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So are the el-rail trains based on Rail? As the GLR tracks have rail paths on them I think?If so what stops the normal rail getting mixed up with the El-Rail trains?Another thing I don't understand is you don't get (normal Rail) Freight carts being pulled by a passneger engine and vise versa?Anyway, thanks Swamper.
Andreas, the station looks nice, but I have some points:- HSR stations (esp big ones) are in many cases terminals, not through stations. So I would love to see this implemented as a terminal station too. A small modification to the BAT is needed (put something like a wall at the one end). You would end up with three BATs/stations, a through station, a terminal-track-at-left station and a terminal-track-at-left station.- Some mechanism must be devised to keep sims from using HSR for short hops, ie as a commuter train, which would be totally unrealistic. Ideally HSR should be used for intercity travel only. Maybe setting Switch Entry Cost to a quite high value would do this (total commute time wouldn't suffer, because to the much shorter travel time). We could also issue this suggestion for all HSR stations and not just leave it to the players and track layout; otherwise they would be tempted to lay HSR track for intra-city travel, which would be crap.- Not to mention, I would like to see a small modification of this station(s), for GHSR (I can't see it clearly in the pic, forgive me if it's already).
It is possible to have up to 2 paths on one network (excluding pedestrains) thats draggable, the only thing that has stopped making Ave/GLR draggable is that it more complex because avenue is a two tiled network.And you can set different speeds for different networks for different automata, I know this from experiments I did with JPlumbley on the subway and BBD system.
I'll definitely set the Transit Switch Entry Cost to a high value (according to jplumbley's formula, it would be 2.9), and currently, it acts as a transit hub between HSR, el-rail, (heavy) rail and bus.
Note: IF a Sim enters a TE Lot that it can easily walk past, it is bad for the simulation of the game. The reason for this is because when a Sim enters the TE Lot he "forgets" his past and must re-calculate his path. Doing this re-calculation requires for more CPU useage and will distort the Commute Time shown in you Commute Graph and start giving you funny paths. Only Sims that are using the lot for a purpose of a Traffic Switch such as Ped to Rail, should be using a TE Lot.
Maximum Commute Time (Mass Transit)Vanilla Simulator = 4Simulator B = 10Simulator A = 14
Note: Remember, each time a Sim reaches a Station it begins a new trip. So, each station begins a new segment of the trip which has a fresh commute time to start with.
So, what is the big limitation of "Dual Networked" Draggables? Well thats simple, if we had GLR in Ave and made it draggable it can only have intersections with GLR, El-Rail, Street, Road, OWR and Ave.. This means Rail and Monorail will not be able to have intersections for these "Dual Networked" Draggables... Although, it has not been fully tested but we may be able to get away with Puzzle Pieces for these intersections. But, it may just simply not work. This limitation has slowed down developement ideas into this possibility.
I have been discussing and thinking (*warning* this will get very technical) about certain lots such as Ill Tonkso's large Rail Stations. From the main formula we have derived that a 7x9 Rail Station should have a Transit Switch Cost of 3.3.
If I connected a grand rail station like Ill Tonkso's large Rail Station with one single street tile only and left some space between the station and the rest of the streets, would it essentially suffice then to set a traffic switch entry cost of "0", since Sims won't be able to use the station as a short cut??A little illustration:s......s..####s..####sss####s..####s..####s......s = street. = open space# = station