A Couple of Locomotion Questions
A Couple of Locomotion Questions
I'm sorry to start yet another thread about Locomotion. I have
two questions. Two things that bug me about Transport Tycoon
are:
1. the dire track-laying algorithm that the computer controlled
companies use.
2. the over simplistic routing algorithm which causes trains to
easily get lost on complex networks.
So my questions are, for Locomotion, has Chris Sawyer bothered to
take some time to research and implement algorithms which:
1. result in sensible computer controlled company track layouts?
2. get trains from starting point to destination without any
possibility of them getting lost en route?
TIA
Mike
--
Mike Humberston
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two questions. Two things that bug me about Transport Tycoon
are:
1. the dire track-laying algorithm that the computer controlled
companies use.
2. the over simplistic routing algorithm which causes trains to
easily get lost on complex networks.
So my questions are, for Locomotion, has Chris Sawyer bothered to
take some time to research and implement algorithms which:
1. result in sensible computer controlled company track layouts?
2. get trains from starting point to destination without any
possibility of them getting lost en route?
TIA
Mike
--
Mike Humberston
WARNING: Spam trap in operation. Send any e-mail reply to mike, not oblivion.
NOTE: E-mail currently inoperative. All replies to the news group, please.
Re: A Couple of Locomotion Questions
A full-hearted "Mwa-ha-ha!!!" would be a suitable answer for both your
questions
"Mike Humberston" <obliv...@philomel.net> wrote in message
news:ql1gn0pnsfapavbq9au6vitldm8m6eutod@4ax.com...
questions

"Mike Humberston" <obliv...@philomel.net> wrote in message
news:ql1gn0pnsfapavbq9au6vitldm8m6eutod@4ax.com...
I'm sorry to start yet another thread about Locomotion. I have
two questions. Two things that bug me about Transport Tycoon
are:
1. the dire track-laying algorithm that the computer controlled
companies use.
2. the over simplistic routing algorithm which causes trains to
easily get lost on complex networks.
So my questions are, for Locomotion, has Chris Sawyer bothered to
take some time to research and implement algorithms which:
1. result in sensible computer controlled company track layouts?
2. get trains from starting point to destination without any
possibility of them getting lost en route?
TIA
Mike
--
Mike Humberston
WARNING: Spam trap in operation. Send any e-mail reply to mike, not
oblivion.
NOTE: E-mail currently inoperative. All replies to the news group,
please.
Re: A Couple of Locomotion Questions
"Ark" <batis...@ineonet.net> wrote:"Mike Humberston" <obliv...@philomel.net> wrote in message
news:ql1gn0pnsfapavbq9au6vitldm8m6eutod@4ax.com...
I'm sorry to start yet another thread about Locomotion. I have
two questions. Two things that bug me about Transport Tycoon
are:
1. the dire track-laying algorithm that the computer controlled
companies use.
2. the over simplistic routing algorithm which causes trains to
easily get lost on complex networks.
So my questions are, for Locomotion, has Chris Sawyer bothered to
take some time to research and implement algorithms which:
1. result in sensible computer controlled company track layouts?
2. get trains from starting point to destination without any
possibility of them getting lost en route?
Should I take that to mean no? If so then that is a pity asA full-hearted "Mwa-ha-ha!!!" would be a suitable answer for both your
questions![]()
doing both those things is not particularly difficult.
--
Mike Humberston
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NOTE: E-mail currently inoperative. All replies to the news group, please.
Re: A Couple of Locomotion Questions
"Mike Humberston" <obliv...@philomel.net> wrote in message
news:38jgn0ts7cdp44aba42lkc4kpmala0iou4@4ax.com...
were stupid as well. When setting a rail route, you can add waypoints at
junctions to make the train or tram turn the correct way at points. This
works OK here.
Bob
news:38jgn0ts7cdp44aba42lkc4kpmala0iou4@4ax.com...
