Busa huh? That ride still up for offer?? Haha no no, I joke, especially after nearly writing myself off(a year ago last week), it's still going to be another year or two before I am willing to pilot another bike, as I won't allow myself to get back on one until the steel is out of my right leg. You'll definitely have to bring it round some time so I can have a gander.
Seeing what Zarkov has said though, I wish I had a few more years of riding and experience under my belt before I'd gone down; then I may have been able to react differently to the conditions and situation I was in. Ah well, live and learn, hopefully not making the same mistake. Nothing short of death will ever stop me from getting back on a bike though.
Looking at selling my PS3 without the controller, it's one of the older, fat PS3's with a 320GB HDD chucked in as the old HDD died. Only issue is that the disc drive doesn't work. Only got it for GTA V back when that came out. Would take swaps for GTA V on PC.
This game does look pretty good, might give it ago.
I didn't actually think SimCity was that bad, I don't think it quite deserved the bad rap it got.
The only issue I had with the game with the limited map space. This games looks like you get quite a lot of room to work with.
Definitely one of the better ones as of late; a good successor to the originals, such as SimCity 2000. Haven't played the latest SimCity but from the things I heard about it, such as the incredibly small map size, I was put off
C:S is worth a look if you're into the city sim genre.
As you can see, I've got a lot of my civilians walking from the residential area, to a bus stop that is on a completely separate road system, so to keep the traffic from interrupting the bus services
Each of those coloured lines are bus routes, each on their own, independent loop, no other vehicles can get on, and buses can't get off.
The main problem with this though, is that when the game does the pathing for the cars, it makes them merge at the most inopportune time, which is usually the main cause of massive gridlock, and it doesn't take congestion into account, so making alternative paths is usually pointless unless it's a more direct path with where they're wanting to go.
this is why you have traffic controllers dedicated to this sort of thing in real life.
there should be a base level control of interesting / merge timing that you can click on an intersection and change the timing etc, and they then need to apply an auto pathing calculator similar to the AI of a tower defense game life defense grid, to work out shortest but fastest route taking into account the rulesets, that or allow you to reduce the ruleset o vehicles . trains per capita, or reduce 25% traffic for every public transport option you have
Definitely need some sort of control, especially with making the AI choose what lane they use. Modders Have put in some basic control for intersections, and from what I've read, the devs are looking into giving the player more control, as all you can really do at the moment is use certain roads to make sure there aren't any traffic lights, and then plan well in advance. The current pathing algorithm is nearly sufficient, it just needs that calculation for congestion and other optional routes, I think one of the big things is the fact that the engine the game was built on, allows for 65,000 live entities at once, meaning there'll always be A LOT of cars on the road, luckily I've done well to plan my city with decent public transport and the ability to be able to walk anywhere in the city with pretty direct walking routes for the AI to take.
I've sorted out most of my road congestion by using lots of roundabouts and highways, the main problem I have is with freight trains. I have 2 separate rail networks for freight, one for outside trains and one for inside the city and the latter keeps filling up with trains - the game seems to be spawning too many trains as they're not even full. The passenger rail network is on separate lines so it's not that getting in the way either.
Got that issue a lot on my old map, thus the need for an internal line for passengers only. A huge contributing factor to the gridlock on the rail though, was all the intersections, since the trains were so long, they'd block each other, making it back up pretty quick, I've tried to avoid rail mostly on this new map, only putting one cargo station on the outskirts of town for bringing in goods.
The main problem with this though, is that when the game does the pathing for the cars, it makes them merge at the most inopportune time, which is usually the main cause of massive gridlock, and it doesn't take congestion into account, so making alternative paths is usually pointless unless it's a more direct path with where they're wanting to go.
That's why there are so many roads, because of all the traffic problems! Most of the congestion is sorted, but god you should see the mess it's in now with the new area I added, fucking rats nest.
Completely and utterly engrossed in this game at the moment, 61 hours since I bought it Wednesday night, and before that a good 30+ hours with a pirated version. Have only had 2 cities so far, first one peaked at 180k pop, but due to inexperience and having to reconfigure all the roads, I gave up and started on a new one. This time though, I made sure to focus on making sure the roads could hold all the traffic, and it was perfectly fine up until a few hours ago when I started populating a new area, which added 30k to my 80k population, and now it's all backed up half way across the city -___-
Are people pulling the chassis/bezel off their monitors to get them a few mm closer together?
If I could afford 3 of these monitors, I could afford to take the bezels off and then overlap the monitors to eliminate half of the remaining bezel. I guess dreams are free...
Thought I'd post a link to my BST thread. Finally got around to dismantling my bike now that I'm mostly back on my feet. More surgery to come in the following weeks to hopefully correct a few misplaced bones in my left foot.