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
at first i thought it conflicts with another mod - created a new game, only added this mod - still nothing happens.
Anyway I've checked the console (forgot all about that), and saw that I set the rate to high. Above the maximum allowed rate, I didn't even know that there was a max.
I struggle understanding how rates actually work, so I set some very high to provoke more vehicles, which obviously didn't work.
Come to think of it, I'm not sure why you would run the mods at the same time, as the timetable mod is more targeted towards 'simulating realistic traffic patterns' (I think?), whereas LineManager strictly only optimizes vehicle numbers. Maybe it will work by using timetables for trains only i.e. disable automatic management of (passenger) trains, and let everything else be managed automatically?
Either way, LineManager should work with most mods due to the design - it's essentially only undertaking the same actions as the user would, albeit with a bit of processing and analysis in the background to determine the right action i.e., add or remove vehicles as required.
Having said that, to make things work as good as possible, make sure to place depots so they are indeed accessible to/from all directions - this is extra important for train depots as they need to follow tracks (unlike buses/trucks/ships/aircraft that can route relatively freely).
You will get repeated warning messages in the console if LineManager is unable to locate a depot for new vehicles.
Does a depot have to be in direct connection to a line or can I place it anywhere? For example does the line manager use one road depot in a city or do I need to place one where a line passes?
Beyond that, you can try to manually set rule "[P:1]" for the line (this is a bit of an experimental feature that puts more emphasis on the number of waiting people on any given station rather than the overall usage of the line).
Or, you can set the desired rate along with a tolerable maximum station overload, like this: "[R:100:200]" - This set the line to achieve a rate of 100, and if the load at any station exceeds 200% of the average passenger capacity of the vehicles on the line, additional vehicles will be added. You could try different values for the base rate as you deem appropriate, depending on the demand.
My Win10 Setting for screen is 1920X1680
I already enable it and running, but I don't know where to see the second screenshot in workshop, https://steamcommunity.com/workshop/filedetails/?id=2581894757
Which is why everything went a bit chaotic when it got all enabled again. :D
In those instances there are some options to consider: either manage manually (disable automatic TRAIN management or assign [M] to the specific line), make use of rate-rule [R:xxx] instead as it will likely be a bit more consistent, or use smaller trains (if a feasible option) that are easier to optimize/balance against the demand automatically.
It seems you are well aware of this, and opted to manage manually.
Let me know if you notice any specific issues related to using x1/4 date speed. It is not specifically tested. It could work fine, but I'm not sure.
Not sure if this would be possible, but something to consider at least for a future version: Could we configure per line vehicle limits, via the square bracket commands in the line names? That would help address this issue.
As demand increases it adds vehicles accordingly, that works great. Eventually it hits capacity of the source/factory, or the infrastructure (road/rail network, stations), and doesn't stop adding vehicles since it hasn't hit it's target rate yet, and eventually creates gridlock.
[LineManager][11:56:32][INFO] ============ Sampling ============
[LineManager][11:56:33][INFO] ============ Updating ============
[LineManager][11:56:33][WARN] Unable to add vehicle to line '[C] Logs Fort Wayne <-> Newport' - Insufficient cash?
[LineManager][11:56:33][WARN] Unable to add vehicle to line '[C] Logs Charlotte <-> Fort Wayne' - Insufficient cash?
[LineManager][11:56:33][INFO] ==> SUMMARY: 3 lines and 3 vehicles managed (0 lines not managed)
../../train_fever/src/Lib/UI/Component.cpp:1680: void UI::CComponent::HandleVisibilityChange(int, UI::Visibility, UI::Visibility, bool): Assertion `!m_childMutex' failed.
PANIC: unprotected error in call to Lua API (stack index 1, expected string, received boolean)
Cool mod though, i'll definitely keep using it for cars.