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Offline greenling

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Minimum wait time
« on: June 07, 2012, 01:16:06 PM »
For a Better Lines controlling need Simutrans Exp a finer least waiting period setting.
1/512 it the littles posibles chois!

Offline jamespetts gb

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Re: Minimum wait time
« Reply #1 on: June 07, 2012, 01:32:35 PM »
Greenling,

I have split this because it appears that this is a separate (but interesting) suggestion. This should in principle be easy to implement. May I ask why you think that 1/512 is insufficient, and what you suggest that the smallest limit be?

Offline greenling

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Re: Minimum wait time
« Reply #2 on: June 07, 2012, 01:49:06 PM »
Jamespetts
My post:
Quote
For a Better Lines controlling need Simutrans Exp a finer least waiting period setting.
1/512 it the littles posibles chois!
it´s a Part from Moponna question:
Quote
http://forum.simutrans.com/index.php?topic=10046.msg95340#msg95340
If you focus your game on trains and airplanes you don't want to spend a lot of time to create the necessary bus networks in each city.
While your network grows the demand on these bus lines will increase too. This results in some overcrowding and with it long waiting times and possibly some other problems due to the nature of the routing system.


Managing this new demand is tidies and not interesting or demanding in any way. I was thinking how you could give the player the possibility not to have to care about this problem.


Adding more overcrowded capacity would not be good for balancing the game. So I think the solution should be a new function. The player would normally add more bussed to the overcrowded routes. This is a fairly easy task. Formulated as an "algorithm":

If line reaches overcrowded state
Then Add another vehicle


This actually is a task the implemented AI is capable of doing. But the title of this post might be misleading, course I don't want to refer to the AI Players.


My idea is the following. If you create a line, you may choose a new option *AI managed* and set a value for the average load of the vehicles of the line (or some other key number).
The numbe of vehicles is then corrected when the demand is increasing.
I think this feature won't be of much use on longer lines, but for short routes it could be very handy.
The feature shouln't be too optimized, though. A player who chooses to manage everything on his own should achieve better results.


I believe this would be a fair option for all players. Additionally I think it is a good idea to let the AI also reduce the number of vehicles . Another value has to be set for this to work.

I'm looking forward to your answers.
« Last Edit: June 07, 2012, 02:01:41 PM by greenling »

Offline jamespetts gb

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Re: Minimum wait time
« Reply #3 on: June 07, 2012, 03:44:42 PM »
Do you think that allowing smaller fractions would address the issue that Mopoona raised? I'd be interested to know if so.

Offline Carl

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Re: Minimum wait time
« Reply #4 on: June 14, 2012, 08:05:07 AM »
I've suggested before that the fractional figure for "max/min wait time" is rather anachronistic in Experimental now -- it would be better if the figure could be given in in-game minutes. I tried to code this a few months ago but alas, I was unable to. (It seems my abilities don't stretch far beyond optimising equations for waiting times...)