Thank goodness for waypoints

The "spiritual sequel" to Transport Tycoon Deluxe: Chris Sawyer's Locomotion is the latest game from him - general discussion about it here please!

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Severn
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Thank goodness for waypoints

Post by Severn »

I'm finding I have to use waypoints on fairly simple rail junctions, otherwise trains go completely the wrong way.

Anybody else finding this?
  • In this picture in the SW corner there is an oil refinery.
    Off to the North is an oilfield.
    And off the NE corner is another oilfield.
    There is NO track betwen the 2 oilfields.
    The train headed NW is only doing so, because I placed a waypoint at position X. Before that it was always heading for Y and reaching the wrong oilfield.
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teeone
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Post by teeone »

Waypoints...a sloppy crutch for sloppy pathfinding...
Doomer 09
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Post by Doomer 09 »

Waypoints are great. I love them. I know no game with a perfect pathfinding. Think it will never come 8) . So waypoints can help a lot making good systems. Play Transport Giant and you will cheer bout Locomtion
fsdave
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Post by fsdave »

teeone wrote:Waypoints...a sloppy crutch for sloppy pathfinding...
Not really, see if you have a junction, one track is blocked, the other isnt. The signal will clear the train through. BUT if there is a waypoint set aka youve told it you REALLY want it to go there and no other way, no looping back round etc, then it wont.


On another note Severn why are you using bridges etc on your junctions? A simple junction made of nothing but rails really works fine.
Patchman
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Post by Patchman »

fsdave wrote:On another note Severn why are you using bridges etc on your junctions? A simple junction made of nothing but rails really works fine.
It works fine until you have two or more trains trying to go through it at the same time. With junctions, only one train can be on it at a time, but with bridges or tunnels there's no such limitation, because they're all on independent tracks.

Not very realistic, but Locomotion still doesn't allow trains to use non-interfering tracks in the same signal block.
fsdave
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Post by fsdave »

Yeah... but a junction is usually just a small holdup. Plus in a busy network, its good as it spaces trains out before they hit the stations.
Severn
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Post by Severn »

fsdave wrote:
teeone wrote:Waypoints...a sloppy crutch for sloppy pathfinding...
Not really, see if you have a junction, one track is blocked, the other isnt. The signal will clear the train through.

On another note Severn why are you using bridges etc on your junctions? A simple junction made of nothing but rails really works fine.
Some dodgy logic there fsdave. If the on-track were blocked (it wasn't) the train that was supposed to head for 'Y' would stop at the signal just before, not decide to take rout X instead (especially if route X cannot reach the desired end-point).

As for the bridge, I read the manual. :wink:
spong
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Attractors?

Post by spong »

Do the one-way signals still act like "attractors" though?

(I seem to remember that) in TTD the trains would all gravitate towards the nearest one-way signal. Does replacing the first one-way signals with two-ways fix the path finding? (cos the one-way signals before it ensure you're already moving in the right direction, right?)
ruyasan
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Post by ruyasan »

fsdave wrote:Yeah... but a junction is usually just a small holdup. Plus in a busy network, its good as it spaces trains out before they hit the stations.
Why is spacing out trains a good thing? Its just a nother delay, and delays mean wasted money :p

Small local lines are fine witthout bridges, but if you don't use bridges for your arteral trunk, whew boy...
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