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Messages - Carl
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Simutrans Gaming Discussion / Re: Giving Life to City Industry
I would have thought there aren't very many goods which are distributed entirely by delivery -- most goods are distributed centrally, i.e. by users coming to pick them up (think food from supermarkets, etc.) So mostly this can be simulated with city industries that consume goods but don't produce any. Once again, think of the supermarket in pak64: this consumes various goods (canned food, etc) but the ****umption is that customers will come to the supermarket to collect these.
Many of the realistic functions you're describing could, I think, be simulated by having more end-user industries in cities using the existing functionality. As it happens, I'm making a few new such industries for the next version of pak64.experimental, to simulate just this sort of thing.
However, there are disadvantages to this. Industries pop up pretty randomly and their appearance can't be controlled nearly as nicely as (for example) attractions can. So if I make a "office" as a factory building to consume paper, there's no telling when or where it will show up. I'd love to be able to do one of the following things:
a) Specify "build_time" parameters for some city factories, so as to better control when and where they appear
or
b) Have non-factory buildings (which can be controlled in the above way) consume goods
I take it that (b) isn't too far from your thoughts, colonyan.
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Simutrans-Extended development / "Any free platform" in pak64 and Britain-Ex
Is there any way to transfer this setting to my pak64 game? If it's merely a matter of one of the pak-specific files I wouldn't be surprised if it could be transferred in some way...
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Simutrans-Extended development / Re: How (not) to choose a route
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Simutrans-Extended development / Re: How (not) to choose a route
1. Even on the Tube, many transfers take longer than two minutes (as anyone who's had to change at King's Cross St Pancras, especially, will attest!). Normally it takes two minutes just to get from platform to platform, and (say) an average of two minutes to wait for the next train. So it looks as if one should usually budget for at least four minutes for a change on the Tube.
2. On most urban journeys a bus is *significantly* slower than urban rail, so I don't think a "five minute rule" would result in very many odd results. I take it that the extreme case is the very short journey. Say you want to go two stops on the tube with one change (i.e. one stop, change, one stop). That's two minutes' travelling time, but on my transfer rule the p****enger would budget for seven minutes overall. A bus would only beat this if it could get there in six minutes or less. But even if the transfer only takes two minutes, rather than five, the bus has only taken two minutes extra. On longer journeys I think this won't be an issue at all -- given two points in London, the difference between the time it takes to cover that ground by bus on the one hand and by tube on the other hand is normally *far* more than five minutes.
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Simutrans-Extended development / Re: How (not) to choose a route
It's good to hear that this feature is already coded into the game. I think five minutes could be a better value than two for the sake of route calculation. Not only would this eliminate some of the undesirable behaviour I described before, but it would also be a better across-the-board compromise between small stations (where it is feasible to transfer in only two minutes) and large stations (where you might need to allow ten minutes or more for a transfer).
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Simutrans-Extended development / Re: How (not) to choose a route
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Simutrans-Extended development / Re: How (not) to choose a route
However, today I've come across a related problem which might be more easily solved without completely altering the current framework. Here's a simplified representation of two of my lines:
Line 1: A-B-C-D-----G-H
Line 2: C-D-E-F
Again, these are operated by the same kind of train, but Line 1 has a higher average speed because the distance between A and B is large (= a long time spent at max speed). But this means that p****engers from F to C will always change at D and wait for Line 1, even though the train they are on will take them straight to C. This always, without exception, results in them taking longer to reach their destinations than they otherwise would, because they have to wait at D for the next Line 1 train. (This behaviour is symmetric: p****engers from C to F will refuse to take the 2-train, and will instead wait for a Line 1 train to D before waiting for the next Line 2 train.)
One way to eliminate this behaviour would be to attach a penalty to transfers between trains in the route calculation process. Is there a way to penalise each transfer an extra 5 minutes, say, in addition to the additional waiting time at the transfer station? This would model two aspects of realism: Firstly, a p****enger's tendency to prefer to stay on the same train rather than change if the potential gain is small or zero. Secondly, it would model the fact that one has to allow a few minutes to transfer between trains anyway. I can't think of any unintended undesirable consequences of this off the top of my head.
Perhaps this is already programmed into the game in some degree. If so, perhaps its effect should be increased.
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Simutrans-Extended development / How (not) to choose a route
Two of my rail lines have the following stopping patterns:
Line 1: A----B----C----D----E----F----G----H
Line 2: A----B-------------------------G---------I----J----K----L
Both lines are operated by same kind of train -- think express vs. local services on the NY Subway. A is a major terminus, and B is a large suburban station which also has high traffic.
The behaviour I referred to above concerns traffic between A and B. As you'd expect, Line 2 has a higher average speed, since it runs express from B to G. But since both lines are run by the same vehicle, they take exactly the same amount of time to get from A to B. Nevertheless, p****engers travelling from A to B travel will only travel on Line 2. Oddly, this behaviour is not always symmetric -- p****engers seem to use both lines to get from B to A.
