Stonelouse

Home Forums Better simulation, better usability, better Train Fever

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  • in reply to: Another beta video – Or stream rather. #3942
    Stonelouse
    Participant

    does that 20 minute limitation really apply to goods transport? and if yes, do you know if it can be modified?

    because for goods transport the amount of goods that can be transported at once should be more important than the time, otherwise we would have to create unrealistically short goods trains with an unrealistically high frequency, instead of having one longer but much cheaper train transport the same amount of cargo.

    in reply to: Some questions about the game. #3941
    Stonelouse
    Participant

    1) having different stations is not dumb, because say coal is usually not being loaded adjacent to passengers waiting for their express train.  you can place a small goods station directly next to a passenger station however and just imagine that they are two parts of the same station. especially with modded stations or the planned modular stations it will be possible to create large railyards that consist of different parts but look like one large station. it does not have any effect on gameplay whatsoever if it is technically considered one station or not.

    2) you can create a line that goes A -B -A -B – C – B – A i presume.

    3) if you mean that cars should be able to be dropped and shunted around between different trains, yes thats sad that it is not oncluded. but it would also mean a incredible amount of programming work to make such a thing possible and it would be far to complicated for the average player. i would love such a feature but i think it goes far out of the scope of the game.

    if you expect the train to magically add wagons out of thin air at a station and for them to disappear again at another station, then i am very thankful that such a feature does not exist in train fever. if you wan to transport different goods with the same train, you can add different kinds of wagons to the same train and transport different goods in one go.

    in reply to: Some questions about the game. #3932
    Stonelouse
    Participant

    – Multiple trains using same route without getting stucked —> absolutely possible if you place tracks and signals correctly.

    – Set different platforms on a station for passenger / goods trains —> passenger and goods trains will not use the same station. there are different stations for passenger and goods trains (they can drive through both kinds though.)

    – Add / remove wagons automaticly on station —> not possible.

    – Going from point A to point B twice —> trains can go back and fourth between any number of stations any number of times.

    – Set waiting period …. wait until 100% full .. or wait until 80% full … or wait 2min then go… ect.. —> i’m not sure of how many options there are, but i guess not that many of them.

    – Set priority to some trains .. for example a train waits to get fully loaded on some station .. but if some other train with priority comes along .. that waiting train should leave. —>that would not make much sense, because it would just be a compensation for bad planning.

    in reply to: Some questions about the game. #3899
    Stonelouse
    Participant

    regarding 1):

    if you lay your tracks properly, plan your lines thoughtfully and place signals in the correct locations, then your trains will not become stuck unless you run much more trains than your network can handle. basically you do not need any complicated rules for your trains to follow as long as you build your network properly. from the beta videos it appears that most people are already overwhelmed with the placement of simple signals, so i think there is no need to complicate things further.

    what exactly do you mean by building complex routes/lines?

    in reply to: Trains choosing platforms #3879
    Stonelouse
    Participant

    i think there are two issues being mixed up here.

    first of all, at the moment platforms are automatically assigned by the route finding logic. that is a flaw that is known by the developers. which is why they are definately going to introduce waypoints either for the release version or shortly afterwards, depending on their workload of fixing major bugs and such. thus we will be able do define which platforms are going to be used by lines so that they are evenly distributed and 6 lines won’t pile up at one platform.

    secondly, it will most likely not happen that trains might choose an alternative platform if their designated platform is blocked by another train. i guess whether you see this as a drawback or not might be dependend on where you are from, because i believe that in the UK it is common for train dispatchers to assign platforms on the fly, while in germany and switzerland, trains always stop at the same predefined platforms. over here trains will only go to different platforms if there is a major disruption that necessitates it. and the handling of disruptions is obiously something that goes much further than is the scope of this game.

    so if we are looking at passenger trains in train fever, a blocked platform might occasionally stop a train from entering a station, but only for a very short while. which is even realistic because real trains occasionally need to stop in front of a station as well. and regarding freight trains, if trains pile up because they need to wait for a full load then there are too much trains on the line for the production capacity and even if they would choose a different platform, it would not improve anything because it is the goods production that is the limting factor, not the stations capacity. so trains will pile up anyway and if there were multiple lines transporting multiple goods at this station then you would even disrupt your other lines as well. so in this case, use the waypoints to make your trains wait outside the station, which would again be quite realistic.

    in reply to: Some questions about the game. #3877
    Stonelouse
    Participant

    1. as soon as crossing and double slip switches are included, you can build your tracks as complex as you wish. this is not dependent on signals, of which there is only one kind.

