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yid
ParticipantA very common error that I frequently do is using PASSENGER train stations instead of GOODS train station. Please check if you did that. They have a different icon.
yid
ParticipantUrban Games is located in Switzerland, so they built Swiss trains first.
Anyway, there a are a lot of mods around, as FX2K pointed out.
About the Big Boy: there was a discussion in the German forum pointing out that the Big Boy was to big for the Sharp Curves which are allowed in TF, making turns look ugly. I think nobody builds a mod for it at the time, sorry.
yid
Participant+1 from me.
So far there was an update every friday, but there was another one in the middle of last week. instead of last friday. I’m hoping for an update next friday…
yid
Participant+1 from me.
Though this should be easy to implement, it is a must have.
yid
ParticipantHey Mikael: maybe it would be easy to include a “previous seed” button in the main menu. You just save all used seeds somewhere. This would be easy for all users.
October 2, 2014 at 09:00 in reply to: buldozering in town – exclude that area from next grow cycle #10620yid
ParticipantI Also agree with FX2K about the blocked streets when there are vehicles. If you want to prevent this, you have to stop all trams far away from the construction site, but sometimes it is just no fun to do all this micromanagement. The game should take care of that. Or at least it should be more comfortable.
Maybe there could be a “construction site” feature. You just define the area with some easy mouse clicks where you don’t want any traffic or AI building effords. Then you do what you want and release the area again. This would also be a very realistic way of blocking construction sites – doesn’t it work this way in reality as well?
yid
Participant+1 from me too.
I this case I say: The more automatic the better. I hate micromanagement!
I don’t know what’s possible but at least the function “drop all passengers by the next stop, return to the depot and send another vehicle on track” is the least comfort I’d like to see.
Better if I can automate more, like a button (next to the $ sign in the line list), saying: replace all vehicles on this line (without loosing passengers) and replace them by … (open the “buy vehicles” dialog and let the user choose which one and how many) would be great.
Even better: replace all (select age and/or vehicle time) by (select another vehicle) would be best. (like in RRT3)
yid
ParticipantWell, my train ran out of the depot and reached the first station. (I got a steam achievement for it), but then, the train stopped for the first time, saying there is no route. So I fiddled around a bit and –hurray! hurray!– the train got to the next station. This took me a couple of minutes.
But then, the train was stuck again and I could not get a grip on it. I ran through the line several times, but it was built chaotically: with lots of crossings and so on. Tearing the track down was also not an option because other trains were stuck on the track as well.
Finally I gave up.
There must be at least more feedback. If all electrified track was, say, green and all no-electrified way red the gap would have been easy to spot. But in TF only the track with the mouse under it is colorized. This is not enough if you search for a single pixel, or just very few pixels!
As long as electrified track is so complicated, I have to play only with the Steam and Diesel Trains.
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This reply was modified 7 years, 10 months ago by
yid.
yid
ParticipantI try to build long railway connections, with trams delivering people to the stations in all cities. After connecting cities I try to feed them with goods too, via rail, for optimum growth. One source of goods is usually good enought for three cities.
yid
ParticipantUpdate: after thinking about it, I realized that RRT3 alsways shew the whole track in colors, during electrification. Un-electrified was blue, electrified pink. You can do the same with red & green if you wish, but the point is that the program must give decent feedback. (this would accord to my solution #3)
yid
ParticipantThis one has my vote too. Maybe, if the devs wish, they can stay with the full lot of pillars for wooden bridges, but iron and brick brigdes should have less pillars.
Maybe this can also be a difference between bridge times. What are the differences right now, only cost and visual? In RRT you could cross the more expensive bridges faster than wooden brigdes.
yid
ParticipantOkay, goods and passengers have a maximum travel time of 20 minutes. Your train has a frequency of 9 minutes and it will take a while travel too. Try to put a second or even a third train onto the line.
Secondly, the wood needs a travel time of 20 minutes max, too. So you need:
wood –> (in 20 mins) —> sawmill –> (in 20 mins) —> city.
If all this is connected it should work.
yid
Participantis it compatible with the mod manager?
yid
ParticipantHow can I switch off Windows Error Reporting?
yid
ParticipantSame for me. Someone posted that the game seems to clear the graphic card´s RAM (maybe some kind of garbage collection?), even on cards with more than 1GB. Maybe there is an easy way to fix the problem for cards with more than 1GB (like mine) in another patch.
This could also mean that running the game on the HD4000 on an i7 CPU might not encounter the “hanging” problem, though the game is slower from the start. Can anybody prove that? (I
ve got an AMD cpu and cannot test it, unfortunaltely) -
This reply was modified 7 years, 10 months ago by
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