[Patch] Yellow Path Signals

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ksora
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Re: [Patch] Yellow Path Signals

Post by ksora »

I played with this patch few hours and found some troubles when use with single track railway layout.
single_layout_reserved.png
(214.65 KiB) Not downloaded yet
Your new 4-aspects PBS always try to reserve 3 blocks rear of itself and if failed it turns "Y"(40kph). But in some cases it make things complicate.
single_layout_troubled.png
(272.2 KiB) Not downloaded yet
In this case, train on right side can go to next station in 2 aspects PBS but in 4 aspects PBS it's path is reserved by train on left side, so it can't go.

You can say "then place some PBS in middle of track" but it can make dead locks since advance of PBS is declared as "safe waiting point" in path finder. Yeah, it's dead-end. Only way to build safe single track railway is now unusable!

So I think we need to declare 4-aspects PBS as "new" signal, not replace traditional 2 aspects PBS. Or you can create new 4-aspects pathfinder-transparent-signal and make it act "nothing" with pathfinder(not act as safe waiting point and not act as path finding point) but only work when it placed middle of reserved path to make station start signal(in Japanese 出発信号機, don't know how it called in English) can give "G" to train and make train safely decrease speed.
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Re: [Patch] Yellow Path Signals

Post by Karn »

I don't like idea of creating 2 new signal types. Don't we have already enough of them? I was explaining to several people, how signals work in OpenTTD. They all lost at the point, that there are 3 useless types of signals (maybe 4?). There isn't any significant difference between 2 aspects PBS and 4 aspects PBS, just number of reservations. If you prefer old behavior in case like that, you can "hack" it and use something like this.
Great Trarnhall Transport, 27. Jún 2000.png
(430.77 KiB) Not downloaded yet
Btw. thx for testing. :)
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Re: [Patch] Yellow Path Signals

Post by ksora »

Karn wrote:I don't like idea of creating 2 new signal types. Don't we have already enough of them? I was explaining to several people, how signals work in OpenTTD. They all lost at the point, that there are 3 useless types of signals (maybe 4?). There isn't any significant difference between 2 aspects PBS and 4 aspects PBS, just number of reservations. If you prefer old behavior in case like that, you can "hack" it and use something like this.
Great Trarnhall Transport, 27. Jún 2000.png
Btw. thx for testing. :)
You're right. most of them are useless(especially pre-signals). but I think using PBS on everywhere can slow down whole game in huge railway system so still we need dumb block signals(I didn't read path finder code yet, maybe I was wrong).

Anyway, your solution can solve that problem now. But I know you're working on YAAM and that case may cause problem with YAAM because your design is not give enough deceleration distance. I think we still need 4-aspects pathfinder-transparent-signal.

Thank you for awesome signal patch :D
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Re: [Patch] Yellow Path Signals

Post by Karn »

ksora wrote:You're right. most of them are useless(especially pre-signals). but I think using PBS on everywhere can slow down whole game in huge railway system so still we need dumb block signals(I didn't read path finder code yet, maybe I was wrong).
I had to read and understand that code :D Path signals don't slow down game. When train see the path signal, it checks every decision point ahaed and remember those decisions by reserving tracks. Then it doesn't compute anything until it comes to next path signal. Block signals compute it few seconds later, when train actually arrives at decision tile. But speaking about performance, it doesn't make difference, you are still doing this computation once. Only problem here is, when huge network is crowded and many trains stop in front of red signals. Then trains want to reserve path over and over again (but they can't for a while, because other trains are blocking them). Developers solved this by implementing interval, how often can trains try to reserve their path (every X game ticks, idk the exact value). Anyway, when there is straight line without intersections - the only useful place for block signals - but using pbs, train doesn't call pathfinder and reserve the line in simplified way at the same computational cost as block signals.

I still use block signals on straight lines, because path signals in trunk are 97% of the time red, which doesn't look good for me. Other reason is stuck trains on reversing, when rebuilding busy tracks.
ksora wrote:Anyway, your solution can solve that problem now. But I know you're working on YAAM and that case may cause problem with YAAM because your design is not give enough deceleration distance. I think we still need 4-aspects pathfinder-transparent-signal.
YAAM and Yellow PBS have a little opposite philosophy. My long term goal for Yellow PBS is make it trunk material. Which means, that I don't wanna overcomplicate stuffs with weak reservations, new signal types and other maybe good, but very complicated ideas.

