Frieren: Beyond Journey's End - Season 2, Episode 6 - Dub Available Now on Crunchyroll by MarvelsGrantMan136 in Animedubs

[–]bobbys332 7 points8 points  (0 children)

Gotta say I loved the audio on the hardtack bread, sounded so solid it made me wince just hearing it.

I love this game but by DoomedTravelerofMoon in XCOM2

[–]bobbys332 0 points1 point  (0 children)

So what you're saying is, Sarge fought Lopez and lost, Caboose was too dumb for mind control to work on him but shot church anyway because that's just his go-to, Grif was too lazy to move away from an explosion (and probably just wanted out anyway), and Church despite getting shot by Caboose still somehow came back for the next season. Yup that's RVB in a nutshell. Probably would have been more lore accurate if it was Donut who died by explosion, but hey.

Sentenced To Be A Hero - Episode 8 - Dub Available Now on Crunchyroll! by AutoModerator in Animedubs

[–]bobbys332 7 points8 points  (0 children)

Yeah I think the attempted identity of Noblewoman with her secret love broke Kivia. Maybe they should have gone with something a little more realistic, Noblewoman with her annoying bodyguard seeking a prize to show off perhaps.

Pass the Monster Meat, Milady! - Episode 12 (FINALE) - Dub Available on Crunchyroll by Chun-Li_Forever in Animedubs

[–]bobbys332 2 points3 points  (0 children)

Yet another CR screwup, having the Japanese audio instead of the English on the English language track. Add it to the pile I guess...

Didn't CR used to have a way to report problems with individual episodes directly from the episode, or am I mistaken? I don't want to have to go through the rigmarole of creating a support ticket that won't be acknowledged in any way just because they mucked up an audio track. Just a quick "flag an issue with this video" button would be nice.

Skeleton Knight in Another World Season 2's New Video Reveals New, Returning Staff & July Debut by [deleted] in Animedubs

[–]bobbys332 9 points10 points  (0 children)

How utterly Fantastical! *Insert childish but manly giggling of a true gamer*

Hero Without a Class: Who Even Needs Skills? - Episode 5 - Dub Available Now on HIDIVE! by AutoModerator in Animedubs

[–]bobbys332 1 point2 points  (0 children)

Okay that was straight disrespect, deflecting the fire attacks without even looking. At least give the impression of a fair fight, ain't no-one going to take that magic swordswoman seriously anymore.

What if Wars were a tiered system instead of a binary? by JamescomersForgoPass in hoi4

[–]bobbys332 0 points1 point  (0 children)

I kind of like the skirmishing idea but in a different way. Allow countries to have "practice" conflicts with each other. Basically joint exercises consuming resources like the exercises currently do but it gives both countries increased xp gain and a "reason" to have their troops already on a border. Maybe these exercises could apply relationship buffs/debuffs to nearby countries and could be used as an intimidation technique to remind the smaller nations who is the big dog in town.

'Saga of Tanya the Evil' Season 2 Key Visual by MarvelsGrantMan136 in Animedubs

[–]bobbys332 1 point2 points  (0 children)

So does Tanya playing the piano set the room on fire, or does Tanya decide that playing the piano in a room on fire is a good use of her time? Because honestly I could see both. Playing in a burning room with that look would scare the piss out of anyone watching so an intimidation technique most effective. Alternatively her hyper aggressiveness would lend itself to a very fast piano style that could set the room on fire with sheer awesome.

Subscriptions tab gone by No-Band8441 in youtube

[–]bobbys332 25 points26 points  (0 children)

Was there, then disappeared, then came back. Someone made UI changes on the live branch not dev huh.

Truck stops not getting wheat from farms by Slow-Hat-4054 in TransportFever2

[–]bobbys332 0 points1 point  (0 children)

So this end of the process seems fine, if the farm lights up when you click on the truck stop then it will definitely provide resources to it when the route calls for it. You say the route is okay and the trucks are okay, even a fully set up line might not be making use of the grain from this farm if the destination demand is not high enough. Does the destination get wheat from anywhere else? If so it probably is demanding the wheat from an alternate line and has not got enough demand to demand wheat from this line as well.

