How long is too long? – Train Fever /forums/topic/how-long-is-too-long/feed/ Wed, 30 Apr 2025 12:33:07 +0000 https://bbpress.org/?v=2.6.13 en-US /forums/topic/how-long-is-too-long/#post-17930 <![CDATA[How long is too long?]]> /forums/topic/how-long-is-too-long/#post-17930 Mon, 16 Mar 2015 01:52:17 +0000 douglas I constantly have a problem with cargo in this game. First because I still don’t get the scale of it. How much frequency is too much? Or too little? And how long is too long for cargo?

I like to make long routes for cargo, because I get to have long trains, but they don’t always work. Specially using mods like Cargo mod and Advanced Industry Mod. A complex chain usually doesn’t work at all. Even with 11 minutes frequency, the industries simple don’t produce. And I think that is due to the amount of time the train takes in the rout.

No matter the frequency, a cargo picked in one place will only be delivery when the train travels the entire route. So if I make one route that takes more than 20 minutes (to be safe 15) it doesn’t matter how many trains I put on it, it will never come to live.

So how long is too long? I have a train feeding 3 cities, it doesn’t work. The distance of the cities is more or less the same in all maps. So a route crossing 3 cities is too long?

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/forums/topic/how-long-is-too-long/#post-17931 <![CDATA[Reply To: How long is too long?]]> /forums/topic/how-long-is-too-long/#post-17931 Mon, 16 Mar 2015 04:57:03 +0000 Lowell I have been watching that as well Douglas. Scratching my head…preferring to make long routes myself, or often in many cases I have to make long routes anyway to get said resource. One long route for wood…seemed to take forever to just get three cars full. Closer ones seem to develop faster?

Something else that may be on the same line is I have seen trains take off with say twenty passengers, only to have a couple passengers just vanish halfway through the trip. Guess my passenger service is so bad they are jumping trains in mid transit. 😛

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/forums/topic/how-long-is-too-long/#post-17932 <![CDATA[Reply To: How long is too long?]]> /forums/topic/how-long-is-too-long/#post-17932 Mon, 16 Mar 2015 06:33:22 +0000 vinkandoi I am using Advanced Train fever total and serving a chain producing 150 units. This is what I did when the production of the chain was apprx 120 units for each industry.

I made a target to supply each industry with 200 units per year (so that i will not have change trains until the production reaches 200).  A year is equal to apprx 12 minutes.

Now lets say one train running between 2 stations has frequency of 11 mins.

So I would either make a single train carrying 200 units of cargo or two trains each carrying 100 or 110 units of cargo. This way I am assured that my lines are capable of delivering 200 loads of cargo in 12 minutes.

However I am still experimenting and waiting for the results.

 

 

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/forums/topic/how-long-is-too-long/#post-17935 <![CDATA[Reply To: How long is too long?]]> /forums/topic/how-long-is-too-long/#post-17935 Mon, 16 Mar 2015 09:02:43 +0000 Norfolk_Chris I think that the 20min rule is the culprit for preventing long freight trips.

I find it impossible to satisfy the freight demand for towns on a map that do not have complete production chains located nearby.  Bringing in a commodity from a distance any further than the distance to the next town is impossible due to transport time exceeding the 20min rule.  High frequency dedicated freight line do not work over longer distances, even with high frequency service.

What we need is a clever modder to create a mod that enables us to vary the 20min rule for freight, and also (ideally separately) for passengers as well.

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/forums/topic/how-long-is-too-long/#post-17943 <![CDATA[Reply To: How long is too long?]]> /forums/topic/how-long-is-too-long/#post-17943 Mon, 16 Mar 2015 12:22:51 +0000 Kiwi-NZ Lol, Douglas has made a Tutorial and is struggling with the game. Lol !!!

Maybe you should read my Tutorials [Advanced] Train Fever + CargoMod Part 1 and 2 in total 140 pages.

However:

Frequency for Resources has to be less than 9 Minutes, Frequency for Goods has to be less than 5 Minutes (based on City demand). Walking-time is included.

@Scale

You can calculate distance divided by earnings to amount of Cargo. Modifier for Persons to transport are 1 and the modifier for Cargo is 2.

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/forums/topic/how-long-is-too-long/#post-17946 <![CDATA[Reply To: How long is too long?]]> /forums/topic/how-long-is-too-long/#post-17946 Mon, 16 Mar 2015 14:58:37 +0000 douglas

I find it impossible to satisfy the freight demand for towns on a map that do not have complete production chains located nearby.  Bringing in a commodity from a distance any further than the distance to the next town is impossible due to transport time exceeding the 20min rule.  High frequency dedicated freight line do not work over longer distances, even with high frequency service.

That is for me the biggest problem of this game, along with cargo/passengers disappearing along the trip and performance.

That is because if I make routes shorter than what I already have I can easily use trucks, no need to train.

 

Maybe you should read my Tutorials [Advanced] Train Fever + CargoMod Part 1 and 2 in total 140 pages.

 

If you are talking about the same guide I’m thinking, its all in German. Can’t read german.

If goods needs to be less than 5 minutes, I stop playing this game today. This is ridiculous. A route with trains with 5 min frequency means very short routes and very short trains, maximum 6 wagons (RRT2 all over again).

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/forums/topic/how-long-is-too-long/#post-17954 <![CDATA[Reply To: How long is too long?]]> /forums/topic/how-long-is-too-long/#post-17954 Mon, 16 Mar 2015 21:59:38 +0000 Kiwi-NZ The Tutorial is also available in ENGLISH.

Frequency has nothing to do with Travel-time. Travel-time has to be less than 20 Minutes. City demand is yearly as well the production output. (12 Minutes = 1 Year).

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/forums/topic/how-long-is-too-long/#post-17957 <![CDATA[Reply To: How long is too long?]]> /forums/topic/how-long-is-too-long/#post-17957 Tue, 17 Mar 2015 02:17:35 +0000 douglas That is the problem then. If my routes must obey the 20 minute rule I need to know that as well, not only frequency. I already don’t know the walking time, if the travel time is also hidden, the whole thing is a huge guess. This rule should be moddable.

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/forums/topic/how-long-is-too-long/#post-17960 <![CDATA[Reply To: How long is too long?]]> /forums/topic/how-long-is-too-long/#post-17960 Tue, 17 Mar 2015 11:47:40 +0000 Kiwi-NZ To calculate Travel-time, the best is to use “Ghost-trains” for each line.

For walking-time you have to calculate at least 30 sec. from Industry to Cargo_Station and from Cargo_Station located at city for the final goods you have to calculate 90 sec. because goods has to be delivered to the doorstep of each building.

There is no guess, read my Tutorial in “ENGLISH”, this will help a lot.

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/forums/topic/how-long-is-too-long/#post-17969 <![CDATA[Reply To: How long is too long?]]> /forums/topic/how-long-is-too-long/#post-17969 Wed, 18 Mar 2015 05:25:07 +0000 vinkandoi Hi Kiwi-Nz

I am using your Advanced Train fever total

I am not being able to deliver oil to Plastic plant from a long distance even if the frequency of one train is 12 minutes. I am running 4 trains between them and the frequency is 3 minus. Could it be because the Plastic plant is receiving oil from a nearby Oil wells by walking? Or is it because the game is poor on receiving cargo from long distances compared to shorter distances even if it is by walking

This nearby Oil wells is already serving a color plant. The problem is that, since the plastic plant is receiving by walking, its production is not increasing from more than 13 units.

 

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