Transport Fever 2

Transport Fever 2

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Zapp Dec 4, 2023 @ 7:31am
1
Transport Fever 3 wishlist
Transport Fever 3 absolute minimal wishlist:

MAP SIZE
Ten times bigger maps. If that means the game no longer tracks every individual tree or citizen, so be it. This change alone will impact so many things - all for the better!

The current longest map dimension is (according to the wiki) 52 km.

If you could get a map covering 500 km or 300 miles you could get a much more realistic experience. Trains would have time to accelerate to top speed. Trains would be properly spaced out.

You could have passenger services with 20+ carriages like on many real world long routes without feeling pressured to add insane amounts of head power - that it takes minutes to get up to track speed is no longer a crippling issue. Freight trains could be sparse but very long, just like in the US.

This should also impact building costs. Track building is currently insanely cheap while rolling materiel is insanely expensive.

Long routes should be expensive, so much so that single track freight lines should make economic sense. City cargo demands are hysterically high and should be slashed.

(I'm not necessarily suggesting your compensation should change. I am only saying you should be able to satisfy a city's needs using way less trains. TF2 doesn't make you feel how trains are superior to other modes of transportation. It is ridiculous how one truck can carry nearly a full waggonload)


SIGNALS

I would very much like for TF3 to support 3 aspect signaling, at the very least. That is, the yellow caution or approach aspect. Computer trains would travel much more smoothly if they cut to half speed when faced with a yellow signal. And for the human player it would make a considerable improvement in verisimilitude!

Another aspect (no pun intended) of signalling is for the game to properly support signaling a single-tracked line that is used by trains in both directions. Basically, once a train enters the single-tracked stretch, only a train traveling in the same direction ("behind" the first train) will be allowed out on this stretch. Then one or more trains going in to the other direction are allowed. The stretch of single track is still divided by signals into blocks so one train doesn't have to occupy the entire stretch.

TF2 can't support this, meaning that you are essentially forced to double track everything. (TF2 only really works if all trains running on a given piece of track are traveling in the same direction. Basically, the only time you can get away with using the same track in both directions is when you simply have just one or a very small number of trains working that line. And the only time two-sided signals have real value is when a single-tracked line used by a single train crosses another line at level. That's just not how railways use signals in real life.)


PASSENGER LOGIC

The way passengers act needs an overhaul. Commuters should take the next available train that leads to their destination regardless of line.

If you have three lines all going through city B; say line 1 going A-B-C, line 2 going A-B-D, and line 3 going A-B-E, a passenger at A traveling to B needs to take the next train and not decide upon leaving home to take line 3 no matter what, stupidly staying at the station no matter how many line 1 or 2 trains pass by!

I can live with long-distance travelers going to the station and just waiting there until their train arrives. But it's impossible to set up realistic commuter service if the damn passengers insist on all using one line, completely ignoring other lines leading to the same destination!


RANDOMIZED CARGO
This is especially needed for stack trains (container trains). Please add an option to "mix" or randomize cargo.

TF3 should support container cars per default, and there must be a way to set trains for visual variety - so not all containers look the same.


LOADING AT CARGO STATIONS
While you might have seen a box car cargo train pull in at a platform in the 1800s for workers to load and unload each car manually, that's not really how you handle cargo.

First and foremost, since so much cargo in this game is bulk cargo TF3 absolutely must support the way a coal mine loads a coal train: the entire train slowly rolls through a loading station that fills one car at a time. Unloading works the same way - while rolling slowly over a pit, each car unloads one at a time.

If the game also implements a working container station, that'd be great, but ultimately the biggest deal here is to move away from cargo platforms like we're still in 1880!


Thank you for reading.

PS. Of course I would love it if a new game allows you to uncouple engines from cargo cars, and allowed for realistic shunting operations. But I understand that would change the scope of the game too much.
Last edited by Zapp; Dec 4, 2023 @ 7:48am
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Showing 1-15 of 65 comments
Zapp Dec 4, 2023 @ 11:08am 
Originally posted by Metacritical:
https://steamcommunity.com/app/1066780/discussions/0/1675812484338058955/
That list contains everything. As such, I find it quite useless.

What do *you* think of my suggestions? Do you agree that a (substantially) bigger map would, by far, be the most helpful upgrade if and when TF3 comes out?
uzurpatorex Dec 4, 2023 @ 12:43pm 
500km map would make for a miserable gameplay, as trains running from one end to the other would take, literally, hours. It already takes a ton of time on 1:5 megalomaniac map.

Aspect signalling really isn't needed, as the game internally does it already. That is - it manages train inertia as so aspecting signals is not needed.

