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Home Forums Behind the scenes #4 – Sales, distribution, piracy and marketing

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  • in reply to: Bus lines profitable after 1980. #14041
    TrainInfluenza
    Participant

    Another thing that helps in designing bus routes is the sims will only travel to and from home. i.e. they never travel between Leisure/Work/Commerce – I guess they feel like they need to change clothes 🙂

     

    in reply to: Bus lines profitable after 1980. #14039
    TrainInfluenza
    Participant

    With regard to trams I really can’t see major difference – maybe I’m missing something. I usually just use buses as they’re simpler to route.

    in reply to: Bus lines profitable after 1980. #14038
    TrainInfluenza
    Participant

    What I find is that with modern vehicles you need fewer due to speed/maintenance tradeoff, but not so few that your frequency suffers too much. It is probably intended to keep the game challenging – too often with economic simulators once you have one or two profitable lines it’s almost impossible to go bankrupt – this game tries to keep you on your toes. Some argue that it feels a little contrived the way it’s done with cars, but my opinion is that it’s part of the game.

    So to answer your question I don’t think it’s an unintended imbalance, I think it’s by design. I revisit my lines often and reroute as the city evolves. The issue is that most of the towns in the game are not massive and usually have 4 distinct zones that a single line can cover and be very profitable. I usually use subsequent lines to connect less valued neighbourhoods and suburbs with the intention of increasing the land value there and encouraging growth – I expect these lines to barely break-even and probably lose money.

    But don’t forget that if your bus line feeds a train station then those passengers will pay again on the train and probably be profitable overall instead of leaving them to their cars. This is another tactic I use to keep traffic down – most of the traffic people complain about in the forums comes from the suburbs because they just ignore that part of the population since the buses lose money – not realising that all those extra cars on the road are damaging the main profitable bus line.

    This way with unprofitable extra bus lines you connect more people  to your train network that make your trains more profitable and reduce the traffic, which in turn makes you main bus line more profitable.

    I rarely have chronic traffic problems without using any mods or severing the inter-city roads and use bus lanes in select bottleneck locations.

    in reply to: Stratagy for replacing trucks with trains #13987
    TrainInfluenza
    Participant

    @gGeorg I would probably recommend the train line to do 2 loops of the line as the frequency will get closer to the real number. Also when you send all buses to the depot you can delete the line immediately – you don’t have to wait for them to get to the depot.

    in reply to: Frequency and the 20 min rule #13984
    TrainInfluenza
    Participant

    @Kiwi-NZ that’s interesting. So how does the algorithm pick an optimal route? Along with the frequency do we think there is a lookup held internally of the travel times between each stop?

    in reply to: Train Fever Interactive Guide #13905
    TrainInfluenza
    Participant

    I was referring to some steam guide in my post not what you have done. Have a look at this whole thread and maybe add it to your guide?

    http://www.train-fever.com/forums/topic/frequency-and-the-20-min-rule

     

    in reply to: Optional Routes #13902
    TrainInfluenza
    Participant

    @Tossi that’s a good idea – also adding a tight curve in the siding will slow the freight train down but it will look a bit rubbish.

    EDIT Actually ignore that because you don’t want it to to slow down unless there an express behind.

    in reply to: Frequency and the 20 min rule #13900
    TrainInfluenza
    Participant

    This is why with frequency alone you can’t tell how long it takes to travel between the stops 🙂

    in reply to: Optional Routes #13897
    TrainInfluenza
    Participant

    I see what you mean. You mean a passing point where a slow train stops and waits for an express to pass. Yeah that’s not possible I’m afraid. I put my freight trains on the express lines and make sure they have fast locomotives so that they don’t slow down the express passenger service. To be honest it takes so long for the trains to accelerate you can even put slightly slower ones and rarely get a conflict.

    in reply to: Frequency and the 20 min rule #13890
    TrainInfluenza
    Participant

    @fransgelden firstly it’s best to see every line as a circle conceptually (I got a circle bus line) even if the vehicles use the same road/rail to travel back.

    Can I then take 6×50=300 seconds. So it means my bus will take 300 seconds to fully complete the circle line.

    Yes

    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.

    Yes but only if your stops are equally spaced. Frequency does not help you in any way here (unless you have the unlikely scenario where stops are equally spaced). You would need to measure the trip time between stops manually or estimate it.