I cant answer the question about the companies, but the competition in TTDLX"Mike Humberston" <obliv...@philomel.net> wrote in message
news:ql1gn0pnsfapavbq9au6vitldm8m6eutod@4ax.com...
I'm sorry to start yet another thread about Locomotion. I have
two questions. Two things that bug me about Transport Tycoon
are:
1. the dire track-laying algorithm that the computer controlled
companies use.
2. the over simplistic routing algorithm which causes trains to
easily get lost on complex networks.
So my questions are, for Locomotion, has Chris Sawyer bothered to
take some time to research and implement algorithms which:
1. result in sensible computer controlled company track layouts?
2. get trains from starting point to destination without any
possibility of them getting lost en route?
"Ark" <batis...@ineonet.net> wrote:
A full-hearted "Mwa-ha-ha!!!" would be a suitable answer for both your
questions
Should I take that to mean no? If so then that is a pity as
doing both those things is not particularly difficult.
--
Mike Humberston
WARNING: Spam trap in operation. Send any e-mail reply to mike, not
oblivion.
NOTE: E-mail currently inoperative. All replies to the news group,
please.
were stupid as well. When setting a rail route, you can add waypoints at
junctions to make the train or tram turn the correct way at points. This
works OK here.
Bob
Re: A Couple of Locomotion Questions
"Mike Humberston" <obliv...@philomel.net> wrote in message
news:38jgn0ts7cdp44aba42lkc4kpmala0iou4@4ax.com...
Take a peek at this screenshot:
http://www.tt-forums.net/viewtopic.php?t=10621 to answer your first
question. (Warning: large image)
On point 2, although the ability to route trains through waypoints has been
added, the path finding has not been improved at all.
Other complaints:
1. Still no easy way to upgrade trains.
2. Vehicle reliability is worse and there is no way to regulate it. (i.e.
increasing maintenance)
3. No monorails or maglevs.
Just my $.02.
Ken
news:38jgn0ts7cdp44aba42lkc4kpmala0iou4@4ax.com...
Yes, you can take that as a resounding "NO" on both points."Mike Humberston" <obliv...@philomel.net> wrote in message
news:ql1gn0pnsfapavbq9au6vitldm8m6eutod@4ax.com...
I'm sorry to start yet another thread about Locomotion. I have
two questions. Two things that bug me about Transport Tycoon
are:
1. the dire track-laying algorithm that the computer controlled
companies use.
2. the over simplistic routing algorithm which causes trains to
easily get lost on complex networks.
So my questions are, for Locomotion, has Chris Sawyer bothered to
take some time to research and implement algorithms which:
1. result in sensible computer controlled company track layouts?
2. get trains from starting point to destination without any
possibility of them getting lost en route?
"Ark" <batis...@ineonet.net> wrote:
A full-hearted "Mwa-ha-ha!!!" would be a suitable answer for both your
questions
Should I take that to mean no? If so then that is a pity as
doing both those things is not particularly difficult.
--
Mike Humberston
WARNING: Spam trap in operation. Send any e-mail reply to mike, not
oblivion.
NOTE: E-mail currently inoperative. All replies to the news group,
please.
Take a peek at this screenshot:
http://www.tt-forums.net/viewtopic.php?t=10621 to answer your first
question. (Warning: large image)
On point 2, although the ability to route trains through waypoints has been
added, the path finding has not been improved at all.
Other complaints:
1. Still no easy way to upgrade trains.
2. Vehicle reliability is worse and there is no way to regulate it. (i.e.
increasing maintenance)
3. No monorails or maglevs.
Just my $.02.
Ken
Re: A Couple of Locomotion Questions
<Ken> wrote:
Chris Sawyer was a rather (much) better programmer and took more
trouble with the titles that he codes. I really don't know how
he gets away with it.
Mike
--
Mike Humberston
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"Mike Humberston" <obliv...@philomel.net> wrote:
"Mike Humberston" <obliv...@philomel.net> wrote:
OMG! That really is dire.So my questions are, for Locomotion, has Chris Sawyer bothered to
take some time to research and implement algorithms which:
1. result in sensible computer controlled company track layouts?
