Started by VMann, September 21, 2014, 08:21:32 PM
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Quote from: DrSuperGood on September 21, 2014, 11:56:02 PMAll you can do in this situation is wait for the people at the transfer to clear.
QuoteThe thing in circular lines, is this preference in passenger loading tends to make the line scale not so good when adding extra convois to the line, I've found that adding a extra circular line with the same stops in reverse order, helps a lot to make it work way better. In cities, where you don't use to have enough room to make a reverse direction line, I just build them underground, under the first line.
Quote from: Markohs on September 22, 2014, 03:36:23 PMI was thinking on adding that to the game, sarlock, a extra property on the convoi or maybe on the schedule that lets you choose in favouring loading short distance passengers or long distance ones. On real life this is maybe done making long distance tickets more expensive than short distance ones, or having a longer travel time. But on simutrans(standard) those factors don't exist. I was just interested if this feature makes sense, and is desired before I get my hands on implementing it. Anyone has any other oppinion on this?
Quote from: Vladki on September 22, 2014, 08:56:16 PMAnother could be a local bus line with many stops runnig parallel to longer-distance train with fewer stops.
Quote from: Markohs on September 22, 2014, 10:50:50 PMPassenger traffic should be symetrical yet it's hard to achieve that situation in reality, in the game. The farther you are from the "centers" of the networks, the more passengers will want to travel in direction to the center than go to the outer part. Overcrowded stations make it worse[...]
Quotesince we have to store that boolean in the savegame, so its persistant
Quote from: Combuijs on September 23, 2014, 07:34:02 AMIf you look at this discussion http://forum.simutrans.com/index.php?topic=11194.0 there is a valid third option: Load per destination proportional to the number of passengers waiting for that destination.
Quote from: Ters on September 23, 2014, 04:05:08 PMI can't see how that helps for anything, although it is perhaps the most realistic when there is only one line serving the stop.
QuoteI wonder whether it is possible to know which passengers (cargo) came first so that there could be a fourth option - FIFO loading. Load those that are waiting for the longest time.
Quote from: Markohs on September 23, 2014, 08:00:22 PMwhat I know is it won't hurt anyone adding it into the game
Quote from: Vladki on September 23, 2014, 08:44:17 PMI wonder whether it is possible to know which passengers (cargo) came first so that there could be a fourth option - FIFO loading. Load those that are waiting for the longest time.
Quote from: Ters on September 24, 2014, 05:05:28 AMI'm not so sure. It's more button and knobs thrown in the face of the player. Simutrans is accumulating so many switches and settings that it's almost like a professional sound mixing table, or perhaps those things next to them at concerts controlling the lights. The former is rather straight forward, it just takes some time to set everything right, the latter seems to only make sense to professionals.
QuoteI feel a bit frustrated when I try to change something in this game, this community is very relunctant to change.
Quote from: Markohs on September 24, 2014, 12:51:09 PMI feel a bit frustrated when I try to change something in this game, this community is very relunctant to change.
Quote from: Ters on September 25, 2014, 04:35:23 AMMy objection was with the proportional loading option, which has no clear benefit to compensate for increased complexity. The initial idea of adding inverse loading as an option might have enough merit for inclusion. It does however need some testing first, but for that, we need something to test. Just be a bit open for extensions in the save game format. Don't make it a boolean, but a byte value, so that it's a bit easier to add more options if other possibilities should prove useful later.