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Why does platform 3 not pull cargo sitting by platform 1???
Who decided this? Did they ever play Transport Tycoon at all?
Yes, I'd like it to be more efficient by USING ALL PLATFORMS.
I don't want it to use a SPECIFIC platform, but if there's a choo-choo at 1 don't sit there and wait for 1, use 2 3 or 4 because they're empty.
Oh but then it can't even load like it could from 1 because 2 3 and 4 can't get the cargo that's on platform 1.
So it doesn't matter how efficient I make it if the coder has his head in his rear.
I can understand specific platforms for loading and unloading, but this is a station where many trains pick up crude oil. I'm bottlenecked on trains going in and out.
I got this gifted to me & I had asked for it because it was supposed to be 'a successor to Transport Tycoon' essentially.
It is from first glance. There is a lot to want, though. It's still very rough around the edges.
Trains at multi-track stations should load from any platform any cargo they are capable of carrying.
Trains dropping off at multi-track stations should drop off at any platform (I think they do, but they refuse to pick a platform unless I tell it, must I create 4 lines on a 4-track station when it could automatically pick?)
I'd at the very least like to know what option or code there is in here, I know the game is mostly LUA of all things, but I've been unable to find where this 'choose platform manually' option is so I can shut it the heck off and go back to enjoying my game.
This is more like work than an enjoyable game with this much to get it running right.
Waypoints won't fix the problem, you missed my point.
It's run as efficiently as it can be, you missed my point.
I NEED IT TO PICK THE PLATFORM THAT'S FREE AND LOAD ANY PLATFORM'S CARGO AT ANY PLATFORM.
If someone kindly knows the section of code, or if it's hard-coded (not going to mess with an exe with copy-protection on it), etc, or if there's a mod for it, or a way to shut off the 'pick a platform' bit in the game, great, I'd LOVE to know. Otherwise, running trains for anything serious other than passengers on a single-track or dual-track line, is fool's gold.
No rudeness is intended, blunt yes, rude no. I am trying to love this game, but alas, sooner or later, it rears it's ugly head that this is not TTD. I want to love it, but alas, I feel like a porcupine in a nudist colony with this game.
If itt's a question of trains on the same line/route waiting for each other then you've got too many trains running.
If it's trains on diffenent routes, then your platform assignment is incorrect. (Then again, if yoiu've got so many routes waiting to pick up cargo at the station then why do you only have four platforms?)
This question has been asked I don't know how many times on the forums and the bottom line is that the game doesn't do it, and there's no mod that will allow it.
Like ChonkHunter said, you've done it incorrectly and your own doings are the reason why you have the issues. If you want more specific help, show some pics about your lines and layouts.
To use an example, if you have a point to point line where a train goes from Forest to Sawmill and back, so an A to B line. You need to add each station to the line a second time so that it'd be A to B to A to B. Select every second train, and hit the reverse vehicle button twice. If you don't do this step, all trains will run to the same platform, but eventually once they complete their original trip, they will start using the second platform at each end.
What you won't be able to do is A to B to B to try to get the game to use separate platforms, as vehicles follow the route as designated in their line. Vehicles don't typically choose their own adventure, and without some major overhaul to the game to enable multiple platforms at a single stop (theoretically entirely doable), this is not something a modder will be able to implement.
I have not specifically done this with trains, but I've seen it work with ships and trucks, and no reason it won't work with trains.
Other than that, if you ever get to a point where you have vehicles queuing, you may have too many vehicles on the line, or something in your network, such as junctions causing trains to not be properly spaced, since one train might have to slow down and potentially stop for another train, but the train behind it turns out to not have to slow down. When you get to that point, fewer longer trains may be the solution.
As others have said you can't go mod a game then complain when you can't control it. You need to change your distribution in teh way the modded game permits
Platform control can be used if you bring your trains in under tight control. I use waypoints and signals to make one way loops that share platforms and then time trains to maximise usage. However, if teh mod has broken that feature you need to take it up with the modder.
Sometimes I need to build the train to handle the wares for the whole loop as unlike RRT2 and 3 [my other faveourite train games] you can't change the wagon type at each station.
Eg I had one route taking coal to a factory. I took some goods back on each train by having teh trains loop through the station and pick up on their way back after dropping the coal. my trains were timed to allow maximum coal carriage.
I serviced several towns with goods from this station with loops taking goods from other platforms and also brought in orher resources for onward processing.
It took me a while to work out how to keep up demand at all resources to keep the goods moving and I needed trucks to quickly move stock out onto the roads at the final destinations.
What you would like is a mod that would assign all platforms of a station to a single line, so any train on that line can go to any platform and pick up the goods there.
My counter arguement is, you're going for realism, I think your workers would hate you having to shift cargo back and forth to seemingly random platforms all day long. As much as the likes of Open TTD are classics, maybe that "function" was a product of limited coding capability of the time? Sounds good on paper, but it isn't very effiecient.
As SB and several others have mentioned, I guess you can emulate this by assigning the station multiple times in the route, giving a different platform per visit. And then, time the trains perfectly so they seem to "slide" into a free platform.
Alternatively, create multiple lines that cover the same route and cargo, and space those out so a train appears to choose any free platform.
While I think such a mod is possible, again I would like to reiterate that it isn't very realisitic.
Not the authors fault.... more the limitations of the average machines of that time. More than 2Gig RAM was exceptional and GPU RAM was usually UPto 512Meg even on a gaming machine. CPU was a major factor.
