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  • in reply to: USA DLC, 2nd impressions #17411
    Pasi
    Participant

    Same here, when Skylines comes out, that’s it for the Train Fever. Maybe in few months time i’ll check what’s new but considering how sloppy the work from the developers is, i’m not holding my breath.

    in reply to: HOW does the new mod thing work? #17410
    Pasi
    Participant

    I wish somebody would come up with simple step by step quide on how normal user can add mods into the game now and what needs to be taken into account. Like how do i know which mod is supported by a new system and which is not, or wise versa, which mod supports it. I know Gwinda’s TFGM does many things, but is that the only way?

     

    in reply to: After update to new version: significantg error #17409
    Pasi
    Participant

    Again, just very sloppy programming. Unfortunately this doesn’t stop on this kind of issues but the whole game is riddled with things like this, which are very simple UI issues and could have been sorted with careful design and planning. Like pressing the automatic renewal button on the line list. That takes you to the line window, but not to the automatic replacement window which would be the correct, user friendly and logical place.

    Or that the line windows / vehicle windows opened, are always flying all over the screen rather than opening right next to the mouse cursor. Yes, they try to show the direction where the line / vehicle is but i think that’s just by accident as in reality code would like to open it on top of the line / vehicle and if it isn’t in the picture, it can’t be done.

    There was a great idea for the game and many good ideas, unfortunately Urban Games tried to do more than they could and total lack of experience on game development lead to the current situation. Game can be played but it pisses you off frequently with it’s ridicilous ways of doing things and limiting the game play.

    I wish devs would come up and say it openly “Sorry guys, we dropped the ball on this one. Lesson learned, things will be better on Train Fever 2. Meanwhile, please bear with us and work with us while we fix this current game as well as it is possible due to engine limitations”. That at least in my eyes would buy a lot of respect and many things would be forgiven and the preorder for the TF2 could be made without even seeing the product. But should that fail, then it would be game over.

    Urban games, please have a look at Cities: Skylines development team and how they handle everything. That is examplary way of taking care of customer relations.

    in reply to: 4-6-2 Pacific is missing?? #17407
    Pasi
    Participant

    I’ve got some free path issues as well until i realised that now i need to use a signal at the end of the platform. didn’t have to previously but on USA DLC it did have an effect. I was wondering why my trainst won’t proceed to empty station and started investigating it. As long as there was a train on the section after the station but before the next signal, trains didn’t enter the station. After adding a signal right at the end of the platform, leaving train now correctly frees up the platform when it passes that new signal and new train pulls in. Just like it used to work.

     

    in reply to: Have a city with High Pop, and Low Usage. #17047
    Pasi
    Participant

    They will go to the third or fourth city from their home town. But only if your connections allow it easily. Remember, they only go when you give them the option. There is no traffic between the cities before you open up the connection as people in the game doesn’t want to go anywhere as such. They go where you want them to go.

     

    in reply to: I give up, Train Fever is dead! #16894
    Pasi
    Participant

    It would as this game uses almost 4 gigs on its own. Hence part of it in your system gets to the swap file which is on a normal HD very slow.

    But having said that, before the latest updates it used to stutter badly on my system too after say 60 years, depending on how heavily i built and cities grew. And i have 32GB ram and 512GB SDD so it’s not about that. Never tried with the latest patches as i can’t get interested enough to play this game again.

    in reply to: I give up, Train Fever is dead! #16669
    Pasi
    Participant

    Harsh? Yes. True? Yes.

    This kind of quality level belongs to early access products and together with community it gets finalised. But unfortunately now it was sold on full price and considered being in condition for the release. Which is incorrect, even today it barely is releaseble product.

    It has great concept and some great ideas but it’s just so clear that there is no proper plan, management and testing in place. At all. Small team is not an excuse. Being computer game is not an excuse. How pissed of your guys would be if your car would be as broken as this game is? When people pay for the product, it needs to be as good as it can, and not somethig what a bunch of beginners got together with bubblegum and hope to cash in. I know it’s hard to take this sort of criticism and time consuming, but you can barely see a comment from developers on other stuff than technical issues.

    I haven’t played this for a week now and can’t force myself back to playing it anymore. It’s just too frustrating experience. Almost 300 hours in game does prove that i gave it a good go and managed also to enjoy it occasionally, but it’s far far from well thought finished products. I mean, game engine for train game which can’t even understand underground spaces and thus the tunnels have black curtain on them? And the curtain can not be built underground and hence the tunnel portals end up looking like shit. Just a small thing, but proves where the problems lie…

    I would love to see train fever 2 with proper maps and all these issues sorted out. I’d be willing to test it for free as much as needed. But it would not get my money again until it would be proven to work as expected.

     

    Pasi
    Participant

    Balance mod works this out reasonably well. The biggest issue is that anything moving on the roads has too much capacity. Whilst the realistic capacity for trains is divided by 4 to get the game capacities, same doesn’t apply for the trucks and horses for example. Or do you really think that couple of horses used to pull 16 tonnes? Even the latest 40 tonner truck has too much capacity in it, it should be closer to 8, if we assume 40 ton total max weight.

