[patch] Realistic Train Shunting

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Karn
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Re: [patch] Realistic Train Shunting

Post by Karn » 22 Jul 2018 16:15

TrainLover wrote:Could this be implemented in a huge patch pack like JGR's without breaking the patch pack?
I can't talk for patch pack developers, but there are few aspects to consider.
1) How will it go with other features in patchpack?
Personally I have no idea, I see potential problem with order features, but I have no idea how it's coded and if it's just my feeling. Also I made changes in pathfinder, which may or may not interact with features in the patch pack. Anyway, this is question for patch pack author and he should be able to deal with this.

2) Bugs in this patch.
I can say, there are some present that I'm investigating. There should be none if it's going to large patch pack.

3) Future features in this patch.
I have intention to expand this patch further. Which is main reason to not include it in patchpack at the moment. Because every change I make is going to be painful for JGR if he wants to keep up with interesting new features.

So I wouldn't recommend adding this into patch pack, until this patch is stable.

What it needs to be stable? There is easy answer for that. Just many programming hours. Either from me or someone else. But seems I'm the only one being able and interested in to develop this, so you have to trust that one day I finish it. Then the 2) and 3) will be friendly for any patch pack.

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Re: [patch] Realistic Train Shunting

Post by TrainLover » 22 Jul 2018 16:24

Which part of the OpenTTD code did you edit to make it so that trains could connect and disconnect? Maybe I could go and look at the code to see if I could help fix some bugs. Or even if I couldn't, I like to look at C++ code.

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Re: [patch] Realistic Train Shunting

Post by Karn » 22 Jul 2018 16:44

To disconnect train:
In the file train_cmd.cpp changed method

Code: Select all

static void TrainEnterStation(Train *v, StationID station)
and added method

Code: Select all

u = DecoupleTrain(v);
To connect train:
In the file train_cmd.cpp inside method

Code: Select all

static bool TrainLocoHandler(Train *v, bool mode)
added method

Code: Select all

if (TrainCoupleHandler(v)) {
Btw I have work in progress that is not meant to be used yet in this branch https://github.com/Palo123/OpenTTD-YPS/ ... couple-wip

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Re: [patch] Realistic Train Shunting

Post by TrainLover » 23 Jul 2018 19:48

Is mode a variable that is in regular OpenTTD source code, or have you added in that boolean variable?

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Re: [patch] Realistic Train Shunting

Post by Karn » 23 Jul 2018 20:03

mode is in regular OpenTTD. It's not related to patch. Train is moved twice during tick, but some values should be updated only once. move is there to tell it's one of 2 updates.

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Re: [patch] Realistic Train Shunting

Post by supermop » 29 Jul 2018 14:00

Crash with 0.8.2:

[+] Spoiler
*** OpenTTD Crash Report ***

Crash at: Sun Jul 29 13:42:32 2018
In game date: 1966-05-12 (39)

Crash reason:
Exception: E1212012
Location: 7786DB52
Message: Assertion failed at line 1597 of c:/github/OpenTTD-YPS/src/economy.cpp: front->current_order.IsType(OT_LOADING)

OpenTTD version:
Version: 20180718-Decouple-g44580d25 (0)
NewGRF ver: 19000000
Bits: 32
Endian: little
Dedicated: no
Build date: Jul 18 2018 09:18:21

Registers:
EAX: 01B5D0D8 EBX: 00000000 ECX: 00000000 EDX: 00000000
ESI: 00000016 EDI: 00546D20 EBP: 01B5D134 ESP: 01B5D0D8
EIP: 7786DB52 EFLAGS: 00200246

Bytes at instruction pointer:
8B 4C 24 54 33 CC E8 F3 43 00 00 8B E5 5D C2 10 00 83 64 24 10 00 EB DE

