Thanks a lot!!!!!!!Walter Novotny wrote: 14 Feb 2025 22:51Setting the number of ticks to 592 makes the train travel time realistic. Assuming 20 squares per kilometer, we get the travel time as in the real timetable. (I personally currently play on 296 ticks)maxucao wrote: 14 Feb 2025 19:05 hi!!! anyone can guide or help me how do a more realistic simulation time?
i got Calendar timekeeping for default...so..i dont understand how slowing down the time...
thanks
I have chosen the remaining settings experimentally, they allow for realistic acceleration of trains. This is necessary to obtain train travel times depending on the number of stops (expresses, suburban trains, etc.)
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JGR's Patch Pack
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Re: JGR's Patch Pack
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Re: JGR's Patch Pack
I can't readily tell if this is related to the patch pack or not, but I will post it here in case there's any pathfinding differences, even minor ones, that may cause this. Then if its not PP related it can be reported to OTTD team if its not intentional for some reason.
I am having an issue where an irrelevant path being blocked, is not treated as being irrelevant, even though there's other routes that do not cross that reservation to start with.
Here, a train is partially blocking the entry to far left platform, but not to worry. There's lots of spare platforms that its ignoring. If we delete the piece of track that connects the not-moving train to that platform, it suddenly remembers the other platforms exist. Also, if the train is fully in platform 1, and not reserving the track piece in/out of it. It also remembers there is other platforms and uses them. All platforms are of the same same length, and all are electrified, but for some reason the pathfinding appears to be giving up at the first blocked path, instead of going "...or we can test if we can go to the other places too".
I am having an issue where an irrelevant path being blocked, is not treated as being irrelevant, even though there's other routes that do not cross that reservation to start with.
Here, a train is partially blocking the entry to far left platform, but not to worry. There's lots of spare platforms that its ignoring. If we delete the piece of track that connects the not-moving train to that platform, it suddenly remembers the other platforms exist. Also, if the train is fully in platform 1, and not reserving the track piece in/out of it. It also remembers there is other platforms and uses them. All platforms are of the same same length, and all are electrified, but for some reason the pathfinding appears to be giving up at the first blocked path, instead of going "...or we can test if we can go to the other places too".
Re: JGR's Patch Pack
It's because the pathfinder cost for the single reserved track piece it has to cross is less than the extra pathfinder cost to get to the platforms further away.Redirect Left wrote: 18 Feb 2025 18:25 I can't readily tell if this is related to the patch pack or not, but I will post it here in case there's any pathfinding differences, even minor ones, that may cause this. Then if its not PP related it can be reported to OTTD team if its not intentional for some reason.
I am having an issue where an irrelevant path being blocked, is not treated as being irrelevant, even though there's other routes that do not cross that reservation to start with.
Here, a train is partially blocking the entry to far left platform, but not to worry. There's lots of spare platforms that its ignoring.
1.png
If we delete the piece of track that connects the not-moving train to that platform, it suddenly remembers the other platforms exist.
2.png
Also, if the train is fully in platform 1, and not reserving the track piece in/out of it. It also remembers there is other platforms and uses them.
3.png
All platforms are of the same same length, and all are electrified, but for some reason the pathfinding appears to be giving up at the first blocked path, instead of going "...or we can test if we can go to the other places too".
Probably your best bet is to move the signal that the train at the top is waiting at 1 tile further away.
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Re: JGR's Patch Pack
I've moved the signal to behind the road, hopefully this will resolve it without adding too much extra dead time from signal to any platforms as my network is already pretty jammed (yay 5000 trains).JGR wrote: 18 Feb 2025 18:37 Probably your best bet is to move the signal that the train at the top is waiting at 1 tile further away.
I kind of presumed the pathfinder would always notice there were more platforms at the same station available even if an extra but not massive amount of squares away, or after a certain amount of ticks would give up and go "...yeah that reservation is not happening, lets try something else" similar to how trains will eventually turn around at a signal if you have "automatic reversing at signals" enabled. With that pathfinder setup, I guess it massively limits how big you can even make platforms (or station spread) to begin with, regardless of how big the setting for station spread is, if it doesn't affect the logic of the pathfinder too.
