Norfolk_Chris

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Viewing 15 posts - 91 through 105 (of 145 total)
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  • in reply to: Suggestion: "Upgradable" station #16956
    Norfolk_Chris
    Participant

    This sounds like a good idea!  +1

    in reply to: Hide #16904
    Norfolk_Chris
    Participant

    Yes a ‘hide interface’ key as in CIM2 would be a useful and easy change to make.   Could it be added to the next patch?

    in reply to: Too many industries #16903
    Norfolk_Chris
    Participant

    What size map are you using?  I’ve built a dedicated freight line less than hallway across a medium map with two  100km/h trains and it failed!

    The 20min rule needs extending for freight.  Perhaps a rule-set editor as in CIM2 would be the answer.

    in reply to: Too many industries #16872
    Norfolk_Chris
    Participant

    I agree with the suggestion for fewer, larger industries.  But to make this work successfully the 20min rule will need to be increased to allow for the longer traveling times.  The 20min rules is already too short for freight!

    in reply to: Multi Combined lines? #16781
    Norfolk_Chris
    Participant

    You need to connect your steel mill to town that has a deficit in it’s goods requirement.   It’s important to have a customer for your steel mill’s products.   If there’s no demand there will be no production!

    Norfolk_Chris
    Participant

    There is a new ‘TF Vehicle Edit’ tool now available on Train-Fever.net for modifying vehicles attributes such as availability dates, capacity, speed etc. for both mods and plain vanilla vehicles.

    Highly recommended, it’s much easier than editing the *mdl files.

    You can download it here: http://www.train-fever.net/filebase/index.php/Entry/756-TF-Vehicle-Edit/

    in reply to: My experience with build 5068 #16612
    Norfolk_Chris
    Participant

    The new patch 5080 claims that doors on trains will now open only on the platform side at stations.  The compartment stock that I am currently using (currently 1898) still open on both sides at stations.  Has anyone else noticed this?

    • This reply was modified 9 years, 3 months ago by Norfolk_Chris.
    in reply to: Please improve performance of double track #16562
    Norfolk_Chris
    Participant

    You can specify the exact path your trains take by using waypoints.  You can insert specific way points (signal menu), or use any signal.  You map the waypoints in the same way as you map stations when mapping the line.  I works, I use this method all the time to avoid the problems you are having.

    Norfolk_Chris
    Participant

    There are two more things that I would like to see added to the game; in order of importance:

    1. A additional slower time/speed setting.
    2. Separate tram tracks that are not on road and look like conventional train tracks.

    I don’t think either of these would be difficult to implement.

     

    in reply to: depot loco selection #16332
    Norfolk_Chris
    Participant

    If there are more than 8 choices on the list you can reveal them by right clicking on the list, then using your scroll wheel to move up and down the list.

    in reply to: Camera Suggestion #16172
    Norfolk_Chris
    Participant

    That’s a good idea!  Suggest you add this to the pinned Suggestions/Fixes thread above.

    in reply to: Suggestions/Fixes #16097
    Norfolk_Chris
    Participant

    I would like to add another three suggestions.

    3rd rail electrification.

    There are already some 3rd rail electric trains available as mods on Train-fever.net, currently masquerading as diesel trains.   It would be nice if they could run as intended, as electric trains.  There is also a large  network of 3rd rail (750VDC) in southern England, so there are plenty of trains that could be added to the game.

    Electrification & Line De-bugging tool.

    Many people find that small gaps in the electrification (& track) cause problems for many players.  A tool to highlight the gaps would be greatly appreciated.

    Signals in tunnels & on bridges.

    We cannot currently add signals either in tunnels or on viaducts.  This can be a problem on busy lines with long tunnels or viaducts.

    • This reply was modified 9 years, 3 months ago by Norfolk_Chris.
    in reply to: British Trains, buses and lorries #16009
    Norfolk_Chris
    Participant

    Thanks, your suggestion worked!

    in reply to: British Trains, buses and lorries #16002
    Norfolk_Chris
    Participant

    I have tried looking in steamapps/common/trainfever/res/models/model/vehicle/train as suggested.  My system says that the folder is empty?

    Any suggestions? I install most mods using TFGM mostly, and the few that are incompatible I use TFMM.

    in reply to: Suggestions/Fixes #15831
    Norfolk_Chris
    Participant

    Simple ‘X’ crossing

    We really need an ‘X’ crossing for railway lines to enable compact double line junctions.   This is a massive omission in the game.  There construction could be expedited by the suggestion below.

    Double Track Construction tool

    A double track construction tool would be a valuable addition to the game.  This would make the construction of ‘skew’ bridges (at angles much less than 90 degrees) over roads, rail lines and rivers.  It would also be used to create double track junctions (as above).

    Creation of Over/Underpasses

    Creation of railway over and underpasses using the ‘m’ and ‘n’ keys as currently used for road construction.

    Terminal Stations

    These would incorporate buffer stops and road access located behind the buffer stops.

    Light Rail

    Can we also have light rail tracks (similar to railway line) that can be exclusively used by trams.  This would enable the construction of interurban light rail lines.

Viewing 15 posts - 91 through 105 (of 145 total)