![]() I suspect that the only sensible way out is to avoid time of day timetabling all together (as was the case in CIM 1), or have some sort of more approximate abstracted representation of peaks and troughs of demand. The difficulty with which the developer was faced was the clash between compressing a day into a sensible amount of real time and having an acceptable level of performance (it would in theory be possible to have a day pass in real time at the lowest simulation speed, and solve the boredom issue by having a much faster fast forward, but that would then be too demanding on performance). A simulation game will not work if there are fundamental internal inconsistencies, as there are here with the speeds of the vehicles as against the time of day: once the simulation deviates significantly from the thing being simulated, distortions are introduced which result in perverse outcomes. I should add that this is a very hard thing for the developers to get right (and I note that I have yet to see what I should consider to be a workable solution to this issue) this was rather a case of the developers letting ambition get ahead of practicality, I think. This is rather a pity given the significance of this to the game. (1b) - the timetables/rush hour issue has been more or less universally recognised as not working in a fairly fundamental way.
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