The Urban Games team is very happy about the successful launch last week and is now ready to share the post release plans with the community.
Not only did Transport Fever reach the global top seller spot one on Steam, it also received great review scores like, as an example, 83% in the very popular GameStar magazine. The only thing we don’t feel completely happy about is the current Steam review score with “only” about 7 people really happy out of 10. From our analysis we have identified three key challenges: technical issues on launch day, misunderstandings (or lack of explanation) concerning game-play mechanics and performance problems.
Based on this, let us present our post release plans. First, we will release another patch to fix the few remaining crashes and clarify the game-play mechanics. For instance, there are some inconsistencies with the catchment area of stations, and running lines with vehicles waiting for full load is sometimes destroying the line frequency, which then leads to industries stopping production. Also, it seems to be unclear that industries with full output stocks stop their production, so a player has to be informed when only a part of an industry chain is connected.
Once the game is running stable for everyone, we will focus on improving the performance. We understand that performance is suboptimal in certain cases, heavily depending on graphics hardware, but generally in the late game. Therefore, we plan to release a major performance update to address these issues.
After that, for sure we will continue improving Transport Fever. We are very happy to have such a great community of players and fans, and we really feel responsible to support the game also in future and give something back to the community.
Let us also to tell you that soon we will release a documentation about modding; Transport Fever was designed modding-friendly from the very beginning and thanks to Steam Workshop support there is huge modding potential available.
Finally, we wanted to point out again that if you encounter any technical problems, please don’t hesitate to write us to info@transportfever.com; we are happy to help!
Thank you for releasing this for Macs. I crashed a lot yesterday so I’m glad to hear you are fixing it. I’m making a video series on it . I really like the graphics. I think the game almost has too much data for most computers to handle.
I prefer the American map, it somehow seems more cheerful.
The background music is truly dire. I play Minecraft and Planetbase where the background music is OK. This is not.
I have a real problem in establishing whether I have saved correctly when I exit. Somehow your save information is confusing.
Well, the taste of music is different (luckely). I enjoy the music very much and would definitly buy the soundtrack. So please don’t say the music IS bad because technically it is perfectly made, it’s just not your taste!
I am running it on a 27-inch iMac. It freezes/crashes often, and it makes the game less enjoyable than it would be otherwise. The game is superb.
Is there something like a logfile when the game crashes?
Nice to hear about post updates. Please maintain a better communication with the players: It would be like a cherry on top of a delicious ice cream.
Transport fever is a nice game so far, hope that it gets better in time
I was a little disappointed with the steam reviews as well – 67% is pretty low considering how great the game is…
I agree that a lot of people did not really understand how different mechanics worked and just assumed everything was broken. Also there was a overly large amount of hype building up before release, which meant that people were bound to be disappointed – I even saw a post on the steam page talking about how it was going to be the best Airline business simulator ever! When they found out you could only change the colours and not the livery of the planes, as well as there being “only” 10 planes to choose from… they became disproportionately angry… 10 planes is just fine for me 🙂
Unfortunately, a lot of people went into it expecting it to be terrible, which meant they noticed all the “game-breaking” bugs and looked right over all the amazing new and improved features. I thought it was a great game and you guys definitely put the work in to it (I could see from being a Beta Tester!)
And finally I encourage you to write that modding document – I am not a great modder, but I have been waiting to give TPF a go for a while. I can’t wait to add my own trains 😀
Schön etwas darüber zu erfahren, was ihr noch so vorhabt!
Eure Fehleranalyse ist “spot on”, würde ich sagen. Mir persönlich missfällt vor allem die Performance.
Sicherlich ist euch da im Vergleich zu TF ein großer Schritt in die richtige Richtung gelungen, aber meine Erwartungshaltung (und die vieler anderer auch, habe ich den Eindruck) konnte nicht erfüllt werden. Auf modernen Systemen sollte das Spiel, meiner Meinung nach, auch im Late-Game flüssig laufen. Diese Ruckelorgien vermiesen mir den Spielspass gehörig. Meine Befürchtung ist nun, dass sich in diesem Bereich zwar Verbesserungen erzielen lassen werden, diese aber nicht ausreichen, um ausreichende Bildwiederholungsraten garantieren zu können. In TF wurde das Problem ja auch nie gelöst.
