Beiträge von Bad-Karma

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Das Team der Transport-Fever Community


    I had noticed a small delay occurring during the beta test, but that was to be expected as they were still ongoing. It wasn't a bad enough issue to cause concern. When I returned from a business trip on May 27/28, the bug was full blown and downright unplayable on a 3960x system.

    If you have Steam, you can not go back to previous versions.
    What you see in the video is 99.9% synonymous not s.Play but rather s.Your PC or a not logical sounding Mod maybe.
    : |

    I was playing the game on an older I7-3960x with dual 780ti, and that game ran very smoothly. After the performance patch, I now have the same issue.


    I moved my game onto my workstation (I9-7980XE, 2x 1080ti) and the glitch is still present but clears much more quickly.


    I then tested the game on a third workstation (2x Xeon 8180 gv100) with a swapped in 1080 ti. The game just worked fine with no hint of the issue.


    I have an educated guess, and I do work in the field, I would look into how the coding handles out-of-order requests as well as branch prediction for the multi-threading. From what I'm observing, both the CPU and GPU are not really showing a lot of utilization when the lag / bug are occurring.

    ok, I had relatively easy success making a compartment variation of the 60ft Hi-cube. Just 1 hiccup with a missing }. I can't thank you guys enough. A question though, if I wanted to have both versions (standard & compartment) what's the considerations for creating a second mod file?


    I've gone over the links and you guys provided back to the cargo weight mods. So the two max parameters are solely for users of the Cargo Calculated Weight Mod. I haven't tried that mod but I like the concept, the promise of better realism may change how I approach the game.


    Again, thank you both for the assistance.


    Very Respectively,

    Onionjack, I love your R730 & F12 sets, especially the specialized cargo trailers. I use your stuff almost exclusively! Thank you for your excellent work. I like that stake car and I think I know a great line to run it on..



    I believe I understand. What I've done to this point is to edit existing settings. I think at this point I need to bite the bullet and see how far I can progress.


    Where I think I'm still hesitant is the mod package itself. Do I need to copy the mod and insert the changes to the copy. I love both of your guys work and don't want to interfere with your mods. As I said, this is just me doing local changes, with no intent of publishing. My first two mods are planned to take your "Onionjack" compartment code into a pair of SD70s mods. The 60foot Hi-cubes and 6340 covered Hopper. Would that cross pollination bother either of you in any way?



    The other one I'm looking at is MaikC's DTTX well cars. I'm wanting to make the intermodal trailers proportional to the railcar capacity. I need to approach him to seek approval as well.



    Very Respectively,
    Jeff Lower
    Springfield Ohio.

    I've been searching through the request here looking to see if anyone has made a request for 86ft Auto Parts Hi-Cube Boxcars, but haven't found anything so far. I'f I'm wrong then I hope you guys will correct me and point me in the right direction.


    These cars were everywhere on the rails in the 80's. They were of course Initially for the auto parts supplier to the automotive assembly plants. But their volume and capacity proved beneficial for mixed freight as well.



    I'd gladly commission their creation, as a gift to the community if it would help.


    86' Boxcar
    PDF 86Ft Hi-Cube Box Car Dimensions › equipment-guides


    86’ Boxcar 26.21 m Extreme Height Extreme Width
    86’ (26.21 m) Boxcar RangesLoad Limits .............................................................108,000 to 145,000 lbs
    Cubic Capacity..............................................................................9,999 ft3
    Inside Length.......................................................................................86' 6"
    Inside Width...........................................................................................9' 2"
    Inside Height........................................................................................12' 9"
    Door Types...............................................................Double plug (4 door)
    Door Height..........................................................................................12' 9"
    Door Width...........................................................................................20' 0"
    Floor Type..................................................................................Steel plate
    WallType..............................................................................................Steel
    Underframe................................................................................CushionedSpecial Features......................................Rub rail, column load divider
    Major Commodity......................................................................AutoParts


    [Blockierte Grafik: https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQSsXQJvRKPgO4TZdQ739SFskiFB3Oh-YwMSjR0XZS3dP3gFEr1]
    [Blockierte Grafik: http://www.train-worx.com/4-86box_files/image004.jpg]


    [Blockierte Grafik: https://www.pwrs.ca/usr_images/wal-108141.gif]
    [Blockierte Grafik: https://i.pinimg.com/originals/72/79/f0/7279f0990528bde821161ff48abaaede.jpg]

    The parameters you're asking about are from this mod.


    Code
    capacities = {
    	{ type = "LIVESTOCK", capacity = 100 },
    },
    loadSpeed = 2,

    capacity = 100 means it will move 25 units in game, with loadSpeed defining how quick loading and unloading happens. As far as I know, there are no limits for both values.

    SD70,


    I've been looking at converting a few mods over to compartmentalized one. I see the coding structure and I think I can "ape it" into the code. A question to your wisdom, are there any concerns, other than customary refinements, or issues taking the code from mod to the next? I'm looking at taking a few hopper cars and converting them to multi compartment ones as in real life, same as tanker trucks. Of course this from "closed" trailers and railcars so there's no need to call different graphics into play.