YAAM on the other hand isn't meant to be in trunk. I can test weak signals or break block signal concept, because i don't have to maintain real backwards compatibility.

Reason for this opposite philosophy is, that Yellow PBS was hard to code and even very small change in trunk will cause me a lot of headache. Code is complex and long. YAAM will be small patch according to code length, easy to maintain and port to any trunk revision (which was previously patched by Yellow path signals). And will break old style gameplay.
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Re: [Patch] Yellow Path Signals

Post by ksora »

Thank you for your kind explanation.

And about act of train. When signal changed while train is running, train's speed limit doesn't change until train pass the signal in v7. But in the real world, train will accelerate to new signal speed limit when driver "see" next signal. I don't know how's going on other country but at least Japanese/Korean railway company does. I know it can cause performance issues so I just ask about possibility.
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Re: [Patch] Yellow Path Signals

Post by Karn »

My only experience is based on Microsoft Train Simulator. There is acceleration allowed after new signal. Tbh it annoys me a little, when I see free railroad, but train is still going 40km/h. However it's not a problem to change that. Do we have signal experts / engine-drivers in this forum, who can say sth about this in Europe/America?
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Re: [Patch] Yellow Path Signals

Post by Zealotus »

Karn wrote:My only experience is based on Microsoft Train Simulator. There is acceleration allowed after new signal. Tbh it annoys me a little, when I see free railroad, but train is still going 40km/h. However it's not a problem to change that. Do we have signal experts / engine-drivers in this forum, who can say sth about this in Europe/America?
I'm a train driver in Sweden and I can say this:
You will not be able to accelerate until you reach the signal due to how the safety system works.
It's only updated on select spots along the track and unless there's a repeater somewhere in front of the signal it won't get updated with the new information.
So, yeah, while you can see that a signal has changed the safety system can't so you can't accelerate the train. ( Well... you could try but the safety system will scream and hit the brakes for you! :P )
To simulate these spots you could let the train start accelerating a couple tiles before the signal. But then again, these update spots are usually only found on tracks in and around cities.

And stuff I've heard:
In Denmark there are some signals with a kind of signal cable along the rail that will constantly give an update on its state.
And in Germany there's a possibility for the driver to tell the system that a signal has changed and thus can accelerate earlier.
But don't quote me on any of this!
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Re: [Patch] Yellow Path Signals

Post by ksora »

That difference must be come from different thought about safety system between EU and Japan.

In Japan, quite old safety system called "ATS-S" is used widely and it only check train speed when train pass over the transponder. So drivers will accelerate before pass the signal without care about safety system. ATS-P is modernized version of ATS. It will generate decelerate pattern and when train speed hit the pattern it will decelerate to pattern speed. It will not "stop" the train until train get really close to red signal. Since ATS-P make decelerate pattern to red signal, it just ignore yellow or yellow green signal (in Japan, 4-aspects signal order is R-Y-YG-G or R-YY-Y-G).

Anyway, it looks like case-by-case so it will be nice that we have an option about it.
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Re: [Patch] Yellow Path Signals

Post by Eddi »

Now that you have your prototype out and running, i think we need to talk about the actual gameplay impact this has, and where i think it falls short.

for start, we should consider that there are more play styles in this game than you can imagine, and for every such gameplay, there should be a more or less meaningful impact of this.

but let's simplify that to two scales:
  • the speed of the trains
  • the distance between signals
for speed of trains there is quite a large range. on the slow end are freight trains with wagon speed limits enabled, and on the fast end are maglevs

while a slowdown to 40km/h is maybe not impacting slow trains too much, it will be deadly for any maglev network. especially when you consider the so-called "evil mode", where a train stopping for a signal is already accelerating again, but because it didn't clear the path fast enough, the next train will slow down, and this ripples down, locking practically your whole network at the slow speed.

while you cannot entirely prevent that, and it happens in the default game as well, you can certainly change the impact of the speed limit. i suggest instead of a flat 40km/h speed limit, you should apply a proportional speed limit, like 40% of top speed.

the part of signal distances is more complicated, as the range of situations is much larger. on the one hand you have people placing signals every 2 or even every tile(s), on the other hand you have people placing a signal every train length, and on the third hand you have single tracks merging, which only ever have one single signal on them.

