- 1: Go to Station1
2: Go to Station2
3: Jump to 2 if Load percentage is below 20.
Conditional loading
Moderator: OpenTTD Developers
Conditional loading
What it does is simple. I will examine on example.
- Attachments
-
- conditional_load_r22836.patch
- (2.19 KiB) Downloaded 335 times
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- conditional_load_r25493.patch
- (2.62 KiB) Downloaded 297 times
Last edited by pavel1269 on 28 Jun 2013 20:07, edited 8 times in total.
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Conditional loading
Update
edit: Attachment removed. See first post.
edit: Attachment removed. See first post.
Last edited by pavel1269 on 20 Sep 2011 09:23, edited 1 time in total.
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Conditional loading
The patch isnt adding the conditional loading option though is it?
What you are actually adding is a change to the train pathfinder where if a train is issued an order to the same station twice, it just stays there instead of trying to route back to the station?
What you are actually adding is a change to the train pathfinder where if a train is issued an order to the same station twice, it just stays there instead of trying to route back to the station?
Re: Conditional loading
No, nothing is added.Leanden wrote:The patch isnt adding the conditional loading option though is it?
I am not doing anything with PF. I am not sure if I understand you correctly, so I am not saying you are right or wrong. I hoped, that my example will demonstrate everything, which this patch does.Leanden wrote:What you are actually adding is a change to the train pathfinder where if a train is issued an order to the same station twice, it just stays there instead of trying to route back to the station?
pavel1269 wrote:This will cause a vehicle to stay without interruption in a station 2, loading for the condition to meet.
- 1: Go to Station1
2: Go to Station2
3: Jump to 2 if Load percentage is below 20.
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Conditional loading
Ye so instead of leaving the station as the train currently does, the train stops in the station because it has been asked to return to the same station by the conditional order.
Re: Conditional loading
I found a bug connected with this patch. Well, more like a unspecified behavior. The gradual loading works only for full load orders and this patch forces vehicles to stay at station without full load order. So the gradual loading was not working. Fix is in the first post.
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Conditional loading
This is something worthy considering implementing in trunk.
I've been waiting for this since conditional orders were introduced! Current system is very awkward and not always useful.
I've been waiting for this since conditional orders were introduced! Current system is very awkward and not always useful.
Re: Conditional loading
A little update. Renamed variable, to fit a little more. Removed limitation of conditional orders which type is percentage loaded, for the sake of extensibility.
- Attachments
-
- conditional_load_r24112.patch
- (2.11 KiB) Downloaded 269 times
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Conditional loading
Patch updated to current trunk. Patch file is in the first post.
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Conditional loading
Hi, sorry to resume this old post but I have a problem with this patch.
I'm using it via this binary, but I cannot find the way to specify how much load percentage to wait on each station.
Should it need to be activated in some way? I cannot find any options.
Thanks.
I'm using it via this binary, but I cannot find the way to specify how much load percentage to wait on each station.
Should it need to be activated in some way? I cannot find any options.
Thanks.
Re: Conditional loading
http://wiki.openttd.org/Conditional_Ordersbenem wrote:...I cannot find any options
I would like to see this patch in a more universal form - while vehicle is on a station process it's orders and don't move it until another station order.
Example A:
[1] Go to station X
[2] Go to station X
[3] Go to station X
...
would keep the vehicle on the "station X"
Example B:
[1] Go to station X
[2] Jump to order 4
[3] Jump to order 1
[4] Jump to order 3
would keep the vehicle on the "station X"
Example C:
[1] Go to station X and unload all
[2] Go to station X and full load all
would give the same result as single "Go to station X, unload all and full load all" order
Example D:
[1] Go to station X
[2] Jump to order 5 if load percentage > 80
[3] Jump to order 1 if load percentage < 40
[4] Go to station Y and full load
[5] Go to station Z and unload all
would make the vehicle stay at station X until 40% loaded
etc.
don't worry, be happy and checkout my patches
Re: Conditional loading
While I see the point in examples B and D, I don't see what other examples have common with this patch at all.
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Conditional loading
After playing some cdist, I can see the idea of a partial load now.
However, all this jumping around in the orders seems a little complicated, what's wrong with extending loading or (for symmetry) unloading until some percentage?
However, all this jumping around in the orders seems a little complicated, what's wrong with extending loading or (for symmetry) unloading until some percentage?
Re: Conditional loading
I wanted to defend the example D, but I now see problem in it's concept. If I change it to the following:
Example D:
[1] Go to station X
[3] Jump to order 1 if load percentage < 40
[2] Jump to order 5 if load percentage > 80
[4] Go to station Y and full load
[5] Go to station Z and unload all
The it would work, right?
And to be honest, I don't see any in game example of example B, so you might be right that it is good as it stands now.
Example D:
[1] Go to station X
[3] Jump to order 1 if load percentage < 40
[2] Jump to order 5 if load percentage > 80
[4] Go to station Y and full load
[5] Go to station Z and unload all
The it would work, right?
And to be honest, I don't see any in game example of example B, so you might be right that it is good as it stands now.
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Conditional loading
These are not real life examples. The point is to unify things and allow user to create any layout, even crazy one.
don't worry, be happy and checkout my patches
Re: Conditional loading
the main advantage of this method is that you don't need any new GUI elements, the order GUI is already very overloaded anyway.Alberth wrote:However, all this jumping around in the orders seems a little complicated, what's wrong with extending loading or (for symmetry) unloading until some percentage?
also, it might allow something like this:
Goto A: unload and no loading, wait for 18 days
Goto A: load, wait for 2 days
at the end station. this way, cargo won't lose value during the waiting time.
Re: Conditional loading
Something like this would be nice
- Station A: Wait for full cargo goods
- Station B: Unload all
- Station C: Load goods if available
- Station D: Skip if no goods onboard
- Goto 1
Skippern
OpenTTD Mac user
OpenTTD Mac user
Re: Conditional loading
You can't do that in clean trunk already?
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Conditional loading
I've seen AI's do if age > X skip order, but I havn't figured out how to do it myself
Skippern
OpenTTD Mac user
OpenTTD Mac user
Re: Conditional loading
You better search some tutorials next time for it. This patch has nothing to do with this.
- Station A: Wait for full cargo goods
- Station B: Unload all
- Station C: Load goods if available
- Go to 1, if no goods on board
- Station D: Unload all (I guess)
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
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