You could do this only inside the signal look-ahead distance but this creates the risk of inconsistent pathfinding. This is a continuation from the previous tutorial: Stations basic. The trouble with this is that it makes the track cost a function of the instantaneous state of the vehicle which is problematic for the segment cost caching which is used outside of the signal look-ahead distance. So, I think there should be two different station penalties To make this work the cost of the centre track is artificially made more expensive than the cost via the platform but less expensive than the cost via the platform when occupied. I happen to use a similar layout frequently in my own games, except that going via the platforms is the normal path, and the centre track is only used for bypassing trains when the platform is occupied. I am working along with Aegir and Oz (and I hope the other 2 artists join in too, but they haven't been around lately. OpenTTD is a business simulation game in which players try to earn money by transporting passengers, minerals and goods via road, rail, water and air. Original post follows - This is a project to work on the original industrial stations, made by Arte Pro, Norfolksouthern, and Oz. The problem here is that the cumulative rail_pbs_cross_penalty cost of the occupied centre track is too small to make the centre path more expensive than going via the platform. TTDPatch players should use v0.8.2 which can also be found via the link above. Click the train station icon (mouse over it to see its label). As station platforms are always reserved either not at all or in their entirety, the total penalty is proportional to the platform length, and is predictable. Railways start and end with stations, so I usually place a station at each end of my intended line. Rail_pbs_station_penalty is the per-tile for a reserved station tile. In this type of layout, if you are unlucky you could have different behaviour for short trains blocking the middle track than for long ones. I think have a subway would be a great add on for the game. Optional cargo names above vehicles in vehicle lists, to show at a glance what they carry. Cargo filters for vehicle lists (such as at stations) to allow better visualization of traffic. Most notably, we’ve fixed two kinds of crashes. I find that bus are as much fun and hard to track sometimes. OpenTTD 13.0 has been out for two months and we’ve found some bugs to fix. I all ways end up wanting to build a subway trains for some of my bigger citys. In many cases the total cost is different depending on how long the train is and how far away it is from the signal it is approaching. Subway and subway trains station for Open TTD would be great. Rail_pbs_cross_penalty is the per-tile penalty for a reserved non-station tile. Rail_pbs_cross_penalty and rail_pbs_station_penalty. To follow on from earlier comments, there are two further YAPF penalties which need to be considered for this type of layout:
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