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bridgewater-brunel.me.uk - Simutrans-Experimental - Pak128.Britain-Ex 0.9.0

Started by jamespetts, November 20, 2012, 02:30:23 AM

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ӔO

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jamespetts

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ӔO

basically they are bunching up as if they are using maximum wait instead of spacing.

or, I think they are not properly detecting that there is already another ship there for that time slot.
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jamespetts

Server restarted with version 11.8 - I suspect that my fixes to the issue causing trains to get stuck will also fix the ships issue - please post a bug report if not. Thank you for all your feedback (and interested to see Lindley Lines trains using Chicken Flyer's tracks!).
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ӔO

maglev looks like it is offering some good competition to airplanes.

Carving out an extremely straight path is surprisingly hard in some places and super easy in others.
The good thing is it can climb steep hills with ease, the bad part is there are a lot of structures that get in the way
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ӔO

the server seems to get stuck at the current save point in mar 2010 2:12:00.
The save game works just fine offline.

---

seems like it was a bunch of desynchs.
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jamespetts

Have restarted the server with version 11.9 - the announce server issue is now fixed thanks to TurfIt's helpful suggestion, so it should be easier to join games once again.
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ӔO

I think you will see some sort of vector_tpl error in september at 2:36:14.

It's probably the airplanes that serve nowhere and oblivion, as I don't get it when I withdraw all of them.
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jamespetts

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ӔO

Here is the last functional save I had

https://dl.dropboxusercontent.com/u/17111233/tpl_vector_error.sve

it should crash sometime in september, but if all the airplanes serving nowhere and oblivion are removed, it should not.
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jamespetts

Looking into this now.

May I ask, however - what exactly are you doing with those charter aircraft...?!
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ӔO

My Sketchup open project sources
various projects rolled up: http://dl.dropbox.com/u/17111233/Roll_up.rar

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jamespetts

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ӔO

well, I'm attempting to throw out something like 75% of my bank account, because having $100,000,000,000 gives $222,000,000 interest per month, which is a lot of money that I can't use.

and I am using Javelins and super voyagers, which are costly to run already, and still, they can't even dent that interest rate.
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jamespetts

I think that I have fixed this on the 11.x branch. (Edit: Or will have done when Github comes back online again).
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jamespetts

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asaphxiix


ӔO

I issued a few replace commands for the buses, so maybe that did it?

My local copy is running just fine, however.
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various projects rolled up: http://dl.dropbox.com/u/17111233/Roll_up.rar

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jamespetts

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ӔO

500 airplanes apparently costs 100MB RAM.

If I withdraw them all on a local copy, the game goes down from 1050MB to 940MB.
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jamespetts

Hello, sorry that you are having trouble. What version of Simutrans-Experimental and the pakset are you using?
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jamespetts

Hmm - that is curious.  Is anyone else experiencing this issue? I
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ӔO

My Sketchup open project sources
various projects rolled up: http://dl.dropbox.com/u/17111233/Roll_up.rar

Colour safe chart:

jamespetts

Download Simutrans-Extended.

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Sarlock

I'm in currently, seems to be fine.  (except for the part where it's impossible to turn a profit starting at this late stage of the game, but that's a different issue ;) )

On a side note, I love the wayward jets and Abyss train line circumnavigating the map.  Hilarious!
Current projects: Pak128 Trees, blender graphics

Sarlock

Update: dy-synched after about 10 minutes, now de-synching almost immediately after connecting.  Given that it takes over 5 minutes to transfer all the files to connect, this is a painful process.  In past connections, I usually de-synch after 5-10 minutes.  I had originally figured this just had to do with my distance to the server (and maybe it still does, though ping time at 160ms isn't too bad).
Current projects: Pak128 Trees, blender graphics

jamespetts

Hmm - odd. I don't have time to investigate this evening, I'm afraid, but will look into this when I have time. Any updates as to any changes, or whether anything in particular seems to be causing this, would be appreciated.

I wonder whether it might have to do with AEO's excess aircraft...?
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Sarlock

Update: Tried to connect 4 times, de-synched at the exact same point every time.  It loads the files, calculates paths and then brings up the map.  Then there is a 60 second or so wait while, presumably, the game is doing some calculations.  Then the vehicles start to move in a jerky motion for a few cycles before it smooths out and the map works fine.  It is during this stage that the game de-synchs.  The vehicles move once with a jump and then the server drops.

It might be sheer number of convoys/data to transfer, not sure.  I'll try again in a bit and see if the same problem occurs.
Current projects: Pak128 Trees, blender graphics

ӔO

I think it might be the extra convoys too.
It worked better before I started those trains and airplanes.
My Sketchup open project sources
various projects rolled up: http://dl.dropbox.com/u/17111233/Roll_up.rar

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Sarlock

I'm in now... I see you've removed the planes and circular train route.

I imagine there is an interplay between how much data is required for synchronization how much data can actually be transferred (bandwidth) over a certain period of time.  Perhaps we've just reached that tipping point where the data transfer speed can't quite keep up to what is required.
Current projects: Pak128 Trees, blender graphics

ӔO

yeah, from a local copy, I've worked out I need at least 350 airplanes in order to beat my monthly interest rate, so I gave up that idea.
My Sketchup open project sources
various projects rolled up: http://dl.dropbox.com/u/17111233/Roll_up.rar

Colour safe chart: