Jump to content
Sign In to follow this  
armpit43

Express tracks

5 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Hi guys,

 

Normally, the cities I build yield a high amount of patronage on mass transit and railway networks, when I have the NAM installed the numbers can be sky high. I am currently playing Sim City vanilla (No Nam or anything), so passenger numbers for railway based networks are extremely low. But for the sections that are high, I was wondering whether building express tracks have any effect on the simulation?

 

For example, lets say I have a normal railway line from the suburbs into the central area. Would the commute time be reduced if a in effect quadrupled the line by building a second pair of tracks with no/fewer stations? Similarly, would building NYC style express subway lines have any effects on how the simulation is run? For example does each station incur a time penalty so by bypassing stops reduce commute time?

 

Thank you

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I shouldn't think so, I think the simulator sees each sims journey and the real world delays of stopping at stations don't come into play as individual sims don't actually stop at those stations. It would perhaps help to increase capacity of a well used line though.

 

This scenario is exactly what the Monorail network is for, it's faster than regular rail lines and so sims tend to prefer to use Monorail to cover larger distances.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Well, stations do have a so-called "Transit Switch Entry Cost" that is ised to calculate the time it takes for Sims to park their car and board a train, for example. The station where this takes place is the transit switch, and the entry cost is a fixed time penalty to simulate real-life conditions, where you may have to wait for a train or walk from a train platform to a bus stop.

 

On the other hand, once Sims have entered a transit switch and incurred the "Entry Cost" time penalty, they can teleport to any tile on the lot instantly. This would be a hindrance if entry cost was high (large time penalty) and station footprint was low (no big distance to cover in an instant), but it would encourage station use if the entry cost was low and the station footprint was large: Sims could easily enter the station and instantly teleport a few tiles, speeding their commute up.

 

This mechanism explains why you often see trains that end at a railside station (not even on the tracks, but next to them) and begin again behind the station: The Sims travel to the station by train, and the process of switching over to pedestrians, teleporting to the other edge of the lot in zero time, and switching back to train commuters is actually faster than covering these few tiles by train!

 

Then again, station and line congestion probably give rise to time penalties, but exact calculations would probably be very complex and require you to know the values of properties such as the Transit Switch Entry Cost mentioned above.

 

All in all, I guess that making "express lines" by leaving out stations probably won't be all that beneficial in SimCity due to the mechanism I clumsily tried to explain above. However, offering additional lines to alleviate congestion (and, possibly, to shorten the distance covered by eliminating deviations from a straight line in order to accommodate intermediate stops) may work.

 

I'd also like to remind you that SC4 is a wonderful sandbox game that invites players to try out things and see if they work - so why not save that city (hey, you could even back up the city file) and experiment? There is much to learn and to try out, but nothing to lose. :)

  • Like 1

-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Then again, station and line congestion probably give rise to time penalties, but exact calculations would probably be very complex and require you to know the values of properties such as the Transit Switch Entry Cost mentioned above.

No need to; practically all of the calculations have been done. =)

So long as you use the recommended TSEC and capacity values, you'll never have a situation where you have a bottleneck or, what I call, a funnel effect. Also, as far as I can tell, there's nothing about transit station size that determines a station's TSEC; it seems to be set in stone, no matter what the size of the station is. The only thing that a station's size helps determine is station capacity. TSECs are constant no matter the size of the station, but transit station capacities are more or less variable depending on the size of the station (and its overhangs).

 

I wish I could get better clarification on that, but the one guy who knows this stuff the best, I've not seen him all that much...

Share this post


Link to post
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account

Sign In to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections