Started by jamespetts, January 03, 2015, 05:50:43 PM
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Quote from: killwater on January 04, 2015, 09:57:50 AMI think that this is in fact a bad idea. Have you considered single player game? This is also not very realistic because in reality you can sell your vehicles to many other companies all over the world. And in this case I am afraid it would be a very rare situation in multiplayer absent build in chat.
Quote from: killwater on January 04, 2015, 10:52:22 PM@ jamespettsI do believe that selling is extremely important in single player game. You can get part of the invested capital (which haven't been depreciated yet) back when you decide to change or liquidate the line. I do it quite a lot in early game stage. In fact in Poland vehicles are sold after some time to other transport companies and we even import like 15 years old trams from Germany which are then used for the rest of their useful life. It helps to decrease the required capital investment cost to maintain the service.
Quote from: zook2 on October 29, 2015, 10:08:15 PMSlightly off-topic, but would it be possible to name depots? I'm frequently cycling through a dozen train depots - sometimes looking for some obsolete cars or locos - and it always takes a moment to realize which one I'm looking at and where it is.
Quote- Home depot could be used for things like explicit maintenance.
QuoteAs for explicit maintenance, this is something that I am considering implementing: indeed, it is of some importance economically, as different types of vehicles need different amounts of time being maintained (usually referred to as an availability percentage). What I had planned to do was to allow players considerable flexibility in when to maintain vehicles by not requiring maintenance to be at fixed intervals, but rather simply having an availability percentage and having a (very long: e.g. one year) maximum maintenance interval to prevent players never maintaining their vehicles at all. On the availability percentage point, the time that vehicles spend in a depot being maintained would be proportionate to the time that they have spent outside a depot since their last maintenance and the availability percentage. For example, if a convoy had an availability of 90% and had spent 10 game hours outside a depot since it was last maintained, it would have to be in the depot for 1 game hour being maintained before being able to be released again; but if it had spent only 5 hours out of the depot since last being maintained, it would need to be maintained for only 30 minutes
Quote from: Aquin on October 30, 2015, 09:06:59 PM- Home depot will have a place in the schedule, ...
Quote from: Aquin on October 30, 2015, 09:06:59 PM- There should be an option for "get vehicles from other depots". In the available vehicle list there could be two numbers like 1(5) This would mean 1 locally available and 5 globally. Getting the globally available vehicles to the depot should come at a price (running cost for closest link? more if using different mode of transport, even more if no connection exists), but if it is cheaper to buy new vehicles then vehicles are not moved.
Quote from: Spenk009 on October 31, 2015, 05:59:23 PMWhy would one place a depot somewhere/elsewhere in schedule? If this is to make replacement stops more convenient, convoys are empty on replacing (and goods not reloaded into the replaced vehicles) and therefore bound to where they unload fully. Especially with passenger lines you may not have a guarantee as to which point in the schedule is the point where the vehicle is empty and ready to be replaced. As of now, the system generally allows passengers to get to their destination without being told to disembark on a waypoint on some tracks in between stations.1. Could a mechanic be created that allowed goods/pax to board a convoy under the "no load" command if there are others on board that are travelling to a destination before the convoy is empty?