Re: JGR's Patch Pack
To clarify, I mean moving this signal by one tile, not the one by the level crossing.Redirect Left wrote: 18 Feb 2025 18:44I've moved the signal to behind the road, hopefully this will resolve it without adding too much extra dead time from signal to any platforms as my network is already pretty jammed (yay 5000 trains).JGR wrote: 18 Feb 2025 18:37 Probably your best bet is to move the signal that the train at the top is waiting at 1 tile further away.
I kind of presumed the pathfinder would always notice there were more platforms at the same station available even if an extra but not massive amount of squares away, or after a certain amount of ticks would give up and go "...yeah that reservation is not happening, lets try something else" similar to how trains will eventually turn around at a signal if you have "automatic reversing at signals" enabled. With that pathfinder setup, I guess it massively limits how big you can even make platforms (or station spread) to begin with, regardless of how big the setting for station spread is, if it doesn't affect the logic of the pathfinder too.
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Ex TTDPatch Coder
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Re: JGR's Patch Pack
Oh, moved that one now too. thank you for the advice!JGR wrote: 18 Feb 2025 18:48 To clarify, I mean moving this signal by one tile, not the one by the level crossing.
Re: JGR's Patch Pack
hi!!! i still doesnt know how to program the signals..i read the manual but i dont understand..maybe produced by the diferent language
can someone give me a hand with this
https://ibb.co/ksCTk0Lw
i try to do the next
if the Signal in yellow circle activate o reserve the perpendicular railway next the signal 2 in black must be red
explain myself? i hope
can someone give me a hand with this
https://ibb.co/ksCTk0Lw
i try to do the next
if the Signal in yellow circle activate o reserve the perpendicular railway next the signal 2 in black must be red
explain myself? i hope
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Re: JGR's Patch Pack
The only option I would know, is to select the next signal AFTER the yellow circle signal (the one between the 2 depots) and put in routing restrictions - not program signals. Click the 'End' text in the box, it should highlight. On the bottom left of the window click INSERT, Select 'if' and then hit UNDIFINED, specify that if 'current order' is going to a station/waypoint down the single line (over the red bridge), click 'Select Target' and choose the station/waypoint. Once you do that you need to give it an action to take. Click 'End if' just below that line, click INSERT again, then 'reserve through' which will cause the black signal to not allow a train through if a train gets to the yellow signal first.maxucao wrote: 01 Mar 2025 03:42 hi!!! i still doesnt know how to program the signals..i read the manual but i dont understand..maybe produced by the diferent language
can someone give me a hand with this
https://ibb.co/ksCTk0Lw
i try to do the next
if the Signal in yellow circle activate o reserve the perpendicular railway next the signal 2 in black must be red
explain myself? i hope
What this will do is treat the yellow signal as the only signal between the train and the junction if the train diverges to the single line. you can do this for numerous signals before a junction to allow a faster train have higher priority.
Alternatively select 'Long reserve' will do the same if no other train is blocking the junction before the yellow signal is triggered, but if there is, the train will pull up to the signal between the depots without stopping at the yellow signal beforehand. Hope that makes sense?
Re: JGR's Patch Pack
Hi JGR,
Is there a possibility to get town names on a topography screenshot? It's useful for large maps when I edit topography screenshots in Photoshop.
Is there a possibility to get town names on a topography screenshot? It's useful for large maps when I edit topography screenshots in Photoshop.
The rest is confetti!
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Re: JGR's Patch Pack
Bug in 0.65 RC#1 and current development versions: New departure times cannot be added.
If you try to add a departure time where there is none yet, nothing happens.
If you try to add a departure time where there already is at least one, one of them is set to the new departure time instead, and no new one is created.
If you try to add a departure time where there is none yet, nothing happens.
If you try to add a departure time where there already is at least one, one of them is set to the new departure time instead, and no new one is created.
Re: JGR's Patch Pack
I had some trouble reproducing this, until I found that this occurs only when timetabling in days, which is not a configuration that is used very much.Guy from Wildesford wrote: 01 Apr 2025 10:18 Bug in 0.65 RC#1 and current development versions: New departure times cannot be added.
If you try to add a departure time where there is none yet, nothing happens.