you will never have a system meaningful for all these situations, if you insist on the 3 signals reservation for determining the speed limit.

the intention here was to allow trains at a densly signalled main line following each other to adjust speed if they are getting too close, but it overly impacts the longer signal blocks, e.g. at station entrances or the aforementioned single track sections.

i think a better approach here is to make the slowdown dependent on the remaining length of reserved path. i.e. you use some random formula to calculate a braking distance (based on current speed, not top speed), and if the remaining path is shorter than this, and cannot be extended, you initiate the slowing down. the signal state on the track will then just be a visual representation of this braking distance. the signal where the reservation ends is red (because either reservation failed or there was no need to extend the reservation yet), the signal before that will be "hard yellow" ("expect full stop at next signal"), and the other signals in the braking distance will be "soft yellow" ("next signal is pass, but slow down")[whether that is needed, or 3 aspects suffice, is debatable]. this would also work if there are no signals there, allowing ridiculously long signal blocks on single tracks, where placing signals in the middle would be counter productive.
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Re: [Patch] Yellow Path Signals

Post by Karn »

Zealotus wrote:And stuff I've heard:
In Denmark there are some signals with a kind of signal cable along the rail that will constantly give an update on its state.
And in Germany there's a possibility for the driver to tell the system that a signal has changed and thus can accelerate earlier.
But don't quote me on any of this!
Denmark cable along the rail sounds like ETCS, I read about it on wiki recently. Sorry, i had to quote this :mrgreen:

ksora wrote:Anyway, it looks like case-by-case so it will be nice that we have an option about it.
It will be in version 8. I will post it later today or tomorrow. It's nice mess on my hdd since I have to port every change to yaam and I'm testing this with "Yet Another Patch Pack based on YACD" too.

Eddi wrote:while a slowdown to 40km/h is maybe not impacting slow trains too much, it will be deadly for any maglev network. especially when you consider the so-called "evil mode", where a train stopping for a signal is already accelerating again, but because it didn't clear the path fast enough, the next train will slow down, and this ripples down, locking practically your whole network at the slow speed.
I'm considering making every basic railtype configurable. So.. 2 speed settings for each [normal,electric,monorail,maglev]
Eddi wrote:while you cannot entirely prevent that, and it happens in the default game as well, you can certainly change the impact of the speed limit. i suggest instead of a flat 40km/h speed limit, you should apply a proportional speed limit, like 40% of top speed.
I disagree. Trains with 2 different top speeds can meet and it would be disaster. Imagine slow train in front of fast.. Something like 50km/h and other wanting to go 120km/h. This patch basically loses its point at this % of top speed.

Eddi wrote:the part of signal distances is more complicated, as the range of situations is much larger. on the one hand you have people placing signals every 2 or even every tile(s), on the other hand you have people placing a signal every train length, and on the third hand you have single tracks merging, which only ever have one single signal on them.

you will never have a system meaningful for all these situations, if you insist on the 3 signals reservation for determining the speed limit.

the intention here was to allow trains at a densly signalled main line following each other to adjust speed if they are getting too close, but it overly impacts the longer signal blocks, e.g. at station entrances or the aforementioned single track sections.

i think a better approach here is to make the slowdown dependent on the remaining length of reserved path. i.e. you use some random formula to calculate a braking distance (based on current speed, not top speed), and if the remaining path is shorter than this, and cannot be extended, you initiate the slowing down. the signal state on the track will then just be a visual representation of this braking distance. the signal where the reservation ends is red (because either reservation failed or there was no need to extend the reservation yet), the signal before that will be "hard yellow" ("expect full stop at next signal"), and the other signals in the braking distance will be "soft yellow" ("next signal is pass, but slow down")[whether that is needed, or 3 aspects suffice, is debatable]. this would also work if there are no signals there, allowing ridiculously long signal blocks on single tracks, where placing signals in the middle would be counter productive.

OpenTTD has some limitations. For beginning, it's not always easy to tell, how long is your reserved path. We have awesome things like diagonal tracks and wormholes (bridges and tunnels), whose are implemented veeeery not friendly with your idea. Then changing 20 signals ahead, because someone builds signal on every tile and update it frequently is surely nice thing to code too...

