Post *** ALL MiniIN Problems *** Here please
Moderator: OpenTTD Developers
Diesel Locomotives & Full Load
Greetins to all.
I've discovered last week the open TTD project, and since then I've been playing non stop. So, first, a lot of thanks to all the developers for such an amazing work recreating and surpassing the original game.
Well, I've playing with the r5588-MiniIn for hours, but I have found that when I switch from steam locomotives to diesel ones, it seems the full load switch have stoped working (the diesels don't wait to be full loaded at the station and go after a short load/unload).
I've look the forums and the bugtracker but I've not found anything about this, so is this a known bug, my apologies.
Here is an archive with a saved game and some screenshots with the bug. (For example, look at the train 4)
Bye.
Edit: After some more playing I've discovered it doesn't matter if the locomotive is a diesel or a steam one... All the coal trains new and old fails to comply with the full load load order. However, the livestock and grain trains seems to work ok.
I've discovered last week the open TTD project, and since then I've been playing non stop. So, first, a lot of thanks to all the developers for such an amazing work recreating and surpassing the original game.
Well, I've playing with the r5588-MiniIn for hours, but I have found that when I switch from steam locomotives to diesel ones, it seems the full load switch have stoped working (the diesels don't wait to be full loaded at the station and go after a short load/unload).
I've look the forums and the bugtracker but I've not found anything about this, so is this a known bug, my apologies.
Here is an archive with a saved game and some screenshots with the bug. (For example, look at the train 4)
Bye.
Edit: After some more playing I've discovered it doesn't matter if the locomotive is a diesel or a steam one... All the coal trains new and old fails to comply with the full load load order. However, the livestock and grain trains seems to work ok.
- Attachments
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- Bug Diesel & Full Load.rar
- And here the savegame
- (1.48 MiB) Downloaded 256 times
-
- Here is the orders
- 18 Linnway Transport, 8th Apr 1974.png (79.74 KiB) Viewed 4810 times
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- All trains have the order full load, but they don't do it
- 13 Linnway Transport, 31st Mar 1974 #1.png (79.92 KiB) Viewed 4810 times
Re: Diesel Locomotives & Full Load
Please try the miniIN from today. The bug should have been fixed with in revision 5661.fliebana wrote:Greetins to all.
I've discovered last week the open TTD project, and since then I've been playing non stop. So, first, a lot of thanks to all the developers for such an amazing work recreating and surpassing the original game.
Well, I've playing with the r5588-MiniIn for hours, but I have found that when I switch from steam locomotives to diesel ones, it seems the full load switch have stoped working (the diesels don't wait to be full loaded at the station and go after a short load/unload).
I've look the forums and the bugtracker but I've not found anything about this, so is this a known bug, my apologies.
Here is an archive with a saved game and some screenshots with the bug. (For example, look at the train 4)
Bye.
Edit: After some more playing I've discovered it doesn't matter if the locomotive is a diesel or a steam one... All the coal trains new and old fails to comply with the full load load order. However, the livestock and grain trains seems to work ok.
That’s the reason for your problem. In most cases, changing GRFs for an existing game will cause this sort of problem.Slace wrote:I had a game going then I added the planeset to my grf listmart3p wrote:The A380 in Planeset works ok for me. Did you start a new game after loading Planeset, or is this the result of loading a savegame, that was started using different GRFs?
GRFs change the use of vehicle IDs. Planeset‘s A380 is using an ID that in your original game was used by a different aircraft. Start a new game with Planeset and you will find it works fine.
Bug with full load
Hi gigajum
Thanks for your fast answer. I've just tried the last r5663-MiniIn, but the result is the same: all the coal trains don't wait to be full loaded. They stop at the cargo station and go to the unload station almost empty.
Here is the openttd.cfg I'm using, just in case it may help to locate the problem.
Thanks for your fast answer. I've just tried the last r5663-MiniIn, but the result is the same: all the coal trains don't wait to be full loaded. They stop at the cargo station and go to the unload station almost empty.
Here is the openttd.cfg I'm using, just in case it may help to locate the problem.
- Attachments
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- openttd.cfg
- (5.67 KiB) Downloaded 274 times
Here is the savegame
Hello again gigagum
Here is the savegame in question.
And thanks for your help.
Edit: After playing more, I've discovered that now some coal trains do obey the full load while others not. The new savegame Bug Full Load 2 show it (Train 6 do the full load ok, while Train 4 fails)
Here is the savegame in question.
And thanks for your help.
Edit: After playing more, I've discovered that now some coal trains do obey the full load while others not. The new savegame Bug Full Load 2 show it (Train 6 do the full load ok, while Train 4 fails)
- Attachments
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- Bug Full Load.sav
- (107.72 KiB) Downloaded 278 times
-
- Bug Full Load 2.sav
- (111.19 KiB) Downloaded 273 times
Last edited by fliebana on 31 Jul 2006 16:16, edited 1 time in total.
Hello everyone,
I have a little problem with a feederservice. The feederservice I like to use does not work in the MiniIN. It works in trunk for me. See the screenshot.
This is just a testing setup, so it doesn't really make sense now.
I'm using r5667-MiniIN.
Thanks in advance,
Scia
Edit: adding the screenshot is a good idea
I have a little problem with a feederservice. The feederservice I like to use does not work in the MiniIN. It works in trunk for me. See the screenshot.
This is just a testing setup, so it doesn't really make sense now.
I'm using r5667-MiniIN.
Thanks in advance,
Scia
Edit: adding the screenshot is a good idea

