Stonelouse

Home Forums Diamond crossovers, better usability and many improvements

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  • in reply to: Terrain options #6671
    Stonelouse
    Participant

    the buildings are the same tylerE.

     

    azrael,

    i know, my game is actually running in english. however, in order to have german names i need to fiddle with the files themselves, when that should be optional. there is not even an option to change the game from english to german in the settings.

    in reply to: Inspiration for others (share your network!) #6653
    Stonelouse
    Participant

    thats a really nice and realistic style of building your tracks, well done!

    in reply to: Terrain options #6648
    Stonelouse
    Participant

    the town names are only english if your system is set to english…

    thats another thing that should be added to the terrain generation, you should be able to choose which country you want to play in when you set up a map. what if i, as a german, would like to play with british trains on a map with british town names? i would have to fiddle with the names files all the time…

    in reply to: Please remove 20 minute limit #6028
    Stonelouse
    Participant

    the time limit should at least be dependent on the difficulty setting. i want a relaxed gaming experience at easy. currently i feel like a stressed out manager when playing train fever on a large map on easy, since i tend to build realistic layouts instead of exploiting game mechanics to achieve the highest profit.

    in reply to: Time Running WAY To Fast #6015
    Stonelouse
    Participant

    even if you pause the game to replace vehicles, the time it takes for them to all get to the depot and for the new ones to get out on the line takes so many years that you accumulate a huge deficit.

    especially on freight lines where industries cut the production immediately and it takes you 20 years to make a profit again.

    in reply to: [TOOL] Train Fever Model Converter #6013
    Stonelouse
    Participant

    well done! hope i can find some time to try it out this week.

    in reply to: Resources stop working if supply isn't met entirely. #6010
    Stonelouse
    Participant

    thats another problem of the ridiculously fast speed of game time. the years pass so fast that your frequency varies wildly from year to year, especially if you share tracks which might lead to a train waiting for a free path or if you replace vehicles to upgrade them. the industries are overly sensitive to changes in the frequency and cut production way too much because if tiny disruptions.

    in reply to: Lifetime of vehicle #6003
    Stonelouse
    Participant

    no thats not how it works, real trains operate according to atimetable, which we don’t have in TF.

    if you have multiple lines sharing the same track, then you need much more signals and thus trains on one line get jammed up because the first trains has longer loading times than the ones closely following it.

    in reply to: Please remove 20 minute limit #5871
    Stonelouse
    Participant

    yes, that makes freight transport much harder than it ought to be.

    the industries are also way too sensitive to changes in the frequency. replacing a vehicle because it has become to old can absolutely destroy production for years to come.

    in reply to: Vehicle Spacing not working correctly? #5870
    Stonelouse
    Participant

    problem with spacing is that loading has such an influence on it that trains bunch up behind the one loading the most and thus making it even worse in the process. if the automatic spacing was more aggressive it would work better.

    in reply to: Blender import/export #5636
    Stonelouse
    Participant

    that sounds good, thanks for your effort!

    in reply to: Cargo Capacity Highly Unbalanced #5634
    Stonelouse
    Participant

    problem with the demand by cities is that all industries produce the same “goods” so basically if i want to run trains to the steel mill, refinery and sawmill i already need to supply 9 large cities, with only 22 cities on the large map we can only serve 6 industries. that does not bode well for industry extensions in the spirit of the cargo mod.

    also the fixed supply chain dependency means that it will be even more difficult to keep production up if there will be more layers added to the supply chain. i originally had the idea to create mods to extend industries and goods so that for example from coal and ore raw steel would be created at the steel mill in the form of slabs, coils and blooms, which in turn are turned into profiles, pipes, sheets and stainless steel at various different industries which again are demanded by automobile factories, construction companys, trading companys and so on. that however is impossible at the moment because a steel mill would always turn 1 ore and 1 coal into 1 of all three kinds of raw steel, instead of only producing the one that is demanded and as long as there isn’t demand from all further layers then the production wouldn’t even start at the steel mill even though there was demand for one of the products.

    in reply to: Does an industry have a preferred destination? #5629
    Stonelouse
    Participant

    i had the same problem, it does seem that nearby industries want to supply each other even if there isn’t a road anymore or even if the goods have to travel a huge time consuming detour.

    in reply to: Time Running WAY To Fast #5593
    Stonelouse
    Participant

    good to see i’m not alone. 🙂

    in reply to: Signals – one/two way difference #5587
    Stonelouse
    Participant

    morat,

    of course the signals create blocks! it is important to note here that a lot of the discussion about signals has been greatly influenced by openttd nomenclature, where different types of non prototypical signals are distinguished by confusing semi-prototypical names. a block in openttd is not the same as a block in real railway terms.

    in real railway terms the track is pretty much always divided into blocks and if in train fever you add multiple signals to a track section in succession then you will have subdivided the sections into smaller blocks.

    besides that, of course it does not help the discussion at all that around the world there is a vast number of different signalling systems which are different mostly only in the details but often use different names for the description of very similar funtions.

    in germany we distinguish between on the one hand block signals, which are placed on sections of open track (between stations) to guard simple blocks or junctions and on the other hand entry-, intermediate- and exit-signals, which are placed within stations. however, this distinction in naming is only made because within stations these signals may under some circumstances demand a different behavior from the driver. in fact the station is just as well divided into blocks, so called “stationblocks”, and the signals function in exactly the same way as those out on the open track.

    the principle is always the same, for an (absolute) signal to be set to an aspect that allows the train to proceed, the following block needs to be clear and the switches (if there are any) need to be set correctly.

    • This reply was modified 9 years, 8 months ago by Stonelouse.
Viewing 15 posts - 31 through 45 (of 84 total)