Transport fever 4 reddit. It seems like you've posted a question regarding the game.

Transport fever 4 reddit lua (milliseconds per day). 15K subscribers in the TransportFever2 community. (You can check it in the line details) and thus wont draw from the other one until the demand outstrips the maximum production rate of that one farm, at which point the second farm will start picking up. The factory will supply the one that has the highest rate of throughput. I had the same idea but implementing it would be some serious programming work. fairly flat ground around it). When they there, they filled up extremely slowly, like, 3 minutes just to get 4 coal. Building a working road network is a huge part of cities and its much better at it than TF2. The bigger enhancements IMHO are the map editor, the new beautiful graphics, and the opportunity to change the years speed at your will, or even to stop the time at a Nov 8, 2024 · The reason is I used a 0. I do it all the time. But I never use some of the famous slow locomotives such as the Crocodile or the Class The officially unofficial subreddit of Transport Fever 2 Members Online I recently started a new 1850 run on a map with tons of lakes and rivers and decided to see how far I could get before needing trains 17K subscribers in the TransportFever community. Yes massively improved with no downgrades whatsoever. alternative stations get selected from the last signal before any switches, junctions, merges or diverges. town tuner mod keeping everything running smoothly but low graphics is the cost Frequency. It's kind of silly that this changed so much, but what you're saying was valid for Transport Fever. The officially unofficial subreddit of Transport Fever With cargo, you get paid by straight-line distance shipped. It seems like you've posted a question regarding the game. I agree with OP that switching rolling stock at stations in a switching yard setting would be awesome and make the game much more complex. 5 (1/8 speed), 0. The new lines would run empty at 3-4-1 and 3-4. example: if you got say 4 platforms in a station and want to give your trains all 4 platforms as alternatives, remove all signals between the station and the switches that lead to any of the 4 platforms. The officially unofficial subreddit of Transport Fever 2 Members Online We you have too much money and realise there is an achievement to get a train > 450 meters Yeah, it's annoying. The officially unofficial subreddit of Transport Fever 2 Members Online I recently started a new 1850 run on a map with tons of lakes and rivers and decided to see how far I could get before needing trains The only two differences I can point to off the top of my head are that the European vehicle set has more locomotives suited for mountainous terrain, given that a good percent are Swiss electric locomotives, and that the Asian trains are mostly steam locomotives until like the 1950s, whereas in the other two sets you get electric and diesel earlier. The officially unofficial subreddit of Transport Fever The officially unofficial subreddit of Transport Fever 2 Members Online finishd harbor + extensive rail network and new rail hub being built in a old town to expand the map. Feel free to ask any questions, start discussions, or just show off your runs! The officially unofficial subreddit of Transport Fever 2 Members Online I recently started a new 1850 run on a map with tons of lakes and rivers and decided to see how far I could get before needing trains Going around a block to turn around is 4 or more turns, each turn involving a potentially busy intersection. personally i find that using trains to handle all inner-city deliveries is not as efficient as having a train deliver big loads somewhere half convenient on the edge of town and then using carts or trucks to push it into the blue and/or yellow areas from there. So bottom line: As long as the consumer industries' levels are the same, their demand will be the same, and their share will be equal. Verify correct vehicle type for the cargo on all involved lines. However, a faster journey means more trips can be made in the same time period, and will eventually make more. (Though even there the valid range was 1000-8000, which is still just 2x speed through 1/4 speed, with 2000 being the default. You click on the date and can adjust the date speed from 1/4 to 4 times or paus it completely. Nah I already have a chain that trucks take,basic circle: crude oil to oil- oil to fuel- fuel to town that's the basic circleand now I made train station so Trains can deliver even more oil and take some fuelbut for some reason trucks that deliver crude oil don't unload it all and crude oil is stocking up at the end of the line, at the fuel refinery and on my cargo stationMy question is why Trains end up braking more realistically and look less arcadey when coming into stations and slowing for curves. Members Online Having trouble on Sand Patch Grade, think I'm doing something wrong 25 votes, 13 comments. 