- Attachments
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- feederproblem.png (130.07 KiB) Viewed 4709 times
Hmmm. Im not convinced there is anything wrong. As the bus station accepts passengers, I dont think a transfer-unload will be treated any differently to a plain unload. Of course, it could be a problem with advanced orders doing something odd...
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Re: Here is the savegame
Ok i now know how it happens, but i can't get why. Can you tell me what exact you have clicked to get a train to full load but let the percent value stay at 0.fliebana wrote:Hello again gigagum
Here is the savegame in question.
And thanks for your help.
About the Full load
Hi again
After creating the trains in the depot, I give the order go to station, and the click on Loading -> Full Load. Sometimes then I have clicked on Misc -> Load Base. I haven't used the %loading until now. Now you say it, this may be the cause of the problem.
Thanks for your patience.
After creating the trains in the depot, I give the order go to station, and the click on Loading -> Full Load. Sometimes then I have clicked on Misc -> Load Base. I haven't used the %loading until now. Now you say it, this may be the cause of the problem.
Thanks for your patience.
I really should write a page in the wiki about that patch 
The load base defines if you want to have the train wait for full load of any cargo or the whole train. This setting exist in the patch window to, but that is a global one. That in the orders menu defines it for each train.
I tried exact that what you said but i ran into the security queries, and they changed the value so that it works.
Can you please try producing that bug again within a complete new game with the MiniIN r5663.

