simonmd

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  • in reply to: no start Lua error #14649
    simonmd
    Participant

    Do you use Mod Manager? If so, disable ALL mods, start up, then re enable them.

    in reply to: Railroad crosses is missing and are needed! #14648
    simonmd
    Participant

    I’ll second the above, especially the double junction. What a PITA it is to split a set of double tracks at the moment! If you can do it in something as relatively simple as Cities in Motion, this is a BIG omission from TF.

    in reply to: Variety of products is required. #14647
    simonmd
    Participant

    There is a ‘cargo mod’ that gives you much more variety in freight, however, it does require items to be linked together in order which can become very frustrating due to the totally random placement of industries.

    in reply to: Can resources run out? #14624
    simonmd
    Participant

    Yes, I’ve seen that in the past with two Ore mines connected by the same rail line to the steel works. The 1st was producing so well that the train was full or nearly full at it’s second stop so the closer of the two shut down with stock still on the platform. Once I realised, adding more wagons to the train solved it.

    However, this is not the case here. In this situation, I have two ore plants feeding a steel/iron plant. One is independent, just sending a few by road, the other has a dedicated truck line as it’s pretty close so as not to warrant a rail link. The trucks were coping happily and production was around the 10-20 mark before winding down to nothing. Strange but maybe it is something to do with the ‘cargo mod’ as I’ve read it can muck about with how the game treats cargo as a whole.

    in reply to: Can resources run out? #14563
    simonmd
    Participant

    Like I said, nothing changed. The route was pretty short as well so apart from a bug caused by the cargo mod, can’t see what else I could do. I couldn’t increase freq’ as no cash to buy more stock.

    in reply to: How do you ship plastic? #14559
    simonmd
    Participant

    I’m assuming you have the ‘cargo mod’ installed so you have plastic? If that’s the case, it’s classed the same as goods so any of the standard boxcars will carry it. You should see plastic listed as a cargo in the ‘buy trains’ page from the depot on the boxcars.

    simonmd
    Participant

    Yes, good idea, surely something that could be easily included.

    in reply to: Multiple capacity bug #14556
    simonmd
    Participant

    Yes, I believe this is pretty well known, although, is pretty handy when transporting raw materials to a steelmill… ahem!

    Also with road trucks, they can transport a full load of each item so even the early trucks can end up with several different items.

    simonmd
    Participant

    Things like this always make me wonder. If the ‘full load’ order mucks up the line and industry production……. WHY IS IT IN THE GAME???????? It’s just ANOTHER example of the fact that this is little more than a Beta version and the devs did not think it through or test it properly. If this was a product that was on a shelf in a store, you would be justified in taking it back and getting a refund, however, at the moment we have to put up with frustrating things like this.

    The ‘full load order’ is a classic example of how the Devs just rushed this through without giving it proper thought. It is FAR more efficient to have a full train make one trip then sending a train with 1 or 2 items several times, yet the game thinks the later should be the way to do it, CRAZY!

    Oh well, you know what I’m going to do now?  Deep breath…….. count to ten……….. reload TF for ANOTHER game!

    in reply to: trains age faster than game age?! #14528
    simonmd
    Participant

    Good plan, another tip is remember the pause button and make use of it wisely. I usually try to build my depots at or very near the end of the line, usually right on the end of the platform. That way, the train can come in, drop passengers (finger MUST be hovering over the ‘send to depot’ button), as soon as you get the green money appear for the load dropped off, click send to depot, then, pause as soon as it disappears in the depot. You can then take your time swapping wagons, selling, buying, etc. and you’ll be within the 3 sec rule. This is a good tip if you don’t have the cash to buy a new train before selling the old one or if you just want to add a wagon / coach or two to the existing trainset.

    • This reply was modified 9 years, 4 months ago by simonmd.
    • This reply was modified 9 years, 4 months ago by simonmd.
    in reply to: New to Train Fever, worth buying? #14514
    simonmd
    Participant

    Richie, youre right, the balance is TOTALY wrong, however, there has been a mod that has been out for some time now that fixes it. Its called strangly, the ‘balance mod’ and is here – http://www.train-fever.net/filebase/index.php/Entry/535-Balance-Mod-UPDATED/

    To me, the game is unplayable without it and it also adds a bit more variety to the rolling stock in the early years too.

    in reply to: (Suggestion) Can we have dedicated light rail lines? #14513
    simonmd
    Participant

    You may have seen in another post that I referred to a similar setup where I had closed an unprofitable line and replaced it with ‘light rail’, with trams running on buslane enabled country roads. It works pretty well like that but to be able to have the transition from road tram tracks to proper rail lines just like in CIM2 would be cool. However, I doubt this is possible as the games core has roads and rail as separate items that can’t be merged, what could be done relatively easily though would be to introduce another road texture that looks like a normal rail line with sleepers and ballast. The only drawback here would be that you would not be able to simply use the existing track from a closed branch line, you’d have to pull it up and re- lay it. Mind you, that is how a lot of modern light rail networks were constructed anyway so not so bad.

    in reply to: Is The TGV Ever Profitable? #14502
    simonmd
    Participant

    At the time I posted the above, I hadn’t unlocked the duelstox as I was still in the late ’90s but im sure I would have yes once introduced. The problem is that the TGV takes ages to get to top speed so the 200kph trains like the Duelstoxm, FLIRT, etc. can usually keep up. The TGV is great eye candy though, even if it does look VERY 80s! Would be nice to have some modern stuff like the Eurostar or even the duplex TGVs for example.

    in reply to: Huge trucks #14490
    simonmd
    Participant

    Road Train Fever?

    in reply to: Universal Stations? #14482
    simonmd
    Participant

    Thanks for trying guys, I was kind of hoping there would be a simple line in the model file that would enable ‘pass=true, cargo=true’ to be enabled but seems its a bit harder unfortunately.

    Things like this do bug me about the game, if it was purely a present day simulation where mainly container traffic is used, fair enough but for a game that spends most of its time pre-war, its daft. Apart from main line services, most stations would have been duel purpose to some extent in the steam era. Why didn’t the devs just have a universal station and give us the choice of two visual models?

Viewing 15 posts - 196 through 210 (of 232 total)