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StonelouseParticipant
what for? they are not necessary. real signals are “path” signals as much as “block” signals at once, it just depends on where they are placed. its not necessary to use improper designations from openttd to describe train fever’s signals, it only confuses the matter. train fever signals work like real “main” or “home”-signals, they protect a block of track as well as a path through switches in a station or a junction.
StonelouseParticipantit would be intersting to know what the gradient actually are in this game. maybe one of the devs who reads this can shed some light onto it?
if we presume that the height contours are spaced in a logical manner of say 5 or 10 m of height, we might roughly calculate the gradient according to phytagoras from the building costs of track.
just the track costs 50 moneys per metre, with the steepest incline it costs 6800 moneys to go straight from one contour line to the next, which equates to 136 metres. according to phytagoras that makes either 2,1 or 4,2 degree depending on whether the height lines are at 5 ot 10 metre intervals. that again equates to an inclination of either about 3,6 or about 7,4 percent for the steeper gradient. from the looks of it, i would think it is the steeper one.
its abvious however, that even though tractive effort is considered by train fever, it seems not to be calculated 1:1 to real physics. even a strong modern electric is not able to pull too many wagons up a gradient of 3,6 percent, let alone one of 7,4.
StonelouseParticipantit might be influenced also by the length of the segments you have dragged out when building the track. so if you dragged the track a really long way when you built it, it might be that the train is still on that piece of track.
StonelouseParticipanthow much of that 35 minutes is travel time and how much waiting time? did you also check for the real trip time or did you just calculate it from the frequency? because it seems that when you start a line the frequency is often stated a little higher than it actually is.
the results from my own testing are a little irregular. i seem to be able to sometimes create rail lines, which despite having a trip time of around or over 20 minutes (derived from the frequency) are used to transport cargo, but only if the frequency is ridiculously low. so frequency might to have an influence, although its difficult to say how it works really, especially since it seems that with a trip time of well under 20 minutes frequency seems to have no influence at all.
StonelouseParticipantthe scripting is actually the easiest part of it all, since there isn’t much actually. all you need is to copy an existing industry and change its name and the name of the consumed/produced goods, then add these goods to the list of goods and add them in the wagons that should transport these.
since there are some hardcoded limitations to the supply and demand system, i would generally suggest to keep things as simple as possible. so as goods you should use something like “livestock” or “grain” instead of say “cattle” or “wheat” and the final product always needs to be “goods” because thats the only thing consumed by citys and if you would specify any other product you couldn’t create any demand for it at all.
StonelouseParticipantare you talking about 35 minutes of travel time alone or combined travel and waiting time?
in my tests cargo would not travel any longer than 20 minutes, but the waiting time was ignored.
StonelouseParticipantyou can create new industries and products. the production speed and payment will be automatically done.
StonelouseParticipanti’ve tested this for freight yesterday. frequency didn’t seem to matter indeed. lines with a frequency of over 20 minutes but a travel time under 20 minutes worked. lines with a low frequency but a longer travel time didn’t work.
StonelouseParticipanti hope this will be fixed, too.
September 10, 2014 at 22:41 in reply to: Question: Passing loops, trains keep waiting for eachother #7109StonelouseParticipantyou placed your signals in the wrong location. always place signals where you want trains to stop, never place them were you don’t want them to stop.
StonelouseParticipantim afraid that sadly neither payment nor production values can be editet at the moment.
StonelouseParticipantazrael,
i haven’t tried the steam settings yet, i thought it was system settings specific.
the name files can be found in res/config/name. exchange the folders “en” and “de”.
StonelouseParticipanthi mansen,
are you sure that the oldest vehicle sets the age of the whole train?
if you had a brand new locomotive at 0% and the oldest wagon would be a cheap open wagon at 50 years old and you would then have to pay 50% on top of the new locomotive’s maintainence that would be ridiculous?!
StonelouseParticipanthi,
thats already being extensively discussed here:
http://www.train-fever.com/forums/topic/time-running-way-to-fast/
September 10, 2014 at 00:42 in reply to: Impossible to create an industry that only consumes something #6751StonelouseParticipantrick,
the game revolves around transporting passengers and goods by rail. a power plant could be just as much a customer as is the cities industry.
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