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2) 1.10 fixes a bug with texture filtering, which was adding black and dark borders around some textures. This might be the reason some mod textures appeared darker when zoomed out.
3) The map is the map, nothing I can do here.
4) I don't use OSM population data, I use the GHS-POP R2023A data from the GHSL initiative of the European Commission. You can check the source of the data in this map:
https://ghsl.jrc.ec.europa.eu/visualisation.php#lnlt=@50,15,4z&v=301&ln=0&gr=ds&lv=00000000000000100000000000000000000000011111&lo=aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa&pg=V
That city looks quite low density in this source map. I don't say the OSM number is wrong, but the dataset I use does not look like it would sum up to 100k around that city center.
(兩個都做成備份 )
常規操作時候把他暫停然後遊戲檔案覆蓋進去
“驗證完整性”
Version 1.9 close up and further away
https://steamcommunity.com/sharedfiles/filedetails/?id=3049291077
https://steamcommunity.com/sharedfiles/filedetails/?id=3049291049
Version 1.10 close up and further away
https://steamcommunity.com/sharedfiles/filedetails/?id=3049290833
https://steamcommunity.com/sharedfiles/filedetails/?id=3049290822
One other item - if you look at the further away shot in 1.10, you will see a green area on the left - compare to the 1.9, some of it is really a water surface (a moat). Not sure why it did not parse correctly from the source.
That park in Tokyo is also declaring itself to be a neighborhood and confusing the game, it will be fixed in 1.10.3
Doing some Internet research, looks like GHSL data is based on conversion of photo images into what expected population would be. Certain image characteristics lend themselves to more errors than others (e.g. Kabul was one example). Because of this also, industrial zones tend to overestimate population when the structures look like people may live there (which is actually nice in NIMBY as this means some people actually go there or from there). Looking at a couple of other cities in Russia that I am familiar with, the population in GHSL in 2015 is about 10-15% less than the same year as reported in Wikipedia,. I think GHSL tends to underestimate population in high density areas, based on the Internet search I made.
For the city in question, the source map data in GHSL seems like an error, and the city has not even been listed among urban centers. Since it does look like a normal built up city, my guess is something was wrong with the source image that they processed. The error seems to be present in all years in the GHSL data, so has to be something about it.
1. The layers with existing track are totally awesome and would save a ton of time building, especially complex stations, yards and track in the middle of nowhere. I can already see where I can improve on my blueprints.
2. When "Map over track layers" option is checked, should track in the tunnels be hidden under roads and bridges? I find this to be a bit non-intuitive and also inconvenient. The reason it's not intuitive is because the track in the tunnels is hidden regardless, whether there is a road or a bridge on top of it. There is a layer of earth anyway. So hiding the tunnel under roads and in particular under bridges does not make it any more realistic.
The reason it is inconvenient is because it is nice to play with the option selected, you can have ground level railrods hide under bridges making it realistic. But for the tunnels so much ends up being hidden if the tunnel is straight under the road (which is very typical for subways) that you are missing a good chunk of operation.
There is (or may be was) the old option where tunnels would be hidden under roads, I'd probably suggest to keep it separate from the new "Map over track layers" options, so players can hide tunnels separately from ground level tracks.
3. I found one more mapping bug, probably due to bad source, See the screenshot below. In this city (Voronezh in Russia) all major roads did not get drawn. Minor roads show fine, but instead of major roads, there is what looks like non-built land with rail tracks in the rail track layer instead. In the screenshot, there is a major street going top to bottom parallel to the blueprint blue fictional tram tracks, and another major street going left to right. Both angle where they cross. You can see how they go looking at the thin yellow lines (which are in the track layer and I think stand for tram tracks, except no tracks in those places at all). This entire city is drawn like this.
https://steamcommunity.com/sharedfiles/filedetails/?id=3049725935
Google map of the same place:
https://www.google.com/maps/place/Voronezh,+Voronezh+Oblast,+Russia/@51.6741989,39.1837017,558m/data=!3m1!1e3!4m6!3m5!1s0x413b2f5ce874e813:0x48d94c0efba762bd!8m2!3d51.6683487!4d39.1919288!16zL20vMDJjX2Z2?entry=ttu
Usually I waited some hotfixes before joining the beta branch. Will probably have to do so this time again. Should try another savegame before to see if it is the save or the game itself.
As this all is external data however probably nothing Carlos can do much about.
Nor can the game. Demand factor is now already too high for Barcelona, see my other post in the passenger numbers discussion - no matter if that particular tram line stays or gets deleted in the end. If I would set demand to a factor that underestimated towns like Mazzarón get their correct passenger potential, the Barcelona Metro will immediately collapse under the loads of passengers.
This will be something we have to live with. Overall I am nevertheless happy with the new population figures, especially in large cities like Barcelona where it somehow averaged out and tended to overcrowd suburbs for lower densitiy in the centre. New figures have concentrated population in the centre, where adequate traffic is available with a dense metro network running trains capable of 1000 passengers every 3 minutes, while in the suburbs it was just commuter trains with maybe average 2000 passengers capacity but running only every 10 or even 20 minutes.