simonmd

Home Forums Deadline extension and an institutional investor

Forum Replies Created

Viewing 15 posts - 166 through 180 (of 232 total)
  • Author
    Posts
  • in reply to: Two-way track #15427
    simonmd
    Participant

    The answer is most likely signals. Check you have them at either end of a twin track section at least and if you want to force two way running on opposite tracks, simply make one of the signals one way.

    in reply to: New player, question about map size #15383
    simonmd
    Participant

    Yes, the random feature of the map creator is good and bad. Good, because it stops people making unrealistic maps (towns in a nice line, industry neatly gathered around) but Bad because it places things in REDICULOUS places. Oil well on the TOP OF A MOUNTAIN??? Or for that matter, a refinery, steel mill, etc, who would build one there in real life? Never mind that they seem to have NO relation to what resources are in the area, I’ve seen maps where there was only one oil field but there were THREE refineries almost on the opposite side!

    This is yet another thing they need to work on in Train Fever 2….

    in reply to: New player, question about map size #15263
    simonmd
    Participant

    I agree, I’ve always said that ‘Train Fever 2’ will be something to look forward to. This games major flaw is the core and that means a whole new game, shame because its great fun until it grinds to a halt.

    simonmd
    Participant

    Another one for you. Cars use buslanes! You’ll often see cars driving on them. Oh and please Urban Games, make a duel purpose station so we can have proper branch lines.

    in reply to: New player, question about map size #15248
    simonmd
    Participant

    I agree with the OP about the fact that the performance is ridiculous. THE BIGGEST FLAW in this game is the fact it does not make use of hyperthreading, therefore, ALL multicore CPUs will have trouble handling it once you get anywhere near busy. Most of us cannot even dream of using the games ‘large’ map, never mind anything bigger!

    However, this is also NOT Train Simulator and to expect realistic layouts is mad. Even on the largest map size, the real world would have one, maybe two branch or commuter lines, that’s it. We all stuff in several including multimillion dollar HST networks and it all works and makes a profit!

    I did make a reasonable line on a medium map the other day, had 7 towns with only three of them being served by a HST line and the rest by a commuter line. Looked and worked great ……….. until the lag and drop in frames made it unusable.

    in reply to: Line construction fails after a while #15245
    simonmd
    Participant

    You definitely have a section of track that isn’t electrified and yes, its VERY BLOODY FRUSTRATING! All you can do is slowly go over every meter of the line looking for the gap. Look out for overhead supports close together and pay particular attention to junctions. Use the electrification tool and check each section, eventually you’ll find a bit that goes green, meaning it isn’t converted.

    in reply to: Station request / question #15239
    simonmd
    Participant

    You can use two single platform stations and place them track to track so their entrances are either side, they can then be grouped to act as one. I have done this when building a ‘mainline’ station, so I can have two fast through lines in the centre and a stopping ‘commuter’ line either side. Not sure about a road tunnel under but I have built a bridge over the stations to connect the two.

    simonmd
    Participant

    Nice job, must have taken some time to put that together. Makes me wonder if this game is even Beta, reading the above, looks like Alpha!

    in reply to: Passengers – Cargo algorithm #15189
    simonmd
    Participant

    I have made mixed trains, as I wanted to be realistic, especially in the early years. IT seems an awful waste to have two engines going the same direction. However, mixed stations are not possible which is a major game flaw in my opinion and the march of time is so relentless that soon you have plenty of trade to warrant two or more trains anyway.

    in reply to: New player, question about map size #15187
    simonmd
    Participant

    What he said. Play it for a bit and get busy, then watch as your PC grinds to a halt on your so called ‘small map’. Personally, I think the sizes are great, you need to manage a lot of different things and much bigger would make it more of a chore. However, I lplay on small maps (5-7 towns) as anything larger cant be run after 40 years or so.

    Even a small map can get a reasonable network running, this is hardly SimCity!

    in reply to: UK DLC Idea? #15186
    simonmd
    Participant

    Don’t forget we do have the A4 Pacific ‘Mallard’ already in the game as a nod to British steam. I have no doubt that as more bugs get fixed and time moves on, we will get a ton of UK based content available as the game gets more popular. I too would love to see more British stuff, Class43 HST, APT even and Class 91 Electras for electrified sections. Then how about some classic 70’s and 80’s slam door stock for the commuter routes? Be great to see some 4CIGs or even EPBs running around!

    in reply to: Latest patch (16 Dec) has broken some mods #14860
    simonmd
    Participant

    I’ve also noticed the ‘Balance Mod’ doesn’t seem to work after the new patch.  A shame as it solved a lot of issues.

    edit- Balance mod has been updated to allow for the new patch, I suggest you check the original site you got those mods from to see if the same applies.

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

    Yes and no. Most 3rd party mods will work right away but then some that are more involved (like the cargo mod for example) require a new game.

    Likewise for new updates and patches to the game itself. For example, in the recent 16th Dec patch, I saw the implementation of the improved error messages when building roads / rail right away but I didn’t get other features like the new auto-replace feature until I started a new game.

    in reply to: Railroad crossings (or where is the manual…) #14857
    simonmd
    Participant

    It’s all trial and error, this is what happens when we are asked to pay money to Beta test an unfinished product. However, there are forums like this and plenty of YouTube videos already to help but i’ll try myself if I can with these tips.

    1. Try to get an understanding of how the game ‘works’. All the pieces that fit together, are joined by things called ‘nodes’. These are invisible joins than cannot be crossed by anything else, either road or rail. The only way around this is to move the bit of track you are trying to place side to side until you get a clear indication that it is ok to proceed (the little arrow near the circle you have dragged the rail with will turn green). Also, angle is important. You pretty much need to be at 45deg or less to the road, 90deg is perfect, as too shallow an angle is bound to intersect one of those ‘nodes’.

    2. Do not place stations right up against roads in the first place. Always leave a reasonable gap between the end of the platform and any road you might have to cross. Usually, there will be a change in height between the two and you will get a ‘slope to high’ error message. Also, the further away you are from a road will give you much more room to play with to find a suitable crossing spot avoiding those ‘nodes’.

    3. Make use of the save feature. Sometimes, you can screw things up badly or even just not like the result, so when making major changes, do a save just before so you can go back without wasting your cash.

    4. Experiment, play around but do try different things. Behind the all the flaws is a great game, keep at it!

    • This reply was modified 9 years, 4 months ago by simonmd.
    in reply to: Flexibility of Stations #14856
    simonmd
    Participant

    You obviously missed this thread – http://www.train-fever.com/forums/topic/suggestion-draggable-platforms-placeable-station-entrance/

    I agree, placing the platform on the track AFTER it’s been laid, regardless (within reason) of how curved it is would be an awesome change. Right now, the stations are boring and restrictive, if you can have a curved ‘ploppable’ station in something like CIM2, why not here?

Viewing 15 posts - 166 through 180 (of 232 total)