Forum Replies Created
March 19, 2016 at 20:33 in reply to: Almost 2 years old now, still lacking decent signal system #21442
They always depart from the same platforms, unless there has been a disruption in traffic. Every single train path in real life has allocated platforms etc. Deviations obviously do happen, but that would be quite tricky to program.
In reality on this game, you can manage traffic far more efficiently when you know exactly which path each train will use.March 19, 2016 at 20:32 in reply to: Anyone tried getting Train Fever achievement on Hard ? #21441
Forget goods to begin with, focus only on passengers.
Build longer lines a-b-c-d-c-b and back to a instead of short lines to minimize the waiting times for the passengers.
Play on the big map.
Pay attention to track laying to make it as cheaply as possible.
Don’t hesitate to use full 10 mil loan on building your network.
Aim for 4 minute frequency
That should get you started. Good luck 🙂March 18, 2016 at 00:20 in reply to: Almost 2 years old now, still lacking decent signal system #21431
Some of the things i agree with but:
Station can be rotated with letters M and N, with shift, even more gently.
Dynamic pathfinding is not realistic, hence not implemented in this game. Real life works with predefined routes. Signals themselves are very easy and simple to use.
UI & other stuff i do agree with. There would have been room for improvenemnt but no point arguing about that anymore as the support has ended for this title.
Trick question? Circle line in the Tube is probably the most known one. But i know, in reality there is very few circle lines as they rarely are that practical and no matter what people say, they are not more profitable than good straight line.
I don’t like circulars and they are probably the least profitable to go for.
A-B C circular, both clockwise and counter clockwise, 3 trains on each, one for each city. Total 6 trains.
A-B-C-B and back to A straight line, 4 trains required, same amount of passengers carried.June 20, 2015 at 07:40 in reply to: Line Becomes Nullified When Trains are assigned to it #18909
Your electrification for the line is not complete. Line shows without electric trains as the track is there but when you assing electric trains, they can’t travel on it because there is a gap in the overhead line somewhere.
Well, as a one who has all the achievements done and got 1 billion on my bank account with hard difficulty by 2020 i can’t completely agree. Yes, it needs balancing and quite a bit, but it’s still possible to make lot of money with trains on hard difficulty and on medium you don’t need road vehicles at all.
- This reply was modified 7 years, 2 months ago by Pasi.
Can you make them slightly smaller? I can almost see what’s going on.
And what is the bug then?
Doesn’t happen on my steam version so problem must be you or GOG version. No one else has reported this issue either.
What comes to no path, you have a part missing from your catenary. It probably is just one sleeper long, but a piece anyway. And missing.
Easily happens on station approaches with lot of points or just at the end of the platform. Re check carefully and make sure you get red everywhere with the upgrade tool. If you don’t have discontinuity, then highlighting the line will highlight the station as well. And wise versa.
That 103 issue is something wrong in your game. I’ve never had that problem. Usually there isn’t enough track between the cities for them to reach 200km/h but they would do it if the map would be bigger. 16kmx16km hardly justifies high speed trains…
Buses, well, you are doing it wrong if you have that many buses for so little amount of cities and managed to get them gridlocked.
- This reply was modified 7 years, 2 months ago by Pasi.
Yes, thanks for asking, i have played and i do own A-Train, A-train 3 V9.0, Railroad Tycoon 1,2 and 3, Sid Meier’s Railroads, this, Traffic Giant, Industry Giant and probably some other as well.
Track building itself works just fine, straight tracks come automatically as there is a “snap” function built into the system. You really need to pull quite far to get it curving and that is annoying sometimes but not a major issue.
Now i think you are talking about gradients, the vertical straightness of the tracks and that is little bit different. While the system mostly works well, sometimes there is little bit issues but they are caused by the player. There is a gradient limitations which can not be exceeded and thus if you end up your track on uphil, it needs to first slope to flat before sloping down. Just like in real life. If you insist on building level track or certain constant gradient, you click on that arrow on build tool which indicates the gradient direction (or flat) and you get 2 arrows more, up and down. By clicking those you can manually adjust what happens and when you set it to level for example, it truly will create level track.
The only big annoyance is the uphill automatically created at the end of the level crossing with the road unless you pull the track slightly away from the road while building.
Double tracking is as easy as in Railroad Tycoons for example, you had to manually upgrade the track unless you built it directly to double. On this game, granted, you can’t build double track on one go, but doing it the way this game does it, is not again major flaw but rather minor inconveniece. I tend to start with single track with passing loops anyway and upgrade later on when the need is there.
Upgrade functions could be more user friendly, especially for the overhead lines and high speed track, but not again a major issue. Signals… Who cares, you can’t see them anyway so why would you even bother upgrading them? I used to upgrade to high speed by building completely new tracks and maybe straightening out few sections at the same time, so had to place new ones anyway. Now i just don’t bother with signals, they are what they are.
Station upgrades? Just build a 5 platform station if you are unsure of your future needs. Not that much more expensive to do.
After they make their decision to travel, they don’t disappear. They wait until they get where they were going. Happens constantly on my games. Hundreds of people waiting at the platform, and only people who’s target or origin building is destroyed, disappear.
If it would be the 20 min rule, they wouldn’t travel in the first place.
It really is because their home or building where they were going to doesn’t exist anymore.
Track building works just fine. My grief is that it snaps to straight bit too easy, but it’s nothing one can’t handle.
Gradients are just as steep as you make them. If you want steeper, build shorter sections or manually control the slope.
103 is not bugged, it does go 200km/h but only with coaches able to go 200km/h. If you are restricted to 75mp/h then the limitation is coming from the coaches it’s pulling.
You shouldn’t use the wait for full load so early as it messes up the frequency and travel times. Only when the production is properly running you can use that option to optimize.
Roads can be drawn streight when you start from the end and pull towards the intended junction.
But i do agree with you, TF is very unpolished game