Started by mott, October 25, 2007, 02:47:59 PM
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Quote from: JoeST on September 12, 2008, 03:27:53 AMz: the actual number of ocupants is calculated by the number of people in the transit query. I thinkJoe
Quote from: z on September 12, 2008, 03:12:43 AMSo one final question before I edit this post: Is there a way to determine the actual occupancy of a particular building?
Quote from: Diggis on September 12, 2008, 03:30:44 AMThe rest are babies or retirees.
Quote from: djvandrake on August 17, 2009, 10:46:54 AMFrom the discussion, I gather that having a single lot be enabled for multiple types of a transit switch is bad, true statement?
QuoteAnd this is due to the propensity of pedestrians using the lot as a short cut, forcing you to set the transit switch cost too high for the higher speed types of transit (i.e. HSR or monorail). Since only one cost can be assigned, then there's no way to make a station efficient for high speed rail and prevent pedestrian shortcuts.
QuoteSo why does it matter if a ped uses the station as a shortcut? How would this be a large negative to their pathfinding?
QuoteIf I locate my station in an area where pedestrain shortcuts is not a big issue, then is there any reason why I can't make a large station have switches for HSR, Bus, and Subway? I have seen lots like this before and they seem like such a boon to efficiency, yet I've not had the opportunity to test them out.
QuoteWhat I have done is created a custom lot for a large HSR station. It has a high passenger capacity (70,000) served by 4 lines. The lot is 8 x 14 width to length. Having the lot be transit enabled for rail traffic only, the transit switch cost would be essentially zero based on the speed of the rail. Where I run into huge problems is serving the sims after they leave the station. I can ring the station with bus stops, and they all go to the closest two stations and completely overwhelm them causing a bottleneck. (Closest to the end of the station where the trains enter, in this case the west side (long axis) and the bus stops are on the nort and south of the 8 tile width). I've built a smallish test region where I have two cities that are served only by HSR. 7,000 sims commute into the station and either walk or take the bus once leaving the station, but again they all choose the bus-stops at the nearst point and overwhelm it.
QuoteWould it not make much more sense to transit switch enable my large station for HSR, AND for Bus AND for Subway with all the switches having the same capacity? This way all the traffic that enters the station via the HSR isn't trying to leave the station via two small bus stops? And if this station is located such that through traffic not related to those transit switches would be minimal, then would it not be best to set the transit entry cost based on the speed of the buses?
Quote from: djvandrake on August 18, 2009, 10:08:43 AMThank you Z for your reply and advice. Much appreciated.
QuoteSubway didn't work well at all, and I may separate that out _it also caused my menu to malfunction so I couldn't see usage numbers ). I've got the station serving 18,000 now, and it flows smoothly serving as a bus station too.
QuoteSpeaking of RTMT V3.60 that you mentioned.....Is there an anticipated release date? I just started using them in my cities after reading this thread and they're wonderful. I'm still not clear if the capacity numbers I see include the cars that pass through the lot as well as the users of the buses. But, from query of the commute path to nearby employment, I can see the station is getting a good deal of use. I'm now a big fan of these RTMT stations.
Quote from: z on August 20, 2009, 02:28:42 AMSubways are by far the most difficult parts of transit switch points to get right - they're notoriously buggy. If that's your only problem, I can give you a file with a set of transit switch points that will work for your station. But I don't understand what you mean by your menu malfunction. Are you talking about the queries? What exactly did you do here?
QuoteI'm glad you like RTMT! There is no release date for V3.60 as such - release dates are illegal in SC4. However, I think it's safe to say that you'll see it sometime next month. And the capacity and usage numbers include everything passing through the lot.
Quote from: NetPCDoc on June 01, 2008, 10:51:28 AM1) I do admit to not having fully investigated the hover problem with TE-Lots -how-some-ever I have TE'd-Lots that don't have that problem -Suggesting to me that there is a way to tie lots and RULs/SC4paths together,or otherwise overcome the hover-problem. (Maybe beyond the scope of this thread -)TE-ing a lot contains two parts - the Transit Overlay (for want of a better description)and the Transit Switch properties.
Quote from: Wiimeiser on January 12, 2011, 01:56:24 AMI wonder if EA knows about this issue?
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