Author Topic: [devel-new de6f92d] Strange behaviour with waypoints and minimum load  (Read 2066 times)

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Offline Rollmaterial

Waypoints and/or minimum loads in schedules cause strange behaviours in some cases. Convoys don't follow their schedules correctly and sometimes, when passing choose signals, stop at the nearest station to wait for load.

Offline jamespetts

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Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #1 on: November 26, 2015, 11:46:44 PM »
Thank you for the report. Can you give more detail, and, in particular, instructions sufficient reliably to reproduce this issue, preferably in conjunction with a saved game in which the conditions for reproducing it are set up?
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Offline Rollmaterial

Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #2 on: November 27, 2015, 12:15:05 AM »
Here's a save for strange schedule following: https://www.dropbox.com/s/teehw1zt6mxlz5p/Waypoint%20bug%201.sve?dl=0
As one train is waiting for load, the other doesn't. Besides, the "destinations" behave strangely.

Edit: And for the stop and load at the nearest station: https://www.dropbox.com/s/hn7iqr84f2lafu3/Waypoint%20bug%202.sve?dl=0
It only started happening when I placed an end of choose sign on the straightest path to the colliery at Reddbury Junction.
« Last Edit: November 27, 2015, 12:50:37 AM by Rollmaterial »

Offline jamespetts

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Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #3 on: November 27, 2015, 01:46:13 PM »
Thank you for that. When you write of the destinations "behaving strangely", can you elaborate on what you mean?
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Offline Rollmaterial

Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #4 on: November 27, 2015, 03:01:17 PM »
For example, the destination field still indicates "Waypoint" after the train having passed it and being heading for the power station.

Offline jamespetts

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Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #5 on: November 30, 2015, 08:13:05 PM »
I think that I have managed to fix this at the same time as making some more general improvements to the way in which waypoints and reversing stops work - do you care to re-test? I should be most grateful. Thank you for the report.
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Offline Rollmaterial

Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #6 on: December 01, 2015, 10:26:00 PM »
It seems like pretty much nothing has been fixed...

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Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #7 on: December 01, 2015, 11:29:16 PM »
Can you elaborate? I am not able to reproduce the exact problems that you originally reported. Are you sure that you have pulled and compiled the latest version?
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Offline Rollmaterial

Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #8 on: December 02, 2015, 12:42:40 AM »
I have compiled the latest version. When loading the first save, the destination field only works correctly once and then reverts to the same strange behaviour. Neither does a new schedule in a new game work any better.
« Last Edit: December 02, 2015, 01:04:08 AM by Rollmaterial »

Offline jamespetts

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Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #9 on: December 03, 2015, 11:59:40 PM »
That's odd - I thought that I had tested this. In any event, I think that I have pushed a fix now; can you re-test? Apologies for the error the first time.
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Offline Rollmaterial

Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #10 on: February 17, 2016, 04:23:20 PM »
Still not fixed.

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Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #11 on: February 20, 2016, 10:20:16 AM »
Can you give some more precise steps to reproduce?
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Offline Rollmaterial

Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #12 on: February 20, 2016, 11:05:20 AM »
Simply create a train schedule with waypoints. A stop immediately after a waypoint should be corrupt. There will be no loading time and the train won't wait at a timetabled stop or a stop with a minimum load.

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Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #13 on: February 20, 2016, 01:32:52 PM »
I think that I have fixed a bug related to this: thank you for the report. Do you care to re-test? This does require a new schedule.
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Offline Rollmaterial

Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #14 on: February 20, 2016, 10:22:01 PM »
It seems pretty unchanged...

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Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #15 on: February 21, 2016, 12:19:27 AM »
I have pushed some further fixes - can you test again?
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Offline Rollmaterial

Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #16 on: February 22, 2016, 12:24:59 AM »
Seems functionally fixed! Is the convoy GUI supposed to show only the next stop?

Now there's still the other bug described in this thread left: in some cases, trains with a minimum load at their next stop choose a platform and stop to wait for load at a station on their route.
« Last Edit: February 22, 2016, 12:41:09 AM by Rollmaterial »

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Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #17 on: February 22, 2016, 12:59:29 AM »
The convoy GUI has always shown only the next stop both in Standard and Experimental so far as I am aware.

As for the second bug, I missed that that was a separate issue (which is why I always exhort people to post exactly one bug per thread). Can you describe more precisely the steps to recreate this using (I presume) the second saved game linked above?
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Offline Rollmaterial

Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #18 on: February 22, 2016, 01:16:57 AM »
The bug seems to be an issue with end of choose signs. In the second save you mentioned, it started occurring when I placed one on the straightest path through the station for the goods trains.

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Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #19 on: February 22, 2016, 02:36:56 PM »
Can you describe more precisely how the problem manifests itself? I am not quite clear from your descriptions.
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Offline Rollmaterial

Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #20 on: February 22, 2016, 10:20:44 PM »
The coal line in the second save passes through the station in the middle. At that station, when there is a passenger train at the southernmost platform, which has an end of choose sign, a train of the coal line going back the colliery is routed by the choose signal through another platform, at which it stops to wait for full load.

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Re: [devel-new de6f92d] Strange behaviour with waypoints and minimum load
« Reply #21 on: February 18, 2017, 12:53:42 AM »
I am currently reviewing old bug reports and I notice that this one appears to have no reported resolution. May I ask whether this can still be reproduced?
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