Working backwards from this, it seems that there is a close link between route selection and overall average speed of the various available lines. So p****engers are noting that Line 2 is a "faster" train when choosing how to get from A to B. But they're mistaken, since Line 2 is only faster between B and G -- there is no difference on the A->B portion of the route. Ideally, p****engers would only take into account the speed between the stations they're interested in, rather than the whole line. But I conjecture that the issue is deeper than this -- am I right in thinking that the journey times between stations are calculated using the distance and the overall average speed of the line? If p****enger decisions are based on this calculation, that would explain the above behaviour. Are my conjectures correct here? Is there any way that journey times could be calculated by something more fine-grained than overall average speed, in order to avoid anomalies like these?
Related to this, I have a question about tolerance. P****engers will always choose the quickest route to their destinations. But how far will they tolerate taking different vehicles on those routes which vary in journey time only by a very small amount? Consider the following two stopping patterns:
Line 3: A----B----C----D----E----F----G
Line 4: A----B---------D---------F----G
All other things being equal, Line 4 will have a higher average speed. But the for journeys between A and D, the difference in journey time will presumably be negligible -- Line 3 only makes one more stop. In real life I'd expect p****engers to be fairly indiscriminate between Line 3 and Line 4 when choosing a route from A to D -- a few minutes' difference is rarely taken into account into such decisions. Is this kind of tolerance modelled in Experimental, or will p****engers always choose Line 4 in this situation?
I'd be interested to hear your thoughts on these and related issues!
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Simutrans-Extended closed bug reports / Re: M****ively negative "distance" and corresponding costs
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Simutrans-Extended closed bug reports / Re: M****ively negative "distance" and corresponding costs
However, I think that this feature reflects two problems with the game:
1) In Experimental, p****engers are very intolerant of lines that are not *very* frequent. I find that on almost every train line I am forced to run a "subway"-style service -- a train every few minutes (or the equivalent of) -- or my p****engers will start to become unhappy and fine me. But this often results in running almost empty trains on some routes. This seems unrealistic: many real-life minor lines have a less-than-hourly service. It seems to me that such a service would be impossible to run profitably on Simutrans Experimental. To my mind, p****engers need to be more tolerant of waits. I know that this can be adjusted to a certain degree in simuconf -- but it seems to me that there is a more fundamental problem here than simply tampering with the variables.
2) As you note, the fines are very extravagant by default, resulting in huge losses for very small lines.
One more note on your use of the "tolerance" parameters to alter this. I was under the impression that those lines control whether a p****enger will embark on a journey at all -- i.e. if a local journey will take more than 90 mins then they won't even bother. Have I got this wrong?
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Simutrans-Extended closed bug reports / Re: M****ively negative "distance" and corresponding costs
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Simutrans-Extended closed bug reports / Re: Bug (8.2): industries and new towns
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Simutrans-Extended closed bug reports / Bug (8.2): industries and new towns
I ****ume that this is a bug, rather than a feature? Having done some testing, it seems that the bug only arises in Experimental. (Running 8.2, pak64).
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Simutrans-Extended closed bug reports / Re: M****ively negative "distance" and corresponding costs
http://www.mediafire.com/file/njmiiezyly2/Third.sve
You should be able to observe the phenomenon on any of the lines that aren't making a profit.
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Simutrans-Extended closed bug reports / Re: M****ively negative "distance" and corresponding costs
So am I to understand that, if someone arrives at a destination and it's taken too long, that they receive a refund for their whole journey (all legs)? This would explain why the loss levels of some lines are so much higher than the revenues of those lines taken by themselves.
However, if this is the case, then the data in "Line Management" appears to be broken, since my charts display no refunds and instead seem to record this data in the "Distance" chart -- and even then, it's not clear what the metric is.
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Simutrans-Extended closed bug reports / Re: M****ively negative "distance" and corresponding costs
Also -- what makes a travel time "too high"? Is it set by the limits in simuconf.tab?
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Simutrans-Extended closed bug reports / M****ively negative "distance" and corresponding costs
I was baffled for a while, until I noticed that the readings in the "Distance" graph in the line management box showed very odd figures which correlated with the profit and loss of these vehicles. Specifically, the "distance" value is often very, very far below zero -- in one case, -1,639,241. This seems confusing to me -- doesn't the "distance" value record how far convoys on that line have travelled? If not, how does "distance" end up negative, and how can I prevent this from happening?
Thanks in advance!
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Simutrans-Extended development / Re: Tiny cities with huge populations
Also, I think I should stop trying to generate maps with very large cities!
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Simutrans-Extended development / Re: Tiny cities with huge populations
Sometimes it seems like the game has generated a city in a particular spot, but then found that it does not have sufficient space to make a city of the size required to house so many people -- so we end up with a small-sized city with many homeless But since I have no knowledge of the generation process, this is just a hypothesis.
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Simutrans-Extended development / Re: Tiny cities with huge populations
I've just recreated the problem on another map. I have a tiny city with 7 buildings and a population of 4,144,872. Not surprisingly, 4,143,632 of those are homeless and 4,143,592 are unemployed.
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Simutrans-Extended development / Re: Tiny cities with huge populations
To clarify, the issue was not the density per se, but rather the fact that a city measuring only 6x6 was recorded as having 450,000 inhabitants while larger and just as dense cities had lower populations.
I'm using pak64, and Renovation percentage is 12.
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Simutrans-Extended development / Tiny cities with huge populations
I'm not certain that this is specifically an Experimental issue, but I haven't encountered it in the main version. I should note that I have the new "density regulator" option in simuconf turned off.
Is this a bug? What causes it?