Re: JGR's Patch Pack
Posted: 26 Oct 2016 15:10
Exactly that setting does not show up. Even if i put it to expert settings...openbu.org wrote:Settings,House_zones
BTW,IMO,The mayor(in-game) love House_zones,But,I dislike.
The place to talk about Transport Tycoon
https://www.tt-forums.net/
Exactly that setting does not show up. Even if i put it to expert settings...openbu.org wrote:Settings,House_zones
BTW,IMO,The mayor(in-game) love House_zones,But,I dislike.
b1tm4rx1st wrote:Exactly that setting does not show up. Even if i put it to expert settings...openbu.org wrote:Settings,House_zones
BTW,IMO,The mayor(in-game) love House_zones,But,I dislike.
There was a version of this patchpack released which used a newer version of the house-placing patch (labelled v4), however this had at least one severe bug without a known fix in it, and so it was later reverted to the original version (labelled v2).b1tm4rx1st wrote: indeed it would be nice there is a more recent version of custom house in JGRPP
That's curious. Can you enlighten me?JGR wrote:a newer version of the house-placing patch (labelled v4), however this had at least one severe bug without a known fix in it
[/quote]JGR wrote:Hello,
Having a quick look at it, the NYC-MIA trains haven't started their timetables yet, presumably as the timetable mode was recently changed.
The NYC-CHG train is running late. As it left on time and there are no waypoints or other timetable points en route it can't predict how late it will arrive though.
In general having both enabled is what you want. You may want to disable one but not the other if you're doing semi-manual or clock-face timetabling or have some other form of advanced setup.
You'll most likely want to disable both if you are using full-load orders or any form of conditional orders.
The changes to the house NewGRF code break multiplayer, as the values output are no longer consistent between different players. I can't remember now exactly which function/NewGRF properties were being inconsistent.adf88 wrote:That's curious. Can you enlighten me?JGR wrote:a newer version of the house-placing patch (labelled v4), however this had at least one severe bug without a known fix in it
Half-hourly with four trains would mean having a timetable 120 minutes long.Davie_UCF wrote:I'm back trying to figure out timetables.
Could I have some guidance?
Say I have four trains on a route which all share orders and I want them half hourly. The timetable should equal 60minutes there and back again... is that correct?
Also is there any settings for day length and amount of ticks in a day that is best for timetables? I mean so they always sync up.
Thanks.JGR wrote:Half-hourly with four trains would mean having a timetable 120 minutes long.Davie_UCF wrote:I'm back trying to figure out timetables.
Could I have some guidance?
Say I have four trains on a route which all share orders and I want them half hourly. The timetable should equal 60minutes there and back again... is that correct?
Also is there any settings for day length and amount of ticks in a day that is best for timetables? I mean so they always sync up.
The number of ticks per day is fixed at 74 (effectively multiplied by the day length factor). If you're timetabling in days, you'll want your number of ticks per minute to fit into that.
However, if you want clock-face timetables, you're probably better off timetabling in minutes, in which case the day length and ticks per day don't really matter.
You'll probably want to enable "show leftover ticks in timetable" in the settings.
If you are using timetable auto-fill, you may want to adjust the rounding value in the company settings so that it is a convenient multiple or factor of your number of ticks per minute.
You'll need to turn off timetable automation and tweak the timetable manually to make it the right length.
If you set the start dates yourself to a half hourly interval by use of control-click on the start-date button you can turn off auto-separation as well.
This is so that you know whether your timetable is the exact length you want, and not the length plus a bit extra.Davie_UCF wrote:What use is showing the leftover ticks?
The day length setting has no direct effect on timetabling, other than unit conversions if you use days as your timetabling units.Davie_UCF wrote:Could you give an example of how day length alters the ticks and subsequent timetables? I remember having that problem I posted about earlier in the year regarding the timetable's going wrong over time. There's no way of making it so the amount of ticks and time in a day is the same so it doesn't go out of sync?
I'm kind of reluctant to redefine "all units" to only show a subset of units, but I'm not opposed in principle to some way of hiding vehicles currently in depots.Redirect Left wrote:Any chance of getting a toggle for hiding trains (or other vehicle types) that are in depot when you are looking at the all units panel? I frequently look at my units ordered by lowest income last year, i often save trains in depot for later use rather than selling them off, so often i have to scroll through a load of zero performing units because they're in a depot so its entirely expected behaviour for them. Any chance of a 'hide vehicles at depot' toggle?
Thanks for letting me know about this issue.SimYouLater wrote:About the "More NewGRFs" patch. I've discovered, with extensive help from GarryG, that loading too many NewGRFs can cause vehicle names to disappear, as well as railtypes and NewObjects to become named "(undefined string)". You might want to include a warning about that in place of the "too many NewGRFs" error message.
It's part of the enhanced viewports patch, you can use it to draw plans on the map in single or multi player.SirXavius wrote:Love this patch, too, but I was wondering about one of the features....
There is a 'Plan' window but I can't tell what this is for. The features list on the first page of this thread doesn't mention it. Is this for single player, or is it a WIP?
Thanks for letting me know about this, I'll take a look.Redirect Left wrote:I've found a little glitch with signals on bridges.
If there is a crash on a bridge, the red signals will not clear after the train has been removed. You can force them back to green by ordering a train to ignore signals and power through the reds, after that has cleared it, the signals go back to green as normal and remaining in working order afterwards.
the two differing lines indicate the (approximate) location of the two trains. They collided head on, on the bridge after a bad SPAD order, human error, woo!. Arrows indicate the direction of each train.
Note the signal color on the bridge in the first image compared to the latter, after a train had SPAD'd its way across and then reset signals.