That is neat. Not only for timetabling, but controlling the slow trains at certain stations would allow the express trains to pass on through lines. Inspiring me to come back to TPF2.
5:48 it absolutely makes sense that not both trains depart at exactly the same time, because of the topography of a track the one direction goes more uphill and the other direction goes more downhill, so one way is faster than the other- as the "Journey Time" exactly reflects.
Liking the look of the timetable mod, and thanks for the video. However do you find you are constantly changing it when you add new trains to the line?
Yeah, if using unbunch, you need to remove the timetable, see what the new frequency is and the put on a new unbunch. Despite this it's still a great mod
The main issue that's still occuring, at least with the unbunch feature, is that trains that arrive at alternative platforms, no matter if one arrived later than the other, will sync up unbunch times and leave together, blocking the line.
Excellent work has been done. That should be pointed out in the first place. But I have to ask a quetion as well. I´ve read several times that there is a twenty minute rule in the game, meaning that no passanger will take a trip lasting more than twenty minutes. If this is true than I assume the longer you keep the train waiting at the station the shorter the distance passangers will be "willing" to travel. In that case the profit of the mod is questionable. But I may be missing something.
Basically, every stop takes 5 minutes? But I guess that you want to have a longer stop on different stations sometimes and perhaps shorter ones on the more quiter stations.. Correct?
The stop time should be roughly equal to the frequency. So the next train will be released a set time after the preceding train department, that way the trains will be unbunched.
I thought this was going to be so complicated, but you made it so simple! Quick question...the ARR times, can you just make that the last DEP time +1 minute? Seems like that would be a good way to go so you can then fudge the next DEP time as needed without having to then also change the ARR time if they would otherwise overlap.
I set up the whole scheduling but it doesn't work, for example, one of the slots would be 15:00ar 18:00dp, the train arrives at 16:00, leaves immediately.
I've seen on the Steam page that this mod has issues with the recent spring update. Is this true? Is there any way to avoid the crashes or memory leaks? It seems the issues relate to the new "multiple platform for lines" thing, which I wonder if there's a way to turn off. Thanks for the help, in the steam page the modder seems to have been gone for a while.
You can use this mod to "hold" services right? I'm gonna try it. I alway leave out the People Transportation because i don't like the way sometimes get stuck on any given station.
You have the option to create a full timetable, which will hold trains at stations until a set time. Or there's an unbunching option which holds a train at a station for X number of minutes since the last train on the same line departed
I think it's so a train doesn't assume it has already missed the previous departure time and therefore leave immediately. By having an approximate arrival time, the train will wait until the following departure time rather than choosing the previous one and thinking it is running late.
@@mac6036 I am now trying with this mod with buses I have set the following: Arr 00:01 Dep 10:00 Arr 10:01 Dep 20:00 ... The buses would just ignore the timetable
@@sinair285 This may be because the arrival time is too close to the previous departure time, I'd say try arrival times of 05:00, 15:00 etc and hopefully that should sort it
Effectively you are creating an "arrival window". Every service would get a window to arrive within. If it arrives before this, it assumes it is running late. Too broad a window though and your trains will bunch together.
@@billyork6017 I tried with different ‘arrival window’ though And I managed to have the buses arriving within that time, but they still depart right a way
A quick question on the frequencies displayed: I see that there are slight discrepancies between the 'frequency' in different panels(due to rounding as said). May I ask which is the correct frequency? And for the ticking box, may I ask by ticking multiple lines, does this mean those lines will share the same timetable / unbunching? Thank you very much for the tutorial :)
I've been rounding up my timings when using this mod. I think it rounds down (or takes the first value from the timing) so rounding up is probably the better thing to do. I think the game timing is most accurate, but doesn't account for bunching together. I think the equation is likely d/(s*Number of vehicles) so hence you can use this mod to add in some offset timings!
So sorry for disturbing but one more quick question: I understand that the mechanism for unbunching and scheduling is by the 'stopping' mode. May I ask this mode will continue to let passengers get in /out of the trains / buses? Since I have noticed that they prefer to shut the doors, even there are passengers waiting on the platform, which is a bit weird. Anyway, many thanks for making this wonderful mod :)
@@Infrastructure-Nerd That a bit unfortunate, the main reason I wanted this mod was to prevent my train to be stop because of traffic on their way. I guess I'll have to organize my network from the traiks station. Also, I tried the mod but it doesn't work. Is it up to date or do it need a certain setup ? I really want it to work.