Signalling a single-track is kinda/sorta possible, but with traffic densities this game operates on single track stretches are fairly useless. especially since the game uses flat maintenance rate for vehicles, thus if they idle, they lose money.

But admittedly - single track signalling could be made better.

Passenger logic is borked, but as far as I understand, people will use the first vehicle that goes to their destination they see, so what you describe already happens.

Containerized traffic would be interesting mechanic. True.
Zapp Dec 4, 2023 @ 2:06pm 
Originally posted by uzurpatorex:
500km map would make for a miserable gameplay, as trains running from one end to the other would take, literally, hours. It already takes a ton of time on 1:5 megalomaniac map.
What are you staring at a single train for its entire journey if you get bored?

Build out a new city or something, and enjoy the fact the train behaves much more prototypically? :-)

Or, you know, PLAY A SMALLER MAP...

Aspect signalling really isn't needed, as the game internally does it already. That is - it manages train inertia as so aspecting signals is not needed.
Being able to see signals display more than just green and red would be a huge quality of life improvement.

Trains currently behave poorly, accelerating at full pace only to break massively when running behind a slower train. Makes me wince to see the jerky unrealistic motion. If the yellow aspect was implemented (=the block after the next one is occupied) and trains reacted by going at half speed, this would greatly smooth out AI trains.

But more importantly, it breaks my heart that mod creators can't really design beautiful signals from all over the world - the game doesn't have to support absolutely every nuance of railroad signaling, but not even supporting three aspects...?

https://www.trains.com/mrr/how-to/model-railroad-operations/what-railroad-signals-mean/

Signalling a single-track is kinda/sorta possible, but with traffic densities this game operates on single track stretches are fairly useless.
That's just your reflex to say no talking! If you think about my bigger maps suggestion, you would realize the point is for the game to not operate at current hysterical traffic densities!

In real life, a single-tracked line that sees one train every hour would be considered "fairly busy". Think about it: if you stand next to this track, 55 minutes out of every hour would be all peace and quiet (assuming it takes the train five minutes to pass by). And that's a busy line.

But admittedly - single track signalling could be made better.
Thanks. It could be made possible at all. Try placing double-sided signals on a single tracked line in the current game and you'd end up with deadlocks where two trains stop facing each other. The game doesn't support the idea to use a single track for trains in both directions like at all.

I want to get away from this and the cheapness of rail-building basically means there's zero reason to not just double-track everything already from the start to save you all kinds of headaches down the line.

Passenger logic is borked, but as far as I understand, people will use the first vehicle that goes to their destination they see, so what you describe already happens.
No, they will decide on their entire route already when leaving the house. Once they reach the station they're added to the number waiting for the next train ON A SPECIFIC LINE.

Maybe you're thinking of how the game (crudely) load balances between lines. This does happen, but works poorly. I think the game simply uses the same algorithm for distributing cargo between multiple consumer industries, and that's not good enough.

Containerized traffic would be interesting mechanic. True.
I find it hard to believe it isn't in already. The game does make a fairly big deal out of its support for modern eras. You can't really say you support gameplay in the 1980s and beyond if you don't offer stack trains.

If the game treated modern rail as an after-thought and was mostly centered around steam or even dieselization, I could accept the complete lack of container traffic. But asking us to ship all commoditized cargo in box cars?!
Last edited by Zapp; Dec 4, 2023 @ 2:13pm
fatfluffycat Dec 4, 2023 @ 2:40pm 
I feel like 300 miles might be a bit too much, but bigger maps would be appreciated, at least in the range of 100km to 150km, the longest we have right now is 52km with mega settings at 1:5 like you said.

One thing I would like to see with maps is much better map generation, the grassy fields are too empty and boring, and its time consuming to detail them. Farmland and ranches should populate non-forested areas.

More industries and things to do with them nice, such as ports where you could export or import raw materials or goods, power plants requiring coal, etc.
Mackintosh Dec 4, 2023 @ 2:41pm 
I've always wanted aspect signalling, since the first days of Train Fever. As I only play this game as a model railroad simulator, aspect signalling would be a dream come true. Alas, I don't think any game in this genre currently does this and neither would I have the faintest of clues of how difficult this might be to implement.

Bigger maps would be cool, but I don't think I'd have the hardware to handle those. Not with the amount of assets I cram into my usual maps.
Last edited by Mackintosh; Dec 4, 2023 @ 2:43pm
Tsubame ⭐ Dec 4, 2023 @ 4:31pm 
While passenger mechanics are not ideal as it is, they are not fully unrealistic either, as often people buy tickets well in advance and will do their best to use that train/plane/etc. and that train alone, and even if they wanted to change, such tickets may have restrictions on changes.

