Transfer not giving me all the dough?

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guiltyvictim
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Transfer not giving me all the dough?

Post by guiltyvictim »

I've had this problem for a while now and I'd like other people's opinion on this.

Basically say you setup a transfer station, various vehicles drop raw materials there, and then other vehicles would load the cargo, take it to the next transfer station / destinations.

Now when you drop cargos off with the first vehicle (let's say a train, you get the yellow income number which dictates the cargo profit from the first leg of the journey. If you check the train's status, you'd notice that the profit's included.

But you don't actually get anything in your bank (makes sense, considering I haven't delivered the cargo to its destination yet).

So another vehicle picks up the cargo, say a faster train. It travels a long distance and arrives at another transfer station / its destination. And so on until the cargo arrives at the final destination, where you get green income this time based on the last leg of the journey, and finally cash is deposited into your bank account.

Only one problem - it ignores previous legs entirely.


If you setup a 3 station 2 leg journey system and the last leg is long, it's not as noticeable since the first leg gives you minor profit in comparison to the second leg.

Now to simulate realistic networks, I'd like a setup like the following:

Trucks / slow trains to transfer station, high speed trains take cargo from transfer station to another transfer station, taking advantage of the speed and distance profit. Cargos' delivered to another pickup station, trucks / slow trains pick up the cargos and delivery them to the factories finally.

But of course given the last leg of the journey's short, I get tiny amount of green income going into my account, and in real terms, I'm losing money big time through this setup.


I'd call this a bug seeing as even with 2 leg journeys, the first train wouldn't generate any real profits.


Now I don't mind complex rail systems where trains delivery cargos from source to destinations, but now I'd like to create more realistic systems combined with varied mode of transport (mixing traditional rail, monorail and magrev tracks etc).

So I'd really like to see this problem resolved.


P.S. Currently I'm using nightly-r2895, but the problem had existed since earlier versions, persumbly since transfer has been implimented.
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Death
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Post by Death »

I think that you should think with your mind which option is better:
one train or more train. you lose your money because you use 3 train for one travel, so the running cost is more expensive. use one train. :wink:
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Yoeri
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Post by Yoeri »

yeah, that the most efficient way, but not always. for instance, when you wont to transport oil from a rig to a reffenary (whatever) but the last one isn't near the water, you can use ships and trains. that cheaper than using canals, or bridging towards the rig
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Death
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Post by Death »

Did I said to use the head? When I see that I lose my money for a vehicle, I try to change the way I selected to make money from the vehicle, Or remove the vehicle. In that case the best to do is to use your head.

I forgot, It's not a bug.
guiltyvictim
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Post by guiltyvictim »

You're all missing the point:

Only the third (short) trip's income goes into the account, all the other train's make phantom money.

This problem does not occur with 0.4.0.1 before implimentation of transfer, you can use as many trains as you want and since only the last train generates income, you get the entire journey's income into your bank account. The problem with that was that the trains in the previous legs end up with negative money, even though the final income covers their running cost.


The problem now is that transfer gives you phantom income for the previous vehicles (this was because trains with negative profits would damage your company performance), but when the cargo's finally delivered, these phantom income are not added to the bank account.


Patch's transfer doesn't deal with phantom income at all, when cargos are delivered to their destination, you get the income like in the original TTD, except the income is then distributed to all the vehicles involved in the journey.


I like openttd's approach of phantom income, but the problem is when the cargo's actually delivered, the actual income's not calculated correctly.


To better explain this, in nightly build with transfer:

Train A takes cargo from Station A to Station B through 100 squares, it makes $10000 (an example value). No money goes into your bank account.

Then Truck B carries the cargo from Station B to Station C, over 1 square distance. It makes $1. That goes into your bank account.


In TTD:

Train A gets no profit, truck makes $10001, all going into your bank account.
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Death
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Post by Death »

Now I understand... Maybe it IS a bug, because when MY train arrive to station B a yellow income appear. Or maybe it's something that I don't know. Did you try the new nightly build?
guiltyvictim
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Post by guiltyvictim »

Death wrote:Now I understand... Maybe it IS a bug, because when MY train arrive to station B a yellow income appear. Or maybe it's something that I don't know. Did you try the new nightly build?
Yes, please read what I wrote, using latest nightly, and this bug only exists in nightlys because of the transfer system. ;)
vladb
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Post by vladb »

I have a similar problem. All vehicles in the chain, except the ones performing the first leg register great loses. It's like previous profit is erased and the value of the goods loaded is substracted from the profit.
For example a train moves cargo from A to B and registers a profit when transfer goods. The a ship loads goods from B (profit becomes minus cost of goods; let's say 30,000$) and unloads at C where it has income (100,000$). Now travels back to B (2000$ deducted as running costs). When loads again the profit becomes -62,000$. It forgets all the profit made on previos journeys.

It is an absurd behaviour from my point of view. All vehicles should share the profit in a way or another. Not to mention that this bahaviour affects the company performance.
DeletedUser21
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Post by DeletedUser21 »

I used the transfer thingy for the first time now, and I experience this behaviour too, only with trucks instead of ships.

Like vladb also said this affects the comany performance, you will not be able to reach 1000 'Tycoon' status when using transfers.

Am I doing something wrong or is it a bug?
DaleStan
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Post by DaleStan »

Mr. X wrote:Am I doing something wrong or is it a bug?
Probably.

Got a demonstrating savegame?
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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LordOfThePigs
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Post by LordOfThePigs »

[Off-topic]
I find the post count of Death fairly funny...
Sometimes I'm told "Brilliant"...
Sometimes I'm told "Charming"...
And Often I'm told "Shut Up"!
MeusH
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Post by MeusH »

LordOfThePigs wrote:[Off-topic]
I find the post count of Death fairly funny...
PrintScreened :wink:
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DeletedUser21
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Post by DeletedUser21 »

Save game here, look at the trucks yearly income and not the crappy rail networks. :wink: :P
vladb
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Post by vladb »

Here is my savegame. You can see the ship comming at the train station and accumulating great loses.
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