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Re: JGR's Patch Pack

Posted: 26 Oct 2016 15:10
by b1tm4rx1st
openbu.org wrote:Settings,House_zones
BTW,IMO,The mayor(in-game) love House_zones,But,I dislike.
Exactly that setting does not show up. Even if i put it to expert settings...

Re: JGR's Patch Pack

Posted: 27 Oct 2016 17:04
by b1tm4rx1st
b1tm4rx1st wrote:
openbu.org wrote:Settings,House_zones
BTW,IMO,The mayor(in-game) love House_zones,But,I dislike.
Exactly that setting does not show up. Even if i put it to expert settings...

indeed it would be nice there is a more recent version of custom house in JGRPP

Re: JGR's Patch Pack

Posted: 27 Oct 2016 17:19
by JGR
b1tm4rx1st wrote: indeed it would be nice there is a more recent version of custom house in JGRPP
There was a version of this patchpack released which used a newer version of the house-placing patch (labelled v4), however this had at least one severe bug without a known fix in it, and so it was later reverted to the original version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).
There doesn't seem to be any activity on fixing it and I'm not really interested in sinking any more time into debugging it.

Re: JGR's Patch Pack

Posted: 28 Oct 2016 06:25
by adf88
JGR wrote:a newer version of the house-placing patch (labelled v4), however this had at least one severe bug without a known fix in it
That's curious. Can you enlighten me?

Re: JGR's Patch Pack

Posted: 28 Oct 2016 09:57
by tlpwka
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.
[/quote]
Hello,
The solution with intermediate station work perfectly.

Re: JGR's Patch Pack

Posted: 28 Oct 2016 11:28
by JGR
adf88 wrote:
JGR wrote:a newer version of the house-placing patch (labelled v4), however this had at least one severe bug without a known fix in it
That's curious. Can you enlighten me?
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.
As this happened even when house picking was not enabled and no players picked/placed houses, fixing the issue was urgent. It wasn't clear where the nondeterminism was arising, and what the correct behaviour/functionality for the changed house NewGRF code was supposed to be.

Re: JGR's Patch Pack

Posted: 22 Nov 2016 19:22
by Davie_UCF
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.

Re: JGR's Patch Pack

Posted: 22 Nov 2016 23:17
by JGR
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.
Half-hourly with four trains would mean having a timetable 120 minutes long.

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.

Re: JGR's Patch Pack

Posted: 23 Nov 2016 13:06
by Davie_UCF
JGR wrote:
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.
Half-hourly with four trains would mean having a timetable 120 minutes long.

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.
Thanks.

What use is showing the leftover ticks? 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?
Starting to find timetables more stress than they should be! I just want the departure boards to have set times for certain trains but feels like a mountain to climb to achieve that!

Re: JGR's Patch Pack

Posted: 23 Nov 2016 18:20
by JGR
Davie_UCF wrote:What use is showing the leftover ticks?
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: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?
The day length setting has no direct effect on timetabling, other than unit conversions if you use days as your timetabling units.
If you want to use clock-face timetabling, you should use minutes as your timetabling units. You can then set the number of ticks per minute.
The number of effective ticks per day is fixed at 74 times the day length factor.

Re: JGR's Patch Pack

Posted: 24 Nov 2016 00:56
by Redirect Left
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?

Re: JGR's Patch Pack

Posted: 26 Nov 2016 00:49
by JGR
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?
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.
I can put it on the list of things to look into, but it may take a while to get round to it.

Re: JGR's Patch Pack

Posted: 26 Nov 2016 09:49
by Redirect Left
I was more thinking of, at the bottom of the window there are "Available Trains" "Manage List" - Would it be possible to put it on a dropdown option as part of Manage List? "Hide Inactive Vehicles" (in that definition, 'inactive' would be parked in depot). Seems like the most logical place to put such an option. If its there, it wouldn't obstruct anything else, and no confusion over it.

Re: JGR's Patch Pack

Posted: 01 Dec 2016 18:52
by SimYouLater
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.

Re: JGR's Patch Pack

Posted: 01 Dec 2016 20:42
by JGR
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.
Thanks for letting me know about this issue.

Looking at the code, the number of string IDs available to NewGRFs is limited to a total of 6144. This would be relatively non-trivial to significantly increase.
I'll see about looking into showing a warning when this happens.

Re: JGR's Patch Pack

Posted: 04 Dec 2016 10:45
by EG0611
The best patch I have ever seen.

This patch must be combined with OpenTTD's itself.

Re: JGR's Patch Pack

Posted: 11 Dec 2016 04:26
by SirXavius
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?

Re: JGR's Patch Pack

Posted: 11 Dec 2016 11:16
by JGR
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?
It's part of the enhanced viewports patch, you can use it to draw plans on the map in single or multi player.

Re: JGR's Patch Pack

Posted: 14 Dec 2016 20:14
by Redirect Left
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.

Re: JGR's Patch Pack

Posted: 15 Dec 2016 00:29
by JGR
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.
Thanks for letting me know about this, I'll take a look.

Best be more careful with the SPAD button next time :P