    2. yes.

    3. maybe.

    4. the game spans from 1850 til 2100. you can realistically use steam engines for about the first hundred years, which is a long time (if you don’t speed up time you will be playing 20-30 hours until you’ve reached the 1950s.)

    5. nothing, you can continue playing.

    6. probably.

    in reply to: Trains choosing platforms #3866
    Stonelouse
    Participant

    if trains are waiting for full load and you have more trains on the same line waiting to get to the station then you clearly have way too many trains on that line for the production capacity and they will just loose money. and it won’t speed up the proceedings if trains would choose a different platform because then you would just have more trains waiting in the station for full load, clogging up the station for other lines.

    with the waypoints which will be introduced soon you could just as well organize your lines in such a way that trains would wait in seperate tracks in front of the actual station without obstructing the through tracks (real freight yards have more than just one group of parallel tracks as well).

    in reply to: Trains choosing platforms #3848
    Stonelouse
    Participant

    no it won’t and considering we don’t even have accurate working timetables, it doesn’t seem necessary.

    the train will simply wait a couple of seconds until the platform is clear and then it will proceed.

    in reply to: Trains choosing platforms #3783
    Stonelouse
    Participant

    it is very high on their to do list to implement waypoints for lines (not individual trains of course.)

    in reply to: Have performance issues been fixed? #3746
    Stonelouse
    Participant

    also keep in mind that video recording usually has a big influence on the performance. from what the beta testers say the performance is much better than that.

    in reply to: Ships, Planes and Helicopters? #3591
    Stonelouse
    Participant

    i think planes would be very much over the top, i mean even the large the map is only 16x16km in size… it would be nice however to have an airport as a passenger destination, which should be upgraded over time like the industries, from a small rural airfield to a nice large one with two runways and a big terminal if you provide ernough passengers with your railroad.

    a large harbour that provides import and export of goods would also be fantastic for your freight trains to go to.

    in reply to: Let's Play Train Fever (Coming soon) #3518
    Stonelouse
    Participant

    there is already a button for the minimap, i’m sure its coming soon.

    jm,

    thanks for the update and thanks for upgrading your microphone, now the sound is perfect and its a pleasure to watch. 🙂

    in reply to: Increasing Line Capacity With Passing Loops #3493
    Stonelouse
    Participant

    ok, now i guess i understood you better. that should mean however that it doesn’t matter whether “entry” signals are placed before a loop or at the beginning of it, gridlock could happen in both situations. in that case only “exit” signals shall be used.

    in reply to: Increasing Line Capacity With Passing Loops #3487
    Stonelouse
    Participant

    mansen,

    no we are not talking about the same thing in two threads. one is about the way most lets players play this game (who sadly hardly ever use single lines with passing loops), this is about the signalling logic of train fever which really interests me since i’m a real train driver. 😉

    what you’ve just desribed is exactly what i would love to see in video because i specifically would like to know where the gridlock builds up. the way steve earlier described the signalling logic would lead to trains entering a single line section from two sides if there were signal blocks along the single line section, which would be a catastrophy really.

    the way you describe it means that train fever signalling is aware of the single line section and holds trains back from using it if trains couldn’t clear it, which would be terrific.

    in reply to: Almost every beta video is the same #3486
    Stonelouse
    Participant

    i can only speculate because i can’t play, but i think it would be useful especially in the beginning if people focused on an area and built their lines so that trains can share tracks and all lines complement each other.

    in a lot of videos i see lines scattered throughout the maps and people jumping all around the map connecting some industry here and then some there and then a passenger line somewhere else. in that case trucks and busses are obviously better.

    maybe if you’re doing it more like the real early railroads, connecting a few cities along one line and the adjacent industries it would work better because it reduces building costs. also having one line to serve cities A-B-C-D is much better than to run three lines running from A-B, B-C and C-D, because the latter introduces long waiting times when people have to change trains. yet most people actually build their lines to the latter principle because they introduce a new line whenever they extend their network.

Viewing 15 posts - 61 through 75 (of 84 total)