TT's pathfinding problems - a solution?

An archive of the Usenet group alt.games.microprose.transport-tyc.
Bill Hayles

Re: Re: TT's pathfinding problems - a solution?

Post by Bill Hayles »

On Mon, 3 Jan 2000 18:21:17 -0000, "Stephen Down"
<ste...@sjd117.freeserve.co.uk> wrote:
My trains certainly look more than 5 tiles ahead ~ I'm not sure about
64, that's just what I read. Are you sure all your signalling is
correct? Often a train needs to go in a totally different direction at a
junction in order to get to its destination, and it usually manages it.
Not if it's destination is a long way away and in a different direction
as the crow flies from the junction.

I've had this problem occasionally, and solved it by the use of check
stations a short distance along the correct route.

My gut instinct is that the figure of 64 tiles sounds about right.
From Benitachell, Alicante, Spain
Bill Hayles
bill...@ctv.es
Trikklennium

Re: Re: TT's pathfinding problems - a solution?

Post by Trikklennium »

Bill Hayles <bill...@ctv.es> wrote in message
news:3871e576.13489429@enews.newsguy.com...
I've had this problem occasionally, and solved it by the use of check
stations a short distance along the correct route.
Sorry...I've finally gotten a bit sick of this..........Everyone keeps
talking about 'Chech Stations'

Is that a station put down on a track for the sole purpose of
navigation....Yes?

Do you care about the ratings? (Cos they'll be kack)

Does the train HAVE to stop at the station or can you use the 'Non-Stop'
command?

And how big does the station have to be? where would be the best place to
put them?
I frequently been using one way tracks......Would I have to put the stations
in on both 'lanes'?

Sorry....You'll have to explain things to me as I'll feeling thick today!!

--
Rick McGreal
Life is a bunch of Roses...Complete with thorns.
tri...@transport-tycoon.co.uk
http://www.transport-tycoon.co.uk
Chris Locke

Re: Re: TT's pathfinding problems - a solution?

Post by Chris Locke »

"Chech" stations (as you call 'em!) are just like bouys in the sea!!

Do you use Josefs patch? If so, trains won't stop at these checkpoint
stations - but they will go to them - and then continue to their next
destination.
If you don't use Josefs patch, then they'll park themselves at the station
for a bit - no harm done, except a bit of time lost.
Do you care about the ratings?
If the station is put so it accepts nothing, then this won't affect ratings.
Honest guv!
how big does the station have to be?
If you've room, make it as long as poss - 5 squares... if not, 1 square
will do. (square or tile?! You decide.... !!)
If the trains "spill over" a station, then they sit there longer...
Would I have to put the stations in on both 'lanes'?
If the train can't get to B from A without getting lost, then these
"checkpoint" stations are used so the train goes from A to checkpoint to B.
Only use another checkpoint if the train can't back to A again from B...

Unclear?! Let me know and I'll knock up a screenshot?



---
Chris
Bill Hayles

Re: TT's pathfinding problems - a solution?

Post by Bill Hayles »

On Tue, 4 Jan 2000 21:51:12 -0000, "Trikklennium"
<tri...@transport-tycoon.co.uk> wrote:
Bill Hayles <bill...@ctv.es> wrote in message
news:3871e576.13489429@enews.newsguy.com...
I've had this problem occasionally, and solved it by the use of check
stations a short distance along the correct route.

Sorry...I've finally gotten a bit sick of this..........Everyone keeps
talking about 'Chech Stations'

Is that a station put down on a track for the sole purpose of
navigation....Yes?
Yes.
Do you care about the ratings? (Cos they'll be kack)
If the check station is in the middle of nowhere and neither accepts nor
delivers the cargo of the train, there won't *be* any ratings.

Otherwise, you can install Joseph's patch which, amongst other things,
alters the way the "non stop" option works, so you can specify a train
passes through a check station without stopping.
Does the train HAVE to stop at the station or can you use the 'Non-Stop'
command?
If you have the standard TT or TTDLX, if you specify "non stop" by the
check station, the train will stop nowhere *except* at the check
station. Josef Drexler's TTDPatch will change this behaviour to the one
you want. The patch, and much else, is available at Eddie's site,
ttworld.the-whale.com
And how big does the station have to be? where would be the best place to
put them?
If you don't want it to slow your trains down unnecessarily, it needs to
be long enough to take your longest train. The best place to put one is
in the middle of nowhere, at a place where its use will give an
unambiguous route.

