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PostPosted: Fri Aug 03, 2018 2:01 am 
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jfs wrote:
Note that this is only the industry changes, not the changes to let town houses also accept 16 cargoes.

I don't think anyone will mind about town houses not accepting 16 cargoes but 8 would be welcome.


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PostPosted: Sun Aug 05, 2018 6:30 am 
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1 bikers can be immediately implemented instafollow the designs of ECS vectors and Manpower Industriesoh, and allow for every industry to accept and produce passenger else as workers.

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PostPosted: Sat Aug 11, 2018 11:50 pm 
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kamnet wrote:
1 bikers can be immediately implemented instafollow the designs of ECS vectors and Manpower Industriesoh, and allow for every industry to accept and produce passenger else as workers.

Also, this would make easier to implement different passengers: commuter, long distance, bed... so if you make a new train, you have to add different types of coaches for them.

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PostPosted: Sun Aug 12, 2018 7:34 am 
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maquinista wrote:
kamnet wrote:
1 bikers can be immediately implemented instafollow the designs of ECS vectors and Manpower Industriesoh, and allow for every industry to accept and produce passenger else as workers.

Also, this would make easier to implement different passengers: commuter, long distance, bed... so if you make a new train, you have to add different types of coaches for them.

That is wicked and makes vehicle sets even more interesting: 1st, 2nd and 3rd class coaches, Economy and Business Class airplanes... All possible with a simple cargo refit :).

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PostPosted: Sun Aug 12, 2018 12:53 pm 
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what i would rather do is separate tourists who are going on vacation and tourists who are returning home, so you cannot just ship tourists in circles between tourist centers.

similarly for workers before and after their work shift.

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PostPosted: Sun Aug 12, 2018 1:13 pm 
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Eddi wrote:
what i would rather do is separate tourists who are going on vacation and tourists who are returning home, so you cannot just ship tourists in circles between tourist centers.

similarly for workers before and after their work shift.

Isn't that achieved by simply setting passenger distribution to symmetric?


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PostPosted: Sun Aug 12, 2018 1:29 pm 
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no

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PostPosted: Sun Aug 12, 2018 2:51 pm 
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Eddi wrote:
what i would rather do is separate tourists who are going on vacation and tourists who are returning home, so you cannot just ship tourists in circles between tourist centers.

similarly for workers before and after their work shift.

Perhaps make it so that an airport turns passengers into tourists :P.

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PostPosted: Sun Aug 12, 2018 3:38 pm 
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To be honest, tourists, workers et cetera seem like a non sensical distinction to me, particularly when refitting vehicles. "This bus can only carry tourists on their way home" is kind of absurd - what about a tourist travelling from the first to second stop on their trip? What about a plane which may have both tourists and business travelers? What about a train which may carry commuters as well as the tourists and business travelers? If tourists are a totally distinct and never mix with regular passengers, instead only taking a chartered coach from home to a resort then back, I am not sure I see the point, as this doesn't really integrate with a passenger network, nor does it simulate an interesting flow of travel. It just seems that tourist are then a more niche version of mail, which I already rarely transport unless a GS makes me.


Of course industry set authors can make all sorts of exotic cargoes, but I am not sure varying shades of existing cargoes with no unique effects is particularly interesting, especially if I have to refit vehicles from outward and returning tourists, tired and rested workers, etc.


I think currently these types of passenger flows are best represented by CDist, and possibly by townsets. If tourists and business travelers are separate from commuters, there is not a good way to make the former prefer distant destinations and the latter prefer local ones (negative 'effect of distance on demand' for only one type of cargo). The status quo of CDist producing under certain settings many passengers for near places, few passengers for far places, is probably a better model of the balance between traveler types. Richer town and CD interaction that somehow prefers station pairs between 'living' and 'working' areas for most of the flow, and then produces a lesser amount of distant odd pairs would go a long way.

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PostPosted: Mon Aug 13, 2018 1:15 am 
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But having different passengers makes more interesting to have different coaches in a train.

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PostPosted: Mon Aug 13, 2018 1:41 am 
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these are all very valid problems

for example, while it might be possible to have trains (e.g. with autorefit/stationrefit) for mixed passenger types, it's totally nonsensical to have a tram/bus network, as only one type will be able to be loaded at a time.

the situation with cargodist, with the global distance weight, is also not ideal

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PostPosted: Mon Aug 13, 2018 1:05 pm 
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Hyronymus wrote:
That is wicked and makes vehicle sets even more interesting: 1st, 2nd and 3rd class coaches, Economy and Business Class airplanes... All possible with a simple cargo refit :).

Can't we already have them now, playing with capacities, cargo aging, cargo loading amount...? :roll:


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PostPosted: Mon Aug 13, 2018 1:08 pm 
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I'm dubious about splitting passengers up as well; this seems more like a case of thinking what can be done to refine cargodist.

But I'd say that's really not a concern for a patch like this. It gives the possibility. If people want it, they can give it a try, if they don't like, well, they don't. But the mere capability of doing it doesn't hurt anything ^^;


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PostPosted: Tue Aug 14, 2018 7:54 am 
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This talk about multiple types of passengers (or mail) makes me think the town window should really also be able to display more cargo types in the "transported last month (max)" statistics. For instance cargo type property 18 controls a cargo's effect on town growth, shouldn't that also cause the cargo to get its own line in the town window?

Just recently we got another patch that partially generalizes the cargo display in town windows already, to support the Wasteland mod replacing Mail with Wastelanders. It's not far to extend this further IMO.


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PostPosted: Tue Aug 14, 2018 8:26 am 
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Quote:
Curious about the multiple types of passengers


To allow different types of passenger class will the train sets need recoding?

And will the different passenger class each me a separate Cargo?

In my AusTrain sets I already have sleepers, first class and second class carriages with actual capacity what they had in real .. so be good if passengers travelling in first and sleeper cars get extra income ..

But will this mean make cargos to match the classes?

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PostPosted: Tue Aug 14, 2018 10:32 am 
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jfs wrote:
For instance cargo type property 18 controls a cargo's effect on town growth, shouldn't that also cause the cargo to get its own line in the town window?
not really. as far as the town is concerned, all cargos which set the same "town effect" get lumped into one bucket, and the town cannot distinguish them.

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