    I got the idea from using the 40 Truck sets that were compartmentalized. They require both mods to be installed, that I'm not sure I follow as to why in the code. I'm hoping to get insights from your wisdom.

    Doc,


    I'm experiencing the same issue as you. I've been in email conversation with the community manager at Urban Games and they are certainly interested in the issue. They took some of testing and observations and have now passed it to the programmers to look into. If you haven't already done so, I'd suggest contacting them at [email protected] as well.


    From my perspective, it doesn't seem to be a CPU horsepower issue as much as the "logic" the devs have put into the game's decision-making process. My suspicion, and it is just that, is that went they made the new multi-thread update, their coding for the In-order/out-of-order threads and branch prediction may not be as efficient as intended. I have a dual 8180 Xeon workstation, that doesn't even notice this issue. but that processor has deep IO/OoO branch correcting instruction sets.


    My main gaming system, while older, ran the game as smooth as silk, and no real issues. Now it's almost unplayable. It took me 20+minutes to make a simple double-track to double-track interchange on absolutely flat and even ground.


    When I need to bulldoze in a city, attempting to eliminate a street with any interconnects with other streets and or rail and easily lag out for a minute or more.


    This is my go-to game to relax and take my mind off things. I hope they get it fixed.

    I'm in the same boat. I was participating in the beta and notice a few days or so ago.


    There was always something in the process of thinking about long stretches of track and interconnects. A bit of a break then it'd resume. Well now it's taking and taking 30-45 + seconds each time. I am writing lots of activity on my SSDs. Something is really eating up the I / O of the computer.


    I was working with this over on another thread: graphics card problem with transport Fever .....


    I've done quite a bit of testing on several systems looking for the culprit. I come of course come off beta. Tried different computers (It works just fine on my workstation). GPU drivers, Windows Insider Program rollbacks, complete reload of Transport Fever, and so on.


    I'm starting to pull my hair out, I'm now glad to see I'm not the only one.


    Emailed: '[email protected]' on it as well.

    Ah, It works great, thank you.


    A question if not being to impertinent; the maxVolume is what led me to ask the question. I see you calling the parameter but what or where does the volume and weight of each item become defined?


    By the way, really enjoying the SD-50s you released. Very nicely done.


    Very Respectively,

    update:


    So I rolled back the GPU drivers with no change, so it rules out that possibility.


    So far each diagnostic I'm on my main system is checking out fine. The SSDs (4x 1TB 850pro in RAID 10) are fine. I moved TF over to platter drive and the problem still exists.


    I loaded Steam and TF onto the workstation (Non-RAMDRIVE) and the game works just fine (I brought 1 of the 1080Tis over).


    The only difference I know of, and may well be the likely culprit is that the main rig is its on the Win Insider Program (WIP). It was an update to the 1803 back on the 21st. I have not been to around to play TF since just before then.


    The Workstation, nor my laptop, is on WIP.


    My next step is to roll back the latest Insider build and go from there. If that does not work, I might have perform small ritualistic sacrifices to the PC gods or something.


    I would really like to know the specs.



    Keep us posted ...

    ------
    CPU: 2x Xeon 8180
    MB: Asus WS C621E Sage
    RAM: 6x Crucial 32GB DDR4-2400 R-Dimm (384GB Total)
    SSD: 2x Intel P4800X 750GB
    Primary GPU Tesla V100
    -------

    ok, that answers some of it, and brings about another question. Does the game put hard limits on per rail/truck cargo capacity?


    My question stems from trying to repurpose SD70s Bi-level Autorack into a oversized livestock carrier, fictions of course.


    I'm in no way a coder, But I can ape what I've seen. The game I'm currently playing, I'm looking at methods and techniques for achieving maximum in/out cargo movement. It's just something I tend to do on a game, finding out how it the game thinks and its hard rules.


    Are their any known calculations that the community may have "unveiled"?


    Very Respectively,

    SlI is off.


    As a double check, I unloaded the Beta and went back to the normal version, and then started a new map. Same thing with the horrible lag and high SSD usage is occurring.


    I have two test options I'm going to attempt:


    1.) I'm going to roll back my video drivers
    2.) I have a far more powerful workstation and I'll throw the game on a RAMDRIVE to see what the drive activity is doing.


    I think option 1 is most likely as that is what changed today.

    MaikC,


    I've been running beta mode for awhile now. I've a pair of 1080Tis on a I9-7980XE, and just updated the GPU drivers (397.31) today. I'm now experiencing horrible lag issues when building any long segment of rail, especially when it comes to bridges and or rail line interconnects. The game freezes for 15-45 + seconds with a lot of SSD activity before it resumes play.


    I checked it on an older system with 2x780Tis and I7-3960X, but the same issues are appearing.


    Your recommendation on the thread is to remove from the beta. But a quick question, when I did, I get an error for incompatible file version. Are there any workarounds to keep playing those save games?


    Very Respectively,

    I've been trying to understand how the calculations for maxWeight and maxVolume factor into the games vehicles. I believe I understand maxWeight but I'm not grasping how maxVolume comes into play. I've been searching the site for how it all fits together but it's a bit nebulous at this point.


    Very Respectively,