- This topic has 14 replies, 5 voices, and was last updated 10 years, 1 month ago by gGeorg.
-
AuthorPosts
-
December 6, 2014 at 22:22 #14282spiderpcParticipant
Hi,
I am encountering a strange scenario, I am not sure if it is a bug or feature 🙂
I have a factory that produces goods from wood and nearby there is a freight rail station and a truck station. I did this in order to transport goods using truck in a nearby city and to transport goods by train to a far city.
But all goods that are produces by the factory are sent only to truck station. They are sent also to freight station but only first time train arrives in the station. Second time, no goods are sent to freight station to load them in train. Is there an explanation behind this behavior?
I also encounter another strange situation, only 3 factories on the entire map are producing something even if I have at least 3 big cities. What can I do more, to trigger more industries to produce? I am close to year 2300 and I am almost broke 🙂
Thank you.
December 6, 2014 at 23:24 #14285DolphParticipantThe first problem is probably due to the lower frequency of the train or perhaps the demand in the city you’re delivering to, is already satisfied. Have you tried grouping the station together? Beware that if you do so, all cargo at both stations will be lost. But it may be worth it.
Factories (the ones that produce goods) only expand if they are both recieving and delivering cargo, so in order to achieve factory growth you need to deliver cargo to them and then deliver what they produce to a city. Watch the city demand for goods. Start by only having one line delivering goods from a factory to a city, and when production won’t incrase no more, add another line to another city, and make sure that city has demand for it too. Also check the factorys demands.. need more resources? or need to deliver more goods?
Good luck to you! 🙂
December 7, 2014 at 19:32 #14298spiderpcParticipantRegarding first problem, after I set the line not to wait for full load, all was fine. Goods are now sent both to truck station and freight rail station.
Reagarding factories, I understood that I need to deliver raw materials (ore, oil, coal, wood) in order to produce goods. But, for example, when a coal mine starts to produce something? I have one near a relatively big city and it didn’t produced nothing in 200 years… I want to understand what I need to do in order for the industries to produce raw materials (ore, oil, coal, wood).
December 7, 2014 at 19:43 #14300medopuParticipantHm…. industry doesn’t look the best in Penrith. try following:
Boost Penrith industry by bus lines. When factories upgrade they presumably demand more goods. When more goods are demanded by these factories, presumably more raw resources are demanded. Only then will you see coal mine actually start producing anything.
December 7, 2014 at 23:49 #14308DolphParticipantIn short: Build a line from a factory producing ore, oil etc. to a factory that will recieve the cargo, and it will start producing.. slowly but surely. And just as important – build a line from the factory that recieves the cargo, to a city that has a demand for goods. It’s all about demand.
December 7, 2014 at 23:50 #14309DolphParticipantbtw.. full load is a trap and should very seldom be used
December 12, 2014 at 07:32 #14439gGeorgParticipantFull load help only in certain circumstances :
1. use for cargo. Never use for passengers
2. used by cars. Never use for trains
3. use for pickup at mine/forest/factory. Never use car pick up at cargo train station.
4. Make sure that a building production capacity is 3x more than your single truck capacity. If not the line would devolve and stop.
5. Only one command “Full load” could be used per line. Only the first station in the line should be set to full load. e.g. In the line set “forest-saw-city” then full load would be on the forest. In case of two separate lines 1: forest-saw 2:saw-city. The “full load” could be set at forest and saw.
Keep in mind : “full load” caps your frequency. Therefore setting full load could lower the frequency. If complete delivery chain is close to 20 minute limit, lowering partial frequency cause the whole delivery chain goes over the limit and stops.
Full load help in case you are safely in 20 minute rule. You deliver huge amount of cargo. You need efficient delivery. Typical usage : Feeding train station by cars from a mine on the hill. Deliver goods from factory thru the crowded city center.
- This reply was modified 10 years, 1 month ago by gGeorg.
December 12, 2014 at 07:52 #14441LBParticipantFull load works for trains as long as the train doesn’t need to wait long for a full load. So in the time it takes to drop off a load and return, there should be almost enough cargo waiting to fill it up again. If there’s more cargo, put an extra wagon on. If there’s far too little, take a wagon or two off. Usually, I’ll send the train off without a full load and see how much cargo is waiting when it returns. Then you can make the capacity of the train a little bit more than what is waiting.
