steveb

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Viewing 15 posts - 1 through 15 (of 29 total)
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  • in reply to: [RELEASED] Shinkansen #8997
    steveb
    Participant

    That looks awesome, guys 🙂 Keep up the great work!

    in reply to: Waypoints #8938
    steveb
    Participant

    Well yeah waypoints are needed for that case but you can avoid it thou.

     

    Instead of making the connection there (the one you made for the depot access) i would just branch from the depot over the existing rail and connect it on the other side.

    in reply to: Changing the capacity of vehicles produces varied results! #8929
    steveb
    Participant

    Well that doesn’t make any sense… why divide by 4? There is no relation to the real-world figures since we don’t know if those units are in tones/cm. Besides, the average player will just look at ingame values and not go through the game files to know of that real-world relation anyway. Looks like a bug to me…

    in reply to: Signaling: what can i do with path signals in stations? #8914
    steveb
    Participant

    Ah so the station is a terminal… like an end point. If you have more lines on that station, you might want to start the lines from the other end point and see what platform they chose at ur station with the issue. Am saying not to have all lines starting at one station… maybe that will change the platforms.

    I have that “problem” as well sometimes which is why I always do my lines from one end station to another end station. At least then i can do something about the lines converging on a middle station and ease the waiting time.

     

    Hope that makes sense…

    in reply to: Disappointed… #8890
    steveb
    Participant

    never used McAfee but doesn’t it have an “exclude” feature? to ignore certain applications… you would then just add train fever on the exclude list or whatever it may be called.

    in reply to: Signaling: what can i do with path signals in stations? #8887
    steveb
    Participant

    @drukqs It would help a lot if you provided a screenshot with the line color layer visible 🙂

     

    From what i can tell, you got trains coming & going to / from that station. Are all the trains using the 1st platform where ur train is in there in that screen? Are they on the same line?

     

    If that is so, you can force that platform to be 1 way only and as a result, returning trains will have to go on a different platform. You could use something like this: 1W is a one way signal

     

    <—————————-1W

    <—————————-1W

    1W—————————->

    1W—————————–>

    • This reply was modified 7 years, 10 months ago by steveb.
    in reply to: Changing the capacity of vehicles produces varied results! #8885
    steveb
    Participant

    Am not sure I understand what you mean… you set 17 and ingame it shows 4? Can you take a screen? It does sound like a bug I guess…

    in reply to: Waypoints #8869
    steveb
    Participant

    I agree totally with the need for waypoints OR manual platform selection…

    in reply to: Suggestion: Grass grows on unused tracks #8704
    steveb
    Participant

    Everything is possible… will it be done? Doubtful as there is no point in having unused tracks 😛

    in reply to: [Discussion} Modding the industry #8689
    steveb
    Participant

    Manual placement of industries would help yes… but it is way easier to just allow one building to produce 2 different goods… I’d like the forest to produce wood & rubber for example or a mine to produce iron & copper for example. that would help with my mod lol

    • This reply was modified 7 years, 10 months ago by steveb.
    in reply to: [Discussion} Modding the industry #8678
    steveb
    Participant

    Right now the industry buildings in the cities only accept *Goods*… if we were allowed to add more types of resources that cities accepted then things would be a whole lot different.

     

    We’re also limited to having only 1 type of resource being produced by one industry at a time. I’d like there to be 2-3… why can’t a refinery produce plastic & chemicals out of oil for example? This would reduce the need to spawn way too many industry chains with their own building which might create problems with the number of industries on the maps.

    in reply to: [Concept] Food Industry mod #8377
    steveb
    Participant

    can’t edit posts so: guess am a noob at this and raw goods do work :))

    in reply to: [Concept] Food Industry mod #8369
    steveb
    Participant

    @maicom-mr Hi there! I like your idea. I am building (or trying at least to) a mod for industry. For now am testing out ideas and managed to make a copper mine that produces copper ore obviously 🙂 that will later be used in smiths to make goods or some other second / third chain products.

     

    I am running into a problem as I made my new RAW material (raw materials are those that are produced without any requirements: oil, coal, iron ore & wood). As soon as you create your new material and go test it in the game please let me know what happens 🙂 You should have the same effect i have in my game: factories stop making their final goods. If you wanna chat or exchange some ideas let me know and i can add you on steam.

    in reply to: [Discussion} Modding the industry #8286
    steveb
    Participant

    @douglas Hi there mate! Thx for that tutorial 😉 It has some nice pointers in it but does not help my case… Yes I added new goods in cargotypes and edited the vehicles to transport them.

    in reply to: [Discussion} Modding the industry #7630
    steveb
    Participant

    @starman001 I replaced the art, created my new resource but yeah the mdls are basically copied from the iron mine. Edited the vehicles as well… so am out of ideas atm

     


    @Nivve
    Unfortunately, city needs and goods are hardcoded in the game exe and cannot be mooded as far as I know.

Viewing 15 posts - 1 through 15 (of 29 total)