power_temp should be multiplied by 746 for HP to Watts, not 74,611. The end of the corrected line has double L's for "long long int" as used further up in the function. Right?
I agree, thanks for letting me know, that's well spotted.
This is in the repo and will be in the next release.
I am having an interesting problem wherein a block signal will spontaneously refuse to let a train pass, even when there are no obstructions on the line. I do not know how to reproduce this error because it happens infrequently, but as you can imagine it presents a large disruption to service when a mainline is blocked. After the signal is cleared manually, it works as normal. This may be due to the large number of signals on the network (almost 18,000) or the large number of trains.
p4nzer wrote:I am having an interesting problem wherein a block signal will spontaneously refuse to let a train pass, even when there are no obstructions on the line. I do not know how to reproduce this error because it happens infrequently, but as you can imagine it presents a large disruption to service when a mainline is blocked. After the signal is cleared manually, it works as normal. This may be due to the large number of signals on the network (almost 18,000) or the large number of trains.
Thanks for reporting this, could you post the savegame, and point out which signal it is?
p4nzer wrote:I am having an interesting problem wherein a block signal will spontaneously refuse to let a train pass, even when there are no obstructions on the line. I do not know how to reproduce this error because it happens infrequently, but as you can imagine it presents a large disruption to service when a mainline is blocked. After the signal is cleared manually, it works as normal. This may be due to the large number of signals on the network (almost 18,000) or the large number of trains.
Thanks for reporting this, could you post the savegame, and point out which signal it is?
In the meantime, you should switch the setting "automatic reversing at signals" to off.
einsteinyh wrote:May I Make a question?
Is there any possibility of giving support of this PP for android devices in the future? (Maybe a crossed fork of pelya's port)
I would doubt that this is likely to happen. It would require someone else on the Android side to take it on.
einsteinyh wrote:May I Make a question?
Is there any possibility of giving support of this PP for android devices in the future? (Maybe a crossed fork of pelya's port)
I would doubt that this is likely to happen. It would require someone else on the Android side to take it on.
I won't port patchpacks to Android, sorry. I don't even bother adding new features to the regular Android version anymore.
Gwyd wrote:I have a crash to show you! It appears to happen whenever I try to clone a vehicle with a sub-cargo.
Thanks for reporting this.
This is a bug in the scheduled dispatch feature in that it does not correctly handle the case of cloning a vehicle with an empty orders list.
This will be fixed before the next release.
In the savegame I posted earlier, the group that includes train 14 has a problem wherein the trains will occasionally be dispatched with their schedules set either as being absurdly early (>500 minutes) or as "not started." This causes all of the trains to group up at the first station stop, which blocks other trains. This happens only sometimes, but it has happened reliably over the several weeks I've been playing with it.
p4nzer wrote:In the savegame I posted earlier, the group that includes train 14 has a problem wherein the trains will occasionally be dispatched with their schedules set either as being absurdly early (>500 minutes) or as "not started." This causes all of the trains to group up at the first station stop, which blocks other trains. This happens only sometimes, but it has happened reliably over the several weeks I've been playing with it.
I will try to look into this, but no promise. The behaviour your describe does not make sense at all with fixed timetable, so I suspect the problem might occurs only when automated timetable is active along with scheduled dispatch. Thanks for reporting.
Redirect Left wrote:I'm trying to get into scenario creating and releasing, i've got JGR patch pack installed currently.
Will scenarios i make with this pack play as anticipated on the normal OpenTTD, or should I scenerio create with a seperate installation?
The latter. Although a topic for JGRPP-only scenarios would be nice.
EDIT: Along with NotRoadTypes, could you keep an eye on Juanjo's patches, JGR? Like NRT they're a long time coming, so watching the progress is all I'm asking. Hopefully these changes will be stable enough one day to include, though they'll likely need to go to trunk rather than included.
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses. Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.