trains – Train Fever Official Website (archived) Sun, 14 Feb 2016 17:21:24 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.2 [DLC-Request]Russia DLC /forums/topic/russia-dlc/ Sun, 14 Feb 2016 17:19:55 +0000 /forums/topic/russia-dlc/ Continue reading ]]> Could a one Russia DLC create with the help of the current Russian cars that I can easily install in my TFMM so I all Russian vehicles but can still distinguish between for the German and Austrian and can play separately as West European and Russian maps without all vehicles always to have her

Would maybe more players attract the then also be able to separate their mods with no experience and are not cluttered by the Great number of mods available here and in Train-Fever.net

In Train-Fever.net already a “Nordic” DLC was released it could perhaps orient in creating the Russia-DLC which is updated with each newly created vehicle and thus also more European players attracting times the Ukrainian and Russian with a click test as DLC and play as this is a completely different experience is because the solutions for Eastern railways are interesting and under also completely different approaches are like the twin locomotives or diesel / electric trains biden one unit

 

]]>
Production rate of scale up/down is ludicrous /forums/topic/how-do-i-mod-the-production-rate-of-increase/ Sat, 28 Nov 2015 00:29:08 +0000 /forums/topic/how-do-i-mod-the-production-rate-of-increase/ Continue reading ]]> The rate at which production scales down is several orders of magnitude faster than the rate at which it scales up. I’d like to reverse the numbers, so scale up is fast and scale down is slow – otherwise there’s just no point risking using trains for cargo delivery.

Earlier today I made a mistake – I’d paused the game to do some track editing shortly after loading the previous day’s save game. I placed some tracks without cantenary which broke the route of some electric locomotives I was using to deliver goods.

After un-pausing the game, my industry chain completely collapsed to 0 production within a matter of minutes. It’s taken a few hours so far just to get it back to 50% of what it was. This imbalance is just ludicrous. It makes me not want to refine my rail network, which makes me not want to use trains for cargo. And using trains for cargo is the primary reason I bought the game.

This is further compounded by the “death spiral”. I had lots of freight carriages per train on that route, and they were set to “Full load (any)”. So as soon as the production rate starts to drop, the trains start taking longer to fill and thus there are bigger gaps in delivery. This leads to two side effects:

  1. The factory will often realise it can walk its output down a road faster than the now delayed trains = trains fill even slower. Recursive death spiral. (This doesn’t always happen, but when it does it’s very painful to recover from as it also exacerbates the second side-effect…)
  2. If train deliveries are too infrequent, the city will assume it’s not being served by the production chain and remove it’s pull request, so production drops even further. Recursive death spiral.

Editing and refining rail networks should be fun, the current mechanics have turned it in to a very tedious and painful experience. There are numerous other issues I could mention, such as blocker issues if you use multiple supply and delivery lines within the same chain (the AI basically breaks and the chain collapses rapidly), but suffice to say a simple “fix” would be to transpose the rates at which production scales up and scales down.

]]>
Cargo Train Route Problem /forums/topic/cargo-train-route-problem/ Tue, 16 Jun 2015 21:43:40 +0000 /forums/topic/cargo-train-route-problem/ Continue reading ]]> So I’ve been scouring the internet for a while on this issue. I currently have circular freight routes in my towns that stop at each industry and in the end return to a large cargo bus station. These work well and are profitable. I tried expanding my industry by adding cargo train routes with cargo train stops near the cargo bus hub in my towns. However, the train isn’t being used. Each Cargo Bus cycle is less than three minutes and the current rotation time for the cargo train is 16 minutes. I’ve also noticed that the cargo bus stations are nearly empty if not entirely so (probably due to my circular pattern). Should I increase the train frequency to see if they’ll use it, or is it possible that my circular bus route is negating any need for the train?

I read recently that it is suggested to put the cargo stops near the industries themselves. I’d do that if my current system is inherently flawed, but I want to see if that is the case first. Thanks in advance.

