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About MarkShot

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  1. Given purely residential tile population; so all jobs will be non-local to the tile. How does one estimate what transit infrastructure is needed to provide commuting off the tile? For example I have one medium tile with a population of 500,000 serviced by 3 HSR links off the tile. Still the HSR links show that they are hitting 300% capacity or greater on the commute. So: (1) How does one estimate ultimate residential population? (based on wealth, zoning, and coverage) (2) How does one pre-build off tile transit infrastructure which is right sized based on the given population? Thanks. BTW, NAM 35
  2. I am saying the beltway adds no more distance to transit given one bisection only due to the eternal commuter problem. All the tunneling, over-passing, under-passing is largely negated by having city live inside the loop. Now, the star could have anywhere from 8-16 spokes given a large central tile and all small exterior tiles. That's a lot of simplification. Now, of course, lost of sophisticated road work is SC4 art ... my comment was mainly about design and operations performance. Art is art and cannot be quantified.
  3. I watched a video a YouTube that showed it was possible to reach a population of 107M (for region) in SC4 without mods. CS in theory is 1M, but given that the resources are used for vehicles too, I think in practice 0.5M is a more reasonable estimate. For a 2003 release, SC4 is superb. You cannot compare the graphics of 2003 with 2015. CS is still under active development (and has mods). You cannot compare active development with mods, as development has the source code. The real issue if don't choose to play both comes down to your desired play style. (and possibly your PC performance) What does it matter if your city has 30,000,000 or 50,000? These are just computer abstractions? A better question is what is important for you? Graphics? Rigid city partitioning (only partial in CS, but can be almost absolute in SC4)? Play by tile or play in totality? I think CS is the more approachable of the two as the UI is more modern; also much of the SC4 mods although powerful require more dedication to learning curve, because they are not built-in directly.
  4. I have been building central transit hubs for large tiles containing major arteries as the switching point for intra-tile to inter-tile transit. It just dawned on me that this has been based on a fallacy of basic math/analysis. Given: (1) Most tiles will due to the infinite commuter problem often enter one end and exit the opposite. (2) The tiles are squares. In most cases, the transit off a perpendicular side is the length of 1 side whether traveled by hub or loop. (3) In case #1, a hub yields 1X side distance and a loop 2X side distance. As there can only be one opposite exit, a simple direct shortcut suffices to resolve this case without a generalized hub. Conclusion: (1) The loop is far simpler to construct than the hub. (2a) All above ground building can happen within the loop without the loop becoming a consideration. (2b) The loop greatly reduces clutter. (3) Transit inside the loop is mainly local to bring transit to the loop. --- I think loops are to become a major feature of all infrastructure. Comments? Thanks.
  5. I am not talking about the visuals. But I just realized that LD -> MD -> HD are roughly order magnitudes given identical foot prints. However, the game play and challenges change radically for each transition. I am not talking about turning a profit, but smooth operation and stability. Of course, I knew it was a sandbox, but even a sandbox is constrained by its toys/tools. I just realized how incredibly flexible this sandbox and how broad the spectrum. And with a large tile or multiple tiles how much diversity can exist. I am really impressed.
  6. Ah that is very good news. I want to be able to build freely across a region and not have to build out contiguously or contrive extravagant temporary tiles. Now, I know all I need is one exit off the highway or one train stop with a few shops in the middle of no where (blank tile). Very good news!
  7. That was it. Even the most modest number jobs in the intermediate tile will cause demand to be conveyed along the transit network. Otherwise, the tile with transit only becomes a dead spot in the push/pull methodology. Well, it looks like my region is back in business!
  8. Two diagrams below. One working and one not. It seems that for demand/commuters to be conducted across tiles that intermediate tiles must have their own demand/commuters. That blank tiles with just transit network are effectively dead. Also, why it is at time that you have industrial lots built/existing with no workers and freight (check by the route query tool). Does it mean that the game engine knows that there is demand, but has yet to to assign workers and trucks? If yes, but I thought this simulation was statistical and not agent based as CS. Please help. I am confused. Thanks!
  9. I just finished constructing this. Was there a better option? This is to be for a central hub tile. Thanks? PS: I am not proud of myself, but I could think of nothing else.
  10. Perhaps I should have used the word ostentatious. Sorry. In my city all births are due to automata conception which is sinless and divine.
  11. Okay. So, curves are mainly aesthetic. Veteran played of various RR games here. I may finally complete my first region. I have hadso many restarts, but I think I have finally crossed a threshold where I will be able to product something worthy of being compared with Soviet Planned Economy of the 1970s.
  12. APSMS, That is good to know. Well, I chose the bullet train option of NAM (but used the monorail model) so that I could use a mod to recolor my trains (monorail) as I like them. I decided to go with the bullet train cross inter-tiles and buses/subway intra-tiles. The reason I went bullet train, I figure that these are going to move 2-3X the speed of highway traffic. I am building at the regional level. Workers can be quite far from their jobs. On the other hand, I would like to throw in a few highways: * For the rich and their sports cars. * For point to point locations such as urban high rise towers to major tile parks. * Now unlike CS which features recreational areas, I thought I would fake it with SC4 making recreational areas by putting some: - roads - LD commerce - Parking garage - Ped malls and paths --- BTW, somewhat unrelated ... but does the NAM simulator slow traffic for: * Curves * Slopes Thanks.
  13. If I purchased from GOG, do I still need to download? Were these included? Thanks. If not, what's the link and procedures for installation? What are these, BTW? Thanks!
  14. I know the fastest route is always chosen. Is that the fastest route absent of congestion considerations? Or is that the fastest route given current traffic conditions? I ask, because * I am doing a region. * I have followed this approach: ** HSR for inter-tile transport. ** Ground rail for inter-tile freight. ** Roads for intra-tile freight and transport. (no roads cross tiles) ** Workers move by bus (and in high density tiles) by subway too. --- So, I am thinking of putting in some cool NAM highways like a 10S or 8C. But I am thinking unless the highway connects someplace theoretical faster or I exclude some HSR connections; if it is the fastest route without congestion consider, then either my HSR or highway will sit unused. So, can I get traffic balanced across major arteries or should I be very careful not to make them parallel? Or will I get traffic because $$$ workers will prefer to drive? Sorry, I know I sound very confused. I just want some tips before I start laying asphalt. Thanks! (see below for what I am talking about)