It uses your own system time, but only every time you load or start a game.wallyweb wrote:btw - it's after midnight here and they did not revert nor did the engines
Any bright ideas
EDIT: The engines finally reverted ... at 1:00 AM AST ... you must be on EST
2.0.1 alpha / 2.5 beta discussion
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Cute Explains why sending them to the shed didn't workPatchman wrote:It uses your own system time, but only every time you load or start a game.
You should have seen the big fireball at the level crossing just beforeThade wrote:LOL, the second picture is awesome!wallyweb wrote:2nd pic = but not this goooood
Sorry Patchman ... I know ... off topic ...
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Sad to say, but pathfinding has become less intelligent in alpha 48.
The oiltrain (train 1) waiting at the PBS junction has to go to Hulst South.
It should choose the right track, which worked up to alpha 47, but now it waits until the left track becomes available.
Placing a double signal there is no solution because then the other oiltrain (train 0) will go straight ahaed, missing the waypoint Hulst South if that track is occupied.
There are numerous junctions like this in my game, but in most cases I could solve it by placing a double signal somewhere.
The oiltrain (train 1) waiting at the PBS junction has to go to Hulst South.
It should choose the right track, which worked up to alpha 47, but now it waits until the left track becomes available.
Placing a double signal there is no solution because then the other oiltrain (train 0) will go straight ahaed, missing the waypoint Hulst South if that track is occupied.
There are numerous junctions like this in my game, but in most cases I could solve it by placing a double signal somewhere.
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Still the best OS around
Yes, and one more thing, the trains go for tracks too aggressively, at a station where I don't separate goods trains and raw material trains, it often happens that a raw material train rushes behind a goods one, to the same platform, which can't be cleared because the goods train is on full load. This creates long queues and/or jams. At pax stations, often there are three trains queuing for one platform while there are two free ones. A major P.I.T.A. if you ask me, I have to revert to a47. Perhaps u overoptimized PBS a tad bit, Patchman, hm? It runs like ordinary signals now.
Ah yes, I see the problem. I'm not sure it can be fixed actually, but a workaround is to change the position of the bridge and signals, so that either there's nothing between the station and the signal, or at least one regular track piece between station and signal. I'll have to think about this for a bit, there's no obvious solution that I can see.kvtb wrote:Here you are (it's a minimal test game)Patchman wrote:Maybe post or email me a savegame together with ttdpatch.cfg and newgrfw.cfg so I can look at it.
Have you been working on the depot pseudosignal? Because now trains jam up for no reason at a signal in front of a non- forced depot. Not every time, but occasionally, they'll just stop at the signal with nothing in front of them, and stick there until you force them to ignore the signal. With a forced depot, everything works fine.
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- Tycoon
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I still have the same problem as well on all my bridges.
Did I miss something?
Did I miss something?
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I've always had that problem, I knew there were experiments to fix it but I hadn't heard they were successful. The sprite-sorter is complex and there are a lot of issues with it, so it would be hard to fix.
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Ive had trains do similar things. At a few of my stations I have a 1-way pre signal followed by lots of 2-way combos which are followed by 1-way exits (1 exit per combo). This prevented trains from coming out of the station in the wrong direction so I didnt have to use extra waypoints.krtaylor wrote:Have you been working on the depot pseudosignal? Because now trains jam up for no reason at a signal in front of a non- forced depot. Not every time, but occasionally, they'll just stop at the signal with nothing in front of them, and stick there until you force them to ignore the signal. With a forced depot, everything works fine.
This has worked perfectly up until A48 where trains will stop themselves at the combos. I had to replace all the combos with exits and remove the 1-way exits.
Ah. So it sounds like there really is a bug there.
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A forced depot is one to which the tracks are laid in such a way that trains MUST enter the depot, they can't just drive past it.
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Is there a square of normal track between the combos and the exits?MegaStationMan wrote:At a few of my stations I have a 1-way pre signal followed by lots of 2-way combos which are followed by 1-way exits (1 exit per combo).
This has worked perfectly up until A48 where trains will stop themselves at the combos. I had to replace all the combos with exits and remove the 1-way exits.
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bah, i don't like depots, i have breakdowns off and the servicing at maximum. i only use depots when necessary.
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