]]>
British Trains, buses and lorries /forums/topic/british-trains-buses-and-lorries/ Thu, 25 Dec 2014 17:33:46 +0000 /forums/topic/british-trains-buses-and-lorries/ Continue reading ]]> Hey,

Was wondering if anyone out there could be working on British trains, buses and lorries with their own schemes. Been playing this for a while now and  I am quite looking forward to seeing British Engineering in the game.

 

Would like to see (only know trains a little) – class 395 Javelin (South Eastern), class 390 Pendolino(Virgin), Class 43 (FGW, EC, XC, VT), Class 375/379(Southern+South Eastern)

Please reply your thoughts,

Martinez.

]]>
People won't use the train /forums/topic/people-wont-use-the-train/ Sun, 14 Sep 2014 18:48:48 +0000 /forums/topic/people-wont-use-the-train/ Continue reading ]]> Hi! Just bought the game today and I’ve played thru all the way to year 1890. And although I have bus lines, trams and three cities connected, people won’t use the train. Why?

The train is the much faster way to travel, and even if I remove the inter connecting bus lines, people won’t take the train. Why?

Thanks for the help!

]]>
Adding cars to an existing train? /forums/topic/adding-cars-to-an-existing-train/ Wed, 10 Sep 2014 05:47:51 +0000 /forums/topic/adding-cars-to-an-existing-train/ Is that possible? Seems a waste of both money and time to sell the whole train just to create a new one with 2 more cars.

]]>
[MOD] Anybody planning to make a NS ”Nederlandse Spoorwegen” trainset? /forums/topic/anybody-planning-to-make-a-ns-nederlandse-spoorwegen-trainset/ Mon, 25 Aug 2014 14:51:07 +0000 /forums/topic/anybody-planning-to-make-a-ns-nederlandse-spoorwegen-trainset/ Continue reading ]]> Banner oTTD

Hey there I just joined the forum, I’m eagerly awaiting Train Fever to be released. I was wondering if there are any creative people planning to make a dutch NS trainset for Train Fever? Christrains made some for Locomotion, Train Simulator, Transport Tycoon. That would be awesome! Let me know.

These are some nice loc’s: 

NS1100, NS1200, NS1300, NS1500, NS1600, NS1700, NS1800, NS2200, NS6400.

Loks
From left to right: loc 1200 serie, loc 1300 serie, loc 1500 serie

Some nice DMU’s and EMU’s :

NS Mat ’24 (Blokkendozen) NS Mat ’34, NS Mat ’35, NS Mat ’36, NS Mat ’40, NS Mat ’46 (Muizeneus), NS Mat ’54 (Hondekop), NS Mat’64, Plan mP, NS SGM (Sprinter), NS ICM(m) Koploper, NS (V)IRM, NS DD-AR, NS DDZ/NID, NS SM ’90, NS DM ’90 (Buffel), NS SLT, Arriva/Veolia Stadler GTW

NS

From left to right: NS Mat ’64, NS DD-AR, NS (V)IRM

 

 

]]>
Content Creation Ideas & Discussion /forums/topic/content-creation-ideas-discussion/ Fri, 22 Aug 2014 10:43:00 +0000 /forums/topic/content-creation-ideas-discussion/ Thought I’d start a thread for people to discuss ideas for content creation for Train Fever. So feel free to throw down your ideas and show us what you’re working on.

]]>
Modding capability? /forums/topic/modding-capability/ Thu, 20 Jun 2013 19:08:26 +0000 /forums/topic/modding-capability/ Continue reading ]]> One of the best things I love about OpenTTD is the absolutely amazing modding ability. (and the modding community it has because of this). With the NewGRFs you can get for OTTD you can take the basegame and make it oh so much better, going so far as making it perfectly playable over a hundred years before you normally can start.   (The only way I play OTTD is to start in 1800 with horse drawn carriages and sailing ships)

So my question is, how moddable will Train Fever be?

Side note: Honestly these days with expenses being a factor for myself, a game with extensive moddability and a good modding community to go with it is pretty crucial for me to make the decision to buy a game, modders can do so so so much for the longevity of a game and turn it from a game I play for a few weeks to a game I play for a few years.( There is a reason why I only played Total War: Shogun 2 for a couple hours and uninstalled, while Medieval 2: Total War has a constant place on my HDD)

]]>