Impossible to build overtaking sections? – Train Fever /forums/topic/impossible-to-build-overtaking-sections/feed/ Wed, 30 Apr 2025 12:42:30 +0000 https://bbpress.org/?v=2.6.13 en-US /forums/topic/impossible-to-build-overtaking-sections/#post-6737 <![CDATA[Impossible to build overtaking sections?]]> /forums/topic/impossible-to-build-overtaking-sections/#post-6737 Tue, 09 Sep 2014 22:05:49 +0000 Morat In that other train game it’s possible to build an overtaking track section that allows a faster train to reserve the track ahead of a slower one and overtake it. This is achieved using just the standard signals.

With the ‘fixed route for a line’ approach of TF this seems to be another thing that can’t be built. I know we might get waypoints, but I don’t want to have to assign a waypoint to every possible overtaking section to move freight to a slow lane, that would be a complete nightmare to manage.

Do the devs know if we’re ever going to get any capability for trains to pick alternate paths to allow these kinds of network features to be built?

 

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/forums/topic/impossible-to-build-overtaking-sections/#post-6796 <![CDATA[Reply To: Impossible to build overtaking sections?]]> /forums/topic/impossible-to-build-overtaking-sections/#post-6796 Wed, 10 Sep 2014 02:44:21 +0000 pantner I would think you could do it here as well, just need a long enough section of track and the signals in the right spot.

Though, I haven’t tried it.

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/forums/topic/impossible-to-build-overtaking-sections/#post-6819 <![CDATA[Reply To: Impossible to build overtaking sections?]]> /forums/topic/impossible-to-build-overtaking-sections/#post-6819 Wed, 10 Sep 2014 06:40:19 +0000 jimutt Well I can’t comment on whether it’s possible or not. But I do believe that would be very nice and a quite important feature as trains do that all the time in real life.

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/forums/topic/impossible-to-build-overtaking-sections/#post-6839 <![CDATA[Reply To: Impossible to build overtaking sections?]]> /forums/topic/impossible-to-build-overtaking-sections/#post-6839 Wed, 10 Sep 2014 08:14:48 +0000 mackintosh No, it is not possible to do this the way things are done now. Not with just path signals and that’s all we have. In fact, having slower freight trains being overtaken by passenger trains is detrimental and counterproductive. The game doesn’t differentiate between bulk cargo, FMCGs and the consumers themselves. It’s all the same 20 minute agent. Freight is just as time dependent as the very passengers you want to prioritise.

This is my top pet peeve about TF right after the lack of waypoints and the ability to choose platforms.

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/forums/topic/impossible-to-build-overtaking-sections/#post-6850 <![CDATA[Reply To: Impossible to build overtaking sections?]]> /forums/topic/impossible-to-build-overtaking-sections/#post-6850 Wed, 10 Sep 2014 08:38:02 +0000 Yeol Paths seem a core concept in the game’s path-finding system. For the moment we’re stuck with fixed paths, chosen at best effort by the system. Take it as a challenge to get things done using the current handicaped “path”-system.

But I believe (hope) that we will gradually see improvements added to the path-system:

  1. waypoints (e.g. platform choosing, track bundel usage,…)
  2. alternative paths (eg stations, overtaking,…)
  3. elaborated signaling system (block signals, entry and exit signals,..)

Although I think it is not essential for enjoyable gameplay, it will be nice to have these extra options.

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/forums/topic/impossible-to-build-overtaking-sections/#post-6851 <![CDATA[Reply To: Impossible to build overtaking sections?]]> /forums/topic/impossible-to-build-overtaking-sections/#post-6851 Wed, 10 Sep 2014 08:42:50 +0000 pantner sorry for the “paint job” but I thought something like this would’ve worked?

blue arrow is the slow train, the red/yellow arrow is the fast train and the yellow squares are signals.

Assuming there is enough time, the fast train should be able to go onto the top section of track?

You might need to adjust the placement of the signals, am not 100% sure, but I would expect it to work.

No?

*Edit – I broke the photo/thumbnail somehow… There should be a second “arrow” (indicating the fast train) off the right side of the pic.

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/forums/topic/impossible-to-build-overtaking-sections/#post-6856 <![CDATA[Reply To: Impossible to build overtaking sections?]]> /forums/topic/impossible-to-build-overtaking-sections/#post-6856 Wed, 10 Sep 2014 08:49:39 +0000 Yeol It will not work. A path is fixed, and for the moment trains will follow that path dutifully. If the following section is occupied, it will wait until it’s free again. No alternative path will be used.

We’ll have to be patient for the developers to have the time to put some effort in it. Until then we need to live the fixed paths.

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/forums/topic/impossible-to-build-overtaking-sections/#post-6858 <![CDATA[Reply To: Impossible to build overtaking sections?]]> /forums/topic/impossible-to-build-overtaking-sections/#post-6858 Wed, 10 Sep 2014 09:15:16 +0000 Morat

It’s all the same 20 minute agent.

That’s true, and it’s actually rather perverse. You have industries sitting on the map doing nothing but waiting to be hooked up to customers, but if you give them a line that’s too long they’ll stubbornly sit there at zero production. Who owns those businesses that are sitting there doing nothing?

On the other hand, sometimes you have symbiotic industries that just happen to be sitting next to each other so your map will show that a forest just happens to be supplying a sawmill which is sending goods to a nearby town. In these circumstances it’s very difficult to ‘capture’ these goods onto a line to another town because the industry naturally prefers the shorter road route to the local town – only by putting enough trains on the line to reduce frequency can you compete, and even then if the line is short enough that the travel time is low.

I suspect that once a town’s demand is satisfied the industry will upgrade if you’ve made other demand sinks available via lines, but that takes a significant amount of time during which your line and trains are sitting there costing money with nothing to carry. The game needs a system where industries can indicate that they would like to have a line to a particular destination to give you a clue as to where there is demand to satisfy.

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/forums/topic/impossible-to-build-overtaking-sections/#post-6904 <![CDATA[Reply To: Impossible to build overtaking sections?]]> /forums/topic/impossible-to-build-overtaking-sections/#post-6904 Wed, 10 Sep 2014 12:06:32 +0000 Highspeed I Think the idea of panter can work if we modify it:

What about leaving off the signal of the fast track?

The slow train reserves the path to its signal, the following fast train is waiting at a previous signal until the slow train enters the bottom track. Then the fast train will reserverve a possible route to the next signal/station behind the double track area and the slow train waits at its signal.

I haven’t tried it out but I will do.

If you want I can post a picture to illustrate what I wanted do explain.

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/forums/topic/impossible-to-build-overtaking-sections/#post-6905 <![CDATA[Reply To: Impossible to build overtaking sections?]]> /forums/topic/impossible-to-build-overtaking-sections/#post-6905 Wed, 10 Sep 2014 12:11:48 +0000 Yeol I fear it will not work. Trains will not leave their path, and a path is only changed when a path is broken (eg track section has been bulldozed). Signals or track occupation do not alter path flows. At least, I never saw it happen.

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