Page 60 of 83
Posted: 17 Sep 2005 07:43
by eis_os
hovering teacup:
The pathfinder in TTD isn't the best, sure it does things it shouldn't do,
the best way is to avoid irregular platform entrances for lines....
To the description of nonningstone.png, it could be aswell the steep slope there, there is enough room for an additonal platform, try to experiment with it a bit.
I am not quite sure for what you created that narfingburg roundabout, it's actually not RCT you are playing
I will ask Josef if he has ideas why the pathfinder goes wrong, until now
try to avoid haveing to complicate layouts. The pathfinder for was not changed so the same flaws are in as before...
Posted: 17 Sep 2005 09:58
by cornelius
With irregular stations, station overbuilding and PBS, TTD has become almost the notional "sequel" I designed in my head a few years ago. And alpha 60 being released on my birthday was just a bonus. Cheers for all your hard work guys
*plays*
Posted: 17 Sep 2005 22:18
by Martin
I have just upgraded from alpha 53 to alpha 60 (amazing new features!) and noticed this behaviour: the DMU on the left approaches the waypoint, but reverses, seemingly when it is about halfway onto the waypoint square.
This doesn't happen if the signal after the waypoint is one square further away (but it didn't happen at all before I upgraded)
I have looked on the forum and the ttdpatch site but couldn't find anything about this.
Posted: 18 Sep 2005 01:02
by Prebral
There seems to be some problem with signals placed just after the waypoint, but I am not sure if it is a new one. I had some crashes and stuck trains at such places and figured out, that I have to place signals not directly after the waypoint.
Recenty, I started to play with PBS (I did not before) and noticed this problem then. But I have no save just before an accident because I have thought that it is just a bad PBS setup at first.
But as far as I remember, this happened even before irregular stations were introduced (a58 probably). At least I am sure, that the station, where this happened, was regular at that time.
Posted: 18 Sep 2005 09:21
by eis_os
Actually we know that the pathfinder get screwey, you can try to create a tile at the most north corner of the irrstation. The big question how to solve the problem....

Posted: 18 Sep 2005 15:19
by Martin
Yes, thanks.
I'll play around with it a bit later again when I get the chance to see what happens.
Posted: 18 Sep 2005 17:19
by SHADOW-XIII
I don't know if it's irregularstations problem but I notieced in alpha 60 that there are some problems with routing through junctions (not at stations),trains often miss proper track and take the nearest other track :/
Stations behaving strangely
Posted: 19 Sep 2005 13:06
by MJS
Does this have to do with the New Cargoes (tourists and petrol)? The tracks are all moved sideways... And of the trains inside (an ICE 1 in this case) it will show only some parts.
Posted: 19 Sep 2005 13:18
by Martin
I think you need to convert that screenshot to .png format, .pcx isn't good for posting online!
Irfanview is great for converting, I've just started using it myself.
Posted: 19 Sep 2005 22:44
by MJS
Sorry...
It doesn't do this when there's only Passengers and Mail at the station; as soon as some Wood appears, it switches to this view; it switches back as soon as the Wood is picked up (by an airplane, I must confess - not quite suitable, I know).
Posted: 19 Sep 2005 23:50
by Patchman
Is that one of MB's stations?
Does it look like that when you build it new? Or only after loading the game, or what do you do to make it look like that?
Posted: 19 Sep 2005 23:55
by Siema
It is one of MB's stations. He probably set parameter 1 that disables tinted glass.
Posted: 20 Sep 2005 02:40
by Patchman
Just as a side note, here's something that I've cooked up in the last two days.
(Also, callback 23 now works for all vehicle types, which is what the empty space in the boxes might be used for.)
Posted: 20 Sep 2005 02:42
by rjolley
Looks great. It'll save a lot of hedaches buying vehicles and cars just to see if the cargo will work with it.
Is there a way to designate which engines are allowed to pulls cars, or is that already in there?
Posted: 20 Sep 2005 06:29
by Szappy
Patchman wrote:Just as a side note, here's something that I've cooked up in the last two days.
(Also, callback 23 now works for all vehicle types, which is what the empty space in the boxes might be used for.)
Whoa
"All but Oil"
Did you implement an extra check, to see if the vehicle is refittable to everything, except one?
Posted: 20 Sep 2005 10:31
by MJS
Siema wrote:It is one of MB's stations. He probably set parameter 1 that disables tinted glass.
I use the TTDX Configurator (2.6.5), and I didn't set it to disable tinted glass, I think.
I built a normal station with glass roofs; but the station switches to this every time a cargo other than passengers or mail appears at the station. As a result: when I have a train set to Fully Load itself with Wood at the station, and the Wood turns up there, for a split second it is actually availabe, and then it's loaded - and even for that split second the station will blink to this alternate view. But then back to normal - no Wood, no strange station.
If someone needs more info, I'd be happy to elaborate on my rather hazy bug report.
Posted: 20 Sep 2005 12:33
by Patchman
Szappy wrote:Whoa
"All but Oil"
Did you implement an extra check, to see if the vehicle is refittable to everything, except one?
It can also say "All but Passengers, Mail, Tourists", of course. I count how many bits are set, and how many bits are clear, and show whichever list is shorter. The reason is that it can't show more than 11 entries.
That was actually the easiest part, it took me two days to get the windows to have the right size and to show everything else properly...
Posted: 20 Sep 2005 14:44
by DaleStan
MJS wrote:If someone needs more info, I'd be happy to elaborate on my rather hazy bug report.
The best way to elaborate would be to post a save and config (both config files) that demonstrates the problem.
Posted: 20 Sep 2005 17:27
by MJS
DaleStan wrote:MJS wrote:If someone needs more info, I'd be happy to elaborate on my rather hazy bug report.
The best way to elaborate would be to post a save and config (both config files) that demonstrates the problem.
Thank you DaleStan. I have attached all three.
The station in the screenshot is in the lower right corner of the map.
Posted: 20 Sep 2005 23:27
by Patchman
I've loaded the game, and this problem did not appear.
Maybe you have an old version of the New Stations set, I recommend that you download it again and see if the problem still appears.