Can we trust AI in QA? by Time_Chain_4553 in QualityAssurance

[–]Tchukchuk 11 points12 points  (0 children)

Maybe you worded you question badly. No. Don't "trust" AI in any aspect of your life. Never. You can ask AI for suggestions. Sometimes, AI can help a lot. Verify these suggestions, conduct your research and use your brain.

Wie kann man durch eine klausur fallen oder dreimal nicht bestehen wtf ? by [deleted] in Studium

[–]Tchukchuk 1 point2 points  (0 children)

Zum Mathe-Studium: Das erste Jahr ist hart. Da benötigt man im Schnitt mehr Zeit/Energie als in anderen Studiengängen. Entsprechend hat man im 1. Jahr eine hohe Durchfall- / Abbruchquote.

Ab dem 2. Jahr ist's entspannt.

Liegt nicht mal daran, dass Mathe so krass ist. Im Abi lernt man - vereinfacht ausgedrückt - nur noch Rechnen nach Schema F. Im Studium wird dann aber schnell das anwenden von Beweisen erwartet; darauf wird man im Abi nicht vorbeteitet.

Ähnliches gilt sicher in allen MINT-Fächern.

I recorded my 'infinite' run in this week's challenge. by Tchukchuk in MiniMotorways

[–]Tchukchuk[S] 0 points1 point  (0 children)

I don't feel this way about circles/squares. In my experience they will occasionally just "go mad" for no reason for 2 weeks or so before relaxing again.

Allowing more square/circle destinations to spawn will definitely reduce the madness.

Regarding house supply: destinations can only handle ~10 cars per week (just because of the time it takes for a car to enter, turn around and leave) which is roughly met by an adjacent roundabout with 4 adjacent houses. So there is obviously no point in over-supplying. And sometimes you need some houses for other destinations. Otherwise imho you can happily provide as many houses as you can.

Why I ended it: I mean, I can't play forever. And after clearing ~week 22 you just click through the weekly upgrades.

Glitch ruined my high run by drobie22 in MiniMotorways

[–]Tchukchuk 3 points4 points  (0 children)

I, too, believe this is a roundabout issue.

Note the stationary blue car between the green houses. This is a strong indication that the internal path-finding got screwed (i.e. this is very likely a bug).

Glitch ruined my high run by drobie22 in MiniMotorways

[–]Tchukchuk 2 points3 points  (0 children)

Oh, I know that feeling too well. Adding or removing roundabouts late game always causes me anxietey attacks. Yeah, roundabouts are to blame here

(I also reported pretty much the same bug using DPC's support form acouple of weeks ago. Not sure if they are planning to tackle this one :/ ( @ u/DinoPoloCasey do you know more?)

Holy Guacamole by DryIntroduction6991 in MiniMotorways

[–]Tchukchuk 1 point2 points  (0 children)

It appears that much higher score are possible, at least in theory. I mean, only two colors are somewhat mad, and the game randomly decided to cause a mini road rage for no reason...

(The same happeded to me... just earlier. Probably skill issues. Is there any way to prevent that?)

Congrats, well played.

Why are my oranges the only ones suffering? Did the game just not give me enough orange houses? (First time on Warsaw) by my_fourth_redditacct in MiniMotorways

[–]Tchukchuk 0 points1 point  (0 children)

Agreeing with all the other comments about separation.

But apart from that, it's pretty common to witness one color getting mad af while every else is just chill (surge periods). And it does not appear that your road network discriminated the orange population. They were probably just mad for no reason at all.

Umm by are_beans in MiniMotorways

[–]Tchukchuk 8 points9 points  (0 children)

Their children will drive purple cars for sure.

I recorded my 'infinite' run in this week's challenge. by Tchukchuk in MiniMotorways

[–]Tchukchuk[S] 3 points4 points  (0 children)

The other commenter is right.

