Does SimuIndustries suffer for the global crisis and fired all the simuWorkers? January 18, 2010, 04:57:06 pm Hi boys.I'm writing because i have seen that industries does not generate p****engers and mail .Do i am the only that have this kind of situation ?I'm playing with 102.2.1 engine and 1.4.5 packset.Do i have some setting to check?Thanks to all . Quote Selected
Re: Does SimuIndustries suffer for the global crisis and fired all the simuWorkers? Reply #1 – January 18, 2010, 05:22:35 pm Hi Dimonios,Quote from: dimonios – on January 18, 2010, 04:57:06 pmI'm writing because i have seen that industries does not generate p****engers and mail .Please check if you have p****enger and mail connections to the city/cities listed under "Workers live in:" in the factory info window. P****engers and mail come from/go to these cities.Knightly Quote Selected
Re: Does SimuIndustries suffer for the global crisis and fired all the simuWorkers? Reply #2 – January 18, 2010, 05:26:38 pm You mean all of them, or just one (which?)?Maybe there is no route between your Industry Building and Workers homecity?Cant say anything about mail yet. Quote Selected
Re: Does SimuIndustries suffer for the global crisis and fired all the simuWorkers? Reply #3 – January 18, 2010, 05:32:21 pm Quote from: Gouv – on January 18, 2010, 05:26:38 pmCant say anything about mail yet.Mail is generated in the same way as pax (actually within the same function), so what applies to pax with respect to factories also applies to mail. Quote Selected
Re: Does SimuIndustries suffer for the global crisis and fired all the simuWorkers? Reply #4 – January 18, 2010, 05:49:07 pm Thanks for reply.Yes i must check better for the kind of industries, but i have connections, and in the propriety box of the industry i have workers live in ...I remember for sure that bus a line that work for a: 3 shft coalmine - coalkraftwerk(i don't remember now the correct name of that industries,I play at home now i'm at work) , it is always in red because can' get p****enger. I have checked the connection . Quote Selected
Re: Does SimuIndustries suffer for the global crisis and fired all the simuWorkers? Reply #5 – January 18, 2010, 07:12:45 pm Industries do not generate people. You have to bring them in for work and then they go back. Quote Selected
Re: Does SimuIndustries suffer for the global crisis and fired all the simuWorkers? Reply #6 – January 19, 2010, 03:10:04 pm HiThe same thing happens also for the tourist attractions?Giuseppe Quote Selected
Re: Does SimuIndustries suffer for the global crisis and fired all the simuWorkers? Reply #7 – January 19, 2010, 03:23:14 pm Yep, tourist attractions don't generate p****engers themselves, they only attract p****engers from the cities. Quote Selected
Re: Does SimuIndustries suffer for the global crisis and fired all the simuWorkers? Reply #8 – January 19, 2010, 04:41:14 pm HI guys .I must apologize because yesterday i had to shut te pc in a hurry ,they were to lock me in the office, So please apolgize me all you kind people that give attention and relpy to my post.However, in the evening i have made some test to check the connection of the industries and i had noticed two strange things.1- It seems to me that all the kind of industries generate low p****engers ,for example a sheep farm with 10 p****enger generation level , can't generate any p****enger, a coal mine with 50 p****enger level generate some p****enger.I have tried to build near a sheep farm that don't generate p****enger a curiosity building with the same p****enger level(lighthouse), the lighthouse was near the sheep farm but not in the station area , so i built a station for the lighthouse.I have set up the schedule for two buses one for the sheepfarm and one for the lighthouse ,the two buses start from the bus stop of the townhouse that give workers for the sheepfarm one for the industries and one for the lighthouse.Well in the station of the lighthouse i have p****engers , in the station of the sheepfarm i have not p****enger.I have made something similar with a coal mine and a StMicheal Attraction, each at level 50 of p****engers, well in the station of the StMicheal i have much more p****engers than in the coal mine station.This is the first thinghs i have seen, the second is :2-On the coal mine of the test with an attraction,(reloading the game for a diffrent test) ,i have a busstop buit il early'40 ,when there are only two busstop available, one of 32 p****enger capability(small bus stop )and another of 64 p****enger(sheltered busstop),if i use the small bus stop p****enger are not generated , if i use sheltered bus stop few p****enger are generated.I ' have tested this situation in another line with coalmine and it seems to me to have a confirm.NB The things above i've write this morning before connecting, when i' have not alredy read the reply that say attraction doesen' t generate p****engers, but with my test i have see that when tourist attraction have a stop and a bus that can transport p****engers , in the station p****engers are created immediately when i give start to the bus, before the bus arrive at the stop.Thanks already to all Saverio Quote Selected
Re: Does SimuIndustries suffer for the global crisis and fired all the simuWorkers? Reply #9 – January 19, 2010, 04:58:01 pm For your first point, just as VS and Combuijs said above, factories do not generate pax and mail themselves. Pax and mail are generated from city buildings only. If the city in question is currently rather small with few city buildings which are also at low levels, you can expect that few pax and mail will travel to/from the factory (especially mail as the amount generated is lower than pax).Tourist attractions also do not generate pax and mail themselves. But unlike factories, which rely on nearby cities, pax and mail generated from city buildings in any city may go to any of the tourist attractions. Thus, if you have connections to that tourist attraction from many cities, you can expect more pax and mail.For your second point, the choice of stop with smaller or larger capacity should not affect pax's willing to travel, unless the halt is overcrowded (reached its full capacity).Edit :One more point. Pax and mail chooses their destination, and does not go to somewhere just because you have provided a connection. There may be more than one factory within the vicinity, so it may be that the pax want to go to other factories instead. You can only judge from the pax level that, the higher the pax level, the more likely factory goers will choose that factory as their destination. Quote Selected Last Edit: January 19, 2010, 05:07:12 pm by Knightly
Re: Does SimuIndustries suffer for the global crisis and fired all the simuWorkers? Reply #10 – January 19, 2010, 05:05:55 pm Yes, the cities of my test were quite small, i have a map with 200 small cities ,so your explanation is clear.I think also that the architecture of my lines can generate many hops so is possible the parameter MAX_HOPS get in the way.Thanks,Thanks,Thanks you allBye Saverio Quote Selected