Meine Frage wäre nun, ob sich bereits abschätzen lässt, inwieweit sich diesbezüglich etwas machen lässt? Sind erhebliche Performance-Verbesserungen zu erwarten? Könnt ihr euch dazu äußern?
Tja, was ist schon ausreichend ?
Es gibt Spieler, für die ruckeln 60FPS immer noch und das wird TPF niemals erreichen, wenn jeder Bewohner ernsthaft simuliert werden sollte. Wenn nicht, ist mir die Performance allerdings auch ein Rätsel.
Mir persönlich reichen für ein Spiel dieser Art auch 30 Frames, DAS wäre für mich ausreichend.
Aktuell freue ich mich über alles was über 15 Frames hinaus geht und ich habe mit Sicherheit kein überfordertes System hier stehen…
Im End/Late-game erwarte ich aber wenigstens 20FPS… … …aktuell sind es oft unter 10fps.
Ich bin gespannt, was sie noch heraus holen können.
Ich erwarte von einem Spiel das Ende 2016 veröffentlicht wird eigentlich nur eines: Multicore-Unterstützung und Nutzung der GraKa … beides ist hier Fehlanzeige. Der Prozessor brennt einen der 6 Kerne durch und die GTX Titan langweilt sich bei kühlen 38°C … und dann hat man im “Lategame” noch geniale 6 FPS 🙁
Cant afford the game… so sad
Steam Sales are comming up!
我听了,更难过
A game manual would be nice
At first, guys, let me thank you all for this great game! You bring almost a dream-game just out from your pocket. I think, many players would agree with me.
Of course, it’s very little chance to reach ideal state of product at release without some patching and updating. And I’d like to discuss some points in your game, that drive your game out of pure joy.
Unfortunately, performance not always can be achieved only with optimizations for those who cannot afford to buy a modern computer. Some of us go for pleasant gsameplay, and don’t give much care about graphics. So, please, extend the graphics options! Allow us to disable shadows and reflections at all (may be even particles!) Reducing world drawing distance would be good addition, too. If it is possible to use smaller than “medium” textures – it helps too.
Personally, I found some of interface features not so smooth for user. I just put a little list, it really doesn’t need much explanation:
– Allow us to rotate buildings with mouse wheel, and while we search a place to build – shift+wheel go for zooming. May be even an option to set mouse wheel tilt to left or right for this.
– Add an option to zooming not to center of the screen, but to mouse cursor.
– Add an option to build a road or track with two separate clicks, instead of click-drag-release mouse button.
And I have some unneeded suggestions for gameplay.
– We know that passenger stations can distribute goods, but can’t take the goods to load onto a train. May be make all stationscan work with goods and cargo, but passenger station have a load multiplier for cargo x0.1 (like as vehicles have a different multiplier for load time), and cargo have x0.1 for passengers. So, non-suitable station perform loading 10 times slower. With this, factories and resources can be made requiring passengers (workers) to increase their production.
– Make auto-replaced vehicles perform an exchange: a new vehicle is driving out of the depot (like as we send it to the line), and old one go to depot (like as we choose “go to depot and sell on arrive”).
– And the heaviest one – (of course, many of players may disagree with me if this is needed or not) – non-instant building of stations and roads. So, we not actually “build” tracks, we make a blueprint (in a pause), and then they gradually appear in a few weeks. No more Trans-Siberian lines that appears instantly right in front of incoming express.
– May be, increase a day lenght from 2 sec. to 3 sec.?
Anyway, thank you for the game – one more time!
Best regards from Russia! Never get sad!
