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FISHMANPET posted:Ugh, tried to build a passenger route but got angry when I realized the Automate time table patch isn't in this build. How do you do that, anyway? Set the train for Full Load, and the time table so that it leaves after a set time if there isn't a full load? I never really messed with it much.
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# ? Feb 19, 2014 16:32 |
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# ? Apr 27, 2024 01:38 |
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The old version we used had an automate patch, so it would automate the trains so they were evenly spread out. If you had two trains, and two stations on a line, then they'd both be at opposing stations at the same time, and meet each other in the middle. You could just dump as many trains as you wanted onto the line, and they'd always arrive at regular intervals. You don't want to full load passengers, because their rates drop quickly as they wait longer.
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# ? Feb 19, 2014 18:00 |
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That seems like a really good thing to have, and probably would have prevented me from abandoning a bunch of previous maps
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# ? Feb 19, 2014 18:46 |
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So on the current game on the server, I started a company yesterday, passworded it, left, came back today, and forgot the password
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# ? Feb 19, 2014 19:39 |
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I went back on the server, made a coal line, realized I made it too short, took out like 10 loans to make a longer one and now I'm in the red. Whoops.
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# ? Feb 19, 2014 20:12 |
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Kilonum posted:So on the current game on the server, I started a company yesterday, passworded it, left, came back today, and forgot the password What's the company name, I'll remove it.
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# ? Feb 20, 2014 03:30 |
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less than three posted:What's the company name, I'll remove it. Yellowstar
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# ? Feb 20, 2014 05:35 |
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Kilonum posted:Yellowstar Cleared.
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# ? Feb 20, 2014 05:38 |
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Is there any way to make a line of one way block signals? I hate having to click on every single one to change it to one way.
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# ? Feb 20, 2014 17:52 |
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If you Ctrl+click on a signal and drag in a direction it will auto fill signals at the interval determined in the signal window until it hits a junction. Is that what you mean?
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# ? Feb 20, 2014 17:57 |
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FISHMANPET posted:If you Ctrl+click on a signal and drag in a direction it will auto fill signals at the interval determined in the signal window until it hits a junction. Is that what you mean?
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# ? Feb 20, 2014 18:05 |
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Zeether posted:I've done that but I can't make it so I have a string of one way block signals, just two way. Click on one signal until it's the one-way you want, then ctrl-click on it and drag if I remember correctly.
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# ? Feb 20, 2014 18:15 |
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Get your signal to be whatever you want it to be, then click and drag. When you click on a signal and drag, it builds signals of the type you first clicked on, not of the type your signal tool would build.
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# ? Feb 20, 2014 18:16 |
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When auto buidling signals, remember to change the setting that controls the distance between each signal to the distance you want. It should be right-most in the signals toolbar. I think the default distance is a signal every 5 tiles, which is a quite a lot if you have a busy line.
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# ? Feb 21, 2014 02:43 |
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Server has been reset.
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# ? Feb 22, 2014 02:57 |
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FISHMANPET posted:The old version we used had an automate patch, so it would automate the trains so they were evenly spread out. If you had two trains, and two stations on a line, then they'd both be at opposing stations at the same time, and meet each other in the middle. You could just dump as many trains as you wanted onto the line, and they'd always arrive at regular intervals. You don't want to full load passengers, because their rates drop quickly as they wait longer. How did you set this up? There is a thing in the version I'm playing that looks like it does that, but I can't tell if it's working or not. It doesn't behave the way I expected it would, anyway.
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# ? Feb 24, 2014 14:56 |
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I believe there was just an Automate button in the schedule window. Vanilla has an auto-fill button, which makes a schedule based on where the trains are when you click the button, but it doesn't keep the line balanced. Automate will keep the line balanced no matter how many trains you add.
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# ? Feb 24, 2014 17:52 |
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Vanilla has a thing where if you have a train with a completely timetabled order, you can ctrl-click the start date and it implies that it spreads the timetable out among all the shared order trains, but I can't tell if it's working or not. I guess I need to dick around with it a bit more.
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# ? Feb 24, 2014 18:11 |
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So, looks like 4 days ago the server was reset. Does that mean people are still multiplayer train-ing? I've been feeling the need to do some online logistical planning. I tried to join the server, but with the NewGRF pack in the OP I am getting GRF mismatches from Newships, Newstations, and Town Growth Challenge. OpenTTD can't find the right checksum online and it doesn't seem to like any of the versions of those newgrfs that I have tried to install.
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# ? Feb 26, 2014 04:28 |
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Samolety posted:So, looks like 4 days ago the server was reset. Does that mean people are still multiplayer train-ing? I've been feeling the need to do some online logistical planning. Weird. Where did you extract the GRF pack to, a folder called /data ?
