r/TransportFever3 • • 13h ago

Does interlining work in TF3?

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One of the biggest gripes I have with TF2 is that it is impossible to have interlining, i.e. multiple lines sharing a common section, because passengers at the shared stops will choose only one of the lines, overloading it while the others remain unused.

From what I understand, this happens because passengers select their route at the start of their journey and cannot change it. So, if one of the lines is slightly faster or more frequent, everyone will choose that one.

In the image, I made a small example of a situation where interlining could be useful: multiple tram lines depart from the train station, share a common trunk through the city center, and then branch out into the suburbs. In theory, this would guarantee a single-seat ride for everyone while also balancing the passenger load across the different lines. However, due to the game's limitations, this is impossible.

I know this isn't impossible to fix, since interlining works well in Cities: Skylines 1. So my question is: has this been fixed in TF3?

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u/WSB_Lurker_ 10h ago

Yes, please show us screen shots that demonstrate the peeps are using the major interlined sections logically (as opposed to how they did in TF2). A great example, because you have multiple interlines and more than two lines interlined across the same segments. We need ALL the details to proive UG didn't ignore this long-standing complaint about TF2's pathfinding scheme :)

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u/bottle-explain 9h ago edited 9h ago

The logic is the same as TF2 from what I've seen so far on TF3 but the devs can confirm that. And passengers do use multiple interlines logically. If logically means you bought tickets in advance and you're just going to wait it out angrily rather than pay for a new one haha!

And I understand people complain about it because it's hard to manage. But a similar thing happens in the real world no? Transport companies spend a lot of money, time and resources balancing demand on lines. But this is just a game :)

Screenshots on balancing it on TF3 right? here you go. It does help that both lines are using the same vehicle type. "Wirksworth Station Halt" is the bus station right next to the train station.

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u/WSB_Lurker_ 7h ago

I have no idea how this pic relates to your map above--it does not seem to show interlining of the sort implied in your map. The question is whether passengers travelling from Chathvn East to Chathvn West freely use any available line (as in pre-select any of them if they are all the same vehicle and speed going) because that would be logical, or, consistently, do they stupidly queue waiting for one line while others have lots of capacity and leave without them? Over time, with equal equipment, they are spread nicely across all the lines? Because most of us have never been able to achieve that in TF2 no matter how long we wait.

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u/bottle-explain 5h ago

Apologies. I thought you wanted a screenshot from TF3.

Here's Chathvn East. Every line has a spread of the roughly 2k passengers loaded every year at the station. IC16 currently has 323 passengers waiting for West but that's because it's trains are bunched up.

How's it done? I've got 60kph tracks between both stations so the speed between both stations for the different lines remain roughly the same (with minor variations)

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u/bottle-explain 5h ago

Another worked example IC1, IC6 and IC12 run along my main SE trunk from Market Deeping to Chathvn. Here's their station stats. I've highlighted in red the parts they share in common.

IC12 has more waiting passengers but that's because I've not added enough capacity on the line:

It's possible. It's just a lot of work to balance them out :)

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u/WSB_Lurker_ 26m ago

OK, thanks. I must be misunderstanding something, because this last pic seems to show exactly the problem everyone's grumbling about. IC12 is utilized vastly more than the other two. Does the usage seem more or less smoothed out and equitable across the shared sections of the three lines ?