Trains can be lengthened. 30-car trains pulled by 2 locomotives can go up 2m inclines just fine. Long trains increase the utility of the rail. They're slower but have higher throughput. I don't know who came up with the 4 cars per loco rule but it's old and prevents taking full advantage of the rail.
I've been following a lot of old rule of thumbs, and been getting hung up on stuff that's not true. I didn't think trucks and tractors were efficient at all (turns out they're about equal to 5 train locomotives) and it took me using em for the heck of it to find out.
Loving the videos, and I'm sending them to friends, but I there were a few moments in this video where the game's music and the train sounds drowned out your voice a bit. 25:00-25:40 is a good example of the train sounds making it hard to hear you. But seriously, your videos are top notch and easy to follow.
thank you! Yea I was rushed and didn't get to do proper sound balancing beyond just applying filters XD sorry. But I am very grateful you like the videos, and that you share them around ^^
Thank you, especially for the time that you spend to setup everything in advance. Often people do not appreciate how much time goes into preparing for the video and editing it after. It's a pity that the queueing system didn't work as planned. If you find out how to make it work, post an update.
Rotating the second locomotive (4:45) is not necessary. As long as at least one locomotive is facing in the direction to drive into, the others will add their traction regardless of their orientation.
I think the reason the queue system didn't work (completely inferred from logic, no experience in trains yet lol) is that despite the line being blocked by the signal, the turn into it and the approaching piece of track aren't. So, instead of doing a 1-to-3 track split and blocking off the tracks, try doing consequent 1-to-2 splits and setting block signals on the turns. That way the following train should know that it can't turn into a track 1 and wait there, but should go to track 2 or 3 instead
thats kinda what should be happening already, I would just be moving the same intended function back a bit, but instead they just wait for the same spot to open up XD but yea, I will have a video out with some experimentation on the matter ^^
My main train has one locomotive and 8 cargos and 2 liquid. It runs smooth, even with 4 lenghty 2m inline hillside tracks. I tested only 4 cars, no big change in speed..
That the que track system worked previosly mustve been due to luck, because tbh i wouldnt bother with trying to design a parallel que track system at all, because the logic of trains is simply not programmed to handle them in any way. TO my understanding trains will pre pick a set rout to there destinated only based on track length, so if you have 2 trains going from the same stations, they will both pick the exact same path and will get stuck behing each other, because even if that path is occupied it is forced to go trough it. only way i can see something like this working if you have trains arriving from different stations were one trains shortest route goes to que place 1 and the other train has the shortest rout through que track 2 so they always go through a different gue track....
yea, I figured the same thing, I will ahe toexperiment to find a way, the problem with a serial qeue is travel time, when possible I want the train rolling to roll fast from pause t ostation, so paralell system. but might have to be janky t owork
Trains can be lengthened. 30-car trains pulled by 2 locomotives can go up 2m inclines just fine. Long trains increase the utility of the rail. They're slower but have higher throughput. I don't know who came up with the 4 cars per loco rule but it's old and prevents taking full advantage of the rail.
Perhaps, I would have to do A/B testing to see which one is better, or if its situational
I've been following a lot of old rule of thumbs, and been getting hung up on stuff that's not true.
I didn't think trucks and tractors were efficient at all (turns out they're about equal to 5 train locomotives) and it took me using em for the heck of it to find out.
Nicely done, You've been doing some of the better tips and tricks recently and quite enjoying them
Thank you! it means a lot to hear knowing how brilliant a lot of the creators out there are :P
Loving the videos, and I'm sending them to friends, but I there were a few moments in this video where the game's music and the train sounds drowned out your voice a bit. 25:00-25:40 is a good example of the train sounds making it hard to hear you.
But seriously, your videos are top notch and easy to follow.
thank you! Yea I was rushed and didn't get to do proper sound balancing beyond just applying filters XD sorry. But I am very grateful you like the videos, and that you share them around ^^
Thank you, especially for the time that you spend to setup everything in advance. Often people do not appreciate how much time goes into preparing for the video and editing it after. It's a pity that the queueing system didn't work as planned. If you find out how to make it work, post an update.
Thank you! yea total, including the editing this video took more than 7 hours to make XD and yea I will make an update!
Rotating the second locomotive (4:45) is not necessary. As long as at least one locomotive is facing in the direction to drive into, the others will add their traction regardless of their orientation.
thats cool, good to know!
I think the reason the queue system didn't work (completely inferred from logic, no experience in trains yet lol) is that despite the line being blocked by the signal, the turn into it and the approaching piece of track aren't. So, instead of doing a 1-to-3 track split and blocking off the tracks, try doing consequent 1-to-2 splits and setting block signals on the turns. That way the following train should know that it can't turn into a track 1 and wait there, but should go to track 2 or 3 instead
thats kinda what should be happening already, I would just be moving the same intended function back a bit, but instead they just wait for the same spot to open up XD but yea, I will have a video out with some experimentation on the matter ^^
I have my own technique for handling clipping, I choose to ignore it.😂 Embrace the jank.
ah yes, the Let's Game It Out method 😂as long as you have fun, nothing wrong with that
Dan P has "The Nexus" where his rail network is above everything.
Yea, I have seen some of the videos, its really cool :P
My main train has one locomotive and 8 cargos and 2 liquid. It runs smooth, even with 4 lenghty 2m inline hillside tracks. I tested only 4 cars, no big change in speed..
Seems like I need to do some testing, to see if its changed
That the que track system worked previosly mustve been due to luck, because tbh i wouldnt bother with trying to design a parallel que track system at all, because the logic of trains is simply not programmed to handle them in any way. TO my understanding trains will pre pick a set rout to there destinated only based on track length, so if you have 2 trains going from the same stations, they will both pick the exact same path and will get stuck behing each other, because even if that path is occupied it is forced to go trough it.
only way i can see something like this working if you have trains arriving from different stations were one trains shortest route goes to que place 1 and the other train has the shortest rout through que track 2 so they always go through a different gue track....
yea, I figured the same thing, I will ahe toexperiment to find a way, the problem with a serial qeue is travel time, when possible I want the train rolling to roll fast from pause t ostation, so paralell system. but might have to be janky t owork
First!
dammit xD