Stonelouse

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  • in reply to: Laying Railroad Tracks a pure mess? #5424
    Stonelouse
    Participant

    its train fever, not rollercoaster fever and railways don’t go up and down hills like roads. you need to learn to build along the terrain contours, not just straight downhill.

    in reply to: Signals – one/two way difference #5347
    Stonelouse
    Participant

    signals only work for the trains driving towards the signal, but if a signal is marked as one-way, then the piece of track that the signal is placed on cannot be used by trains travelling in the opposite direction at all.

    a signal that is not marked as one-way, will let a train pass from the opposite direction, but it will not subdivide the track into two blocks for the opposite direction.

    in reply to: Capacity Differences #5341
    Stonelouse
    Participant

    its actually a very clever system: when someone creates a mod, he just needs to write the real train’s capacity into the file and train fever automatically balances the capacity so that it fits in with the other vehicles already in game.

    in reply to: Time Running WAY To Fast #5197
    Stonelouse
    Participant

    i don’t even think that costs and revenue needs to be adjusted that much. all the flow of time accounts for is availability of trains and stuff really. gameplay isn’t really affected by that, except for the cost due to ageing of trains.

    in reply to: Higher Cargo Rates #5195
    Stonelouse
    Participant

    yes, thats actually the biggest problem i have with the game.

    freight trains are supposed to be long and heavy, but the industries do not produce ernough to warrant long trains and demand from the citys is so low, that i can’t make money by delivering goods to them by train..

    what do we need a 320m station for, if i can’t even use a 160m long train because it only uses 1/3 of its capacity?! furthermore a rather short delay because of a disruption on the line causes the industries to slow down production immediately and all trains run a deficit for years again until it is up where it once was.

    there should be less industries on the map, but they should produce much much more to allow for long trains running longer distances. also industrial production should not be time dependent at all, only the amount of goods delivered should count.

    sadly this seems to be hardcoded in the game, because in the model files of the industries there are only entries for what kind of goods they produce but not for the amount. also i couldn’t find anything in the lua scripts about travel times for goods or passengers.

    in reply to: Future optimization / extra options I’d like to see #5125
    Stonelouse
    Participant

    you can build tunnels below a river, you just need a longer access ramp so that it does not become too steep.

    in reply to: How is the price for goods and passengers calculated? #5111
    Stonelouse
    Participant

    but it seems to be the actual distance between industries, not the distance that your train travels. i connected two nearby industries, where one was high upon a hill via a rather long line that wriggled down the hill and i was loosing a lot of money on that.

    in reply to: Terrain alignment collision – laying tracks is horrible #5021
    Stonelouse
    Participant

    build along contours, not against them.

    in reply to: Switches, crossings and signals #4969
    Stonelouse
    Participant

    hi crunchybiscuit,

     

    first of all, if i came across a bit harsh then i’m truly sorry, i was in a hurry and didn’t think ernough!

    i guess we all need to learn how things work in this game, its a complex game and one can’t expect to have perfect results without experimenting a bit first, especially if you are used to another system in openttd.

    in my opinion it is better for the trains not to choose alternative platforms, because it would mean that a problem on one line could bring the whole network to a standstill. because the game engine can’t know in what circumstance we would actually like the trains to go to an alternative track and in which situations we absolutely would not want them to do that.

    what we really need though is waypoints, so that we can decide which lines go to which platforms. at the moment we have to build the trackwork and signals in such a way, that a line can only go to the platform that we intend it to do, if we want it to go to a specific platform.

    i can only suggest that generally you should not place too many signals, and only place them in positions where it would be realistic to have a signal. for example only place signals directly before switches, never directly behind them. signals are different than in openttd, in my opinion more realistic, but signals cannot replace a human dispatcher obviously and for absolutely prototypical signal placement the game would need to calculate some way in advance to avoid any gridlocks.

    in reply to: just played the game and here is what it need ASAP: #4715
    Stonelouse
    Participant

    i think people usually have a problem with trains running the same direction.

    in reply to: A few tweaks to signals (appearance/functionality) #4713
    Stonelouse
    Participant

    azrael,

    the right track seems to have a signal as well, but it is placed so far back, so you can hardly see it.

    also in reality, not every track has a (proper) signal. only those usually used by trains (in contrast to shunting movements) and tracks often have only a signal at one end because they are usually used for one direction only.

     

    besides, it would be very cool indeed to have the icons show the signal’s aspect as thumb has shown!

    • This reply was modified 9 years, 8 months ago by Stonelouse.
    in reply to: Switches, crossings and signals #4710
    Stonelouse
    Participant

    please explain what the orange train is supposed to do in the station, when the yellow train hasn’t even finished loading?

    if a train has to wait because another train on the same line and travelling the same direction is already occupying the station, then you either have too many trains on the line or your trains are not spread out yet and deliberately have to wait.

    if trains would bunch up and then just choose another platform you might end up having three platforms blocked by three trains of the same line, all waiting for loading and your other two lines that need to go into the station can’t even use the station.

    what you are trying to achieve is neither prototypical nor makes any sense, so don’t compare it to openttd. TF is not openttd, obviously some stuff will work differently and you have to get used to it. what is a roro-station supposed to be?

    in this case there is no bug or lack of feature (the only thing lacking is waypoints, but they’re on their way), you’re simply doing it wrong.

    and if you want different lines to use different platforms, then at this time until we get waypoints you have to seperate them by signals and track layout. that is a lack of feature indeed but will be changed very soon.

    • This reply was modified 9 years, 8 months ago by Stonelouse.
    • This reply was modified 9 years, 8 months ago by Stonelouse.
    in reply to: Difficulty creating tracks #4704
    Stonelouse
    Participant

    i have not come across any of these issues (except no. 1 which is probably due to that an embankment is likely not considered regular terrain and the game cannot create the tunnel shape into an embankment shape.)

    maybe you use too many very short pieces of track?

    in reply to: A few tweaks to signals (appearance/functionality) #4638
    Stonelouse
    Participant

    in germany these signals point away from the track and a placed on the right side of it. trust me, im driving trains there. 😉

    in reply to: Ideas on Train Fever #4173
    Stonelouse
    Participant

    openttd has been in development for a very long time. i hope we will see lots of further development in TF as well.

    how deep you view the gameplay also depends on what you see as gameplay. for me the track construction is a huge part of the gameplay, and TF is the first game of that kind that offers a realistic representation of that due to the terrain and gridless construction. its the first time that railroads will look like real railroads. to be honest i’ve never been interested in railroad tycoon or openttd at all, not because of missing eye-candy, but because i can’t stand grid based construction.

Viewing 15 posts - 46 through 60 (of 84 total)