Custom Steel Mill - Transport Fever 2 | EP 11
41:29
MAP PREVIEW! - Transport Fever 2
9:23
Bus Upgrades! - Transport Fever 2
28:04
Redevelopment! - Transport Fever 2
27:53
City Streets! - Transport Fever 2
32:38
Пікірлер
@AlikeRomel
@AlikeRomel Күн бұрын
What you could have done is to let the rail to the iron mine but make it has been under construction
@DM-ep8tv
@DM-ep8tv Күн бұрын
Nice can’t wait for more 👍
@skipthefox4858
@skipthefox4858 Күн бұрын
The part where you were working on the forest ( pretty damn good build btw ) and sawmill makes we wish we got a huge logging truck like the Pacific P16 as either a mod or in the base game/ ( Honestly one of my problems with this game is the lack of older larger trucks )
@DM-ep8tv
@DM-ep8tv 6 күн бұрын
Enjoying the series keep up the good work 👍
@s1nb4d59
@s1nb4d59 7 күн бұрын
Do no streamers play without having to be in sandbox mode anymore?.
@sjd7688
@sjd7688 8 күн бұрын
I love your detailing! I am looking forward to tryiing it
@sjd7688
@sjd7688 8 күн бұрын
Love this map! Is it possible to get the seed?
@jjhaya
@jjhaya 8 күн бұрын
Love the detailing episodes 😊.
@lynxdiamond4888
@lynxdiamond4888 8 күн бұрын
Another option for the ore is to truck it down the plateau and then put in on a train to the steel mill
@lynxdiamond4888
@lynxdiamond4888 8 күн бұрын
You could try having the train on the ore line do a loop around the smaller plateau to make it shorter
@tomjones4093
@tomjones4093 9 күн бұрын
I know it's a lot of work, but sure would be nice if you could put out a little more content each week. You're becoming the one I look for to every week.
@NiklasTheFox
@NiklasTheFox 9 күн бұрын
when you get to the 2000s i would recomend a Iore or some large electric locomotive for the ore line
@skipthefox4858
@skipthefox4858 9 күн бұрын
13:36 you can change the street era from old to new to make the roads fit better
@jerseyjunior
@jerseyjunior 11 күн бұрын
Love the series! Why didnt Pittsburgh get a counter clockwise bus route? Also, you said yourself how much speed affects passenger numbers. Instead of adding cars and slowing the trains down, I think every passenger line needs a second train. I guarantee that smaller, faster passenger trains will increase frequency and actually make you more money!
@ultimatearchitect
@ultimatearchitect 6 күн бұрын
Pittsburgh probably should get another bus line soon, I think when we made that line the city was still small so it did not make sense to have a second line. As for the trains, all of our passenger trains are pushing their top speeds whether it's due to the cars or the engines limits so we can't really get much faster until new vehicles are unlocked. However, we also need to make sure we are covering our running costs of the train itself. A train with one engine and only 2-3 passenger carriages will not make enough money to cover its own running costs and will then only lose us money. But if we make that same train and have 5-7 passenger carriages behind it, then the train would make enough money to cover its own costs and make us some as profit. So as long as the train still reaches its top speed for the majority of the trip then we can pretty much continue to add extra cars without much penalty in order to earn more money.
@jerseyjunior
@jerseyjunior 6 күн бұрын
@@ultimatearchitect I think the train frequency is way too low. A higher frequency will attract even more people, filling both trains on the line, making even more money. Just my thoughts.
@peteralieber
@peteralieber 12 күн бұрын
I tried this map, but its a bit laggy for me (laptop, RTX 3070, AMD 5800 CPU, 32G RAM). Is there a particular mod that would help this the most (like a render or extra assets?). Otherwise, I may split this into for large maps... I just love this map/landscape.. One of the best I've seen.
@ultimatearchitect
@ultimatearchitect 6 күн бұрын
There are a few mods on the steam workshop such as the performance tuning mod or some render distance mods that allow you to change how the game renders stuff but I am unsure of how effective those mods are since I have not used them much. Some other solutions that do not involve mods could be removing some trees across the map and deleting some industries. This map does lag for me as well unfortunately but this only happens when I am zoomed out very far. Hope this helps!
@peteralieber
@peteralieber 4 күн бұрын
@@ultimatearchitect I removed the rendering mod you use and that seemed to help a ton
@davidkent5626
@davidkent5626 15 күн бұрын
It looks like Pittsburgh added a couple of roads across the rivers. You can see them at 18:19, and converted a small portion of street as well. Not seeing buildings yet.
@ultimatearchitect
@ultimatearchitect 6 күн бұрын
I am very excited to see how this city will develop over time with the rivers
@jerseyjunior
@jerseyjunior 6 күн бұрын
@@ultimatearchitect It looks amazingly like the real pittsburgh, if you look at some photos. The real pittsburgh even has train lines along the rivers.
@GroundedGamer855
@GroundedGamer855 15 күн бұрын
Great video as always mate, I'm excited to see how it's going to develop over time :)
@ymeshulin
@ymeshulin 15 күн бұрын
Great episode as always. Really keen to see those passenger lines growing, and then unifying lines where possible - as soon as you connect to Houston, you can do it straightaway, just need to ensure all consists are the same.
@peteralieber
@peteralieber 17 күн бұрын
Question: do you follow any rules when it comes to adding industries or moving industries? You ask where are some potential production chains... but my thought is can just just make one? Or do you have your own rules as to where you will build or move industries? I'd love in TF3 to have some limitations or strategy for adding industries... not just random generation by the algorithm
@ultimatearchitect
@ultimatearchitect 16 күн бұрын
It is a little mix of both. After generating the map, I changed a lot of what the cities initially required to make it more balanced. Unfortunately that made almost all of the industries that spawned near cities irrelevant since the cities no longer required those goods. I do like having a bit of randomness with these production chains though since it can create a nice challenge. So usually as long as there is one industry for a production line in a certain area then I am okay placing the rest of the industries there or if there is an empty space on the map that would look good with a forest industry or a mine those are also things I am open to. The goal for this series is to increase the realism so really anything that make sense in the real world is a good suggestion.
@peteralieber
@peteralieber 12 күн бұрын
@@ultimatearchitect yeah I'm with you, I would love to create a mod that would allow a map to be created with zones for different industries. So you could create pockets of copper ore or oil reserves. Then you would be able to start with a map and only cities and then have the challenge of finding strategic places to put industries that are close enough to cities of interest but have high enough production based on the quality of the ore beneath it. Additionally you could have production volumes of secondary industries be affected by proximity to towns or mass transit from towns to that industry etc.
@peteralieber
@peteralieber 17 күн бұрын
I would take ownership of roads to prevent building off of them when you don't want.
@peteralieber
@peteralieber 18 күн бұрын
I like it when we work with the land shape that we have... farms don't have to be flat. Rolling hills and the occasional steep incline that can't be farmed is cool, just like queueing is qool
@peteralieber
@peteralieber 18 күн бұрын
love the map and thought process and city count (although maybe I'd put just a few more). I really want to get into the extended industry mods, but there are too many and all have problems... not to mention maybe go a little too far.
@ultimatearchitect
@ultimatearchitect 16 күн бұрын
Thanks! Extended industries does open up the options a ton and can be overwhelming. I personally did not go too crazy with industry changing mods because I feel that there would be too many industries for the amount of cities we have. Also I do have plans to make smaller towns or villages in the future that I am excited to get to.
@kyletraver2987
@kyletraver2987 18 күн бұрын
These have such a City Planner Plays vibe to them. Very high quality videos. I just started playing the game and I had no idea this level of depth was really possible. I love the truck stations you are using!
@ultimatearchitect
@ultimatearchitect 16 күн бұрын
Thank you! There is definitely some inspiration coming from there that really helps with having a consistent format for videos.
@justindionne8744
@justindionne8744 19 күн бұрын
I wish you showed doing the decor
@brianzwuup6875
@brianzwuup6875 23 күн бұрын
this let me think about mr Craps from Spongebob! MONEY MONEY MONEY MONEY. I think im also a bit adictet to TF2 😁 keep it up and till the next one :D
@ultimatearchitect
@ultimatearchitect 23 күн бұрын
It's a good feeling finally earning a decent amount of money. We can start to have a bit more fun with what we do in the game. Thanks for the support!
