Xcenty

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  • in reply to: Main connection bug found #17821
    Xcenty
    Participant

    It has nothing to do with “travel time”. I’ve made bypass to make sure there was no competition between industries.

    What I understand is that it has some parameters to accept the bypass. (Terrain tilt, angle to destination, …)

    in reply to: Rail Freight. #17649
    Xcenty
    Participant

    Did you use the right stations ?

    in reply to: The NVIDIA OpenGL driver lost connection #17113
    Xcenty
    Participant

    Did you try to roll back to an older version of Nvidia Driver ?

    in reply to: The NVIDIA OpenGL driver lost connection #17065
    Xcenty
    Participant

    What do you have in event viewer at the moment of the crash ?

    Do you have other applications running in background ?

     

    I had the problem of BSOD TDR with some games running in Direct3D and applied the ENB antifreeze patch (normally for skyrim) and it resolved all my issues. (Sadly it’s not OpenGL)

    • This reply was modified 9 years, 2 months ago by Xcenty.
    in reply to: Have a city with High Pop, and Low Usage. #17064
    Xcenty
    Participant

    @Vimpster : there still some problem with this “auto spacing”

    1) When you get new buses or new trains, you’ll upgrade your fleet. (The auto replacement feature is not the best action to take at that moment cause you’ll need less bus or train)

    2) When cities are growing, they sometimes build roads close to your bus lines. There are 2 sides effects to these situations. a) the bus near this area is teleported somewhere else. b) the path of the line is recalculated and can change using this new road.

    3) When your vehicle are 100% lifetime, you can use auto replacement feature which disturb the “auto spacing” calculation.

    ==> That’s why I prefer to space them manually first and let the game do the work after that.

    However, as you said, building good lines (no crossing lines, no shared platform, ..) is a good key to maintain a sync 🙂

    in reply to: New game content…how much is too much #17051
    Xcenty
    Participant

    The amount of data you’ve on your HD is not the amount of data used in the game.

    Your res folder have many subfolders. Each of them has a special meaning.

    Some are used to display a model, some are used to texture a model, some are used to script the game …

    So it’s very difficult to say what kind of data is used when you play. (example : the mesh, texture and model used for the TFV will not be used until you put one TFV on a track) It’s better for you to use a monitor tool which will maybe give the best approach.

     

    The same goes for almost every game.

    • This reply was modified 9 years, 2 months ago by Xcenty.
    in reply to: Have a city with High Pop, and Low Usage. #17048
    Xcenty
    Participant

    @douglas I really don’t see what you mean with synced trains.

    On a line with multiple stops (that the line is straight or loop). You don’t have to sync the train. It’s impossible as the distance between two stations is not even. But you can make the distance between two trains even (distance = frequency). This is very easy to do.

    I’m actually building a loop on a medium map (which I call my main line). I’ve already connected 5 cities with 10 trains.

    The frequency is 4 minutes. (60 seconds = 30 days, to keep simple take 4 months) My trains were already running but not “synced” as you said. One was too close, another one was too far, … What I did is simple. At the end station of my loop, I check the date the train leave the station. When the second train arrives, I let the passengers get out of the train, and stop the train manually. When 4 months have passed, I put the train back on service. It will creates a jam of train at this stop until all the 10 trains have passed through my hands 🙂 And then the distance between two trains will be even.

    PS : I do the same with buses to make sure my buses are evenly spaced.

     

    Simple XD

    • This reply was modified 9 years, 2 months ago by Xcenty.
    • This reply was modified 9 years, 2 months ago by Xcenty.
    in reply to: how to create addon or vehicles for train fever #17037
    Xcenty
    Participant

    in reply to: [Optimization] Huge pauses/lag in game #16950
    Xcenty
    Participant

    The end of month pause doesn’t make the game “unplayable”. I’m on a I3 laptop. I played 130 years now with good cities (average pop 1700. Biggest 2200). Sometimes I’ve no pause at end of month, sometimes I have to wait 2 or 3 seconds. The huge pause you mention at end of year is only the autosave feature.

    The size of the save is linked to the settings of the map and the data present on the map (citizens, paths, vehicles, …)

    I’m playing on a little map. In the early game, the save game was 40 Mb, now it’s 110 Mb. I think they should maybe code the game like FIFA Manager, creating a database and populating it as you play. (path finding can be stored in database with streets data, bus stops data, …) When a change is made (new street, deleted street, delete bus stop), Event is called to modify the path and write the result back in database.

    • This reply was modified 9 years, 2 months ago by Xcenty.
    in reply to: Does this game have the end? #16938
    Xcenty
    Participant

    I have a nice end for you. 2040. Oil prices are so high that we begin to see electricity shortage in some places. Economies are falling down. Riots and Civil war are more common than ever.

    2045. Transportation is history. Some cars are still running on electricity but these are the last ones. There is no more petrol to build cars, tires, plastics, …

    in reply to: Usage percentages #16918
    Xcenty
    Participant

    I’ve between 90 and 95 in each city.

    If your population is using your passenger facilities to go everywhere they want, you’ll get a higher percentage.

    For a graph, you can take the value you get each month and make your own graph 🙂

    • This reply was modified 9 years, 2 months ago by Xcenty.
    in reply to: Multi Combined lines? #16917
    Xcenty
    Participant

    If the roads you built to transport raw materials to steel mill are bypassing existing road lines. You’ve to delete them first.

    Otherwise, the industries will not use your line. (the same happen if your road is a detour)

    in reply to: I give up, Train Fever is dead! #16915
    Xcenty
    Participant

    @coujou : There is a lot of things that can make a game stuttering. With the performance patch, they made the end of month processing on another thread so that your multi-core CPU is used more efficiently. Sometimes, I have little stuttering too but I’m very happy with the overall performance of the game for my laptop. I’m between 25-35 fps in play mode and 45-55 fps in pause mode. Sometimes the game is hanging for 1 or 2 seconds (end of month… or after rebuilding some lines) This is due for the heavy calculation of path finding/new buildings at end of month/ …

    But with now more than 15000 population on my small map, the game is still smooth.

    Don’t overload your laptop too much. Play on a small map with the lowest graphic settings. (If needed, install a mod from train-fever.net to increase performance.) I think you’re a bit on the limit with your GPU.

    • This reply was modified 9 years, 2 months ago by Xcenty.
    in reply to: Usa Dlc Community Vehicle Showcase #16914
    Xcenty
    Participant

    Two videos, one of which unveils a brand new train, and barely any replies… What an oddity Train Fever is: it just can’t seem to take hold outside of Deutschland.

    The main problem is that it is more a “fan” video than USA DLC preview video. The author posted these videos on Steam too. I think he’s only trying to get some audience. By the way the video is way too long to present 2 models. (My point of view)

    in reply to: I give up, Train Fever is dead! #16881
    Xcenty
    Participant

    I didn’t read everything but what I saw on the first post is a bit too much.

    I’m playing on a little laptop I3 with Geforce 710M and 8Go Ram. The game is running smooth after 120 years of game with cities having more than 1700 population. Sometimes, end of month the game is hanging for 1 second but the last update from the devs make this game more than acceptable for me.

    Maybe I miss a manual to understand some key numbers like “details tabs”, … The game is easy and relaxing. Maybe next version can go deeper in economy to offer a more realistic experience.

    • This reply was modified 9 years, 2 months ago by Xcenty.
Viewing 15 posts - 1 through 15 (of 27 total)