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Posted: 11 Apr 2005 00:11
by MegaStationMan
DaleStan wrote: Is there a square of normal track between the combos and the exits?
Aha, no.. could this cause the problem? How much did they change this cos it used to work with PBS on

But I changed the game so trains reverse at end of line only and it works better anyway. Dont know why I didnt in the first place.

Posted: 11 Apr 2005 00:39
by krtaylor
Well, my conventional layout design requires trains to be able to reverse at stations, particularly major bidirectional through-stations.

Posted: 11 Apr 2005 03:36
by DaleStan
MegaStationMan wrote:
DaleStan wrote:Is there a square of normal track between the combos and the exits?
Aha, no.. could this cause the problem? How much did they change this cos it used to work with PBS on
That used to be an unsafe junction. Now trains will wait instead of enteriing such junctions. Change to the earlier behaviour with "pathbasedsignaling.allowunsafejunction on"

Posted: 11 Apr 2005 04:28
by krtaylor
I suppose it's an unsafe junction because PBS, like normal pre-signals, don't really deal well with depots? An easy fix would be to make it so that any block with a depot in it, won't do pre-signals. Or, of course, to finally fix the depot pseudosignal to cooperate, but apparently that's rather hard.

Posted: 11 Apr 2005 04:47
by DaleStan
@krtaylor: The PBS/depot problem was fixed a long time ago. AFAICT, the pseudosignal in the depot becomes a PBS signal if there are any other PBS signals leading into that block.

The junction is unsafe because there are no tiles in the junction for the train(s) to reserve. If the first train stops with any part of it in the junction, then the second train will come along, find a path to the signal[0], and then smash into the back of the first.

[0] Since it's one-way, it doesn't matter whether it's red or green, and of course there are no reserved tiles.

Posted: 11 Apr 2005 15:08
by krtaylor
DaleStan wrote:@krtaylor: The PBS/depot problem was fixed a long time ago. AFAICT, the pseudosignal in the depot becomes a PBS signal if there are any other PBS signals leading into that block.
Really? It's been on the to-do list forever for depots in PBS blocks to act as a "sponge", sucking up trains if there are no tracks for them to go into. Is that working now? I'll have to try it and see. Also, I know for a fact that trains will emerge from a depot in a PBS block even if there are no open exits, which is not proper PBS (or pre-signal) behavior.
DaleStan wrote:The junction is unsafe because there are no tiles in the junction for the train(s) to reserve.
How do you figure? In a non-forced depot, the train can either reserve the curve track into the depot, or the straight track that goes by it.

Posted: 11 Apr 2005 17:37
by DaleStan
krtaylor, we seem to be talking straight past each other here. My definition of "problem" is that it used to be unsafe to have depots in PBS blocks. Besides, a depots failure to sponge up extra trains, and premature release of trains in a pre-signal block is a pre-signal "problem", not a PBS problem. (Fixing the first would be a misfeature, IMO.)

MegaStationMan's junctions are unsafe because there is a PBS signal immediately followed by another signal.

Posted: 11 Apr 2005 17:47
by krtaylor
OK, it's a pre-signal problem, not a PBS problem - although, I would consider it to be an automatic-setting problem, as there's no reason that that sort of a block should even be pre- or PBS-signalled (there are no non-intersecting paths).

If I have problems again, I will take a screenshot of the configuration and post it.

Posted: 12 Apr 2005 13:04
by Mek
Jtanczos wrote:There is a bug with a48 and the new drag and drop -- | tracks. Sometimes when building a single peice of track the game places the opposite. For example sometimes when I try building a -- style track it builds | in the same block and vise versa. I have noticed this happen more often with slopes but seems to be random(or I have not figured out exactly how to replicate it). Not annoying (yet) but it is a bug none the less. If you need my save and config I will send but it is probably a general bug.

JT
hmm.. i completely missed this post :) but i know there are some problems... the problem is i am not able to reproduce it either... if you can think of a reliable way to reproduce it, please tell :)

Posted: 12 Apr 2005 15:10
by Rob
I have the same problem.
It seems to be worse if you try to build quite fast, not by dragging but the old fashioned way of just clicking.
Dragging always works perfectly, just building one piece at a time doesn't.
The same goes for bulldozing btw.

Posted: 13 Apr 2005 01:00
by Flamelord
It happens to me too, bigger games cause it more. It's even built / instead of | to me before.

Posted: 14 Apr 2005 13:34
by wallyweb
From MB's New Station read me file:

"You´ll need TTDPatch version 2.0.1 alpha 49 (or higher) to run the NewStations set."

alpha 49? Did I miss something?

Posted: 14 Apr 2005 13:53
by SHADOW-XIII
it was suppose to be with a49 however it came with a48 but manual was never fixed ;)

Posted: 14 Apr 2005 14:36
by Patchman
Perhaps the online readme is that for the next release, which will indeed require a49.

Posted: 14 Apr 2005 15:53
by krtaylor
I imagine there will be a lot of stuff in a49.

Posted: 14 Apr 2005 16:29
by Patchman
Not more than usual, even though it's taking longer than usual. The weather has been too nice :mrgreen:

Posted: 14 Apr 2005 18:08
by wallyweb
Patchman wrote:Not more than usual, even though it's taking longer than usual. The weather has been too nice :mrgreen:
QUICK! Anybody know how to do a rain dance? :lol:

Posted: 18 Apr 2005 21:15
by Prof. Frink
<+Prof_Frink> patchman: could you make it so that the station window doesn't autoclose when it's pinned?

Now I think about it, this should apply to the depot window, and other similar ones too.

Posted: 19 Apr 2005 09:52
by The Irish
very good idea...
especially when building "over" an existing station, this might be very usefull.

Posted: 20 Apr 2005 20:26
by Oracle
Csaba, I think there is a bug with newtownnames. When I use it, the town names initially work fine. Then you save the game and quit it and, when you start TTDPatch and immediately load the game, the names have all become German. If you reload the game, however, they revert to the correct names.