Difference between revisions of "Road Vehicle Networking"

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(Rv networking summary based on PSg 226 and some SP testing afterwards)
 
m (Speed: Linguistic error corrected.)
 
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== Basics ==
 
== Basics ==
[[Image:Basic_split.png|thumb|right|200px|Shows a basic split, works for all road vehicles.]]
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[[Image:Basic_split.png|thumb|right|200px|A basic split. Even though it is a bus station, it will work for all vehicles.]]
 
=== Balacing ===
 
=== Balacing ===
A major problem of all networks in Ottdcoop is balancing. A new line is only good if it gets traffic from the other lines so that the overall traffic is less dense. For roads have no signals the possibilities of road vehicle networks are very limited. The only way to split traffic is by using the pathfinders penalties. Buses don't make any penalty on buses behind them, that's why a bus never leave his road unless we force him to. The only way to penalty them is by dummy stations. One stations is a minor penalty, a station with a bus inside is a huge penalty. So it's possible to split traffic: one bus drives through one of the stations and is causing a penalty to those buses behind which choose another path and so on.  
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A major issue for all networks in openttdcoop is balancing. A new line only works well if it receives traffic from the other lines so that the overall traffic is balanced. Because roads do not have signals, the possibilities of road vehicle networks are very limited. The only way to split traffic is by using the pathfinders penalties. The only way to penalty them is by dummy stations. An empty stations is a minor penalty, but a station already containing a vehicle is a huge penalty. This makes it possible to split traffic: one vehicle drives through one of the stations and causes a penalty to a bus behind it, which causes it to choose the other station.  
  
One problem of this technique is, that it's only possible to split lines with a constant stream of road vehicles. Sideline balancing has the problem that it's not possible to build any prios, so it's needed to balance sidelines by conneting them only to some of the mainlinelines.
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One problem of this technique is that it is only possible to split lines with a constant stream of road vehicles. Sideline balancing has the problem that it's not possible to build any priorities, so it's needed to balance sidelines by connecting them only to some of the mainlines.
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[[Image:Slope_split.png|thumb|left|200px|A doubled slope that doesn't slow down the main line behind.]]
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[[Image:Scurve.png|thumb|right|200px|A doubled S-curve to minimize slowdown.]]
  
[[Image:Slope_split.png|thumb|right|200px|Shows a doubled slope that doesn't slow down the main line behind.]]
 
 
=== Speed ===
 
=== Speed ===
All of the following thought are about the realistic acceleration model. The original tends to much slower buses wich is much more trouble. Might be fun might be not.
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All of the following is about the realistic acceleration model. With the original model, trucks tends to be much slower and building is more difficult.
  
First of all curves slow down buses to around 75 percent of their maxspeed. As it's unusual to double curves the only way to avoid this problem is to avoid curves on mainlines as much as possible. The second thing is about slopes. Slowdown at slopes is related to the slopeness setting and the power of the buses so slopes might be no problem at all, if they become a problem you may double them.
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First, all curves slow down buses to around 75 percent of their maximum speed. This is different from trains, so curves should be avoided as much as possible. It is possible to double curves, but it often takes a lot of space.
  
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The second issue is about slopes. Slow downs at slopes are related to the slope option in the advanced settings and the power of the vehicles. With powerful vehicles, slopes may be no problem at all, if they become a problem it is possible to double them as shown.
  
[[Image:Basic_station.png|thumb|right|200px|Shows a basic station.]]
 
=== Stations ===
 
One good thing about Roadvehicleplatforms is that they can be used from both sides and roro by default. Don't use the terminus stations at all for they are shit. To keep the platform count low we should build a station design were roadvehicle can enter from both sides. Another good thing is that when one side only heads right in curves and the other side the opposite way they don't interfer each other as shown in the FPP Drop Example of PSG 226.
 
  
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[[Image:Basic_station.png|thumb|right|200px|A basic station.]]
  
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=== Stations ===
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One good thing about road vehicle stations is that they can be used from both sides and ro-ro by default. Don't use the terminus stations because they can only be entered from one side and the vehicles take a long time to park and exit. To keep the platform count low it is recommended to build a station design where road vehicles can enter from both sides. Another advantage of this design is that vehicles don't interfere each other as shown in the FPP Drop Example of PSG 226.
  
 
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==See Also==
== See also ==
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*[[Balancing]]
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*[[Networking]]
 
*There is a very nice single player game by [[User:V453000|V453000]] that gives a good impression of all the discussed things.
 
*There is a very nice single player game by [[User:V453000|V453000]] that gives a good impression of all the discussed things.
*The only road vehicle game we played so far is the already mentioned [[PublicServer:Archive_-_Games_221_-_230#gameid_226|PSG 226]].
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[[Category:Guides]]
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[[Category:Advanced Networking]]

Latest revision as of 11:28, 21 March 2012

Basics

A basic split. Even though it is a bus station, it will work for all vehicles.

Balacing

A major issue for all networks in openttdcoop is balancing. A new line only works well if it receives traffic from the other lines so that the overall traffic is balanced. Because roads do not have signals, the possibilities of road vehicle networks are very limited. The only way to split traffic is by using the pathfinders penalties. The only way to penalty them is by dummy stations. An empty stations is a minor penalty, but a station already containing a vehicle is a huge penalty. This makes it possible to split traffic: one vehicle drives through one of the stations and causes a penalty to a bus behind it, which causes it to choose the other station.

One problem of this technique is that it is only possible to split lines with a constant stream of road vehicles. Sideline balancing has the problem that it's not possible to build any priorities, so it's needed to balance sidelines by connecting them only to some of the mainlines.

A doubled slope that doesn't slow down the main line behind.
A doubled S-curve to minimize slowdown.

Speed

All of the following is about the realistic acceleration model. With the original model, trucks tends to be much slower and building is more difficult.

First, all curves slow down buses to around 75 percent of their maximum speed. This is different from trains, so curves should be avoided as much as possible. It is possible to double curves, but it often takes a lot of space.

The second issue is about slopes. Slow downs at slopes are related to the slope option in the advanced settings and the power of the vehicles. With powerful vehicles, slopes may be no problem at all, if they become a problem it is possible to double them as shown.


A basic station.

Stations

One good thing about road vehicle stations is that they can be used from both sides and ro-ro by default. Don't use the terminus stations because they can only be entered from one side and the vehicles take a long time to park and exit. To keep the platform count low it is recommended to build a station design where road vehicles can enter from both sides. Another advantage of this design is that vehicles don't interfere each other as shown in the FPP Drop Example of PSG 226.

See Also

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  • This page was last modified on 21 March 2012, at 11:28.