Oh, that explains why it doesn't works as rainfall thenJGR wrote: ↑22 Jul 2021 16:48 It's not a replacement generator, it's an adjustment of the existing one. See here: https://github.com/JGRennison/OpenTTD-patches/pull/275
Thank you
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Oh, that explains why it doesn't works as rainfall thenJGR wrote: ↑22 Jul 2021 16:48 It's not a replacement generator, it's an adjustment of the existing one. See here: https://github.com/JGRennison/OpenTTD-patches/pull/275
i found the road option but not the river option? thank youAuge wrote: ↑21 Jul 2021 12:26 Hello
Go to the settings, set the category and type selection at the top of the settings window to all and type "road" respectively "river" into the search bar below.bugreporter wrote: ↑21 Jul 2021 01:07 how do i turn on inter-city roads and wide rivers in editor please?
Tschö, Auge
This sounds like it would be useful.Redirect Left wrote: ↑19 Aug 2021 04:04 May I request a feature, s'il vous plaît?
Would it be possible to add to the list of stations, to order list of stations by '# of trains calling at' or similar?
In case there are any doubts, I am referring to this box;
I generally play my games for years at a time (like real life years, my current dates back from Jun, 2019) as time goes by, I alter trains, delete routes, change routes etc. Sometimes this causes stations to lose a lot of trains over a large amount of time, but sometimes it is a semi-rural station so sorting by waiting cargo isn't that accurate of a measure at a quick glance to find those sorts of stations, same for rating quite often.
Thanks for reporting this.Emperor Jake wrote: ↑28 Aug 2021 04:49 The bug where ship graphics don't update has come back (or it never left? Either way, it's become very noticeable when I'm coding and testing my own ships)
-Tested in 0.42.3, Win 64 build
-Ships update their graphics when they turn, but not when they spin around at a dock in a tight space
-This is especially apparent with FISH hydrofoils as they will not lift up out of the water
-I've also seen ships moving sideways but this is quite rare
I'll take a look into the feasibility of this in due course, thanks for the suggestion.LoSboccacc wrote: ↑21 Aug 2021 20:21 hi! are you still open to feature request?
I'd like an option to turn off paying infrastructure costs for all AIs, as it allows players to generate money out of [ town cars / street traffic / city life ] AIs
Running costs do not change with day length.WalkedBy wrote: ↑30 Aug 2021 10:37 We've tried to balance costs with high day length, and the way it just raises running costs now is quite wrong - it creates running costs much higher than purchase. Instead of this, all payment costs better be dropped with length increase.
It's sometimes not possible with grf's because they may not cover all the cargo's.
You can use the "Wait at PBS signal" instruction for that. Despite the name, this works the same way when the train hasn't reached the signal yet, in that the train may not reserve beyond it.Emperor Jake wrote: ↑30 Aug 2021 11:54 I have a somewhat obscure request:
Would it be possible to add a new instruction for restricted signals that prevents trains from reserving beyond them? This only became needed with the realistic braking feature because heavy trains will often reserve 2-3 signals in advance, blocking the mainline. Thnaks
This is implemented now, it'll be in the next release.Redirect Left wrote: ↑19 Aug 2021 04:04 May I request a feature, s'il vous plaît?
Would it be possible to add to the list of stations, to order list of stations by '# of trains calling at' or similar?
In case there are any doubts, I am referring to this box;
I generally play my games for years at a time (like real life years, my current dates back from Jun, 2019) as time goes by, I alter trains, delete routes, change routes etc. Sometimes this causes stations to lose a lot of trains over a large amount of time, but sometimes it is a semi-rural station so sorting by waiting cargo isn't that accurate of a measure at a quick glance to find those sorts of stations, same for rating quite often.
OK, so the problem might be in the "current order" part. So assuming now that "the pathfinder moves past the target" actually, which - OK, makes kinda sense; I use the "last visited station" instead aaand... it still doesn't work See picture jgrpp-0.42.3_02.JGR wrote: ↑04 Apr 2021 14:23The train's "current order" is advanced as the pathfinder moves past the target.
In this case, once the pathfinder/reservation has gone past the platform, the "current order" becomes the next item in the order list, and the "last visited station" becomes Okayama.
This is the same as in vanilla and is so that PBS works reasonably when you have a junction or similar on the far side of the target station or waypoint.
The signal is green because a long reservation is being made, because "current order is not Okayama" is true. A long reserve reservation would not normally occur because the train is stopping at the station. Turning on "show path reservations" should show this. Using "last visited station" instead ought to resolve this.
This is in fact a bug, the "last visited station" test should work.lukas737 wrote: ↑09 Sep 2021 10:05 Hi guys,
I just downloaded jgrpp 0.42.3 since I want to start a new game. Previously I played on version 0.25.x. This has been bothering me - in the old version I was used to configure simple route restrictions in some stations using PBS and the "long reserve" function and it seems to work differently now. I found out that it still worked "the old way" until 0.39.2, see picture jgrpp-0.39.2. The goal is to let the express train that doesn't stop there reserve path ahead of the station so that the slow train doesn't block the way. Since 0.40.0 it doesn't work the same anymore - see picture jgrpp-0.42.3_01 - the train that's stopping at the station performs long reserve even though it shouldn't:
jgrpp-0.42.3_01.png
Some time in April, Valdez (viewtopic.php?p=1243322#p1243322) talks basically about the same problem and JGR mentions:
OK, so the problem might be in the "current order" part. So assuming now that "the pathfinder moves past the target" actually, which - OK, makes kinda sense; I use the "last visited station" instead aaand... it still doesn't work See picture jgrpp-0.42.3_02.JGR wrote: ↑04 Apr 2021 14:23The train's "current order" is advanced as the pathfinder moves past the target.
In this case, once the pathfinder/reservation has gone past the platform, the "current order" becomes the next item in the order list, and the "last visited station" becomes Okayama.
This is the same as in vanilla and is so that PBS works reasonably when you have a junction or similar on the far side of the target station or waypoint.
The signal is green because a long reservation is being made, because "current order is not Okayama" is true. A long reserve reservation would not normally occur because the train is stopping at the station. Turning on "show path reservations" should show this. Using "last visited station" instead ought to resolve this.
Is this a bug? Or a feature? I am a bit confused here Any idea how to achieve the same in the newer versions? Am I missing something? I searched in changelogs but I don't see any note regarding change of this behavior anywhere.
Tested with plain jgrpp, no NewGRF, default settings.
Thanks!
Signalling can't make trains go any faster.
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