If you try to add a departure time where there already is at least one, one of them is set to the new departure time instead, and no new one is created.
I'll fix this later on.
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Re: JGR's Patch Pack
Strange, it happens to me in several games with timetables in hours and minutes.
But if you've found a way to fix it...
But if you've found a way to fix it...
Re: JGR's Patch Pack
It is fixed now, and yes I found it also occurred when entering times as text was turned off.Guy from Wildesford wrote: 01 Apr 2025 15:19 Strange, it happens to me in several games with timetables in hours and minutes.
But if you've found a way to fix it...
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Patch Pack, Github
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Re: JGR's Patch Pack
Hi JGR Thanks for all your work
Trying 65 RC1 came across a problem, cannot change trains via template replacement.
Trying 65 RC1 came across a problem, cannot change trains via template replacement.
Re: JGR's Patch Pack
Thanks, creating/editing templates using the build vehicle window should be fixed now.mak wrote: 01 Apr 2025 16:51 Hi JGR Thanks for all your work
Trying 65 RC1 came across a problem, cannot change trains via template replacement.
Sludstone Transport, 1952-03-08.sav
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Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
Would it be reasonable to integrate viewtopic.php?t=92077 into the patch pack? I apologize if you don't take requests.
Re: JGR's Patch Pack
This is effectively an experimental proof of concept, and fairly out of date with respect to the current codebase now. It's not really something that can be integrated without a very large amount of additional work.0n3!r0! wrote: 05 Apr 2025 23:57 Would it be reasonable to integrate viewtopic.php?t=92077 into the patch pack? I apologize if you don't take requests.
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Re: JGR's Patch Pack
Apologies if this has been suggested before, but I find it to potentially be a relatively elegant (and realistic, even) solution to a frustrating problem.
My passenger trains are set to Automate their timetables. Some of them are using it for Auto-Separation purposes, others are simply using it so that my generally irregular system might stabilize. It's a pretty spindly one with a lot of single track sections (low traffic and high maintenance costs) and mixed traffic, so my trains often fall woefully behind even their Automated schedule with little opportunity to catch up, even if I add some buffer time at stations. I don't really want trains lingering in stations if I can help it because extra platforms are expensive. I know that I could add that buffer time and set "Leave Early" at stations to some effect, but I came across another idea: speeding!
Currently the Timetable window lets one set a maximum speed over a segment... what if a train would exceed that preset maximum if it was behind schedule (if it were able to)? What if it was an option in the "Extras" for a Travel duration, a dropdown that currently has no use in this context. Late trains exceeding timetable speed is practically commonplace as long as they're not exceeding the track or equipment maximums (which is not what I am proposing, for clarity--the speed limits of track and equipment should not be exceeded in any case). I would like to be able to set my Timetable Speed Limit, say, 5 mph below the train's top speed, and then it would use that uppermost range only when late.
It would be a nice additional use of the Timetable Speed Limit feature that would help poor saps like me who struggle to get the trains to keep schedule.
My passenger trains are set to Automate their timetables. Some of them are using it for Auto-Separation purposes, others are simply using it so that my generally irregular system might stabilize. It's a pretty spindly one with a lot of single track sections (low traffic and high maintenance costs) and mixed traffic, so my trains often fall woefully behind even their Automated schedule with little opportunity to catch up, even if I add some buffer time at stations. I don't really want trains lingering in stations if I can help it because extra platforms are expensive. I know that I could add that buffer time and set "Leave Early" at stations to some effect, but I came across another idea: speeding!
Currently the Timetable window lets one set a maximum speed over a segment... what if a train would exceed that preset maximum if it was behind schedule (if it were able to)? What if it was an option in the "Extras" for a Travel duration, a dropdown that currently has no use in this context. Late trains exceeding timetable speed is practically commonplace as long as they're not exceeding the track or equipment maximums (which is not what I am proposing, for clarity--the speed limits of track and equipment should not be exceeded in any case). I would like to be able to set my Timetable Speed Limit, say, 5 mph below the train's top speed, and then it would use that uppermost range only when late.
It would be a nice additional use of the Timetable Speed Limit feature that would help poor saps like me who struggle to get the trains to keep schedule.
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