Real timetable - why and how

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Wahazar
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Posts: 1452
Joined: 18 Jan 2014 18:10

Real timetable - why and how

Post by Wahazar »

Until now, beginning from first Railway Tycoon, there is lack of crucial feature: real timetable.
Not only because it is real, but all those traffic jams, train/bus clustering and trickety trick with proper cargo transfer synchronization,
can be solved by means of real timetable.

Real timetable is not just a table with arrival and departure times - this is final product for passengers,
and in more detailed version, for locomotive drivers.
The real timetable is in form of graph (so called string diagram), not a plain table, because dispatchers must know,
where every train is supposed to be, at any time, example:
real string diagram from page http://www.irfp.de/deutsch/fbs/fpl.html
real string diagram from page http://www.irfp.de/deutsch/fbs/fpl.html
rtt.png (59.13 KiB) Viewed 2778 times
Each train is represented as line, if line is horizontal - train stops, more stepped line - faster train. You can see trains going from opposite direction.
No worry, it is double track line, thus trains can pass between stations. In case of single track such graph is even more important,
because trains can pass only at the stations - one must wait for another.

Now easy example of attempt to use timetable implemented in openttd.
Singe track railway line from station, let say 1, trough freight station 2 and passenger stop 3, to station 4.
Two trains - passenger going from 1 to 4 and stopping at 3, and back
and freight, going with wood from 2 to 1, unloading and loading lumber, then going to 4, unloading and back.
Station 4 have separate platforms, but station 1 have one platform, so I must schedule trains to avoid passenger train waiting, when lumber is loading.
Let say, that I cannot build additional platform (there is no place) and double track (it cost to much for handling 2 trains).
Of course, we are talking about game with "infrastructure cost" switched on, not a sandbox with 16-track and signals at each tile :)
1-2-3-4 line
1-2-3-4 line
tttt.jpg (92.8 KiB) Viewed 2778 times
First flaw - i must run train and observe "autofilling" of timetable, other train(s) must be stopped to not interfere.
Second flaw - freight timetable is long, passenger - short.
OK, I can extend some waiting time to make passenger schedule 3x shorter than freight one.
Third flaw - it is very hard to figure out how to make time offset to avoid single track conflicts.
I wrote increments from openttd timetable to spreadsheet, calculate total time and plot it against station number.
Done this same for passenger, make it transparent and move up/down to place properly and check time offset.
tt timetable graph
tt timetable graph
ttttxls.png (13.24 KiB) Viewed 2778 times
All this tedious work will gone with the wind after any vehicle/track reconstruction.

Now suggestions.
Flaw 3. It would be great to see such graph diagram plotted automatically.
Flaw 2. absolute time, instead of relative
Flaw 1. suggested travel timings should be computed offhand instead of train tacking.
Just emulate speed of "ghost" of given locomotive with a given load along path-finded tiles with given slope and curvature.
How long does it takes for today CPUs?
In fact, real software for timetable diagrams is performing similar simulation.

I hope, that forthcoming patch would cope with above issues.

Best regards,
Mc
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Eddi
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Posts: 8289
Joined: 17 Jan 2007 00:14

Re: Real timetable - why and how

Post by Eddi »

Wahazar
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Posts: 1452
Joined: 18 Jan 2014 18:10

Re: Real timetable - why and how

Post by Wahazar »

Of course, this is exactly what I had in mind when I wrote "I hope, that forthcoming patch would cope with above issues".
My article intend to show, why such patch is necessary, and suggestion, what should be improved.
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
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