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Re: Cargo Distribution

Posted: 28 May 2009 21:39
by dbkblk
Okay, thanks you a lot ! I prefer to let down the German Set than Cargodist ;)

Re: Cargo Distribution

Posted: 29 May 2009 07:22
by Wasila
Does the update break savegames?

Game Load Failed
Broken savegame - Invalid chunk size

Re: Cargo Distribution

Posted: 29 May 2009 07:41
by fonso
Wasila wrote:Does the update break savegames?
Yes, but that's not my fault. There was a save game bump in trunk.

Re: Cargo Distribution

Posted: 29 May 2009 08:05
by Wasila
Is it possible to get a binary with trunk before the save game bump?

Re: Cargo Distribution

Posted: 29 May 2009 09:50
by fonso
Wasila wrote:Is it possible to get a binary with trunk before the save game bump?
Install git, assemble the changesets however you like, compile. I won't compile a special version for everyone here. It takes long enough to compile one version per release in my Windows VM.

Re: Cargo Distribution

Posted: 29 May 2009 12:17
by Wasila
OK, but what's git?

EDIT: This? http://git-scm.com/

Re: Cargo Distribution

Posted: 29 May 2009 15:18
by fonso
Update in git and first post:
  • CTRL-click on entry in station GUI scrolls you to the station it refers to
  • rearranged the buttons in the station GUI to make it more intuitively usable
  • rewrote some texts for the cargo entries in the station GUI to make them less confusing ("unrouted" -> "to/via any station", to/via the same station you're looking at -> "stopping at this station"/"to this station" ...)
  • coloured entries to show you which cargo is from/via/to the local station, a specific other station or any station
I hope this actually improves the station GUI and that I can move on to the smallmap now ...

Re: Cargo Distribution

Posted: 29 May 2009 16:26
by sonictooth
Hey fonso just thought I'd let you know I've been watching this post since it started and following the patches (and compiling and testing my own binaries oh my!) and it's looking great. Destinations is one of the key requirements for me in a transport game and the one that originally made me go with simutrans. But OpenTTD has a lot more to offer in the way of graphics and features and with great destination progress like this, gameplay as well.

So keep up the good work!

p.s. Patching and compiling (and developing) is so much easier in linux as I suspect you know very well.

Re: Cargo Distribution

Posted: 29 May 2009 18:50
by audigex
I'm very impressed with how far this has come - especially from the handful of ideas you had when you first made the thread.

Re: Cargo Distribution

Posted: 29 May 2009 19:52
by fonso
audigex wrote:I'm very impressed with how far this has come - especially from the handful of ideas you had when you first made the thread.
Actually I have a more long term plan Cargodist is part of. I just don't like to post details as long as I'm sure if I will manage to implement them any time soon. You can see the overall layout here: http://www.tt-forums.net/viewtopic.php? ... &start=204

However I have stripped down that a bit to the following:
1. Cargo distribution
2. planned economy
3. special grf set

Re: Cargo Distribution

Posted: 31 May 2009 09:29
by Aqua77
Hello, i love the idea of cargodist, but i have problems with playing it.
Maybe its my fault. Where can i see the destinations of an e.g. oilfield?
I always built routes from A to B and nothing happens. There are no goods waiting.
And sometimes, its working. I didnt get the point yet.
Here is a savegame with two fruit plantages. One is selling it fruits, the other one is doing nothing.
Why?

Thanks for your help.

Btw, i am playing with ISR 0.8.0 and larger depots.

My version is the one fonso posted here on Sat May 23, 2009 9:07 pm. the win.exe

Re: Cargo Distribution

Posted: 31 May 2009 14:30
by fonso
Aqua77 wrote:My version is the one fonso posted here on Sat May 23, 2009 9:07 pm. the win.exe
Are you sure? I can't open the savegame with that version. But I can open it with the latest version. What version does the title screen report when you start OpenTTD? It's written in the title bar of the menu window. Something like "OpenTTD ga2d0dcd5-cd-gui".

Re: Cargo Distribution

Posted: 31 May 2009 14:38
by Pirate87
Aqua77 wrote:(...) There are no goods waiting.
And sometimes, its working. I didnt get the point yet.
Here is a savegame with two fruit plantages. One is selling it fruits, the other one is doing nothing.
Why? (...)
It's because there are no vehicles capable of picking up that cargo arriving at the station (you can toggle it in Advanced Settings, see: http://wiki.openttd.org/Advanced_Settin ... s_a_demand).
You just need to send a train to the other fruit plantation, and the cargo will start to appear. And once it is delivered there will be a route established.
Hope that helps.

