Transport Fever 2

Transport Fever 2

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Mordgier Dec 10, 2019 @ 6:54am
Are trains able to dynamically pick a platform now?
My biggest issue in the first game was that trains were statically assigned to a platform. So if you had 2 trains serving the same route and 1 train was waiting at the station with 4 platforms, the 2nd train would wait for the 1st train to fill up and leave.

This drove me absolutely crazy.

Edit: Answer is NO. Static routes platform to platform as before - micromanagement hell.
Last edited by Mordgier; Dec 10, 2019 @ 8:58am
Originally posted by Ovomaltine:
Originally posted by genemead:
Announcer:
"Train to Atlanta now arriving Platform 3. Gather the wife, kids, and luggage and move immediately to Platform 3 for loading....wait, make that Platform 4. Yep, Platform 4, for sure. Hurry, train leaves in less that 1 minute."
Yea, right.
I wouldn't put up with that "reality". Would you?

People are SO concerned about arriving trains having to wait that they forget about trains having to wait to leave. Anytime you have more trains than platforms/tracks there's gonna be some waiting involved... UNLESS the trains are spaced out so they all don't arrive at the same station at the same time.

It's YOUR network and YOUR job to make it work smoothly.


Actually yes it is the reality. There is two main kind of system :

1) Train have a given platform in the official timetable. When you have a change you have an annoucement prior to the arrival of the train in the station, 3-4 minutes before. And maybe the train take 2-3 minutes delay waiting people if necessary. You can find this system in Switzerland. It work pretty well, how do i know ? Because i work for the swiss national railway company (which is actually the network with the highest density of train in the world) as dispatcher for 10 years now...

2) The train has no given plateform and it is annouce to the passagers a few minute before the entrance. This system is use mostly in very big station like main hub of high speed train.

But the game concern is not the reality. The point of a game is to be efficent and logic. Just watching the perfect time to let a train go out of the depot is not efficent or logic. Yes it works, it's easy when you have 2 or 3 train. But this is garbage when you have 50 using your lines.


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Showing 1-15 of 57 comments
canophone Dec 10, 2019 @ 6:58am 
Trains go wherever dispatchers and signal controllers tell them to go, even IRL. In TpF, that's always been defined by the line. You are that dispatcher/controller whom can alter that platform or track you want the train to use.
Last edited by canophone; Dec 10, 2019 @ 7:00am
SGT_Hest Dec 10, 2019 @ 6:58am 
You can pick what platform each line has to use, so if you want them to use different platforms, you need two lines. But trains on same line, will still have to wait for each other
Last edited by SGT_Hest; Dec 10, 2019 @ 6:59am
genemead Dec 10, 2019 @ 8:00am 
Why do you have 2 trains showing up at the station at the same time?
If you spaced them out so they don't arrive at the same time, you wouldn't need trains to "dynamically pick a platform", would you?

To answer your question, no, they don't. They work as before.
Last edited by genemead; Dec 10, 2019 @ 8:04am
pat Dec 10, 2019 @ 8:38am 
Originally posted by Mordgier:
My biggest issue in the first game was that trains were statically assigned to a platform. So if you had 2 trains serving the same route and 1 train was waiting at the station with 4 platforms, the 2nd train would wait for the 1st train to fill up and leave.

This drove me absolutely crazy.

It would drive me crazy if it were not like this. I'd often have a scenario such as this... Train station near a steel mill. Incoming coal/iron trains would be assigned to platform 1 and outgoing steel to platform 2. The steel train is set to wait till full load. But if a coal/iron train now came in to that platform, it'd wait forever, because the steel mill would never get he resources it needs to build the steel and the steel train would wait forever for the steel that will never be made.
KazakhstanLOVE Dec 10, 2019 @ 8:40am 
Originally posted by genemead:

To answer your question, no, they don't. They work as before.

Such a surprise.
Actionjackson Dec 10, 2019 @ 8:45am 
What is wrong with the way it is? It works very well, if a train can just pull into a random platform how are the passengers supposed to know where they should wait.
If you happen to have waited for a real train in a train station before, you know they show at what platform it will arive on,... because it is pre defined. And so it is in the game.

Last edited by Actionjackson; Dec 10, 2019 @ 8:45am
KazakhstanLOVE Dec 10, 2019 @ 8:47am 
Originally posted by Actionjackson:
What is wrong with the way it is? It works very well, if a train can just pull into a random platform how are the passengers supposed to know where they should wait.
If you happen to have waited for a real train in a train station before, you know they show at what platform it will arive on,... because it is pre defined. And so it is in the game.

