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Posted: 30 Jul 2006 13:27
by mart3p
The A380 in Planeset works ok for me. Did you start a new game after loading Planeset, or is this the result of loading a savegame, that was started using different GRFs?

Diesel Locomotives & Full Load

Posted: 30 Jul 2006 17:40
by fliebana
Greetins to all.

I've discovered last week the open TTD project, and since then I've been playing non stop. So, first, a lot of thanks to all the developers for such an amazing work recreating and surpassing the original game.

Well, I've playing with the r5588-MiniIn for hours, but I have found that when I switch from steam locomotives to diesel ones, it seems the full load switch have stoped working (the diesels don't wait to be full loaded at the station and go after a short load/unload).

I've look the forums and the bugtracker but I've not found anything about this, so is this a known bug, my apologies.

Here is an archive with a saved game and some screenshots with the bug. (For example, look at the train 4)

Bye.

Edit: After some more playing I've discovered it doesn't matter if the locomotive is a diesel or a steam one... All the coal trains new and old fails to comply with the full load load order. However, the livestock and grain trains seems to work ok.

Posted: 30 Jul 2006 23:05
by Slace
mart3p wrote:The A380 in Planeset works ok for me. Did you start a new game after loading Planeset, or is this the result of loading a savegame, that was started using different GRFs?
I had a game going then I added the planeset to my grf list

Re: Diesel Locomotives & Full Load

Posted: 31 Jul 2006 06:49
by gigajum
fliebana wrote:Greetins to all.

I've discovered last week the open TTD project, and since then I've been playing non stop. So, first, a lot of thanks to all the developers for such an amazing work recreating and surpassing the original game.

Well, I've playing with the r5588-MiniIn for hours, but I have found that when I switch from steam locomotives to diesel ones, it seems the full load switch have stoped working (the diesels don't wait to be full loaded at the station and go after a short load/unload).

I've look the forums and the bugtracker but I've not found anything about this, so is this a known bug, my apologies.

Here is an archive with a saved game and some screenshots with the bug. (For example, look at the train 4)

Bye.

Edit: After some more playing I've discovered it doesn't matter if the locomotive is a diesel or a steam one... All the coal trains new and old fails to comply with the full load load order. However, the livestock and grain trains seems to work ok.
Please try the miniIN from today. The bug should have been fixed with in revision 5661.

Posted: 31 Jul 2006 10:10
by mart3p
Slace wrote:
mart3p wrote:The A380 in Planeset works ok for me. Did you start a new game after loading Planeset, or is this the result of loading a savegame, that was started using different GRFs?
I had a game going then I added the planeset to my grf list
That’s the reason for your problem. In most cases, changing GRFs for an existing game will cause this sort of problem.

GRFs change the use of vehicle IDs. Planeset‘s A380 is using an ID that in your original game was used by a different aircraft. Start a new game with Planeset and you will find it works fine.

Bug with full load

Posted: 31 Jul 2006 13:06
by fliebana
Hi gigajum

Thanks for your fast answer. I've just tried the last r5663-MiniIn, but the result is the same: all the coal trains don't wait to be full loaded. They stop at the cargo station and go to the unload station almost empty.

Here is the openttd.cfg I'm using, just in case it may help to locate the problem.

Posted: 31 Jul 2006 14:18
by gigajum
A savegame would help me more :)

Here is the savegame

Posted: 31 Jul 2006 14:36
by fliebana
Hello again gigagum

Here is the savegame in question.

And thanks for your help.

Edit: After playing more, I've discovered that now some coal trains do obey the full load while others not. The new savegame Bug Full Load 2 show it (Train 6 do the full load ok, while Train 4 fails)

Posted: 31 Jul 2006 15:56
by Scia
Hello everyone,

I have a little problem with a feederservice. The feederservice I like to use does not work in the MiniIN. It works in trunk for me. See the screenshot.

This is just a testing setup, so it doesn't really make sense now.

I'm using r5667-MiniIN.

Thanks in advance,

Scia

Edit: adding the screenshot is a good idea :oops:

Posted: 31 Jul 2006 16:12
by richk67
Hmmm. Im not convinced there is anything wrong. As the bus station accepts passengers, I dont think a transfer-unload will be treated any differently to a plain unload. Of course, it could be a problem with advanced orders doing something odd...

Re: Here is the savegame

Posted: 31 Jul 2006 16:17
by gigajum
fliebana wrote:Hello again gigagum

Here is the savegame in question.

And thanks for your help.
Ok i now know how it happens, but i can't get why. Can you tell me what exact you have clicked to get a train to full load but let the percent value stay at 0.

