Re: Cargo Distribution
Posted: 12 Dec 2010 12:50
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Mojhave wrote:Hello, i am a huge Fan of Fonso's Project. Right now i am having a little Problem:
My Passenger Network is A - B - C. If i order a train to go from A - B - C - B he doesn't load any Passengers from A to C and they pile up in A. I tried all combination of orders and load/unload settings but i am not able to solve this. Can someone help me with this?
Thx
This sounds very strange. Can I get a savegame, please?Mojhave wrote: I found the problem, it doesn`t work if you set the order to full load ANY cargo in station A. Then the train only loads passengers from A - B.
If you set the order to full load ALL, then the train starts loading passengers from A - B and A - C.
The link isn't broken, just the server it points to is currently having some technical issues. Actually, the server it points to isn't the compile farm; it's just the place where the final binaries are placed.donchatryit wrote:The link to the compile farm seems to be broken. I eep getting an HTTP 405 error.
This is normal. Cargodist doesn't know when the factory will produce again. It might be never. If there weren't any goods being supplied to the station next to the factory for a whole month then exactly this is assumed. The supply calculation used to be done with a moving average but I had difficulties determining the optimal length so I just went with last month's supply. This is also in tune with a lot of other places in the game where usually things happening during the last month are the most important. I could reintroduce a moving average over maybe 3 months, though. I'll think about it.a.locritani wrote:In the attached savegame, if the factory do not produce anything for a month - ie: the info box of the factory says "production last month: 0 crates" - then the link between the factory itself and the station inside the town (the destination of goods) seems to vanish.
Ok, I understand, but I think that the existing destination for waiting packages should be retained. Instead all waiting packages lost their destination.fonso wrote:This is normal. Cargodist doesn't know when the factory will produce again. It might be never. If there weren't any goods being supplied to the station next to the factory for a whole month then exactly this is assumed. The supply calculation used to be done with a moving average but I had difficulties determining the optimal length so I just went with last month's supply. This is also in tune with a lot of other places in the game where usually things happening during the last month are the most important. I could reintroduce a moving average over maybe 3 months, though. I'll think about it.a.locritani wrote:In the attached savegame, if the factory do not produce anything for a month - ie: the info box of the factory says "production last month: 0 crates" - then the link between the factory itself and the station inside the town (the destination of goods) seems to vanish.
Ok. Thanks for the clarification. I will try it again later.Rubidium wrote:The link isn't broken, just the server it points to is currently having some technical issues. Actually, the server it points to isn't the compile farm; it's just the place where the final binaries are placed.donchatryit wrote:The link to the compile farm seems to be broken. I eep getting an HTTP 405 error.
You might be right ... it could be a good idea not to reroute cargo in response to plan updates, but only in response to link drops. It would avoid a lot of cargo "to any station" and some extra effort on joining the link graph with the main game state. As long as the link still exists it doesn't hurt much to send the cargo along it. Of course it could have been the receiving end closing down. Then the remaining cargo will be taking detours until the link disappears (which is the player's responsibility). Or am I missing anything?a.locritani wrote: Ok, I understand, but I think that the existing destination for waiting packages should be retained. Instead all waiting packages lost their destination.
I'm missing something?
You might want to have a look at the auto-orders branch in my git repository. It implements the first part of your solution and I'll merge it into cargodist soon. I don't get the second part, though. If the vehicle cannot carry that cargo anymore it won't generate link stats anymore and the link will eventually time out. It would be quite complicated to keep track of all vehicles and their cargos at all stations (consider for example automatic refits).Kogut wrote:Suggestion how to handle not-deterministic orders:
I think that it is reasonable to assume that normal vehicle
- have not empty order list
- even with not-deterministic orders have constant or almost constant list of visited stations
So solution would be to
- cache list_of_visited_stations on every go and assume that on next route will be the same.
- add code to dump no_longer_legal_cargo_for_this_vehicle on one of station (it may be good also for deterministic orders, sometimes cargo is stuck in train)
Obviously the MS compiler needs a bigger machine for win64 builds. Sorry, but I can't do much about that.compile farm wrote: LINK : fatal error LNK1102: out of memory
It is possible, but takes effect only at the next link graph calculation. If the problem persists longer than that please post a savegame and tell me which version you're playing.michielh wrote:Short question: Is it possible to change the "saturation of short paths" setting when you've already started a game? I am builing a network with trains and busses, but the linkgraph function keeps sending passengers on the low capacity-busroute, even if I put the saturation at 20%.
If you post a savegame I might look at it if I'm bored. If you don't, I have no chance to find out anything more about your problem. If you post a savegame and I'm not bored enough to examine it, it won't hurt anyone either. Don't forget to tell me the specific place where I can find the patch this savegame was created with. Chill's patch pack includes a patch for variable daylength and I don't know how that interacts with cargodist's link graph recalculation interval. Maybe you should ask ChillCore what he has done there.michielh wrote:I've set the linkgraph recalculation interval to 1 day, so it should take effect almost immediatly?
I could post a savegame, but I'm playing with the latest version of the ChillCore patchpack. Don't know if that's a problem?
I have not (yet) adjusted CargoDist to daylength, if that is needed at all.fonso wrote: Chill's patch pack includes a patch for variable daylength and I don't know how that interacts with cargodist's link graph recalculation interval. Maybe you should ask ChillCore what he has done there.