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It would be interesting to see your builds. I and many other run rails without many issues for years and generally RDO is not a big deal of trouble. But I also have seen insane convoluted mess from other players in terms of how it was (dis)connected and signalled.
The only problem of rails is the signalling of "where problem is" - when we are not talking about direct bugplace finding (like missing part with power connection), the train will simply show a place closest to the point it wants to reach, which in more complicated or convoluted systems can be very tricky to identify.
We can help, but pictures would be needed. If you are not there, you can come to official discord, as sharing pictures there is much easier and you can try starting a thread there about rails. There are many good players there, some of who do really know the game.
90% of my rail workloads use finely tuned lines. I admit that this takes a certain degree of micromanagement to get right, but once it's done, it's very satisfactory to watch.
RDOs are buggy, indeed. More so as soon as you take the first step outside of the comfort zone.
They suck at using single track lines.
They stop working completely when you mix diesel and electric locos and have a mix of electrified and non-electrified track.
Troubleshooting problems, when they do arise, is almost impossible.
They enter a complete seizure the moment you create a track system that includes loops. It can handle well systems which are linear with branches, but as soon as you close the loop with tracks around a big city, they stop working completely.
For these reasons, I make heavy use of lines, eat up the micromanagement overhead and very rarely use the RDO, and even then, with very limited scope, which is such a shame.
The complaints i have with the system are simply the same as the ones i have with roads. Designating them can be clunky but beyond that the system is really sound tbh.
It's not a glowing endorsement either, as i'm sure it could be done better, but it works and feels solid. I feel like a lot of complaints i've seen on steam about trains come from a place of misunderstanding of the general system and thus i can only recommend one of the online guides for it. Give those a go and give the system a chance, it works.
Using waypoints and lengthy bypasses, I make sure they never block each other or hold up road traffic because they're waiting on a red light near a road crossing.
You can also make trains turn around automatically with waypoints, so you don't need to have those huge triangular switches every time you have a line diverging.
Waypoints are great, but only work with lines.
And so, the algorithm sends the train on a very long detour instead of waiting 2-5 seconds.
There are also issues with cars; traffic signs work on a whim. For example, snowplows go out if there is a road, but not always, as I said, on a whim. I got tired of figuring things out and coming up with “crutches” because this is a serious flaw on the part of the developers. And when your city falls apart, it's not pleasant at all. After all, the reason is not you, but the fact that the car does not obey and drives under a prohibitory sign. And unfortunately, there are many such moments. I haven't played for a long time, because the game is raw, even after several years after its release, and I regretted supporting the developers. I just came to see what's new here, and I see that the problems still haven't been solved. I played without mods. Not a bad idea, but they didn't pull it off. Next time, I won't buy anything from them if there are bad reviews. And I'm not going to write kilometer-long reports about bugs for free. They should have testers, people who worked before and got paid.
You're not wrong. The game is most definitely raw. It's not Transport Fever, where you can play drunk, with one eye watching a movie and while talking on the phone and it would still play out.
I suppose I am of a rare breed because I like solutionizing. By my nature, I refuse to let the algorithm decide for me, hence why I prefer lines + waypoints to letting a Distribution Office do the thinking for me.
Regarding road signs, yes, I've also noticed they often get ignored, and yes, the snowplows are some of the worst offenders, and the algorithm for them is atrocious... Yes, yes, I'll snowplow this empty stretch of road, despite the prohibited entry sign and despite the busy artery going into the city being completely bogged down in snow, of course...
It's an unpolished gem. If you were looking for a refined, flawless experience, this game ain't it, and it's fine for you to be frank about it.
Do you play with electrified rails or diesel?
BUT: I never use train DOs and I stopped using Diesel trains because of their ♥♥♥♥♥♥♥ stupid refilling logic which could be solved easily if the player could define the refilling station where the trains refills in the train's line management tool.
I have played with both electrical and diesel trains. Most lately I have been using electrical trains.
Pathing is weird in this game. I notice it with road vehicles as well sometimes, as they decide to take very scenic routes. Buses are also a common example, when you have a line open, there's a dotted line drawn on the road which is supposedly the route the vehicles would take, however, I've seen plenty of cases where buses will steer off course (and not for fueling or any other obvious reason).
I usually resort to using waypoints here too, so that they stay on course, as I usually optimize the traffic so that multiple bus lines don't converge and create a jam.
This game is like your dad's Alfa Romeo. You hate it because it breaks down more often than it runs, but you still love it because it's an Alfa and there isn't anything close to that experience...