@jjhaya
@jjhaya 25 күн бұрын
I haven't started using mods yet, this looks awesome 😮. I'm really not creative or don't have the abilities yet. I want to create a cool cool-looking railway system that uses unique landscapes elevators, tunnels, and multiple lines diverging to a single station. I can do that with vanilla but I'm still in training 😅, but then in the future, I'll be able to incorporate mods to make it as beautiful as this 😊.
@killer-bee7284
@killer-bee7284 29 күн бұрын
I know I've been commenting a lot, but I have one more thing 😅 There's another formula I like to use with the rate formula, but it's in the metric system Here's the formula converted to the Imperial system p = horsepower s = miles per hour l = locomotive weight w = individual wagon weight n = number of wagons a locomotive can comfortably pull n = ( ( ( 13 x p ) / s ) - l ) / w If you want to know how that converts the number of items, just multiply the result by the capacity of the wagons you are using :)
@ultimatearchitect
@ultimatearchitect 29 күн бұрын
The more comments the better lol. I all for getting tons of suggestions/ideas and learning as much about this game as possible. I’ll save this formula as well. Not sure how often I’ll use it but I’ll play around with it to make sure I understand it.
@killer-bee7284
@killer-bee7284 29 күн бұрын
I have quite a few suggestions for potential lines, but first, I want to suggest renaming Santa Rosa to Roswell, just so you know what I will be referring to. The super long bridge on the Roswell side of iron island between Lincoln - Roswell needs to be replaced by one that spans over the much shorter segment nearby. I don’t think the maintenance cost is doing you any favors while you’re still financially struggling in the game. It’s ok to do sharp turns, especially this early in the game, and the sharp turn that might be needed to connect back into the Roswell tools factory is fine even in the late game because the train is already slowing down for the stop. Once you’ve shortened Iron Island bridge, it should make double tracking both of them significantly cheaper. This will make a passenger service between Lincoln and Roswell easier. The tricky part will be to finding a viable train route from the sawmill station into Lincoln proper. You could possibly branch off the mainline as soon as you exit the Iron Island bridge if you need to gain height as quickly as possible. A railway through those hills might be tricky, but it should be doable if you take measurements and pre grade the area. After making a train station in Lincoln, you should make a passenger service to Tacoma. For Lincoln - Tacoma, just go around the river. It might be a little slower, but there’s no road connections between the two towns, so the sims will still use the train line even into the late game. For the connection from Pittsburgh - Allentown, I think you were already intending to do this, but don’t cross the river to get into Pittsburgh. I don’t think it will be worth the demolition and bridge construction costs. Just use a tramline to connect into Pittsburgh proper. You should make the station at a 45 degree angle so you can connect to Allentown and upwards to Lincoln with the same station, use the leftover triangular space for a little park and tram stop. I also recommend crossing the river above the plastic factory by Allentown instead of below. It’s slightly narrower, it will make a 90 degree angle bridge easier, and irl bridges are usually harder to construct at the mouths of rivers. For my last passenger line suggestion, I think an intersection just before the Iron Island bridge will allow you to make a service from Lincoln - Pittsburgh (or Roswell - Pittsburgh ). Since you only crossed one river, you can take advantage of the super narrow straight between the iron and coal mines by Roswell, just try to keep the gradients at 1-2% for the up and down. I think a good fuel supply chain could give you a healthy amount of revenue. First, you’re gonna wanna build a port by the crude well by the Lincoln - Roswell mainline. Ship the crude to the Roswell fuel refinery, that tanker will return with fuel. Then ship that crude to the Oil refinery to your left (assuming Lincoln is left and Roswell is right). Create a circular railway to shunt the crude from the port to the refinery, going around the lake. The tanker should return with oil. Assuming you have found a viable rail line to Lincoln, create a station by the crude well and connect it to that rail line so it can deliver the fuel into Lincoln. Once the oil refinery upgrades, you can make a kind semicircle railway that will supply additional crude to the refinery and loop back around. You can also take advantage of this loop shape to add a station by the forest in the area. Use a train to shunt logs to the port and then loop back around. You could either have one train line do all of this or have multiple with their own tracks. It might be a mini headache to sort out, but the end result should be a cute little model railway. Ship the logs from the port to another port by the Roswell tools factory. The trains that are delivering planks will return with logs and it will take some pressure off of your truck line. Lastly, I recommend building another port by the wheat field by the crude well by the Lincoln - Roswell mainline. Ship some wheat down to the Pittsburgh bakery, drop off bread at the crude well port, then repeat the cycle at the wheat field port. I also recommend using the rate formula to calculate how many boxcars you should add to the trainline that is already delivering fuel to Lincoln. You may need to rearrange a few ship lines once you try to supply goods and machines, but the fuel supply chain should be a good money maker in the medium term. Most if not all of the land based infrastructure should be fine even if you use the oil refinery to supply the plastic factory down the line. Ship lines are generally easy to rearrange if you need to. I hope this has helped and I’m excited to see where you take this series in the future ☺
@ultimatearchitect
@ultimatearchitect 29 күн бұрын
Wow that’s a lot of information! Thank you for the well thought out suggestions. I like the name Roswell so I’ll get that change in when I record the next video. This all seems doable, I’ll just have to look on the map and see if I am understanding what you’re saying. It will take a long time to implement all of this but thank you for thinking through the lines I haven’t even thought about yet.