2. get trains from starting point to destination without any
possibility of them getting lost en route?
"Ark" <batis...@ineonet.net> wrote:
A full-hearted "Mwa-ha-ha!!!" would be a suitable answer for both your
questions
Should I take that to mean no? If so then that is a pity as
doing both those things is not particularly difficult.
Yes, you can take that as a resounding "NO" on both points.
Take a peek at this screenshot:
http://www.tt-forums.net/viewtopic.php?t=10621 to answer your first
question. (Warning: large image)
Thanks to you and Compfix for your replies. I just wish thatOn point 2, although the ability to route trains through waypoints has been
added, the path finding has not been improved at all.
Other complaints:
1. Still no easy way to upgrade trains.
2. Vehicle reliability is worse and there is no way to regulate it. (i.e.
increasing maintenance)
3. No monorails or maglevs.
Chris Sawyer was a rather (much) better programmer and took more
trouble with the titles that he codes. I really don't know how
he gets away with it.
Mike
--
Mike Humberston
WARNING: Spam trap in operation. Send any e-mail reply to mike, not oblivion.
NOTE: E-mail currently inoperative. All replies to the news group, please.
Re: A Couple of Locomotion Questions
Mike Humberston wrote:
routing is not particularly smart, but the requirements are pretty
specific: the algorithm must work in real time (it's called every time a
train arrives at a junction, so that trains don't get stuck if the
network is modified by the player) and require very little permanent
storage (as opposed to temporary, which isn't a problem). And don't
forget that the game was designed to run on a 386.
(This doesn't mean I have no idea how to improve the existing algorithm,
I'd probably have this already done if I weren't so busy on my PhD
stuff. I've no idea how to design better routing from scratch, though.)
--
Marcin Grzegorczyk
I'm curious what routing algorithm you would choose. Granted, TTD's[...]
So my questions are, for Locomotion, has Chris Sawyer bothered to
take some time to research and implement algorithms which:
1. result in sensible computer controlled company track layouts?
2. get trains from starting point to destination without any
possibility of them getting lost en route?
[...]
Should I take that to mean no? If so then that is a pity as
doing both those things is not particularly difficult.
routing is not particularly smart, but the requirements are pretty
specific: the algorithm must work in real time (it's called every time a
train arrives at a junction, so that trains don't get stuck if the
network is modified by the player) and require very little permanent
storage (as opposed to temporary, which isn't a problem). And don't
forget that the game was designed to run on a 386.
(This doesn't mean I have no idea how to improve the existing algorithm,
I'd probably have this already done if I weren't so busy on my PhD
stuff. I've no idea how to design better routing from scratch, though.)
--
Marcin Grzegorczyk
Re: A Couple of Locomotion Questions
Marcin Grzegorczyk wrote in message <2uc722F28fo8...@uni-berlin.de>...
even with the latest Patch is a testament to the resource efficiency of the
programming.
Ronnie
--
Volunteer guard on the Great Central Railway, Loughborough, Leicestershire
Visit the world's only double track preserved steam railway!
http://www.gcrailway.co.uk
Indeed, the fact that the game continues to run on my lowly 75MHz machineI'm curious what routing algorithm you would choose. Granted, TTD's
routing is not particularly smart, but the requirements are pretty
specific: the algorithm must work in real time (it's called every time a
train arrives at a junction, so that trains don't get stuck if the
network is modified by the player) and require very little permanent
storage (as opposed to temporary, which isn't a problem). And don't
forget that the game was designed to run on a 386.
even with the latest Patch is a testament to the resource efficiency of the
programming.
Ronnie
--
Volunteer guard on the Great Central Railway, Loughborough, Leicestershire
Visit the world's only double track preserved steam railway!
http://www.gcrailway.co.uk
Re: A Couple of Locomotion Questions
Marcin Grzegorczyk wrote:
routing in advance and runs that route for a while. For instance add in
a shortcut and trains will not start taking it straight away, but later
will always take it - so I guess it already knows where it is going. I'm
so sure it does this that I've wondered if there is a way round it (e.g.
cause rerouting NOW).
