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
I am not sure if this is correct if the 1 or 2 pieces are not being dropped at City 2, as you say the 1 or 2 pieces are completing the whole circle.
Is the drop in City 2 in a catchment area that will take fuel - if it were not it might help ?
Correct - "u can only unload cargo at passenger stops but not pick up cargo"
I would say the same thing to you. The problem here is that you believe this is Transport Tycoon Deluxe Deluxe. You cannot force a vehicle to unload. You set up a line and the cargo is determined by supply and demand. There is a building at City 2 that wants fuel. There is a truck available that can transport it. End of story. The truck is doing what the game mechanics have defined.
IMO, it's a mistake to create complex, multi-cargo lines. Define a line to take crude to the refineries. Define another line to take fuel to the cities. Define more lines to handle construction materials. Have fewer trucks on each line dedicated to that task.
Everyone is so afraid of vehicles traveling empty or partially empty that they shoot themselves in the foot to avoid it. Ask United Airlines how that's working out for them.
Imho it would be good to have an option to assign cargo type to each waypoint on a line.
However, there are few cases when it is needed/beneficial.
Having several seperate lines is usually the better option, considering that it is rare to have matching frequency requirements on these complex setups.
Your example might actually be one where a complex line works rather well.
A solution/workaround could be to provide a better path for the end-products that disturb your setup.
Make a seperate, fast line to deliver fuel to city 2 and do the same to deliver construction material to city 1. If these are more effective/faster than using the "circle", cover the same area and can handle demand, it will sort itself out.
Crude - Refinery
Fuel - CIty 1
Fuel - City 2
Stone - CM plant
CM - City 1
CM - City 2
Each path is going to have a slightly different demand level. Which will make balancing the line capcity difficult because of the overlap. The overlap demand paths will compete with the other demand paths for line capacity, which means for this to run without competion you need to have capacity that is the sum of the demand for each path.
Loop chains do work, but you need to be careful to not overlap demand paths. In your example, a line the went Crude-Refinery-Quary-CM Plant would work just fine provided you create lines with enough capacity to move the final products to the cities. For small cities, these demand paths will always be smaller than the raw material path. For this reason have a unique line for each path means you can size the capcity based on how much it is really moving.
You could in tweak your setup to add a truck line that goes from Refinery-City 1 cargo station-City 2 cargo station-CM plant.
then from the cargo hubs at the cities run lines to different points in the city.
In this setup you have one line running raw materials in both directions and another line running the cargo in both directions.
Again this will work only if the CM plant and Fuel demands are about the same. You will always need to balance for the largest demand, and if one grows higher, then half of the loop will run with more capacity than it needs.
route 1: City 1 - City 2
route 2: stone quarry - City 1
route 3: refinery - City 1
route 4: constr mat plant - City 2
route 5: oil well - City 2
most trucks will be needed on route 1, the other routes are only there to bring the goods to the mini hubs.
In a later fase in the game, you might want to change route 1 into a train line.
It's a problem in late game when you have a lot of stations connected together; the game will detect new paths for various cargo types you didn't even think of, and so your cargo will start to get hauled all over the place against your will. Should I really have to spend time carefully measuring catchment areas and building multiple stations of the same type just outside the reach of each other, in order to prevent that from happening?
Like it is with cameras, an automatic mode will not suffice for everything - occasionally a manual mode is needed for more control.
http://steamcommunity.com/sharedfiles/filedetails/?id=1251483797
that has trucks that can carry, dependend on truck used, up to 4 different products at the same time.
I played too much last time, its always the feast days (holidays).
Maybe someone make a mod that allow it.
Currently the only way to do this is to set replace vehicle for the line each time it approaches the next stop, and to select "replace now" for specific vehicles... But you still need to have at least one vehicle able to collect for any type of cargo you plan to transport on the line.
In the original post the simple solution is to split the line into two separate lines (one product for each city, and then a third line connecting the two cities to allow excess cargo to flow. The only way, ensuring that you deliver the Fuel to whichever town is closest to the Oil Well and ConMat to whatever town is closest to the Quarry.
Alternatively a Hub and Spoke setup where you connect City 1 and City 2 with a line, and then run point-to-point lines from each resource producer or factory to a transfer point where the intercity freight is located.