A better idea would be travel classes, within the same and different vehicles, and categories, with travel rules. That would help differentiate commuter cheap traffic and long distance lines with reserved seating.

An alternative idea, probably simpler to implement too, and not mutually exclusive, is keeping the existing travel mechanics, but if the passenger's favorite line cannot be used due to being full, passengers should start using the next available path instead of waiting on their favorite line.

While I would like bigger maps as well, I would find it very hard to implement it, especially something like 500 km. It is not just a matter of changing pathfinding mechanics, but also the fact that unless you like staring at a virtually empty map, or are ok with big compromises on the game's graphics, that that map's assets by themselves will place much bigger stresses on the hardware as they do now.

On a megalomaniac 1:5 map I am playing at the moment I can already hit 24 GB vRAM at 4k, and have to draw from shared memory. Even 1080 only reduces vRAM usage to about 18 GB. Not to mention RAM usage at 30+ GB and the size of such save files are already 1 GB, imagine a map that is a dozen times bigger than that.

The only way this would work is if a SC4 region layout with smaller playable maps was adopted, and this would result in limitations between interactions among the different smaller maps of the region.

On that note, just changing the game away from an agent based system is not enough. It will help, but only to a point. For example, A-Train All Aboard Tourism has issues tracking everything on densely packed maps, RE2 visibly stutters on the highest speeds on the larger maps, and even OpenTTD may suffer from lag spikes if you have lots of vehicles moving about.
Last edited by Tsubame ⭐; Dec 4, 2023 @ 7:10pm
Metacritical Dec 4, 2023 @ 11:36pm 
Originally posted by Zapp:
Originally posted by Metacritical:
https://steamcommunity.com/app/1066780/discussions/0/1675812484338058955/
That list contains everything.
isn't that the entire point of a wish list?
uzurpatorex Dec 4, 2023 @ 11:48pm 
Originally posted by Zapp:
What are you staring at a single train for its entire journey if you get bored?

Build out a new city or something, and enjoy the fact the train behaves much more prototypically? :-)

I usually play on small or medium maps. I prefer to buildup stage, not the expansion. However. I did play a megalomaniac 1:5 map to completion ( EPEC nonetheless - every city connected and supplied ). It took _ages_ to fill. Literally - about 300-ish game years ( about 60-ish hours of game ) to get to the final stage, where every source industry was maximized and every city was supplied with at least some of its needs.

The issue is that with with 500km ( or 500x500 - let's go bonkers ) map it would either require to have distances to be 10 times larger to keep the number of destinations constant, or ~500 times more stuff on the map to keep the current destination density. In one case - the game would take 10 times more time to get going, in the other there isn't a computer today that can keep up with something like that.

Come to think of it - if the game allowed for longer map formats, it would satisfy your need to have long routes:

The current megalomaniac 1:5 map is 52.5x10.5 and has 551 square km.
if we want to keep the same area, to keep the resource consumption down:

1:10 ratio would give us, roughly, 75x7.5km
1:20 ratio is 105x5.25km
1:40 ratio is 148x3.7km
1:80 ratio is 210x2.7km

Roughly. I guess 1:40 or 1:80 would allow us to create a realistic railroad trunk line with a load of spurs and feeders. So yeah, it would be nice. Let's bully UG to give us that.

BTW - there is a game called Train-World which, supposedly, is more in the line of what you describe, distance wise.

Trains currently behave poorly, accelerating at full pace only to break massively when running behind a slower train. Makes me wince to see the jerky unrealistic motion. If the yellow aspect was implemented (=the block after the next one is occupied) and trains reacted by going at half speed, this would greatly smooth out AI trains.

But more importantly, it breaks my heart that mod creators can't really design beautiful signals from all over the world - the game doesn't have to support absolutely every nuance of railroad signaling, but not even supporting three aspects...?

https://www.trains.com/mrr/how-to/model-railroad-operations/what-railroad-signals-mean/

Aesthetics is something I don't care about. At least, to a degree.

My question is - what precisely do you aim for, gameplay-wise. If you want aspect signalling - my guess is that you also want to control train speed. We can't set a line-x to go above certain speed threshold. There are mods our there that allow to build track with differing speed limits ( Extended Gameplay is one ) but vanilla game does not allow for it. Moreover - aspect signalling exists in the real world to manage train inertia - to give the driver a forethought as what happens next.

The game already does this internally - if you place two signals one after another and the _next_ one is at danger than the train will begin to slow down before the second one even if the first one is at green. Try it out. This is more efficient than aspect signalling.

