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Trains don't make 8's in real life and they also don't flip IRL. Loco's run around the train. In 'the old day's' you could also turn the engine 180°. In this game it isn't done realistic, but it's better then all the loops that you build in Sweet Transit.
You can make this game as realistic as you want. If a train (or 'bus') has to continue it's journey you can add waypoints and let it run an (unrealistic) turning loop to get back to it's destination. For 'flipping or not' there are mods (i.e. 'shunter').
PS.
The mod I use at the moment to flip/run around your loco at the turning point is called 'TrainShunter'. (Probably there are more mods that do more or less the same thing.) You don't actually see you loco running around the train but you can imagine that it does. (As you also can imagine that the engine runs around the train and uses a turntable. For more realism you can add the run-around track which isn't realy used (and a evenso not realy used turntable if you can find one in the workshop)
(edit: added PS+typo)
Kinda confused - you started with "This game is more realistic" then next paragraph "In this game it isn't done realistic..."
And I'm not promoting any game, but as I mentioned in Sweet Transit only two ways you get a train to a point and back is either a continuous track or put engines at both ends of the cars.
I'll try the waypoint thing in this game see if that makes it more realistic. However I'm thinking based on the comments putting an engine at either end won't make this game automatically move the train in the opposite direction automatically - it will still magically flip around.
https://steamcommunity.com/sharedfiles/filedetails/?id=2139039841
Again I'm not promoting one or the other, just don't like how this game defaults to magically flipping the train when it's referred to as "realistic." Also to the realistic part of this game, kinda funny most towns easily grow if I supply products but don't need any food when the nearest farm is on the other side of the map. Are they eating the products???
Anyways in regards to the flipping thing, I added waypoints and that seemed to work, thanks.
I mean, I would 😋
If you change the settings for up to 6 cargo demands per town, eventually every town will demand all 6 cargo types if you grow them large enough, just in differing amounts. You could say this reflects a natural variation in local supply where some towns need to import more of a particular cargo. It adds game variety, but yes not strictly "realism" since the demands vs local industries are epically random.
Hello.
Below you will find a link, and after that, some snips from the page.
In the sense of "realism" Transport fever 2 is not very realistic as the locomotive will always be attached the the same consist of rolling stock and will "magically flip" in station unless you deliberately design tracks and signals to prevent this.
Unfortunately, user Coenvijge is incorrect as can be seen by the description of a "balloon or reversing loop" found in the link below, they are not as common, however they do exist in real life.
Another knock against Transport fever 2, other than people, nothing will ever move anywhere without player input, something Railroad tycoon did ages ago.
You can ship an infinite amount of "raw" resources to a consumer, for example, stone to construction plant. The stone will be consumed regardless of the finished product getting shipped.
The game has no economic model, simply supply and demand, nothing else.
Time passes too quickly, no day/night cycle.
Trains and rolling stock expenses and maintenance costs are way too high, when compared to using preexisting road network.
The capacity of everything is, to say the least, way out of touch with reality.
The game has a large amount of "abstraction" to it. Its still likely a top 5 game in its genre though.
https://www.trainconductorhq.com/how-do-trains-turn-around/
What is a Wye Track?
This is among the most convenient ways of turning trains. And this method is also used by Amtrak.
Wye tracks do not rotate or turn the locomotive in particular. Instead, they rotate the whole train completely.
Confusing? Here’s another way to look at it: It’s like how you might make a U-turn with a vehicle. You reverse the car while steering to the left.
Thereafter, you drive ahead steering to the right. And, that’s it, you’ve finally turned around.
So what actually is wye track? A wye track is a triangle-shaped (or like the letter Y) junction of railway tracks, hence the name
It contains switches at each of its corners. This framework goes as follows:
The train runs down the first leg (or half) of the wye track.
From here, it reverses over the next leg.
Then finally, it continues forward along the last leg, making exactly three turns.
Many other passenger terminals in the USA employ wye tracks for their trains.
Some include Memphis Union Station, LA Union Station, and the St. Paul Union Depot.
Balloon Loop
Other names for this turning method include reversing loop or turning loop.
This method enables a train to turn without stopping and balloon loops are usually found on streetcars and single-ended trams.
They are heavily used in Europe’s train system as they are a cost-effective solution as it can increase line capacity.
However, this system takes a lot of space on the track, even more than wye tracks. This is why the wye track is better for metropolitan areas.
Loop lines are not exactly realistic either, they do exist but are very rare, and for good reason.
Realistic would be having turntables or sidings so that locos could be turned around.
This would be nice, but might be too complex to implement ingame, and more importantly, likely too complex for the casual player to create. Could be a optional feature in the future, together with other (de)coupling features such as split lines, who knows.
Give me Railroad Tycoon II with up-to-date graphics and I'd be ecstatic. Nobody has touched it yet. And maybe an updated Industry Giant II would be nice...
I'll try out this other game mentioned.
That other game forces you to use engines in both sides, or even worse, balloon loops, hardly realistic as well.
Real life operations involve the use of turntables or wyes/switches to turn the locomotives around to the other side of the consist, which this game, or virtually all similar games, including that other game, do not simulate.
You also have mods that prevents flipping. Especially good for some passenger modern push pull consists that can be moved with the locomotive in the back.
https://steamcommunity.com/sharedfiles/filedetails/?id=1938571121
Its revolutionised how I play the game.
You end up making central twin track rail routes in which you can run dozens and dozens of trains on it, instead of lots of small dead end routes and tying to avoid trains blocking each other.
For real, a multi purpose twin track with balloon loops is a massive money maker.
Even for pure goods trains, a central hub with balloon loops cam be a massive cash earner.
Its also immensely satisfying to build.