Tossi

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Viewing 15 posts - 46 through 60 (of 131 total)
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  • in reply to: Things to improve the game #11469
    Tossi
    Participant

    You can upgrade all your vehicles for a single line at once but it is not optimal.

    in reply to: Waypoints desperately needed #11467
    Tossi
    Participant

    I am aware of this behaviour and I can also come up with some reasons about why it behaves that way.

    For the reason why changing a signal changes lines that run on roads I think it’s because the lines are never definitively categorized as rail or road lines. When you have two train stations and they are grouped with some bus stops the game tries to find the best route through both tracks and roads. And as it tries to find a path throu roads it also tries to optimize other lines that cross that path on roads and it becomes one big mess that is hard to code properly. I wonder if that behaviour would disappear if you ungrouped your station from your stops.

    For the reason why there are multiple routes for the same setup my answer is that comming up with one right answer which route setup is more optimal is hard. There are speed limits on tracks due to their curvature, their quality, trains will also have different speeds because of the loco power, tractive effore and ability to accelerate and the number of wagons attached to loco. Taking all those factors into consideration creates very big amount of possibilities and calculating and comparing them all becomes very time consuming process. Game creators had to come up with some simplifications that would reduce the work needed to be done. And the result is what we observe.

    All the above are just my random thoughts and guesses that have some probability to be right but can as well be completly wrong. Take them for what they are.

    One last thing. For the reasons above I would also be very glad if the waypoints were implemented but also an ability to pick platforms for your trains to stop at.

    • This reply was modified 9 years, 6 months ago by Tossi.
    Tossi
    Participant

    Train Fever ist Windows XP 32 bit kompatibel. Ich spiele Train Fever Win XP 32bit version mit Win XP 64 bit.

    in reply to: Running Cost #11456
    Tossi
    Participant

    Oh my bad then ^^

    in reply to: Running Cost #11452
    Tossi
    Participant

    If you think running costs are too high I would rather suggest that you learn how the game works. At easy difficulty you can make bazzilions of dollars if you do the right thing and I am not thinking about playing truck fever like some other people suggest to new players. Trains too can be very profitable.

    Anyway if you really think the game mechanics are that much too complicated for you the mdl files are under the path:
    Train Fever\res\models\model\vehicle\train

    • This reply was modified 9 years, 6 months ago by Tossi.
    • This reply was modified 9 years, 6 months ago by Tossi.
    in reply to: Waypoints desperately needed #11450
    Tossi
    Participant

    I know the behaviour you are talking about. Each time you change a piece of track the routes of all the lines running near it get recalculated often producing results that are much less than what’s desired.

    The thing I am wondering about is how did this happen that you are using 4 parrarel tracks. In my experience the bottleneck of any network are loading times of trains at the station. Two parrarel tracks, one in each direction can deliver and receive more trains than any station can serve in the same time.

    The only way I think that could happen is that you are bad at designing. Or you somehow created a network that I can’t even imagine. Do you maybe post videos at youtube of your trainfever gameplay? I would like to see your network at work 😀

    • This reply was modified 9 years, 6 months ago by Tossi.
    in reply to: Industries not upgrading #11441
    Tossi
    Participant

    Maybe it is but it won’t hurt to create a transport there and see what happens. Without that experiment we can never be sure that it is not the cause of the problem.

    in reply to: Text Box Size #11440
    Tossi
    Participant

    Go into window mode by pressing alt+enter. You will be then able to choose the other resolution. As for the size of UI there was a mod somewhere that makes the buttons bigger, you can look for that.

    in reply to: Waypoints desperately needed #11437
    Tossi
    Participant

    Well, if your trains come to a halt then that is the fault of bad design of the rail network. The game may pick a suboptimal route to trains destination but will not cause a halt if signals and tracks are placed properly. It will only move slower.

