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Bones1

The longest walk?

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I noticed something interesting in my region, and thought I'd throw a question out here.

What is the longest walk you have seen in a route query, without using any cheats (such as the NAM commute mod).
 
I've noticed a walk of 17 tiles in one city, that starts in a neighbouring city. The neighbour walk adds at least another 3 tiles. (See pictures below.) The only mod I'm using is NAM, however, I am not using any of the commute increases plugins for it. I am using the perfect_pathfinding plugin of NAM, though. It does not increase the commute distances; it just finds better paths than the standard setting (the heuristic setting is better).
 
From my analysis of the traffic simulator in https://www.simtropolis.com/idealbb/view.asp?topicID=65161 , I concluded that pedestrians will walk a maximum distance of 21 tiles, which takes them 150 minutes of commute time. However, I've often seen mentioned in threads about mass-transit, that pedestrains will only walk 6-8 tiles.
 
This example is a little odd, because the pedestrians start their commute from another city, and end up working at a hospital in another city. I ran the simulator for several years in both cities, to make sure the traffic had time to update. The odd thing is that the starting city shows 21 pedestrians leaving, but only 1 shows up in the arrival city. I'm not quite sure what to make of that. Perhaps they get dropped because their paths would be longer than 21 tiles?
 
Here is the starting city:
<ahttps://www.simtropolis.com/idealbb/files//LongWalkFrom.jpg align=baseline>
 
 
And here is the arrival city:
<ahttps://www.simtropolis.com/idealbb/files//LongWalkTo.jpg align=baseline>

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Oh My goodnesss!  Now that's realistic.  Where I live (downtown part) you cant even think about driving.  Its all GO TRAIN and VIVA european buses for us.  Walking is popular in T.O to

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Maybe they all fell off the edge of the world into the the abyss, and the one sim that survived knew how to fly19.gif

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Bones1: This actually explains why my bus stop diamonds seem to work well. I have also noticed that pedestrian traffic is highest, in my commercial zones. Window shopping, was my guess.

I like seeing these kinds of experiments, bones1. I have never even used the route query, even in my experimental grids.
 
Sad isn't it...

Watch me make custom maps: Mapper Community

Just one beer and I can't be beat. Just a whole case and I can't remember, who beat me up.

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  • Original Poster
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    LOL. I wonder if placing these signs will help with the missing 20 pedestrians?
     
     
     
    <ahttps://www.simtropolis.com/idealbb/files//hitchhike1.jpg align=baseline>
     
     
    <ahttps://www.simtropolis.com/idealbb/files//hitchhike2.jpg align=baseline>

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    Ok now that is funny! You should just place random funny signs throughout your cities! For comedy Purposes.

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    Posted:
    Last Online: A long, long time ago... 
     

    They seem to walk further if there going over a lot boundary

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    Date: 11/26/2005 12:21:14 AM Author: Simworld 056132 lol, Comedy is wat we need to c more of @ simtrop.
    quote>
     
    Haha, You got that right.

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    Posted:
    Last Online: A long, long time ago... 
     
    Date: 11/27/2005 11:13:42 PM
    Author: Mexicanboy13r

    Date: 11/26/2005 12:21:14 AM Author: Simworld 056132 lol, Comedy is wat we need to c more of @ simtrop.

    Haha, You got that right.
    quote>

    So a horse walks into a bar, looking for a drink.

    The bartender takes a look at the horse and says, Hey, why the long face?

    ------------

    Right, so anyway, back on topic, I believe I once saw an un-modded walk of 19 squares, but I don't have a screenshot to back it up. And my memory isn't what it used to be. But yeah, 19 is the longest I've seen. I think.

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    Posted:
    Last Online: A long, long time ago... 
     

    This looks like a good experiment idea, I have always belived the manual with the idea the maximum walking distance is around 10 tiles.

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    new record everyone!!!

    today i was checking route paths and i found a pedestrian path of 42 tiles!39.gif

    3457444723232%7Ffp337%3Enu%3D3259%3E76%3

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    what the hell is up with the one with all pedestrians no way that dont have a mod.

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    Sure... NAM... *cough**cough*. Not even Donald Trump can make people walk that far. 18.gif


    Software developer. University of Houston. CBRE.

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    Yeah, the NAM will do it. I've got 6 pedestrians that insist on walking 92 tiles from an end-of line railway station 6.gif

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    Date: 11/29/2005 4:16:18 PM
    Author: Compromise
    This looks like a good experiment idea, I have always belived the manual with the idea the maximum walking distance is around 10 tiles.
    quote>

    I have a non-modded, non-cheating small city where I use a trick to get all the sims to take the bus. I have them walking 13 tiles to catch a bus. Very few will walk further, but as some of the other experiments show, it is possible.