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# ? Feb 26, 2014 04:31 |
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Welp, I guess I'm stupid. Just dropped it straight in the OpenTTD folder. It works now, thanks.
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# ? Feb 26, 2014 04:34 |
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Supersonic posted:Here's a map I created and have been playing/constantly trying to improve upon for a long time now. Its a rough model of the Eastern US and has two train mainlines. That's pretty neat. Is there a central hub where everything is shipped to and from individual cities? Or do you have city-level hubs with trains going directly to their destinations?
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# ? Mar 2, 2014 03:39 |
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The new map is nice. A smaller game is interesting once in a while.
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# ? Apr 20, 2014 22:27 |
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I'd like to connect all these towns via rail, but I'm not sure how to go about it. Should I connect them via lines from each of the coastal/lake stations, or do something I haven't thought of?
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# ? Jun 27, 2014 06:17 |
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Are you guys still playing multiplayer?
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# ? Jul 6, 2014 01:10 |
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Sam. posted:Are you guys still playing multiplayer? I restart the server when people poke me.
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# ? Jul 11, 2014 08:15 |
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I can't see any thread on this game called "Train Fever".. the dev's say its a re-invention of Transport tycoon.. https://www.youtube.com/watch?v=X0I36hV63-s https://www.youtube.com/watch?v=fvO4I9mIOaw&list=PLpylDbHLx3ccYO8E4mZ-T5j-XMRaHah1R http://www.train-fever.com/ Looks very interesting... Borat fucked around with this message at 11:49 on Jul 23, 2014 |
# ? Jul 23, 2014 08:10 |
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No pre-signals and 4-way train junctions? Not nearly spergy enough to be like Transport Tycoon! Also, it must be really annoying to build world-spanning railways with that building method...
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# ? Jul 23, 2014 12:10 |
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Entropist posted:Also, it must be really annoying to build world-spanning railways with that building method... Looks like the same method of construction that Tropico has. I need my grid alignment, dammit!
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# ? Jul 23, 2014 15:27 |
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Entropist posted:No pre-signals and 4-way train junctions? Not nearly spergy enough to be like Transport Tycoon!
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# ? Jul 23, 2014 21:13 |
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No multiplayer either. The lack of signals was the first thing I noticed too.
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# ? Jul 24, 2014 04:36 |
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Diet Crack posted:No multiplayer either. The lack of signals was the first thing I noticed too. Train Fever posted:Signals are not shown in the video but will be demonstrated soon. Train Fever will support path signals which you may know from the OpenTTD project. Given the obvious TT inspiration, they're probably well aware of the features fans expect. There's more details on the train features here and here.
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# ? Jul 24, 2014 04:44 |
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Yeah, from what I've seen it's basically a direct copy of TTD into another engine, which is fine by my books so long as they stay true to the rest of the mechanics. I don't mind the spline based tracks to be honest, I think it'll be a nice change if it's implemented properly. Needless to say if the reviews are favourable I'll pick this up.
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# ? Jul 24, 2014 05:03 |
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Diet Crack posted:Yeah, from what I've seen it's basically a direct copy of TTD into another engine, which is fine by my books so long as they stay true to the rest of the mechanics. I don't mind the spline based tracks to be honest, I think it'll be a nice change if it's implemented properly. Needless to say if the reviews are favourable I'll pick this up. The kind of things they chose to focus on in that video is kind of promising - "look, we made it easy to expand this single track to double or triple" and such. Cautiously optimistic.
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# ? Jul 24, 2014 15:14 |
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Trying to get on and getting version mismatch. Did the server move on the 1.4.1 or is this the server still on 1.4.0? Do I just need newstats.grf and nuts.grf?
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# ? Jul 29, 2014 13:19 |
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rotaryfun posted:Trying to get on and getting version mismatch. Did the server move on the 1.4.1 or is this the server still on 1.4.0? Do I just need newstats.grf and nuts.grf? I think it tells you, even which addons you're missing. Anyway I tried to join a week ago and I think it was 1.4.0.
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# ? Jul 30, 2014 05:48 |
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I will update this week and try to stick to a weekly reset schedule.
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# ? Jul 30, 2014 06:47 |
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Was able to get in! Thanks, didn't realize you could download the missing content right from the multiplayer screen. Always amazes me to see some of these setups you guys have.
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# ? Jul 30, 2014 18:10 |
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Can someone explain to me why this doesn't work?
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# ? Jul 30, 2014 22:51 |
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# ? Apr 27, 2024 01:38 |
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It's been a drat long while since I've played and I know pathfinding is something that has been tweaked - but it seems like the way that is designed, the train is actually currently occupying the same signalled section it is trying to enter.
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# ? Jul 30, 2014 22:55 |