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TossiParticipant
Oh, so I guess it is working as intended. Something like this should be adjustable though. Thanks for the replay.
- This reply was modified 9 years, 1 month ago by Tossi.
December 15, 2014 at 16:26 in reply to: [suggestion] Remove Full Load Order, Implemet Load for X Seconds order #14537TossiParticipantIt’s fine if you want some new features but wanting to remove one because you don’t know how to use it is … well I don’t even know how to call it. The “full load any” order is very usefull. I use it on every raw materials line after it reaches it’s potential and it works great.
TossiParticipantDo you have a mouse with a scroll wheel? The game has such a mouse written in minimum system requirements. If you do then is the window you are trying to scroll highlighted when you do it? Do you have mouse cursor over it?
TossiParticipantIt seems to me like RAAndre has some mod installed that introduces more cargo types.
TossiParticipantIt’s not mine game I just found the sreenshot somehow.
TossiParticipantTossiParticipant@gGeorg I see you don’t understand the sentence. Can you tell what is the difference in meaning of those two very similiar sentences?
- Vehicle pass stops.
- Vehicles pass a stop.
Also I explained what I meant in point 3 of my last post. Reading that explanation again should also help.
TossiParticipantIf you want to do something like that you should create a track like this:
then assign signal 1 as waypoint for slower freight train and signal 2 as waypoint for faster express train. I have no time at the moment to test how well it will work but it should work like what you want to do. The frequency of signals before the loop should be higher as it is on diagram to reduce distance between freight and express trains. The length of the side track should be at last twice as long as the freight train and there is also a possibility that you will have to add more signals to side track to prevent freight train from reserving the junction where the tracks merge again.
TossiParticipant- Read what TrainInfluenza wrote in his previous post he understands frequency properly.
- Your calculations are correct.
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If I got 8 stops on the line and the person gets of at the 3rd stop. Then I can take 300/8=37,5 seconds. Then take 37,5×3=112,5 seconds.
Look how frequency is 50 seconds but a bus passes a stop every 37,5 seconds. That’s what I meant in point 4 of my previous post but didn’t word it well enough.
- Point 3 of my previous post is about how frequency and total loop time are related. It’s kind of reverse of what you wrote in
Can I then take 6×50=300 seconds. So it means my bus will take 300 seconds to fully complete the circle line.
number of busses * frequency = loop time (6×50=300) so frequency = loop time / number of busses (50=300/6)
PS: Maybe this is how point 4 should be worded properly: Frequency is not how often a vehicle will pass stops. ?
- This reply was modified 9 years, 5 months ago by Tossi.
TossiParticipant@crossmr your post is offtopic and meaningless to the discussion. If you want to cry go do it somewhere else.
@fransgelden from the way you write it seems you don’t understand what frequency is.- Frequency means how often on average a chosen spot on the line will be passed by a vehicle.
- It will be exactly the same for every point on the line so it doesn’t matter which point you pick for measurements. It may be first stop, it may be the last one or it may be a point somewhere between the stops.
- Frequency is also equal to how long it takes a single vehicle to make a fool line loop divided by number of vehicles on the line. So if you have a single vehicle on the line and only then the frequency will be equal to how long it takes for the vehicle to make a full loop.
- Frequency is not how often a vehicle will pass a stop.
TossiParticipantIf you want the developer comment on the issue of disappearing passengers you can find one in this topic. Also my trains that carry raw resourcers always arrive full at the destination station. Goods do have a destination like passengers do so they disappear when their destination gets destroyed.
TossiParticipantAs far as I know what Trainfluenza said is true. On the other hand gGeorg you give some false information. The disappearing of passengers is not connected to 20 minute rule. If the hipothetical time travel is higher than 20 mins the agent won’t travel at all, if it is less it will travel to the end even if the actual time travel will be higher than 20 mins.
The disappearing of passengers happens when a building assigned to the agent gets demolished either by player or town growth algorithm.
TossiParticipantDid you do anything specific to make it grow like that? Also how many people the biggest residential building keeps?
- This reply was modified 9 years, 5 months ago by Tossi.
TossiParticipantWhat do you base it on that there were laziness and lack of enthusiasm. It could be as well inexperience and lack of time. Or anything else like your overexpectations. The game could use some improvements but it is fun non the less.
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