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i get your point tough, when you are building a lot of rails babysitting construction machines takes like all of your time.
Imo they shouldn´t be "ghosts" or anything like that.
I made a video about how to create a track out of an existing track which has other trains on it.
https://www.youtube.com/watch?v=mNGnRwJbjdg&list=PLbl3zr6Ymg9pzQToWQ0YlBqrAn6M3BakV&index=5&t=774s
I hope it helps a bit.
However I would like to be able to give waypoints to the tracklayers for certain projects.
But that´s another topic.
That said they can zigzag forward and reverse between signals to reach sections no normal train can perform, so they are already more capable then other trains.
And i guess the secret to a robust rail network is not to use too many signals, or too short signal blocks. A double rail line set to one direction on each side is essentially the basics. I rarely use 2 direction set signals, only at end stations and then as chain signals so they can't be blocked. Just for construction i temporarily enable double direction signals as to not block the construction train on the way out.
When a blockage occurs it is not a big deal : ctrl-H and it is solved.
The thing i think is complex is having to build a separate RCO for demolishing rail sections, to get rid of metal scrap, construction waste and mixed waste PLUS the construction materials that are returned. So the RCO can't be filled already.
I've been having an issue with RCOs telling me a random section of track has no road connection. It's part of the same section of track the trackbuilder was just building but went back to the RCO for materials. I have to remove some track and re-lay it to get it to work.
It's not because I laid the track down wrong in some way; I have tried reloading from an earlier point and it will happen again, but on a completely different part of the track. It's happened several times now. For the moment, just removing the track and redoing it is merely annoying. If I had demolition turned on though, it would be a lot worse. Any ideas?
No need for an extra RCO to demolish track.
Just needs to be sure that anything can be taken away, especially any waste.
https://www.youtube.com/watch?v=rpyQKNx0SwI&list=PLbl3zr6Ymg9pzQToWQ0YlBqrAn6M3BakV&index=3
Sorry comrade. I have no idea atm.
All I can say is what I observed myself being the biggest problems.
- At first signaling: If one or more signals are placed in the wrong direction a track layer could not reach the site from the get go or won´t be able to return to his home.
- Secondly the track itself. Sometimes a track is not connected completely, even though it looks like it´s fine.
You can see an example here at Min.03:40.
https://www.youtube.com/watch?v=JjgfVKLMelg&list=PLbl3zr6Ymg9pzQToWQ0YlBqrAn6M3BakV&index=1&t=142s
Directional semiphores slow down rail building
SO make Sure you are finished your rail before using it, ADD SECTIONS without having semiphores connected to them, if you have no DIRECTIONAL MARKERS IN YOUR SYSTEM, BUILDING IT WILL BE FASTER....
Here is a PIC of how to I use NO Semiphores to speed up track construction while using an existing rail for goods distribution.
https://steamcommunity.com/sharedfiles/filedetails/?id=3202015462
https://steamcommunity.com/sharedfiles/filedetails/?id=3202037951
The track shows that 'dead-end' situation when it won't complete, but again if it was an issue of the track not being completely connected when it was laid down then it would be the same section of track every time. It's not. It's a seemingly random different piece of track.
If you can reproduce the problem it would be kind of you if you send over your save to Peter.
https://www.sovietrepublic.net/support
I think it is by definition not reproducible, because it's a different random part of the track each time (starting from the same save point with none of the track changed in between loads). So there's no way for me to know how long it will take to come up or which part it will be.