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Re: Chill's patchpack v11_5

Posted: 20 Dec 2010 01:12
by NekoMaster
Cadde wrote:
NekoMaster wrote:Im wondering if the code for train acceleration can be edited to provide the new acceleration code and the previous one because the new acceleration code is p***ing me off in that I can even use a single SD40-2 or two 1,600 HP SAR Class 19D steam locos to haul a 32 car train at 65 MPH.
There is always the Weight multiplier for freight to simulate heavy trains setting.

Doesn't that suffice?
Nope, because even on 1, my trains still struggle to get speed

Re: Chill's patchpack v11_5

Posted: 20 Dec 2010 01:24
by Cadde
NekoMaster wrote:Nope, because even on 1, my trains still struggle to get speed
Ah, you meant the other way around! That wasn't immediately clear to me...
With that said, what does a 32 cart fully loaded train weigh anyways? I am running with weight multiplier 2 and i don't see a problem with it at all. When i am using 2 E04-01 locos which gives me a combined 5870 hp for 21 carts. Total weight is ~4200 tons.
The max speed when fully loaded is 96 Km/H (59 MPH) which makes sense to me. Unloaded they travel at the full 109 Km/H (67 MHP).

I am using the 2CC trainset.

Re: Chill's patchpack v11_5

Posted: 20 Dec 2010 01:57
by NekoMaster
I was using 2 SAR Class 19D (each 1600 HP/125KN TE) from the tropical rail set to haul a 32 car train hauling 870 tonnes of FIRS Stone. I was using OpenGFX trains for the wagons. In earlier nightlies and in the stables thats enough to get the train moving at full speed after some distance but now with the new code the same train can barely get past 52 MPH. Similar things happen when using 2 44 Class Locos, 1 SD40-2, 3 EMD F7's, 3 Alco FA-2's or Baldwin RF16's

Re: Chill's patchpack v11_5

Posted: 23 Dec 2010 19:11
by ChillCore
Sorry for not replying sooner.
Instead of frying my CPU, my modem was frozen, or something, it was defenatly broken. :(
Luckily all it took was one phonecall and a replacement was arranged, no questions asked, but as it happened during the weekend it took a little longer than normal to send it to me ...
Anyhoo Jack is back. :)


I had a little looksie at the changelog and it will take quite some merging to get the patchpack updated to trunk.
Devs have been quit busy this week it seems ...
Partial refit is in trunk and there is a new version of CargoDist and a few patches are broken again against recent trunk. Update will follow soon, I hope.

Anyone noticed something broken in the last version? Something else needs adjusting to daylenght?



@NekoMaster:
If you want to have the (broken) acceleration back, as an extra option, I will have to know when it changed exactly, so I can have a looksie at the exact change in the code.
As has been mentioned in the thread you made about this, some vehicle sets need adjusting to trunk for them to work correctly again which makes me wonder if adding the old acceleration is worth the effort. Maybe adjusting the default value for vehicle sets that do not provide the required values might improve the situation a bit and may be a better solution in the long run for sets that will not be updated.

Do you happen to know in what revision some vehicle sets stopped behaving as you expected?
Also, and this may sound like a stupid question, you have not enabled the "wagon speeds" in the advanced settings have you?

Re: Chill's patchpack v11_5

Posted: 23 Dec 2010 19:36
by NekoMaster
ChillCore wrote: @NekoMaster:
If you want to have the (broken) acceleration back, as an extra option, I will have to know when it changed exactly, so I can have a looksie at the exact change in the code.
As has been mentioned in the thread you made about this, some vehicle sets need adjusting to trunk for them to work correctly again which makes me wonder if adding the old acceleration is worth the effort. Maybe adjusting the default value for vehicle sets that do not provide the required values might improve the situation a bit and may be a better solution in the long run for sets that will not be updated.

Do you happen to know in what revision some vehicle sets stopped behaving as you expected?
Also, and this may sound like a stupid question, you have not enabled the "wagon speeds" in the advanced settings have you?
I have enabled speed limits but even sometimes the train can't reach the max speed of the cars it hauls. Aparently air drag was added into the acceleration equation and I think that it could be moved to a new option "Air Drag" which can be enabled or disabled depending on what set(s) your using, so far I believe only the DB set has proper air drag values while other sets dont which means openttd assumes a default air drag value and thus comes the problem with not being able to get full speed.

Re: Chill's patchpack v11_5

Posted: 24 Dec 2010 21:56
by DJ Nekkid
most recent 2cc-nightly have removed all airdrag, i.e. all is set to 00 :)

Re: Chill's patchpack v11_5

Posted: 25 Dec 2010 11:31
by Lord Aro
DJ Nekkid wrote:most recent 2cc-nightly have removed all airdrag, i.e. all is set to 00 :)
Sorry, but why? :?