I think we can use popular phrase here: Too much work for too little benefit. You suggest that programmer (in this case me) should do all the work. After implementing this, there won't be any significant impact on gameplay, just little better throughput of your railroads. It's because trains would take care of everything (no, this isn't how it works in real life either, I don't mind one example somewhere in China). I wanted to make things little more interesting, when you have to think about how often you should build your signals etc. I agree that everyone has different game style. That's why there is setting to turn it off, or if you want only two reservations, you can set double yellow speed limit to unlimited (30,000km/h or anything higher than fastest train) or you can ignore whole patch by using block signals on right places.
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Re: [Patch] Yellow Path Signals

Post by planetmaker »

If you make the slow-down speed a per-railtype setting (which IMHO is over-engineering it a bit), you need to go all the way and also enable that somehow for NewGRFs.

Also I didn't quite get why you "have to port" your changes to <random patch pack> instead of getting it right in trunk.
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Re: [Patch] Yellow Path Signals

Post by Karn »

planetmaker wrote:If you make the slow-down speed a per-railtype setting (which IMHO is over-engineering it a bit), you need to go all the way and also enable that somehow for NewGRFs.
Let's limit this for [standard+electric+unknown, monorail, maglev]. NuTracks actually reuse those types. Can someone break it for me with other popular Railroad sets which don't? NewGRF support sounds pointless, this isn't good per every railtype option. No one would care about filling 16x2 table.
Or it can stay 2x maglev. But it feels like monorail should be modified too.. idk..
planetmaker wrote:Also I didn't quite get why you "have to port" your changes to <random patch pack> instead of getting it right in trunk.
All my savegames with more than 10 trains are played on random patchpacks. To test things, if it doesn't crash game on big scale, I have to load something more interesting, than empty map with one depot. Also testing itself is boring. So I'm "testing" it with my regular save "for playing".
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Re: [Patch] Yellow Path Signals

Post by Karn »

Version 8 released. Added open questions in the first post. I guess most of them are for developers.
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Re: [Patch] Yellow Path Signals

Post by ksora »

Maybe we have to build a new Bridge Signals for this.
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Re: [Patch] Yellow Path Signals

Post by Karn »

We don't :mrgreen: At least for now. Simple trick did the work.
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Re: [Patch] Yellow Path Signals

Post by Leanden »

This looks absolutely fantastic, would make a really nice bonus advanced setting for thise who like the added realism.

EDIT: I see its aready in the settings to be turned on and off, there is only one thing i think is missing and thats a seperate type of signal which does not allow long distance reserving, e.g. To leave priority on a main line.

I know that a single block signal will achieve this, but you cant drive through the back of a single block signal and if you have two then the pathfinder penalty doesnt kick in until after a train as already entered a block the wrong way.

Just a simple Junction stop signa that basicaly behaves the same way as an old PBS signal.
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Re: [Patch] Yellow Path Signals

Post by The Growl »

Great! The only downside I could think of is the processing power used.
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Re: [Patch] Yellow Path Signals

Post by Leanden »

There is no extra processing power as the YAPF pathfinder already looks 10 signals ahead, all this is doing is reserving 3 of those signals instead of 0
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Re: [Patch] Yellow Path Signals

Post by The Growl »

Leanden wrote:There is no extra processing power as the YAPF pathfinder already looks 10 signals ahead, all this is doing is reserving 3 of those signals instead of 0
No downside then!
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Re: [Patch] Yellow Path Signals

Post by The Growl »

May have found a bug.

Code: Select all

*** OpenTTD Crash Report ***

Crash at: Sat Jun 18 13:45:32 2016
In game date: 2084-03-01 (70)

Crash reason:
 Exception: E1212012
 Location:  74E3845D
 Message:   Assertion failed at line 91 of C:/MinGW/msys/1.0/home/Palo/trunk-r27505/src/pathfinder/yapf/../../tile_map.h: tile < MapSize()

