Cargo Distribution
Moderator: OpenTTD Developers
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- Engineer
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Re: Cargo Distribution
Can someone help me figure out how the heck to install this on a PC running Windows 7? The nightly FTP site only seems to have zips that contain openttd folder files. Tried copying them into my existing directory, doesn't seem to work.
Re: Cargo Distribution
What error message do you get? With these zipped builds, it is usually expected that you take care of the base graphics sets yourself (it be the original graphics or OpenGFC). More on what is stored in which folders is in the readme.txt.
Re: Cargo Distribution
FusilliJerry82 wrote:Can someone help me figure out how the heck to install this on a PC running Windows 7? The nightly FTP site only seems to have zips that contain openttd folder files. Tried copying them into my existing directory, doesn't seem to work.
If you unzip it all and then copy all the data files from a trunk build (possibly in your my documents folder) to the data folder in this and then it should work. If not give us some errors

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- Engineer
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- Joined: 17 Mar 2007 07:44
Re: Cargo Distribution
I don't really get any errors, its just that when I start to play a new game, I can't find anywhere to turn the feature on and it doesn't seem to be working automatically.
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- Engineer
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Re: Cargo Distribution
Nevermind, its working on a different install on a different computer. At least I know how to do it now.
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- Engineer
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- Joined: 08 Feb 2007 11:59
- Skype: a.locritani
- Location: Italy
Re: Cargo Distribution
I'm playing with version gac93fdae and I've noticed two strange things. I've not yet checked if they are still in newer version.
The first one is that the vehicle window do not update very often, now. You can see, in attached savegame, as speed only changes when you move the window or after sometime.
The second strange thing is that when loading a plain trunk savegame, unit of measures are different. ie: in attached savegame units changes from "metric" (trunk) to "SI" (cargodist).
Thanks for you work.
The first one is that the vehicle window do not update very often, now. You can see, in attached savegame, as speed only changes when you move the window or after sometime.
The second strange thing is that when loading a plain trunk savegame, unit of measures are different. ie: in attached savegame units changes from "metric" (trunk) to "SI" (cargodist).
Thanks for you work.
- Attachments
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- gac93fdae.sav
- (24.47 KiB) Downloaded 68 times
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- trunk_22002.sav
- (30.96 KiB) Downloaded 88 times
Re: Cargo Distribution
this was a bug in trunk, it has been fixed meanwhile.a.locritani wrote:The first one is that the vehicle window do not update very often, now. You can see, in attached savegame, as speed only changes when you move the window or after sometime.
Re: Cargo Distribution
Hey all,
I have a problem with my cargodist passengers, i get allot of passengers with destination 'to any station'
I have 3 screenshots added to this message, one with the settings, one with the linkmap and one with the problem.
as you see on the linkmap there is no real capacity problem. I'm getting red passengers 'to any station' at almost all of my stations, they won't go away, and trains don't seem to take them (always) but if i look at the source of these passengers this composition changes over time. I played around with the settings but can't find a sollution... the only thing that improved the situation was setting the accuracy higher, but it didnt solved the problem.
I like cargodist very much, so i hope someone can help me and explain the problem or more in general why these red passengers appear. and how to solve the problem.
i already read this topic and what i found is that the game has to run some time before people get destinations, i have been running it for hours..., i also found that there must be enough destinations, i have 178....
I have a problem with my cargodist passengers, i get allot of passengers with destination 'to any station'
I have 3 screenshots added to this message, one with the settings, one with the linkmap and one with the problem.
as you see on the linkmap there is no real capacity problem. I'm getting red passengers 'to any station' at almost all of my stations, they won't go away, and trains don't seem to take them (always) but if i look at the source of these passengers this composition changes over time. I played around with the settings but can't find a sollution... the only thing that improved the situation was setting the accuracy higher, but it didnt solved the problem.
I like cargodist very much, so i hope someone can help me and explain the problem or more in general why these red passengers appear. and how to solve the problem.
i already read this topic and what i found is that the game has to run some time before people get destinations, i have been running it for hours..., i also found that there must be enough destinations, i have 178....
- Attachments
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- linkmap.JPG
- the linkmap
- (96.04 KiB) Downloaded 1 time
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- the settings
- settings.JPG (27.26 KiB) Viewed 2685 times
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- 2 example stations with the problem
- problem.JPG (72.68 KiB) Viewed 1178 times
Re: Cargo Distribution
I think that that happens when you are not transporting quick enough. (might be wrong though)
Basically people have been waiting too long so they will just go anywhere. Those then slowly decay.
Basically people have been waiting too long so they will just go anywhere. Those then slowly decay.
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Re: Cargo Distribution
I'm also not sure on the specifics, but try setting the link graph recalculation interval slower, increase the number of days before recalculating, this may give you more time to deliver the goods and prevent goods losing their intended destination.
