![]() ![]() There might be a timer in each station to count how long it has been overcrowded, and cut more the longer it stayed overcrowded - or perhaps just a fixed percentage. Although if it's supposed to be a fiscal disadvantage, one could consider to have each pax that leaves at an overcrowded station pay only part of the fare. Yeah, that's pretty much the right direction. It's just strange that there is no reward for actually making your pax happy, or punishment for failing to do so, except when you use overcrowd-rules which are a bit harsh. Quote from: Ters on September 11, 2018, 07:50:52 PMI don't like disappointing my passengersI think most players share the sentiment, which is why having everything overcrowded and only look for profit seems wrong. It might be better to remove vehicles such that their combined capacity is less then that of existing stations in order to let them run at 100%, rather then expand the stations to avoid overcrowding. You would normally think of this situation as one where the station has to be expanded, but that might not be the most profitable course of action. If busses bunch up, their capacity adds up, therefore stations need a higher capacity as well. True, the stations capacity must fit the vehicles capacity. It is just that there aren't enough capacity at the stops to handle sudden random bursts of passengers (or mail). Quote from: Ters on September 11, 2018, 07:50:52 PMĪlso, there might be free capacity on the vehicles. I specified "default settings" though, where the only "punishment" is no pax generating at that transfer station. Hence pax that would use Line 2 wouldn't be generated with no_routing_over_overcrowded set, but would without. The overcrowding at a transfer station might be due to a surplus of pax waiting for Line 1, while Line 2 still has capacity. Quote from: Leartin on September 11, 2018, 06:33:45 PM It's that function that is deadlock prone, although much less so now that they can still board to the final destination even when it's overcrowded (since a couple years when the logic was relaxed IIRC). The latter prevents already existing pax from boarding a vehicle to an overcrowded station. The former prevents generation of the passengers in the first place if any of the stops they must transfer through are overcrowded. So if the player is not aware that they are playing with no_routing_over_overcrowded, there is no reason for them to care in the slightest.ĭon't confuse no_routing_over_overcrowded with avoid_overcrowding settings. It has literally zero negative consequences with default settings, at least no more than not having every single city tile covered in a stations radius. (JIT2 might fix that one)Īnd really, why would the player care? Not adding even more pax on overcrowded stations is not a punishment, since clearly there wouldn't be enough vehicles to transport them anyways. ![]() At least that's how it was for me before I was too annoyed and turned them off. Pity that any producer dumps all it's products in it's station, which means that if the producer produces more than the consumer wants to consume, you either get spammed with the game-alarm for overcrowding, or you have to deal with lines that suddenly stop while the consumer is oversaturated. Alarms should have been ringing for a while. Quote from: Ters on September 11, 2018, 04:13:51 PMIt should take a good while before all overcrowded stations only contain passengers heading for a transfer at another overcrowded station, though. (I definitelly don't recommend it though). But technically, neither new line nor new vehicles would help, only new vehicles on new lines. I kind of assumed that "new vehicles" would be added to existing lines, and that a "new line" would come with vehicles. You just have to add them to new routes bypassing one or more overcrowded stations.Absolutely, yes. Quote from: Ters on September 11, 2018, 04:13:51 PMHowever, if passenger can always end their journey at overcrowded stations, then adding new vehicles will help. I'm not even sure that is configurable.That makes sense, I guess when I checked a map where everything was overcrowded in that kind of deadlock, those spawned in before the overcrowding happened, and just were never picked up due to super inefficient ring lines. Simutrans has punished you for overcrowding that way for as long as I have played it. Passenger do not start at overcrowded stations. ![]()
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