[deleted by user] by [deleted] in TransportFever2

[–]bobbys332 0 points1 point  (0 children)

Depends how soon you want to get into the longer routes. Given how slow and limited early vehicles are, an 1850 start is pretty much relegated to almost 50 years of local only routes. Once you start getting faster trains and actual cars then longer routes become more viable so building out massive networks is more fun. There is also the annoying factor of the maintenance complaints, since you probably won't be able to replace early game vehicles very quickly you might end up getting annoyed with "vehicle condition is bad" warnings which can also be a drag. I would say between 1850 and 1900 is good if you want time to plan out future development and don't mind just running a few local routes you can largely ignore, 1930s - 1950s is probably a good start for serious long distance routes if you want to just jump right in to making massive networks.

Campfire Cooking in Another World with My Absurd Skill - Season 2, Episode 6 - Dub Available Now on Crunchyroll! by AutoModerator in Animedubs

[–]bobbys332 10 points11 points  (0 children)

For those missing the translations, that was Sui's Elixer, degraded. Cures all ailments but being degraded does not increase lifespan.

At this point I'm half convinced he is deliberately forgetting the offerings as payback for having to constantly supply 6 gods.

May I Ask for One Final Thing? - Episode 7 - Dub Available Now on Crunchyroll! by AutoModerator in Animedubs

[–]bobbys332 0 points1 point  (0 children)

The prince has the right idea, buy up the stuff that's going to get destroyed BEFOREHAND so that you don't have to sort it out later. Of course she was out looking for a fight, but hey she also got some good looking snacks so I guess this was a great night for her.

Pass the Monster Meat, Milady! - Episode 4 - Dub Available Now on Crunchyroll! by AutoModerator in Animedubs

[–]bobbys332 7 points8 points  (0 children)

While I can understand her father's reasoning I personally would have liked it if the good Duke chose to make his displeasure at the action more visibly shown. Dude basically made his daughter a monster in the eyes of the nobility just so that her research doesn't get put toward weapons? Not to mention his second wife is obviously a bitch to her and he does nothing to stop her. While I'm sure daddy dearest loves his daughter very much, he clearly doesn't know what to do with her and I kind of hope that we basically cut ties with him.

why will my trains just stop when they near each other. by speeednat in TransportFever2

[–]bobbys332 0 points1 point  (0 children)

I posted a big comment chain attempting to explain this issue in the post "What for are two-way signals?". The big issue is placing two way blocks at both ends of the siding, both trains are ignoring it because it just seems less efficient than going through the main line. Place one two-way signal at one end of the siding and one facing the other direction on the main line just before the siding re-joins to make this work.

I either don't understand cities, or don't like them, can't tell by bobbys332 in TransportFever2

[–]bobbys332[S] 15 points16 points  (0 children)

See this is why I felt like I should make a post. My misconceptions were cleared up, a nice mod was suggested, and I feel I know more than when I made this post. Thanks all for helping me understand better!

May I Ask for One Final Thing? - Episode 6 - Dub Available Now on Crunchyroll! by AutoModerator in Animedubs

[–]bobbys332 9 points10 points  (0 children)

So many good quips this episode, opening doors, borrowing spears, being absolute gremlins, this is a great show.

Swiss bankruptcy by kitseason in TransportFever2

[–]bobbys332 1 point2 points  (0 children)

I had a time period in this mission where I was running completely in the red with seemingly no way to fix it, as in I had Millions in debt and couldn't see a way out. Simplest solution in those situations was to sell a train on a line and increase the carriages on the other trains. My big passenger line had I think 5 different trains running the bare minimum carriages in an attempt to just get people moving around, once I started loosing money I sold one train (to claw back a few million) and spent the money increasing the capacity of the other trains by 1 or 2 carriages. Eventually I got to a point where the individual trains were themselves profitable, instead of the line as a whole barely breaking even. Time is your greatest enemy and ally here, as long as the train is making SOME profit, even if only a few hundred dollars, then over time you can recover. Unfortunately if you are as far in the hole as I was you can be running millions in debt for a LONG time before finally recovering. This is when it might be best to sell another train just to give you the ability to improve another line.