December 12, 2014 at 10:48 #14443medopuParticipantAfter reading all this I still can’t see a big advantage of full load vs. any load. Especially for road cargo transport.
In this game, you don’t pay for fuel. The vehicle maintenace costs the same if the vehicle is going empty back and forth or if vehicle is waiting in the station for full load.
So if you have a vehicle, just keep it going back and forth half empty, and if it’s empty all the time and if frequency of other vehicles on the line is sufficient, just sell it.
Another disadvantage of waiting for full load is vehicle desynchronisation. If you have normal station waiting times for every vehicle, they are better spaced out than vehicles waiting for full load because production varies and in turn makes vehicle waiting times variable too.
Until/if developers come up with some sort of fuel costs, or other realistic shortcome of “any load” against “full load”, it is completely unnecessary to ever use that command for vehicles.
December 12, 2014 at 12:18 #14451LBParticipantHaving full load does make it easier to see if you have too many vehicles (or wagons for trains) on a particular line. You can get the exact number of vehicles/wagons required and save money on running costs. How? If a vehicle has to wait for a full load, it only leaves when it’s full which creates the required frequency.
December 12, 2014 at 12:51 #14455medopuParticipantwhich is a nightmare because you will run to vehicle spacing issues especially on locations with big variations in material/goods production output.
Further, you can get even a better picture with “load any”, because you trucks actually get synchronised according to their frequency. And when they get to this even distribution loop, you can see how much load is waiting and manage the vehicle number accordingly.
so far we know that “load any” is always at least as good as “load full”, if not better depending on situation.
December 12, 2014 at 17:28 #14467gGeorgParticipantFull load is great in case you have a mine/facory producing 200plus material. Why? Truck station could hold only 18 pcs. Those are filled up in a blink of an eye. If there is not a car, then material is wasted. For this reason is wise to use full load, so you can have a car ALWAYS waiting for loading. So no material is wasted.
Well yea, the higher amount storage of the cargo station or option to combine space of the platforms in the cargo station would help too.
December 12, 2014 at 20:50 #14475medopuParticipantgGeorg.
a) Always replace small stations with large, as soon as line output hits 100. In areas where you expect to grow, just don’t even bother building a small station. Small stations are only useful in drop-out stations (cities), where cargo doesn’t have to wait.
b) You give unfair advantage in your example to full load lines. Unfair because you assume there is a truck always waiting for load on a full-load line. Which means that the line has enough vehicles anyway. The problem of a station only holding X ammount of material, and material going to waste if the station is full can happen equally in full-load example and in any-load example.
c) Now for the proper example. Assuming both examples (full-load track and any-load track) have shortage of vehicles and as a result, stations start stacking materials.
Remember. The beauty of any-load is the fact that vehicles space themselves out, leaving you a better clue over how frequent the station load/unload process is going on.
In any-load example, you can spot station filling themselves up sooner than in full-load example, because there are fewer discrepancies in vehicle intervals, meaning that if you start having a constant surplus of say 10 resources in the station waiting, you know that this is going to be more or less a constant. Because vehicles are evenly spaced out, you can easily estimate, how fast resources are building up in the station. So if you start having resources stacking up. Add a few vehicles, and you’re good to go.
With full-load that is not the case, you have to be so much better at estimation. Because vehicles are unevenly spaced out, you do not know exactly for sure, if a particular material build-up is due to vehicle shortage, or if the build-up is perhaps the problem, because at that moment of inspection, there were no vehicles to load the materials.
It’s pretty simple stuff really.
December 13, 2014 at 01:03 #14477LBParticipantWell, full load works for me and others, so we’ll continue to use it. If any load works for other people, then they should keep using that. We all don’t have to play the game exactly the same, do we? 😛
December 13, 2014 at 01:57 #14479gGeorgParticipantMedopu,
my statements are based on observing the game. Not ideas from perfect world.
a) the truck station has 18 storage. The big truck station has 16 storage.
What bigger station are you talking about?b) + c)Â Â Mine produce 200plus can be served by 10 cars in full load. No material is wasted. mine produce 200plus served by 20 cars still wasting mats.
Spacing is not crucial on cargo lines.
-
AuthorPosts
- The forum ‘Support’ is closed to new topics and replies.