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vinkandoiParticipant
Thanks mikael and Team for the patches. I can see mikael at the tokyo game show, only the back head.
I just hope and that you all set an example for this game. Keep up the good work and more than that keep up the after sales support you have been providing and thanks far dat.
vinkandoiParticipantI usually have to run the game for 2 3 yrs to see results and then reload back. Please provide an option to scale time and a scaling number, that is use to recalculate the costs dynamically.
vinkandoiParticipantHi, based on my observations:
-what is better : a round-trip or to a point in town and back the same way
I usually make use of point to point running through the center of the town (covering 2 or 3 zones) to the station. Than I make a second line to cover the missed out zones. I usually get 80+ line usage. It all depends upon the town structure. In some towns I have a successful circular lines
– how to take land use (red/yellow/blue/green) in considaration?
People travel from one zone to another. There is no specific destination. As long as your zones are connected effeciently, people will use your lines
– how to take land value in considaration (bright versus dark colors)
I usually place stops at the end of intersection, near bright areas to get maximum passenger. However, in the future, you will want to place stops near darker zones as well, in order to develop them
– what spacing between stops?
Depends upon how long is the road intersection and road network. Placing stops where various roads meet is a good idea. Avoid placing more than one stop in a single intersection provided that it is not toooo long.
– how many stops on one line?
Depends upon the size of the town
– should all lines start/end near the railway station?
No
– how many lines in a town?
I usually have 3 lines (1st is profitable, 2nd is profitable but little 3rd is break even or loss
– how many vehicles on a line?
Depends upon the line lenght, maintaining a correct frequency lets say 30 to 60 seconds is more important.
I hope this was helpful
thnx
vinkandoiParticipantThanks Bastargre Mordeth65Theo20185
I don’t really follow a specific rule, First I create a line running through the town center to a train station (its a straight line going through differenct zones). Then second line is dynamic: straight or circular loop.
I am able to achive 90 to 92% line usage at maximum.
vinkandoiParticipantPut more trains in your express line. A person travels for only 20 minutes in the game and that includes the waiting of time of the passengers at stations.
However, I feel that there could be a better calculation in which the travel time is given more priority than the waiting time at station.
vinkandoiParticipantAnother one from me
Here it goes:::
+1
September 29, 2014 at 17:12 in reply to: Passengers are jumping from running train (good suicide probably :o))) #10329vinkandoiParticipantYeah, 2 or 3 passengers seem to jump off in the middle, there probably fed up of not having waypoints, in the game
vinkandoiParticipant+1 , agreement. Some wagons like compartment car describes that it has 2 doors so that passengers can enter and exit simulatenously, but loading and unloading is same
vinkandoiParticipantThe last patch put me down too. I was eagerly waiting for some changes. A little feature “Disable Snap to road” could be implemented easily, which is demanded by many players, but I guess that the devs didnt even read the post of that request. However they have promised a major performance patch followed by features patch. I just hope that they will not put us down with their next patch. I have really start feeling like I am playing an early access game.
vinkandoiParticipant@ RickD! I partially agree to u but not completely . Devs have listed some of the most demanded features in their upcoming version means that they are not ignoring the community. However there interaction with the community (in which they are lacking) would be welcome. I was a part of Transport tycoon 2013 for android forum and the devs usually replied to suggestion saying that “this feature is in the pipeline or not” kind of thing. However that was for a bigger company, in contrast to only 5 members.
I appreciate what this small dev team has done so far, but I request them to get in touch with the community as well.
We could not know about their plans their plans through external sources only; I wish they had posted it (copy pasted) in the forum as well.
vinkandoiParticipantIn my opnion, improving mods feature should be prioritized only after the basic missing features, like waypoints, platform selection, add l=platforms to stations.
Specially the platform selection feature. Stations look so dull without those complex junctions. What is the use of junctions at station when u cannot select the platform where the train is heading.
vinkandoiParticipantTotally agree with @yeol
A bug free and polished game will be a welcome to the users, after which I am willing to wait for a year for another version. But for now, i am desperately waiting for a patch (I check everyday), that will add some missing features in the game.
- This reply was modified 9 years, 7 months ago by vinkandoi.
vinkandoiParticipant+1 from me for slowing the time or allowing the user to choose a time scale.
It takes time in the game to achieve results. Even to replace a vehicle, it takes months.
vinkandoiParticipantAccording to POV, some features (besides those that the devs have mentioned) should be implemented before any DLC is planned.
These are
station upgrade
track upgrade
platform choice
option to disable snap to road
I appreciate that the developers have listed some of the most demanded features into their roadmap. But still there are some more like to above, that are required to make it a perfect game.
- This reply was modified 9 years, 7 months ago by vinkandoi.
vinkandoiParticipantAdd platforms is also very important feature, which is not listed. I hope that this wonderful team of developers will add this feature too.
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