Don't get me wrong - as an eye candy it might be nice to see aspects, but they would not change a bit how the game works.

besides - I would prefer to also see superelevation at curves, transitional curves, prefabbed and precisely placed turnouts, aspect signals and absolutely no handhold railroad simulator kind of a deal, but this game is not that and it does not seem that UG is willing to get it in that direction.

That's just your reflex to say no talking! If you think about my bigger maps suggestion, you would realize the point is for the game to not operate at current hysterical traffic densities!

In real life, a single-tracked line that sees one train every hour would be considered "fairly busy". Think about it: if you stand next to this track, 55 minutes out of every hour would be all peace and quiet (assuming it takes the train five minutes to pass by). And that's a busy line.

I think you misunderstood what I said. Traffic densities in this game are absurdly high for a real railroad. In my games I get 30 second headways on some routes. Realistically, the way the game is structured, once there are more than three trains on a route, it is more efficient to double track it.

Believe me, I tried.

Once again - unless you aim for aesthetics, not gameplay.

That being said - while it is not possible to make two-way signalled single track section, it is plenty of possible to make a single track with passing loops and priority in one direction.

Thanks. It could be made possible at all. Try placing double-sided signals on a single tracked line in the current game and you'd end up with deadlocks where two trains stop facing each other. The game doesn't support the idea to use a single track for trains in both directions like at all.

Basic passing loop setup uses no signals on the single track section. It works just fine, albeit does not allow two trains to enter a single track one after another. You can add a priority in one direction by a strategic placement of two way signal at the end of a single track - like this:

https://steamcommunity.com/sharedfiles/filedetails/?id=3105758542

One way signal terminates the passing loop, two way signal terminates the single track. So far this works for me.

I want to get away from this and the cheapness of rail-building basically means there's zero reason to not just double-track everything already from the start to save you all kinds of headaches down the line.

That is an intrinsic problem with the game's ... many things. Yes, it is a shame that single tracking for cheapness is not a thing. But adding signals for single tracking will not make it a thing - a fundamental change to running costs of trains is necessary for that.

No, they will decide on their entire route already when leaving the house. Once they reach the station they're added to the number waiting for the next train ON A SPECIFIC LINE.

I'll take your word for it. I never set up passenger traffic as anything more than an afterthought. In my humble opinion however - I'd much rather have multi-stop routes work first. It is a travesty that A-B-C-D-C-B-A routes don't work reliably.

Maybe you're thinking of how the game (crudely) load balances between lines. This does happen, but works poorly. I think the game simply uses the same algorithm for distributing cargo between multiple consumer industries, and that's not good enough.

Yes. Full agreement.

I find it hard to believe it isn't in already. The game does make a fairly big deal out of its support for modern eras. You can't really say you support gameplay in the 1980s and beyond if you don't offer stack trains.

If the game treated modern rail as an after-thought and was mostly centered around steam or even dieselization, I could accept the complete lack of container traffic. But asking us to ship all commoditized cargo in box cars?!

In all honesty - the game insists on using unit trains and boxcars from the inception to the finish which has not been the case ever.
Last edited by uzurpatorex; Dec 5, 2023 @ 12:00am
Zapp Dec 5, 2023 @ 6:38am 
Originally posted by Tsubame ⭐:
While passenger mechanics are not ideal as it is, they are not fully unrealistic either, as often people buy tickets well in advance and will do their best to use that train/plane/etc. and that train alone, and even if they wanted to change, such tickets may have restrictions on changes.
Absolutely, as I said: "I can live with long-distance travelers going to the station and just waiting there until their train arrives."

Thing is, long-distance isn't what the game is doing. What you see in the overwhelming majority of cases is short-distance commuter services, simply because of the constraints of the game (passengers prefer close-by cities; even megalomaniac-sized maps are rather small).

So the game needs to model commuter rail. And a commuter doesn't have to choose between lines - you just take the next Overground or S-Bahn or Metro train that gets you to where you need to be.

The game needs to have commuters board the next train regardless of line. Long-distance services can remain working as-is.
Zapp Dec 5, 2023 @ 6:43am 
Originally posted by Metacritical:
Originally posted by Zapp:
That list contains everything.
isn't that the entire point of a wish list?
If someone asks me what I want for Christmas and I answer "everything", I haven't really provided any useful input, have I?
Zapp Dec 5, 2023 @ 6:48am 
Originally posted by uzurpatorex:
Aesthetics is something I don't care about. At least, to a degree.

...

Don't get me wrong - as an eye candy it might be nice to see aspects, but they would not change a bit how the game works.
Obviously the game already works. I think bettering signaling adds real value in the form of higher immersion and verisimilitude.