When OTTD came along that ability to expand station was added and you can even test the impact this hit on resources by changing the Station settings in OTTD to see the difference between stations of normal size and those allowed to spread. By then machines were cosnsideably more powerful and hardware a lot cheaper.
I finished all lines on the islands map all train lines all bus lines, all tram lines and all truck lines all boat lines, and plane lines i did them all 9 days ago, and guess what... the rest of that time and i mean time as its been running pretty much from 9am to 2-3 am the next morning,
Working out the quickest most efficient way to get all goods to the right place, and i still don't think i have it perfect yet... all this btw was done with the no costs mod...
So, my suggestion is to drop the production increase mod and then you would (a) enjoy the challenge originally laid down in the game design and (b) not be frustrated by the lack of a companion mod to change another core game feature.
Oprn TTD, released 2004, is heavily based on Transport Tycoon Deluxe as you know. That was released 1995, original Transport Tycoon at 1994. Back in those days, RAM was measured in Megs, and under 100 pretty much always. CPU was at best 486 generation.
Computer specs you list are probably close for OTTD, but it inherited its code and working principle from 10 years older game.
So yeah, lack of CPU power has probably been a major reason for it to work as it does. Other one could be easier gameplay.
I'm sure you mean "Vehicles don't automatically choose their own adventure," as vehicles already decide which platform they are using as soon as they have a "next stop" or are forced with a change (ie: from manually stopping/starting the train after the platform choice is manually changed at the station, or some other construction or signal change on the line path).
I will use multiple longer trains, with multiple lines, if I run into an issue again.
My only mistake was expecting the game that in preview videos (before it was released, along with Train Fever), said it was so much like Transport Tycoon (and the other similar logistics games), to be 'so much like Transport Tycoon'.
Was just a let-down, that's all. Why it has to be so complicated, when a few lines of code could be added (well, realistically, maybe a page or two worth), that could let me enable to stations to say 'any product here can be picked up on any free platform by anyone fitted to carry it' ...
Why must it be harder than it is? That's what I want to know.
What helped this situation?
I've got a 4-line platform at the 'supply' and the 'demand' end of the line.
Created a second line. Assigned every other 'choo-choo' to the 2nd line.
Solved, for the most part, but then it sat there, with gobs of product on the 1st platform that somehow couldn't go to the second one. Sheesh. At that point I had enough of the frustration and went and read the news (which is less frustrating) finding that someone had shot up a church not far from my house (here in TN, USA). Not that that has a lot to do with it, but seriously, GAMES SHOULD BE FUN NOT A CHORE ...
I will say it again GAMES SHOULD BE *FUN* *NOT* A CHORE.
I am in my mid 30s and just wanted a fun logistics simulator.
This is fine for bus transportation, but I'll skip the industries. Had I purchased this myself it would have been refunded, because it's nothing but fancy graphics and more frustration over OpenTTD. I had TTD on my 486 dx/2 66 with it's 8mb of ram and 512mb maxtor HDD and a soundblaster 16 / 2x matashita CD kit, I was happiest person in the world with that game, and still am. I am OK with that. Shame on me to expect that someone who aims a game at the same core audience should have the motivation, vision, and intelligence to make it function as similar as possible to not ALIENATE the core audience.
Developers, please add a line hidden in the config so that those of us who don't want this over-complication of loading at specific platforms and only those platforms, to use multiple lines for any cargo at the station. I can build a train to run it across the country but I sit there losing money because I can't move the product 12 feet to the next platform that's free. Ugh.
If they fix that, I will put out a positive review, that's my last remaining gripe with this game besides the road tool that likes to randomly make arcs instead of straight lines (WTF?). I never want a C-shaped road, I want a road that goes right between where I am drawing it... sorry but I just think some of the UI and mechanics of this game are designed by someone who doesn't play this game for long periods of time.
Developer(s):
Sit down with players and find what they get frustrated on. Fix those things. Happy and content players recommend by word-of-mouth to their friends, which sells games, so do friends seeing customers happily playing your game end up BUYING the game, NOT if they see their friends FRUSTRATED or ANGRILY tolerating quirks playing a game...
Games should be fun. The user interface and the logics of the game, especially when managing a whole company, should be made to facilitate ease of use. It should not be there just to put needless micro-management into the fray that only serves to create 'busy work'.
So now I have 100 trucks past their expected service years, and have to figure out how to encourage them to upgrade, by line. Except I have about 35 lines that need upgrading. So I must choose all of them, by line, 35 times. I cannot choose them by vehicles type. Ugh. I could do that in OpenTTD though. Learn from that, OpenTTD has aged like fine wine.
This games graphics are fine, I didn't notice too much immersion breaking aside of the Z-fighting when looking straight down that obscures roads (AMD video card). The performance is just fine especially on large or 'humongous' maps like USA (which is in the workshop), even on a 3 year old i7 machine that is self-built. The sound is adequete but the music got shut off after the 1st night (I stuck my rendition of TTD's music on). Vehicle selection, prop selection, choices of transport - they're all great, short of the bug with trains stations and cargo mentioned above numerous times.
So the game itself has a lot of potential, but I find it's very frustrating to manage a lot of things and not be able to stream-line things easily enough due to someone else's preferences that I can't change.
I am sure someone will get their panties in a bunch, but I was never the type to get upset because someone else is. I just feel a feeling akin to drowning when I try to manage trains when I get a good line going, due to above mentioned issues, and that's a feeling I don't need.
One day, someone will fix it. If I dont' find a way to hack the game code and fix it myself (I've been looking through it, on and off, etc).