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vinkandoiParticipant
There can be a number of issues
-Make sure that your station is connected to the road network ( two parallel yellow lines in early years),
-The sawmill you are serving is supplied with wood. Use the cargo view to check whether it is being supplied or not.
-There should already be a line between sawmill and a city before your station start receiving goods.
If non of the above applies then it is better to provide a screenshot.
vinkandoiParticipantThanks a lot @gietek, that was really helpful.
I had been using this layout in OTTD long time ago. Just forgot it.
vinkandoiParticipantA lot of things could be done. Dynamic path choosing would be the best. Or, the easiest way would be to allow the user to switch path at junctions (and road intersections), to customize the entire line’s path. This will open gates for multiple things like station selection and path selection (path selection will be helpful for road lines).
vinkandoiParticipantDev Team! Please allow the option to disable snapping
Its really important
vinkandoiParticipantSignals are ok, but route choosing could have been better and it should allow the user which route a line takes
vinkandoiParticipantEven worse part is the station snaps to the road even that position is invalid (collision to building). I found a work around to somewhat influence that, by extending the road little (took me lots of exit and load games) and then snapping the station.
But @stubblychin is right, there need to be an option of pressing ctrl and then move freely around just like Visual basic had for its controls
September 18, 2014 at 09:13 in reply to: Signaling: what can i do with path signals in stations? #9065vinkandoiParticipant@yeol, mine was just a suggestion. Sorry that i made it sound like a feature already implemented.
September 18, 2014 at 05:05 in reply to: Signaling: what can i do with path signals in stations? #9041vinkandoiParticipantAlternative to waypoints are manaual selection of the path at each junction. Just click on a junction and the alternative path is chosen. Just like what transport Giant implemented.
Whatever, selection of a platform would be very useful and is on top of my wish list
vinkandoiParticipantI played this game (steam version) on McAfee on it, and all ran well, no viruses detected. Make sure that you are using a legit version.
vinkandoiParticipantWaypoints would allow more sophisticated routing. Alternatively, manual selection of route could be made, by specifying direction at each junction; Just like Transport Giant
vinkandoiParticipantI am enjoying it too. This was like a dream come true. This is my first steam purchase
vinkandoiParticipantActually it is the same line, ABCBA ( A straight line and not loop). Cart goes to A then B then C, and then reverses to B to A So when the cart is going from B to A, time is shorter. But passengers are willing to go to C for no reason, to reach A which is closer.
As a consequence, C is flooded with waiting passengers,
- This reply was modified 9 years, 6 months ago by vinkandoi.
vinkandoiParticipantNo, find it too hectic
vinkandoiParticipantI ran this game on Lenovo yoga 2 pro which has intel hd 4200,
The game ran and was playable on lowest settings and small map. However I did not enjoy it much on that machine due to lower frame rates; but you can still play the game. Basically no modern game will run on intel hd cards. This game is worth buying a new gfx card. If I were you, I would have brought a new gfx card specially for this game as I really am loving it.
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