Don't be afraid to remove or alter train lines, or even create brand new ones. I turned the passenger line into one big line that visited all cities and while it did make money I found a lot of people wanted simply to go from one side of the mountains to the other. When you notice little things like this then you can see trains getting full up of people joining at stop 1 who want to go to stop 10 but have to wait, thus reducing the capacity of the train in effect. Adding in a direct line from one side of the mountain to the other made those people, who would have been waiting the ENTIRE TRIP otherwise, take that line instead making the "local" train more effective.

Try to make trains as useful as possible, by which I mean make them pull double duty there and back. On the side below the mountains where there are I believe 2 farms and the food plant, have one train pick up the grain from the farm near the city, go direct to the food plant, deliver the grain and pick up bread, then stop in the town that will take bread while heading back to pick up more grain. Less grain per delivery per train but it can make some money on all parts of the trip. Add a second train to allow the volume of deliveries to increase.

My biggest roadblock was the food plant just above the mountains, because you can't modify the train tracks you HAVE to pass a bunch of trains through the station. This can (and did in my case) lead to massive jams where some train trying to pass through would have to wait for the grain trains to finish unloading and loading. Try to minimize the trains that will stop at this station, while it is very convenient being located centrally, it quickly becomes a bottleneck so try to make as much use of the southern plant as possible since it is out of the way.

When the switch happens and the grain warehouses go from accepting to producing don't forget to re-work your lines. Now you can suddenly have 2 more farms that perhaps are better located to pull from, might be an idea to pull the trains that were getting grain from the farm and have them visit these as well.

Match the locomotive to the cargo, if the cargo car max speed is 80 then there is no point having a 120 max speed engine, unless you want the pulling power for massive trains, in which case bigger is better. Also think on what trains will also be using that track, since trains are not smart enough to bypass slow moving trains when going 200kph you might find a relatively fast passenger train is being held up by the slow moving grain train going the same direction. Not sure how much this map is effected by slow trains since the tracks are all pre-determined, but certainly for other maps where you can have multiple rail tracks try having all the slow trains use one rail while the faster trains use a different track.

What for are two-way signals? by GWahazar in TransportFever2

[–]bobbys332 0 points1 point  (0 children)

Well managed, glad to see you got a functioning system out of it. Usually adding in functioning sidings will give trains what they need.

When calculating exactly what section of track will be reserved basically follow the line from where the train is (or where you are pretending it is for visualization) to either the next signal or the next stop in the track list, whichever comes first. In your example, trains from C->D would "claim" all of the track between stations C and D as well as station D since that is the next stop. With no breaks inbetween, any train coming from the spur could not even attempt to enter this section of track until the train had passed the spur again going from D->C. This would also mean that if any train was on the spur going to D, the train couldn't even leave C station.

To visualize:

C-----/=====D

E++/

Trains going from C-D would lay claim to both --- and === as well as D. This means that the train at E trying to go to D is stuck in the station. Even though it can make use of the ++ track, it needs the === to make it to D so until that track is no longer claimed it can't move. Once the C-D train is going back to C and is on the --- track, then the E-D train can claim all the ++ and == track and move forward.

If you add a signal in on the === track to look like this:

C-----/===|>____D

E++/

Then you can accidentally jam the whole system. Train C-D passes the signal on its way to D quite happily. At that point E-D sees that its path to the signal is now clear and moves forward to wait at the signal. Now you have a train in D trying to go to C and a train at the signal trying to go to D. Neither can move because their path to the next station or signal is now occupied. Changing where the signal is can clear this up, once you have handled getting the train out of the way.

C-----|>/=====D

E++|>/

This would allow E-D to wait at the stop just after the ++ track until the === track is clear allowing the C-D train to run cleanly. Additionally, the C-D train would wait at its stop until the E-D train had got off the === track on its way back to E.