The load base defines if you want to have the train wait for full load of any cargo or the whole train. This setting exist in the patch window to, but that is a global one. That in the orders menu defines it for each train.
I tried exact that what you said but i ran into the security queries, and they changed the value so that it works.
Can you please try producing that bug again within a complete new game with the MiniIN r5663.
Thanks gigajum
I'll try to do my best to reproduce it and i'll tell you how it happens.
Thank you very much.
Thank you very much.
What it should do is drop off the passengers at that station and the passengers should stay at that station for a pickup by another bus. The income is in yellow, so the bus generates no real income, only virtual income so that the bus doesn't make a negative profit.richk67 wrote:Hmmm. Im not convinced there is anything wrong. As the bus station accepts passengers, I dont think a transfer-unload will be treated any differently to a plain unload. Of course, it could be a problem with advanced orders doing something odd...
I use this construction to feed a passenger station with a lot of passengers, so that I can have many full trains. Normally this works perfectly, but not in the MiniIN.
I hope I made it a little bit more clear.
Scia
In 5663, setting "train station -> options -> Wait maximal X days" to any value other than the standard zero makes all network clients disconnect. Tell me if you need save games or screenies of anything or so.
Oh, and in the same game, my vehicles managed to get stuck in a rather amusing fashion in the same game. A competitor's single-wagon loco was stuck in the middle of a train crossing and refused to stop or turn around or do anything else; my own buses were stuck on both sides of the crossing, on one side 4 stacked, on the other side 5 stacked ones. They too refused to move or do anything else. I think the road belonged to my competitor, in case that matters.
Edit: I also noticed the transfer issue mentioned by Scia - I see a yellow number for "fake revenue", but I'm fairly sure the passengers or whatever don't ever actually turn up in the station they're supposed to be transferred to.
Oh, and in the same game, my vehicles managed to get stuck in a rather amusing fashion in the same game. A competitor's single-wagon loco was stuck in the middle of a train crossing and refused to stop or turn around or do anything else; my own buses were stuck on both sides of the crossing, on one side 4 stacked, on the other side 5 stacked ones. They too refused to move or do anything else. I think the road belonged to my competitor, in case that matters.
Edit: I also noticed the transfer issue mentioned by Scia - I see a yellow number for "fake revenue", but I'm fairly sure the passengers or whatever don't ever actually turn up in the station they're supposed to be transferred to.
Sure? can't it be anything other?Luckz wrote:In 5663, setting "train station -> options -> Wait maximal X days" to any value other than the standard zero makes all network clients disconnect. Tell me if you need save games or screenies of anything or so.

I touched that button, 3 seconds later everybody was disconnected with a desync error. I waited for them to come back, did that again, and again they were all gone. Seemed pretty reproducable.gigajum wrote:Sure? can't it be anything other?Luckz wrote:In 5663, setting "train station -> options -> Wait maximal X days" to any value other than the standard zero makes all network clients disconnect. Tell me if you need save games or screenies of anything or so.i'll test it as soon as i have some free time today, and someone who has time to play with me debug versions of openttd over internet :\
I tried a bit more:
I change max wait from zero to anything in a train station: desync
If max wait has already been > 0 when a MP client joined, I can change it without desync - for that station only. All others cause desync.
- Attachments
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- NM-Norman Titfox Regulations, 12th Feb 1939.sav
- Problematic save game. Part where everything is stuck is between Flindburg Bay Central and Lower Flindburg Bay (with all the stacked buses).
- (116.53 KiB) Downloaded 249 times
I too have been expriencing the full load problem - if nothing else - when I give new trains full load order, in the first run they never wait for full load.
After that, full load works, but can also be "lost" sometimes - it's quite strange. I hope you can fix it, gigajum.
BTW - is there any chance to have the "service" order appear like in OTTD without your %load patch - on the actual "Load" button when the "Go to depot" order is selected?
After that, full load works, but can also be "lost" sometimes - it's quite strange. I hope you can fix it, gigajum.
BTW - is there any chance to have the "service" order appear like in OTTD without your %load patch - on the actual "Load" button when the "Go to depot" order is selected?

NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
I'll see what i can find, but today i had no real time to fix the bug reported above. And i also noticed some new bugs that i have to fix myselfSirkoZ wrote:I too have been expriencing the full load problem - if nothing else - when I give new trains full load order, in the first run they never wait for full load.
After that, full load works, but can also be "lost" sometimes - it's quite strange. I hope you can fix it, gigajum.

But my birthday today was more important for me then openttd

See attached picture:SirkoZ wrote: BTW - is there any chance to have the "service" order appear like in OTTD without your %load patch - on the actual "Load" button when the "Go to depot" order is selected?
So here are the new bugs:
Converting a existing bridge to the same bridge type of another rail type is not working

The funding of a new bank looks like it is not working anymore.
edit:
funding bank was not included ? now it is

- Attachments
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- Bremen Transport, 30th Jan 1950.png (27.48 KiB) Viewed 4539 times
Last edited by gigajum on 03 Aug 2006 09:34, edited 1 time in total.
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