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 C:\Windows\system32\PROPSYS.dll handle: 738b0000 size: 988160 crc: 888D0BCB date: 2010-11-20 21:29:12
 C:\Windows\system32\OLEAUT32.dll handle: 766e0000 size: 572416 crc: D9B3BC88 date: 2016-02-03 18:49:27
 C:\Windows\system32\wdmaud.drv handle: 6bff0000 size: 172032 crc: D5B9F5FA date: 2010-11-20 21:29:07
 C:\Windows\system32\ksuser.dll handle: 72bf0000 size: 4608 crc: 1A5CD26B date: 2015-12-08 21:53:47
 C:\Windows\system32\AVRT.dll handle: 739b0000 size: 14336 crc: 9818237B date: 2009-07-14 01:14:58
 C:\Windows\system32\SETUPAPI.dll handle: 76be0000 size: 1667584 crc: 1D0104E8 date: 2010-11-20 21:29:06
 C:\Windows\system32\CFGMGR32.dll handle: 75030000 size: 145920 crc: 4DDC6E9A date: 2010-11-20 21:29:12
 C:\Windows\system32\DEVOBJ.dll handle: 75010000 size: 64512 crc: 2B501D62 date: 2009-07-14 01:15:11
 C:\Windows\system32\AUDIOSES.DLL handle: 72bb0000 size: 195584 crc: 4831E850 date: 2015-02-03 03:12:12
 C:\Windows\system32\msacm32.drv handle: 6c770000 size: 20992 crc: 73923147 date: 2009-07-14 01:14:08
 C:\Windows\system32\MSACM32.dll handle: 6bfd0000 size: 72192 crc: ABA25814 date: 2009-07-14 01:15:42
 C:\Windows\system32\midimap.dll handle: 6bfc0000 size: 16896 crc: C000494C date: 2009-07-14 01:15:40
 C:\Windows\system32\CLBCatQ.DLL handle: 76a50000 size: 522240 crc: 6C130B8A date: 2009-07-14 01:15:03
 C:\Windows\system32\mciseq.dll handle: 72b40000 size: 23552 crc: BA67A92D date: 2009-07-14 01:15:37
 C:\Windows\system32\psapi.dll handle: 76f10000 size: 6144 crc: 25B988F9 date: 2009-07-14 01:16:12

---- gamelog start ----
Tick 0: new game started
Revision text changed to 1.6.0, savegame version 194, not modified, _openttd_newgrf_version = 0x16086b8c
New game mode: 1 landscape: 0
Added NewGRF: GRF ID 32434353, checksum 1820C48040541B9E6FD4EA0F1D205438, filename: 2cc_subways_from_the_2cc_set-1.0\2cc_subways.grf (md5sum matches)
Added NewGRF: GRF ID FBFB0010, checksum 2A0082F909643FFB6624BD510EBDDA4D, filename: 2cc_trams-0.1.0beta2\trams-2cc.grf (md5sum matches)
Added NewGRF: GRF ID 634D0100, checksum 65E3C5D513D64016A318AE2320DE7B32, filename: betabridges-0.5\betabridges.grf (md5sum matches)
Added NewGRF: GRF ID 424B5462, checksum 83FE5AA7CAFF0A307B44B297F2A259D6, filename: bk_enhanced_tunnel_set-1.0\bktunw.grf (md5sum matches)
Added NewGRF: GRF ID 4D420100, checksum 1A5D28D0719FCDB928F59AEFDBE07B7C, filename: bobs_british_buses-0.2.1\bbbw.grf (md5sum matches)
Added NewGRF: GRF ID 50430301, checksum 019EC35F3327E5069E68A8AD990C1AAE, filename: british_town_names-2.1\brit_names.grf (md5sum matches)
Added NewGRF: GRF ID 42525300, checksum 85CF3A21072391B6877803CC8D3A12AB, filename: bros__british_rail_openttd_set-r52\bros.grf (md5sum matches)
Added NewGRF: GRF ID 42525416, checksum D2A997C57BDF487DB3623B31E38AA701, filename: brtrains-0.0.6\brtrains.grf (md5sum matches)
Added NewGRF: GRF ID 43485053, checksum 3FFDBE665AF574189F8A6B08C94F3A71, filename: chips_station_set-1.6.1\chips.grf (md5sum matches)
Added NewGRF: GRF ID 4D4C0100, checksum 1E2A243600434194FB100E72E507D5EF, filename: dutch_catenary-1\dutchcatenary.grf (md5sum matches)
Added NewGRF: GRF ID 444C1105, checksum 4AC44465E334F062F56BC24C728C8E72, filename: dach_trains-0.3.2\dach.grf (md5sum matches)
Added NewGRF: GRF ID 274D2348, checksum 379FF11FB0D4F20DF9D5273A9461B87D, filename: db_double_deck_coaches-v0.3\dbddw.grf (md5sum matches)
Added NewGRF: GRF ID FBFB0801, checksum 1294D2CF01E4FB615759526A65E7E8FF, filename: dutch_rail_furniture-0.1.2\dutchrailfurniture.grf (md5sum matches)
Added NewGRF: GRF ID FBFB0502, checksum 55AE61673CBCDE4A7231DEA85973278C, filename: dutch_road_furn._uk_signs_addon-1.0.0\dutchroadfurnitureuksignsaddon.grf (md5sum matches)
Added NewGRF: GRF ID FBFB0501, checksum 60082E7DF1D3976274AB86843C3E07B2, filename: dutch_road_furniture-0.7.1\dutchroadfurniture.grf (md5sum matches)
Added NewGRF: GRF ID 58534453, checksum 2E100BCA91DB8371CD9D57DBEC3AB0C8, filename: dutch_stations_set-1.0.0alpha\dutchstatw.grf (md5sum matches)
Added NewGRF: GRF ID 504A0111, checksum A118EB57401A4486F9B00FCFFDDA689C, filename: dutch_stations_additionset_part2-0.1\dstatadd_part2_v0_1.grf (md5sum matches)
Added NewGRF: GRF ID 504A0112, checksum 83F560C98E8D2DCFEEA0F7122DD30468, filename: dutch_station_addition_part_2-0.2\dstatadd_part2_v0_2.grf (md5sum matches)
Added NewGRF: GRF ID 504A0110, checksum E8244C5278CB2408A818854DC11F8940, filename: dutch_station_addition_set-0.8\dstatadd_v0_8.grf (md5sum matches)
Added NewGRF: GRF ID FBFB0102, checksum CE6B0C978C025F3477CC9A91AE9109FE, filename: dutch_tram_set-2.0.2\dutchtramset.grf (md5sum matches)
Added NewGRF: GRF ID 44573452, checksum 48CF5FC0DEB895136F337A7E563FC66D, filename: dwestationtiles_industrial_ter-v0.7\dwe_stat_r.grf (md5sum matches)
Added NewGRF: GRF ID 44441002, checksum 6B0A40195BB5B54E6FBDF9E47A7FEC1C, filename: faster_ukrs2_express_car-1\fueceap.grf (md5sum matches)
Added NewGRF: GRF ID 44442303, checksum 90300B85C4DE1DD192691827B054522D, filename: uk_railway_set_tracks-2.0\pb_trax.grf (md5sum matches)
Added NewGRF: GRF ID F1250006, checksum FE6C7CCC6CF0D1069BB360D20AC0609E, filename: firs_2-2.1.1\firs.grf (md5sum matches)
Added NewGRF: GRF ID 504E0002, checksum 6E6944E09CE6C3AC130DF72C542EE4B1, filename: generic_buffers.0.1\buffers.grf (md5sum matches)
Added NewGRF: GRF ID 52570103, checksum EDB2D26F9D81423734CA12412F309CF3, filename: generic_tram_set.0.4\generictrams.grf (md5sum matches)
Added NewGRF: GRF ID 4D560000, checksum A420B01EE556C4C8EC7E8A59E4CC05DB, filename: ikarus_set-6beta\testfilew.grf (md5sum matches)
Added NewGRF: GRF ID 4A430002, checksum 93EAC5F5396584B92D4C5F0AAAF3F6C5, filename: industrial_stations_renewal-1.0.2\indstatr.grf (md5sum matches)
Added NewGRF: GRF ID 504A0013, checksum E2FB4F9E66207F8016B7303323FDD00C, filename: isrdwestyle_objects-1.0\isrdwe_objects_v1_0.grf (md5sum matches)
Added NewGRF: GRF ID 524B0301, checksum BB7BBE4FF23B349D17ED0A682503680C, filename: lightrailtramtracks-0.2\tramtrkw.grf (md5sum matches)
Added NewGRF: GRF ID FBFB9905, checksum F747797A14AAA646402DC4E16DE5E82C, filename: longer_girder__steel_bridge.1\longergirdersteelbridge.grf (md5sum matches)
Added NewGRF: GRF ID 4642FB21, checksum 117F6F1F07C18A9C15ADC6127AFBAE97, filename: modern_tram_set-3.1\motraset_r3.1.grf (md5sum matches)
Added NewGRF: GRF ID 4F472B31, checksum 4E0B2D42462F295F36AFBA90D239A323, filename: opengfx_trains-0.3.0\ogfx-trains.grf (md5sum matches)
Added NewGRF: GRF ID 4F472B32, checksum B46F2D7781158DD122F2E4B2AFC9F38F, filename: opengfx_road_vehicles-0.4.1\ogfx-rv.grf (md5sum matches)
Added NewGRF: GRF ID 9787EAFE, checksum D3BA08C2C99926D007FE2C460E1C543F, filename: road_hog-beta1\road-hog.grf (md5sum matches)
Added NewGRF: GRF ID 74677462, checksum 1D2A4E03D9F30922788C166254C27619, filename: total_bridge_renewal_set-1.2\total_bridges.grf (md5sum matches)
Added NewGRF: GRF ID 54560301, checksum ED22416EE087725E4B5A9AF8F0357F29, filename: trolleybus_set-0.2\trolley.grf (md5sum matches)
Added NewGRF: GRF ID 44441000, checksum DA36131A815D2D5FC158C7A27D67B5AF, filename: ukrs2__the_uk_railway_set-1.05\proj1000.grf (md5sum matches)
Added NewGRF: GRF ID 44441001, checksum 83915879F68DD174C953868C0629A4C9, filename: ukrs2_uk_railway_addon_set-gobi\pj1kadd.grf (md5sum matches)
Added NewGRF: GRF ID 554B5201, checksum 0D9C15FF1DC9AA50702780A730D9C650, filename: uk_roadset.1.1\ukroadsetw.grf (md5sum matches)
Added NewGRF: GRF ID 72777473, checksum EBEAB33B398DE7F2921F853C496F6F91, filename: uk_town_set-2.2\ukts_2.2.grf (md5sum matches)
Added NewGRF: GRF ID 504E0001, checksum E7781323D2B0086E2E76342DAA036054, filename: uk_waypoints-1\ukwaypointsw.grf (md5sum matches)
Added NewGRF: GRF ID 554B524C, checksum 934F973D33A42EB858B80031F904F057, filename: uk_roads_with_signs-0.2\ukroadswsigns.grf (md5sum matches)
Tick 257: settings changed
Setting changed: construction.command_pause_level : 1 -> 2
Tick 257: settings changed
Setting changed: construction.command_pause_level : 2 -> 3
Tick 46432: settings changed
Setting changed: economy.station_noise_level : 1 -> 0
Tick 26611: GRF config changed
Compatible NewGRF loaded: GRF ID 42525416, checksum 27016BEC5A2D75F4550DF3A15C64B1F6, filename: brtrains-0.1.2\brtrains.grf (md5sum matches)
Compatible NewGRF loaded: GRF ID 9787EAFE, checksum 62F9DAB7C36362EE0499F479E8713139, filename: road_hog-beta2\road-hog.grf (md5sum matches)
Added NewGRF: GRF ID 44440A80, checksum A930B079A5B8985E94EA823604CC276B, filename: av9.8-0.83\av9point8.grf (md5sum matches)
Added NewGRF: GRF ID 414E0101, checksum 5D665C64693A438E3046C22666F46E08, filename: fish_ship_set-0.9.2\fish.grf (md5sum matches)
Added NewGRF: GRF ID FBFB0301, checksum D961A46B2CC37A04CD4FCBEDD2311A53, filename: foobars_tram_tracks-1.0.1\foobarstramtracks.grf (md5sum matches)
Tick 7670: GRF config changed
Compatible NewGRF loaded: GRF ID 42525416, checksum 37E0CEEED8E53EE7A27466DC9B80C044, filename: brtrains-0.1.9\brtrains.grf (md5sum matches)
Tick 5775: GRF config changed
Added NewGRF: GRF ID 4C450007, checksum 8ED6CA457ED008A52F18287E8889AC9B, filename: china_hqs-1.1\chnhqv11.grf (md5sum matches)
Tick 7363: GRF config changed
Added NewGRF: GRF ID 304FE908, checksum F7BCFC491F02F1EDC2D47B28EE2E91D8, filename: city_hqs-rb\chq01.grf (md5sum matches)
Removed NewGRF: GRF ID 4C450007, filename: china_hqs-1.1\chnhqv11.grf (md5sum matches)
Tick 19575: game loaded
Revision text changed to r27505M Yellow, savegame version 196, modified, _openttd_newgrf_version = 0x16006b71
---- gamelog end ----

*** End of OpenTTD Crash Report ***
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