Hamilton2007 wrote:Isn't it so that with cargodist you always end up with deleting or adding trains/vehicles constantly when you move up in the game to the later years.
Deleting doesn't happen that often, adding does happen. I tend to add more routes and connect them to each other with which no. of passengers rises (well, it doesn't rise but they travel longer).
Hamilton2007 wrote:Also the red numbers of money are weird.
I had a train line from a to b to c back to b and back to a. Then another train line from a to z. Then a bus line from z to x. At first the numbers of money of the busses where green but when the lines where excisting a while the numbers become red. Is this because the pax from b and c have to transfer to much to become to point x ??
Hope i made myself a little bit clear with my explanation

This has been discussed before in this thread and elsewhere. You might take a look at these threads:
http://www.google.nl/search?q=negative+ ... =firefox-a
cato58 wrote:I have found using cargodist that if you have two profitable lines:
A=B=C
X=Y=Z
then if you connect A with X, very soon your stations A & X fill with passengers. This seems to be because, as an example, some B passengers who used to only go to A and C now want to go to X, Y, and Z. I have had games collapse as I spend myself into debt building trains to service A & X, while receiving lower revenues because of delivery delays.
It seems a better model would be that once the connection is made, going back to my example, that the B passengers who used to go to A & C still want to, but now there are also new passengers in station B wanting to go to X, Y and Z. In other words, the number of passengers being created also depends on the number of connections available to that station.
Revenues often aren't lower as a whole because passengers travel longer (and waiting time isn't taken into account). If you look in the first post, Fonso wants to add what you want: more connections is more passengers. I would find that a worthwile addition as well but we should be patient

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pavel1269 wrote:I have encountered one thing, which in my eyes is very irritating.
I made a simple network. A<->B<->C<->D<->A. |A,B| ~ 20tiles, |B,C| ~ 100tiles, |C,D| ~ 60tiles, |D,A| ~ 40tiles. People coming from from A to B used network A->D->C->B as well (2 transfers). I watched loading and buses loaded 1/3 of each. Is this wanted, I forget to set something, or just on TODO list?
This is a feature IF the short path is (almost) full. A good improvement on CargodEst if you ask me. Chillcore is right, there's a setting in which you can set how saturated the short path should be before passengers use alternatives. In your example you could change this value and see what happens, or add vehicles between A and B. Haven't used the setting myself as I prefer people to take a detour if there's enough space in the alternative to having them wait.