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Posted: 02 Apr 2005 05:52
by Patchman
wallyweb wrote:btw - it's after midnight here and they did not revert nor did the engines
Any bright ideas

EDIT: The engines finally reverted ... at 1:00 AM AST ... you must be on EST

It uses your own system time, but only every time you load or start a game.
Posted: 02 Apr 2005 05:58
by Thade
wallyweb wrote:
2nd pic = but not this goooood

LOL, the second picture is awesome!

Posted: 02 Apr 2005 06:00
by wallyweb
Patchman wrote:It uses your own system time, but only every time you load or start a game.
Cute

Explains why sending them to the shed didn't work
Thade wrote:wallyweb wrote:2nd pic = but not this goooood

LOL, the second picture is awesome!

You should have seen the big fireball at the level crossing just before
Sorry Patchman ... I know ... off topic ...
Posted: 02 Apr 2005 06:44
by Rob
Sad to say, but pathfinding has become less intelligent in alpha 48.
The oiltrain (train 1) waiting at the PBS junction has to go to Hulst South.
It should choose the right track, which worked up to alpha 47, but now it waits until the left track becomes available.
Placing a double signal there is no solution because then the other oiltrain (train 0) will go straight ahaed, missing the waypoint Hulst South if that track is occupied.
There are numerous junctions like this in my game, but in most cases I could solve it by placing a double signal somewhere.
Posted: 02 Apr 2005 08:53
by KrevRenko
Yes, and one more thing, the trains go for tracks too aggressively, at a station where I don't separate goods trains and raw material trains, it often happens that a raw material train rushes behind a goods one, to the same platform, which can't be cleared because the goods train is on full load. This creates long queues and/or jams. At pax stations, often there are three trains queuing for one platform while there are two free ones. A major P.I.T.A. if you ask me, I have to revert to a47. Perhaps u overoptimized PBS a tad bit, Patchman, hm? It runs like ordinary signals now.

Posted: 02 Apr 2005 09:06
by kvtb
Patchman wrote:Maybe post or email me a savegame together with ttdpatch.cfg and newgrfw.cfg so I can look at it.
Here you are (it's a minimal test game)
Posted: 02 Apr 2005 18:31
by Patchman
kvtb wrote:Patchman wrote:Maybe post or email me a savegame together with ttdpatch.cfg and newgrfw.cfg so I can look at it.
Here you are (it's a minimal test game)
Ah yes, I see the problem. I'm not sure it can be fixed actually, but a workaround is to change the position of the bridge and signals, so that either there's nothing between the station and the signal, or at least one regular track piece between station and signal. I'll have to think about this for a bit, there's no obvious solution that I can see.
Posted: 03 Apr 2005 08:05
by kvtb
@Patchman, do you keep the source code in CVS? If you know what caused this behaviour, you might try to revert some changes and try again, since everything worked fine in a46 (don't know about a47)

Posted: 03 Apr 2005 17:04
by Patchman
I do know what caused it, it was a fix to another bug that caused train crashes.
Posted: 05 Apr 2005 02:40
by krtaylor
Have you been working on the depot pseudosignal? Because now trains jam up for no reason at a signal in front of a non- forced depot. Not every time, but occasionally, they'll just stop at the signal with nothing in front of them, and stick there until you force them to ignore the signal. With a forced depot, everything works fine.
Posted: 06 Apr 2005 07:45
by SHADOW-XIII
I though new sprite sorting was already fixed with bridges ... wasn't it ?
Posted: 06 Apr 2005 12:44
by The Irish
I still have the same problem as well on all my bridges.
Did I miss something?
Posted: 06 Apr 2005 13:42
by krtaylor
I've always had that problem, I knew there were experiments to fix it but I hadn't heard they were successful. The sprite-sorter is complex and there are a lot of issues with it, so it would be hard to fix.
Posted: 09 Apr 2005 23:54
by MegaStationMan
krtaylor wrote:Have you been working on the depot pseudosignal? Because now trains jam up for no reason at a signal in front of a non- forced depot. Not every time, but occasionally, they'll just stop at the signal with nothing in front of them, and stick there until you force them to ignore the signal. With a forced depot, everything works fine.
Ive had trains do similar things. At a few of my stations I have a 1-way pre signal followed by lots of 2-way combos which are followed by 1-way exits (1 exit per combo). This prevented trains from coming out of the station in the wrong direction so I didnt have to use extra waypoints.
This has worked perfectly up until A48 where trains will stop themselves at the combos. I had to replace all the combos with exits and remove the 1-way exits.
Posted: 10 Apr 2005 01:38
by krtaylor
Ah. So it sounds like there really is a bug there.
Posted: 10 Apr 2005 02:26
by Flamelord
What's a "forced depot" as opposed to a "non-forced depot"?
Posted: 10 Apr 2005 03:11
by krtaylor
A forced depot is one to which the tracks are laid in such a way that trains MUST enter the depot, they can't just drive past it.
Posted: 10 Apr 2005 09:19
by MegaStationMan
I never tried using forced depots. But I play with breakdowns off so I dont use them.
Posted: 10 Apr 2005 12:24
by DaleStan
MegaStationMan wrote:At a few of my stations I have a 1-way pre signal followed by lots of 2-way combos which are followed by 1-way exits (1 exit per combo).
This has worked perfectly up until A48 where trains will stop themselves at the combos. I had to replace all the combos with exits and remove the 1-way exits.
Is there a square of normal track between the combos and the exits?
Posted: 10 Apr 2005 12:40
by lobster
bah, i don't like depots, i have breakdowns off and the servicing at maximum. i only use depots when necessary.