EDIT: fonso: I could open the savegame using the latest windows binary you posted (on 28th May). I was missing some newgrf's but it worked anyway.

Re: Cargo Distribution

Posted: 31 May 2009 14:48
by fonso
Aqua77: You have two problems
1. You have set the demand function for anything but passengers and mail to "unhandled". This means the cargo distribution won't be applied for anything but passengers and mail. I suggest choosing "antisymmetric" as "demand function for other cargo classes" in order to get something useful. You can find this setting in the advanced settings at "link graph".

2. One of the stations isn't served by any vehicle. That's why no cargo is generated there. This is already the case without cargodist and I didn't change that. In general cargo is only generated for destinations reachable by transport services. So you can't see the destinations of an oil field before connecting it to your network. We have already discussed the implications a few pages back. After connecting a station to your network (and serving it with vehicles) you can open the "planned" view in the station window in order to see all destinations envisioned for cargo passing that station. You can then for example group by source-destination-via and open the green entry to see all destinations for cargo originating at the station you are looking at.

Edit: correction. Of course cargo may be generated for "any station" if no reachable destination accepting the cargo has been found. So if you follow Pirate87's advice you'll get lots of fruit to "any station" at the second plantation until you build a vehicle collecting it and taking it to some place where it is accepted.

Re: Cargo Distribution

Posted: 31 May 2009 17:16
by Aqua77
@fonso the version is ga561dba8-cargodist.

i have changed the advanced settings a few times for finding a solution. The fruit station, which is not in a train timetable, was the first fruitplantage i have build on this map. the train was not able to take fruits from there. Then i tried to get the fruits from the second plantage, just for checking if the train can get fruits there. And it worked. No problem with the second fruit plantage. Problems with the first one.

Question: If i set the linkgraph option on unhandled, that means that i can deliver e.g. the cargo to every place i want?

Re: Cargo Distribution

Posted: 31 May 2009 22:33
by Pirate87
Aqua77: All i did on your savegame was:
In advanced settings:
Set 'Demand function for other cargo classes: antisymmetric' (you might want to set functions for other cargo later)
Then I've built another train and ordered it to go to the the fruit plantation (Nurnbruck Forest station) and then to the food processing plant (Bielabach South).

It worked just fine.

Here's a savegame after my changes. (I have a slightly diffrent version, but it might work on yours)

Re: Cargo Distribution

Posted: 01 Jun 2009 13:21
by Aqua77
@pirate87 thanks for your help. but with my version it is still not working. i have set the parameters to antisymmetric, but the train is not loading at the nurnbruck fruit plantage. here is again a savegame with correct parameters and two trains.
which windows binary are u using?

When i am using your savegame, then its working. Really strange.

Edit: Think i have found the problem. Usually i am choosing "Load everything" AND "unload nothing" at every station, when i just want to load goods. And thats the problem. If i just choose "Load everything" without "unload nothing", then the train is going to load fruits.
I am not sure how it is called in the english version of the game, but i hope u know what i mean.

Re: Cargo Distribution

Posted: 01 Jun 2009 14:19
by kvtb
here's a situation I cannot explain to myself:

at Urwald, there are passengers who want to go to Bremen
in order to get at the train to Bremen, they have to change trains at Kelbrueck Woods.

When I open the station window at Urwald, I do see that about 130 passengers were planned to go to Bremen.
When I open the station window at Kelbrueck Woods, I also see that about 130 passengers were planned to go to Bremen.
But still, the trains from Kelbrueck Woods to Bremen are almost always empty (and if the trains are not empty, then mostly it is mail or passengers that were not originating from Urwald)

fonso, could you please take a look? How do people get from Urwald to Bremen?

Re: Cargo Distribution

Posted: 01 Jun 2009 23:03
by fonso
New version in git and first post:
  • Don't suppress loading when "no unloading" is set. Thanks Aqua77.
  • Do update flow stats for cargo passing a station without being unloaded. Thanks kvtb.
This fixes the problems reported in the last two posts.

Re: Cargo Distribution

Posted: 02 Jun 2009 17:09
by el koeno
This might seem silly; but I have to admit that after playing this patch since the first (working) binary got posted here, I still do not fully understand how cargo/passengers are routed. :oops: Suppose there's ship between two stations, and a metro/rail connection (requiring transfering from the metro to the train). This is an actual situation in my game. But I have no clue how the passengers choose which option to take...

I do get that capacity matters, but what if capacity is equal? Or the slowest, most inconvenient option has the highest capacity?