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So, If you had a vehicle of 80 capacity and said unload 50% it would unload 40 peeps. If it was only carrying 40 peeps then it would empty itself and deliver nothing to the later stops in its route.
It would be nicer to have "unload x% of peeps on board".
Sounds like you need more peeps in your town to ensure your buses are fuller more of the time.
Damned annoying that it's % of capacity, adds an extra layer of problem to any distribution route. eg: if your distributing food across grocery stores, unless your delivery trucks are always evenly spaced, you may not guarantee they're 100% full at pickup, and thus the early drop offs get everything.
"percent of capacity" instead of "percent of space (pickup)" or "percent of load (dropoff)" is kind of annoying, yeah. Makes that kind of complex routing not worth the trouble unless you can guarantee quantities at any given location.
I've taken to using Cargo Station Buffering as a workaround. In most cases, I'll build a Road Cargo Station at the pick-up point and at each drop-off point (+4 parking spaces, plus the new in-building movement system), and run trucks point to point.
If I'm running 'domestic consumption only' [like Crops], I'll use 'wait until empty' at the drop-off point.
The bonus of using this system is that it lets you set up 'Export just the excess'. By doing "Pick up point: wait, Store: Do not wait, Export Warehouse: Wait", your trucks can drop off whatever your store doesn't currently need, allowing you to then take that stuff to the border for a couple extra bucks...without running the risk that exports will cannibalize your stores.