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Author Topic: No route! (where is the problem?)  (Read 2653 times)

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Offline Yona-TYT ve

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No route! (where is the problem?)
« on: March 28, 2014, 09:54:08 PM »


Have you ever happened  that a player delete a stretch of via, obstruct the passage to ships or in my case  download a game that has  vehicles without any route ... whatever the case, can lead long to find the blockage.

It would be nice to have a tool to send us to the exact position of the problem
:thumbsup: 



.

Offline Ters

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Re: No route! (where is the problem?)
« Reply #1 on: March 28, 2014, 10:32:57 PM »
It would be nice to have a tool to send us to the exact position of the problem[/size] :thumbsup:

It would be nice if someone can tell us how to tell the program how to find out the exact position of the problem.

Offline Yona-TYT ve

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Re: No route! (where is the problem?)
« Reply #2 on: March 28, 2014, 11:08:10 PM »
It would be nice if someone can tell us how to tell the program how to find out the exact position of the problem.
I guess it's impossible right?  ???

Offline Ters

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Re: No route! (where is the problem?)
« Reply #3 on: March 29, 2014, 08:20:51 AM »
A 100 % accurate pinpointing of the break would require mind reading. A less accurate guess at where the problem seems to just require lots of processing power.

Offline ӔO

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Re: No route! (where is the problem?)
« Reply #4 on: March 29, 2014, 11:15:34 AM »
Like I said in another thread pertaining to this, a visual toggle that highlights all dead ends and changes signals to arrows could allow the player to find the problem along their intended route.

Offline Ters

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Re: No route! (where is the problem?)
« Reply #5 on: March 29, 2014, 11:26:00 AM »
Like I said in another thread pertaining to this, a visual toggle that highlights all dead ends and changes signals to arrows could allow the player to find the problem along their intended route.

Marking signals with an arrow requires that all pak sets supply such an arrow, but hightlightling all dead ends would help in most cases I've had with routing failures.

Lack of electrification, speed limits and weight limits aren't covered by your suggestion. Missing electrification in tunnels probably makes up the rest of my routing troubles. Could highlighting electrification on ground level work? The double-height slopes facing away from the screen is pretty much invisible, at least in pak64. Weight limits can easily be highlighted, but speed limits can only be highlighted at the sign itself, making them easier to miss.

Offline ӔO

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Re: No route! (where is the problem?)
« Reply #6 on: March 29, 2014, 01:06:09 PM »
electrification can be seen on the minimap by showing tracks.
unelectrified tracks are white, while electrified are red.

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Re: No route! (where is the problem?)
« Reply #7 on: March 29, 2014, 06:57:49 PM »
electrification can be seen on the minimap by showing tracks.
unelectrified tracks are white, while electrified are red.

It would be nice to see everything together when looking for why a route can't be found, though. Signals and signs become very small in the minimap. If given big symbols, they can easily overlap and create a mess.

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Re: No route! (where is the problem?)
« Reply #8 on: March 29, 2014, 09:44:31 PM »
If it's on the main display, I think it can be all inclusive without conflicting with each other.
1. highlight dead ends (bright blue?)
2. high visibility arrow signals (black/white)
3. highlight electrification/non-electrification of tracks (red/white?)