Patch: New passenger destinations
Moderator: OpenTTD Developers
Re: Patch: New passenger destinations
Yeah download is ok, but if I want to "unrar" it.
My archivmanager needs to get a password.
My archivmanager needs to get a password.
Re: Patch: New passenger destinations
Then your archive manager is broken. WinRAR tells me that that archive requires no password. I'm inclined to believe it.
And distributing trg*.grf and sample.cat is forbidden.
And distributing trg*.grf and sample.cat is forbidden.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Re: Patch: New passenger destinations
Well I use Linux and it requieres a password.
I think some files are copied with root password.
I think some files are copied with root password.
Re: Patch: New passenger destinations
Am I the only one who have troubles with this patch when loading a saved game ?
Each time I apply this patch, when trying to load a game (saved with the patch enabled), OTTD crashes.
Each time I apply this patch, when trying to load a game (saved with the patch enabled), OTTD crashes.

Re: Patch: New passenger destinations
Hi, MagicBuzz. Regarding you problem with loading saved games: it worked fine for me fine, used the pre-build .rar. Now I am playing with the SuperBundle pack
. I hope that your Timetable based separation patch will be included in this bundle. And here, in the bundle, no loading problems either.
EDIT: I see it is already included

EDIT: I see it is already included
Re: Patch: New passenger destinations
Yeah, I don't understand why I get the error when I compile myself. I used the patch file found here, and the patches from the "superbundle pack", and I gets an error. Now I play with the compiled version of this pack, and I don't have error anymore. Quite strange. It seems my visual c++ 2005 or my tortoise svn does something wrong.sickie wrote:Hi, MagicBuzz. Regarding you problem with loading saved games: it worked fine for me fine, used the pre-build .rar. Now I am playing with the SuperBundle pack. I hope that your Timetable based separation patch will be included in this bundle. And here, in the bundle, no loading problems either.
EDIT: I see it is already included
Re: Patch: New passenger destinations
Is there a complete documentation of the current options for paxdest somehwere? I can't seem to find it on the wiki (yet), and the settings in the separate tab of Gonozal_VIII's 'cool patches merge' are a bit baffling to the uninitiated...
Re: Patch: New passenger destinations
This is how far I can figure it out:
- Activate passenger destinations: self explaining
- Activate mail destinations (EXPERIMENTAL): self explaining
- The maximum cost for additional route: ???
- Routing cost modifier for aircrafts: the modifier to change how likely pax will choose an aircraft route (100%=normal; higher means more unlikely)
- Routing cost modifier for transferring: the modifier to change how likely pax will choose a route with a transfer (100%=normal; higher means more unlikely)
- Reduce cargo numbers by: ???
- Allow generating passenger for unreachable station: if not set, only the pax with destinations you've already connected will wait at your stations
- Reduce unreachable passenger number by: pax with destinations not connected will be generated less (by this factor) than to destinations you have connected
- Use order based adjacent information temporarily: ???
- Faster gradual loading: ???
[Allow passenger paying partial fare: at every stop inbetween where passengers change trains, they pay for the part they were already transported, instead of paying all at the final destination - Allow passenger walking in [x] tiles (EXPERIMENTAL): passengers can interchange between stations if they are at most [x] tiles away.
- More realistic passenger/mail behavior (EXPERIMENTAL): ???
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Re: Patch: New passenger destinations
Every passenger or mail packet remembers where he came from. When he reaches its destination, it is not destroyed, but it becomes again waiting passenger/mail and wants to go back home.More realistic passenger/mail behavior (EXPERIMENTAL): ???
Imagine a situatin you have station A (lets say in the big city), that is generating huge amount of passengers and have poor rating and station B (in some village), that has very good rating but generates very few passengers. Without this option, you will end up with full trains heading from A to B, but empty running from B to A. Passengers will be generated in A, move to B and disapears there. It will look ugly to see ale the passengers from city moving to village and disapearing there.
With this option, you will have passengers generated at A, they move to B, spend there a while and then go back to A. This looks better as
a] you will not have full trains one way and empty the other way
b] Theese situations with unbalanced tracks will be less likely to occur, because the game is kind of selfbalancing: You will have more passengers waiting at B, causing rating to drop a bit. That will generate less passenger for this destination from A.
