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So where do you spare the space in your example? If you have 3 platforms assigned to just 1 line I don't see any gain. If you are thinking to share those three platform between 5 or 6 lines, with a system of primary and secondary platforms, you will have such an inextricable clogging in the enter/exit tracks of the station, that your lines will go in the red very fast.
You can already spare space in a more efficient way with the current system. If you don't want to build bigger stations, just share one platform betweeen two lines (of course not very busy lines), timing the trains to not clog each other. It works.
Because line 2 is assigned to p2 only and line 3 only is assigned to p3 only. Lines 4 & 5 use p4. Line 1 is multiple train high frequency line. Some of those lines could come from a very long ways away, So there frequency is not very high. Thus the platforms are not be utilized. There is a checkbox in Roller Coaster Tycoon that made coaster trains leave if another train arrives at the station. This is just an example
I've had very little trouble with the current system, the only trouble I rarely have is when I have high freq line, with a short distance with multiple short trains. With no dynamic platform selection the trains will foul the main for some time. Overtime this will lead to train gridlock.
Dynamic platform selection is a feature many want.
Thank you!
I didn't know about Simutrans Extended.
Playing TF2 made me want to play OpenTTD. And playing OpenTTD always makes me want to play Simutrans instead.
or from the estetic point of view
Nice busy stations.
Current stations are boring, feels deserted. Compare to nicely done OTTD station.
Train fever need alternate system for platforms assign supported by higher train station maintenenace.
Second pain of TpF2 is eliminated cargo hubs. Due to unfortunated changes of cargo, their usage is very limited.
Why is "dynamic platforms" the ONLY thing mentioned over and over when it comes to OTTD? It couldn't be because that's the ONLY feature it has going for it, could it?
Multiplayer, different types of signal, a nonsensical cargo supply & demand system, wonderfully dated 1990s graphics, a world you can only see from one direction, wholly unrealistic people-free towns. There are maybe a couple of other 'benefits' but it's so long since I played TTD I can't be bothered to remember them. :)
Highly recommend going through this wiki:
https://simutrans-germany.com/wiki/wiki/en_extended_Index?page_ref_id=1767
there are many mechanics that are simple but in combination with everything else can create quite some problems. Like steam trains take a while to accelerate, so if it has to break too much before the hill, it might have a hard time getting on the hill and can be "hit" by another train going behind him. So in early years you have to design your rail in such a way that you don't have too many turns and if you have to have a ramp then there should be some good distance between multiple ramps.
This is a channel of the main developer, he has tutorials regarding how to use signals:
https://www.youtube.com/watch?v=2XLi1tNaG28
don't get discouraged if you don't get it from the start, you might have to re-watch them couple of times after trying them out in the game.
I'm now struggling with the issue where my starting design of pass-through stations is leading to the major problems of creating an express lines for trains that should get really fast between several major towns. Unlike in TF or OpenTTD, here you have all kind of passengers, some want to hop one station, some might take a 200+km ride as long as you can provide enough comfort for such a long trip. So in some cases even a much slower but more comfortable cruise ships can make more sense to passengers than a high speed train.
It's quite funny what happens when first air travel appears, at first you get Zeppelins and they are much slower than a top train of the same year (70km/h compared to 120+km/h) but as the can travel in a straight line and over the water, they can replace ships on some routes. Then you get first airplanes, which are almost as fast as trains. But it will take another 20+ years till you get airplanes that can really compete with a really fast express steam train. Before that, let's say you get a Hanley Page, it can carry 8 passengers and if you drop ticket price then there will be plenty of people willing to use it. But they can stay comfortable for only about 1.5 hours, so with a speed of 115 km/h that get's you to a 200 km range tops :D Which could be enough for some special connection to a larger rail station/port or for transporting mail, which doesn't care about comfort.
Transport Fever is one game with a particular design concept for a particular set of players.
Likewise Railway Empire, and Railroad Corporation, and Mashinky, and Transports, are all designed to suit players who like whatever specific play styles the developers have decided to focus on.
And there's OpenTTD and Simutrans that have also been created and continue to be developed to offer specific gameplay features that really appeal to a certain player community.
However. They all miss something great that the other games possess. And this is a good thing!. Why, on Earth, would we want all the games to have the exact same set of features.
When I can't be arsed to faff around with config files, unpack dozens of add-ons and spend hours learning to use complex route mechanics I'll dive in and just play Transport Fever. When I want to spend time fiddling with intricate game systems just to get one train running perfectly rather than I'll play something else.
TL:DR Horses for courses, we all want different things from our games so developers create different games to satisfy the needs of different types of players.
The best way to utilise a station is to use all the platforms as dwell time is the bit which makes trains stationary for the longest. If that means making a last minute alteration because a train is a bit late, then that is what happens.
Also don't get me started on the other unrealistic part of the game. Say I have two lines.
One from B - F calling at C, D, E and F and another from A - G calling at C, D, E and G
passengers travelling from C-D or E (where both lines call at) will not just get on the first train which calls at their destination and will instead stand waiting for their preferred train just because the game said so. This is dumb.
RE is a perfect example of this. The developer "pre-made" special (expensive!) stations just for "dynamic platforms" with the complicated track, switches, and signals already done for the player. Note that these aren't "OTTD" stations like some people are thinking of. These (as would TPF stations) take up quite a bit more area, with all the track, switches, etc. at each end. Modern train games aren't "graphically compact" (read "simple") like OTTD is.
Side Note: a "busy" station isn't always a Good Thing. Sometimes it's just poor transportation flow management.
The 10 55 to London Victoria is on Platform 4.
I hear this all the time.
As my argument for more advanced train control, thats apparently impossible, would allow this to happen. The departure board will tell passengers what regular platform to take, much like real life.
You just need to assign (or the game could) platform 1 and 2 to the East Coast Line. 3 and 4 to the Middlands line, and 5 and 6 to the West Coast Line. Branch 1 only to platform 7.
If 2 trains can pull in at the same time, rather than 1 at a time, you will have a more efficient station. But then you have the argument of " you need to setup your railway unlike anything in real life" or "put signals here and there and put line 3s signal 2 miles away" That works fine but looks rubbish and doesn't play nice. Thats Factorio.
Its kinda a shame as I tend to have 8 platforms with 12 lines leading out, thinning out down 3 throat lines.
Atm each train takes its regular path, double slips get blocked and the station lacks life. Wheres what I really want with these 8 platforms, 12 lines and 3 throats to be a constant operation. To work like a London station.
"this path is taken by train A so train B will go here while train C is arriving soon (10 seconds) so will cross where train A is so then hold train B so train D can leave crossing where train C was" etc etc. Dynamic routes.
Its not like we are asking for C&C AI to work out a route, its many pre determined routes with time and distance calculations. There are only a certain number of routes each train can make defined by your railway. Something even a model railway is able to do with a Raspberry Pi.
The only downside I can think of is people getting confused, or wanting to play the game like every other modern logistics sim. Aka very simple.
Either way I highly doubt anything dynamic will be added in game, and would require a large amount of thought to work well, but it is only A Level maths. One can dream though :)
https://steamcommunity.com/sharedfiles/filedetails/?id=1984405248
https://steamcommunity.com/sharedfiles/filedetails/?id=1984405225