Hey gang!
First, a big thanks to the AI devs. Awesome work! I enjoy having competition in my games.
Okay, here is the issue: When I play with NARS2 and regearing on, the max cargo load is 1 - the number of engines. The AIs will send a train out to load 100%, but it never gets there, which doesn't work so well for them.
Besides using another engine GRF or disabling regearing (not gonna happen!) any suggestions as how to fix this without me personally having to rewrite the code for every AI? Seriously, I have been playing UK games with UKRS lately but I miss NARS2.
AIs and NARS2- problem with regearing
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AIs and NARS2- problem with regearing
Who is John Galt?
- planetmaker
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Re: AIs and NARS2- problem with regearing
Honestly, that sounds IMO indeed like an issue for the respective AI writers more than an issue for OpenTTD. They just don't support (so far) all possible NewGRF quirks...
A possibility might be to offer a newgrf support library for AI writers so that it gets easy for them to test for issues of this kind I'm not sure how feasable or sensible that would be, though.
A possibility might be to offer a newgrf support library for AI writers so that it gets easy for them to test for issues of this kind I'm not sure how feasable or sensible that would be, though.
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Re: AIs and NARS2- problem with regearing
Please report that issue in the AI topics for the AIs that have this problem. At least AdmiralAI v22 uses "full load any"-orders, so this problem should not happen.
Re: AIs and NARS2- problem with regearing
OK, thanks. Will figure out which AIs are the offenders and ask the individual devs for support. Nice to know that Admiral will work fine with NARS2- I guess I can pick and choose the AIs so that only Admiral gets to run trains.
planetmaker wrote:Honestly, that sounds IMO indeed like an issue for the respective AI writers more than an issue for OpenTTD. They just don't support (so far) all possible NewGRF quirks...
A possibility might be to offer a newgrf support library for AI writers so that it gets easy for them to test for issues of this kind I'm not sure how feasable or sensible that would be, though.
Who is John Galt?
Re: AIs and NARS2- problem with regearing
I don't want to be evil or anything, but have you made a typo in the formula or how is it supposed to be read?ostlandr wrote:Okay, here is the issue: When I play with NARS2 and regearing on, the max cargo load is 1 - the number of engines.
If the formula would be
Code: Select all
max load = 1 - [number of engines]
A train with one engine would not be able to load anything (zero)
A train with two or more engines would only be able to load negative amount of cargo (how does that work??)
To me it seams that either I interpret the formula in another way than it was meant to be interpreted and/or there is a typo?
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
Re: AIs and NARS2- problem with regearing
It's not a formula, "- the number of engines" is an explanation where the 1 comes from, ie with 1 engine the train can load 1 regearing, with 2 engines 2 regearing, etc. Regearing is a cargo that is used to refit trains to different liveries.
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