a mod from a saved game causes crash #19086
    Norfolk_Chris
    Participant

    Once you have added a mod to a game, it becomes part of the structure of the saved game.  If you try to remove the mod the game will crash when you try to start the game, it will be looking for non-existent resources.  This is how the game works.

    NB: This does not apply to purely graphical texture mods such as the winter snow (Frosty November) type mods that can be added and removed at any time.

    in reply to: Is encouraging resource growth posable? #18944
    Norfolk_Chris
    Participant

    You will only get production if the destination city has some unmet demand.  If the city’s requirements are fully satisfied they will not take any additional goods, and you are wasting your money.

Viewing 15 posts - 31 through 45 (of 145 total)