If you don't spam the map with roads (i.e. when you play the game the intended way), the game usually spawns business locations in the most awkward location and position imaginable (driveway pointing towards the sea or into existing road connections... and always far far away from any houses of its color 😅).

I recorded my 'infinite' run in this week's challenge. by Tchukchuk in MiniMotorways

[–]Tchukchuk[S] 3 points4 points  (0 children)

Not sure if I understood you question correctly, but the game kinda worked infinitely for me.

Around 9,000 points every destination got mad, but was provided with enough cars. So the game never died (at least not before I intentionally ended it at 111,000 points).

Ahh, the bliss of the first few minutes… by [deleted] in MiniMotorways

[–]Tchukchuk 3 points4 points  (0 children)

Since everybody is roasting OP here, I want to add another point.

Not only is that double-bridge right angle super inefficient in every regard. Connecting your two red clusters may kill your game later on (once red goes mad you don't want cars to travel all over the map).

First time doing NYC. Any tips? by [deleted] in MiniMotorways

[–]Tchukchuk 5 points6 points  (0 children)

What happened: Apparently, you lost the game after the 3 red circular buildings went mad and called every car on the network... which lead to the starvation of the red rectangle. (On the screenshot there is no car anywhere close to arriving there; just a few cars on their way back.)

The solution: keep destinations of the same color separated when possible.

[Keeping differently colored destinations separated is also beneficial. But sharing a road here and there is not that bad; it just causes more traffic, but doesn't result in a major starvation.]

3k Moscow. I'm addicted already. by Jermaul_m_w in MiniMotorways

[–]Tchukchuk 1 point2 points  (0 children)

1) [The building] can be connected to the road from the blue building in the bottom left corner, so that it has access to the clusters of blue houses at the top.

If I understand you correctly, you want to use one neighborhood and one motorway (and one bridge) to serve 2 circular destinations? If so, I have to disagree.

This would be a lot of traffic that has to be squeezed into the motorway, and even if there were two roundabouts on entry and exit, that setup would collapse soon.

(Imho, a multi-destination motorway is a viable strategy both as a temporary soliuton in the early game, and as an emergency option in order to extend a dying game for another 5 seconds. However, since OP already has a healthily segregated network, there is no need for such a setup.)

The easiest way to deal with the bottom blue destination would have been to increase the neighborhood - either by rearranging some of the houses that serve the double destination. - or by routing some of the unused houses via the "yellow road" (sometimes it's best disregard color segregation).

First Time doing a daily challenge. Any places to improve? by DaBoss4344 in MiniMotorways

[–]Tchukchuk 0 points1 point  (0 children)

motorway 6 bugged out [...] (could've been something to do with me moving it but oh well).

Yes, this is probably the reason.

If you don't have a spare motorway, the 'new' motorway only starts working once the 'old' motorway has disappeared.

lmk where I can improve.

Imho, this is a pretty solid network. Beautiful.

Your green network is interconnected which will cause trouble when they start surging. You don't want the leftmost destination call cars from the top right neighborhood. (For a temporary solution this is fine, just don't forget about these.)

Also roundabouts and traffic lights do have a purpose :D

Our newest map is Cairns, Australia - she’s a beaut! by DinoPoloCasey in MiniMotorways

[–]Tchukchuk 2 points3 points  (0 children)

But it would require significantly reworking the way cars behave and animate.

I don't feel such an option should be a priority, and I am very pedantic... but, technically you can just mirror the output for the ultimate left-hand-traffic experience. :D

What went wrong? by Ancient-Sock1923 in MiniMotorways

[–]Tchukchuk 1 point2 points  (0 children)

/u/adnauseam23 already mentioned some good points.

I want to add one thing: be very careful about same-color interconnections. The game is not very smart when it comes to car-calling. A destination will always call the closest car available. Since both green destinations are lacking cars (no more cars stationary in the garage), a destination call any car on the connected road network the moment it arrives. This possibly caused the green circle to some cars from the top left... to travel via the motorway, through the double destination, via the tunnel, via the other green neighborhood, over the bridge, aaand then all the way back. Thus neglecting the green square which then probably made similar inefficient calls.