Stack trace:
E1212012 00000000 00000000 7786DB52 00000000 01CB0348 00000001 06B62770
0000002D 00000000 0042001B 06B62BD8 00000000 01D499E0 00000000 1D588222
01B5D198 77B4C66D 0101A23C 00000003 77B4A396 B3C522B1 00000000 01B5D1A8
00546D47 E1212012 00000000 00000000 00000000 772041CC 01B5D1A8 771A6F56
771A6F61 00000016 4E2A76BC 065AEED0 2836E904 01B5D4F0 8AEA2473 FFFFFFFE
00000000 00000000 00000001 00546D20 77205C48 4E2A76BC 01B5D160 01B5CA6C
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00000000 01D499E0 01B5D418 00000001 763E8A90 63657269 00000251 001A0BA6
00000010 00000032 0000009C 00000000 00000000 01D499E0 01D49A44 50022080
00000139 00000027 00000324 00000000 00000020 016F08A2 00000000 00007F01
00000016 000000D7 00000000 00000000 00000000 00000000 00000000 000005DC
000003C0 0000000D 000004A3 00000000 0000001C 0000000F 00000000 00000000
000005DC 000003C0 003FC800 01B5D25C 00000000 01B5FFCC 763ADBD0 1D5882D6
76113AEC 01B5D400 763E78A0 01B5D418 016F08A0 00000000 763E78EC 00000000
00000069 00000000 00000000 00000000 76377034 00000001 00000001 00000001
00000001 771D6EB7 0244197F 00A6335F 001413E4 02442558 01B5D328 000001FF
02442558 024412E8 00000000 02441200 01B5D338 771D6FCC 0244197F 00A6335F
00000016 01B5D328 024412E8 7FFFFFFF 02442558 024412E8 0000000A 00000000
00000001 00000001 0244197F 00A6335F 00000016 00000001 00000000 01B5D373
01B5D370 006F257D 00000001 00000000 0000000A 00000000 00000000 01B5D4F0
00000070 01B5D560 00000000 00000000 016F0CA0 01B5D4A8 7785279F 016F08A0
00000400 01B5D3C8 01B5D4F0 00000070 065AEED0 2836E904 778526B6 00000000
01B5D440 006F1F3F 01B5D3A0 FFFFFFFF 000000E0 016F08A0 00000200 FFFFFFFE

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crash.sav
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crash.dmp
(6.8 MiB) Downloaded 58 times
crash.png
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Got a crash while reversing a train into a station.

One thing that I find a bit tricky about 'pushing' wagons into a siding to leave wagons there: If the locomotive is at the rear, and I give the order to decouple (x) wagons in the station, those wagons detach as the head of the train and sit there without power but the whole order list. The part containing the locomotive is left in the same siding but unresponsive with a waiting for couple order. Not sure if there is a good solution to this..

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Re: [patch] Realistic Train Shunting

Post by wallyweb » 29 Jul 2018 15:35

supermop wrote:One thing that I find a bit tricky about 'pushing' wagons into a siding to leave wagons there: If the locomotive is at the rear, and I give the order to decouple (x) wagons in the station, those wagons detach as the head of the train and sit there without power but the whole order list. The part containing the locomotive is left in the same siding but unresponsive with a waiting for couple order. Not sure if there is a good solution to this..
Not knowing your order list, here is what I use and it works rather nicely.
1. Send train to a siding.
2. Send train in reverse to station with no loading/no unloading options. This will cause the power unit to flip to the junction end.
3. Send train to same station now with decouple order
.
4. Send decoupled engine to next order (the siding?).
5. Set the couple order. The engine will wait and return to the station to recouple when the decoupled wagons are ready (100% full or 100% empty) (Actually the engine will go to the first consist that meets the couple parameter, not necessarily the consist it just dropped)
6. Send train to next destination.

EDIT: Sorry. I missed a step highlighted in bold.

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Re: [patch] Realistic Train Shunting

Post by jimbob » 30 Jul 2018 22:15

wallyweb wrote: 2. Send train in reverse to station with no loading/no unloading options. This will cause the power unit to flip to the junction end.
3. Send train to same station now with decouple order[/b].
Neat I did not realise you could do that :D Thanks, I was getting annoyed with creating accidental wagon engines with no power.
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Re: [patch] Realistic Train Shunting

Post by Karn » 31 Jul 2018 10:33

supermop wrote:Crash with 0.8.2:
Thank you for bug report. It should be fixed now in 0.8.3.

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Re: [patch] Realistic Train Shunting

Post by Karn » 05 Aug 2018 10:42

Version 0.9 released. Order for decoupling is reworked, now there are more options for orders. Changes:
- it's now possible to specify what kind of order should get 1st and 2nd part of train
- when coupling, train reverse if destination is in opposite direction
- speed limit for coupling and wagon in front

This should allow full support of pushing and pulling.
jimbob wrote:
wallyweb wrote: 2. Send train in reverse to station with no loading/no unloading options. This will cause the power unit to flip to the junction end.
3. Send train to same station now with decouple order[/b].
Neat I did not realise you could do that :D Thanks, I was getting annoyed with creating accidental wagon engines with no power.
This update should fix this so you don't have to use this trick anymore.