     

    See this example, some vehicle will pass every stop on this line every 38 sec and each vehicle will do a complete loop in 66s. But the travel time between the stop is not the same – 1 to 2 is a few seconds while 2 – 3 is quite long and 3 – 1 even longer.

    in reply to: Frequency and the 20 min rule #13889
    TrainInfluenza
    Participant

    @Tossi is correct but I think your point 4 is a little contradictory to point 1. I understand what you’re trying to say in it thought.

    You mean it is not how ofter a particular vehicle will pass a stop? It’s how often some vehicle on the line will pass a stop (or any other chosen point of reference).

    in reply to: Frequency and the 20 min rule #13885
    TrainInfluenza
    Participant

    So in the 66s image means a vehicle will pass every point on the the line every 66s. In this case we have only 1 vehicle so it takes 66s to go from Stop 1 back to Stop 1. But also 66s from Stop 2 back to Stop 2. Or 66s from where the mouse is back to where the mouse is – start a timer. That vehicle makes one loop of the line every 66s.

    Now if I add a 2nd vehicle each one will do a loop every 66s but because there are 2 – a vehicle will pass every point every 33s. So Stop one will have a vehicle every 33s, Stop 2 will have one every 33s and where the mouse is will have a vehicle pass every 33s. (66 / 2 = 33)

    6 vehicles will make it 11s (66 / 6 = 11). etc.

    So yes the reverse works, if you have 6 vehicles and the frequency is 11s – then you know that one vehicle does a loop of the line in 66s. (11 * 6 = 66)

    I think you need to forget about the individual stops, it’s nothing to do with them – every point on the line (maybe think of it as a circle) will have a vehicle pass every frequency seconds. (assuming equal spacing)

    Does that make sense?

    What I understand the guide try to tell is, you take the number of busses and multiply by the frequency to get the TOTAL travel time.

    Yes if you want to travel a full loop of the line – frequency has nothing to do with travel time of a passenger as I understand – it is waiting time at a station. But you can calculate the total time to do a hypothetical loop.

    It’s best to think of frequency as the maximum time a person has to wait (at any station as I’ve shown above they’re all the same). The travel time is calculated while the person sits on the bus. But what the guide is trying to say in a complicated way is that from the frequency you can find how long it takes to do a loop of the line. Number of vehicles * frequency (as I showed above is 66s in that case).

    So looking at the line in our example (with 6 vehicles) you can say that the maximum waiting time for a vehicle is 11s (the frequency) and the maximum travel time is 66s (6 * 11) if the person wishes to come back to where they started.

     

    in reply to: Why replace old vehicles? #13880
    TrainInfluenza
    Participant

    I never said “therefore it is good” please don’t miss quote me and actually read what I’m saying. What I said is “I think it’s a great game” – I THINK. My opinion and I know it’s subjective – and everyone is free to have theirs. You said “it is not a good game” – IT. That is being objective by definition on a subjective matter.  

    Anyway I’m not going to argue semantics of the English language. I enjoy the game, you don’t. I play it you don’t have to.

    And please don’t say I’m lying thats’s just petty. Maybe I understand how the game works better than you.

     

    in reply to: Why replace old vehicles? #13876
    TrainInfluenza
    Participant

    It could be a good game, but it is not a good game.

    Well that’s subjective – I think it’s a great game purely by the fact that I play it pretty much every day and enjoy it; as I’m sure 1000s of others do and don’t feel the need to keep complaining about it – look at the German forum. Maybe this isn’t the game for you, no one is forcing you to play it and there are a million other titles out there, or maybe you could write your own perfect one and make a fortune.

    The patches have been very regular especially for a team of two or three – I won’t go into how long software takes to write and test.

    I will say one thing on collisions – I have never seen an inexplicable one. When you look at what it’s trying to adjust you can always find what’s preventing it and it always makes sense. Like a river embankment or trying to adjust the height of adjacent roads with houses on after snapping or bridge too low for track below or crossing too close to the street snap etc.

    in reply to: Optional Routes #13865
    TrainInfluenza
    Participant

    Hi @Kursbuchstrecke, since waypoints were added you have been able to do this. See this image I used in another thread that shows how waypoints are used to create a Commuter line that stops at all stations and an Express line in the middle that doesn’t stop – notice there are no platforms for it in that station, you do this by building two 1 platform stations on either side.

     

    Original thread…

    http://www.train-fever.com/forums/topic/so-what-good-are-waypoints/

    See the drive-thru example here

    Hope that helps.

Viewing 15 posts - 16 through 30 (of 56 total)