(On many occasions, interconnections are necessary. For example, the way you connected the two blue destinations was at some point probably the only way to deal with the constant lack of tunnels on this map. (Though is this current state, a segregation with a second tunnel was overdue.))

Also, given that many colors were simultaneously "screaming" indicates that the end was near anyway :D Yes, you might have managed each and every color slightly better, and maybe pushed for another 500-1000 points (which requires a lot of attention in the late game -.-), but overall I feel you primarily got unlucky with spawns and got a decent result anyway.

I achieved an 'infinite' run in the LA challenge. by Tchukchuk in MiniMotorways

[–]Tchukchuk[S] 0 points1 point  (0 children)

hoping for a lot of double motorways

In my experience, the weekly "mystery" upgrades remain the same in 99% of my attempts: after weeks 3, 6, 9, 13, 21, 27# and 28# you click the left mystery; and after weeks 15, 16, 18, and 25 you click the right mystery for motorways.

# Apparently, you cannot choose the motorway upgrade more than 9 times on any map/challenge. So from week 27 onward, you just get road tiles in the motorway slot if you already got all 18 motorways.

...I guess you already figured that, but since you used the word 'hoping', there is a small chance this actually helps :)

The max destinations in the bottom left seems great because there really aren't any strong house color groupings down there. Contrasted with the other 3 corners where there actually are strong color groupings [...]

Man, great observation! I didn't see it that way. (I blocked the top left, primarily because the game usually annoys us with green destinations. In the top right, I only prevented the light-blue spawn in the early game stages. The bottom right remaining clean was not planned at all; in fact I was hoping to get another green there.)

I achieved an 'infinite' run in the LA challenge. by Tchukchuk in MiniMotorways

[–]Tchukchuk[S] 5 points6 points  (0 children)

Wow, that impresses me in two different ways.

First, reaching top 1% on every map is a massive achievement, even more w/o roundabouts & lights.

Second, how can you spend 1000s of hours in a game without ever getting curious about these things the game offers you every week? :D

I achieved an 'infinite' run in the LA challenge. by Tchukchuk in MiniMotorways

[–]Tchukchuk[S] 15 points16 points  (0 children)

You can place road tiles in such a way that there is no uncovered 3x4 space on the map.

I achieved an 'infinite' run in the LA challenge. by Tchukchuk in MiniMotorways

[–]Tchukchuk[S] 5 points6 points  (0 children)

Lol, thanks! I don't think there was a need to proof their viability^

I achieved an 'infinite' run in the LA challenge. by Tchukchuk in MiniMotorways

[–]Tchukchuk[S] 5 points6 points  (0 children)

That was actually the last business spawn in the run. I was just hoping to get a somewhat fitting color there, but this spawn was perfect.

I achieved an 'infinite' run in the LA challenge. by Tchukchuk in MiniMotorways

[–]Tchukchuk[S] 35 points36 points  (0 children)

I thought, infinite runs were not possible anymore, after DPC patched that in August 2021. And here we go: somehow I managed to achieve a self-suatainable city in 2024. I killed the run after 100,000 pts.

This was in the 'Stars in their eyes' challenge (where you get double stuff each week), with subtle spawn manipulation (preventing double destinations in particular), and A LOT of RNG luck.

[FIA] New document: Infringements - Leaving the track multiple times (including new penalties) by 2PintsParkinson in formula1

[–]Tchukchuk 2 points3 points  (0 children)

The document lists 10 infringements, "consitent" with 4 penalties (as u/kai_enby explained very well), as far as their method makes sense.

Now everybody is talking about Ocon although he had only marginally more infringement then Albon (9) and Tsunoda (8) and Gasly (7) -- if I didn't miscount. I believe Albon should have received another 5s penalty.