Started by Spenk009, March 24, 2019, 09:31:55 AM
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Quote from: Spenk009 on March 24, 2019, 09:31:55 AMI have used the settings window (i) to change savegame version to 120.7, but this seems to have little effect.
Quote from: Spenk009 on May 29, 2019, 09:04:56 AMI have a savegame in which there are a few industries that don't produce/consume goods. It appears that industries that are fully stocked can enter this state. I noticed it in the steel mill at 699,1236, where the chart indicates that a year ago it was still producing steel. Many industries that are fully stocked, such as the Butcher at 4855, 945 don't consume as they are labelled as.Here is the save.
Quote from: Jando on May 29, 2019, 06:14:36 PMIt is indeed quite difficult to get a smooth cargo operation going with the current game. It's possible, but it will be difficult, it won't run smooth and it won't be profitable.
Quote4. Many of the industries need very low class commuters and sometimes visitors. But - until internal combustion in the 1930s - there are no vehicles configured to transport very low class passengers. You need to manually configure all your vehicles to carry very low class passengers, else you can run excellent passenger services to industries and still not get the workforce to it.
Quote5. Equally, until internal combustion - mixing passenger and cargo transport on roads is tricky. Reason: cargo road transport is slow, max. 6 km per hour. Passenger transport on horse coach could go at 11 km/h - but at that speed vehicles cannot overtake each other (and I believe never can in towns), thus your passenger vehicles get stuck behind your cargo vehicles, effectively slowing down your passenger service to 6 km/h as well. At that speed you don't get many passengers using your vehicles, they're faster at their destination just walking.
Quote7. Every little cart or packhorse occupies a cargo bay. Much of the time your freight carts or packhorses will stand around waiting for full cargo, possibly for many game years. You can't remove them because that would break the link between the consumer and the supplying industry. During that time no other cart or packhorse can use that cargo bay. That means that the player sometimes has to bulldoze significant parts of a town to make room for cargo bays for waiting packhorses.
QuoteOh, I soooo wish road vehicles would be treated like water vehicles, can have many of those on the same tile.
Quote from: jamespetts on May 29, 2019, 07:13:27 PMThere are plans to improve a number of these issues, but they are complex issues that require a very serious amount of work to get right, and there are other higher priority issues each of which also require a very serious amount of work, leading to a very long queue, <snip> a very major overhaul of town growth, which will be an enormous amount of work, and is second in priority to the vehicle management features, which is also a very large amount of work, and must itself await the fixing of important known bugs.
Quote(to respond to Matthew's point - it is not necessary for visitors or workers to come from a specifically connected stop: they can walk all the way to their destination or take private cars, or alight from any passenger stop within the passenger radius).
Quotenot made easier by the fact that I am having hardware trouble with my main computer, but am reluctant to replace it until the next generation of Threadripper processors becomes available later this year, with the result that I am currently spending more of my time on other activities.
Quote from: jamespetts on May 29, 2019, 07:13:27 PMAs to no. 5, the best solution to this would involve improving the overtaking algorithm to allow much lower relative speed overtaking, but this would also be a huge amount of work as I am unfamiliar with the very complex code for road vehicle movement. This is something that it would be worthwhile anyone looking for a project to get involved with and deal with, and likewise no. 7 - terminal road stops would be far better if they could accommodate 4 vehicles rather than 1, and likewise, it would be sensible if more than one vehicle could fit onto a tile in proportion to its length (i.e., a single tile of 16 length being able to accommodate 8 vehicles of length 2, 4 vehicles of length 4, etc. in each direction) but, again, this would involve very detailed exploration of the road vehicle mechanics, but might be suitable for somebody to make progress with as an independent project as anybody fairly new to the code would need to do no more work than I would need to do to become familiar with the road vehicle movement system. Anyone thinking of doing this should look at the list of features in the current development projects thread, as some of the eventually planned vehicle movement features are described in more detail there.
Quote from: Matthew on May 29, 2019, 11:55:44 PMI think part of the problem is with the mix of working-class housing in pak.128-Britain, which differs in some interesting ways from actual 19th-century towns. I'm tinkering with some city-buildings to improve this, but working with Blender's UI is a horrible experience, so they may never be finished...
Quote from: jamespetts on May 29, 2019, 07:13:27 PMAs to no. 6, it is not immediately clear why this occurs, and I do not believe that I have ever had a reliable reproduction case for this for me to investigate, so I have never been able to look into this.
Quote from: jamespetts on May 30, 2019, 08:59:29 PMI am interested in how the mix of working-class housing differs in Pak128.Britain-Ex to reality