Difference between revisions of "User:Vitus"
From #openttdcoop wiki
(Added pathfinder savegame) |
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*[[ProZone:Archive_-_Games_11_-_20#gameid_13|PZG#13]] | *[[ProZone:Archive_-_Games_11_-_20#gameid_13|PZG#13]] | ||
− | + | =Ideas, concepts & other junk= | |
− | + | ==On-demand train stopper== | |
Train stoppers are perfect tools to make sure trains have same starting conditions. This becomes very practical for high-speed joins. Trains entering such join at full speed are likely to cause slowdowns on ML (if the line is densly packed, it can lead to huge chain reaction). This can be solved either by enlarging current priority (and that might lead to many missed join opportunities) or by using train stopper. | Train stoppers are perfect tools to make sure trains have same starting conditions. This becomes very practical for high-speed joins. Trains entering such join at full speed are likely to cause slowdowns on ML (if the line is densly packed, it can lead to huge chain reaction). This can be solved either by enlarging current priority (and that might lead to many missed join opportunities) or by using train stopper. | ||
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− | + | ==Logic Engine 0.6 parameters== | |
Just random note: Circular NOT gates with two trains | Just random note: Circular NOT gates with two trains | ||
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− | + | ==Pathfinder behaviour== | |
While pathfinder behaves pretty straightforward when it ''can'' find way to its current target, it might behave slightly unexpected with regards of lost (resp. orderless) trains. This savegame shows some problems and unexpected behaviour to be aware of. The savegame itself is little bit older and some problems aren't that strange (resp. are better understood) from today's point of view. | While pathfinder behaves pretty straightforward when it ''can'' find way to its current target, it might behave slightly unexpected with regards of lost (resp. orderless) trains. This savegame shows some problems and unexpected behaviour to be aware of. The savegame itself is little bit older and some problems aren't that strange (resp. are better understood) from today's point of view. | ||
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*[http://www.tt-forums.net/viewtopic.php?t=48678 Forum thread] | *[http://www.tt-forums.net/viewtopic.php?t=48678 Forum thread] | ||
*[[Media:Pf_problem_v5.sav|Savegame]] (r20279; fixed PBS overflows to work with >r19896) | *[[Media:Pf_problem_v5.sav|Savegame]] (r20279; fixed PBS overflows to work with >r19896) | ||
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Revision as of 21:21, 11 August 2010
Born: 10.9.1991
Home: Most, Czech Republic
Contact: ICQ# 273 963 212
My (O)TTD(coop) history:
- Started playing TTD: about 1997 (got it as part of Tycoon Pack)
- Started playing OpenTTD: 2008/09 (first version I played was 0.6.3)
- Discovered #openttdcoop: Feb/Mar 2009, PSG#131 was first coop game I saw (of course I was shocked!)
- Joined #openttdcoop: Apr 2010 (really that late), participated in PSG#180
Specialist on:
- Train logic
- Pathfinder
- CL problems
Weaknesses:
- Rebuilding stuff
Favourite games:
Contents
Ideas, concepts & other junk
On-demand train stopper
Train stoppers are perfect tools to make sure trains have same starting conditions. This becomes very practical for high-speed joins. Trains entering such join at full speed are likely to cause slowdowns on ML (if the line is densly packed, it can lead to huge chain reaction). This can be solved either by enlarging current priority (and that might lead to many missed join opportunities) or by using train stopper.
On-demand train stopper is (currently) only kind of train stopper that is 100% reliable (i.e. stops train in every case). While I didn't really expect this concept to be used in "normal" games, it actually proved very useful in PZG13.
Resources:
- Savegame (r20279)
- Detailed description
Logic Engine 0.6 parameters
Just random note: Circular NOT gates with two trains
- at TL1 stop working with parameter at 5828 or higher
- at TL0.5 do not work, due to insane train acceleration
Pathfinder behaviour
While pathfinder behaves pretty straightforward when it can find way to its current target, it might behave slightly unexpected with regards of lost (resp. orderless) trains. This savegame shows some problems and unexpected behaviour to be aware of. The savegame itself is little bit older and some problems aren't that strange (resp. are better understood) from today's point of view.
After trying to understand how the pathfinder work in such special cases, I came up to simple conclusion. If the train can find route, use pathfinder debug to find the problem; if it cannot, it's better to "try & fail" (until you find some reasonable solution). Pathfinder is full of surprise!
Resources:
- Forum thread
- Savegame (r20279; fixed PBS overflows to work with >r19896)
To be continued...