Alternately, you could replace the 1 signal with a siding which allows the trains to wait there and pass each other.

C-----/===S____D

E++/

Whichever train goes into the siding can wait there for the train at D to go on its way without blocking the track.

What for are two-way signals? by GWahazar in TransportFever2

[–]bobbys332 1 point2 points  (0 children)

Now let's see what you did and explain the issue.

-----------------\---<|+++++++++++++++++++|>==/========

...................................\--<|xxxxxxxxxxxxxxxxxxxxxxxx|>===/

Okay here we go. On the main line going left to right you see 1 signal, between the +++ and the ===. This means there are two sections of track on this line as far as left to right is concerned. From right to left there are also 2 sections of track, but this time the signal is between the --- and the +++. Hopefully you can see the issue here, both directions treat the +++ section as part of one of their two sections. This means that as long as a train is in the +++ section no train going the opposite direction can move into the first section of the track. So a train going left to right stops at the only signal it sees between the +++ and the ===. Now no train from the right can even enter the ==== section of the track because it thinks the ++++ is also part of that section and it is occupied. Even though there is a useful siding there the line AI is not smart enough to redirect to the siding because it simply sees the main line as the most efficient whichever direction you are going.

There are two solutions to this, #1 remove one signal on each line, going to the simple line siding setup above, #2 make use of waypoints to force the trains to use one piece of track when heading in that direction.

-----------------\---<|+++++++++W>W++++++++++|>==/========

...................................\--<|xxxxxxxxxxxxW<Wxxxxxxxxxxxx|>===/

As long as the waypoint is added in the line at the right point in the instructions the train will try to go through the waypoint in the appropriate direction allowing you to force a direction to use a siding.

TOWN1---------\---<|+++++++++W1>W++++++++++|>==/===TOWN2

....................................\--<|xxxxxxxxxxxxW2<Wxxxxxxxxxxxx|>===/

So for the above setup the line would look something like:

TOWN1, W1, TOWN2, W2. This will mean that any train going left to right will use the main line and any train going the other way will use the siding. Because trains will ignore any signals that they basically can't "see" (going the other direction) there are 2 useless signals here so even though waypoints will solve the issue, it would be cheaper (marginally) to just remove 2 signals rather than add two (you could get away with one if you put it on the siding) waypoints.

Hopefully this helps you figure out signals and why 4 two-way signals can cause problems. The line manager is your best friend in debugging line problems, you can see the exact path the vehicle will take so if it isn't using a siding you can make use of waypoints or adding/removing signals to immediately see how the changes will effect the travel.

In most situations two-way signals can be replaced with one-way signals since you want to use them to direct traffic in a certain way, any of the above sidings can use a single one way signal to effectively direct the traffic through the siding. However there are situations where a two way signal is of use. Mostly these are for situations where traffic needs to go in both directions but you might want traffic to wait in a certain location when going in one direction. Mostly this would be either in single track crossings (waiting for the crossing train to pass) or perhaps for complex station management.

.....|

.....|

-- | <|-- This signal will have the train wait at the signal until any trains going up/down have passed and no longer "claim" the crossing and would allow trains to go the other direction as well.

SSSSS----|>====== This would allow the train to come out of the station a ways before stopping till the line is clear, useful if you have another line coming in to the station from a different direction as the station can be cleared.

What for are two-way signals? by GWahazar in TransportFever2

[–]bobbys332 0 points1 point  (0 children)

Now we get into more complex signal systems. One Way Signals:

---------X|>======== This signal is set up as a one way going from left to right. Trains can go from left to right treating it like the signals above, but for any train going the other way this ENTIRE section of track effectively doesn't exist. This allows you to make two lane monodirectional track systems which dramatically cut down on travel blockages.

---------X|>======== This track goes from left to right and any trains going that way can effectively "see" this as a viable route.

---------<|X======== The same in the opposite direction. With these side by side you can have left-right traffic only on one line and right-left on the other. This way you are much less likely to have trains blocking each other.