P.S. May be you can make a patch to good old Train Fever, which made vehicle auto-refitting for cargo, like it is done in Transport Fever?
werden die Medaillen auch gefixt?
derzeit ist es nur möglich in einem Durchlauf ALLE Medaillen zu holen
im Kampagnen Dev Blog hab ich das etwas anders verstanden (dass man z. B. in einem Durchlauf 2 und in einem anderen 3 erspielen kann damit man alle erhält)
Was ist denn mit dem Support für die nicht-DRM-Version? Für die GoG Version ist der aktuelle Patch z.B. noch nicht draußen…
> “Missverständnisse bei der Game-Play-Mechanik” und “deshalb planen wir, die Spieler zu warnen, falls nur ein Teil der Industriekette verbunden ist”
Ich hoffe da passiert mehr also nur eine kleine Warnung. Nach 30 Stunden im Spiel habe ich zwar die Grundlagen raus, aber ich habe immer noch keinen blassen Schimmer wie ich die Versorgung einer Stadt maximieren oder zumindest stabil hoch halten kann. Dass die Produktion massiv schwankt (z.B. zwischen 400 und 1200) wenn die Lager/Stationen leer oder gefüllt sind ist ja noch nachvollziehbar, aber auch bei der Versorgung in den Städten schwankt eine Ware dann auch schon mal zwischen 20% und 90%. Und bei allen Linien der Route stehen mehr als genug Transportmöglichkeiten zur Verfügung, und es wird alles sofort weg transportiert. Für mich ist es da völlig undurchsichtig was da der Grund für ist (generelles Problem kann es ja auch nicht sein, sonst würde die Versorgung ja nie hoch gehen).
Sad to read that you don’t acknowledge any bugs existing in the game. Steam support forums are filled with reports of them, though.
Is cargo/passengers disappearing on the station when you upgrade it not a bug? (even if you just electrify one track, they disappear from everywhere). (>> http://steamcommunity.com/app/446800/discussions/0/224446432324436341/ <> http://steamcommunity.com/app/446800/discussions/1/224446340336130743/ <<)
No, the cargo/passengers disappearing on the station when upgrading is NOT a bug – think of it as the station had to shut down for the upgrade, and putting up electic poles is very dangerous. I don’t consider this as a bug.
What I want to know is dropping off cargo at bus stops in town or at passenger train stations – is this a BUG? or a feature.
Well, if you find this behavior natural, I hope the developers will leave it as an option for people like you.
But that is definitely not how it happens in real life. Stations do not shutdown completely when one of the tracks is electrified, upgraded to high speed rails, or when a new track is being built.
Apart from real life, it is very annoying in-game, especially when playing on hard difficulty.
I find it annoying as well but it does seem to make sense.
In fact, the situation is now much better than it used to be in Train Fever. Whenever you wanted to upgrade a station, you had to demolish completely the old one and rebuild it anew.
Well, either it is a bug or developers are really bad at designing game mechanics (which would be worse). This also happened in train fever when upgrading a road which was not so near to bus stations or when changing tracks not near the stations. Unfortunately with the pace and simulation algorythms of the game a loss of passengers disrupted lines for several years ! I am happy that developers will support the game, but I fear from the experience with train fever that they would not touch at many annoying things such as this.
Agreed – this is an enormous issue. As stated on the links you include, it’s not just the cargo/passengers AT the station that disappear, but also all of those headed to it. I’ve also noticed the same problem from Train Fever, where trains headed for a station that is upgraded will stop trying to go to it and turn around – this is a true regression, because that issue was fixed in one of the later Train Fever patches.
The high game speed (calendar months per train trip) means that a station upgrade can destroy a line’s profitability for a year or more. This isn’t game-breaking in the sense that it prevents the application from running, but it is game-breaking in the sense that it effectively makes the upgrade feature useless and makes the game more frustrating than fun for me
Any chance this will come out for Linux any time soon?
It was released on all platforms, including Linux at launch. It’s been working great for me so far. Gentoo with AMD r370 running amdgpu on 4.8.2 kernel with Mesa 13.1.
Working perfectly for me too: Core i7-4770S@3.1 GHz, GeForce GT 630 OEM, Ubuntu 16.10.
A game manual would be great
It is good to hear that you devs have plans to make the game better. To be honest the game wasn’t finished enough for release. I don’t understand why we see so many bugs in a released game. If the game was properly tested most of them could be fixed.
What about the “trains drive forwards and backwards” and “cargo weight” patch as stated in the FAQ?