Re: Chill's patchpack v11_5

Posted: 25 Dec 2010 16:39
by kamnet
Running chipp_v11_5_1_r25332 Win32 binary from ColdIce, I've noticed that buses are no longer receiving payment when unloading passengers.
Is this a bug or did something change that I've not caught on to?

Re: Chill's patchpack v11_5

Posted: 25 Dec 2010 17:10
by ChillCore
Yes and no.

Vehicle income is devided by daylength factor.
The route is so short that the vehicle income seems to be less than 1 with your current daylength setting of 40.
When reduced to 19 the income of your bus is $14 per trip ...

Something to check ... After I have fixed my current version. I have a crash when giving a bus orders.
After clicking the goto button the game exits when the pointer goes over a tile. Many codechanges in copypaste patch and other. Highlighting tiles is kaput somewhere. (Trunk at he same revision is fine in this case.)
It is not really obvious to me where it is broken for the moment as the tilehighlighting codechanges are spread over a few revisions while they were being fixed in trunk.

Thank you for the report.


Edit:
Would it be acceptable if the revenue is forced to 1 in case of being less than 1?
In that case you are still payed too much with very high daylenght settings but still less then 40 times the normal income.
That would be the easiest solution. Not ideal I know.

Re: Chill's patchpack v11_5

Posted: 25 Dec 2010 19:57
by kamnet
Another thing I've noticed - when starting a new game, the "Random Seed" isn't random anymore. It appears to be stuck on 1579221248.

Re: Chill's patchpack v11_5

Posted: 25 Dec 2010 20:14
by ChillCore
That is my doings, it is a "feature" that I quite like.

It allows to start the same map with different parameters without having to search for the seed first in the console. eg more or less water, higher or lower terrain, number of towns, ...
I would like to have a random seed chosen when clicking "Ctrl + NewGame" from the mainmenu, but I have not yet done so ...

Just hit the button next to the random seed a few times if you want a different one.

Re: Chill's patchpack v11_5

Posted: 25 Dec 2010 20:19
by Dwight_K._Schrute
ChillCore wrote:That is my doings, it is a "feature" that I quite like.
And it's a great one ;)

Re: Chill's patchpack v11_5

Posted: 25 Dec 2010 21:34
by kamnet
OK, great feature then! :-)

Re: Chill's patchpack v11_5

Posted: 25 Dec 2010 22:54
by Cadde
ChillCore wrote: Edit:
Would it be acceptable if the revenue is forced to 1 in case of being less than 1?
In that case you are still payed too much with very high daylenght settings but still less then 40 times the normal income.
That would be the easiest solution. Not ideal I know.
It's a tough one. If payment below $14 isn't possible (I.E below 1) then we could do something like:

X = daylength - 18
if X < 1 then X = 1
Y = random between 1 and X
if X = Y then pay 1 else pay 0.

Sorry, can't code it...

EDIT: The idea here is to pay on average 1 out of X times to get paid a little but not excessively much either.

Re: Chill's patchpack v11_5

Posted: 25 Dec 2010 23:20
by Eddi
obviously, the real solution is to implement fractional money.

there was a commit implementing fractional cargo production recently, it may be viable to reuse the concepts used there.

Re: Chill's patchpack v11_5

Posted: 26 Dec 2010 16:15
by dimon22_g
I am playing rev 21532 with a few newgrfs on and started to crash at about the same time with the following message:

"Assertion failed at line 116 of c:\users\hotsteel\desktop\new folder (3)\src\cargotype.h: index < lngthof(CargoSpec::array)"

Happens when I click on the "show vehicles" on the map screen.
Save file is attached.

Re: Chill's patchpack v11_5

Posted: 27 Dec 2010 09:47
by Dwight_K._Schrute
Hey Chill,

is there an easy way for me to save the ticks per minute setting in my savegame or is that a bigger hack?

I have two games. One with 130 ticks and one with 100 and everytime I change between them I forget the damn setting.

It would be nice If you could help me with that :)

Re: Chill's patchpack v11_5

Posted: 27 Dec 2010 11:56
by Eddi
it's an easy thing. just change the flag in src/table/settings.h

note that additional effort is needed if you want to keep your old savegames.

Re: Chill's patchpack v11_5

Posted: 27 Dec 2010 14:50
by Dwight_K._Schrute
Ok, thank you Eddi. I'm going to try that with a new game.

What happens if I start a game with my modified CPP 11_5 and want to continue it with a modified (possible) CPP 11_6. Does that work?

Re: Chill's patchpack v11_5

Posted: 27 Dec 2010 16:24
by Eddi
yes, that should work. you just can't mix modified and unmodified. might have to pay attention to the SAVEGAME_VERSION used in the definition of the setting.