As always: A SAve GAme is very useful (also state which build you use
)
As always: A SAve GAme is very useful (also state which build you use

Re: Cargo Distribution
thx for the help, i wanted to post a savegame, but i'm using chilis patch pack and lot's of grf's, so i don't think that is possible?
i did some more troubleshooting with the information Lordmwa en Arie gave me, and it seems so far indeed that the reason for the red passengers is that they don't reach their destinations in time, i think this is because of my style of building, i try to build realstic with trains serving each station once an hour or more, but because one hour is too much ingame days this seems to give problems. I tested the case by increasing the daylengt factor from 1 tot 25 and then the numbers dissapeared. The problem is that this function also gives wrong income numbers for busses, trains,.... so it's not realy a clean sollution.
Is there any way to adjust the time i get to transport passengers in cargodest before red numbers appear?
i did some more troubleshooting with the information Lordmwa en Arie gave me, and it seems so far indeed that the reason for the red passengers is that they don't reach their destinations in time, i think this is because of my style of building, i try to build realstic with trains serving each station once an hour or more, but because one hour is too much ingame days this seems to give problems. I tested the case by increasing the daylengt factor from 1 tot 25 and then the numbers dissapeared. The problem is that this function also gives wrong income numbers for busses, trains,.... so it's not realy a clean sollution.
Is there any way to adjust the time i get to transport passengers in cargodest before red numbers appear?
Re: Cargo Distribution
What's not totally clear from your post is whether you tried increasing the days before recalculation. As you seem to play with a different "number of ticks" per "in game day" and I don't know how this is translated internally in this patch. (e.g. does the setting "two days" mean "two in game days" or "two in game days with default daylenght: 2*30 ticks").
My suggestion is setting the recalculation interval to e.g. 100 days and see what the results are.
My suggestion is setting the recalculation interval to e.g. 100 days and see what the results are.
Re: Cargo Distribution
as far as i know it's working as following in the patch. if you set recalculation to 50 and you increase daylengt from 1 to 2 your recalculation will also double in time. I tried changing recalculation, but that alone didn't fix the problem. only increasing daylengt so i have more time to transport my passengers works
Re: Cargo Distribution
There are a few things you can do in this situation. You can set the parameter in NARS to disable regearing, or choose a locomotive for this route that doesn't regear. However, with FIRS, if you add a boxcar for farm supplies (or engineering supplies, depending) you will get the same problem. Also, "full load" options can be tricky with CargoDist.
My option is to tweak the number of hoppers vs reefers in the train so that when the train gets to the grain farm there is about the same number of tons waiting as the capacity in the train. (You can still use a "full load any" at the fruit plantation, but I don't recommend it.) If one train is moving more than the output of the sources, have it service every trip. If that's not enough, add a timetable order to wait for X days at each stop rather than waiting for a full load; that will sometimes help station rating, too.
It would be cool to have an option to configure the "full load" percentage down to 98% or 96% but it would be a lot of coding work just for NARS compatibility.
My option is to tweak the number of hoppers vs reefers in the train so that when the train gets to the grain farm there is about the same number of tons waiting as the capacity in the train. (You can still use a "full load any" at the fruit plantation, but I don't recommend it.) If one train is moving more than the output of the sources, have it service every trip. If that's not enough, add a timetable order to wait for X days at each stop rather than waiting for a full load; that will sometimes help station rating, too.
It would be cool to have an option to configure the "full load" percentage down to 98% or 96% but it would be a lot of coding work just for NARS compatibility.
CAPFlyer wrote:I've been messing around with Open TTD for a few months now, and have been very impressed with your mod in particular because it gives the functionality that was sorely missing from Locomotion (the only previous version I'd played).
However, I started a game a few days ago and ran into a problem, and I'm wondering if you can help solve it.
I wish I could give you a savegame, but I ended up "working around" the problem, so I can't replicate the issue. I'm using NARS and FIRS on this game.
With that, I was trying to get a supply chain to a Brewery going. I had a Fruit Orchard at one end and the Brewery at the other. In between (and oddly almost directly in line with the two) is a Grain Farm. So, I set 3 stations up. One at the Orchard, one at the Farm, and 1 at the Brewery. I then create a train, half with reefers, half with grain hoppers. I set the orders as non-stop between the 3 stations and set the loading options to "Full Load Any Cargo" at the Orchard, and "Full Load" at the Farm. First stop - everything works fine and when the reefers are full, the train sets out. Second stop - I get 99% loaded and it hangs. No matter what, it won't load that list 4 tons of grain needed to leave. Meanwhile, I've got 600+ tons built up of grain for the destination. What's even more odd, is if I split the train and add a second locomotive (so now 2 separate trains) the same 4 Grain Cars with the same "Full Load" order departs the Farm without a hitch.
After a while, I'm wondering 2 things -
1) Is it possible the issue is the "regearing" of the NARS locomotives? If so, why does it work fine when I have just the locomotive and 4 cars but not the locomotive and 8 cars?.
2) If 1 is correct and it is the "regearing" how can I setup the route so that the train will wait for the grain cars to be filled before moving on to the Brewery? Is there something within the mod that will allow this, or is it something I have to do from outside the mod?
Who is John Galt?