18 votes, 20 comments. Then train on left can go to track 1. reReddit MAME is a multi-purpose emulation framework it's purpose is to preserve decades of software history. (iirc) Better graphics (especially people) new region and trains (japan/asia/russia) that you can add to any map type and lines arnt fixed to a single platform anymore and can use any platform in a station. Or check it out in the app stores Related Transport Fever forward back. Instead, they don't actually appear like villages, just small towns, so my new premise is being a contracted company to develop a backwater province. This means software you are free to modify and distribute, such as applications licensed under the GNU General Public License, BSD license, MIT license, Apache license, etc. Welcome to the reddit community for Vampire Survivors. I started the new line the same way I always do and assigned 10 vehicles to the line. The officially unofficial subreddit of Transport Fever 2 Members Online I recently started a new 1850 run on a map with tons of lakes and rivers and decided to see how far I could get before needing trains Posted by u/jimpx131 - 2 votes and 14 comments A rough guess would be that you want no less than 2/3 to 3/4 of your max speed. Overall, if this is your first transport fever game, I would suggest tpf2 because it's easier. Posted by u/michaelphoenix22 - 4 votes and 15 comments Here's the common "recipe" for profitable train freight line within 5-10 years on hard starting 1850: Survey your map and find an oil well that is fairly close to 2-3 cities and conveniently located (i. That said, I really like railway empire and the lessons learned playing it about railway routing have been a tremendous help in TpF2: setting up transfers, exchanges, passing lanes, crossing patterns and a bunch of other techniques that aren't explained In Transport Fever, this was done by changing a setting in base_config. The officially unofficial subreddit of Transport Fever 2 Members Online We you have too much money and realise there is an achievement to get a train > 450 meters If they are 100 and 400, total 500, they will get 1/5 and 4/5. This would mean: Please first read the Mint Mobile Reddit FAQ that is stickied and linked in the sub about and sidebar, as this answers most questions posted in this sub. 15-30 minute frequency, somewhere in that ballpark. After that, it gets pretty pointless to keep track. When you notice you are reaching max capacity on that route, add more vehicles. Just make a simple train line from an oil well to an oil refinery (or any industry of your choosing, really). Join us for game discussions, tips and tricks, and all things OSRS! OSRS is the official legacy version of RuneScape, the largest free-to-play MMORPG. Here you will get the latest up-to-date news, a lot of trending Train Sim World 4 discussions, polls, and more about Dovetail Games' Train Sim World Franchise. Verify first station is connected to industry. Probably part of the sandbox mod that comes with the game. If already have either, it's not a must but, but if you can find it on sale it's probably worth it. This is entirely dependent on roads and direction but I set them up to avoid cross traffic and have a pass thru setup of 1 in 1 out, 2 platforms on the right (no turn around cross traffic) make sure the platforms are long enough to hold waiting traffic or they can create a traffic jam affecting 2 lines vs 1. If we call 4-1 equal to 5-1 (pretty much the same distance), they also cancel out, which leaves 3-4 as the extra distance run empty. Yes. Pretty much. Transport Fever 2 is unplayable, at least how it stands. 18K subscribers in the TransportFever community. I would rather build a transport network than tweak traffic. ) The officially unofficial subreddit of Transport Fever 2 Members Online Do yall try to make a profit on trams or do you let your passenger trains cover the losses? There are a few maps on the workshop that already have some stuff placed in so it's easier to get started, my absolute favourite map of all time is The Region of Tolmanie, it has a major city in the middle 4 medium sized cities in the corners and a bunch of smaller ones and it already has rail infrastructure from the central to 3 of the medium Just to be clear this is CPU related performance only, my GPU still has plenty of headroom so not looking for any FPS improvements. 0. Verify cargo loading/unloading filters are set correctly, or disabled. But there are several big differences from TPF1. The officially unofficial subreddit of Transport Fever 2 Members Online I recently started a new 1850 run on a map with tons of lakes and rivers and decided to see how far I could get before needing trains Profitable passenger lines: Even though I said in the earlier paragraph that I want the game to be more realistic, in the case of public transport it should be somewhat profitable or meet at least at 0. Cities skylines has its quirks, just the same as train fever and transport fever 1 and 2, its very much a "once you know, you know" sort of thing in my opinion. When click on the mine it says Production - 400 Shipment - 70/400 Transport - 21% I have no idea what those numbers mean. 99 price tag. It's often called the alpha for Transport Fever, but still pretty good as a standalone game, especially if you're looking for a really cheap way into this world (that's when I recommend it to people) If you're already well into Transport Fever (either version), it's really only interesting to see how the game evolved The officially unofficial subreddit of Transport Fever 2 Members Online I recently started a new 1850 run on a map with tons of lakes and rivers and decided to see how far I could get before needing trains Transport Fever uses path signals. 