Cargo Distribution
Moderator: OpenTTD Developers
Re: Cargo Distribution
But I think it may be better to change rating code (cargo in route is counted as 1/20 normal waiting cargo when counting cargo rating). Less work, and real stations/airports ARE crowded.
What does it mean "cargo truncation"?
What does it mean "cargo truncation"?
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: Cargo Distribution
I wouldn´t have a problem, if the cargo would just disappear at crowded stations.
In my game it is like that:
One train arrives with 3 wagons of goods at the transfer station. Goods are at the station. So there are just the goods from this train. Not more.
And 1 ingame month later, all the goods are gone. If i watch the station, i can see how a specific amount of the goods disappear every few seconds. And its definately not overcrowded.
So i have no chance to get the goods from the transfer station to its destination with another train. Beside i make timetables wich provides two trains arriving at the same station within 1 week. Very complicated.
But who knows, maybe i am alone with this problem.
I am playing with just three NewGRFs, like trains in 2 colors, bigger depots and real names.
In my game it is like that:
One train arrives with 3 wagons of goods at the transfer station. Goods are at the station. So there are just the goods from this train. Not more.
And 1 ingame month later, all the goods are gone. If i watch the station, i can see how a specific amount of the goods disappear every few seconds. And its definately not overcrowded.
So i have no chance to get the goods from the transfer station to its destination with another train. Beside i make timetables wich provides two trains arriving at the same station within 1 week. Very complicated.
But who knows, maybe i am alone with this problem.
I am playing with just three NewGRFs, like trains in 2 colors, bigger depots and real names.
Re: Cargo Distribution
Is it possible to play with this Cargo Distribution and the copy&paste patch together?
If so, can someone explain how or compile a version for me? Thanks in advanced!
The diff files can be found in this topic: http://www.tt-forums.net/viewtopic.php? ... 59&start=0
If so, can someone explain how or compile a version for me? Thanks in advanced!
The diff files can be found in this topic: http://www.tt-forums.net/viewtopic.php? ... 59&start=0
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- Engineer
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- Joined: 10 Mar 2010 08:23
Re: Cargo Distribution
Spider N-L
Check out chills patchpack as it has cargodist and copy+paste and a few other patches as well.
Check out chills patchpack as it has cargodist and copy+paste and a few other patches as well.
Re: Cargo Distribution
Hallo we are 4 persons and play the bigos patch together in LAN. We had realley big network(using infrastructure sharing) and passengers could go from every station to every station from each company. But further and further in the game there was a problem with the usage of the passanger links. Many trains where only used in ome direction. In some Citys also the trams also transported passengers only to central staion.
Maybe have a look to the game.
Maybe have a look to the game.
- Attachments
-
- Logital Inc, 14. Jul 2035.sav
- with Bigos 1.2
- (657.54 KiB) Downloaded 108 times
Re: Cargo Distribution
In order to give you a more detailed answer I need to know the specific links where the problem occurs. I'm not going to search all of that map for empty trains.
But one thing I notice is that basically all of your links are hideously overloaded and at most stations passengers are being dropped at high rates because of that. In the early version you have there dropping of cargo wasn't randomized yet. Passengers are therefore dropped in the order of their next hops. It is easy to see that like this some links don't receive any passengers as they are all dropped before they can be picked up.
This problem has been fixed in the meantime, though.
But one thing I notice is that basically all of your links are hideously overloaded and at most stations passengers are being dropped at high rates because of that. In the early version you have there dropping of cargo wasn't randomized yet. Passengers are therefore dropped in the order of their next hops. It is easy to see that like this some links don't receive any passengers as they are all dropped before they can be picked up.
This problem has been fixed in the meantime, though.
The guy on the picture is not me, it's Alonso.
Re: Cargo Distribution
Take the link Tonwald - Freidorf: In one direction the trains have always 100% (Freidorf -> Tonwald) in the other nearly alsways 0%. Is it because all the passengers are waiting at the other stations?
Another thing: One player forgot to set nonstop per defaul on his schedules, colud it be that this makes trouble for whole the game?
Another thing: One player forgot to set nonstop per defaul on his schedules, colud it be that this makes trouble for whole the game?
Re: Cargo Distribution
This has the same effect as non-randomized dropping. Vehicles without nonstop pick up the passengers in the order of the passengers' next stop, no matter what the next stop of the train is. Thus they always clear passengers for next stops with the smallest IDs first, leaving no passengers going via those stations for trains that really go there.Logital82 wrote:Another thing: One player forgot to set nonstop per defaul on his schedules, colud it be that this makes trouble for whole the game?
The guy on the picture is not me, it's Alonso.
Re: Cargo Distribution
deamonhunter, thanks for your respond. I have installed the chills patchpack. It is working and I like it a lot.deamonhunter11 wrote:Spider N-L
Check out chills patchpack as it has cargodist and copy+paste and a few other patches as well.
