Pasi

Home Forums Performance boost and a large list of improvements

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  • in reply to: Who use trains for cargo? #15318
    Pasi
    Participant
    in reply to: Who use trains for cargo? #15315
    Pasi
    Participant

    http://steamcommunity.com/sharedfiles/filedetails/?id=364510493

    http://steamcommunity.com/sharedfiles/filedetails/?id=364511010

    Oil to the refinery, goods back to oil well, disrtibution with lorries from there.

    • This reply was modified 9 years, 3 months ago by Pasi.
    • This reply was modified 9 years, 3 months ago by Pasi.
    in reply to: Help! Vehicle/Road questions :D ?!? #15313
    Pasi
    Participant

    Congratulations. You’ve found two most liked features on this game 😉 Nothing you can do about them. Upgrade may work with bypass but still leaves and odd angle to the road. Grea that this feature was introduced. Pisses people off who try to make nice and tidy networks but at least nobody can cheat anymore! Hah… Just stop your buses or park a train across the road and result…

     

    in reply to: Who use trains for cargo? #15312
    Pasi
    Participant

    Even on hard difficulty trains make bucket loads of money.

    For the passenger trains you should create full lines which span at least 6-7 stations and run it with 3-4 min frequency. Then branch of couple of shorter branch lines like 2-3 cities in each and you are rolling in riches.

    But first you need to consider where you want this line, start it out with horses and later upgrade them to buses and from Mack you should change over to trains providing you have the money to do at least 3-4 cities on one go. How the game works is that there is no demand for travel before the option is offered. When it comes, there is no limits, other than 20 min rule, where people will go. i’ve had people living in city 1, shopping at city 2, working on city 3 and leisure on city 4. And city 4 has been at the end of the branch line, i change and 2 stations away from the city this person lived.

    With goods things are bit different, but if you use a steel mill, feed it from coal and iron mines with trains to make the basic profit. Then have the goods delivered to 2 or 4 cities by train. Cities, which are part of your passenger network and with local buses / trams to keep them growing. Then run the goods delivery on 1 or 2 trains, serving 2 cities each. Pendel the train to swing between 2 cities via factory. So line looks like City1 – Factory – City2. This way you keep a good enough frequency and maximize the usage of one train. My goods train on hard difficulty made 1.5mil profit yearly, and combined iron/coal feeders made 3 million. Passanger trains made between 3 and 12 million per line.

    On medium difficulty and large map, i managed to pull 90 million profit yearly only on passanger trains. Had 5 longer lines and 3 branches. Can post the pics if people are interested to Steam and write a little explanation how it was done.

    Pasi
    Participant

    “Regarding that vehicle depreciation, 10 years might be ok for trucks and buses, but trams and trains certainly need longer lifespans where 25 to 35 years are more normal.” – financial  depreciation has nothing to do with lifespan. It is just financial method/tool for lowering/tear down the value of a property.

    Exactly what i meant. No rolling stock company or railway company depreciates their vehicle value to zero within ten years. Usually it is somewhere between 25-35 years depending on the rolling stock. Depreciating them to zero so quickly would give tax benefit but lose all the assets. And since running a railway is far from lucrative in the real world (operating profit including govenrment supports are usually around 1-3% from the turnover) there is no need, or possibility,  for massive depreciation values. Hence the depreciation follows pretty closely lifespan of the unit.  In the game i managed to pull 89.5 million profit in one year from 136 mil turnover, which doesn’t make any sense. Running costs are way too low compared to the income and especially purchase prices are too low on anything. 16k for a level crossing what usually costs around 250k to 400k to make in the real world…

    Sorry for this slight off topic, it is relevant for the improvement but can’t be classified as a bug at the moment. More like missing feature which would be nice to sort out later.

    • This reply was modified 9 years, 4 months ago by Pasi.
    Pasi
    Participant

    I would like to add

    UI: Scroll bars are actually proper size and work as a scroll bar. Would be faster and easier to for example find the vehicles in the long list of locomotives and wagons.

    Edit: UI: standardize the window sizes etc. It’s pain in the back side to sell vehicles at the depot when the X keeps jumping around or move vehicles between the trains as the length of the vehicle dictates where the up and down arrows and the sell button are. Same problem repeats all over the UI. Keep things fixed.

    UI: Don’t open the line windows to that side of the screen, and partly off the screen to indicate where the line is. Frustrating to pull them back into view to be able to see it completely. Especially now with auto replace you need them quite often.

     

    —-

    Regarding that vehicle depreciation, 10 years might be ok for trucks and buses, but trams and trains certainly need longer lifespans where 25 to 35 years are more normal.

    • This reply was modified 9 years, 4 months ago by Pasi.
    in reply to: New player, question about map size #15191
    Pasi
    Participant

    Pollux i’m so with you on this one. What i would give to get a full map of the UK for example in right scale so i could run my commuter services in and out from London whilst having Pendolinos reaching out to Manchester! Now there is trains in this game for both, but no real possibility to use them.

    Pasi
    Participant

    He has a point. i’d love to roll back to the version without Main connection fiasco 😉

    in reply to: UK DLC Idea? #15149
    Pasi
    Participant

    Yes please, would love to have Virgin Pendolino or HST in the game!

    in reply to: A pleasant surprise: Initial impressions #15148
    Pasi
    Participant

    Same here. It took a while to realize that the running and reverse texts are actually buttons. Or that there is 6 types of streets and roads to build.

    Just remember, that cargo simulation is based on demand. Nothing happens unless there is demand for it. So steel factory must have demand for the goods first before it produces anything. And mines will only produce enough to meet the demand. So build first the truck routes from the factory to 3-4 cities to bump up the demand and start with trucks on the coal and iron feed as well. Only when things get big, change them to trains.

    For passangers, build your train lines at least 5-6 cities long and aim for the frequency around 3-4 minutes. That seems to work quite optimally. More frequent than that and your expenses go up without getting more income.

     

    in reply to: Idea for the build tool #15147
    Pasi
    Participant

    LB and gGeorg you got the idea exactly! That would make the whole game play so much more interesting and frustration part would be left out 😉 And i never meant that it would have to be done right now, rather just at some point and maybe as a DLC like mentioned. As long as it comes at some point, maybe even in Train Fever 2, if it can’t be easily implemented on this.

    But for now, main connection bug should go and routing algorithm should be improved amongst several other urgent issues. It pisses me off to try to get the bus routes to work correctly, rather than have buses to go around the block first before stopping, on the wrong side of the street etc.

    in reply to: [Need Help] Performance Drop, Mid of Month #15146
    Pasi
    Participant

    Just wait until your game world gets larger and the end of the month takes 10 seconds… It seems that every 2 weeks there is some major calculations about city growth, transport routes etc. rather than tracking them all the time. Which means there is nothing we can do to help the performance, other than keep it small 😉

    Pasi
    Participant

    I got the same, all roads in a city are main connections and no upgrade, tram tracks or bus lanes are allowed. Excellent timing for this update as it now spoiled so many Christmas holidays.

    in reply to: New Update (16th Dec) & Performance #15094
    Pasi
    Participant

    I was surprised to find out today that this game actually uses only 1 core. Can anyone else confirm this?

     

    in reply to: Open Letter to Urban games #15093
    Pasi
    Participant

    Signed. Also many many other things needs fixing before this game is actually considered as a release version, we still are using a beta version. Which was sold to us on full price…

Viewing 15 posts - 76 through 90 (of 91 total)