Articulated Road Vehicles

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khamura
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Post by khamura »

Not to interrupt you or anything, but how are things coming along with the aRVs? :D
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stevenh
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Post by stevenh »

The honest truth is that I've been unable to work on it since this thread was last active.
The current implementation is flawed. I'd copied code from the current RV Processing procedure and have had a hard time understanding it. Although it 90% did what we all needed it to do, there are still a few quirks that are causing some nasty side-effects.
Excuses aside, I'm getting closer to resuming work, so this thread will eventually come back to life...
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ISA
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Post by ISA »

stevenh wrote:Excuses aside, I'm getting closer to resuming work, so this thread will eventually come back to life...
Good to hear :)
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Post by m4rek »

may i enquire as to the nature of these side effects?
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Post by Uwe »

Trailers going berzerk, uncoupling and trailing off somewhere into the wilderness... At least that's what I frequently encounter with my buses (a set in development, see my sig).
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stevenh
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Post by stevenh »

As well as road vehicles now speeding excessively and choosing not to leave depots (though i don't know how this started)
And also, the gap between parent and trailer is inconsistent.
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Post by m4rek »

so its unstable, but youre working on it...

do you see it stabilised this year?
if you stabilise it by april i can have it as a birthday present :wink:
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Everyone has a photographic memory - Some just don't have film
No matter how hard life gets, remember there is always light at the end of the tunnel. Let's just hope it's not a train.
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Post by Redirect Left »

And 2007 is upon us!
Will we see stable Articulated Vehicles?....
Who knows!
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Dave
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Post by Dave »

Was that a subtle bump?
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Post by Redirect Left »

Sortof....

Well it looked as though the thread was dying...
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stevenh
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Post by stevenh »

The thread wasn't dying... I was...
Thank my new-found single-hood for spare time and Lakie for a recent boost of enthusiasm... as well as a significant amount of code (Quality over Quantity)...

Start watching nightlies for progress... or huge bugs... depending on what I feel like coding per day.
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Post by DaleStan »

May I request that you define and use the appropriate symbolic constants for 0x63 and 0x6D, instead of using magic numbers, please? If nothing else, it'll keep anyone from checking veh.inc and going "I see nobody's claimed 0x6D yet. I'll use it."

It definitely wouldn't be the first time that particular problem has happened.
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Post by Lakie »

DaleStan: I don't know anything about Steven's use of 0x6D, so you'll have to get him to set that.


As of r1528, RV's use a new movement control system.
So you may notice they move differently (or atleast you should!).
The changes to this system are covered in r1528 and r1529 comments.


Important: It is recommended you sell off all the old consists and re-buy them.


Currently know issues with this system and aRVs:
:arrow: Consist number increases with artics being added. (Fixed as of r1530).
:arrow: Doing a double u-turn on the same tile with a consist of 6 full length trailers or more will the consist to form gaps caused by collision detection.
:arrow: Gui's won't stop you from starting a RV if all its wagons haven't finished going into the Depot. Trying to start the consist like this will cause the consist to freeze! (Fixed as of r1531, just need to now fix the stop code so it has to accelerate again if stopped when entering).
:arrow: Setting a aRV emerging from a depot to go to a depot will result in the consist splitting from the last vehicle out, fixable by letting it return to that depot.


[Edit] It seems that train collision code as well as general vehicle crashing code needs to be updated to kill all trailer units.
Obliviously something Steven never got round to fixing? :(

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Pookey
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Post by Pookey »

Well, i used to have the switch on, but as steven said, there were so many bugs it became unusable.
Posted by Pookey...

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stevenh
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Post by stevenh »

Pookey (...and anyone interested/game/daring...), feel free to turn it back on again and see what happens... We've got the majority of the 'wandering trailers' bug down. Just don't hit that U-Turn button too many times!
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WWTBAM
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Post by WWTBAM »

Does it need DOS testing? /me goes and looks at the changelog first.
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Pookey
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Post by Pookey »

Okay, testing now. Is there anything in particular you want/need tested?
Posted by Pookey...

For Information on TTD Patch Click Here
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wallyweb
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Post by wallyweb »

stevenh wrote:Pookey (...and anyone interested/game/daring...), feel free to turn it back on again and see what happens... We've got the majority of the 'wandering trailers' bug down. Just don't hit that U-Turn button too many times!
Where is there a grf to try this with so that I may be interested/game/daring... ?
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WWTBAM
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Post by WWTBAM »

as far as I know the only sets that make use of arvs are the Tram sets.
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Ameecher
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Post by Ameecher »

Maybe we should get the british tram set properly coded since our coder disappeared off the face of the earth. Good to see this feature back in development.
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