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TrainInfluenzaParticipant
Apple’s latest version of OS X
TrainInfluenzaParticipantOk so unplugging the thunderbolt display from the mac book pro seems to fix it. (Or only using the display by closing the laptop works too)
Interestingly there’s lots of hits for various games/apps when googling poor frame rates after Yosemite upgrade.
TrainInfluenzaParticipantBump
The game ‘stutters’ every 2 seconds – all animation stops for a fraction of a second every 2 seconds. When it updates all the vehicles and people jump to where they should be. This includes the mouse pointer.
Seems unrelated to game speed, happens even when paused – mouse stutters when I move it around while the game is paused.
All my graphics options are low or off (Ambient, HDR, Ref, Shadows & Geo) the game is windowed in a small window.
Doesn’t appear to be graphics related, is there some task that happens every 2 seconds? The game was absolutely fine before I upgraded to Yosemite.
TrainInfluenzaParticipantYou’re the one who was saying it was fine because you can use absurd workarounds
I didn’t, please read my post at the start. I said it was my opinion when played properly the traffic isn’t an issue, my opinion is as valid as yours to the OP. The other poster then had a go at me and said the game is no fun, I suggested he just delete the roads then if he doesn’t like the traffic. I don’t delete the roads myself because when I play the game the traffic is not an issue – I even upgrade the intercity roads.
TrainInfluenzaParticipantAlways make me laugh how insulting and angry people get about a game. Other people clearly enjoy this game as is despite what you think. If you’re so superior and this game is below you “with most of its features useless” then go play something else no one is forcing you.
TrainInfluenzaParticipant@Tattoo it’s not very long, about 2 seconds at most in my test until they space out. I don’t think it’s a significant overhead, like I said I think it either needs to be increased or the un/loading times decreased to allow the auto-spacing to work properly. Or just adding a minimum wait time that can be specified by the player but frankly I don’t want the micro management – I’d be happy with the un/loading speed increase and profits decreased to keep the balance. In addition to giving the auto-spacing a bigger wait time if needed.
TrainInfluenzaParticipant@Person012345 then destroy the roads between towns like some people do if it annoys you so much. I’m not making excuses I gave you advice, I don’t have a problem with the game as it is otherwise I wouldn’t play it – or I would have to call it a chore otherwise.
TrainInfluenzaParticipantHowever, there is no auto spacing for trains, and I’ve never seen it advertised. Auto spacing of trains is something you don’t want (plus it would take away the enjoyment of signaling). If a train has “auto spaced” then runs into stop signal or a full unload/load, now you have a late train for no reason that slows down the entire line. Get your trains under control with signals. Correctly placed signals will have your trains run like clockwork. Isn’t track control part of the fun of creating a complex rail network?
I’m pretty sure it is advertised and I just did a test that 100% confirms train auto spacing – easy to test on a simple 2 track line and stations in middle of nowhere so no un/loading – put signals everywhere TTD style then release 2 trains at the same time from same depot and wait. You can see the second train wait longer for no reason (auto-spacing) in a station until they are perfectly separated and then perpetually pull into the stations at each end at the same time. The long un/loading times coupled with chaotic passenger arrival at real stops screws this up.
Therefore back to my original point there is a bug where auto-spacing paired with the un/loading times you get the unexpected behaviour of the auto-spacing not working at all.
I’m very well aware of how to space trains with signals, I’m not someone who plops them every train length TTD style, but sometimes it is not possible if lines share tracks as you cannot space one line without a knock on effect on the other as all the trains obey the same signals. That knock on effect is undesirable if my spacing on one line delays another – yes I can build more tracks but that’s a silly solution if they’re both same priority trains – I want the train to space while waiting in it’s platform as devs intended.
TrainInfluenzaParticipant@Gasolene absolutely agree.
However, one bug that stands out is that the Open Wagon can carry its capacity of coal AND iron at the same time. Bit of a cheat to have the same train full of one cargo type stop at a station and fill up with the other before going to the steel works.
Another thing I noticed that I would call a bug is that the auto spacing of trains (advertised as a feature) does not work properly in some circumstances. The reason is that the loading/unloading time is so long that a change in the number of people waiting at a station changes the spacing of trains more that the auto-spacing algorithm can compensate. Can be fixed by tweaking the auto-spacing algo, allowing trains to load faster since they have many doors or allowing the player to set a minimum wait time at stations.
TrainInfluenzaParticipant@Person012345 to solve your traffic issues have you covered the suburbs with bus routes to give the sims an alternative to driving. The routes will probably lose money but will keep cars off the road, feed the sims that use those routes to increase train profit and free up your main bus routes from traffic. I don’t think people grasp this point – the heavy traffic means your transport network is not good enough and introduces a challenge late in the game if you don’t develop mid game properly. It is a part of the game and not a bug – and can be managed with proper city bus coverage.
TrainInfluenzaParticipantPersonally I think the game is a bargain. Sure there are some performance issues to work out but the devs are active. There are arguably missing features too, which there is a general understanding are being worked on. In my experience it is very stable, I’ve had 2 crashes in over 100 hours – while not ideal it’s certainly not a deal breaker.
However I think it would be unfair to say that the game is full of bugs – just because some players feel that certain features don’t work the way they would like or have come to expect from other games, does not make them bugs.
This game ,while having elements of TTD, is definitely a different game with its own nuances. There is a pretty steep learning curve to master those and it requires patience for quite a few hours. Some people are unwilling to put that time into a ‘game’ and I can understand that – but I enjoy the game a lot after the learning phase.
Arguably the best way to look at this game is as a virtual model trainset. It allows for very complex networks despite some user’s claims to the contrary – I would go out on a limb and say they haven’t grasped how the game works.
The German forum has lots of tips and mods – if you don’t speak it then Google web translate is your friend and generally understandable.
Here is a screenshots topic of some of the things you can build.
http://www.train-fever.net/index.php/Thread/141-Sammelthema-Screenshots-von-euren-Welten/?pageNo=38
TrainInfluenzaParticipantThe game arguably has a few missing features but I don’t think it’s fair to say that it has that many bugs. I haven’t seen a single person complain about the issue you’re seeing. Try posting in the Support forum and get help from the devs. I have always been able to scroll down every menu and have all the trains post 1972 running.
TrainInfluenzaParticipant@RAAndre the industries produce on demand in this game. It’s not like Transport Tycoon Deluxe where they always produce some amount.
That means that unless a whole chain is connected then the industry won’t produce anything at all. So for example connect Forest -> Sawmill -> City. Don’t forget the city (unless the goods can walk there themselves within 20 min from the sawmill). As soon as you connect this you should see the line (or many lines if you connect with trucks and trains) being used and production grow steadily to feed the Goods requirement of the town. So if the town demands 43 goods (in the town window) then the Forest will produce 43 wood and Sawmill will produce 43 Goods within a couple of years. But if you did it right growth should start quickly and be obvious (especially at 4x speed).
A good strategy at the start of the game is to find situations where a chain exists (Cargo view) because the industries happen to be close by chance. Then add your lines to replace the cargo walking. This is a good strategy because the demand is already there and you’re not wasting precious time (money) waiting for the industries to ramp up as I explained above. Remember to use the correct cargo stations! This still catches me out sometimes if I’m doing too many things at once.
TrainInfluenzaParticipantI agree, the town featured in the screenshots on the homepage looks a lot better. I don’t know what their reason for dropping it was but I’m sure it was valid. Hopefully they’ll fix whatever the issue was and patch it in the future.
TrainInfluenzaParticipantIt’s hard to say as it all depends on the town layout, for example if it’s a long town with zones in a line and residential in the middle then 2 ‘main’ lines to connect all the zones – one left and one right terminating in residential. If the zones are in a circle then I add two circle lines – clockwise and CCW. Additional suburban line(s) are then added to get the percentage up. I always put stops near junctions as that’s the only place they can cross the road. I’ll probably have an average of about 10 stops – one every 2-3 blocks. I always try to connect every line to at least one train station.
I’m generally happy with 80%+, plus as the city grows that number drops so you have to keep revisiting cities and changing/adding routes. I don’t think you can ever have 100% as I’ve seen people walk short journeys despite there being a bus line with quite close stops (I guess the frequency makes the line less attractive to walking)
It really doesn’t matter if 20 bus lines on a map lose 50k each if a single cargo train brings in 2.5m. I see it as cost to encourage further city growth and future profits, as well as keep the traffic down. Plus some cities hit a sweet spot with the main bus line that can bring in 300-400k.
- This reply was modified 9 years, 5 months ago by TrainInfluenza.
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