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TossiParticipant
Hey, could you maybe test in game how much a city can grow?
TossiParticipantThen you should maybe try asking some youtuber who post videos to test how much a city can grow.
TossiParticipantCities grow as they are supplied with passengers and goods. They will spread along existing roads but they will also build the roads themselves.
- This reply was modified 9 years, 8 months ago by Tossi.
TossiParticipantAs far as I know the signals aren’t animated yet. Some person said that on video.
TossiParticipantTheoretically you can make up as many aspects as you want and they don’t have to look like they do in the UK. And yes by presignals I meant distant signals. Also I know that there are many rules about signals in the real railways but those would just make thing too complicated for a game I think. We could do with a simple logic that with years going new signals would be introduced that would warn trains about signals further away.
I know of two cases where there was fifth aspect made up to use experimentally on a line. One was long long time ago before WW2. The aspect was “yellow over green” and it was put between “green” and “double yellow” aspects. The other case was when some high speed trains were tested in 1988 and a “flashing green” was added which was even less restricting than “green” and allowed the driver to exceed 125 mph.
TossiParticipantDid you record it maybe on video? I was actually interested how it would affect passenger traffic on the train line too because I would expect more rapid growth on the train line with bi-directional rings.
TossiParticipantHey, Mansen! Could you maybe conduct an experiment for me?
The experiment I want you to conduct goes like this:
- Experiment preparation – build the usual setup: 2 towns, train line between them, circular bus lines one in each of them, setup all the vehicles and trains to run but don’t let them run yet. Pause the game and save it to unique file.
- First part – load the save, start vehicles and trains, let it run for 10 years, note the profits of each line every year, then reload the save and repeat this procedure a couple of times.
- Second part – load the save, to each town add another circular bus line that goes in exactly oposite direction through the same stops and has same number of vehicles like the previous ones. Save it to another unique file. Load new save, let everything run for 10 years noting profits each year. Repeat it a couple of times.
- Post the results here.
What do you say?
TossiParticipantYeah, yeah I saw all that 😀 Can’t wait for the next video! Also I wish Train Fever was available on piratebay because I can’t wait!!!
TossiParticipantHi, again! I have just watched your video and I came to give some tips about things I noticed in it because I want to be a helpfull person.
1st – I hope you will laugh at this one – to terraform you need money 😀
2nd – It’s a bit lenghty and will be about designing entrances to lines hubs in a way that will prevent gridlocks.
http://steamcommunity.com/sharedfiles/filedetails/?id=305886576
3rd – You can increase hub bandwidth by creating shortcuts between neighbouring lines like this:
http://steamcommunity.com/sharedfiles/filedetails/?id=305891659
There is a rule about placing signals that should be remembered and abided by:
Signals should never be put on a single track part of line with the exception of placing a signal on the exit from the track that is end of line:
http://steamcommunity.com/sharedfiles/filedetails/?id=305895094
- This reply was modified 9 years, 8 months ago by Tossi.
TossiParticipantIndeed. Perhaps you could experiment with it in one of your streams Mansen? Be very interested to see how you get on with it. See if my calculated chance of error is correct that you would have some possibility of finding exact centre of the line and indeed achieving a uniform timing for trains at either end.
Hey, could you provide the calculations for a chance of error here in the topic?
TossiParticipantOf course dual tracks will always be the best solution, but isn’t it fun to solve line capacity problems with as few resources as possible? Creating something that will look like it can get stuck at any moment but never getting stuck in the end?
Also since we are at it I would like to post here an important rule about placing signals and junctions that will prevent you from experiencing unexpected gridlocks.
When placing a signal behind a junction it should never be placed at a distance shorter than the length of the longest train on the line.
- This reply was modified 9 years, 8 months ago by Tossi.
TossiParticipantActuall reducing the loop to only 1 signal will fix it as Train Fever uses path signals. Please look at this diagram:
http://steamcommunity.com/sharedfiles/filedetails/?id=305446033
In the line on the bottom you can put 7 trains and they will never gridlock. It is demonstrated in video I gave link to at the top of page 3 in this thread.
Also please trust me a bit more. I may not have Train Fever yet but I played train games before and have solved my fair share of gridlock problems on my own a long time ago.
TossiParticipantErm sry if I sounded hostile, that was never my intention. I only meant to show that the design is flawed and please allow me to explain once again why is it flawed.
The design you showed can lead to grid lock if you have 4 or more trains given bad timing no matter how many passing loops you have on the line. You can have 4 trains and 10 passing loops and there is still possibility that gridlock will happen. Please look at the diagram below.
http://steamcommunity.com/sharedfiles/filedetails/?id=305427716
If there is something that needs explaining I am really open for discussion and will try to convey the explanation as best as I can.
TossiParticipantBtw in his over 8 hours video I can see him building at no cost at 33 minutes into it. Bug? Cheat? Feature?
TossiParticipantWheee! You finally came to see it! ^^ I am happy and btw I liked your videos about Train Fever.
Oh, and I was so obsessed with this argument that I even made demonstration of the problem using OpenTTD
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