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uzurpatorParticipantuzurpatorParticipant
Well. I hoped to release it today. But it turned out, I had 20 minutes of free time instead of entire evening. So, release postponed 24h 🙁
uzurpatorParticipantI will release a first version of this mod by 23:59 CET today 🙂
I just need to write a sensible readme.
- This reply was modified 9 years, 5 months ago by uzurpator.
uzurpatorParticipantBecause TF has incorrectly implemented scrolling. It is based on mouse movements, instead of terrain collision. If it was done correctly it would work just like in OTTD.
To overcome, use strategic zoom – zoom out with mouse wheel, then zoom in on another location.
uzurpatorParticipantAnother petty problem – wheels on the A 3/5 are not round 🙂 and quite blocky. It looks as if one lod level is misssing.
uzurpatorParticipantBavarian class CV repaint.
Now all I need to do is to ensure there are no bugs, package the stuff and release.
- This reply was modified 9 years, 5 months ago by uzurpator.
uzurpatorParticipantNot quite.
You know who released a game at alpha stage?
Electronic Arts. I have purchased Dragon Age Inquisition yesterday and it crashes every ~15 minutes on my machine – not an isolated incident, it seems. Train Fever is rock solid in comparison.
That is release in alpha.
Train Fever was released in late beta/release candidate stage. In comparison to tons of software out there, even on release it was quite well made.
Granted. I would like a game that runs at 60fps without stuttering, has maturity of OTTD, economical model of Railroad Tycoon 3 and orgasmically nice graphics. But constraints on software devs are what they are and in comparison, that is a petty problem.
BTW – I am a software developer 🙂
uzurpatorParticipantYes, it is petty. So are these:
– Twindexx and TGV are animated off-rails
– In the world most electric locomotives are run with rear pantograph raised
– In steam engines the Heusinger/Walschearts valve gear is incorrectly animated
– trucks are not placed correctly on roads
– tunnel entrances for widest roads are too narrow
– animation of trucks in the truck bays is totally wrong
– the HBI goods car is too big
– in tight turns train coaches interect with each other
These are display bugs, not related to the actual gameplay. In the whole picture these are less important then actual gameplay bugs, such as weightless cargo, or lacking features, such as dual-slip switches.
uzurpatorParticipantWhy are you complaining about something so petty?
uzurpatorParticipantI will provide a spreadsheet to insert relevant data, and thus get proper values so you can modify the vehicles yourselves.
uzurpatorParticipantThis is a river:
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You should cry me one.
Early adopters always pay premium. Deal with it.
November 17, 2014 at 00:15 in reply to: [Request] Vehicles on the same line using different platforms #13441uzurpatorParticipantI kind of agree with you, but your solution is a non-solution. It would make the problem worse.
If we had two vehicles of the same line loading at the same time ( god forbid, full loading ) then frequency would further be delayed, because both vehicles would be loaded at half speed. Thus they would spend twice as much time on the station, further chipping away precious frequency.
This makes the problem worse because now two vehicles will be loaded even longer, making another vehicle of this line getting closer, and production at an industry getting extinguished even faster. At extreme end you’ll get 20 vehicles loading and nothing getting produced.
What we need is a method to manage frequency and vehicle spacing ( that is, delay/wait orders or whatnot ).
Full load could work, if it was interrupted immedietly if next vehicle from this line wants to start loading at a given station.
But the best solution would be getting a ‘wait for X time’ signal and ‘load for X time’ order. That would be best, because we could control the frequency ourselves, for example, by having one ‘wait for 3 minutes’ signal somehwere would ensure that vehicles on that line are spaced by about 3 minutes, this each station would be visited once per ~3 minutes, no multi platform loading is needed and even more cargo is delivered.
What we have now is “frequency” calculated by the game at, say, 5 minutes, but actual vehicles running with, say 1 minute/1 minute/1 minute/2 minutes/ 20 minutes pulses.
- This reply was modified 9 years, 5 months ago by uzurpator.
November 16, 2014 at 22:25 in reply to: [Request] Vehicles on the same line using different platforms #13434uzurpatorParticipantNope. It is never going to be viable.
Full load is a failure because the game is structured in a way that requires frequent, _regular_ vistis. There is a negative feedback loop when it comes to waiting. The longer you wait, the lesser is the chance that an agent will choose such vehicle. Thus full load will always extinguish traffic on a line.
What we need is not a load balancing, or dynamic platform selection, but an order of:
Load for x seconds.
Wait for x seconds ( at a waypoint )
If X defaulted to frequency, and was adjustable, that at a certain point each line could be made to operate in a way, where a vehicle departs exactly when another vehicle on this line is about to replace it.
If we had such order, then multiplatform loading would not be needed at all. We could, effectively, control frequency.
November 16, 2014 at 21:12 in reply to: [Request] Vehicles on the same line using different platforms #13431uzurpatorParticipantDon’t use full load. The game will actively penalize you for it.
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