JGR wrote:The implementation of auto timetable separation which is in Chill's patchpack seems to work well enough for bus routes, after enough initialisation delay anyway.
As for RV capacities, my rule of thumb is that capacities of less than 100 passengers are not worth bothering with. I can't remember the name of the set I use. Will check when I get back. Also loading speeds are a very significant factor.
As for trams, I've not found them to be any better than buses, then again I might need to try more sets.
I've not used ECS so can't comment on that.
Unless Chill has modified that patch it is the one that can't handle conditional maintenance orders. But I agree, it works fine otherwise. The one I'm using now (link in post above) seems to work
mostly, but occasionally I have to click on 'auto fill' again, might be because a route takes longer with more vehicles as waiting at stops is more likely.
The German Road Vehicle set has different types of buses. There are city line, regional and coach. The city line buses have quick loading times and reasonable capacities (around 100 in the 60s). The trams include double wagons which carry 260 passengers (in the early 70s I think). With this set you need to start with buses (they are pricey enough) and can later switch to trams (150k € each or so I think), which aren't affordable at the beginning.
I forgot to mention one very big difference between running local transport and extending the catchment area via bus stops and the like: Town growth is tied to Passenger deliveries. Not the number of passengers delivered, but actual drop-offs. So you can imagine the difference of using local lines (a dozen stops or so per minute) vs. an extended catchment area (generally only long-distance trains stopping every now and then). I can even give you numbers, since I didn't run a local line in one of my cities in my last game (but it was completely covered by the station).
The city without bus routes started with around 1600 residents. It reached about 2500 after 6 years or so. A city that started with roughly 2500 residents and had local bus lines was at close to 10000 after the same amount of game time. I think the bigger starting cities are the ones that also grow twice as fast (per default setting), so this does reduce the effective difference a bit. But considering I didn't even extend the original 5-stop-line to the newly grown areas in the now much bigger city (either by adding bus lines or extending the existing one).
Quite frankly I think I'll have to find a way to reduce town growth (maybe at least turn of that x2 bonus if possible), since it often spirals so far out of control that I spend most of my time just managing the bigger cities and adjusting the network around those passenger increases. Adding new stuff is after all much more fun than just adjusting existing stuff
One last thing: if you don't have that already you should set "city growth" to 3x3 grid in the advanced options (instead of 'random'), otherwise creating any sort of local transport becomes an unmanageable nightmare...
Edit: completely forgot to ask, did you check which road vehicle set you are using? And is it good?