    • This reply was modified 9 years, 6 months ago by Tossi.
    in reply to: Memory Leak #11436
    Tossi
    Participant

    This game uses a lot of memory. It is not much of a bug but rather a requirement of the game and simulation that takes place underneath. Also if you run a lot of other programs the memory can be fragmented and then windows may be unable to assign memory for train fever properly because it doesn’t have chunk anywhere that is big enough for the game or it puts part of game between other programs and when the game wants to extend the memory reserved for that part it collides with the space taken by other programs.

    in reply to: Industries not upgrading #11422
    Tossi
    Participant

    Yes it seems like the fact that you don’t transport the goods to town is the problem here.

    in reply to: Industry and carrying goods by train #11397
    Tossi
    Participant

    That 5 min or better thing is a blasphemy that some people came up with and are repeating for the reason I don’t know. For maximum profits you should have frequency as bad as possible without breaking the 20 minute rule. Longer frequency means the factory will be able to produce more in the time the train isn’t at the station and when the train will arrive it will have more to transport and thus you will be able to run longer trains. Fewer and longer trains are more efficient because wagons have much lower running costs than locomotives.

    So with very long distances the frequency will indeed have to be at something close to 5 minutes because if it takes a train over 10 minutes to travel to its final destination then there will be little time left for loading and unloading but on shorter routes frequency can be as bad as 10 or more minutes.

    Take a look at this 10min frequency iron line:

    • This reply was modified 9 years, 6 months ago by Tossi.
    in reply to: Highest production 400? #11393
    Tossi
    Participant

    If you want to be as efficient as possible you will have to first adjust the frequency of your route and then capacity of your trains.

    To adjusting frequency you have to take one thing into consideration and only one thing. That is the 20 minute rule meaning than whatever will be traveling it has to reach its destination within 20 minutes or the travel will not happen. How the travel time and frequency are related I explained here: http://steamcommunity.com/app/304730/discussions/0/616188677675455825/?tscn=1411319584 and continued here: http://steamcommunity.com/app/304730/discussions/0/616188677675455825/?tscn=1411332516

    When you have that taken care of you make the train have more capacity than factory can produce in the time equal to the frequency. How much more capacity it should have? It depends on how much you expect production of the factory to grow in the future and how much the frequency will drop due to loading and unloading times.

    in reply to: Industry and carrying goods by train #11387
    Tossi
    Participant

    Production in this game is driven like this:

    • City will demand for example 45 goods
    • If you connect some factory to it, for example refinery, then it will want to produce up to 45 goods
    • But you also have to connect resourcers to this factory for it to produce goods
    • So if you connect wells to this refinery, the wells will start to extract oil and it will rise after a while up to 45 units too.

    Now that we have this explained let’s answer your questions.

    1. If you connect 2 cities to one industry then that industry will want to produce goods up to the sum of demands of those two cities so yes, the factory will produce more than if it would be connected to only 1 city.
    2. If you connect 2 or more forests to one sawmill then all those forests will compete with each other and hurt each other production because, again, how much they all produce is driven by how much the sawmill demands. And the sum of all their production should eventually be equal to the sawmill production. It’s better to have one forest producing a lot. 
    3. It is a situation similiar to the one in point 2. Many factories connected to one city will compete with each other for the city demands and hurt each other production.

    To sum it up. At the start of the game it is good to connect many cities to one industry because cities are small and demand very little. When the game progresses there will come a time when it will be desirable to disconnect cities from the factory and connect them to some other factory because the sum of their demands will grow beyond what the factory can produce at its maximum. The limit here is 400 units of goods.

    Also a little request from me: next time please be more eager to make use of  your searching skills. It is not the first time I explain the exact same thing here or on steam.

    • This reply was modified 9 years, 6 months ago by Tossi.
    in reply to: Industries not upgrading #11382
    Tossi
    Participant

    From this screen it does look strange. Could you make another screen with the list of lines window and also windows for each line included in serving that city? Also this time with land use overlay enabled too. And the area  of the town being served not covered by any windows.

Viewing 15 posts - 46 through 60 (of 131 total)