@saspry
@saspry 29 күн бұрын
Port fencing and boom gates... for 1876??? LOL
@saspry
@saspry 29 күн бұрын
Check the line rate on those trucks delivering food into town. I think you need a lot more of them :)
@ultimatearchitect
@ultimatearchitect 29 күн бұрын
Eh it’ll be correct at some point. A little time travel wouldn’t hurt. Gotta draw the line somewhere or else we will be rebuilding every couple of hours. For the trucks, I believe that gets fixed in the next video. I think I forgot to check that portion for the line rate. Thanks for pointing it out though!
@killer-bee7284
@killer-bee7284 Ай бұрын
It would be cool to see some small trains helping out on small branches. Narrow guage railways typically followed wherever resouce extraction happened in the 19th century For steep segments, Shay locomotives became popular around the 1880s. They typically served at logging and mining operations, so running empty on the return would be fairly accurate. Because they literally had gears that connected to the rail itself, they could climb anywhere from a 5-9% gradient! If you're having any trouble finding a custom geared locomotive from the steam workshop, the Baldwin class 56 and the BR 89 preuss kinda look like one :)
@ultimatearchitect
@ultimatearchitect 29 күн бұрын
I’ll look into those. I’m thinking I’ll add a short train line to help out on the logs line and that might be those might be the perfect ones to start with. The real world info is also super fascinating. Thanks again!
@killer-bee7284
@killer-bee7284 29 күн бұрын
@@ultimatearchitect I'm really happy you're aiming for realism in this playthrough :DD
@tomjones4093
@tomjones4093 Ай бұрын
Question:... why don't you replace all the horse carts with a shunting train on that one line that is packed with horses? I don't know but wouldn't it clean up the line and move more cargo faster?
@ultimatearchitect
@ultimatearchitect 29 күн бұрын
This has been requested quite a bit. Personally I didn’t think it would be worth it due to the elevation change but I could very much be wrong. I’ll set that up soon and hopefully it will work out
@Realford.gaming
@Realford.gaming Ай бұрын
We could like start feeding more items to the cities what are getting served by the main train line so you could get more people going on the train Also keep up the good efforts on making these videos:)
@ultimatearchitect
@ultimatearchitect 29 күн бұрын
Thanks! I am hoping to start getting those resources to the cities. Unfortunately, a lot of our cities share a need for goods or machines and those are very complex and expensive to put together. But there are certainly a few other lines we can work on before then to fuel our cities
@killer-bee7284
@killer-bee7284 Ай бұрын
I like to build my city streets super close to rivers and then block auto building with fence assets. It gives a more realistic waterfront to cities Its also good for quartering off space for projects, or keeping buildings away from busy train tracks :)
@killer-bee7284
@killer-bee7284 Ай бұрын
For the tunnel under portland, you may want to consider turning the station into an elevated one instead Irl, exposed tunnels nearby a river may come with flood risks. You need about 5-6 elevation ticks in order to construct a tunnel while you could get away with a bridge with only 2 if you know how to fanagle it Generally the game only allows you to construct a bridge after 4 ticks, but if you dig a deep hole in front of where you want to start your bridge, then connect some track between two elevated points, it tricks the game into giving you a low hanging bridge If you're using the vanilla white iron bridge, you only need about 7 meters of height difference if you wanna fit trams underneath, and since you have anarchy, you could probably fit busses and trucks underneath for only *5 meters*. The slimmer the bridge the better If you have any difficulty finding elevated stations that are exactly 5 or 7 meters tall, you can build one by making a mini plateau with the terraforming tool and then just plopping a station on the height. You can then use the side entrance on stations paired with the small oneway city street to act as a ramp. If you create a stub where the side entrance is and then connect the oneway street down to the ground level street, it will give you a slightly steeper slope than if you just connected it with only the tendrels Im sure you could work some magic with your detailing to make it look very convincing. Maybe a slim invisible street with stairway assests over it so the sims look like they're climbing up :) An elevated section would save a fortune on construction costs, put less gradient change on trains, and it would even help them slow down when entering from both sides :D
