Thanks for this, there was an issue handling conditional jump orders which caused incorrect times in some circumstances, this affected road vehicles 9 and 10. This will be fixed in the next release.
Vehicles being expected to arrive late appears to be correct though. Your vehicles are not timetabled, which makes it more difficult to see what is going on, however from the non-timetabled travel times, departures for dispatch schedule 3 are expected to arrive at the start of dispatch schedule 4 shortly after their departure slot time, and therefore can be expected to depart from there late, this is also the case for dispatch schedules 4 and 5. Improved tracking of lateness estimates across scheduled dispatch orders was introduced in v0.65.0.
Legendary! Thanks for looking into this and for pointing me in the right direction to make it all work - much appreciated. Ross.
I've been playing a lot lately and a freight flow function would be very useful, but divided into trains, vehicles, planes, etc. I often have to manually guess whether a connection is made by a vehicle or a train.
I found an issue with the realistic breaking model. Many AIs break when enabling this feature. Some like AAAHogEx just wont build double tracked lines, others like ChooChoo build block signals in the wrong direction and others like trAIns don't build anything at all.
BW89 wrote: 21 Jun 2025 16:54
I found an issue with the realistic breaking model. Many AIs break when enabling this feature. Some like AAAHogEx just wont build double tracked lines, others like ChooChoo build block signals in the wrong direction and others like trAIns don't build anything at all.
Yes, the setting description text spells this out.
AIs are not going to be able to do anything useful in an environment that is not like base vanilla. Realistic braking is for non-beginner human players.
The * from the city window has vanished so I'm unable to inspect town settings. (I have the correct config setting to do this)
The * for industry windows is there and I can inspect settings/registers.
It was there in V64.2 (think that was the previous version I was using).
The * from the city window has vanished so I'm unable to inspect town settings. (I have the correct config setting to do this)
The * for industry windows is there and I can inspect settings/registers.
It was there in V64.2 (think that was the previous version I was using).
This is fixed already, it will be in the next release.
By buying a faster locomotive I have to shorten the train's journey time. Sometimes this leads to blocking one train by another.
I wonder if it is possible to implement the creation of train journey graphs on selected railway lines, based on the station timetable. Such a graph could be created similarly to train timetables, by selecting subsequent stations and waypoints.
This would be helpful on routes where trains of different speeds mix.
Walter Novotny wrote: 26 Jun 2025 07:23
I wonder if it is possible to implement the creation of train journey graphs on selected railway lines, based on the station timetable. Such a graph could be created similarly to train timetables, by selecting subsequent stations and waypoints.
This may already be possible with gamescripts to a degree?
Need some good tested AI? - Unofficial AI Tester, list of good stuff & thread is here.
So I have a problem with scenario editor
Whenever I want to clear a big area or place down a single piece of road, the game decides to give up and crashes
NSP_22 wrote: 06 Jul 2025 09:22
So I have a problem with scenario editor
Whenever I want to clear a big area or place down a single piece of road, the game decides to give up and crashes
I can't reproduce any problem with the scenario editor here. Can you give some more detail and/or post a crash log?
One of the things I really like about this patch pack - among the many other features - in the option to build rivers during a running game, at least if the proper option had been activated in the scenario editor.
Because when you forget to draw a river or accidentally remove a piece, you can only fix that with channel graphics in the regular game, which looks strange.
However, one thing that I noticed is that in the scenario editor, you can also build diagonal rivers while in the running game, you can only draw the rivers straight, although they still appear diagonal if you properly set single river tiles one by one.
Possibly, this limitation is somehow "inherited" from the channel drawing, I guess?!?
Still, would be nice to also be able drawing diagonal rivers in the running game.