Does this mod still function in spite of the new Summer Update Urban Games put out? I asked on the actual mod listing on Steam too and haven't gotten a reply as of yet and was wondering for a quicker reply. This looks like an absolutely fantastic mod and really, timetables should just be in the game as standard instead of having to be modded in. I got the Timetables mod recently to remove the uncertainty of line spacing of vehicles. The default game does road extremely well, but rail and pretty much ALL other forms of transport are pretty poor as our only options are to set the min and max wait times instead of scheduling. Realistically in the default game, the vehicle should behave like in OpenTTD's timetables, where if a vehicle is too far behind on a schedule, it skips a stop to compensate for that. They do this now in TpF2 when they are 1st put on a line, but then get super extremely out of sync as time goes on, other services are added or other stuff gets in the way of said vehicles. Most of the time my trains on any longer lines all bunch up to 1 end of the route, leaving no passengers for the train behind them to pickup...what good is that? The other trains subsequently make no money whatsoever because the 1st train took everyone where as if they just kept properly spaced out, they would do fine. Freight is so basic and easy it doesn't even matter, you always get tons of output from them now so timetabling freight isn't really necessary. Passenger on the other hand needs it half the time because of how unpredictable it is. From just watching people, they can DESPAWN themselves back to their house after X amount of waiting time, even if the station isn't full. That means that despite us having huge stations for our passenger services, there is still a loss because they get "impatient" and leave existence for a bit like they do in Cities Skylines without that "no despawning" feature of that 1 mod. Genuinely without this mod, trying to get reliable passenger service will suck, unless this new update UG will be releasing soon here in 2022 will fix these problems.
I don't think the update implements anything with regard to spacing or timings. The last update did allow you to put on max and min waiting times, but still didn't give you much control.
@@Infrastructure-Nerd so how does it work with the number of trains on the line? if you have a line with 4 trains on it, does that mean you set intervals of 15 mins.?? as 60 / 4 = 15?(arrive 1 depart 15 / arrive 16 depart 30 / arrive 31 depart 45 / arrive 46 depart 0 ). So a train leaves every 15 mins, is this the correct way as I cant understand the way you are doing it with 6 slots for 10 min fequency as if there are not enough trains to fit in with 10 mins slots then your method does not work?
@@waynegarrett1614 to set the unbunch I first let all the trains on the route run for a few minutes until the game has calculated the frequency, then I set the unbunch time to a few seconds less than the frequency time calculated by the game.
Didn't really understand this, sorry. I was told this mod can help run express and stopping lines on the same stretch of track, but this video did not explain that.
First things first. I think the issue of resetting the clock when using “full loan any/full load all” has already been addressed since I have no longer been experiencing trains never leaving stations. Second, you explanation of this tool is so disorganized that I do not get it. You click on something, then you delete it, click on something else, keep saying one think over and over instead of going systematically step by step. Third, I believe it´s fair to use standard English on You Tube. Even though I am not a native speaker your accent (assumably Scottish) is hurting my ears. The way you pronounce the word “unbunch” made me stop watching the video.
That is neat. Not only for timetabling, but controlling the slow trains at certain stations would allow the express trains to pass on through lines. Inspiring me to come back to TPF2.
5:48 it absolutely makes sense that not both trains depart at exactly the same time, because of the topography of a track the one direction goes more uphill and the other direction goes more downhill, so one way is faster than the other- as the "Journey Time" exactly reflects.
Holy god! I was a bit unsure of how it worked just from the mod description. This is amazing, thank you for covering it.
Glad it helped 🙂
What a game changer! Just what we needed!
You’ve explained it well, I was one of the first beta testers for this mod
Thanks 🙂
gonna be setting this up as soon as i start getting the mass produced units in my brutal mode lets play. gonna be lit! super excited for that.
Gonna be very interesting to experiment with once I start my new map. Looking forward to using it!
Man, this is absolutely lit..
but will precise timetabling works? especially on shared tracks, i think we need a timetable graph instead.
Liking the look of the timetable mod, and thanks for the video. However do you find you are constantly changing it when you add new trains to the line?
Yeah, if using unbunch, you need to remove the timetable, see what the new frequency is and the put on a new unbunch. Despite this it's still a great mod
Using this guide again to get myself re-familiarised with it. Did you ever figure out if the arrival time was relevant?
Haven't used it for a while. I know there's a new version which I need to check out
@@Infrastructure-Nerd So apparently they went to 1.3 and it didn't work well so they rolled back to 1.2.
The main issue that's still occuring, at least with the unbunch feature, is that trains that arrive at alternative platforms, no matter if one arrived later than the other, will sync up unbunch times and leave together, blocking the line.
This sounds like a very interesting mod. Would be nice to have more planned departures on passenger services
Been something we've been asking for, for years. Maybe someone like this will be added into TPF3
fancy seing you here!
@@Hushey what can I say I get around 😂
Amazing!
hopefully, there will be the similar for buses... thx a lot for your effort!!
