Rob wrote:There is a piece of water under the higherbridge now, which I rebuild.
And that water wasn't there before.
Must have something to do with your "draw coast under bridges over water" feature
ps it's level 0 land
Hmm.. this isn't really a bug, because it's intentional.. i only hoped nobody would notice it, because it's quite hard to solve (ttd doesn't know if a sloped tile underneatch a bridge was a coast), but it think i managed to fix it. The only problem that will still exist is that sloped tiles underneatch bridges won't get flooded, but tiles that were already flooded will remain a coast (and tiles that weren't won't become).
cornelius wrote:
That's a very cheeky avatar pic though, Mek. Is it a hint of things to come?
I'm not sure if i can ever get the signals to work, but at the moment they work either as always red two-way signals, or always green two-way signals, wich is both not really great
cornelius wrote:
That's a very cheeky avatar pic though, Mek. Is it a hint of things to come?
I'm not sure if i can ever get the signals to work, but at the moment they work either as always red two-way signals, or always green two-way signals, wich is both not really great
I think that does kinda defeat the purpose then doesnt it? Heh, I trust that you will find a way around it eventually You Patch dev's always find a way to do the imposible.
One thing I am curious about however, is just how far TTD could be taken by editing the games executable directly. I know there's no hope of being able to do it legally, but one can still sit and wonder.
strange thing ...
in ScenarioEditor (only there) when I move minimap window outside of screen (to the right bottom corner) the game will crash .. I tried everything (without graphics, only win2k on, alpha 30) always the same
I started using a41 with PBS active on an existing game, and all hell broke loose. I'm not posting to complain about that, I realize PBS requires a somewhat different signalling setup than what I've generally used. But I do have several posts to make here concerning problems that I can't figure out how to fix. Here's the first one.
I got a collision at a PBS station. It doesn't look like there should be anything too wrong with the setup, although it's one I don't see posted often. I use this sort of configuration all the time on a heavy-traffic double ended station, where some of the traffic is through traffic and some reverses, in both directions. The four tracks of the station are separated into the two directions, although both directions have a crossover to allow the train to reverse back the other way if necessary.
The two crashed passenger trains serve the station from the left, and then reverse back to the left (that is, go back the way they came.) You can see the one-way signals on the crossover track. It looks like it ought to work as a PBS block, because the trains may or may not intersect, depending on which track they're in.
In this case, the trains were in separate tracks, and wanted to both use the crossover and go back the way they came. There's only one crossover, so there should only have been one valid path. Then why did the second train enter the block when the first one was already there (and still in it)?
Attachments
Scr1.png (275.01 KiB) Viewed 1015 times
Development Projects Site: http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
Here's my second problem. The industry station in the center is split into two separate networks: the right two tracks serve the delivery of wood, and the left two serve the removal of paper.
The entry to the wood-delivery tracks is a by-the-book PBS block, and works perfectly.
The entry to the paper-removal tracks, however, is a little wierd. I usually have a forced depot as here, with bi-directional signals for the track entries (so they both get used), and a one-way signal entering the switch block (so trains can't escape the wrong way). Generally the game makes these an automatic pre-signal setup, which is not really what I want but does little harm beyond backing up the line as opposed to letting the depot absorb extra trains.
When I turned on PBS, this became a PBS block. The right-hand track worked fine. But the left-hand track would never get trains. If the right-hand track was occupied, a second train would try to go to the left hand track, but it would stop there even though the signal (appeared to be) green!
Just messing around, I used the extra piece of track in front of the left-hand track (caused by the switch curve) and put a one-way signal there, beyond the two-way signal that's the exit of the PBS block. This fixed things, but I can't imagine why...
Attachments
Scr2.png (257.97 KiB) Viewed 998 times
Development Projects Site: http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
Please post savegames for both cases, ideally a short time before either train approaches the signal in question. Your ttdpatch.cfg would also be helpful.
Here you go. It isn't right before, but it's fairly close. This one should cause the passenger collision before too long, just watch those trains. If you look at the other stations I pointed out, you'll see the problems there too.
BTW, I played the same game I posted a few more years, and got an identical collision with the same two passenger trains (which I'd rebuilt). So there's apparently a problem with that design as it relates to PBS signals. Or some sort of bug with the PBS signals.
Development Projects Site: http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
Thanks for Alpha 42 Josef! Looks good, and it fixed the bugs I was having (they had already been fixed by the time I get here to report them)
Enjoy your holiday, and Merry Christmas to you too .
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still some glitches ...
for example ...
- train enters crossing but stations is busy (no presignal were that's why it entered)
- then it's taking dunno why rails against traffic flow (way against 1-way signal)
- when it hits signal then it turn around and is going the way it comes
- when coming back it cannot be reveresed
- it has to go the way it went, even if it's too against traffic flow, and since it cannot be reveresed it quiet sucks :/
This junction is unsafe for path-based signaling. If one train comes from the lowest platform out to the station up to its destination, and the second one comes from the station above, they crash. I suppose it happens because incorrect path-finding under bridges.
i installed 2.0.1 a42 in a friend's computer without any trainsets (i mean, the game is using the default train sets)... anyway, some train engines don't work right... one electric engine works as a diesel, and a couple of diesels work as steam engines!
anyway, sorry for the (very) brief report, i'll try alpha42 at home (currently using a41) and see if this happens...
if it happens again i'll atach a ttdpatch.cfg file and a savegame
EDIT:
the SH '30' Electric engine of the standard train set works as a diesel...
the Manley-Morel DMU (diesel) engine works as a steam engine...
the Willis 2-8-0 (steam) engine (subartic/subtropical) works as a diesel...
the other engines work fine!
i attach my ttdpatch.cfg file, maybe there is something wrong with it
Here is a odd bug I found in my game, a train 'pushes' against a wrong-way one-way presignal, the speed displayed flunctuates between 1 and 30 km/h. The signal is PBS. The train cannot be reversed (if you try, the speed goes up a bit, oddly enough); however, ignoring signals does work. The train generated a lost message, and has therefore been there for quite a while.
Patchman do you still keep the saves i posted recently ? if yes load the "19 october ElDorado Transport" and scroll the screen to the north-east a bit, and hop! crash occurs. also there's many places on the map where it happens, like east to the Arismendi station. as long as you don't try to show these parts of the map the game seems to continue without problem.
in case you can't reproduce it here's the crash log
Spontaneus Combustion wrote:Here is a odd bug I found in my game, a train 'pushes' against a wrong-way one-way presignal, the speed displayed flunctuates between 1 and 30 km/h. The signal is PBS. The train cannot be reversed (if you try, the speed goes up a bit, oddly enough); however, ignoring signals does work. The train generated a lost message, and has therefore been there for quite a while.
I had exactly the same problem two or three times now. Train is always speeding up and down (but not moving) and it is impossible to change its direction or let it ignore the signal. Only solution is to destroy the signal in front of it.
This problem occurs because the train is in a PBS junction, but it can't reserve a path after reversing, and thus isn't allowed to reverse direction.
Check whether you really need a pre-signal there, because that makes it a PBS block. Alternatively, turn off PBS and make that signal a non-PBS presignal. Or try "Cht: ResetPBS" if there's a bit of rail stuck on the "reserved" state. Or make sure that the next signal is less than 63 squares or 7 junction tiles away.
I have a very confused problem
after i install alpha 42,my trains seems to slow down. example.
train31's speed is 165mph, i am using this train for carrying coals, after i bought the coal hopper, my train slow down to 50mph...
ermmm... i tried to look at the configurator, but i can't find anything.....so there is anyone out there knows how to fix t his problem, please imform me...please~~~~~~~~