@ultimatearchitect
@ultimatearchitect 29 күн бұрын
This is a really good suggestion. An elevated line through Portland would also set us up at a good elevation whenever we end up expanding to Allentown. I suppose I don’t usually associate elevated rail with the early 1900s so that’s why I never thought of it. Thanks for all the real world information as well. I’m not involved much with transportation so all of this information is really nice for the realism side I’m trying to stick with. It’s also helpful with decision making comparing real world problems with what we can do in the game. Again, this is all super helpful and the detail with the suggestions is very useful.
@killer-bee7284
@killer-bee7284 29 күн бұрын
@@ultimatearchitect Off the top of my head, I know New York and Chicago had elevated steam railways. One of the reasons you don't hear about them too much is because they weren't exactly the best to live next to 😅 They were loud, blocked skylight, and often threw hot coal sparks to the street below, but if you can keep them in the commercial or industrial sectors of your towns, no one has to live with that If you do build underground railways, I recommend building little chimneys aboveground every now and then as the London Underground had those to let the hot steam out :)
@killer-bee7284
@killer-bee7284 Ай бұрын
If you can, you may want to to cross rivers at their narrowest point and at a perpendicular angle In real life, pillars in the middle of a river can be a nightmare to construct, especially in the 1800s
@ultimatearchitect
@ultimatearchitect 29 күн бұрын
With building those bridges, there were a couple of things I was considering. Because the trains at this point are pretty slow, they do not generate much demand because of how long the trip is. So I attempted to find a compromise between shortest span and direct route. But this is still a useful tip to keep in mind for the future
@killer-bee7284
@killer-bee7284 29 күн бұрын
@@ultimatearchitect I think the biggest reason why demand is so low at the moment is because population and destinations are so low Saving a few extra seconds doesn't really matter when your trains are already going 3-4 times faster than a horse and buggy would. Assuming a paved road even exists You get all the costs of having bridges in the middle of a lake (slight hyperbole), but none of the benefit because cars won't be a viable competitor for another 60 years. For context, most bridges last about 50. You've already won in terms of speed, you just need to grow the population to use it :) I think maximizing the speed and convenience of your bus and tram lines would give you the best return for potential passengers per dollar. Even though people are willing to walk at the edge of the catchment area, they only move at 4 miles per hour If you have a ruler tool in the game, a good rule of thumb is to place stops every quarter mile or so :)
@ultimatearchitect
@ultimatearchitect 29 күн бұрын
So I actually recorded a video a few days ago and increasing the speed of the train slightly with engines and cars from the steam workshop to test this has exploded demand for the line. It seems some passengers have an upper limit for the amount of time they are willing to take public transportation to get to a destination. Between getting on the bus, the train, then the bus again to get to their destination, it took probably around 20-25 minutes to get from Houston to Portland with no traffic. So by almost doubling our speed on this line and cutting that time down to 10-15 minutes, we went from only filling about half of the train each stop to having a full load between every station. Now this could be entirely wrong because I haven’t check it against any of the games code or through serious testing but this was an observation I made based on the changes I made in a video coming out soon
@killer-bee7284
@killer-bee7284 Ай бұрын
When I'm making a line, I like to go into contour mode and pre flatten where I want the tracks to go. If the area is particularly hilly, I like to measure the height of where I want the train stations to go and then build around steadily going up or down while maintaining a 1% gradient
@ultimatearchitect
@ultimatearchitect 29 күн бұрын
That’s a good way to go about doing it. I didn’t want to do too much terraforming since money wasn’t coming in too quickly at the moment.