Nice to hear about focus on performance and better gameplay mechanics, hopefully UI gets some love too, especially for replacing vehicles: introduce line groups, make only replacing the locomotive an option, show max cargo load and not only length when building replacement set, add an option for “send to depot and replace”.
And most of all, let us build one-way signals from the build menu, why have this annoying micromanagement where you need to click on placed signals to set them to one-way?
the only thing that has myself upset that mods on .https://www.transportfever.net/ some of their mods are not on the steam work shop, and when I asked some one who
posted a mod on the website if he was going to posted on steam he told me that he refused to on steam workshop.
Why don’t you ask their permission and YOU then put it up on the steam workshop, as long as you give them credit for making it and don’t pass it off as your own!
Steam reviews – They are not worth it (one player said it took an hour to load the map, but the steam playing time was 0.1 hours – Doh), most of them are people who don’t understand how the game works and complain about it being a BUG rather than their brain, and for all those still running on potato machines need to upgrade. I personally an enjoying the game and loving it – never had a crash, and I understand how the cargo lines work. Keep up the good work!!!
Thanks for the game – I have sunk a lot more time into it already than would be reasonable. I am really happy to read this post and see the dev team actively engaging in managing the game post release.
My suggestions for gameplay benefit:
– GUI scaling (right now, I have to play with a low res to keep GUI readable – living room PC, but also a problem with 4K monitors)
– Create Line away from Line Manager (Line Manager covers up most of the screen, then I can’t click stations)
– Send vehicle to sell itself from the vehicle window
– Clarification of cargo mechanics for new players is a great idea (“my steel mill is starved for coal, but my coal trains only fill 2 wagons – because the machine factory is starved for planks but full of steel so steel stays in steel mill, so if you want to ship more coal, strengthen your planks production”) – maybe highlight and explain factory storage capacities/sizes? Not everyone looks at them, also what is ‘potential’ good for?
– If easy to tell, give richer reasons for why production is halted or not growing (say which limiting condition the industry is hitting – no demand from consumers? Low capacity/long interval lines? I can’t understand why the US campaign offshore oil rig only fills a tanker 10% per round trip when the refinery is highly available)
– Maybe give more pronounced effect to supplying different sectors of towns and starving others? There are missions based on developing Commerce in one city and Industry in another to make people want to travel – but in the end I have to demolish the brightest respective buildings to make people move because I can’t affect it enough with just my lines
– A button to switch planned construction (build a plan while paused, but will be constructed gradually over time piece by piece) vs emergency construction (stuck trains? make a bypass line instantly/tweak your signals at 10x cost)
And in terms of wishes:
– Option not to destroy/dump cargo when rebuilding/closing line, but to feed back to origin to redistribute (esp. campaign missions mix the map up and draw attention to this) – can’t sell truck with Slag in trailer
– Curved stations, truck stations with no routing overlap/RO-RO truck stations, high capacity airports, tweakable day length/progression speed per game (I know, all solvable by modding/config)
In the manual replacement of vehicles, the age is not correct, at least on trains.
Example:
Train 1 is 15 years old and you want to replace with a new model.
If you sell the old locomotive and then buy the new, the name of the train is the same and the age too,
but if you buy the new one and only then sell the old locomotive train name will be another and the age
will be zero and can then change the name to train 1 again.
There’s a discussion about this on the forum too: The age of the oldest wagon on the train determines the age of the entire consist. To get a ‘new’ train, you need to sell all the wagons and buy new ones.
Would love to have a headquarters in the free play map that starts out small and grows with time and income. Perhaps maybe it can be used to research upgrades or something. Love this game so far! But that would bring even more immersion!
I’m very pleased to hear about upcoming enhancements. I’m sure that TF will be an iconic transport simulation game and also that it will take some time to get everything perfect. I have only played a few hours and still learning the mechanics, so far I’m very happy.
Only complaint I have is the laggy mouse cursor. Anybody know a fix?