Re: Cargo Distribution
there are two entirely independent ways that cargo is supposed to be disappearing from stations:Aqua77 wrote:I wouldn´t have a problem, if the cargo would just disappear at crowded stations.
In my game it is like that:
One train arrives with 3 wagons of goods at the transfer station. Goods are at the station. So there are just the goods from this train. Not more.
And 1 ingame month later, all the goods are gone. If i watch the station, i can see how a specific amount of the goods disappear every few seconds. And its definately not overcrowded.
So i have no chance to get the goods from the transfer station to its destination with another train. Beside i make timetables wich provides two trains arriving at the same station within 1 week. Very complicated.
But who knows, maybe i am alone with this problem.
I am playing with just three NewGRFs, like trains in 2 colors, bigger depots and real names.
- if the station rating is below 50% [and more agressively below 25%]
- if cargo is piling up beyond the limit [which i don't know the exact value of, used to be 4000, but got raised somewhen]
Re: Cargo Distribution
There'll be a new cargodist test game on openttdcoop, starting either tonight or tomorrow.
You can find binaries at: http://bundles.openttdcoop.org/cargodist/g3c5595c9/
You can find binaries at: http://bundles.openttdcoop.org/cargodist/g3c5595c9/
The guy on the picture is not me, it's Alonso.
Re: Cargo Distribution
The game is running. You can connect to mz.openttdcoop.org:3999 to play. There is one cooping company. You'll get its password on IRC - check #openttdcoop.dev on oftc. You can start up to 2 more companies. Have fun.
The guy on the picture is not me, it's Alonso.
Re: Cargo Distribution - join the public MP test game: see p. 85
The version at your site is not the same as the one required to play the server...
Re: Cargo Distribution - join the public MP test game: see p. 85
Yes, I just found out about that. The modification detection is malfunctioning again. A new version will be compiled soon with modification detection off. Then all binaries will have the same version string and we can all join (hopefully). Sorry for the confusion.
The guy on the picture is not me, it's Alonso.
Re: Cargo Distribution - join the public MP test game: see p. 85
Now all the binaries have the same version of the server (at least I strongly hope that). You can find them at http://bundles.openttdcoop.org/cargodist/g9e7e0a6b/
The guy on the picture is not me, it's Alonso.
Re: Cargo Distribution - join the public MP test game: see p. 85
How do I get the password? Typing !password doesn't do anything.
Also is this a co-op game in that we're following the rules of openttdcoop or can anyone play how they like?
Also is this a co-op game in that we're following the rules of openttdcoop or can anyone play how they like?
Re: Cargo Distribution - join the public MP test game: see p. 85
Maybe that's too many experiments at once, but the rules are as follows:
0. All terraforming allowed.
1. You can easily guess the password or you can ask me or anyone who has played the coop company either on IRC or in-game.
2. Yes you can create your own company. The number of companies is limited to 3, though, so you'll still have to cooperate in some way or another.
3. The playing style of the coop company is still to be decided upon. I have no special rules for that but I'd like to see a discussion about it and a plan resulting from it.
Those rules are not made to exclude anyone. If you don't know what to do, just join as spectator, say hello and we'll find a place for you. The "say hello" part is important, though.
0. All terraforming allowed.
1. You can easily guess the password or you can ask me or anyone who has played the coop company either on IRC or in-game.
2. Yes you can create your own company. The number of companies is limited to 3, though, so you'll still have to cooperate in some way or another.
3. The playing style of the coop company is still to be decided upon. I have no special rules for that but I'd like to see a discussion about it and a plan resulting from it.
Those rules are not made to exclude anyone. If you don't know what to do, just join as spectator, say hello and we'll find a place for you. The "say hello" part is important, though.
The guy on the picture is not me, it's Alonso.
Re: Cargo Distribution - join the public MP test game: see p. 85
Why do you require a password ? (that must be requested on irc)
why make it too hard ? isn't the goal to allow people to tests cargodist ?
I don't have irc. I played the first test with playsure, but I don't plan to install irc for that.
What the purpose of this password ?
Only people that follow this forum thread and who want to download the specific bin will be able to play, is there any risk of sabotage ?
and if someone really really want to destroy your game, do you think it's too hard for him to ask for the password on irc ????
Like anyother protection system (DRM, DVD...) this is just anoying normal people and does not protect anything.
why make it too hard ? isn't the goal to allow people to tests cargodist ?
I don't have irc. I played the first test with playsure, but I don't plan to install irc for that.
What the purpose of this password ?
Only people that follow this forum thread and who want to download the specific bin will be able to play, is there any risk of sabotage ?
and if someone really really want to destroy your game, do you think it's too hard for him to ask for the password on irc ????
Like anyother protection system (DRM, DVD...) this is just anoying normal people and does not protect anything.
Re: Cargo Distribution - join the public MP test game: see p. 85
fabca2: You don't need to play the coop company. You can also just start a new company, then you don't need a password. The password is there to get people to talk to each other. Basically the same as the password on the openttdcoop public server.
The guy on the picture is not me, it's Alonso.
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