"They" are just models and code, no real people. In real life the people would get an announcement and just change the platform.
n00t_NAFO Dec 10, 2019 @ 8:48am 
Originally posted by Actionjackson:
What is wrong with the way it is? It works very well, if a train can just pull into a random platform how are the passengers supposed to know where they should wait.
If you happen to have waited for a real train in a train station before, you know they show at what platform it will arive on,... because it is pre defined. And so it is in the game.
Yeah, but there are timetables in real life...
Actionjackson Dec 10, 2019 @ 8:52am 
In order to make that announcement the train can not pull into a random spot, it would need to reserve a place beforehand so the announcement can be made, and that is how it work in the game. I dont see a problem with that.
The train has a reserved platform and the passsengers wait for it there.

You can just add a platform if you have not enough and get traffic jams. I dont understand the fuss about that at all.
Actionjackson Dec 10, 2019 @ 8:54am 
Originally posted by n00t:
Originally posted by Actionjackson:
What is wrong with the way it is? It works very well, if a train can just pull into a random platform how are the passengers supposed to know where they should wait.
If you happen to have waited for a real train in a train station before, you know they show at what platform it will arive on,... because it is pre defined. And so it is in the game.
Yeah, but there are timetables in real life...

If you want resonable timetables you need a game where time progression and vehicle speed are linked 1:1.
Maybe a train simulator game is more what you are looking for, cause TpF is not that.
Mordgier Dec 10, 2019 @ 8:55am 
That's a hard pass for me. I have no desire to play "dispatcher/controller".

I want to build big cool train networks and not get bogged down in platform management.
killakanz Dec 10, 2019 @ 9:01am 
Originally posted by Mordgier:
That's a hard pass for me. I have no desire to play "dispatcher/controller".

I want to build big cool train networks and not get bogged down in platform management.

Maybe you should go play OpenTTD then, since you're actually after something far more simplistic than building big cool train networks...
Actionjackson Dec 10, 2019 @ 9:06am 
Originally posted by Mordgier:
That's a hard pass for me. I have no desire to play "dispatcher/controller".

I want to build big cool train networks and not get bogged down in platform management.

Its either that or that, either you have it like in this game where you give the train a free platform or use one platform with several trains which is a one time action or the other option is you have it like in OTTD or Simutrans where you need elaborate signaling work in larger stations to manage the chaos of trains pulling into random slots.

The TpF solution is a lot less work for the player compared to the OTTD way of doing it.
If you let trains just do their thing by AI only it will end in a big chaos... try play OTTD or that soviet worker republic game without useing any signals, that is what you would get.
Last edited by Actionjackson; Dec 10, 2019 @ 9:08am
Ruges Dec 10, 2019 @ 9:06am 
Originally posted by genemead:
Why do you have 2 trains showing up at the station at the same time?

You have a loop going A-B-C-A(track 1) and A-C-B-A(track 2)You have another strait shot going A-D-A(track 3) and another strait shot going A-E-A(Track 4).

On tracks 1 and 2 as soon as the train exits your next train is pulling into it so no wasted time. On track 3, the station sits empty a third of the time. On track 4 the station sits empty a third of the time. If the system used a dynamic track system it would you could add in a 5th line to that station. and the tracks would all be used 100% of the time.

And you cannot tell me you have never seen a situation where you have a train waiting for another train to leave the station before it enters, even thow there is an open track it could take. Well I suppose you could tell me that, but then I am going to say where are talking about pushing different amounts of volume threw the station.



Originally posted by canophone:
Trains go wherever dispatchers and signal controllers tell them to go, even IRL. In TpF, that's always been defined by the line. You are that dispatcher/controller whom can alter that platform or track you want the train to use.
And IRL trains dont take a month to load and unload.
Furley Dec 10, 2019 @ 9:09am 
Originally posted by Mordgier:
That's a hard pass for me. I have no desire to play "dispatcher/controller".

I want to build big cool train networks and not get bogged down in platform management.

Mashinky would also offer what you are looking for as it using signal based pathing so you can setup this scenario to use what ever platform is available. I do wish TPF would use signal based but creating a second line to have a similar effect isn't that big of an issue in my book.
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Date Posted: Dec 10, 2019 @ 6:54am
Posts: 57