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krtaylor
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Post by krtaylor »

Actually, I'm interested to see what's in the next Patch alpha. It's been quite a while since the last one, there should be loads of good stuff. :wink:

One thing I've found in the last Patch is, I get train collisions for no obvious reason, almost always involving a PBS signal somewhere. Now, the thing is, there doesn't appear to be any particular cause, like a screwy signalling setup. And the collisions are quite rare, I go for years without one, then I'll have two in a row, then a long time without one, etc.

This could be considered a bug of some sort, and it probably is, but given that the collisions are rare, it actually seems to me more like a feature. I mean, IRL there are occasional accidents, no matter how careful the railroad is. Of course, if there's bad track design, they will be more frequent, but even with everything as it should be, Murphy's still around.

So I kind of like it the way it is, it's an additional challenge, just like on a real railroad.
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Post by Siema »

One thing I've found in the last Patch is, I get train collisions for no obvious reason, almost always involving a PBS signal somewhere.
I also found it. Had collision in PBS, but when made a save before this event trains passed PBS block safety. Later I had the same situation. The only thing I have observed was that there were in first case signalbox and in segond case bridge in PBS block.
This could be considered a bug of some sort, and it probably is, but given that the collisions are rare, it actually seems to me more like a feature. I mean, IRL there are occasional accidents, no matter how careful the railroad is.
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Post by krtaylor »

Siema wrote:
One thing I've found in the last Patch is, I get train collisions for no obvious reason, almost always involving a PBS signal somewhere.
I also found it. Had collision in PBS, but when made a save before this event trains passed PBS block safety. Later I had the same situation. The only thing I have observed was that there were in first case signalbox and in segond case bridge in PBS block.
That's true in my case too. However, there was one other kind of collision involving a depot in the PBS block. It seemed like the depot's pseudosignal didn't realize there was a train entering the depot already, so it released one that was already inside the depot, causing an instant collision. This happened twice; I finally had to manually stop all the trains inside the depot, and release them one at a time when I knew there was no other train in the block. Once they were all out, everything worked properly thereafter.
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Post by Flamelord »

I've stopped putting depots in PBS blocks. Mine all go between stations, one on each direction if it's not long enough to need two or more each direction.

I started doing that because I was experiencing crashes when a train would come out of a depot and head through a one-way station into a train that was already leaving. :x
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Post by krtaylor »

The trouble is that it wants to make PBS blocks where I wish it wouldn't, and the game won't let me manually UN-PBS a block. That's aggravating. I could set it so it didn't automatically create PBS blocks at all, but most of the time I want it to.
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Post by Flamelord »

I thought you could ctrl-remove a signal to make it NON-PBS. If you built while paused, none of the others could "poison" it back to PBS. If none of them are PBS, maybe the problem wouldn't occur.
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Post by DaleStan »

Yeah, but if you have "pathbasedsignalling.autoconvertpresig on" (on by default with just "pathbasedsignalling on" (TTDXC doesn't realize that PBS is now a bit-switch)) then then any presignal blocks will automatically switch themselves back to PBS next time the block becomes clear.

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Post by Patchman »

If you set pathbasedsignalling.preservemanualpresig on it won't touch any junctions with manually set signals. (Of course, if they have a PBS signal already, the others still have to get converted to PBS.)
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Post by The Irish »

Hi lads,

Had a play around with that cooperative miscmod thing. Pretty cool feature already. However, i'm a bit confused.

I have got a train running from the competitor on my tracks, that is working fine. However, If I let it run on his tracks, it keeps crashing.

As well, I was able to give the competitors plane my airports in the order list, but it wouldn't land, same with the RVs.
Does anyone no more about this feature already? I mean it is already very cool, but it would be nice to know a bit more.

keep it up.
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Post by eis_os »

Well as I said already, only Trains can work, can you open a new post in TTDPatch Problems with config and savegame where the ai train crashes...
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Post by The Irish »

OK, Thanks.

I will try to capture it. Its very random, So I'll have to search a bit first.

But thanks for this awsome feature. :D
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Post by krtaylor »

I have a couple of bugs to report, well, at least they look like bugs.

