Re: [Patch] Improved Timetable Management [V2.00 SVN14420&cd]
Posted: 02 Oct 2008 22:11
Now presenting V2.00 of Improved Timetable Management [ITiM] (formerly known as realistic timetables).
The headway feature has been rewritten. The most obvious change is a nice GUI which shows which vehicle is were in the shared order list, and how big is the theoretical gap (i.e. if the vehicles were on time) between vehicles. When clicking on an order, a vehicle or a gap it shows informations on the affected vehicles.
The window allows you to change the timetable by CTRL-clicking on an order and opens one/both vehicle window(s) by CTRL-clicking on a vehicle or on a gap.
Internally, headway now works as follows: You enable it by setting an interval (clicking keeps the last selected interval or presets with the equal-separation value when none was set, CTRL-click always presets with the equal-separation value). If a vehicle is the selected, this one will be elected as the headway leader, if none is selected the next vehicle to arrive at the first order will be the headway leader. The start time of the leader will be honored when one is set.
When the leader arrives at the first order after you enabled headway, a phase called "first round" starts. All vehicles arriving after the leader get there lateness adjusted so that they keep the desired interval when on time. The first round ends when the leader re-arrives at the first order. The gap between the last vehicle and the leader may of course be different from your selected interval.
After the first round has ended, headway keeps out of your way unless you activate "automatic" mode, which works like a permanent first round and thus can adopt for overtaking, skipping orders, changing timetables, adding and removing vehicles.
At any time, vehicles keep running in their timetables. They are not set to "timetable not started". Headway only modifies the lateness of vehicles when arriving at the first order and only when either being in the first round or in automatic mode.
The "Reset Late Counters" button in the headway window changes the lateness of all vehicles in the headway by the same amount and makes sure that this amount is dividable by the headway interval (I'm not sure if the latter should be kept). Clicking on the button makes sure that no vehicle is late after this (causing most vehicles of the headway to be early). CTRL-clicking only adjusts by the least delay (rounded down to headway interval).
There is probably a lot more to say, what I just forgot, so ask if something is not clear. I guess much becomes obvious when trying it out as you now get visual feedback of what happens.
I also attached a little patch taken out from the old passenger destination patch by prissi that allows to reduce the number of passengers by the selected power of two (i.e. 0: no effect, 1: cut in half, 2: cut to a quarter, ...). The patch is meant to be applied on-top of the cargodest version of "ITiM" and it bumps the savegame version a further step.
The headway feature has been rewritten. The most obvious change is a nice GUI which shows which vehicle is were in the shared order list, and how big is the theoretical gap (i.e. if the vehicles were on time) between vehicles. When clicking on an order, a vehicle or a gap it shows informations on the affected vehicles.
The window allows you to change the timetable by CTRL-clicking on an order and opens one/both vehicle window(s) by CTRL-clicking on a vehicle or on a gap.
Internally, headway now works as follows: You enable it by setting an interval (clicking keeps the last selected interval or presets with the equal-separation value when none was set, CTRL-click always presets with the equal-separation value). If a vehicle is the selected, this one will be elected as the headway leader, if none is selected the next vehicle to arrive at the first order will be the headway leader. The start time of the leader will be honored when one is set.
When the leader arrives at the first order after you enabled headway, a phase called "first round" starts. All vehicles arriving after the leader get there lateness adjusted so that they keep the desired interval when on time. The first round ends when the leader re-arrives at the first order. The gap between the last vehicle and the leader may of course be different from your selected interval.
After the first round has ended, headway keeps out of your way unless you activate "automatic" mode, which works like a permanent first round and thus can adopt for overtaking, skipping orders, changing timetables, adding and removing vehicles.
At any time, vehicles keep running in their timetables. They are not set to "timetable not started". Headway only modifies the lateness of vehicles when arriving at the first order and only when either being in the first round or in automatic mode.
The "Reset Late Counters" button in the headway window changes the lateness of all vehicles in the headway by the same amount and makes sure that this amount is dividable by the headway interval (I'm not sure if the latter should be kept). Clicking on the button makes sure that no vehicle is late after this (causing most vehicles of the headway to be early). CTRL-clicking only adjusts by the least delay (rounded down to headway interval).
There is probably a lot more to say, what I just forgot, so ask if something is not clear. I guess much becomes obvious when trying it out as you now get visual feedback of what happens.
I also attached a little patch taken out from the old passenger destination patch by prissi that allows to reduce the number of passengers by the selected power of two (i.e. 0: no effect, 1: cut in half, 2: cut to a quarter, ...). The patch is meant to be applied on-top of the cargodest version of "ITiM" and it bumps the savegame version a further step.