You imply the argument "we shouldn't be able to wish for things that are already functional". But this would mean there's no point in pretty houses or superb engine sound FX.

So maybe it's just that you don't care about aesthetics.

Me, I would love the combination in functionality and looks that 3-aspect signalling would bring.

Obviously 4-aspect signalling would be even better, but supporting the yellow light would go a very long way all by itself.
Zapp Dec 5, 2023 @ 7:04am 
Originally posted by uzurpatorex:
I think you misunderstood what I said. Traffic densities in this game are absurdly high for a real railroad. In my games I get 30 second headways on some routes. Realistically, the way the game is structured, once there are more than three trains on a route, it is more efficient to double track it.
Yes and this is what I want to change.

Once you only need 30 second intervals when you're trying to model a hectic subway line, or perhaps the Shinkansen routes out of Tokyo Station...

...and the economic model is changed so that a single freight train can easily supply an entire city's demand for goods...

you would gain the freedom to single-track all the lines except your busy trunk lines :)

And for this to work, the game can't force you to build sidings everywhere. It must be possible for LONG stretches of single line... and then it must be possible for trains to run Caravan style (multiple trains in one direction, one after the other, all on the same stretch of single track... and then, when the last of these trains clear the stretch, a number of trains can travel in the other direction; again one after each other without each train having to clear the entire stretch before the next train is let onto that track)


Basic passing loop setup uses no signals on the single track section. It works just fine, albeit does not allow two trains to enter a single track one after another.
I know how signals work, thanks. I am specifically asking for two trains to be able to enter a single track one after another.
That is an intrinsic problem with the game's ... many things. Yes, it is a shame that single tracking for cheapness is not a thing. But adding signals for single tracking will not make it a thing - a fundamental change to running costs of trains is necessary for that.
As I bring up in a separate point.

Us waiting for a more realistic economy doesn't mean they can't give us better signalling in the meanwhile.

In all honesty - the game insists on using unit trains and boxcars from the inception to the finish which has not been the case ever.
In all honesty, that's a poor argument against not fixing it. It's never too late to improve something!
Last edited by Zapp; Dec 5, 2023 @ 7:04am
uzurpatorex Dec 5, 2023 @ 7:18am 
Originally posted by Zapp:
You imply the argument "we shouldn't be able to wish for things that are already functional". But this would mean there's no point in pretty houses or superb engine sound FX.

You misunderstood. The game _already_ functions the way you want it to. What you want is just an explicit presentation of this fact to the player. It's not something I am against, obviously, but it is, as I said before, an eye candy.

For example - what would the signal aspect actually mean? Currently - green is "go as fast as you can" and red is "full stop". For the sake of this discussion let's assume that 'caution'\ is yellow.

What would yellow mean?
uzurpatorex Dec 5, 2023 @ 7:30am 
Originally posted by Zapp:
Yes and this is what I want to change.

Once you only need 30 second intervals when you're trying to model a hectic subway line, or perhaps the Shinkansen routes out of Tokyo Station...

...and the economic model is changed so that a single freight train can easily supply an entire city's demand for goods...

you would gain the freedom to single-track all the lines except your busy trunk lines :)

And for this to work, the game can't force you to build sidings everywhere. It must be possible for LONG stretches of single line... and then it must be possible for trains to run Caravan style (multiple trains in one direction, one after the other, all on the same stretch of single track... and then, when the last of these trains clear the stretch, a number of trains can travel in the other direction; again one after each other without each train having to clear the entire stretch before the next train is let onto that track)

This does not resolve the underlying problem. Even the most elaborate signaling system would not fix this. The issue is that the amount of traffic the game generates will overwhelm any single track line without dense enough passing sidings.

That and the fact that the game penalizes you for having trains not move and for cargo rotting on the station and stations not being visited frequently enough. Having 30 minute line frequencies simply does not work.

I know how signals work, thanks. I am specifically asking for two trains to be able to enter a single track one after another.

I agree it would be a nice feature. For all the people who play TpF2 as a virtual model railroad.

Us waiting for a more realistic economy doesn't mean they can't give us better signalling in the meanwhile.

I didn't suggest anything to the contrary, did I? I suggest, from my experience as a software dev, that time is always limited and number of 'nice' features is infinite.

In all honesty, that's a poor argument against not fixing it. It's never too late to improve something!

I didn't suggest anything to the contrary, did I ( part 2 )? I would welcome some, even the most rudimentary, switching. Moreover, the game already supports multipurpose container cars, except that feature is not really used. I think that even randomized cargo states ( read: random looks of containers ) is also possible.
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Date Posted: Dec 4, 2023 @ 7:31am
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