simonmd

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  • in reply to: Passengers only uses 1 line #14204
    simonmd
    Participant

    I know what you mean and have found the same, I’ve seen the first train be full and leave 20 odd passengers behind and then see them refuse to get on the second train calling at the same stops because its a different line! The best thing to do for now is run a more frequent service from A-E and then a separate service from D to F and G.

     

    in reply to: Why replace old vehicles? #14203
    simonmd
    Participant

    Yes, the above does seem to work, it can be worth even building a short passing loop if it’s a single track line (which it no doubt will be if there is only one train…) and sending the new train into service before retiring the old one. However, this doesn’t help if you only want to replace the engine but keep the waggons so it’s still something the Devs really should address. At least give the player 30-60 secs to re allocate a new train before the system registers that the line has no service.

    in reply to: TFMM – Train Fever Mod Manager #14164
    simonmd
    Participant

    Just wanted to say Thanks, a useful tool! 🙂

    in reply to: General Suggestions #14162
    simonmd
    Participant

    1. Drivers/operators should be visible on all vehicles. It looks a bit silly to see a stage coach or early train, for example, without people driving it. This could be a randomly skinned person operating the vehicle; they don’t even need to be animated, just sitting/standing there will do. Or new people skins who are wearing different uniforms for specific vehicle types could be made.

    YES! This has bugged me since I first got the game, my first impression upon seeing the horse drawn traffic was, ‘woa, got a runaway!’ Same applies to the open cab engines and early trams would modelling some kind of generic figure have been too hard? No need for animation but in a game that shows people walking down the street, I don’t understand this obvious omission.

    5. An option to place gates at level crossings which are dependent on year, and have road traffic actually stop for trains at all types of crossing. Gates in the early years would be manned, while automatic boom-gates could be introduced later on. ……..

    I’m sure this will appear as a mod in due course. Would be nice to have a little signal box next to the gates for a bit of eye candy as well.

    10. Once a passenger/cargo is loaded onto a vehicle, it shouldn’t disappear. Where do they go? Do passengers die or jump off during transit? Does cargo just fall off? I understand when they disappear from the station, they got fed up with waiting, that makes sense.

    Isn’t this something g to do with the 20 min rule? I’m sure I’ve read that if the journey turns out to be too long for the passenger/item then they just unspawn. I hope this can be fixed.

    14. Auto replace old vehicles, providing that the player has enough money and provided that the vehicle’s route passes near a relevant depot.

    Managing the updates better is needed but NO Auto replace thank you, I like keeping some old stock sometimes for the nostalgia.

     

    • This reply was modified 9 years, 4 months ago by simonmd.
    in reply to: Why replace old vehicles? #14158
    simonmd
    Participant

    Ok, ok, crossmr does make some valid points. I’m brand new to TF and nearly dumped it after the first couple of games because I didn’t ‘get it’. I’m a veteran of Simcity4, SimCity 2013 and Cities in Motion 2 so was a bit bemused by what was going on as I expected it to perform like those. If you take a step back and give it a chance though, it will, as I have found, prove to be a challenging and engaging ‘simulation’ that is different from the rest and has the potential to grow with the modding community to something very special and entertaining. You have to remember this is a BRAND NEW game/sim that has been produced by a small indi team. Remember MS Train Simulator way back in the early 2000s? There were individuals and commercial developers improving and releasing content that radically improved it YEARS after its initial release. I’m sure this will have a similar level of growth and mature very nicely.

    Anyway, back on topic! I have found that some lines are best left alone regarding upgrades. I currently have a 1901 loco still earning its keep on a 2008 line hauling oil and goods. So long as it’s figures are in the green, I see no reason to mess with it as I’m worried that retiring it to the depot for replacement will result in demand dropping off once there is no train on the line, something I’ve seen ruin a profitable line before.

    Sure, it would be realistic to have a train eventually break down through old age, but right now, my 107 year old puffer keeps going!

    in reply to: scrolling #14155
    simonmd
    Participant

    This is one of those things that you are pleased to read to know you are not alone! I constantly find the AWSD keys suddenly do nothing, only to re activate after using the mouse for a bit. (oh , and random hitting the Esc key, pounding the ASWD keys, swearing, etc.) 😉

    • This reply was modified 9 years, 4 months ago by simonmd.
    in reply to: Bus lines profitable after 1980. #14154
    simonmd
    Participant

    I think it’s all down to the layout and needs of your particular town as I have recently found the reverse to be true! After unlocking the TGV upon entering the 1980s, I decided to build a high speed line to a town that I had had no direct contact with before. Just for the sake of looking nice, I decided to put one bus on a circular route to connect the entire town with the new high speed line. Amazingly, after only the second visit from the new train, the bus was always FULL (articulated 24 seater) and I had to add a 2nd to cope! Now im in the late ’90s and still both buses are making good profits. I do have the ‘Balance Mod’ installed but don’t think that would influence actual usage like that.

Viewing 7 posts - 226 through 232 (of 232 total)