Search found 453 matches

by aober93
Fri Sep 02, 2016 10:45 am
Forum: Gameplay Help
Topic: How to make trains pick an open waiting bay
Replies: 15
Views: 6768

Re: How to make trains pick an open waiting bay

Tested my theory and it works: By the way. The reason your exact setup (in the picture) works is because you do manual control of trains. Your presignal is too close to the branching for it to work in automatic mode. So if you ran automatic it would stop working occasionally. Put the signal 1 unit ...
by aober93
Fri Sep 02, 2016 10:42 am
Forum: Gameplay Help
Topic: How to make trains pick an open waiting bay
Replies: 15
Views: 6768

Re: How to make trains pick an open waiting bay

Wish this worked. I cannot place 2 manual trains in the bays in my example, because i also have another route into the station. So the trains take a detour. And in automatic mode it sticks to the occupied bay. Additionally manual intervention has this work for me most of the time. Because manual in...
by aober93
Thu Sep 01, 2016 4:13 pm
Forum: Gameplay Help
Topic: How to make trains pick an open waiting bay
Replies: 15
Views: 6768

Re: How to make trains pick an open waiting bay

Occasional updates in pathfinding wouldnt be a problem or? Ok well i think i leave this as it is. It happens in automatic too, that a bay empties first which another train ignores. Will add more waiting bays then if its becoming a problem. That seems like the easiest fix to me. I removed the chain s...
by aober93
Thu Sep 01, 2016 3:42 pm
Forum: Gameplay Help
Topic: How to make trains pick an open waiting bay
Replies: 15
Views: 6768

Re: How to make trains pick an open waiting bay

Well now i know how to trigger it. If all waiting bays are full, and another train is waiting before the bays on that chain signal, it will already have decided on a bay but is waiting. But if the other bay empties first, the train will not change mind, and i have the situation seen on the picture. ...
by aober93
Thu Sep 01, 2016 3:29 pm
Forum: Gameplay Help
Topic: How to make trains pick an open waiting bay
Replies: 15
Views: 6768

Re: How to make trains pick an open waiting bay

I dont know if im supposed to put the chain signal. But with a normal signal or none, the train sometimes runs into the full waiting bay. But since im trying to avoid that, i dont know what i should do. If i remove a rail segment from the occupied bay, the train goes into the free bay. What does thi...
by aober93
Thu Sep 01, 2016 3:15 pm
Forum: Gameplay Help
Topic: How to make trains pick an open waiting bay
Replies: 15
Views: 6768

How to make trains pick an open waiting bay

So i have trains arriving at a station. WIth 2 parallel waiting bays in case the station is full. But i have the situation that i cannot solve trains not picking the open waiting bay. But instead they ignore it. See the attached image. The selected train is waiting on a chain signal. And it has a fr...
by aober93
Thu Sep 01, 2016 1:24 am
Forum: Railway Setups
Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
Replies: 43
Views: 153347

Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY

What i just recently have overcome is the situation of too narrow junctions and rails. This is also seen on the first image of this thread. Signals cannot be placed between the 2 lanes in junctions and thus they become a single block, and a train on one lane blocks the train on the other lane. My du...
by aober93
Wed Aug 31, 2016 2:38 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Automated Expansion
Replies: 5
Views: 10725

Re: Automated Expansion

Yea i wanted something like this, because manually expanding your base is tedious and boring. Gathering enough space to securely build an outpost takes like an hour or more. You can bet they rebuilt their nests in what you cleaned so it takes longer, before you secure it with a dense defense wall.
by aober93
Wed Aug 31, 2016 4:08 am
Forum: General discussion
Topic: Productivity module examination
Replies: 14
Views: 6050

Re: Productivity module examination

DaveMcW wrote:
aober93 wrote:In all required 10060 Buildings
This seems really high. Are you using speed beacons to reduce the number of buildings needed?
Right i think its 7374 actually. I have to triple check. This is only productivity and no speed.
by aober93
Wed Aug 31, 2016 2:24 am
Forum: General discussion
Topic: Productivity module examination
Replies: 14
Views: 6050

Re: Productivity module examination

This is without speed modules to have an easier calculation. I was only trying to show the benefit of productivity. Speed modules have their own benefits, but i want meant to factor these in. I can disclose my calculation later but i doubt this is visually and mentally attractive? But i will because...
by aober93
Wed Aug 31, 2016 12:47 am
Forum: General discussion
Topic: Productivity module examination
Replies: 14
Views: 6050

Re: Productivity module examination

These are my Production Calculations based on the factory described above. My calculation is initiated by defining 1,66 Rocket Parts / second , which equals 1 full Rocket per minute. And then its requirements trickle down the production chain. 1 Rocket part done in the rocket silo requires like 10 R...
by aober93
Wed Aug 31, 2016 12:46 am
Forum: General discussion
Topic: Productivity module examination
Replies: 14
Views: 6050

Productivity module examination

Hey, I have collected some numbers here ,the effect of productivity modules on saving resources (without taken into account the cost of modules and energy production). I have wondered how much resources you actually save and besides whats the production ratios of intermediate products. This is for t...
by aober93
Tue Aug 30, 2016 9:45 pm
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 456
Views: 264794

Re: Just bought the game; What were Your first impressions?

First impression. Movement is weird. Different controls between walking/car/tank .. and constantly tripping on belts.. Second impression.. the game is highly optimized for performance ,stability and compatibility. Third impression. Combinators are difficult to understand for newbies. Adding the amou...

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