Finaly you will end up with less passenger moving both ways, instead of huge amount moving one way and empty trains in the other way.
Re: Patch: New passenger destinations
So that would explain the 'en-route from' messages in the station windows?MarkyParky wrote:Every passenger or mail packet remembers where he came from. When he reaches its destination, it is not destroyed, but it becomes again waiting passenger/mail and wants to go back home.More realistic passenger/mail behavior (EXPERIMENTAL): ???
Imagine a situatin you have station A (lets say in the big city), that is generating huge amount of passengers and have poor rating and station B (in some village), that has very good rating but generates very few passengers. Without this option, you will end up with full trains heading from A to B, but empty running from B to A. Passengers will be generated in A, move to B and disapears there. It will look ugly to see ale the passengers from city moving to village and disapearing there.
With this option, you will have passengers generated at A, they move to B, spend there a while and then go back to A. This looks better as
a] you will not have full trains one way and empty the other way
b] Theese situations with unbalanced tracks will be less likely to occur, because the game is kind of selfbalancing: You will have more passengers waiting at B, causing rating to drop a bit. That will generate less passenger for this destination from A.
Finaly you will end up with less passenger moving both ways, instead of huge amount moving one way and empty trains in the other way.
Re: Patch: New passenger destinations
Two minor things:
- with the walking passengers, it turns out they also walk to a freight-only station that is connected to a freight-only station within the borders of another city.
- it seems to me trains don't pick up passengers on their first (circular) runs. Maybe they start picking up passengers only after their first service, which is the first time they have actually visited ALL orders in their schedule, without auto-skipping the 'service at ...' order because it wasn't time for them to service yet? This is just a wild guess, and I haven't researched it thoroughly yet, I must confess.
- with the walking passengers, it turns out they also walk to a freight-only station that is connected to a freight-only station within the borders of another city.
- it seems to me trains don't pick up passengers on their first (circular) runs. Maybe they start picking up passengers only after their first service, which is the first time they have actually visited ALL orders in their schedule, without auto-skipping the 'service at ...' order because it wasn't time for them to service yet? This is just a wild guess, and I haven't researched it thoroughly yet, I must confess.
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Re: Patch: New passenger destinations
Could it be that this "Use order based adjacent information temporarily" setting helps with setting up provisional connections by evaluating the orders. The naming somehow suggests something like this,MJS wrote:Two minor things:
- it seems to me trains don't pick up passengers on their first (circular) runs. Maybe they start picking up passengers only after their first service, which is the first time they have actually visited ALL orders in their schedule, without auto-skipping the 'service at ...' order because it wasn't time for them to service yet? This is just a wild guess, and I haven't researched it thoroughly yet, I must confess.
"The bigger the island of our knowledge, the longer the shore of our ignorance" - John A. Wheeler, Physicist, 1911-2008
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Re: Patch: New passenger destinations
I have a quick question regarding this patch.
Does it generate passengers destined for stations which do not accept passengers?
I have a station serving an iron ore mine a few tiles away from a town of size 900. The station itself does not accept passengers. There is also a station/bus stop serving the town. For some reason, people want to go to that iron ore mine station in the hundreds. There are no passenger train/bus services connecting the two either.
Is that possible.
Does it generate passengers destined for stations which do not accept passengers?
I have a station serving an iron ore mine a few tiles away from a town of size 900. The station itself does not accept passengers. There is also a station/bus stop serving the town. For some reason, people want to go to that iron ore mine station in the hundreds. There are no passenger train/bus services connecting the two either.
Is that possible.
Talent does what it can.
Genius What it must
Genius What it must
Re: Patch: New passenger destinations
I don't know if it produces passengers that want to go to a destination which doesn't accept passengers.
(if it is like this i guess it's a bug)
However, you also said those two stations are not even connected - so if you deactivate the option "Allow generating passenger for unreachable station", they shouldn't be generated anymore.