I am enjoying this game so much, despite the are some minor as well as some major problems. Lot of theme have been spoken here above my comment but how about PLANES FLYING THROUGH THE MOUNTAINS ??? AS WELL AS DURING LANDING APPROACH ? Next thing is, planes which are ready to take off shouldn’t be a “priority” when there is a plane approaching to land (especially when they are really close to the runway. LOTS OF TIME they aboard the landing maneuver and they have to do a circle around the airfield. It is so annoying. Those planes should wait for couple of second in front of the runway and take off after the other plane is landed. In this scenario, it takes more than a minute or it might be a several minutes if plane has to another landing maneuver (sometimes couple of times.)
Hopefully you will fix it soon. Thanks 🙂 Otherwise I am loving this game.
I also find the clickable icons and words way too small even on my 17″ screen. I would like to see larger ones.
The tutorial is still very vague about the actual game but still 25 hours and rising
Really need a day-speed setting, when map is creating.
The game runs very fast, so i cant enjoy a certain decade.
they are mods in the workshop to slow the game down – it’s a very simple edit of the config and you can slow it down up to 4 times slower, e.g. 8 seconds a day rather than the current 2. If you edit the config yourself, you can still get the achievements, if you use the mod, you don’t.
I like this game very much.. Itś my favorite theme of bussines games.
My only problem is. When i start the game everything works fine and smootly. But after the start the framerate is slowly dropping. At some point the framerate goes imeditly down too 1 frame seccond. When i save the game and restart the game itś working smootly again. But after a few years the same problem.
In the beginnig this was not a problem at all. I start in 1850 and the problem appears for the first time around the 1950,s. Iám noow in 1972 and every two years the framerate stops tottaly
Thats probably the autosave. You can adjust the save intervalls through the main menu settings
Nach über 100 Stunden spielen und dem was ich so gelesen hab sag ich mal so….
-fast jeder hat heut zu tage ein Quad Core… kann man nicht die Performance steigern wenn man die Kerne sinnvoll nutzt ?
1. Kern Map
2. Kern Bauen ( Terranberechnung ) das frisst extrem resourcen im lategame ….
3. Kern berechnung der Bewohner
4. Sonstiges..
das man halt auch einstellen kann in den Startoption ob man ein Single/Dual/Quad/+++ hat. Das wäre doch mal ne Lösung ?!
Ansonsten kann ich sagen das ich ganz zufrieden bin. Bin zwar auch schon mal auf einfach pleite gegangen weil ein Stahlwerk einfach nicht produziert hat ( es war alles angeschlossen …. )
….und ich hoffe es kommen viele DLCs 😉 hab nach Jahren Transport Tycoon beiseite gelegt ( endlich….) also weiter so !! :)))
Wäre es so trivial ein Programm auf mehrere Prozessorkerne zu optimieren, würden wir es in sehr vielen Spielen sehen 😉 Dein Ansatz mag für den Leihen sinnvoll erscheinen, ist es aber praktisch leider nicht. Die meiste Rechenleistung wird wohl für die Berechnung der Bewohner draufgehen. Letztendlich werden da im Lategame 10.000 Objekte und mehr berechnet, die an vielen Stellen Kollisionsabfragen (warten an einer Kreuzung etc.) benötigen. Diese Aufgabe müsste man also auf mehrere Kerne verteilen um mehr Leistung zu erzielen.
Das Problem ist jedoch, dass viele Berechnungen voneinander abhängen und sich deswegen nicht beliebig auf mehrere Kerne verteilen lassen. Angenommen jeder Kern übernimmt x Tausend Bewohner: Wenn sich 2 Bewohner in Autos an einer Kreuzung treffen und für einen ist Kern 1 zuständig, für den anderen Kern 2, müssen beide erst den anderen Kern (Thread) über den Zustand des anderen Objekts befragen. Und diese Synchronisation dauert (für Prozessor-Verhältnisse) lang und kostet damit oft mehr Leistung als die Kernaufteilung bringt.
