Forum Replies Created
-
AuthorPosts
-
RebletParticipant
Keep in mind you can group nearby stops to show only one symbol.Β This help declutter a bit and also makes it easier to lay out lines.
RebletParticipantHard to troubleshoot without a picture, but making cargo which walks taking your trucks usually isn’t that hard.
So:
- Are the stations actually freight stations? (You won’t be the first one to accidentally place a passenger station on a cargo route. :))
- Are there no missing pieces of road (i.e. your trucks are able to make the full round)
- Is taking the truck actually faster? Waiting time is considered, so you may try adding a few trucks to decrease the frequency a bit.
- Once the line is running, make sure that you have sufficient capacity to actually transport all the cargo. If cargo piles up at the truck stop, the industry will stop using your line again. Best to keep your trucks spaced out a bit (if necessary using ‘Full Load (any)’) to make sure cargo gets removed from the truck stop regularly.
Mixed transport (i.e. Truck -> Train -> Truck) is harder to pull off especially starting from 0 production, but can still be done reliably in my experience. All of the above applies, but especially keep in mind all the waiting times involved. Typically the train takes the longest and also incurs the biggest waiting penalty – so make sure your train is frequent and fast enough. Some simple experiments have indicated you have about 35 mins to get your cargo from source to destination, but your mileage my vary on that number.
If starting an industry chain from 0 production using a truck -> train -> truck route, be prepared to take some significant losses in the first couple of years though!
September 17, 2014 at 16:24 in reply to: Changing the capacity of vehicles produces varied results! #8917RebletParticipantAll capacities are divided by 4 in-game.
Supposedly this is so you put real-world capacities in the mdl file and the game will translate that to TF capacities.
RebletParticipantAre the bus and tram services being used for local transport in your ‘new’ cities?
What seems most likely however is that the travel time from your ‘old’ to your ‘new’ cities is too long. What is the frequency of your single train?
Especially in the early game it makes much more sense to keep distances short, because those trains are pretty slow! If you have two different concentrations of cities on your map it might make sense to first create two separate networks and then join them together if you have sufficiently fast trains (or can run them frequent enough) to make long distance travel attractive.
RebletParticipantCan’t find the texture_cache folder, so I can’t check if deleting that helps.
I was able to get the blotches on a fresh map by zooming in and out a bit – no lines required.
RebletParticipantI observe the same dark blotches all over the landscape. Sometimes they disappear when zooming, then they appear again.
I’m running on an AMD Radeon HD 6950 with the latest stable Catalyst driver (14.4). I will see if I can locate the the texture_cache folder and delete it when I get home.
RebletParticipantSeconded.
Both features would be significant usability improvements and hopefully not that difficult to implement. π
I also agree that I am enjoying the game nevertheless. π
RebletParticipantThe oil well will only start producing if the refinery you ship it is also able to deliver its goods. Also keep in mind that the route you provide for the oil should be short enough (~35 minutes including waiting time seems to work).
If produced cargo is being transported, I’ve seen production increase is generally about 1-2 per month.
RebletParticipantWhat I should have added is that vmax is in m/s… For km/h you would get:
m = P / ( 0.055 * vmax)
Also since those early steamers don’t have a lot of power, I use
m = P/ (0.025 * vmax)
to get a decent train length for those. But they will have trouble will with hilly parts, so best to keep them running in nice flat terrain!
RebletParticipant@ Bartalos
The game apparently uses fairly real railway physics to make the trains roll, so to the only way to answer your question is to use railway physics.
However, a reasonable quick and dirty approximation for the total mass of a given train could be:
m = P / ( 0.2 * vmax)
Where m is total train mass, P the power of the loc and vmax the maximum speed of the loc (or a maximum speed that you find acceptable :).
This should give a train with sufficient oomph to maintain full speed on a 1 degree slope. For hilly tracks, use less carriages. For really smooth tracks, you could add more, but keep in mind the time it will take to reach maximum speed will also increase.
RebletParticipantNice work SpoorObjecten! Love to see some Dutch trains in the game. π
Regards,
Reblet
RebletParticipantYes, I did derive the travel time from the frequency – it isn’t always completely accurate, but I think it’s the same data the game uses to decide whether to use a cargo line or not. π
The most exaggerated example I found was a line with a travel time of 19 mins: one vehicle, no cargo. Two vehicles (freq. 19 mins). Of course, if the travel time is much shorter than 20 minutes, you will always stay under the 35 min and you can basically use any frequency you want.
I have derived all my data from trucks as they are easy to set up next to the industries (to minimise walking time). Do your trains deliver straight from industry to industry? If there are any feeder networks in between you will of course have to include their travel time as well!
Regards,
Reblet
RebletParticipant35 minutes of travel time including waiting (assuming waiting time = frequency /2) is what I’ve observed.
I observed as well that if you create too much of a back up with pickup (even before the station hits capacity) the industry will indeed start sending out its production by foot again. But the industry window will still mention ‘Line Usage: Yes’ and if you pick up enough freight, deliveries to station will continue again.
RebletParticipantInteresting!
I did some further testing and it appears that cargo is indeed affected by frequency, but is willing to travel much further than passengers are.
Based on a few different testing lines I gather cargo is willing to take about 35 minutes (give or take 1 or 2 minutes, tested on medium difficulty, medium map size) Β to get to its destination, rather than the 20 minutes for passengers.
Even in 1850 this makes possible some quite long freight lines with just horse carts!
Hope this helps anyone.
Reblet
RebletParticipantI agree that walking time, speed and frequency are the three variables you can use to influence the maximum travel distance. However the difference between using ‘frequency’ or ‘frequency/2’ as waiting time is pretty significant to judge the viability of a given line (especially trains) as you need to run long trains (consequently at lower frequencies) to get a good return on investment.
I appears that for longer lines the frequency calculation stays the same, i.e. total time for one round trip divided by the number of vehicles. I think the game (thankfully) assumes that our vehicles run at perfect separation. π However, there does appear to be some timing mechanism to determine the actual roundtrip time, once the line is actually running.
With regards to cargo, it seems that this is purely time-based (at least for the primary industries). In the example I mentioned earlier, the oil well’s one production / year spawned exactly on January 1st. π
Regards,
Reblet
-
AuthorPosts