(if it is like this i guess it's a bug)
However, you also said those two stations are not even connected - so if you deactivate the option "Allow generating passenger for unreachable station", they shouldn't be generated anymore.
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Re: Patch: New passenger destinations
When I click on the Routes tab of the station window, I get something like this:
I know that the numbers on the right represent the number of passengers waiting to go to that station, but what do the numbers on the left mean?
Code: Select all
Destinations: 132 1,339
Slindworth Falls Central 58 1,097
Bardwood 81 9
Bardwood Central 13 0
Re: Patch: New passenger destinations
Hello,
I'm testing this patch, it looks very nice, but I don't understant everything yet (especially the "Next Std" button on station, I don't understant thoses figureat all!!!)
But I found a king of "bug" !!!
I have passenger to a station waiting and a train arrive (that train will go directly to this station) and no passenger went into it ! they prefer to wait for another train !?!?
I've attached a savegame.
detail of my game.
the problem is show on station "Lyon Est".
I've 3 station around the city (it's a ring) : Lyon Est, Lyon Sud and Lyon Exchange.
13 Passengers from Lyon Est want to go to Lyon exchange, train 3 is going to Lyon Exchange but nobody take it, passenger prefer to wait for train 1 (going to Lyon sud and afeter Lyo nexchange)
Why ?!!!!
Note : I'm also using PBS "YAPP" patch.
I'm testing this patch, it looks very nice, but I don't understant everything yet (especially the "Next Std" button on station, I don't understant thoses figureat all!!!)
But I found a king of "bug" !!!
I have passenger to a station waiting and a train arrive (that train will go directly to this station) and no passenger went into it ! they prefer to wait for another train !?!?
I've attached a savegame.
detail of my game.
the problem is show on station "Lyon Est".
I've 3 station around the city (it's a ring) : Lyon Est, Lyon Sud and Lyon Exchange.
13 Passengers from Lyon Est want to go to Lyon exchange, train 3 is going to Lyon Exchange but nobody take it, passenger prefer to wait for train 1 (going to Lyon sud and afeter Lyo nexchange)
Why ?!!!!
Note : I'm also using PBS "YAPP" patch.
- Attachments
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- screenshot, the train for "Lyon exchange" is leaving EMPTY!!!!
- fab2.png (86.51 KiB) Viewed 3984 times
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- fab2.sav
- the savegame (at the same moment of the screenshot)
- (89.63 KiB) Downloaded 127 times
-
- stupid passenger, are they lemmings ? :)
- fab2-dest.png (54.96 KiB) Viewed 3996 times
Re: Patch: New passenger destinations
Does it solve itself after waiting a few months? When changing routes it sometimes takes a while before the game notices.
Re: Patch: New passenger destinations
no, unfortunatly.bokkie wrote:Does it solve itself after waiting a few months? When changing routes it sometimes takes a while before the game notices.
Re: Patch: New passenger destinations
I think this is always going to be a problem without timetables. How does the train know which train is going to be the fastest train?
In England we have "fastest train" boards at some stations where the next train isn't always the best. Also some trains are advertised not by their destination, but by the last station for which it's quicker for passengers to get the train.
Hopefully people will use autocomplete and timetable separation when the latter is released, and path based signalling will make trains more reliable.
In England we have "fastest train" boards at some stations where the next train isn't always the best. Also some trains are advertised not by their destination, but by the last station for which it's quicker for passengers to get the train.
Hopefully people will use autocomplete and timetable separation when the latter is released, and path based signalling will make trains more reliable.
Re: Patch: New passenger destinations
Hu ? is there really so many people that use timetable ?flailer wrote: Hopefully people will use autocomplete and timetable separation when the latter is released, and path based signalling will make trains more reliable.
I don't like it at all, it's time consuming to make it, if you change design (or rail type, or chane your train) you have to rebuild everything because time are different : it's unmaintable if you have many train/path.
and I really don't understant the advantage to use it... Basically you tell the train to wait before leaving a station to ensure the trip is always the same time.... I prefer tell the train to leave as soon as possible, just a point of view (I don't speak about money you lose by by waiting...).
I hope paxdest will be compatible also for thoses that don't use timetable...

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