Die Wegfindung der Züge, die Logik hinter Warenketten, Soundberechnung, Ansteuerung der GPU usw. lassen sich dagegen sicherlich effektiver abkoppeln und sind es ja anscheinend auch. Das Spiel nutzt ja durchaus mehr als 1 Kern. Jedoch dürfte von der Rechenleistung her das weniger das Problem darstellen als die Berechnung der Bewohner.
this game is amazing. i can’t stop playing it. i want more.
now remember that before you go on reading.
i don’t know how tested for you and who approved all the things but they need to check it because there are a lot of small problems and things that (TO ME) seem like they’re missing. some examples – the entire game font is way too small. people who are vision impared cannot play this game at all. at least some of the text is voiced..
like you said here in the post you’re working on improving performance – i think a major part of that is the fact that when you lay tracks or roads they are already rendered which makes the frame rate drop considerably the longer the track/road is. i’d suggest that instead you show just a blueprint of the tracks/roads and then when its built render it.
another suggestion that i have would be to have a top sliding bar that showed you the recent messages for instance new vehicles after a few seconds the notification disappears and sometimes i’m not fast enough to see all of it.
also when i click a new vehicle i expect there to be a popup that shows all of the details of my available vehicles for that period of time. then from there i should be able to click on buy and then send the vehicle to the desired depot (which you already have a list of them) and from there i can send it to the line that i want
I had an interesting bug yesterday; A ship was sailing through fields and hills to reach the port. It turned out it was because the port was next to a low bridge. After I replaced it with a high bridge, the problem was solved. It should, however, been unnecessary if there had been both a left and a right-handed version of the port.
It would probably be a good idea to have a webpage of “Known Issues” that explains what issues are known and how to fix/avoid them. I’ve written a couple times to support and it turns out that they were already known issues. This would probably lighten the load on your support staff.
there was on the steam community page
Eins Versteh ich nicht. Wenn ich Flache Landschaft wähle,erwarte ich eine Landschaft wie in Holland. Brett ebend. Ohne den kleinsten Hügel. Und was kommt Berge ohne Ende. Und die Angleichung der Strecken in dieser Hügellandschaft ist genauso ein Mist wie im ersten Teil. Wenn schon Hügel und ich möchte strecke von a nach b verbinden wieso kann das nicht einfach gemacht werden. und nicht immer fehler bei der terain angleichung. so macht das kein spaß.
I personally had very few issues on launch and managed to figure out the mechanics with some community help but the way the developers have responded is fantastic. I rarely see a developer openly take resposibility for bugs and give us the future plans for issues. They have clearly taken the time to go through the forums to find know peoples issues. If all game developers were like this the gaming industry would be so much better.
Das Spiel läuft gut und macht Spass, was ja das wichtigste ist. 🙂
Mich haben nur folgende Sachen gestört:
– Es dauert zum Teil sehr lange, bis Passagiere oder Waren an den Bahnhöfen warten. In der ersten Amerika-Mission ist der Personenzug mehrmals leer hin- und her gefahren.
– Passagiere sollten aufgrund ihres Ziels warten und nicht aufgrund einer Linie. Sie sollten als von X nach Y wollen und nicht von X nach Y mit Linie Z.
– Wurde auch schon erwähnt: Bahnhöfe und Strecken sollten sich auch im pausierten Spiel bauen lassen. Also nicht bauen, sondern planen. Idealerweise würden für jede geplante Strecke die Länge, Höhenmeter und Kosten angezeigt. So könnte man mehrere Strecken planen (Berg umfahren, durchtunneln etc.) und sich dann entscheiden. So wie es “in echt” auch gemacht würde.
I’ve only found one issue with the game so far, and that is that it crashes in a late game once things start getting busy. I’m currently playing on a large map and several of my cities populations have exploded due to food, goods and fuel being supplied to them. My understanding was that the game engine had been completely overhauled from Train Fever and although I think the gameplay is much more fluid it’s still highly annoying having the game crash once you’ve built up some success.
Also, I’d love to get into modding and learning how to create new elements for the game, but can’t find any comprehensive documentation regarding this subject or any tutorials. Is such material available?
So what happened in the beta phase? (where I also applied)
It’s a copout that these isues are now “identified” and will be fixed. Should have happened during beta, the Steam reviews are well deserved.
An sich keine Probleme mit crashes, außer den bug aus train fever dass man den ladebildschirm nicht verlassen kann ohne das sich das spiel aufhängt…
ABER die Performance ist leider (gefühlt) mindestens so schlecht wie bei train fever, was dass spielen bei mir ab ca. 1986 unmöglich macht (am Anfang war sie noch gut)….
