Forum Replies Created
-
AuthorPosts
-
March 8, 2015 at 16:07 in reply to: Can someone please explain the obscure curved-roads construction mechanism? #17789Person012345Participant
I’m not sure if I understand what you’re asking, but if I do:
Assume the box is an existing piece of road and you want to make a road going off to ahead and left. If you click the end of the road and move the cursor as on the left, you will end up with a sharp turn at the node and a straight road to the destination. If you move the cursor as on the right (forward until it snaps out and then up and to the left) you will get a curved road:
- This reply was modified 9 years, 1 month ago by Person012345.
Person012345ParticipantSure, but the post I was replying to didn’t appear to exclusively talk about modded save games.
Person012345ParticipantTrue, but Kerbal Space Program is/was in early access (as, frankly, TF should have been). Once a game is released, it’s EXTREMELY poor form to void everyone’s save files. It’s expected during alpha development as many large changes are being made constantly, it’s something you have to deal with when playing with an alpha product. It’s NOT something you should have to deal with past version 1.0
Person012345ParticipantNever had this problem.
Person012345ParticipantHow the heck is it too short for freight? You seriously can’t find a way to make a profitable service with trains that delivers freight within 20 minutes?
Person012345Participant@dakdak: I have experimentally used it on one of my cargo lines that has a short route, steepish inclines and a decent number of wagons. It is a tad cheaper than the Ae, easily fits within the 20 minute limit and can transport all the goods so there’s not a need for the speed. On the other hand, would the cost of more wagons (due to longer round-trip time) bump up the cost of running ti to equal the Ae? I don’t know and I don’t really care. Maybe someone could work it out.
Person012345ParticipantaPatch for sure. Ignore the haters. They have done a LOT of great improvements. The traffic is pretty much fixed now, in my experience so that “deleting roads between towns” thing isn’t even necessary and I haven’t -yet- run into an issue when just tinkering with my transport network. Maybe I’ve been lucky, but either way, they will be giving the ability to turn the main connection feature on and off in the next patch anyway.
- This reply was modified 9 years, 2 months ago by Person012345.
Person012345ParticipantShow the setup, screenshots and things. Include the line screen, with the lines in question on it.
Person012345ParticipantDon’t let the door hit you on the way out.
Did you report all these crashes by the way, in the manner that you are meant to report crashes? I’ve never had a problem with the game crashing, personally. Nor with it running particularly poorly (I mean it certainly wasn’t good, but nor was it unplayable in any sense).
There are certainly minor issues I still have with the game and it was DEFINITELY unfinished at release, but the devs obviously have been working to try and fix it and I give a lot of credit for that alone. I have 110 hours in the game, they’ve mostly been fun hours and I’d definitely say that I got my 20 quid’s worth already. Plus I expect to get more as they release more (paid or free) content for the game.
Person012345ParticipantThis whole “main connection” “feature” is EXACTLY the type of thing that I am worried about when developers try to “fix” exploits that people have to go out of their way to implement. I assume it was implemented to prevent people from deleting the main roads between towns and forcing people to use their service but even aside from the fact that nobody wanted that because that exploit itself was used as a fix for broken travel time calculations (which I give them credit for fixing seperately), it’s done just for people who would go out of their way to exploit a game mechanic anyway and it ends up making the experience worse for everyone else who just wants to play the game properly.
Person012345ParticipantYou’re doing it wrong.
Person012345ParticipantYou can get them to use both tunnels by adding each station again. They should choose an unused track for each “lap” but if not then use waypoints too.
Person012345ParticipantWaypoints don’t allow trains to choose a platform as required, it only lets you choose specific platforms in advance.
OP, if you click a signal you can make it 1-way which will prevent the AI pathing through it the wrong way. If you don’t want to do that, there is ALREADY a severe pathing penalty for going through a signal in the wrong direction, if there’s another option available trains won’t do it.
Person012345ParticipantI also think it would be nice if industries shipped to commercial places. Perhaps change generic “goods” to something that industry ships to commercial areas, have a number of processed materials and “industry” will only produce “goods” when they receive 3 or more types of processed materials. Although I think a reworked economic system is something you could get away with putting in a paid DLC, because frankly the base game is adequate as it is in this regard, I wouldn’t expect them to put a bunch of time and effort into creating a whole load of new content for free. it could also maybe include a tweaking of city growth to promote more specialisation. If there’s lots of industry, maybe that would lower residential desirability (makes sense because of pollution). A strong commercial sector could encourage residential growth and availability of “goods” could encourage commercial growth (with industrial growth being promoted by the availability of manufactured goods and transport links). Just some thoughts.
Person012345ParticipantI agree, great update!
-
AuthorPosts