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I'd much rather have several shorter trains than one long train. Frequency matters. I get that people love watching long trains rumbling along, but several shorter ones make more money.
Just make your trains the usual 15-17 cars long (at least that's what I do for my largest trains, usually with two locos or even three if I need it to be really fast) and if they get overloaded buy some more trains for that line.
If you can, avoid using "full load", it will interfere / break supply lines. The game is smart, let it do the micromanagement.
There is also a maximum total price that is the combination of all legs of the distribution chain. f.ex. a goods factory, that has planks, lumber, steel, coal, and iron all really long supply chains, will limit how far the last stage of goods will reach. This is the problem with distribution hub designs.
You can also use the placeable industries to double up an existing supply chain. f.ex crude-fuel to a city with a demand of 2000, plop down another oil well and a fuel station next to the first. Your supply line will need to grow to support this. I've had lines of 8-10 multiheaded trains pulling fuel cars 800m ea running full.
To get to this point you need to work on growing a few cities, increasing population, industry and commercial zones. In short, play the game and stick to the mechanics.
Edited to add screen shot:
Here's an example of the drop off end that supplies planks to 2 machines/tools and 1 goods factories. Long and run full.
http://steamcommunity.com/sharedfiles/filedetails/?id=1254521960
The chain this line is part of is as follows:
Charlotte Oil Well -> Dashton Freight Station -> Oklahoma City Freight Station -> Oklahoma City Oil Refinery & Pines Peak Stone Quarry -> Oklahoma City Freight Station & Oklahoma City Industry & Pines Peak Industry -> Dashton Freight Station -> Dashton Industry & Dashton Construction Materials Factory -> Dashton Industry.
Fuel Total ticket price per mile: $3,093
Construction Materials Total ticket price per mile: $3,093
Even though both prices are equal, the construction materials do better than the fuel.
Well as it is possible, I'd just have to be patient.
Comparing the two lines is also comparing distance, since total cost is ticket price * distance. Plus the total cost to the customer is the sum of all supply chain prices. It's easier to think of this as the area a factory can sell it's product. The more expensive the final price, the less area, or distance from the factory, that it's demand will reach. So a refinery with an oil well close by can service cities further away than a refinery that ships it's crude oil from 15km away.
The game compensates for this effect by increasing the density of buidlings near the stations, effectivly moving demand closer to the drop locations so as the player upgrades vehicles the lost demand from increasing cost is revovered by more demand closer to stations.
Eventually your crude train drops off more, Now you need to wait for the next 1st of the month for the refinery to kick back on once it stopped. Rate starts to increase using the crude it has. Once it's all used, it starts lowing the actual rate again... The crude oil well is tied to the behavior of the refinery, if the refinery shuts down, and drops it's demand, then the well stops producing. Then you have to wait for the well to start back up and ramp it's prodcution to have enough crude to ship.
For long lines where there is alot of product in transit when the shutdown happens, it takes a while for it to catch up, even if you match the capacity to the demand. You still have to get supply to the refinery in a timely matter.
Easy way to tell, just watch the refinery starting with when you train drops off a large supply of oil. It all goes to the internal storage. Let the game go, when it hits zero pause the game. Where is the next train? How far back is the last drop off train? How much crude is waiting for the next pickup? How far from demand for fuel is the actual production rate? This is the line balance.
Ideally, you want a full train dropping off crude just as the internal storage hits 0, when the actual production rate is roughly the same as the fuel demand.
In the ancient days it would have been more than it is now!
More likely than not, I'd assume that some chain broke along the way losing max potential... And as such, ordering less materials... Frequency plays a part in that potential by receiving less goods in a given time.
It could be that for every long train, you also need some short versions between industry chain links! Nothing (of itself) wrong with providing the double...
1. Oversupply crude to the refinery.
2. Undersupply crude to refinery, not enough to mantain the desired prodcution rate.
3. Fuel not getting delivered to customers, refinery shuts down. f.ex fuel sitting at stations (all stations in chain combined)
These are all line rate problems. Line rate is a combination of frequency and capacity.