Re: Cargo Distribution
I'm not totally sure whether I understand what you're saying, but have you solved the issue and can you play as intended now? Because I saw it like this:timofp wrote:as far as i know it's working as following in the patch. if you set recalculation to 50 and you increase daylengt from 1 to 2 your recalculation will also double in time. I tried changing recalculation, but that alone didn't fix the problem. only increasing daylengt so i have more time to transport my passengers works
-Cargodist - Perhaps cargodist sees the setting as follows: when you set two days, it in reality stores 2*30 = 60 ticks.
-Daylenght - Now you've set the daylength waaaaayyy higher, as trains do an entire trip in a day in stead of like 3 months. Ergo, you increase the number of ticks per day to 3*30*30=2700.
Re: Cargo Distribution
I think cargodist doest the following, when cargo isn't picked up within a certain amount of days (ticks) then the cargo will get 'to any station' as destination. and i got the feeling that in recent versions of cargodist (can this be because of these changes http://www.tt-forums.net/viewtopic.php? ... ng#p914543), this happens faster because i had similiar networks in the past without the problem.
daylength factor increases the amount of ticks per day, so if i set daylength factor 20 the amount of ticks in a day is multiplied with 20 and if cargodist for example accepts 30days of waiting, because of the daylength factor increase these 30 days take 20 time as long and you got more time to get your passengers at the destination.
with daylength 1 (standard) my trains travel around one month between each small station and about 200 days between each major interchange station, is that too long?
furthermore i have a problem with profits but i don't know if it's related to cargodist , it's explained in this post
http://www.tt-forums.net/viewtopic.php? ... 84#p930484
Edit: i'm reading some more in this topic and i see that it was stated earlier that summation of profits of all vehicles are not the same as the profit's showed in the finance window as they should be. But in my game (with higher daylength) this problem becomes more extreme, i got +2.000.000 profit in total with busses and trains but both the summation of the busses profit and the summation of the train profit is deeply negative (as seen in the attachement)
daylength factor increases the amount of ticks per day, so if i set daylength factor 20 the amount of ticks in a day is multiplied with 20 and if cargodist for example accepts 30days of waiting, because of the daylength factor increase these 30 days take 20 time as long and you got more time to get your passengers at the destination.
with daylength 1 (standard) my trains travel around one month between each small station and about 200 days between each major interchange station, is that too long?
furthermore i have a problem with profits but i don't know if it's related to cargodist , it's explained in this post
http://www.tt-forums.net/viewtopic.php? ... 84#p930484
Edit: i'm reading some more in this topic and i see that it was stated earlier that summation of profits of all vehicles are not the same as the profit's showed in the finance window as they should be. But in my game (with higher daylength) this problem becomes more extreme, i got +2.000.000 profit in total with busses and trains but both the summation of the busses profit and the summation of the train profit is deeply negative (as seen in the attachement)
- Attachments
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- example.JPG (110.46 KiB) Viewed 1178 times
Re: Cargo Distribution
Hey, I tried to read some of the source as to find on what moment the destination of a cargo packed is cleared. Altough I (think) understand most of what certain parts do, I haven't been able to find the relevant code pieces where that happens, probably also because of the lack of a good IDE atm. So I cannot help you find out what's wrong, maybe ChillCore knows where to look, else you should wait for fonso.
Re: Cargo Distribution
I have a question about link creation. I'm doing passengers only atm and i have the following problem. There is a train connection and the train is doing the following
A-->B-->C-->D, it stops at every station. now there is a link created from A-->B, one from B-->C and so on. But there is also a link created between A and C, however there has never been a vehicle going from A with next destination C, only from A via B to C. and because of the created link from A-->C there become a fair amount of passengers in A who want to travel to C straigth and don't want to take the train that goes via B. But because there is no straigth connection to C and so the passengers get 'to any station via C' after a while and won't dissapear
A-->B-->C-->D, it stops at every station. now there is a link created from A-->B, one from B-->C and so on. But there is also a link created between A and C, however there has never been a vehicle going from A with next destination C, only from A via B to C. and because of the created link from A-->C there become a fair amount of passengers in A who want to travel to C straigth and don't want to take the train that goes via B. But because there is no straigth connection to C and so the passengers get 'to any station via C' after a while and won't dissapear

Re: Cargo Distribution
without a savegame that's pretty much impossible to diagnose! The only possibility I can think of is that you have depot between C and D (possible one between A and B) and you are not using non-stop orders? If the train leaves A and decides it needs maintenance, goes to the nearest depot (which is the one described above). Afterwards it goes to B but has to pass station C, so it stops which creates a link. But unless that happens in more or less regular intervals the link should disappear after a while and from your description is sounds like it doesn't...
Also it sounds like you don't have enough trains on the route (even taking into consideration the passengers standing around due to the nonexistent link).
Also it sounds like you don't have enough trains on the route (even taking into consideration the passengers standing around due to the nonexistent link).
Re: Cargo Distribution
I've done allot of diagsnotistics, maintaince is off so it's not because of visisting depots. i'm using non-stop orders, they are standard. I'm using chilli's patch pack and allot of grf's, so posting a save game is a bit difficult... also capacity is not a problem, the train only get's loaded like 5%, that's the strange thing about it.
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