Habe 9 oft auch nur 5 oder 4 FPS, das ist ein gamebreaker!
Schade ich habe mir da deutlich mehr erhofft, nach den Ankündigungen in den Videos.
Und meine Hardware ist nicht mal schlecht, sie wird vom spiel nur nicht genutzt oder die engine ist einfach schlecht, keine Ahnung:
i7 3770k GTX680 16GB RAM > darauf sollte es deutlich besser laufen – zumal ich gerade mal 6 Städte und 12 Industrien angeschlossen habe!!!
Also (lategame) Performance bitte unbedingt fixen. Bei Prison Architect war die performance im lategame auch schlecht, nach 4 performance patches ging’s aber sehr gut, hoffe das ist hier auch möglich.
Noch ne frage zu den Videos:
In einem Dev-Blog wurde gesagt das Triebwagen Garnituren sich im Bahnhof nicht drehen sondern rückwärts wieder rausfahren können, davon sehe ich leider nichts (Mirage)…. wird das noch nachgereicht???
Ansonsten schöne Verbesserungen gegenüber TF vor allem beim bauen und management.
Es ist immer wieder die gleiche Geschichte. Man überschätzt sich beim Releasetermin und anstatt den Release zu verschieben, veröffentlicht man eine Beta und jagt dann die Communitymanager los, damit die was von “wenigen verbleibenden Crashes” faseln und die Leute auf den Patch vertrösten. Ganz herzlichen Dank dafür!
Könntest du dann bitte mal meiner Kopie erklären, dass der Start, und die damit vorhandenen technischen Probleme, vorbei ist und es jetzt aufhören kann nach ein paar Stunden unspielbar zu werden?
Train Fever war eine geile Idee, die total Scheiße umgesetzt wurde, Transport Fever ist die gleiche Idee in Scheiße umgesetzt. Sollen wir jetzt noch 3 Spiele warten, damit ihr es schafft die geile Idee mal halbwegs gut umgesetzt bekommt? Mal ehrlich, das kann doch nicht euer Ernst sein.
Danke, du sprichst mir aus der Seele! Habe das Spiel keine Woche lang gespielt und schon hatte ich keine Lust mehr darauf..so ähnlich war es auch schon bei Train Fever! Da fiebert man Monate beim entstehen von Transport Fever mit, findet die Idee und das Konzept im echt super, hofft auf ein viel besseres Train Fever, auf ein vollfunktionsfähiges Train Fever, aber dann wieder so ein Mist…
Ich bin grundsätzlich mit dem Game sehr zufrieden, so auch mit Ihrer Arbeit als Entwicklerteam. Was mir allerdings etwas sauer aufstößt, ist die Aussage, dass die Performance Probleme hauptsächlich Hardwareseitig bedingt sind. Die Engine bekommt bei mir bereits im Midgame Probleme alles flüssig darzustellen. Wenn ich reinzoome sacken die FPS schon nach Spielstart in den 30er Bereich. Meine Hardware allerdings, schaut sich das an und dreht dabei mit den Däumchen. Kann es sein, dass die Engine nicht Multicore fähig ist? Wenn es hierfür Tipps gibt, welche ich als Anwender probieren kann, bin ich für alles offen. Die Prio des Games auf Echtzeit zu setzen, hat leider nichts gebracht …
CPU: i7-4790K OC @ 4 GHz
GPU: GTX 980 TI OC @ 1200 MHz
RAM: DDR3 16GB @ 2400 MHz
den i7 overclocked auf 4GHz ? 😀
also mein 4790k läuft schon von Haus aus auf 4GHz 😉
meinst sicher 4,4 oder 4,7 )
Die Engine ist auch nicht Multicorefähig bei mir nutzt sie auch nur 1 Kern. Es wird aber dran gearbeitet an der Performance steht weiter oben. In Lategame ( Jahr ca.: 2100 ) hab ich eine Mittlere Map wirklich alles angeschlossen die kleinste Stadt hat 2400 Einwohner die größte 5000+ und es ist nicht mehr Spielbar. ;D
2 fps sobald man in die nähe der Stadt kommt….