@killer-bee7284
@killer-bee7284 Ай бұрын
I know I'm like 3 weeks late, but I actually have a formula to determine the rate you are shipping! :D To determine the rate, you must multiply the number of train cars times the capacity of those cars Then, you must divide that number, or "n • c " by the frequency of your train Finally, you must multiply that number by the constant 12, and you have your rate Solve for r can be expressed as: (nc/f) 12 = r I would strongly recommend you set a target rate for an item and then determine how many cars will be needed instead with the following formula though: To determine the number of cars required you must select a desired rate Divide the rate by 12 Multiply the quotient by the frequency of the train Then divide the product by the capacity of your desired cars Rate --> cars can be expressed as: ( (r/12) f ) / c = n If you wanted to ship planks at a rate of 400, you would need about 72 flatbed cars, assuming the speed stays the same. This is *insanely* useful for aggregate trains and I abuse the heck out of it lol
@ultimatearchitect
@ultimatearchitect 29 күн бұрын
This is very nice! It will be very useful in the future to know this so I’ll write it down and hopefully I’ll remember to use it when I start using more complex trains. Thanks for the help!
@MrJahny88
@MrJahny88 Ай бұрын
This is the best TF2 series on YT:) love your work
@ultimatearchitect
@ultimatearchitect Ай бұрын
Thank you for the support! Glad to hear you're enjoying it!
@joshuafaivre2174
@joshuafaivre2174 Ай бұрын
back to me whenever you get a chance. Thank you very much keep up the good work on transport favor 2
@joshuafaivre2174
@joshuafaivre2174 Ай бұрын
could you please help me on some thing how do you unload cars and unhook them?
@ultimatearchitect
@ultimatearchitect Ай бұрын
For unloading cars, there has to be somewhere for it to unload or transfer to. If there is no end place for the resources to go (dropped off in a city that demands the specific resource) then it will not unload at the stations. It usually works best to go backwards and start from the city where the resources need to go, then build your lines to the resources. As for unhooking cars, I do not believe there is a way to do that in this game. You can create the illusion of empty cars being unhooked by placing assets on the tracks but your trains are stuck with the same cars they are provided with until you change it in the depots. Hope this helps!
@justindionne8744
@justindionne8744 Ай бұрын
I like the detailing you do most.
@ultimatearchitect
@ultimatearchitect Ай бұрын
Thank you for your support!
@justindionne8744
@justindionne8744 Ай бұрын
How do you get the assets for detailing to snap in and line up so good?
@ultimatearchitect
@ultimatearchitect Ай бұрын
It's mostly just guessing. It is annoying to have no effective line tool so I usually find something as a reference for lines (shadows, fences, roads) and go from there. There is no good snapping or spacing tools in this game so for the most part it just depends on how much time you want to waste making it look good.
@SirBear27
@SirBear27 Ай бұрын
This is really good quality for only 1k
@ultimatearchitect
@ultimatearchitect Ай бұрын
Thank you! I am always trying to push out the best quality content I can.
@jjhaya
@jjhaya Ай бұрын
Thanks for making this, although Hushey can be helpful, the short videos aren't just effective for beginners like me I can say 😅. The music(reminds me of the Farmville app background) with your voice does have ASMR qualities, it's interesting being relaxed while learning.
@ultimatearchitect
@ultimatearchitect Ай бұрын
Thanks for your support! Glad to hear this is helpful!
@sadiswan
@sadiswan 4 күн бұрын
Like he said. Seeing it done for real has been a massive help.
@bubbadude1587
@bubbadude1587 Ай бұрын
What is the Global Upgrade in blue?
@ultimatearchitect
@ultimatearchitect Ай бұрын
Global upgrade is a mod that allows me to upgrade a bunch of roads all at the same time. One of the other mods I have installed prevents cities from auto upgrading roads between eras so instead up manually upgrading each road segment one by one, global upgrade allows me to upgrade all of the roads in a city all at the same time.