4-5 cars per locomotive (or if it's perfectly flat the whole way, 8 cars), and stick them all on one train, as many as you can afford after building the tracks and stations. Though I play on larger maps with big distances between cities because of a potato of a processor. In other words, how much their demand is relative to each other. But you could go as low as 1/2 max speed for a line that only has one small climb. Make sure your routes supplying the food processing plant have a rate of 200+. 757s are notoriously hard to full-load, and anything under 3/4 load or a distance shorter than 3/4 of a 1:1 map would never mean they become profitable. The horesepower requirements to maintain speed increase the faster the vehicle is moving, based on how fast the wheels are turning. The officially unofficial subreddit of Transport Fever 2 Members Online I made this vanilla map in 30 hours, and It might be the most realistic map I've made without mods :] 190 votes, 30 comments. If you play TF2 like I do to see trains running in unison and there is multiple freight and passenger services appearing at a major busy station then realistic braking just looks really nice when you have all these trains syncing together in a sorta timetable like fashion. Filters are not needed unless you have problems with cross-contamination of cargo. Mods that allow you to specify which types of traffic are allowed on a given road (go fishing for road mods that have this, I know they're out there somewhere). 9 m/s 2) needs 490kN of tractive effort (~1million lb-ft). Provide the necessary transport routes for the goods and the buildings will start to place orders. Then you just have to make those transport options faster/more efficient, to make people want to use it instead of driving their own car. The simplest chain may be Wood > Planks > Tools or Crude Oil > Petroleum > Fuel (specially this last one can be all done with the exact same train). It doesn’t matter if you use an old slow train, or a fast new one. The 3-4 cancels out, so you're comparing 5-1 to 3-4-1. When I played TPF1, I would get the 4x slower time mod, build my network and edit out the problems, and only have to replace vehicles once every, lets say 30 or so years. - I think you can also adjust how much you earn from public transport and industry. If you train can do 60 km/h normally, and you have a few gentle climbs, you'd want a "medium" speed of 45-50 km/h. Or vice versa. The game is an action roguelike game that is well worth the small $4. Send factory outputs to a distro - usually by train since it's all about bulk transport - then deliver to nearby cities - usually by truck since plonking freight stations that reach all of the commercial/industrial zones in a city is near impossible (although sometimes I'll do a mixed freight train to a station on the outskirts of a city, then use trucks for delivery The community for Old School RuneScape discussion on Reddit. I've found myself starting over a handful of times after attempts at fast growth lead to inefficiencies, traffic bottlenecks, and the like. Interconnected maps like in SimCity 4. 1. A u-turn is a single turn and bypasses intersections. I never thought it made much sense developing transport in a region of 21st century villages with the third era gentrification architecture, since you would think it'd already be developed. After recording the v-t graph, I calculated the distance-time (s-t) graph. Verify all involved stations are cargo stations. The officially unofficial subreddit of Transport Fever 2 Yes I tried it, it‘s exactly as you said. The officially unofficial subreddit of Transport Fever 2 Have to unzip and place the mod in folder C:\Program files\SteamLibrary\steamapps\common\Transport Fever 2\mods Or where your Steam games are saved. Welcome to the fan community of Transport Fever and Train Fever, the economic simulators of Urban Games. The officially unofficial subreddit of Transport Fever Your current line runs empty at 3-4 and at 5-1 (if you could get it to work like you want). Keep the frequency high enough and demand will increase, slowly. Welcome to r/Coquitlam, the subreddit dedicated to the beautiful city of Coquitlam in the Lower Mainland of British Columbia, Canada. I'd buy it in a heartbeat. I switch all of the trains once a corresponding fast wagon is available. My rule of thumb is I give the train about 4-5 station lengths (guestimate) to get to full speed. The Baldwin 2-8-0 can take a good 5 or 6 passenger cars, or about 4 of the "newer" ones that you get a few years later. Related Transport Fever 2 forward back r/spaceengineers This subreddit is an unofficial community about the video game "Space Engineers", a sandbox game on PC, Xbox and PlayStation, about engineering, construction, exploration and survival in space and on planets. It could just be the novelty but I think transport fever 2 is miles ahead of railway empire. I'm relatively new to Transport Fever 2, with it being my first game in the franchise. So in most games I use the A 3/5, then the Class A4, the NoHAB or Re 4/4 and finally Class 103. 