I think it can be applied to bus lines.
Thanks for covering. My brain almost blew up working it out! Are you introducing schedules in your series?
No problem, glad it helped. I think I'll be using this on my new WCML series
Excellent work has been done. That should be pointed out in the first place. But I have to ask a quetion as well. I´ve read several times that there is a twenty minute rule in the game, meaning that no passanger will take a trip lasting more than twenty minutes. If this is true than I assume the longer you keep the train waiting at the station the shorter the distance passangers will be "willing" to travel. In that case the profit of the mod is questionable. But I may be missing something.
If I said 20 minutes it may have just been an example. Most of my trains usually have a frequency of between 5 and 8 minutes typically.
Basically, every stop takes 5 minutes? But I guess that you want to have a longer stop on different stations sometimes and perhaps shorter ones on the more quiter stations.. Correct?
The stop time should be roughly equal to the frequency. So the next train will be released a set time after the preceding train department, that way the trains will be unbunched.
I thought this was going to be so complicated, but you made it so simple! Quick question...the ARR times, can you just make that the last DEP time +1 minute? Seems like that would be a good way to go so you can then fudge the next DEP time as needed without having to then also change the ARR time if they would otherwise overlap.
Yeah, that should work
The one thing i am missing is another row that has the name of the train station.
I set up the whole scheduling but it doesn't work, for example, one of the slots would be 15:00ar 18:00dp, the train arrives at 16:00, leaves immediately.
in fact i just made a new save to test it out and it doesn't work
neverfricking mind apparently there's a little checkmark i had to click
@@maozedoinked8972which one ?
Knew you would make a video on this
Celmi did give me the heads up 😉
I've seen on the Steam page that this mod has issues with the recent spring update. Is this true? Is there any way to avoid the crashes or memory leaks?
It seems the issues relate to the new "multiple platform for lines" thing, which I wonder if there's a way to turn off.
Thanks for the help, in the steam page the modder seems to have been gone for a while.
I'm not sure, I'll have to double check if I'm still using unbunch on any routes on my current save.
You can use this mod to "hold" services right? I'm gonna try it. I alway leave out the People Transportation because i don't like the way sometimes get stuck on any given station.
You have the option to create a full timetable, which will hold trains at stations until a set time. Or there's an unbunching option which holds a train at a station for X number of minutes since the last train on the same line departed
Nice mod, but why the input of arrival is required in arrival/departure mode?
I think it's so a train doesn't assume it has already missed the previous departure time and therefore leave immediately. By having an approximate arrival time, the train will wait until the following departure time rather than choosing the previous one and thinking it is running late.
@@mac6036 I am now trying with this mod with buses
I have set the following:
Arr 00:01
Dep 10:00
Arr 10:01
Dep 20:00
...
The buses would just ignore the timetable
@@sinair285 This may be because the arrival time is too close to the previous departure time, I'd say try arrival times of 05:00, 15:00 etc and hopefully that should sort it
Effectively you are creating an "arrival window". Every service would get a window to arrive within. If it arrives before this, it assumes it is running late. Too broad a window though and your trains will bunch together.
@@billyork6017 I tried with different ‘arrival window’ though
And I managed to have the buses arriving within that time, but they still depart right a way
A quick question on the frequencies displayed: I see that there are slight discrepancies between the 'frequency' in different panels(due to rounding as said). May I ask which is the correct frequency?
And for the ticking box, may I ask by ticking multiple lines, does this mean those lines will share the same timetable / unbunching?
Thank you very much for the tutorial :)
I've been rounding up my timings when using this mod. I think it rounds down (or takes the first value from the timing) so rounding up is probably the better thing to do.
I think the game timing is most accurate, but doesn't account for bunching together. I think the equation is likely d/(s*Number of vehicles) so hence you can use this mod to add in some offset timings!
It's probably a rounding issue. But I think I will change it so it displays minutes and seconds ;)
You will need to create separate schedules or unbunching for each line. Ticking the box just tells the system that you wish to use the schedule
I see thank you all very much for the explanation :)
So sorry for disturbing but one more quick question: I understand that the mechanism for unbunching and scheduling is by the 'stopping' mode. May I ask this mode will continue to let passengers get in /out of the trains / buses? Since I have noticed that they prefer to shut the doors, even there are passengers waiting on the platform, which is a bit weird.
Anyway, many thanks for making this wonderful mod :)
Is the possible to schedule on signals and waypoint ?
I don't think so.
@@Infrastructure-Nerd That a bit unfortunate, the main reason I wanted this mod was to prevent my train to be stop because of traffic on their way. I guess I'll have to organize my network from the traiks station.
Also, I tried the mod but it doesn't work. Is it up to date or do it need a certain setup ? I really want it to work.
