Started by z, August 02, 2008, 05:07:50 PM
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Quote from: Tarkus on October 06, 2008, 12:39:28 AM-With both the "A Hard" and "Z" Simulators, I have noticed sims commuting across multiple city tiles. The Sims tended to utilize more of the neighbor connections. Neither resulted in any commuter loops. The "A Hard", however, did actually seem to allow the commuters to go further into the final city tile of the commute.
Quote-Most of the congestion I saw with "A Hard" was along arterial routes, whereas it was at Street intersections with the "Z" Simulator.
Quote-Simulator Z seemed to result in higher pedestrian traffic volumes for the most part.
Quote-Simulator Z does indeed exhibit an additive congestion calculation (Morning+Evening), which I was able to clearly discern with my modified Congestion DataView (attached here, in case anyone wants to try it--it goes down to 25% and uses a really radical color ramp).
Quote-The actual Commute Time Graph display showed a dramatic difference--it was dramatically lower with the "Z" Simulator, though this may simply be an the result of the way in which "A Hard" is relaying commute time info to the graph (this would make sense in light of the fact that the Trip Length To Minutes Multiplier is set to 1 in Simulator Z, and 10.54 in Simulator A Hard).
Quote-I have also had a chance to test Simulator Z on both wider RHWs (an RHW-8) and NWM networks (TLA-5s). I didn't really notice anything with the TLA-5s, as they were nowhere near the theoretical capacity (I'd have to lower the Road Capacity in order to have a more conclusive reading).
QuoteThe RHW-8, however, did not function correctly with Simulator Z installed. Using the RHW-8 with the "A Hard" Simulator allows for a "spreading" effect upon reaching the wider stretch, in which the overall traffic volume is split between the two tiles that make up each half of the highway, as would happen in RL. With Simulator Z, however, the traffic stayed on the "inside" tile and never attempted to cross over--in effect, the Simulator Z is not compatible with the wider RHWs.
QuoteOverall, Simulator Z struck me as functioning much like the old NAM Simulators (which were basically based upon the same engine as the Maxis, with difference in capacity and pathfinding efficiency), but with a much longer range. A and Z seemed to ultimately result in some fairly similar patterns in terms of the routing through the region, but the "bottlenecks" in the system were in drastically different places.
Quote from: z on October 06, 2008, 02:24:55 AMThe Trip Length To Minutes Multiplier doesn't do anything at all.
Quote from: z on October 06, 2008, 02:24:55 AMSimulator Z comes with its own Commute Time Graph exemplar attached (as mott recommended); the Graph Plot Scale property is what actually determines the graph scale.
Quote from: Tarkus on October 06, 2008, 12:39:28 AM-Simulator Z does indeed exhibit an additive congestion calculation (Morning+Evening), which I was able to clearly discern with my modified Congestion DataView (attached here, in case anyone wants to try it--it goes down to 25% and uses a really radical color ramp). I'll have some hard data to show a bit later.-Alex (Tarkus)
Quote from: 0rion79 on October 12, 2008, 08:20:23 AMZ, your traffic simulator is just GREAT!
QuoteAh, of course I have even seen some backdraw (or positive effect). it depends from the point of view. In one of my cities, I have a ultra-mega-overuse of train stations, that reached 57.000 Sims at once on the same station. I have even downloaded the Simtropolis Train Station that has a capacity of 30.000 passengers, but 57.000 is just too much! But, at last, I don't have over-used rail lines or subway lines. AT LAST!!
QuoteInstead, about commute time...Simulator B easy - Simulator ZCity 1 = 85 >> fro 4 to 7City 2 = 120 >> 6City 3 = 250+ >> 20+City 4 = 300+ >> 15These are all high-density cities on large maps, that works as connection center among several satellite cities and villages on smaller maps.I know that Z's graphs are made usind different parameters, but still there has been a sensibile improvement in commute speed. Looking from the graphs, it was like if the game has reseted the commuters phat and has begun to calculate them starting over, from the beginning. If the beginning was 0, even the highest scores reached by the graph where not so far away from the starting score and still not so high as the ones with Pathfinder B that I was using before and then, even if I guess that scores among NAM graph and Z graph cannot be compared directly (at least I can't), over all commute time is much shorter and my Sims don't complain anymore about commute times.Also, I have tried to play on small and middle-size maps, where commute time became 0.6 or even near to 0. It is like if Z graphs shows only effective commute time between a city and another, like if the time needed for Sims to find work in the city where they have both a flat and a work is not considered.In fact, I did a test with a city of mine called "new Venetia" that is a huge island in the middle of the river, with no bridges. It is self sufficient and commute time was 0. Instead, when I added a ferry, the commute time began to increase to 10, more or less. It looks like that Z mod has even fixed a nasty problem with ferries, where Sims run into them as lemmings and then were moved by sea fluxes instead than actively looking for employment.
QuoteNow, a couple of questions.1 - what is RHW? I have seen it here and there on this post but I don't know the meaning.
Quote2 - in your new congestion & volume view, I have seen that, when I go to see usage, many streets and even highways turns "red" (or deep orange) in the traffic volume view,, even if they are green in the congestion view,. I remember that, in the volume view, there was a note like "*based on street capacity". What does it mean? If I see an highway turning red in the volume view, and NOT in the congestion view, do I have to worry about?
Quote from: z on October 14, 2008, 01:11:02 PMFor a large TE train station, the Sims can all be observed getting off the train at one end of the station, walking to the other end (since this takes zero time) and then all getting back on the train. This can be avoided by setting the station's tranit switch entry cost to the inverse of the train speed (200), or .005.
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