1/4 size so alot more to expand to. . The officially unofficial subreddit of Transport Fever 2 Members Online I recently started a new 1850 run on a map with tons of lakes and rivers and decided to see how far I could get before needing trains It seems like you've posted a question regarding the game. If the path is free (no other trains in the way) and does not cross with any previously reserved paths, they get a green light and go. Sure - fully agree! But that's not at all incompatible to my point: let's not have an encyclopedia to play Doom. And decrease the growth through industry. To mark this as not a question, submit a top level comment with 'no question!'. Reply reply Related Transport Fever 2 forward back r/Stellaris A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. We cultivate a friendly and objective interaction with each other and our team will be happy to answer any questions you may have. If it doesn't get there, remove cars, if it gets there way before that mark, add cars. That is A LOT of cargo in 1850, you can fill like 3 or 4 160m sized trains with that, and each train can give you around a million per delivery. Nov 23, 2016 · The 4-4-0 can take about 4 passenger cars, or about 5 fright cars. Curved platforms. (Don't know for sure tbh. The software might simply include a 10 € discount voucher, the book might be 25 €, 15 after rebate. There are trains on track 2 and track 3. I've read that the game processes all assets on a single thread, so eventually the game will just eventually hit a limit where it struggles to process everything in real time even on the slowest game speed setting. A train accelerates (a) as follows, given its mass m, power p and current velocity v, with force F: Usually I go with the locomotive that matches the wagon speed, and that seems to be OK. The officially unofficial subreddit of Transport Fever The officially unofficial subreddit of Transport Fever 2 Members Online I recently started a new 1850 run on a map with tons of lakes and rivers and decided to see how far I could get before needing trains This is assuming that all industries are running at max level. Consumers of the plant must have a combined demand of 400 and sufficient routes supplying them. This has 2 reasons, first make it easier for your sims to go to other cities and to boost usage public transport (makes the city grow). Cargo distribution now happens according to relative demand for output to multiple consumers, and relative production for input from multiple suppliers. the train will then select an open platform when it reaches the last signal before Related Transport Fever forward back r/CitiesSkylines A community-led subreddit for Cities: Skylines and Cities: Skylines II, the city-builder games from Colossal Order. Get the Reddit app Scan this QR code to download the app now. 78 votes, 13 comments. Every train tries to reserve a path to the next signal toward its next destination. The Bouge 2-6-0 can take 5-6 passenger cars, but by then its getting expensive to build those trains. Trams are much easier to set up u-turns than buses. Top Posts Reddit . The officially unofficial subreddit of Transport Fever 2 Members Online I recently started a new 1850 run on a map with tons of lakes and rivers and decided to see how far I could get before needing trains The officially unofficial subreddit of Transport Fever 2 Members Online I recently started a new 1850 run on a map with tons of lakes and rivers and decided to see how far I could get before needing trains The officially unofficial subreddit of Transport Fever 2 Members Online I made this vanilla map in 30 hours, and It might be the most realistic map I've made without mods :] 31 votes, 12 comments. Over time, MAME (originally stood for Multiple Arcade Machine Emulator) absorbed the sister-project MESS (Multi Emulator Super System), so MAME now documents a wide variety of (mostly vintage) computers, video game consoles and calculators, in addition to the arcade video games that were its imo this is actually what the game is all about - finding solutions to transportation and delivery challenges. Horsepower is a measure of Tractive Effort over Time. As one of the 21 municipalities that make up Metro Vancouver, Coquitlam is a vibrant suburban city that offers a high quality of life to its residents. They share single path in the middle. I'd be really interested to hear people's ideas. There is a way for trains to pass: train on left can wait, while train on right passes middle and goes to track 4. Also the modular approach for station building is just borderline annoying. 