Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You can't name any routes, lines, or even the bloody engines.
So you end up scrolling through a list of T(number) crap shortly after 10 trains are running. You then guess at which one was that supply run doing a hub and spoke from 4 different sources to Tacoma amongst all the other T(number) trains running to and from Tacoma.
Naming the bloody trains would help a lot though that is seriously a suboptimal fix.
Being able to click on any rail and seeing a list of all runs that traverse it is also bog standard in train management sims. Still way suboptimal.
Like OP says, being able to set a filter to only show say "Trains running with Tacoma as an end point that are hauling freight only, subset wood" needs to be a feature in the final product. At a minimum.
You should be able to set up a route, then add as many engines to it as you like instead of setting up 3 different trains individually to run "commodity" to a an infinite port warehouse sump etc..
Right now the train management portion of the game basically is 100% manual and ultra clunky. I am assuming they will fix that prior to release but ya never know.
Example: Name of Towns just randomly made up...
Line 1: Named Wood Timberland to Lumberville Lumber (or Wood TL>LV Lumber)
Pick up wood till full at Timberland
Sell wood at LV until empty
Pick up Lumber at LV
Sell it at TL until empty
So, no matter which engine I assign the line, they will run at max capacity. If I decide I want to upgrade all engines on the line, I just tell the line manager to update all engines to Engine XY if train is older than XZ days/years.
Also it would be good to be able to click on a station and see what stops there to pick up or deliver. I really struggle with mixed load trains over delivering and just waiting forever. So then failing the next leg.
This is physics of this game (and also in Railroad Tycoon, you remember) every engine, has her own plan and it is possible to play this game, only with one train.
I create I line start my first train, setup up them and gives him a Linename. All other are copies of them.
But you can! it's in the settings tab of a train. This is a relatively new feature based on multiple requests.
this is not possible because trains don't have predefined paths. They seek for a path every time they depart.
Nice! I will have to dig in and find that. The T# system is just awful.
I assure you that you can... multiple rail management games have this feature even with the OSPF style rail logic in place.
RE 1 even has it and that game had it in 2018.
When you click a rail it essentially checks the OSPF overlay of routes and asks "What trains use this rail in this direction at this moment in time if nothing changes on the network?" and displays the result.
Not really a new technique, it is very standard in the genre, and in pathing algos in general.
But that is completely a different implement from the base level of game. Like Devilhunter said, the train in game search for route at the run time. So until it starts on the rail, you won't know where it will go.
I guess we can know how many trains are passing this station (however I prefer to make side way to avoid unnecessary stops)
The game knows at any given moment what the pathing for every train is (at that moment).... it is literally the algo it is using to make that decision. All the game needs to do is *display* the information to the player. Make pausing mandatory to display it if you think that is how the math works but if the game can make the decision, you can display those decisions at any time. This is how all OSPF-style pathing works.
The OSPF implementation details vary but displaying the topology as an option doesn't.
Games do this ALL THE TIME... it is not new, it is not novel, and it is most definitely not impossible.
Seriously, the math for this is built right into KDEs and game engines as a pathing standard.
Math is hard, but it isn't magic and the computer is doing all the hard bits. The same pathing decisions are used to make these very bits of electronic data use the correct path to get to and from Steam's compute resources (though routing is not always OSPF style pathing but that is a different discussion).
For example, early in the game I might have a route between two cities where I am taking logs from city A to city B, which is all I can haul (because city B might be tiny and have no other requirements that city A can provide). Because the route is profitable, I assign 3 trains, all with the exact same route, pickup 4 logs in City A, deliver 4 logs in City B.
City B will eventually grow and now it starts creating passengers. I then have to go into each of the routes for the three trains and in each of those routes, I need to add the "pickup 2 passengers in City B and drop off 2 passengers in City A" so that the trains are now hauling goods in both directions.
It would be much better in my opinion if the route itself was something that could be managed (or a line manager) and then trains could be assigned to that route.
All I know is that when I have more than 1 train running the same route, I get annoyed when i have to go edit each train to add more stops, change number of items picked up or dropped off (happens all the time as you tech up the weight limits) or add good that have been added to a city. Doing it once is fine, but then hunting down each train that was a copy of that train running on that same "route" and then making the same changes over and over it very draining.
Once I have twenty or thirty trains running I've just been deleting all the trains on a route, creating a new train that works like I want it to, and then copying that train, instead of being able to make the updates one time against the group of trains. Pretty sure this is not the intended method for players to manage their trains, but its what the current UI is forcing.
At least if there was a way to get a list of trains that are picking up or dropping off at a station, I could use that to figure out what trains I need to edit, but without that you just have to scroll through (a possibly quite large) list of trains one at a time and check their routes, hoping you don't miss the city name you are looking for.
So, at a minimum, add a list of trains that are picking up and dropping off at the selected station, with a way to go to that trains route (maybe even highlight the station in the list of stations on the route).
Also, add a line or route management function, where trains can be added and removed from a given route over time, and if the route is edited (to add/remove items picked up/dropped off or adding new cities) it gets applied to all of the trains assigned to that route.
https://iili.io/2AZ0PLX.png