Started by jamespetts, November 29, 2017, 12:36:42 AM
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Quotebut simply to plan a network in the same way as they would if they were planning a real transport network in the circumstances simulated.
Quote from: DrSuperGood on November 29, 2017, 02:03:54 PMSo they spend thousands of hours and millions of real money just to plan a network in experimental?!That probably needs rewording... Planning a transportation network in real life is extremely time consuming and expensive. The case studies to even justify thinking of engineering it can take years.
Quote from: zook2 on November 29, 2017, 05:27:37 PMExcellent news! Thanks for your hard work, James.Just one thing: over the years I've spent much time on the forum searching for detailed information about a particular feature. Could you perhaps change the thread title to indicate that there's not only an announcement, but some detailed description of Passenger and mail classes/Industry Logistics?
QuoteTo give some examples: an air route in 1935 might be set only to allow passengers who can pay prices at the "very high" level. A route between the same two towns served by train might have two classes of accommodation on the train: one class for "low" (third class) and one class for "high" (first class). The first class carriages would be more comfortable than the third class carriages to attract passengers who can afford to do so to travel first class and pay the higher fare. Thus, passengers of "low" and "medium" wealth would take the train (third class), passengers of "high" wealth would take the train (first class), and passengers of "very high" wealth would take the aircraft. One might also suppose that a player might start a road coach route between the two towns, taking even longer than the train, with prices set to "very low" (as road vehicles have lower overheads than trains). Thus, passengers of "very low" wealth would be transported by coach.
Quote from: DrSuperGood on November 30, 2017, 03:57:17 AMHow does one perform passenger upgrading?Say there is a route that is serviced by a train that offers both low and high passenger services. A competing line opens up and starts to take away all the high passengers from the line. However the line is overcrowded so there has always been a back log of low paying passengers on it. What one should be able to make happen is that some of the low paying passengers are automatically upgraded to use high capacity while still only paying for low, allowing more low passengers board. Without this feature the high part of the line would be completely disused and be wasting a lot of money until the player gets around to servicing the line.This is vaguely realistic, it almost always makes financial sense to load as many people as possible even if ideally you would have wanted them to pay more.
QuoteIt would be extremely difficult, if not practically impossible, to code this in a workable way, as there is no useful way of predicting how many higher class passengers might want to get on at the next stop, but may be unable to do so because all of the higher class accommodation is full of lower class passengers.
Quote from: DrSuperGood on November 30, 2017, 01:02:42 PMWhich is why it should be an option and not automatic. If one has a long distance express line (say point to point or with few intermediate stops) then it might not matter and would be worth using the option in case some major dynamic changes. One must remember that networks need to be robust enough that major dynamics can change and several game years run before a human logs on to eventually service them.
Quote from: fam621 on November 30, 2017, 09:33:07 PMJames, what is this prices thing thats new to the game?
Quote from: jamespetts on November 30, 2017, 07:46:11 PMThe way in which a industry works when it runs out of input goods has not changed.
Quote from: sheldon_cooper on November 30, 2017, 10:27:33 PMthe car factory was just an example, my doubt is, if the factory has the goods, but does not have passengers, does it stop producing? If yes, how many passengers does the factory need?
QuoteSee under "passenger and mail classes" above. You can change the price of travel on particular convoys, vehicles or parts of vehicles so that only passengers of a certain level of wealth (or mail whose senders are prepared to pay a certain amount) are able to travel.
QuoteUpdate: This new version has now been merged into the master branch and is now the new version of Simutrans-Extended, available to download in the usual places.
QuoteThe logistic part of industry UI is confusing. I have no idea if a factory has good labour, could do with better labour or is struggling to work at all due to lack of labour.
QuoteI agree that this would be a useful thing to be able to do. Ves has been working on the GUI code, which has been helpful. I will leave it to his discretion how best to implement this, but one simple idea might be an "Apply to all in line" button in the change prices window, which would then overwrite all the price settings in all convoys in the line with those of the current vehicles.
QuoteThis appears to be an issue unrelated to the new features, and in code that I did not write and, I am afraid, barely understand (as it involves highly complex mathematics to simulate physics; it was written by Bernd Garbiel). Unless there is some obvious flaw in the input or processing of the output, I may have considerable difficulties in debugging this. It is rather odd that this should be not working now, as I thought that it did work. Does this not work for all vehicles, or only for some (such as horses or very low powered vehicles generally)?
QuoteWhen you write that it is near impossible to send any mail, is this because too little mail is being generated, or because, although plenty of mail is being generated, not much of it is travelling on your network?
Quote(or with other numbers). The numbers represent, respectively, the total number of jobs in the industry, and the number currently available for workers to fill. Thus, the lower the number "available", the closer that the industry is to being fully staffed. It is not necessary to keep the industry 100% fully staffed: there is a substantial margin of error. A producing industry will perform normally down to 80% staff (this can be customised by changing minimum_staffing_percentage_full_production_producer_industry in simuconf.tab). Below this level, it will continue to produce, but at a reduced level, the reduction being directly proportionate to the number of staff (e.g., if the industry has 50% of its full quota of staff, its production rate will be halved).
Quote from: DrSuperGood on December 01, 2017, 08:07:40 PMAll that is needed is that when replacing convoys in a line with themselves but different payment options it does not send them to depot and instead instantly changes the payment options of all convoys that the replace applied to.
QuoteMaybe I do not understand the physics, however by "pulls" I would assume one could make a convoy of that weight and it would work at the speed specified. Maybe rolling resistance is a factor here, in which case the pulls needs to add an assumed rolling weight.
QuoteMaybe too little mail is generated. Just I connected a few cities together with post boys set to standard pricing (not priority) and set a regular hourly service and no one sends any mail ever.
QuoteSo an optimum industry looks like...Jobs (available): 100 (0)While a working badly would look like...Jobs (available): 100 (97)Is that right?
QuoteHow much mail are you seeing being generated on the graphs in the cities' information windows?
QuoteDo you notice this issue only with certain types of convoys, or is it equally a problem with horse drawn coaches, steam trains, motor lorries, motorised ships and aircraft?
QuoteHow large is your mail network?
QuoteIs it within the sort of range where passengers could walk at 4km/h within 30-120 minutes or so?
QuoteMail, unlike passengers, does not have a journey time tolerance, so frequency does not drive use for mail.