Question about unbunching: it only affects multiple trains of the same line, right?
Yes, individual lines can have different unbunching times and will only follow the schedule specific to their line
Does this mod still function in spite of the new Summer Update Urban Games put out? I asked on the actual mod listing on Steam too and haven't gotten a reply as of yet and was wondering for a quicker reply. This looks like an absolutely fantastic mod and really, timetables should just be in the game as standard instead of having to be modded in.
I got the Timetables mod recently to remove the uncertainty of line spacing of vehicles. The default game does road extremely well, but rail and pretty much ALL other forms of transport are pretty poor as our only options are to set the min and max wait times instead of scheduling. Realistically in the default game, the vehicle should behave like in OpenTTD's timetables, where if a vehicle is too far behind on a schedule, it skips a stop to compensate for that. They do this now in TpF2 when they are 1st put on a line, but then get super extremely out of sync as time goes on, other services are added or other stuff gets in the way of said vehicles. Most of the time my trains on any longer lines all bunch up to 1 end of the route, leaving no passengers for the train behind them to pickup...what good is that? The other trains subsequently make no money whatsoever because the 1st train took everyone where as if they just kept properly spaced out, they would do fine.
Freight is so basic and easy it doesn't even matter, you always get tons of output from them now so timetabling freight isn't really necessary. Passenger on the other hand needs it half the time because of how unpredictable it is. From just watching people, they can DESPAWN themselves back to their house after X amount of waiting time, even if the station isn't full. That means that despite us having huge stations for our passenger services, there is still a loss because they get "impatient" and leave existence for a bit like they do in Cities Skylines without that "no despawning" feature of that 1 mod.
Genuinely without this mod, trying to get reliable passenger service will suck, unless this new update UG will be releasing soon here in 2022 will fix these problems.
I don't think the update implements anything with regard to spacing or timings. The last update did allow you to put on max and min waiting times, but still didn't give you much control.
I am not getting unbunching to work, do you have any troubleshooting tips?
Turns out I have to check the box there for it to enable the mod for each line
Hi, I have one problem with this mod, the menu o
f timetable doesn’t open. What should I do?
Comment on the mod Workshop with the specific issue. There's also a Discord
Anyone got the same problem that passengers won't board/alight when the train is stopped at a station?
Seems to be an intermittent issue. It should work. Seems to work when I check.
instructions are not clear, how to you set it up for a route with multiple stations?
Don't need a timetable or unbunch at multiple stations on the same route. But if you want to you can just click on the station and set time.
@@Infrastructure-Nerd so how does it work with the number of trains on the line?
if you have a line with 4 trains on it, does that mean you set intervals of 15 mins.?? as 60 / 4 = 15?(arrive 1 depart 15 / arrive 16 depart 30 / arrive 31 depart 45 / arrive 46 depart 0 ).
So a train leaves every 15 mins, is this the correct way as I cant understand the way you are doing it with 6 slots for 10 min fequency as if there are not enough trains to fit in with 10 mins slots then your method does not work?
@@waynegarrett1614 to set the unbunch I first let all the trains on the route run for a few minutes until the game has calculated the frequency, then I set the unbunch time to a few seconds less than the frequency time calculated by the game.
I'm still really confused on how to use this....
My timetable wont start ticking egen i set the schedule and wait a while
Did you tick the box when you selected the line ?
@@Infrastructure-Nerd yes I do. The system works with the att every station but where it says timeline it just says 0. Otherwise I Love the mod 🙂
Didn't really understand this, sorry. I was told this mod can help run express and stopping lines on the same stretch of track, but this video did not explain that.
wow cool
i add the mod to my game, trains don't care about it xD don't know what to do x)
Have you ticked the box to say there's a timetable on tge route? Sometimes takes a while to work
@@Infrastructure-Nerd just find it at the really end of the video xD it's work now :D sorryyyyyyy
unbunch - the phrase "does what it says on the tin" should be banned - why am I here then LOL...
😝
Really pointless to unbunch or make a timetable for a route with 2 stations! I want to tutorial for 6 stations and 3/4 trains.
It's the exact same thing with more stations and trains. Timetables apply to the line. No particular stations or trains.
First things first. I think the issue of resetting the clock when using “full loan any/full load all” has already been addressed since I have no longer been experiencing trains never leaving stations. Second, you explanation of this tool is so disorganized that I do not get it. You click on something, then you delete it, click on something else, keep saying one think over and over instead of going systematically step by step. Third, I believe it´s fair to use standard English on You Tube. Even though I am not a native speaker your accent (assumably Scottish) is hurting my ears. The way you pronounce the word “unbunch” made me stop watching the video.
@@Jan-km3ir 🤷