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The time should go 100x slower, you are currently playing a few hours and you have 2500 year ...
Well, yeah, if you play in 4x speed, that happens.
Try to play at 1x speed instead; pause when setting up and building your lines and buying your vehiles and before you know it, one year may take you one hour.
As for "realism", trains shouldn't be as high as houses, places with just 112 citizens aren't cities but villages, the 100 cars from 1917 shouldn't be operating in 1987 etc.
The game isn't about realism, it's about having fun. And since the latter is more important to most game dev's, expect about every game having flaws because at some point realism has to be sacrified to make sure the fun part still exists.
If you really want realism combined with fun, I suggest you take a look at the train sims instead. Although in those you most likely drive them back and forth and don't have much influence at how the line runs.
Thorin :)
In the meantime, I want a playable game. If I want a "realistic" game, I go play Trainz.
This would provide for more interesting gameplay, as there would be an advantage to using trains that can run both ways.
Even for normal trains, there would be an incentive to use engines that can run at nearly the smae speed both ways (such as the VIc) over other engines. Engines that can run fast forward only would then benefit from having a turntable at the terminus.
Getting away from instant train reversal could make gameplay more interesting.
For non multi-unit and driving trailer trains, instead of the traditional magic switcheroo I suggest the locomotive changes ends, with varying time delays, leaving the wagons in the same place and orientation. In real life there are two ways a train reverses at a terminus. Either the original loco 'runs around' the rolling stock on a parallel track and couples up at the other end, or a fresh loco couples up on the other end and the train leaves the old loco behind at the buffer stop. The original loco then follows the train out of the station to wait in a siding for the next train, visiting a turntable or wye track to turn around if appropriate. The timing of these operations differ. A run round can take longer than a substitution, but for the latter you need an extra loco available at that terminus and turning introduces further time into that operation. At a big city terminus you might wish to employ substitution to minimise platform occupancy, while at the other more rural end of a line you might use a slower run round. These methods could be options for the player at a terminus. Substitution would be more expensive as it requires an extra locomotive. Not one extra for every train but one (or sometimes more) for the whole line at that terminus depending on the cycle time of the loco turn-round, Substitution would always be quicker for the train though than run-round, which would be slower but cheaper. You wouldn't actually need to provide all the extra parallel tracks, wyes, turntables etc for this, but at least the operational sim would be more realistic in terms of timing and trains would not be magically flipping any more. With the sim allowing time for all these prototypical shunting moves to take place, it leaves the possibility open to actually add in the extra facilities and animations in the future.
Since there is going to be modular train stations in TF2. Maybe they could include the option to have a engine house at either end of the station. If both engine houses exist then the player has the option to enable "real reversing". Where the engine at one end moves into the engine house nearest to it. And another engine of the same kind reverses out of the other engine house and connects to the other end of the train.
That way wagons do not reverse and the engines only reverse inside engine houses.
Why don't we like loops? There's a simple way: 2 platforms at each station, dual tracks between stations. Go A1 to B1, loop around to B2 then go the other way to A2 and loop back to A1 again. One track for one direction, the other track for the other direction. You could use just 1 platform and 1 track at/between stations, but then you couldn't use multiple units (depending on the number of signals).
Huh? What's the difference between this and the train magically flipping around? I'll take flipping any day over that micro-management.
TPF is NOT a sim! It's not realistic. "Flipping" is the least of your problems. IF the developers add "no flipping" I hope it's an option that I can turn off.