1. I get occasional crashes in a junction which I will post as a screenshot here, it is the one at the entry to Werthausen. I know it's a somewhat complex arrangement, and has bridges inside and over it, which maybe is why it has problems. The difficult seems to arise when a train is exiting the block going left; a train coming in from the right is allowed to enter the block when really it shouldn't, because the other one is still in the way or crossing in front. I've actually watched it happen three times (and caught it by hitting PAUSE and stopping one of the trains until the other one gets clear).

2. I cannot get the town sizes to display. I've used the miscmods switch and also the new checkbox in the newest Configurator version, just barely released, and no matter what I do, no town sizes. I'm still also having problems with, when I replace a locomotive, it forgets which was the next place on its route it was supposed to go to. You haven't been able to replicate either of these problems, I understand. Could it possibly have something to do with the fact that I started the game trying to use the US Town Names GRF file, which uses a feature known not to work properly? And indeed it doesn't work - the right town names appear the first time, but when I save the game and reload it, the names all switch to Germany. I understand the newest Alpha fixes that problem, but since I'm still using the same savegame, maybe there's something wrong in the actual game that confuses some things to do with town names?
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Post by SHADOW-XIII »

I would like to thank for latest TTDPatch version, it's really awesome, every release is more amazing than previous
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Post by kvtb »

krtaylor wrote:I have a couple of bugs to report, well, at least they look like bugs.

1. I get occasional crashes in a junction which I will post as a screenshot here, it is the one at the entry to Werthausen. I know it's a somewhat complex arrangement, and has bridges inside and over it, which maybe is why it has problems. The difficult seems to arise when a train is exiting the block going left; a train coming in from the right is allowed to enter the block when really it shouldn't, because the other one is still in the way or crossing in front. I've actually watched it happen three times (and caught it by hitting PAUSE and stopping one of the trains until the other one gets clear).
I have the same problem. It seems that a train enters a PBS block too early (it enters the block while the other train didn't completely leave the block)
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Post by kvtb »

Oh and I'd like to congratulate Josef with his new development platform 8)
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Post by Aegir »

kvtb wrote:Oh and I'd like to congratulate Josef with his new development platform 8)
As would I.

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Post by SuperTycoon »

I especially like the FiFo loading :D, does it apply only to trains or all vehicles?
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Post by SHADOW-XIII »

as usuall SHADOWzilla® catches TTDPatch bugs:

- force unloading only station: cargo disappearing like there would be invisible train that loads cargo :) ... after all cargo disappear rating for cargo vanished
[station was built to left wood for ships but I forgot about ships so train were leaving caergo only, a bit suprise was after a year the4re were no cargo, so I watched it a bit and unloaded cargo was disappearing fast] :shock: damn thieves

- after all vehicles I got all train in electrified depot but after few seconds steam engines vanished
[that means electrified depots are broken, or I missed some persistentengines with dbsetxl update]

- there were some graphical glitches: stick pin was visible as blue orginall ttd goods van (or similar to orginal-ttd-goods-van), unable to reproduce that, but somehow window bar was a bit above menu live (which is not easy to reproduce with window snapping) :/
[this is probably very hard to track, I was building a bouys and scrolling around the map after I built all of them I looked at the water build window and then I have seen that blue wagon near the pin place ... and I noticed the window was a bit too high it can be (it's top position < botton menu position) which is not possible to made manually with windowsnap, also when I click the window it fast snapped to proper posiotion removing that waggon]


ps. if you need the savegame then let me test how it will act after load, i didn't do more test ... no internet at home now, and currently moving out to new place this week I hope to post savegame in a days
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Post by Patchman »

For the first one, can you try that with fifoloading off?
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Post by OzTrans »

Yes another PBS problem with a49 ...

Scenario: Station with manually set PBS block in front of it; exists are two-way signals to the platforms, entry is a one way pre signal. Trains ignore the red pre signal if all platforms are occupied and move right up to one of the platforms, recognise the error and reverse out of it and stopping. The trains on the platforms will eventually leave. But the result is a stopped train blocking traffic.

This is no problem with a 'pure' pre signal block and no PBS signal in sight, everthing works fine.
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