    Try this:

    Lay a street 26 tiles long ($130).
    At each end of this street, place a bus stop.
    On the opposite side of these bus stops, run perpendicular streets that connect to each other and a third bus stop where your jobs are at. Use a High School if nothing else as it provides 100 jobs even with a budget of $0.
    Finally, place 26 1x3 low density residential lots on both sides of your first street.

    X=Street
    B=Bus Stop
    R=1x3 Residential Lot
    S=High School

    RRRRRRRRRRRRRRRRRRRRRRRRRR
    RRRRRRRRRRRRRRRRRRRRRRRRRR
    RRRRRRRRRRRRRRRRRRRRRRRRRR
    XBXXXXXXXXXXXXXXXXXXXXXXXXXXBX
    X RRRRRRRRRRRRRRRRRRRRRRRRRR X
    X RRRRRRRRRRRRRRRRRRRRRRRRRR X
    X RRRRRRRRRRRRRRRRRRRRRRRRRR X
    X X
    X X
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    BSSSS
    SSSS
    SSSS

    In this experiment, you may get 1 or 2 who will drive their car to the bus stop. But for the most part, they all will walk.

    My small dirty industry city below which has 15,847 sims who all walk or ride the bus. Only 5 managed to aquire a car and drive.
    sc4-0001.jpg

    sc4-0002.jpg
    No way off the residential street except through the use of the bus stop.

    There are always exceptions as this sim walks 17 tiles to catch the bus, but I found out that the exceptions to the 13 tile rule are too few to rely on when building a city.
    sc4-0003.jpg

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    Posted:
    Last Online: A long, long time ago... 
     

    With my city above, I noticed that the shorter the bus route was, the further the Sims were willing to walk to the bus stop. Hence, the maximum walking distance a Sim is willing to walk is determined on the overall commute time. So the only way to really determine how far a Sim was willing to walk was to get them to walk 100% of their journey to work.

    sc4-0004.jpg

    24 tiles! 31.gif The total commute time was 140 minutes. That is 2 hours and 20 minutes of walking. 46.gif

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    Posted:
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    Date: 1/13/2006 12:13:14 PM
    24 tiles! 31.gif The total commute time was 140 minutes. That is 2 hours and 20 minutes of walking. 46.gif
    quote>

    At least it's not uphill both ways, or in the snow!

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  • Original Poster
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    If you work out the speed of walking in the game, it works out to 134.4 metres per hour. Basically, it takes them almost an hour to walk the length of a football field. That probably is about the speed of a turtle.

    They don't drive much faster. On a road, they drive 1.1904 km/h. That's about 4 times slower than a human walks!
     
    No wonder why it takes them so long to get around, and they won't work very far away! Imagine if they had to commute 50km or more to work?!?
     
    Sims simply can't live in our human world. They're too slow. We'd squash them as we hurry about our daily lives.

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    Posted:
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    Date: 11/19/2005 9:21:41 AM
    Author:Bones1

    I noticed something interesting in my region, and thought I'd throw a question out here.



    What is the longest walk you have seen in a route query, without using any cheats (such as the NAM commute mod).


    From my analysis of the traffic simulator in https://www.simtropolis.com/idealbb/view.asp?topicID=65161 , I concluded that pedestrians will walk a maximum distance of 21 tiles, which takes them 150 minutes of commute time. However, I've often seen mentioned in threads about mass-transit, that pedestrains will only walk 6-8 tiles.
    quote>

    You are correct as evidenced by your thoughtful experimenting. The reason that sims in practice will only walk 6-10 tiles is that the simulator gives a small advantage to walking so that if the job is 7 tiles away the sim will walk instead of driving across the street. At more than 10 tiles though, it becomes much quicker to drive, so the sim drives.

    If driving is made impossible, and mass transit is forced, the total commute time has to be lower than 120 minutes (slightly longer for intercity commuting) or else the sim won't go to work. Once you add the time to take the bus/train and time to walk from the destination station to the workplace, you usually only have 6-8 tiles to spare to get from home to the first mass transit station.

    The odd thing is that the starting city shows 21 pedestrians leaving, but only 1 shows up in the arrival city. I'm not quite sure what to make of that. Perhaps they get dropped because their paths would be longer than 21 tiles?

    quote>

    This is odd indeed, and it is one of the most anoying things I have found about the game. It's been a while since I tested it, but there is basically a short moment during the pathfinding simulator cycle where if you save it during that time, some sims are lost forever. They never appear in the next city, but they think they have a job with a commute time of 120 minutes + travel time from home to the city border. This can also happen if more than 65535 sims commute through a single neighbor connection tile.

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