Started by isidoro, March 07, 2009, 05:47:14 AM
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Quote from: isidoro on March 07, 2009, 05:47:14 AMFactoryA | STATION1(W->E) -->-->--- STATION2(W->E) | ConsumerAConsumerB | STATION1(E->W) --<--<--- STATION2(E->W) | FactoryB
Quote from: isidoro on March 08, 2009, 12:03:48 AM40% of pax/goods will unload. (...) Vehicle will be completely unloaded in C and E. Thus, B is no connected with D if only this route exists. (...) A-B-C(0%)-D-E(0%)-F
QuoteThat also make circular routes profitable, even with payment relative to transfer.
QuoteIn my implementation of avoiding full stations, passengers work different than goods due to one of your suggestions.
Quote from: whoami on March 10, 2009, 05:38:02 PMI would call this example artificial, because it happens only in rare circumstances, and even then the player has the choice to solve this by connecting a single stop only to one factory (by coverage area).
Quote from: whoami on March 10, 2009, 05:38:02 PMForced unloading, especially complete unloading, changes routing, exactly. Consider the case where there is no additional route (of matching goods category) from C (or E) to the actual destination - unloading then makes no sense, the goods shouldn't be loaded at A/B/D at all. If unloading can happen at several stations, complete routes have to be found for all of them.
Quote from: whoami on March 10, 2009, 05:38:02 PMWhat about convoys with different goods categories - which ones should be unloaded, to which amount? There needs to be a GUI that allows the player to define that.
Quote from: whoami on March 10, 2009, 05:38:02 PMThat is a non-problem, because the behaviour was changed on purpose, and is now configurable.
Quote from: whoami on March 10, 2009, 05:38:02 PMIn general, I would appreciate any solution and further development that tries hard to avoid different cases and exceptions that the player needs to know to build a working network.
Quote from: isidoro on March 11, 2009, 02:00:14 AMThe example is not artificial, but a simplification. Deadlocks can only happen at transfer stations. In those places, you can't play with coverage areas to solve it.
QuoteSure. And that is already done in the patch.
QuoteWell, that behaves exactly the same as the minimum loading level. When you put that the convoy has to be 100% loaded before continuing in present ST code, what about convoys with different categories?
Quote from: whoami on March 11, 2009, 11:27:07 PM...but it would be a bad design choice to require the player to set up completely separated networks for every kind of goods connection,...
Quote from: whoami on March 11, 2009, 11:27:07 PMSorry, I wasn't able to understand the patch,...
Quote from: whoami on March 11, 2009, 11:27:07 PMExample: train has one capacity (X% of the total) for freight category A, and Y% for category B. To leave when enough of category A is loaded, set loading level to a value <= X. This assumes that nothing of category B will be eligible there.
Quote from: isidoro on March 13, 2009, 01:19:09 PMI can't agree with your dislike about max. loading. In past time, I didn't find it useful too, though long time demanded. But, in combination with your mechanism, it can solve 100% cases. Besides, players can use it to regulate flux of goods and make circular lines profitable, even with the new payment system.