Person012345

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  • in reply to: Coal instead of Iron-Ore ?.. #20036
    Person012345
    Participant

    Re: The convo above, these are the trains in my area: https://www.youtube.com/watch?v=8ROKQ0-lo9E

    Clearly the department of infrastructure doesn’t know how the auto-upgrade function works.

    (Also yeah, it’s narrowgauge)

    • This reply was modified 7 years, 5 months ago by Person012345.
    in reply to: Coal instead of Iron-Ore ?.. #20035
    Person012345
    Participant

    Before the upgrade it really put me off to see 5 or 6 buses in a row glogged up behind personal cars that were driving on the bus lane ! Is that still happening when car traffic really gets going ?

    I don’t know because my experience is that they solved the clogged up traffic problem. I had a game where everything was packed solid with cars, but after they released that fix it all cleared up and I haven’t had any real trouble with cars clogging up cities again so I can’t tell you if they clog up bus lanes still.

    in reply to: Coal instead of Iron-Ore ?.. #20029
    Person012345
    Participant

    Actually, there was a change that made cars take into account traffic. If too many people are driving a road and it gets clogged, now people will decide “that takes too long” and take the train instead. Although I’ve never had issues with lack of train ridership, maybe you should increase the frequency of your buses and/or trains so that people aren’t waiting too long. Trains are still faster than cars, especially with speed limits.

    in reply to: BASIC FIXES needed #19980
    Person012345
    Participant

    This is more a list of your grievances (which is fine). I would say the “basic” broken things would be things like the fact that there is no carriage in the A4’s lifetime that can allow it to achieve it’s top speed (unless you have the DLC and have mixed train themes). Or the fact that the road cargo stations in the game don’t have enough capacity to fully load a 40 ton truck. Unless these things were fixed (I know the A4’s problem is still there, I haven’t gotten to the 40 ton truck age yet).

    in reply to: Road bridges Broken? #19979
    Person012345
    Participant

    Alright, thanks. I must have misremembered, I probably used the N/M thing as suggested above before. the workaround looks more aesthetically pleasing though.

    Person012345
    Participant

    @isidoro Yes, well the game doesn’t perfectly simulate an economy and it never will. I find it unlikely an AI will be added so we work with what we can.

    in reply to: Bug after save #18084
    Person012345
    Participant

    you just have to click back on the game.

    Person012345
    Participant

    I said the drop off would increase as time went on. You wouldn’t even need to make old ones disappear (although they still could because they aren’t being manufactured any more) because they’d be getting such harsh penalties for being slow that they couldn’t be profitable later on (except for certain goods that don’t care as much, in which case it’s perfectly fine to have a certain level of outdated equipment running). I don’t even understand what your issue is.

    in reply to: How long is too long? #18060
    Person012345
    Participant

    The frequency is how long the cargo expects to wait at the station. You then need to consider how long the cargo will take to get to it’s destination (the train journey and the “walk”) and add that to the frequency. 11 minutes is too long, look at halving that. Yes, if the line is longer than 20 minutes (though 20 minutes is a decent amount of time, assuming any kind of modernish train it should be able to get anywhere in that time, not so much the earlier trains maybe) then it won’t work, try a closer industry.

    Person012345
    Participant

    @isidoro: TF should use a system like simutrans (and maybe TTD?) where you get a bonus for delivering quickly/penalty for delivering slowly (in that case based on average speed I think, but maybe absolute time would be better) and it drops off faster for perishable items and passengers than it does for things like coal and iron. If the time constraints got progressively harsher as the years went on then obsolete vehicles would be undesirable later on.

    Person012345
    Participant

    PDS didn’t develop Skylines, Colossal Order are the developers, Paradox simply publish the game.

    in reply to: Offline playing #17798
    Person012345
    Participant

    It’s not steam’s fault (at least not exclusively). Most games can be played fine if you go offline can’t they?

    Something interesting, if this is an option for you OP, it does seem to work if you first put steam into offline mode (which you should then be able to keep it on for the most part). So if you do that when you don’t have an internet connection then maybe it will work?

    in reply to: Offline playing #17796
    Person012345
    Participant

    I can confirm this and notably, apart from not allowing you to play the game, it also means you can’t exit the game (normally, anyway, you can still alt+f4 or ctrl alt delete it).

    Person012345
    Participant

    Each section curves depending on what angle you initially drag it out at (which one it snaps to) and where you’re going. To control how much the road curves in certain places you just do it section by section. Sorry for the triple post, for some reason it won’t let me edit my other ones.

    Person012345
    Participant

    Oh, and if you drag it to the left until it snaps out, then up, you’ll get a sharp left then a curve in the opposite direction.

Viewing 15 posts - 1 through 15 (of 115 total)