What do not like with the other hand:
- No tunnel vision in pursuit of a train, resulting uA graphical errors because the camera then partly comes under the surface. One then sees it the rails with train - against a white background.
- Bridges / tunnels: by other buildings to be / cross very elaborate. There is no way to put bridges / tunnels explicitly, but this is now done automatically as soon as the rail crossing to be constructed in accordance with a deep gorge and crosses a mountain heights. In order to build a bridge over a road, now a mountain must be created on both sides, on the finally the rail is placed. It would be nice if after the selection of the route to be built, the possibility would be to build a bridge or tunnel. Disturbing are also the short distances between the bridge piers - a major highway can only be crossed at right angles, as the pillars would otherwise be on the highway in the middle, which in turn is not allowed
- Demolition of rail sections: it is not possible to remove small parts of a track, but it always has a whole section to be removed. Its size depends on how far a distance part in the construction of the rail was pulled.
- Station Enhancements: It is not possible, an existing station to add more tracks. Instead, the entire station to be demolished and rebuilt, if additional tracks are necessary. The stops Name bIf maintained though, so the timetables remain valid, the failure of the train can nevertheless prepare Probeleme. In particular, when the station suddenly no longer fits. One should be very careful here so that the station is not too small.
- Bahnhofsdesigs: Stations have fundamentally Train Fever only a one-sided road access. Especially in larger cities, it would be good to tie on both sides of a road, as the inhabitants would come more quickly to the train.
- Vehicle exchange: vehicles must be replaced about every 30 years, otherwise extremely cost increases in the level. While there is the possibility of sending all vehicles of a line in one fell swoop into the next depot and sell - but the purchase of replacement vehicles must depot happen - ideally in the same city, otherwise the vehicles have to unnecessarily long distances go to their place of work and the waiting passengers have to wait unnecessarily.
- Collisions car / train: No. Cars can just drive by crossing trains pass. Accordingly, there is no barrier.
- Highway Updates: If the game is started before 1950, all the roads are still dirt roads. Unlike city streets no automatic improvement takes place here.
- Distribution of vehicles: So a line concept would actually allow you to distribute the vehicles evenly. Unfortunately, this is not the case. Newly purchased vehicles driving all going in slow-moving traffic and spread only because of the many stops a bit.
- Landscape very sparse: there is hardly trees and fields. The grass is just a texture of the surface. I do not have the variety here. A desert would, for example, very nice. Top several biomes on a world.
- Tram tracks can be placed only on roads. As OpenTTD can be built separately - it if this would be nice.
- Turnouts are too inflexible: it is not possible, of a double-track line to divert another double track (to turn left would have a track to cross, seems to be what in principle not provided).
Total me a bit of Wuselfaktor missing. In OpenTTD with Cargodist it was always a challenge to expand the rail systems so that all passengers somehow fit into the grooves. Since then it was regular traffic jams on the rails, which had to deal elegant - with corresponding bridge / tunnel systems. Double-track lines were the minimum. If the trains then in close succession were to retract into the station, it was time to think about a four-lane expansion. If the construct has then also divided into 2 rail tracks, engineering was required. In Train Fever it is, however, difficult to operate only two trains per line economically, since these are rarely sufficiently filled. I think Train Fever is more realistic in that respect, because a train, traveling in trains continuously in succession, it will not give way. However ... as an option "transport demand" would be nice.
And did we mention a couple of technical problems: Despite relatively modern PC, which comes uA very well with Watch_Dogs and consorts, the game stutters very often. The average card size caused me even a crash, once a certain date in the game was reached (was relatively early - after reloading the exact same behavior if that date).
All in all, but still a good approach to it necessarily applies to pursue. I hope the game will be developed and gradually eliminated the problems. The first time you play was fun anyway. That's why I think 3 stars are justified.