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For the receiving end I would use bus stops. I would use as many as is needed to reach the vast majority of the appropriate buildings. If one bus stop covers 90% of the industrial area than I would be fine with just the one bus stop for each of the 3 cargo items being delivered.
Make sure all trucks can load to full capacity, otherwise they will wait 3 minutes standard to get fully loaded and trucks get jammed at the truck station. You can shorten this in the vehicles tab on the bottom in the specific line screen. Personally I prefer to use only 1 line for every truck station.
Important tip: Goods will 'jump' from truck station to truck station within the catchment area.
Example: Line 1 delivers food to truck station 1. Line 2 picks up this food at truck station 2 as long as truck station 2 is within the catchment area of truck station 1. No truck is needed to transfer this food from station to station. This can drastically shorten truck waiting time if done right. You can keep trucks out of each others way, which is important especially when frequency for trucks is under 15 seconds (or any other traffic jam).
Only advantage for truck stops over bus stops is that you can pick up goods at truck stops. So if you only deliver, ALWAYS build a bus stop, even when it's in the middle of nowhere.
So same example as before but with bus stop: Line 1 delivers food to bus stop. Line 2 picks up this food at truck station as long as truck station is within the catchment area of bus stop.
Waiting time of a truck is drastically shorter at a bus stop since it only delivers and does not wait for goods to be loaded. And you can place a bus stop practically everywhere.
Hope this helps a little. Good luck!
I like the idea of train>busstopA>train>busstopB... I usually go Train>A>B and get strange results and lots of half empty trucks..!
Will also try breaking the deliveries into several truck stops.
Do you leave the lorries to carry any items, or make them specific?
Personally, I especially hate it when busses and trucks use the same intercity road so I build my main passenger hub on the other side of the city then the 'trade' truck station. I then lay 2 parallel roads to the other city so bussen use the slightly shorter one, and for trucks the other is slightly shorter.
2 Cargo Lines
1 drop off point for each line
Underground 100 km/h roads
http://steamcommunity.com/sharedfiles/filedetails/?id=869945736
http://steamcommunity.com/sharedfiles/filedetails/?id=869945904
To solve this I set up two different lines train > busA and second line train > busB.
Anybody else see this behaviour? Or is it just me?
But this means I now have at least 6 lines delivering items on trucks in each town!
Having multiple dropoff points on the same line can cause this behavior. What happens is that on the first pickup cargo is or could be picked up for the second dropoff. To our logical minds this doesnt make any sense, but we simply can't tell the AI what cargo has what priority.
So overall it's better to use seperate lines. When starting out this seems stupid, but when you are starting to deal with larger cargo quantities it actually makes managing capacity on lines easier.
This type of line setup is trying to give the AI more logic than it actually has. The cargo pickup is pretty simple. Truck enters station, what's the largest quantity of items the on my line, take those, go. What stop that cargo is destined for is irrelevant in the decision to pick it up, only the amount.
The model setup Deadman used, makes sense for when using a single truck to cover the whole city, but as soon as there are more trucks create a line for each.
My recommendation is one truck, one line, one stop. This allows control over how many trucks are really needed as city demand grows. Not every drop off point in a city will need the same line capacity.
One other issue to be aware of because of the simple station pick up logic, if you have a high volume product coming into a city, thru a distribution tuck stop, and you try to startup another industry chain, that new chain may fail because final stage delivery gets starved.
For example, CM is rolling in at 1000 per year, and truck lines run full, just barely clearing the station before the next big train load arrives. Then you try to startup fuel, initially 50 per year, it will get delivered to the truck station, but won't ever get shipped out to the city on the yellow line because the CM dominates that line. This causes fuel to shutdown, because products are not getting delivered.
How do you solve this? I find the easiest thing is to add a fuel only truck to the line, to ignore the biggest stock of CM and always take fuel, then once the fuel supply coming in gets on the same pace as the CM, you re-balance the truck count and the specific fuel vehicle can go away.
Now that you metion it that's correct. I was thinking through the example, which CM is listed before fuel.
There is one other condition on pick up that I now remember, the trucks look for which ones will give them a full load. So if the first item listed doesn't fill the truck, and the second will, it takes the second item. This matters in the later game wth the 18+ truck carry load.
I also prefer the depots above bus-stops. For the same reason, it holds up traffic. However, you could also place a bus-stop on some side-street made for that purpose with enough space for some buses to 'park' for a while.
The main problem with traffic though is that on each intersection the traffic stops. Using a truck-lane won't help in that department either.
But whatever the case. Another down-side of a bus-stop is that the catchment area is actually too big for developed cities. Early on this exactly is the advantage, but i find that i can manage traffic better with a multiple lines moving less cargo per line. Another aspect is that, with many cities connected, it gets a bit hard to remember where you place what. A truck depot for me is also just a visual reminder how i setup things in that particular city.