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1 The ability to expand the platforms at a truck station to maximum length, without having to guess how far back from the edge of the road to place the truck station, to be able to expand the platforms to maximum length without the road being in the way.
2 When placing a terminal train station, have the elevation of the station be the same level as the street that I am trying to place the main building at the end of the terminal next to, not the ground level at the center of the length of the platforms.
3 Make it easier to place assets like signs up on a high bridge by substituting the deck of the bridge for ground level when placing assets. Enabling Debug mode and pressing right Alt G made this a little bit easier, but still not as easy as I think it should be.
4 Have traffic lights with a green arrow for a protected left turn on streets that are wide enough to have a left turn lane. The game already has a protected advance green light for the bus lane which is very similar to a protected green arrow for a left turn lane.
My wish list for TpF3 that I do not expect in the last update of TpF2:
1 On country roads with at least 4 lanes, on long sections between intersections or junctions, have which lane a vehicle uses be determined by the maximum speed that the vehicle can go, so there will be a minimum speed for vehicles in the passing lane and have slower vehicles stay in the right lane.
2 Have the A.I. choose routes in cities with the fewest turns. Instead of a zig-zag route like go one block turn right, go one block turn left, go one block turn right, go one block turn left, go one block turn right, go one block turn left; have the route go straight for 3 blocks, turn right, go straight for 3 blocks.
3 Have collision for ships so that ships will slow down and not clip through each other.
4 have yellow lights work on railroad signals for trains to slow down when the next signal is red.
5 Kids and schools, and school busses, and school bus routes, and school bus stops.
6 What the heck do they make in the small industrial buildings within cities where people work? Just have the sources of raw materials like farms and forests and quarries, mines and oil wells be in rural areas away from cities. Have the mills and factories and processing plants and refineries be in or near the edge of a city and have people work there. Have all industrial buildings in cities make something. Have the industries that make finished products make more than enough for one city and ship products to other cities that don't make that product. Have fewer industrial buildings and more office buildings where people work in cities.
Town generation could also be more authentic to the continent, with European towns getting a lot of skyscrapers in the town centre only at era C but the level 2 era B buildings could be larger. Row buildings
Railyards where you can buy, stash and maintain trains. The current train depots could only fit locomotives. Probably make that a toggleable option in the map/savegame settings so it's not a forced difficulty spike.
I'm probably saying this because I constantly swap mods, but some sort of way to get rid of placeholder cubes. At least for trees.
Path signals, maybe? I feel like TpF2 train signals only work as block signals.
Upgrade tool that works over an area, as in Workers and resources Soviet Republic.
What could perhaps go in an update: Doppler effect that also works for event-based sound effects. Horns on passing trains are probably the worst offenders, but hearing train doors or crossing bells even after zooming out of the area is also annoying.
Personal pet peeve: Adjusting train pathfinding so stations don't count as signals. I don't have this behavior confirmed but it's the only explanation I have for trains running into each other on a single tracked route when there's a station in the middle of it. I could make every station double-tracked, but it doesn't look right when I'm building a realistic looking branch line.
Hi, yes stations basically have built-in signals. More info here, including your deadlocked single-tracked station example:
https://www.transportfever2.com/wiki/doku.php?id=gamemanual:railwaysignals
Thanks. I wonder if it would be possible to let/make signals "see" beyond their own signal block. That could fix issues like this, but I don't know if it would cause some other issues
Would be good to see such functionality added to TpF2 (or TpF3) signals.
Proper Vehicle Historical Specifications
for instance
Flying Scotsman, Game speed value 75mph actual Historical speed 100mph
Mallard Game Speed Value 90mph actual Historical speed 120mph
and where is the rolling stock that goes with them
This simulation is full of errors
I call it a Simulation as it is definitely not a game!!!!!!!!
It is annoying to no end when express trains stupidly floor it just to have to come to a complete halt a few signal blocks up ahead.
If the yellow aspect meant AI drivers drove at half speed, trains would move MUCH smoother along the line with far fewer complete stops.
https://steamcommunity.com/app/1066780/discussions/0/4349990803077832703/
And if signals could see two blocks ahead (in addition to the current block of course), you would be able to support four-aspect signaling! :-)
https://steamcommunity.com/sharedfiles/filedetails/?id=3242151411
In this case (which I believe is British signaling) the fourth and new aspect would be the double-yellow aspect.
This would indicate that the current signal "should" be green because the next one is not red. However, since the **next* signal is yellow, this one should be "double yellow" - on high speed lines, you definitely need the extra warning in order to slow down appropriately.
Hi, sometimes there are cases were record-setting locomotives were operated well beyond normal operating conditions, which the main service fleet wouldn't. Setting speed limits based on typical/safe fleet norms seems more realistic and balanced.
Regardless, today we can already modify any vanilla or mod loco to have any speed we want, no need to wait for a new game.
Block signals...block signals...block signals
having multiple different types of signals for when you need them (with path as the first/default) would be great... though also probably a horrible headache to get to work properly, never mind not confusing new players (I'm pretty sure we all know at this point that TpF2 does not explain itself well as is).