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Re: [patch] Realistic Train Shunting

Post by wallyweb » 05 Aug 2018 14:08

Karn wrote:
jimbob wrote:
wallyweb wrote: 2. Send train in reverse to station with no loading/no unloading options. This will cause the power unit to flip to the junction end.
3. Send train to same station now with decouple order[/b].
Neat I did not realise you could do that :D Thanks, I was getting annoyed with creating accidental wagon engines with no power.
This update should fix this so you don't have to use this trick anymore.
I still have to use the "trick". Without it the power unit remains at the far end of the station.
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Re: [patch] Realistic Train Shunting

Post by Karn » 05 Aug 2018 14:25

wallyweb wrote:
Karn wrote:
jimbob wrote:
Neat I did not realise you could do that :D Thanks, I was getting annoyed with creating accidental wagon engines with no power.
This update should fix this so you don't have to use this trick anymore.
I still have to use the "trick". Without it the power unit remains at the far end of the station.
What you can do now is to tell first part to inherit orders, second part to keep orders without loading. And then set number of units to decouple to number of wagons or just big number like 50 so only loco stays.
Of course it's up to you what you prefer.

Maybe it would be useful if I added negative numbers for counting from back, so you don't have to bother with number of wagons too much? And other idea is to support number "0" (auto), which would try to guess what you want to decouple. For example if you have 1 or 2 locos in front or back, it's pretty easy guess.

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Re: [patch] Realistic Train Shunting

Post by wallyweb » 05 Aug 2018 14:51

Karn wrote: ... so only loco stays.
I suspect there may be a misunderstanding.
We do not want the loco to stay.
We want the consist to stay.
The train goes to a siding where the power shifts from the loco to the last wagon in the consist
The train now "reverses" into the terminal station platform.
The power should now shift back from the last wagon to the loco so that the loco can decouple and move to a siding to wait for an available couple.
Without the "trick" the loco has no power and the power remains with the last wagon which decouples and "waits for a clear path" which is not available because it is a terminal station.

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Re: [patch] Realistic Train Shunting

Post by Karn » 05 Aug 2018 15:18

wallyweb wrote:
Karn wrote: ... so only loco stays.
I suspect there may be a misunderstanding.
We do not want the loco to stay.
We want the consist to stay.
The train goes to a siding where the power shifts from the loco to the last wagon in the consist
The train now "reverses" into the terminal station platform.
The power should now shift back from the last wagon to the loco so that the loco can decouple and move to a siding to wait for an available couple.
Without the "trick" the loco has no power and the power remains with the last wagon which decouples and "waits for a clear path" which is not available because it is a terminal station.
Is this what you are trying to achieve or is there a misunderstanding as you said? The loco keeps original orders in the example and becomes train 2.
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Re: [patch] Realistic Train Shunting

Post by Snail » 05 Aug 2018 16:26

The issue with engine-specific liveries and properties when reversing persists. I guess this update didn't address those?
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Re: [patch] Realistic Train Shunting

Post by Karn » 05 Aug 2018 16:48

Snail wrote:The issue with engine-specific liveries and properties when reversing persists. I guess this update didn't address those?
It's planned to be solved in next "bigger" update, which will be named v0.10. First post implies this for a while. Aim of last update was to improve orders for more flexibility.

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Re: [patch] Realistic Train Shunting

Post by Snail » 05 Aug 2018 17:00

Karn wrote:
Snail wrote:The issue with engine-specific liveries and properties when reversing persists. I guess this update didn't address those?
It's planned to be solved in next "bigger" update, which will be named v0.10. First post implies this for a while. Aim of last update was to improve orders for more flexibility.
Great, no rush. Just wanted to make sure I hadn't missed something ;)
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Re: [patch] Realistic Train Shunting

Post by wallyweb » 05 Aug 2018 18:38

Karn wrote:Is this what you are trying to achieve or is there a misunderstanding as you said? The loco keeps original orders in the example and becomes train 2.
The order list in your image worked. :bow:
Here is a little save game to see it in action. :D
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Shunt Test C, Mar 2nd, 1940.sav
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Re: [patch] Realistic Train Shunting

Post by Karn » 08 Aug 2018 11:45

Version 0.10 released. This one is about fixing NewGRF glitches.
Technical explanation: parent VarAction2 properties 0xC6, 0xF2, 0x42 and first_engine are stored in vehicle and updated only during depot arranging and refitting. I tested it on several NewGRFs and it looked alright.
NewGRF property for checking if vehicle is reversed is disabled, because there are NewGRFs doing own magic during reversing, which is obviously not compatible with this patch.
- and few other minor bugfixes.

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Re: [patch] Realistic Train Shunting

Post by wallyweb » 08 Aug 2018 19:08

Good news day!
1. Decoupled wagons turn gray when left in station.
seems to have been fixed in version 0.10 :D
:bow:

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