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Also hugely annoying: When upgrading stations, they lose all passengers waiting there. WHY?!? ;D
Trains still jams up trying to use the first lane, even when a passing option is available to switch to the other lanes.
Trains in TF will never ever stray from the assigned line. If that is occupied, they wait. There is no such thing as switching to a free track. If you want them to run on another track, you have to use signals or waypoints to force the whole line (in one direction) on the desired track. Trains serving that line will then use that track – exclusively.
Trains do not switch tracks dynamically, period. 🙂
Why should the game scan the root folder?
And even if it does, it won’t get confused by additional files there. It scans for files it expects to be there, not random stuff.
Auto-update of mods is not always a good idea. If mod A depends on mod B, and B gets changed in a way that makes updates of all dependencies necessary, auto-update ruins my game. If I made personal adjustments to a mod that get overwritten by auto-update, my game is ruined. If I don’t like a particular update and would like to keep an old version, auto-update deprives me of that option.
If I heavily mod a particular game (as opposed to installing like 2 or 3 minor things), I tend to avoid the Workshop even if it’s available, for exactly that reason.
Maybe run an extra check on the goods lines to make sure they’re working properly – frequency, demand, placing of stations, etc. In my experience, it’s often best to think TF production chains backwards: start with the end, and once that’s working, ensure that it pulls the raw materials with it.
Also, don’t rely on “it will occur to the train to do X”.
If you have a double track, it may happen that the line uses both tracks. Or not. Better force them with signals, as simonmd said.
Lines are fixed to the tracks. Trains will never ever leave their assigned track. If the track ahead is blocked by another train, a train will never switch to a parallel line by itself.
Regarding your original issue: I’d guess that it’s a problem with electrification, then. It’s not easy to spot it, but often there are tiny stretches of track that don’t have catenary, esp. near switches or stations.
- This reply was modified 7 years, 4 months ago by Varana.
Strange. For me, it works.
Take a look at this thread:
Apparently, the behaviour of stations has changed somewhat, and you need a signal somewhere.
If I understood that correctly, didn’t run into it myself, yet.
simonmd: For some reason, you’ve got a folder that is named like the ZIP file was.
Inside the ZIP there is a folder called “olahaldor_nsbstadlerflirt_1” – take a look at Skiwee’s picture.
If you extract the ZIP file to your mods folder, you should get that as a result.
The text has the correct URL at train-fever.net, but the link behind it – for some reason – points to a mega.co.nz file.
Copy-paste the text into your browser bar, or use
Which card do you have?
Signale teilen die Strecke in “Blöcke” ein – den Raum zwischen zwei Signalen. Ein Signal reserviert den Block, an dessen Anfang es steht, für den gerade darin befindlichen Zug, und gibt ihn erst wieder frei, wenn der Zug den Block verlassen hat (= am nächsten Signal vorbeigefahren ist).
Nun ist zu beachten, daß bei TrainFever Weichen quasi eingebaute Signale haben. Stellst du ein Signal vor einer Weiche auf, dann reicht der Block vom Signal bis zur Weiche; die Strecke wird freigegeben, sobald ein Zug die Weiche passiert hat.
Und zweitens, daß Züge in TF nicht automatisch eine freie Spur nutzen. Sie fahren strikt auf ihrer Linie; wenn nebenan ein Gleis frei wäre, nutzen sie das nicht. Man muß ihnen ausdrücklich sagen (über Wegpunkte oder Signale), wo sie lang fahren sollen.
Für zwei Züge baut man am besten eine eingleisige Strecke und ungefähr in der Mitte eine Ausweichsspur:
Nun stellt man bei A und B je ein Signal auf und setzt das auf Einbahnstraße (one way, weiß nicht, wie die deutsche Version das nennt): Signal setzen, Signal-Icon nochmal anklicken, da kann man das ändern. Dabei zeigt A in die eine Richtung und B in die andere.
Andere Signale braucht man auf so einer Strecke erstmal nicht, solange es nur zwei Züge sind und auch mit der Wartezeit die Frequenz hoch genug ist, daß Passagiere kommen.
Can’t spot it on the screenshot, but usually that happens when there’s a tiny, tiny bit of track missing. Best check the whole track whether there’s a gap somewhere – it may be only a single sleeper (Schwelle) long.
Yep, the only use of grouped stations is convenience for the user.
I usually group stations – a passenger train station has a bus/tram station attached, and goods stations where lorries arrive and trains leave (or vice versa) I group, as well. But that’s more OCD than gameplay.
On one hand, they’re still separate stations: If you don’t click on the icon but on the actual station graphics, you can see that the merged station still retains its original name, internally.
You can use that to guide the lines somewhat: If you create a bus line through one of those stations where stops on either side of the road are grouped automatically, you can click the bus stop graphic (that little hut) instead of the icon, and the line uses specifically that stop (and not the one on the opposite side). Problem is that this often gets jumbled when the line is changed and redrawn later on – the game redraws the line using the combined station.
On the other hand, they’re combined for the purpose of line assignment: The line uses the grouped name for the whole stations. That’s why, if you separate them, some lines don’t work any more – they’re trying to use the station name that now belongs to the wrong type.
#1 in isidoro’s post can happen, but is immediately corrected when you assign vehicles to that line: If you create a line between two grouped stations (rail+road), the game guesses whether it should draw the line graphic on the road or the rail connection; if you assign a vehicle to that line, it switches to the correct mode of transportation. I think (though I’m not sure) that you should be able to avoid this by choosing the correct station part when creating the line, instead of using the icon (or the other half).
But in the end, it’s basically cosmetics.
The teaser images are chosen because someone thought they looked good. There’s also the loading screen with the lone goods wagon on a passenger train (probably meant as a post wagon), which is utter nonsense, from a gameplay point of view.
Usage is, I think, exactly what it says on the tin:
For every Sim (inhabitant of a city), the game creates a home, a workplace, a place to shop and a place for leisure, all within the 20-minute-radius, including your transport network. Then it simulates the movement of each person: Home -> workplace -> home -> shopping -> home -> leisure -> home. (Or shopping and leisure the other way ’round, don’t remember.)
If the Sim walks (or drives by car) from home to work, they do not use your line ( = 0 %). If they use your line to get there, the percentage rises.
I’m not sure whether the percentage means “80% of Sims use your lines at some point during their travels, even if it’s just a small part”, or “on average, all Sims of that city use your lines for 80% of their travels, and walk / drive by car for the rest”. I’d assume it’s the latter, but that’s just guessing.
So – as Neldot’s example shows: if you have a very good network that transports Sims between the four places of their routine very efficiently, they will use these lines to a large extent. It’s not just number of stops, though: If the Sim wants to go from A to B but has to drive around town in your bus for a long time because the line is very long with many stops, they might be better off walking.
Basically, you have to transport people to their destination faster than they could go there on their own.