5g (4. 25 (1/16 speed), and so on. And then the assets is visible in the enabled mods tab. But remember here too, frequency is king, not coverage. Long passenger lines are more than viable, my Fontenay/Saint-Jean pax service from a previous Montcote crosses the entire map, stopping at only five stations, and makes more money than the export of coal from interior coal mines, despite those mines being the only source of coal on the map. This sub is "semi-official" in that Official Mint representatives post and make announcements here, but it it moderated by volunteers. Profit Calculation for Each Transport Profit for one single transport per cargo is calculated using the formula: (300. The officially unofficial subreddit of Transport Fever 2 Members Online TF2 turns 4 years old today and still break 4,000 concurrent players on Steam Am I just dumb, or did they take out the ability to specify the start year on a map from the workshop? I can enable and disable mods, change the difficulty, change the options (climate, vehicles, town names, environment), but not the date as far as I can tell. The officially unofficial subreddit of Transport Fever 2 Members Online I recently started a new 1850 run on a map with tons of lakes and rivers and decided to see how far I could get before needing trains So after trying the three maps i gotta say that they definitively shooked up my playstyle, as a primarly a train freight/bus city starter, the geography kind of made the vast valley map a nightmare for trains just because of how long it takes to take a train to the industries and to top it all off. 1s time interval, and 6 frames is not divisible by 4. The whole transport cost consideration is gone in Transport Fever 2. That's hardly Bus lanes when they are available (and 4+ lane roads, because they won't respect bus lanes if there are no non-bus lanes). First of all, the core game is basically the same, this is a bit more like a Transport Fever GOLD (or 1. Logic suggests that a train that is less than the length of the platform should have no issues, but the trains don't pull up to the exact 0 meter point at the opposite end of the platform, and then when they reverse it's a straight up flip of the 3D model, which then puts the locomotive a couple of meters beyond the new end of the platform and sitting out on the junction Get the Reddit app Scan this QR code to download the app now. 201 votes, 14 comments. But they just stuck in a deadlock. For example, if you want more growth through public transport, you can up it to 200% I think. The officially unofficial subreddit of Transport Fever 2 Members Online I recently started a new 1850 run on a map with tons of lakes and rivers and decided to see how far I could get before needing trains A community for sharing and promoting free/libre and open-source software (freedomware) on the Android platform. Let's do have a wonderful book (does not even have to be fully included) to nerd out on Transport Fever. The officially unofficial subreddit of Transport Fever 2 Tractive Effort (TE), or simply maximum traction, is the upper limit for how much force can be transferred to the track. And you can manually set the date. Reply reply More replies More replies BicycleIndividual353 Acellerating a 100ton train (100,000kg) at 0. The community is free for you to share and inform yourself about the game. About this time of year there is usually a post on what we'd like to see in Transport Fever 3, or a mega update on Transport Fever 2. 14K subscribers in the TransportFever2 community. Also, the demands of the city you're supplying and the truck delivery system you put in place is critical here. I have a few of my own, but they are not that well worked through given their complexity at times: Water/ships: Water on more than just one level. e. To mark this question as solved, submit a top level comment with 'solved!'. 5 intercity lines, 4 metro lines, 3 highspeed, 5 local lines. reReddit Transport Fever 2 Derp Checklist. 5) than a real TPF 2. Also you dont have to particularly make money on these lines, breaking even or slight loss is fine. ) The officially unofficial subreddit of Transport Fever 2 Members Online Is this considered a big station? 10,000 passengers loaded and 10,000 passengers unloaded within a year. I've got signals on paths 1, 2, 3 and 4, facing at arrows direction. The officially unofficial subreddit of Transport Fever 2 Members Online Well, after several months trying to build and decorate my sandbox map I think it's almost finished. 0 + distance) * basePrice * (cargo factor) * 125 / millisPerDay * difficulty I don't know if there's a mod for that, but if you want to slow mo the game even more, just open it in cheat engine, enable speedhack, and set the speed to 0. , and software that isn’t designed to restrict you in any way. true. amgoojh hltkzl hpzd njyt znmpf blbakz qoybfvrq ejnwzey ocyqt rtljql