I frequently been using one way tracks......Would I have to put the stations
in on both 'lanes'?
Not necessarily - if the trains go the right way in one direction but
not the other, you only need it on the direction that needs correcting.
Sorry....You'll have to explain things to me as I'll feeling thick today!!
No problem. We all have days like that. Come to think of it, I have
years like that!

From Benitachell, Alicante, Spain
Bill Hayles
bill...@ctv.es
Peter J. Dobrovka

Re: TT's pathfinding problems - a solution?

Post by Peter J. Dobrovka »

Dan Ros schrieb in Nachricht ...
In <850l4q$hg...@news6.svr.pol.co.uk>, "Chris Locke"
c...@locke.junglelink.co.uk> wrote...
If you've room, make it as long as poss - 5 squares... if not, 1 square
will do. (square or tile?! You decide.... !!)
If the trains "spill over" a station, then they sit there longer...

No, no, no. :-)

If it's a non-stop station (as of course a check should be), the station
only has to be one tile big since the trains go right through it.
Non-stop-station??
How do you assign this? There is no command for this.

Peter
--
Die 3. Dimension der Strategiespiele:
http://www.digitalprojects.com/way-x
Stephen Down

Re: Re: TT's pathfinding problems - a solution?

Post by Stephen Down »

Trikklennium wrote:
Sorry...I've finally gotten a bit sick of this..........Everyone
keeps talking about 'Chech Stations'
Is that "Check stations" or "Czech Stations"? :-)
Is that a station put down on a track for the sole purpose of
navigation....Yes?
Correct. A check station (a way-station) is one plonked down in the
middle of a wilderness with no productive industries or towns within its
catchment area, used on railway lines where the end station is a long
way away and trains have a nasty habit of getting lost.
Do you care about the ratings? (Cos they'll be kack)
If there is nothing in the near vicinity then there will be no ratings
because there will be nothing to be transported.

If you have no other transport interests in that town and have no
intention of building any, then it does not matter if you put the
waystation near an industry or populated area, cos you don't need to
give a monkey's buttock about the ratings ~ so long as the cargo that
the train is carrying is neither produced nor accepted near the
waystation.

If you have Josef's patch enabled, you can put the station wherever you
like.
Does the train HAVE to stop at the station or can you use the
'Non-Stop' command?
If you have Josef's patch enabled, you can use the "Non-Stop" command to
ensure that a train will *not* call at the station ~ the patch can alter
the behaviour of this command.

If you are playing without that patch, or with that function turned off,
the train must call at the station. But still use "Non-Stop" to ensure
it doesn't call at any other stations en route!
I frequently been using one way tracks......Would I have to put the
stations in on both 'lanes'?
It depends ... if your trains will only get lost going in one direction,
you only need the station on that track, but if they get lost going both
ways, you'll need the station on both tracks.
Bill Hayles

Re: TT's pathfinding problems - a solution?

Post by Bill Hayles »

On Thu, 6 Jan 2000 23:36:06 +0100, "Peter J. Dobrovka"
<dobro...@t-online.de> wrote:

Non-stop-station??
How do you assign this? There is no command for this.
I think people replying in this thread, myself included, must make it
clear whether they're talking about working with or without Josef
Drexler's TTDPatch.

Without the patch, then sending a train "non stop" means that it won't
stop at any intermediate stations between the previous station and the
one it's sent to non-stop. This means that check stations need to be
big enough to accept the train is a delay is to be avoided, as there is
no way to specify the check station as a routing point without the train
stopping there.

If you're using TTDPatch, things are very different. By default, trains
only stop at the stations you specify in their routing, non stopping any
other stations they may encounter en route. In addition, you can
specify a station (the check station) and mark it non-stop. This means
the train WILL be routed through it, but won't stop at it. Therefore it
only needs to be a one tile length station.

I always work with Josef's patch, as it makes complex working much
easier. It also facilitates various cheats, but I don't use these.
That's just a matter of personal preference.

Hope this helps clear things up.


From Benitachell, Alicante, Spain
Bill Hayles
bill...@ctv.es
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