    For the building costs, i’ve changed my costs.lua to make it harder:

    function data()
    return {
    — per m^3
    terrainRaise = 20.0,
    terrainLower = 25.0,

    railroadTrack = 1000.0,                — per m
    railroadHighSpeedTrack = 2500.0,        — per m
    railroadCatenary = 1500.0,            — per m
    railroadSwitch = 250000.0,            — per instance
    railroadBridge = 1000000.0,            — per instance
    railroadBridgeVol = 5000.0,            — per m^3
    railroadTunnel = 2500000.0,            — per instance
    railroadTunnelLen = 100000.0,            — per m

    — fraction of the road cost
    roadBusLane = .5,
    roadTramLane = 1.0,
    }
    end

    These prices will force you to think carefully how to lay out your tracks along the contours of the landscape to minimze the cost.

    in reply to: [Suggestion] Better pathing (Fastest free route) #16120
    Pasi
    Participant

    No. According to game rules it follows the typical real life situation. Each train has allocated path in real life and if the platform isn’t free, then it waits. Very rarely they allocate what ever platforms to the trains as that would mess up the schedules. Granted, game doesn’t have schedules but otherwise it is pretty realistic approximation of how things work in real life. Ideally line should be done to each train separately to replicate the real life. That probably don’t work in the game though due to 20 min rule.

    in reply to: Changing your costs within TF #16069
    Pasi
    Participant

    I know. That’s why i increased my costs heavily. 😉 Gives more challenge and you really need to focus and think how to do your lines when you can’t just cut across where you want since tunnels are tens of millions even on short lengths.

    in reply to: Changing your costs within TF #16060
    Pasi
    Participant

    This is my version which seems to be quite the opposite of yours.

    function data()
    return {
    — per m^3
    terrainRaise = 20.0,
    terrainLower = 25.0,

    railroadTrack = 1000.0,                — per m
    railroadHighSpeedTrack = 2000.0,        — per m
    railroadCatenary = 1000.0,            — per m
    railroadSwitch = 250000.0,            — per instance
    railroadBridge = 1000000.0,            — per instance
    railroadBridgeVol = 10000.0,            — per m^3
    railroadTunnel = 2500000.0,            — per instance
    railroadTunnelLen = 100000.0,            — per m

    — fraction of the road cost
    roadBusLane = .3,
    roadTramLane = .9,
    }
    end

    in reply to: Entire town now part of the Main Connection – help? #15969
    Pasi
    Participant

    Forgot this one: http://steamcommunity.com/sharedfiles/filedetails/?id=374295531 Building the bridge caused that right most curved road to appear.

    in reply to: Entire town now part of the Main Connection – help? #15967
    Pasi
    Participant

    Let post this here too:

    http://steamcommunity.com/sharedfiles/filedetails/?id=365263326 Bridge not possible.

    http://steamcommunity.com/sharedfiles/filedetails/?id=374286491 Excellent AI road…

    http://steamcommunity.com/sharedfiles/filedetails/?id=374286758 Tunnel build 1

    http://steamcommunity.com/sharedfiles/filedetails/?id=374286890 Tunnel build 2, buggy as hell.

    http://steamcommunity.com/sharedfiles/filedetails/?id=374287049 Road you can delete

    http://steamcommunity.com/sharedfiles/filedetails/?id=374287200 Need bypass

    http://steamcommunity.com/sharedfiles/filedetails/?id=374287539 Tunnel bug

    As it seems that the game engine doesn’t allow hollow spaces underground, like tunnels, that leads into those tunnel end issues.

    It’s quite clear with all this kind of issues at the game that It’s far from well thought well polished game. Devs should step up and admit that it’s still an alpha at it’s best and should not have been released for at least another year. And that they didn’t plan what they set out to do well enough. Harsh, but true. I really really would like to like this game, but more you play, more you get frustrated with its shortcomings.

    Care to comment Mikael?

    • This reply was modified 9 years, 3 months ago by Pasi.
    in reply to: Who use trains for cargo? #15960
    Pasi
    Participant

    I did give it a go but there is few things which don’t work so well. Weight for the passenger coaches are too low (i know, improves acceleration) and the maintenance costs are way too low for locomotives. After all it should include capital expenses, maintenance costs, salaries for both maintenance and engine drivers & fireman and of course fuel.  But what comes to the load sizes, on that it does work well with much more realistic results than the game itself.

    in reply to: Who use trains for cargo? #15957
    Pasi
    Participant

    Seems that the biggest problem lies in the way vehicles are configured. Which doesn’t make sense. Realistic train loads, like 60 tons of oil is divided by 4 to give a load of 15 in the game. Same applies to passengers etc. Real life / 4 = game capacity. However, this is not the case with road vehicles and gives an unfair advantage and hence the imbalance. 40 tonner truck is said to carry 20 tons load which comes from capacity 80 divided by 4. Now in reality we would be more in the ballpark of 24 tonne load on 40 tonner truck. Which would give capacity of 6 in game. That would be much more inline compared to trains. Doing this change would rebalance the game and trains would be the solution more often for large quantities.

Viewing 15 posts - 46 through 60 (of 91 total)