Tossi

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Viewing 15 posts - 106 through 120 (of 131 total)
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  • in reply to: Another beta video – Or stream rather. #3704
    Tossi
    Participant

    Hey, could you maybe test in game how much a city can grow?

    in reply to: Can you build big cities ? #3702
    Tossi
    Participant

    Then you should maybe try asking some youtuber who post videos to test how much a city can grow.

    in reply to: Can you build big cities ? #3678
    Tossi
    Participant

    Cities 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.
    in reply to: Idea: Signal visibility mechanic #3660
    Tossi
    Participant

    As far as I know the signals aren’t animated yet. Some person said that on video.

    in reply to: Idea: Signal visibility mechanic #3657
    Tossi
    Participant

    Theoretically 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.

    in reply to: Another beta video – Or stream rather. #3650
    Tossi
    Participant

    Did 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.

    in reply to: Another beta video – Or stream rather. #3625
    Tossi
    Participant

    Hey, Mansen!  Could you maybe conduct an experiment for me?

    The experiment I want you to conduct goes like this:

    1.  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.
    2. 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.
    3. 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.
    4. Post the results here.

    What do you say?

    in reply to: Another beta video – Or stream rather. #3602
    Tossi
    Participant

    Yeah, 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!!!

    in reply to: Another beta video – Or stream rather. #3598
    Tossi
    Participant

    Hi,  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.
    in reply to: Increasing Line Capacity With Passing Loops #3556
    Tossi
    Participant

    Indeed. 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?

    in reply to: Increasing Line Capacity With Passing Loops #3526
    Tossi
    Participant

    Of 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.
    in reply to: Increasing Line Capacity With Passing Loops #3520
    Tossi
    Participant

    Actuall 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.

    in reply to: Increasing Line Capacity With Passing Loops #3515
    Tossi
    Participant

    Erm 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.

    in reply to: Almost every beta video is the same #3500
    Tossi
    Participant

    Btw in his over 8 hours video I can see him building at no cost at 33 minutes into it. Bug? Cheat? Feature?

    in reply to: Increasing Line Capacity With Passing Loops #3499
    Tossi
    Participant

    Wheee! 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

    http://youtu.be/2bhZDKLMjno

Viewing 15 posts - 106 through 120 (of 131 total)