Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So basically if I understand correctly and summarise, due to this mechanism big hub stations with a large constant I/O flow of pax have an effectively reduced capacity. The effective capacity of the station from the perspective of a boarding train is not the total pax waiting at the station, up to 10k. But it's reduced with whatever inflow the station has during the train's stopping time.
So: if the station processes 300 pax / second (on average) and the train stops for 10 seconds, that's 3000 pax that you see in the real time station info, that the train will (on average) miss from the pax listing and will not process for boarding. If the station contains 8000 pax it means the train checks only 5000 of those for boarding during a 10 second stop time on average.
That's not a huge issue for me really, as transfers are not immediate in real life too. The problem is that the 3000 pax the train will not check are not a random set (last pax to arrive for example), but a specific subset of pax with the highest station database IDs. So you have a build up of pax with specific destinations that fail to board for a significant period of time. Then when something external happens, the stuck pax suddently clear. For example it could happen when new pax enter the station with even higher database IDs, pushing up the "stuck" destination in the processing order in relative terms.
If it's not changed I think I will have to split some big transfer hubs. For example I've now combined Paris Gare du Nord and Paris Gare de l'Est in a single in game station. In real life there's a 5 minute walk between them. If I would split them into two, this issue would not disappear but there'd be more headroom until the stations get full.
Not really. If the train saw a total number of 8000 pax in the station at the moment it entered the station, it will process at full flow speed 8000 pax, and it will bump its waiting time (up to 3m) to make it happen. The issue is the train arriving, seeing 5000 pax, and while it's loading another train arrives and unloads an additional 3000 pax. That extra pax is not considered in the train pax flow counter. This has always been the case, but since clustered pax, the order of pax in the station is based on their destination, not the time of arrival, which is unfairer.
The fix is to make sure every train stopping at a station completes an entire loop of all the sorted destinations. There's a variety of ways to fix it but at this point the fix is more likely to show up in the v1.2 series.
EDIT: I've found a better and cleaner solution, basically moving the pax checking logic to consider the POV of the train rather than the station, coupled with an efficient way to have an independent iteration of the station pax per-train. Unfortunately it's quite involved and I don't want to open the 1.1 branch again, so it will be implemented in the 1.2.x series.