However I do agree that routing in general sucks in this game. I was
wondering what the point of establishing a transport network was.
Optimal use of money involves transporting pretty much all of a good
away from a production factory as that minimises costs for the
tracks/roads whatever. However this, or perhaps two source factories
will "fill" a track up so that attempting to push more traffic along it
(especially asynchronous traffic) is likely to cause it to stall and run
slower. Therefore there is very little sharing of transport routes.
Maybe this changes in later eras - I've mostly played the 1900-1930 era
scenarios - and I have a thing for freight (esp oil) rather than
passengers. This seems to defeat the purpose of building nice transport
networks for everything to flow over.
In fact I won all of the easy scenarios with either oil/trains or
passengers/local bus routes.
I'll stop waffling now!
Alan
I'm not sure that Locomotion does this. I think it calculates theMike Humberston wrote:
[...]
So my questions are, for Locomotion, has Chris Sawyer bothered to
take some time to research and implement algorithms which:
1. result in sensible computer controlled company track layouts?
2. get trains from starting point to destination without any
possibility of them getting lost en route?
[...]
Should I take that to mean no? If so then that is a pity as
doing both those things is not particularly difficult.
I'm curious what routing algorithm you would choose. Granted, TTD's
routing is not particularly smart, but the requirements are pretty
specific: the algorithm must work in real time (it's called every time a
train arrives at a junction, so that trains don't get stuck if the
network is modified by the player) and require very little permanent
storage (as opposed to temporary, which isn't a problem). And don't
forget that the game was designed to run on a 386.
routing in advance and runs that route for a while. For instance add in
a shortcut and trains will not start taking it straight away, but later
will always take it - so I guess it already knows where it is going. I'm
so sure it does this that I've wondered if there is a way round it (e.g.
cause rerouting NOW).
However I do agree that routing in general sucks in this game. I was
wondering what the point of establishing a transport network was.
Optimal use of money involves transporting pretty much all of a good
away from a production factory as that minimises costs for the
tracks/roads whatever. However this, or perhaps two source factories
will "fill" a track up so that attempting to push more traffic along it
(especially asynchronous traffic) is likely to cause it to stall and run
slower. Therefore there is very little sharing of transport routes.
Maybe this changes in later eras - I've mostly played the 1900-1930 era
scenarios - and I have a thing for freight (esp oil) rather than
passengers. This seems to defeat the purpose of building nice transport
networks for everything to flow over.
In fact I won all of the easy scenarios with either oil/trains or
passengers/local bus routes.
I'll stop waffling now!
Alan
Re: A Couple of Locomotion Questions
Alan Clucas wrote:
in TTD, since it probably has to be fast enough to compute the entire
route at once (as opposed to TTD's approach of looking only a couple of
junctions ahead).
(Mind that I haven't even seen Locomotion running, yet.)
--
Marcin Grzegorczyk
Hah. Then I'm not surprised if routing in Locomotion is even worse thanMarcin Grzegorczyk wrote:
[...] Granted, TTD's
routing is not particularly smart, but the requirements are pretty
specific: the algorithm must work in real time (it's called every time
a train arrives at a junction, so that trains don't get stuck if the
network is modified by the player) and require very little permanent
storage (as opposed to temporary, which isn't a problem). And don't
forget that the game was designed to run on a 386.
I'm not sure that Locomotion does this. I think it calculates the
routing in advance and runs that route for a while. For instance add in
a shortcut and trains will not start taking it straight away, but later
will always take it - so I guess it already knows where it is going.
in TTD, since it probably has to be fast enough to compute the entire
route at once (as opposed to TTD's approach of looking only a couple of
junctions ahead).
(Mind that I haven't even seen Locomotion running, yet.)
--
Marcin Grzegorczyk
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