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In OTTD, Locomotion or Transport fever trams are treated like a road vehicle on special type of road rather than train using signals. I agree that current implementation is wrong.
https://commons.wikimedia.org/wiki/Category:Tram_signals_in_Germany
And here from Czechia:
https://commons.wikimedia.org/wiki/Category:Diagrams_of_tram_signals_of_Czechia
I look at the Trams in W&R more like Interurbans:
https://en.wikipedia.org/wiki/Interurban
And here is Grefsen Stasjon in Oslo where the the Metro Line connects to the Train Line by a spur track:
https://www.google.com/maps/place/Oslo/@59.9408507,10.7803161,157m/data=!3m1!1e3!4m5!3m4!1s0x46416e61f267f039:0x7e92605fd3231e9a!8m2!3d59.9138688!4d10.7522454
"OTTD, Locomotion or Transport fever" are transportation "simulation" games, which in my opinion they all fail miserably. W&R are in a genre almost by itself.
They use signals but those are just special traffic lights at the junctions or intersections similar to what cars use as red-yellow-green + arrows. It is completely different logic to what train use and is coded in W&S. You can run multiple trams without signals on track - the tram signals that are in use only affect priority at intersections.
Workers & Sresources?
No worries, I've seen Workers & Wresources multiples times. ;)
Normal trains used to stop at flat train stations in rural areas.
Maybe we need some light train tracks that are restricted to 50kmh but they have less restrictions when building them like narrower curves and easier intersections with roads. The train stations seem okay since we have short stations.
Dont know if this is possible to implement.
Block signals make trams the most reliable mass transit in the game. Without block signals trams won't be able to keep distances between each other, like buses.
That's a good point. One thing that I like about cable cars is that they are evenly spaced out and that doesn't change.
I remember when Cities Skylines didn't have a functional "unbunching algorithm" for their buses. I used to rely on later version of the IPT mod which started to include that. Later on they built that into the core game, even tho there are options to change that within the IPT mod.
This is taken from part of the features of the IPT mod for CS....
Configure interval, enable or disable umbunching per line. Please note that unbunching is a vanilla feature and this mod only configures it!
It would be useful if the Devs here at some time could consider some form of unbunching for public transport. Trying to even out factory numbers can be a little difficult without evenly spaced out buses on a line.
Road with tram tracks, tram line only, and the possibility for the tram to pop on the train line, if required.
But that is not problem with signals but rather how the schedule and lines are coded in this game. Transport Fever can space buses/trams at each line so they wait at a stop longer to compensate if they are about to get too close to vehicle ahead on the same line. This game use shifts so it would be great if you could at least link pulbic transport and lines to shift system. So you could for exmaple guarantee that every shift there will be 2 buses going into the station.