About the Full load

Posted: 31 Jul 2006 16:41
by fliebana
Hi again

After creating the trains in the depot, I give the order go to station, and the click on Loading -> Full Load. Sometimes then I have clicked on Misc -> Load Base. I haven't used the %loading until now. Now you say it, this may be the cause of the problem.

Thanks for your patience.

Posted: 31 Jul 2006 16:54
by gigajum
I really should write a page in the wiki about that patch :)

The load base defines if you want to have the train wait for full load of any cargo or the whole train. This setting exist in the patch window to, but that is a global one. That in the orders menu defines it for each train.

I tried exact that what you said but i ran into the security queries, and they changed the value so that it works.

Can you please try producing that bug again within a complete new game with the MiniIN r5663.

Thanks gigajum

Posted: 31 Jul 2006 16:58
by fliebana
I'll try to do my best to reproduce it and i'll tell you how it happens.

Thank you very much.

Posted: 31 Jul 2006 17:23
by Scia
richk67 wrote:Hmmm. Im not convinced there is anything wrong. As the bus station accepts passengers, I dont think a transfer-unload will be treated any differently to a plain unload. Of course, it could be a problem with advanced orders doing something odd...
What it should do is drop off the passengers at that station and the passengers should stay at that station for a pickup by another bus. The income is in yellow, so the bus generates no real income, only virtual income so that the bus doesn't make a negative profit.
I use this construction to feed a passenger station with a lot of passengers, so that I can have many full trains. Normally this works perfectly, but not in the MiniIN.

I hope I made it a little bit more clear.

Scia

Posted: 02 Aug 2006 03:54
by Luckz
In 5663, setting "train station -> options -> Wait maximal X days" to any value other than the standard zero makes all network clients disconnect. Tell me if you need save games or screenies of anything or so.

Oh, and in the same game, my vehicles managed to get stuck in a rather amusing fashion in the same game. A competitor's single-wagon loco was stuck in the middle of a train crossing and refused to stop or turn around or do anything else; my own buses were stuck on both sides of the crossing, on one side 4 stacked, on the other side 5 stacked ones. They too refused to move or do anything else. I think the road belonged to my competitor, in case that matters.

Edit: I also noticed the transfer issue mentioned by Scia - I see a yellow number for "fake revenue", but I'm fairly sure the passengers or whatever don't ever actually turn up in the station they're supposed to be transferred to.

Posted: 02 Aug 2006 09:20
by gigajum
Luckz wrote:In 5663, setting "train station -> options -> Wait maximal X days" to any value other than the standard zero makes all network clients disconnect. Tell me if you need save games or screenies of anything or so.
Sure? can't it be anything other? :( i'll test it as soon as i have some free time today, and someone who has time to play with me debug versions of openttd over internet :\

Posted: 02 Aug 2006 10:24
by Luckz
gigajum wrote:
Luckz wrote:In 5663, setting "train station -> options -> Wait maximal X days" to any value other than the standard zero makes all network clients disconnect. Tell me if you need save games or screenies of anything or so.
Sure? can't it be anything other? :( i'll test it as soon as i have some free time today, and someone who has time to play with me debug versions of openttd over internet :\
I touched that button, 3 seconds later everybody was disconnected with a desync error. I waited for them to come back, did that again, and again they were all gone. Seemed pretty reproducable.

I tried a bit more:
I change max wait from zero to anything in a train station: desync
If max wait has already been > 0 when a MP client joined, I can change it without desync - for that station only. All others cause desync.

Posted: 02 Aug 2006 19:47
by SirkoZ
I too have been expriencing the full load problem - if nothing else - when I give new trains full load order, in the first run they never wait for full load.
After that, full load works, but can also be "lost" sometimes - it's quite strange. I hope you can fix it, gigajum.

BTW - is there any chance to have the "service" order appear like in OTTD without your %load patch - on the actual "Load" button when the "Go to depot" order is selected? ;)

Posted: 02 Aug 2006 22:25
by gigajum
SirkoZ wrote:I too have been expriencing the full load problem - if nothing else - when I give new trains full load order, in the first run they never wait for full load.
After that, full load works, but can also be "lost" sometimes - it's quite strange. I hope you can fix it, gigajum.
I'll see what i can find, but today i had no real time to fix the bug reported above. And i also noticed some new bugs that i have to fix myself :(
But my birthday today was more important for me then openttd :D
SirkoZ wrote: BTW - is there any chance to have the "service" order appear like in OTTD without your %load patch - on the actual "Load" button when the "Go to depot" order is selected? ;)
See attached picture:

So here are the new bugs:
Converting a existing bridge to the same bridge type of another rail type is not working :(
The funding of a new bank looks like it is not working anymore.

edit:
funding bank was not included ? now it is :)