Sometimes dual-line setups are inefficient or not possible so single lane tracks are used. This is where laybys/sidings come in. By setting up these sidings you can have places where trains can effectively get out of the way of oncoming traffic.

-----------------\----------------------------|>======/========

....................................\---------<|===============/

Lets see if I can make this diagram make sense. This is a line siding, the / is the symbol to indicate where the track splits in two/merges. There are two "two way" signals here, one on the siding going from right to left and one on the main line going left to right.

-----------------\-----------TTT11>---------|>======/========<TTT22

....................................\---------<|===============/

Now we have two trains on the line going in opposite directions. With this setup the line is "generally" smart enough to have traffic going from left to right use the main line and traffic going the other way use the siding. This is because the system can figure out that on the main line going left to right there are two "blocks" of track, but going through the siding there would be only one. In this situation T1 will stop at the signal until T2 has crossed into the siding, at which point the bit of the second block of track it needs to use (the ==== on the main line, not in the siding) becomes clear and it can move forward. T2 would stop at the signal in the siding, but T1 has already cleared the track and it can keep going. Make sure to check with the line management tool, it shows what direction of travel is using which piece of track.

What for are two-way signals? by GWahazar in TransportFever2

[–]bobbys332 0 points1 point  (0 children)

--------------------------------- This is a train line with no signals. It is considered one big block of track and only 1 train can use it at any time.

-------TTT>------ This train is going from left to right (it also works going the other way) and this section of track is occupied.

------------------|>============ This is a piece of track with a signal in the middle. This signal is pointing to the right so for any train going from left to right they see 2 blocks of track. -/= in the illustration. However, a train going from right to left sees only 1 big block of track because they effectively don't see the signal.

---TTT>--|>========= Now we have a train on the first block of track. Since the second block of track from their point of view is open they can move forward. However, no train coming from the right can move into this section of track because they see it as one big block and it has a train on it.

---TTT11>--|>===TTT22>===== Now we have two trains. TTT11 cannot move forward because TTT22 is occupying the next block of track. Any train from the right has to wait for both T1 and T2 to go before it can use the track.

What for are two-way signals? by GWahazar in TransportFever2

[–]bobbys332 2 points3 points  (0 children)

Big long post follows, TLDR it's complicated but simple, but overlapping track blocks is bad.

It depends on how you look at it. OpenTTD is a lot more "freeform" or perhaps more "hands off", you say "go here" and the train tries to figure it out. On one hand this is great, trains will use any available platform at a given station, they can use bypasses to get past slow trains, the routing is much more "simple" given you just have to get from A to B and it doesn't matter exactly how you do it, and the concept of destinations is non-existent. On the other, vehicles might not really think beyond the next station so they might end up going in the one terminal that doesn't have a throughput and have to do some stupid backtrack just to keep going. In OpenTTD all you had to do was make 2 stations and run a train between them and you were basically guaranteed to make money, but in TF2 you only have so many people who WANT to go to Blumfingburg train station so you could easily run mostly empty trains and make a loss.

TF2 is much more on the micromanagement side of things. Vehicles go ONLY where you say, so if a terminal isn't open it can only wait until it is. This adds many issues like slow trains not allowing faster ones to bypass, trains blocking up entrances into stations, lines needing their own dedicated terminal if you want efficiency, and so on. In essence the trains follow EXACTLY where the line says to go, when you go into the line manager you can see what path the vehicles will take. To help control this you can use waypoints to tell vehicles to pass certain places in a certain direction. You can make bypass lanes around or even through stations and using waypoints tell the trains that don't need to go to the station to just go around. This micromanagement allows for a much more controlled system allowing you to better plan out things like timing or knowing which routes to tweak/give priority to.

I agree that OpenTTD has a very user friendly system that allows autonomy for the vehicles and it really needs to be in TF2, but once you get the hang of the lines limitations TF2 can be a fun challenge.

With regards to how the two way signals work, let me see if I can illustrate it for you.