@marktownend8065
@marktownend8065 Ай бұрын
I suggest small cheap rail stations closer to the city centres to boost early ridership. While the trains are quite fast, getting to and from the stations on the slow local horse bus service is adding much time to door-to-door journeys. The small stations can be abandoned later as cities expand or remain in place just to host a local shuttle service into town from the bigger stations you already constructed further out. I typically use a small 1-track dead-end terminal to start with as they can be tucked in very close to maximum catchment density with minimal demolition.
@ultimatearchitect
@ultimatearchitect Ай бұрын
Good point! I probably should have done that in areas especially Portland. I 'm used to planning for growth so I placed them farther from the city center so we have room to expand once the cities grow. I think it is working well for now but I will keep that in mind for future stations.
@ParkeraNZ
@ParkeraNZ Ай бұрын
A ferry from SLC to near the Food Processing factory then onto rail would have saved alot of money.
@AnnasGamingCorner
@AnnasGamingCorner Ай бұрын
How do you manage to be so consistent with episodes ? I find it challenging especially with ADHD ! My save file was broken and fixed it but the editing takes long for me and I find when I record it's hard to talk the entire time
@ultimatearchitect
@ultimatearchitect Ай бұрын
To start, you will need to choose a schedule that works for you with how much free time you have. In my last series I stuck with putting a video out every other day. So my workflow then was to record multiple videos over the weekend and then edit throughout the week. Because I choose to upload every other day, I was only able to record about an hour for each video and that would end up getting cut down to about a 15-20 minute video. Now for this series, I decided I wanted to make longer videos and make the videos a little more polished before uploading. So for this series I chose to upload once a week. The workflow is the same except instead of multiple videos each week, I record for 2-3 hours on the weekend then cut and edit that video down to 30-45 minutes throughout the week. Sometimes you might miss an upload if your busy or on vacations but in that case don't feel the need to rush a video. Sometimes you might end up with more time than you anticipate and that might be a good time to record multiple videos so you have some stored for when you are busy. As for talking, you don't need to talk through everything you record. Expect to cut out 40-60% of the initial recording (silent sections, mistakes, occasional uninteresting commentary). Just explain what you are doing in the more interesting parts and do not be silent while making significant progress and you should end up naturally with a video that is easy to follow. Those are the rules I follow and I hope it can be helpful for you as well!
@AnnasGamingCorner
@AnnasGamingCorner Ай бұрын
@@ultimatearchitect long and thorough appreciate it!!
@AnnasGamingCorner
@AnnasGamingCorner Ай бұрын
@@ultimatearchitect How do you figure out while recording multiple episodes when to say its a new episode? I often find some of my episodes not having an intro because they are just a continuation of a long session. Do you have a timer? And even if you use a timer it may not work because youll cut out a lot and could end up too short!
@ultimatearchitect
@ultimatearchitect Ай бұрын
The best way to do this is to have a structure for your videos. Usually I set a goal for the video. That could be a large project (Connecting an industry chain, creating a freight hub) or a couple of smaller projects (Creating a passenger connection, updating old lines, making bus networks). The hardest part about this is finding out how much useable content you can get out of these projects and that just depends on how much you talk through them. Its not a perfect system, sometimes I record for 2 hours and only end up with a 15 minute video and sometimes I end up with a 50 minute video. You will start to learn how much you can do in a certain amount time and this will help a lot when structuring and setting goals for videos. It will take a while to find a flow/system that works for you, but it's more about having a start/end point for each video and making it as high quality as possible instead of aiming for a specific video length.
@AnnasGamingCorner
@AnnasGamingCorner Ай бұрын
@@ultimatearchitect I figured out what works for me is playing the game, and then voicing it over later :) thanks though. I find I cant have fun when trying to do live commentary
@admiralgalactica
@admiralgalactica Ай бұрын
Feels criminal being so early
@globamaworldwide779
@globamaworldwide779 Ай бұрын
Fr
@robbleeker4777
@robbleeker4777 Ай бұрын
I am sure that there are Portal Cranes available in the MODS... Those would look more realistic on your harbor build