Started by Markohs, December 28, 2014, 06:49:13 AM
0 Members and 2 Guests are viewing this topic.
Quote from: isidoro on December 29, 2014, 01:43:07 AM An option that allow buses not to stop in a stop if there are no people waiting there and there is no passenger in the bus waiting to leave the bus in that station. That would mean that buses could be more competitive in urban lines.
Quote from: Markohs on December 28, 2014, 05:40:42 PMIndustrial placement is also a nice task to improve
Quote from: Markohs on December 28, 2014, 05:40:42 PMWow lots of nice ideas! The two lane avenue... I forgot about that one! I think it ended in nothing, maybe it's time to see why it was abandoned.
Quote from: isidoro on December 29, 2014, 01:43:07 AMI was involved in that project and I thought and think that it is not as hard as it is believed to be. However, I desisted when I got tired of fighting against the establishment. Too much effort to risk, too much negative feedback, no constructive help, and a foreseeable small probability to get that work incorporated...
Quote from: An_dz on December 29, 2014, 12:54:43 AMIt's because it's broken, a guy has proven that the citizen agents don't have a true home or job, they simply go to the nearest non-full. This leads to impossible to solve traffic jams and completely inefficient public transportation.
Quote from: TurfIt on December 29, 2014, 02:40:06 AM Entire chains packed into very small areas. A 256x256 is no longer huge - spread out.
Quote from: Markohs on December 28, 2014, 06:49:13 AM I'm just bored and I fancy coding, for some time.
Quote from: IgorEliezer on December 28, 2014, 04:06:44 PM* IgorEliezer grabs popcorn.
Quote from: jamespetts on December 29, 2014, 10:51:47 AMWould you like to work on this [the two lane avenue] for Experimental?[...]
Quote from: TurfIt on December 29, 2014, 02:40:06 AMVery much not abandoned, just bumped down the queue a bit. Has performance implications, hence working to improve the performance first so ideally we end up even. But on again / off again progress, too easily distracted by shiny things...
Quote from: jamespetts on December 29, 2014, 10:51:47 AMSimutrans works well on a large scale because of its use of a mix of low level agent modelling for passengers, goods and vehicles, and higher level statistical modelling for other aspects of the game.
Quote- (P) (DrSuperGood) I would advise revising either growth or adding a convoy type list with planner. (I don't really understand what does this mean )
Quote from: An_dz on December 30, 2014, 01:56:12 AMOff-topic: @jamespettsThe same reason SimCity4 works. - Thanks a lot for sharing your experience with agents.
QuoteAhh, yes, and you will notice that, in Sim City4, all the people in a building tend to go to just one or two workplaces: there is a reason for that, and it's not that the programmers were lazy.
Quote from: Markohs on December 30, 2014, 02:23:55 PMWhat about adding zoning to simutrans like simcity has? Is this a stupid idea? This links with ideas expressed in this thread. Maybe as a mod, a optional addon to the game. Maybe just mod this to simulate city cars traffic, and to generate pax with destination If done right, all this pax generation, city building can be calculated in extra cpu's and will be assumible. Maybe this calculus can be done outside frame processing, and applied atomically at the end of the day.
Quote from: Markohs on December 30, 2014, 12:55:56 AM So, if you still have an eye on this, do you volunteer to start this task again? Do you need help? We start talking again about it on the thread?
QuoteA further suggestion for a project: NEW CLIMATES MODEL (was: The Equatorial Wind). It's a shame the per tile climates included in Kieron's patch are being completely overshadowed by the double/half heights portion. Perhaps if the map generator could make use of them somehow
Quote from: Markohs on December 30, 2014, 02:23:55 PMWhat about adding zoning to simutrans like simcity has? Is this a stupid idea?
Quote from: jamespetts on December 30, 2014, 02:36:39 PMThe real question is who would do the zoning (and who would do it in a multi-player game)?
QuoteI think this can be controlled, even in standard, by having final consumer to handle several or many freight type and in small quantity. Say, generalize final consumer industry as commercial district or whole saler. Make them sell most of final product. One final consumer will be able to houseseveral industry chain expansion.
Quote from: DrSuperGood on December 31, 2014, 05:42:07 AMThis idea has potential in some form or another.Currently a shop is a single building, some times as small as 1 tile that can consume a lot of units of product at a time. In real life they would be districts that are considerably bigger in area than a single shop. So a possible idea would be to create a new field type with special placement mechanics. This field is "shops" which are placed just like normal city buildings. As the sector grows (more shops are created) so will its demand. This mechanic would work well for certain industry types such as a industrial area for building materials and a shopping district instead of a supermarket. The core of the district (which you deliver to) is then some distribution depot.
Quote from: IgorEliezer on December 31, 2014, 02:59:28 AMandI think there has always been a pent-up demand for more planning or design tools in the game. Once a player has mastered the game he would like to shape the environment and have more control over how the game develops (gaming-wise, not coding-wise). Zoning is one of these aspects which the player has no control yet.I see two approaches: 1) in single player: a player could design all the terrain, including all infrastructure, city layout and zoning, then upload the world as challenge so other players can play on the map. 2) multiplayer: the server admin would design the cities for client-players to play on the map. More control over the world is meant for server-admins.
Quote from: Isaac.Eiland-Hall on December 31, 2014, 07:58:35 AM1. Some way to protect ways(roads) from the city to take them over and connect to them. I even thought of a method to mark such tiles: click properties for a road tile you own and can check a box for protection. City cannot connect to this tile, nor can it make it city_road.
Quote from: The Hood on December 31, 2014, 09:49:30 AM1) Multi-tile city buildings (to allow for properly proportioned skyscrapers or even whole residential estates)
Quote from: IgorEliezer on December 31, 2014, 02:59:28 AM... multiplayer: the server admin would design the cities for client-players to play on the map. More control over the world is meant for server-admins.
Quote from: Markohs on December 31, 2014, 11:01:39 AMI think I'll just wrap my summary, plus the new commented items, post it somewere as reference, as a TO-DO list, for me and for anybody that wants to explore them. I'm on the bridge building improvement Yona/james commented, once I'm done, I'll pick another from the list. If any of the items need further discussion, we open a thread for each of them in extension requests. EDIT: About zoning, we can have it into a in-between sultion. The zoning and re-zoning (requalification) are done automatically by the city growth algoritm, *AND* the game generates PAX (workers, visitors) between them. Like simcity, but automatically. We also create "tratic congestion", of what we have now with city cars. If we could see the rush-hour feature of seeing thraffic flow, it whould be amazing.
Quote from: Markohs on December 31, 2014, 11:23:29 AMI guess so, James, but you can *maybe* just calculate that "monthly", or less often. Even you could calculate that in a background thread, and just apply it, whan it was done. Just an idea, I'm not saying this is really feasible or not. Maybe you don't need to calculate 100% of the travels, maybe you can just calculate 10% of them, and multiply their volumes by 10. After all, it's just a simulation.