Stonelouse

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  • in reply to: TRAIN FEVER'S COMING FEATURES ! #9862
    Stonelouse
    Participant

    signalling is working properly. they’ve just implemented a pathfinding logic that also works in some cases without signals, because not everybody knows what signals do and you would not want thousands of casual players complain about their trains running into each other because they don’t know how to place signals correctly.

    signalling in train fever is actually evolved from previous games in such a way, that in train fever signals work prototypically. but they are just signals, they don’t have an influence on the train’s pathfinding because thats not something that signals do. pathfinding will be much improved very soon with the introduction of waypoints.

    maybe they will improve pathfinding one day so that you can also specify alternative waypoints in order to allow trains to switch to a clear track.

    in reply to: oil and goods #9645
    Stonelouse
    Participant

    are you using the right carriages?

    in reply to: Train consists #9597
    Stonelouse
    Participant

    it depends on the type of cargo and waggons, but a lot of real freight trains run one way empty. are you serious that train cars should manifest themselves out of thin air at every station? that would be ridiculous. train fever is thankfully realistic in this regard and certain trains cars like box cars can (maybe with additional cargos) be utilized better than others like hopper cars.

    in reply to: Train Fever Wish List #9497
    Stonelouse
    Participant

    you can electrify your lines with the catenary tool…

    in reply to: Cargo issues #9491
    Stonelouse
    Participant

    the mod changes the supply chain quite drastically and the supply chain must be working entirely from start to finish for any industry to start producing.

    in reply to: Contour lines #9479
    Stonelouse
    Participant

    please excuse the double posting, but i don’t want this to get lost in an edit:

    i had a mistake in my calculation, now i presume the gradients to be around 4.5 % and 2.25 %.

     

    here is how i came up with it:

    we know that the contour lines are spaced at every 10 height metres. i then built a piece of track at the maximum inclination between two of these lines with the building cost set to 1 $ per metre. i of course bulldozed this piece of track and rebuild it in order to eradicate terraforming costs. it then costs 215-220 $ to build this piece of track, which should indicate its length. then i used pythagorean math to get the angle of the gradient, which turns out to be 2.6°. this then translates to around 4.5 % for the maximum gradient.

    now i don’t know for sure whether there is still an error in there somewhere, but it seems that the trains definately can pull more (at a speed of well over 3 kph) weight than the pulling force figures suggest. it appears that the supplied pulling force might be the force that a locomotive can pull at around half its top speed. at least that about what they did when i tested it with the borsig,g3, ae 3/5 and the nohab.

    in reply to: Contour lines #9450
    Stonelouse
    Participant

    i never took real notice of those thicker lines, but thanks to neldots suggestion i just devised an experiment:

    i just built a rail line to a station at a height of 490 m (so i thought, assuming that water level would be at 0 m), then i ran a train up there. first i thought the achievement would unlock immediately after opening that line, but at first it did not unlock. however, as i ran my train up that mountain, suddenly the achievement was shown to be unlocked exactly 100 height metres before i thought it should happen.

    so that offers two conclusions:

    1. water level is at 100 m

    2. the thick contour lines indeed mark 100 m and thus the thinner lines are spaced at 10 m intervals

    we can also deduct from that, according to some rough calculations regarding height lines and track segment length, that the maximum gradient in train fever is about 7 to 7,5 percent and the medium gradient thus is 3,5 to 4 percent. that translates to roughly 1:13 and 1:27 gradients for those used to uk measureing.

     

    the highest mountain peak on the hilly map that i used to test this is 650 m by the way, so you can definately have high ernough mountains yeol.

    in reply to: Contour lines #9401
    Stonelouse
    Participant

    i’d like to know that as well.

    in reply to: block and path signals, enabling both? #9195
    Stonelouse
    Participant

    there is no dynamic pathfinding, yes. but that has absolutely nothing to do with the signals. all the signals do is that they tell the train whether its line ahaed is clear or not. if the pathfinding was dynamic and there was an alternative clear track ahead, the signals would allow the train to move on. the signals are absolutely fine, its the pathfinding that is limited.

    in reply to: Sep. 18th patch: What is it? #9093
    Stonelouse
    Participant

    its a little hidden, because they don’t make new posts but rather edit the patch notes into the opening posts, but they can be found here:

    http://www.train-fever.com/forums/topic/release-notes/

     

    “Build 4334 (September 18)

    • Added a button to delete savegames
    • Added mouse wheel sensitivity setting
    • Added camera key bindings: tilt with <r> and <f>, zoom with <y/z> and <x>
    • Added emulation for middle and right mouse button: <ctrl> + left => middle, <alt> + left => right
    • Improved compatibility with Mac OS X 10.7
    • Improved screen resolution switching
    • Fixed a crash while building level crossings
    • Fixed a texture loading crash
    • Fixed a crash caused by excess files sitting in folders (“.DS_Store” etc.)
    • Fixed visibility problem of resolution list in main menu (wasn’t visible on small screens)
    • Fixed sound of modern open wagons”
    in reply to: block and path signals, enabling both? #9090
    Stonelouse
    Participant

    they aren’t both enabled because they are not necessary. there do not exist any path or block signals in train fever, there is only one type of signal and that is a main (home) signal and that works like a real main signal does.

    there is no need to introduce artificial signal types that make up for flaws in the signalling logic, because in train fever signals work like they are supposed to do.

    in reply to: Kopfbahnhof mitten in der Linie [Linienbug] #8586
    Stonelouse
    Participant

    das ganze ist problemlos möglich, da hast du irgendetwas übersehen. entweder weiche, signal, stück gleis oder die haltestellen falsch zugewiesen. denk drann, dass alle unterwegshalte zweimal hinzugefügt werden müssen. für den hin- und den rückweg.

    in reply to: [Concept] Food Industry mod #8431
    Stonelouse
    Participant

    marads,

    a supply chain that includes sending grains to a farm that produces livestock and milk, which in turn are send to factories that produce goods is in my opinion too complicated for the current limitations. it  would work, but the complete supplychain must be working at once. so you would need demand for goods from both factories and ship livestock and milk in the same quantities or else it wouldn’t work at all.

    therefore i suggested to keep things as simple as possible and would consider instead creating three supply chains as follows:

    1: crop farm sends grains to mill, which produces goods for the cities

    2: cattle farm sends cattle to meatworks, which produces goods for the cities

    3: deiry farm sends milk to deiry plant, which produces goods for the cities

    in reply to: Trains wont load fully? #8303
    Stonelouse
    Participant

    they could be waiting for a train into the opposite direction.

    in reply to: Are there 1 or 2 types of signals? #8138
    Stonelouse
    Participant

    the game would not need 4 aspect signals in order to allow for switching of tracks. its all in the pathfinding logic, the signal has nothing to do with it. if the pathfinding logic would allow for choosing of alternative paths on the fly, it would work even without any signals at all.

     

    the signals in train fever do four things:

    1. they divide the track into blocks to allow for more traffic on the lines

    2. they determine the place where trains stop if the track or path ahead is blocked

    3. they define whether a track section can be used in both directions or only in one direction

    4. they suggest which side of the track trains should run, even if they are not set to one-way operation

Viewing 15 posts - 1 through 15 (of 84 total)