Playing with some goods I setup a supply chain between two pubs, a brewery and an orchard. All use piece goods transport.
Pub -------- Brewery
| |
| |
Orchard ------ Pub
(see also in attached image).
Sometimes it works. But other times I notice goods traveling the wrong way around the circle. It's much longer that way. Is this a bug? How can I prevent this/debug this?
(game too large to attach)
Can you upload a saved game to files.simutrans-germany.com?
Jamespetts & chicken
The website files.simutrans-germany.com have a bug the upload from files they are biger than 7,5Mb not work!
Ahh, in that case, can you try to upload it somewhere else? It is very difficult to diagnose without a saved game, unfortunately.
Doing this in 2 posts with RAR.
Check out Brownport pub -- it's got beer destined for Duckworth pub -- the long way around.
Thanks.
Having looked at this, this is not a bug. Look at Brownport Brewery Dock: the waiting time there for goods travelling to Duckworth Pub Dock is just over eleven hours. This means that, taking into account the waiting time, it is faster for goods to take the convoluted route that they do in fact take in the game. You need to increase the service frequency between Brownport Brewery Dock and Duckworth Pub Dock.
The other route involves a long boat ride too, though, going through Brownport Orchard Dock with "unknown" waiting time. How does Simutrans-ex treat "unknown" waiting time when calculating shortest route?
It assumes a waiting time of two minutes for an "unknown" waiting time.
Jamespetts
It´s Possible to create own waiting Time for goods,mail and passenger?
I know Places in germany there comes only one Bus on Day.
In Germany comes on Sunday no Mail but it gives Places how you can be give up Mails on Sunday.
The Mailservice at my Job it silly:
On Monday goes mail from Tuesday to the Post Office.
On Tuesday goes mail from Wednesday to the Post Office.
On Wednesday goes mail from Thursday to the Post Office.
On Thursday goes mail from Friday to the Post Office.
The Mail from Friday goes than on Monday to the Post Office.
What do you mean exactly by creating one's own waiting time? The waiting time is the time recorded that goods/passengers/mail actually wait to board their convoy.
Quote from: jamespetts on May 19, 2012, 02:27:09 PM
It assumes a waiting time of two minutes for an "unknown" waiting time.
Now that the connection is being used, of course, a waiting time will eventually be registered -- and then the goods will be in a better position to pick the genuinely fastest route.
The route in question has a 100% load order, could that be leading to the "unknown" wait time? Because I have run this scenario many years into the future and it still has an "unknown" waiting time on that route.
If the convoy never reaches 100% and therefore never leaves, that would indeed cause it to register no waiting times.
It does leave however, it even has a travel time.
In which case, there is no reason in principle why a 100% load would prevent waiting times from accumulating.
I removed the 100% load orders on the two ships that serve Brownport Orchard. I have run the simulation for several in-game years but it still says that waiting times are "unknown."
Hmm - further investigation has revealed a more serious issue with docks, wherein boats do not properly register waiting or departure times because they do not actually stop on a tile which, when looked up, gives a handle to the halt in question. I shall have to fix this.
Thanks for checking into this. I should also note that the one boat which did have a waiting time listed was at a Canal Quay, not a dock.
I think that I have fixed the above identified error on the -devel branch. With the test save, waiting times are now registered in Brownport Orchard Dock, whereas they were not before.