Ohne Performance Patch wird das nix mehr….
Die Streckenführung ist genauso ein Mist wie im ersten teil. Hätte ich das gewußt hätte ich das Spiel nie gekauft. Aber ab sofort laß ich die Finger von der Serie. Grund. Warum kann ich meine Zug Linie im Bahnhof nicht das Gleis zu ordnen wie ich das möchte.Wieso will das Spiel immer das erste Gleis nehmen. und dadurch alle anderen Linie durcheinander bringen. Ist doch murks was ihr da rausgebracht habt.
Stell doch einen Wegpunkt genau vors Bahnhofsgleis und leite deine Linie durch den Wegpunkt. Damit nagelst du deine Linie sowas von fest auf ein Bahnhofsgleis, dass du keine Überraschungen mehr erlebst.
Leider wird man auf sowas nicht in einem erweiterten tutorial hingewiesen.
Du kannst kurz vor den Bahnhof auf das gewünschte Gleis einen Waypoint setzen und die Linie dann über diesen fahren lassen. Manchmal hilft auch bestimmte Signalplatzierung. Dieses Problem hab ich nicht. Klar hat das Spiel seine Macken. Wenn ich aber ein Spiel ohne Macken haben will, mit guter Performance usw. dann kauf ich für 50-60 € eins, das über mehrere Jahre von Hunderten von Menschen entwickelt worden ist (z.B. Blizzard-Spiele) und nicht eins von einem kleinen unabhängigen Studio. Trotzdem sind Train- und Transport Fever mit Abstsnd die besten Transportmanager Spiele dieser Zeit. Ich bin zufrieden.
hello when can we hope in the Italian language for transport fever? Thank you.
I see again no news has been posted since 11/14/2016 and this month is almost gone. and I will be going into the hospital my my cancer treatment for almost 3 weeks and I will not be back home unit 12/22/2016 3 days before holiday starts here
Do you fink about posibility in the next release to run multiplayer game?
Please consider PS4 version. Thanks
I would also love multiplayer option. Me and my friend together or against each other on one map, that would make a lot of people happy I believe.
Any plans on a Xbox One version?
i need help with smth i don;t get it : i have a truck loading logs to sawmill. which is good. but at the sawmill he is loading planks and transport it back to the forest, which is wrong. how can i avoid a truck to load? i see no option like ” don;t load”. this game is very alike with TRANSPORT GIANT but there i had this option to select what i want to load, how much, and most important IF i want to load or not smth back. sometimes i just wanna transport a certain good to a certain point and come back empty, but as far as i see it is not possible. can someone explain me this? thank you very much
I’ve been playing transport tycoon made by Chris Sawyer for 20 years now and when i stumble over TF last weekend i immediately bought an example of it.
Only drawback for me at the moment is the 2 weerks waiting time for it.
TF realy looks like a total remake from transport tycoon and for that i was hoping for years now.
THANK YOU PEOPLE FROM URBAN GAMES TEAM for making this game possible.
And those little (and maybe bigger) bugs issues wil be taken care of i’m sure about.
Transport Tycoon was after a while also be made mod friendly and that took the game to a way higher level.
So i see no big problems in the future for this game to be one of the greatest simulation games ever.
Keep up the good work.
this game has a time problem i hired horse cart it said speed 15 km/h but two point it has a normal 10 km long rode but this cart spending a more than one month to reaching point you need studying JoWooD Entertainment transport giant game its a good but old game this one is not realistic but good graphic
I have enjoyed playing TF and especially the challenge presented by Hard mode.
Some requests:
– when selecting a line to assign to a new vehicle in the Depot it would be nice to have ‘New Line’ as an option at the top of the screen instead of having to scroll all the way to the bottom of a long list of lines in the late game.
– when a Line is selected I would love to see the vehicle icons assigned to that Line be highlighted to better track movement, spacing, etc
– ability to resize the windows and/or lock them together into a tab format would be great during construction times so more of the map is visible and I’m not constantly moving windows out of the way
So far I haven’t used mods and I suppose some of these might be addressed by community mods…yet I feel they are changes that would enhance gameplay for everyone. Keep up the great work!