Steel Talon

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  • in reply to: [Suggestion] Better pathing (Fastest free route) #16217
    Steel Talon
    Participant

    Please leave the pathing as it is! I quite like it. Dont change it to anything else! thx :D

    It’s rather “upgrade” than a change.

    No. According to game rules it follows the typical real life situation. Each train has allocated path in real life and if the platform isn’t free, then it waits.

    Well, in my country, shedules are planned to prevent this, but in case of delays, platforms do get changed. Real stations are controlled by dispatcher, not algorithm, but assigning free track based on reachability of next target is as close as u can get.

    Current platform assignment algorithm is about as predictable as quantum physics. Dynamic system will not fix this, but will help to mitigate the consequences.

    It’s simple, train will follow the line like it does now, until it goes to “path blocked” mode, which is already indicated by UI. During this mode it will actively search for alteranate path that leads to the next & post-next target to prevent loosing the path in dead end.

    in reply to: [Suggestion] Better pathing (Fastest free route) #16071
    Steel Talon
    Participant

    After every junction i now include waypoints (by selecting a passing signal which is already there) to prevent the line from switching tracks on me. And that has nothing to do with design. I see no reason why the game would switch them around when I’m messing with another line.

    Because any change to network, be it simple track upgrade, causes global recalculation of all lines using that piece of track. I have already called it a “Russian Roulette”. Alternate paths would help to mitigate this problem too.

    • This reply was modified 9 years, 3 months ago by Steel Talon.
    in reply to: [Suggestion] Better pathing (Fastest free route) #16067
    Steel Talon
    Participant

    A system in which several ( minimum two ) trains can request sections of trackage occupied by another train. The passing loop you have shown in the first post will ewentually deadlock with 4 or more trains on that particular route.

    It will not, because opposite direction train will ALWAYS reserve track first.

    Just accept the simple fact. TF is a game in which trains have their own designated route and will do whatever needed to reach it. It is a feature of this game, and a conscious design decision of the devs.

    Even dealocking, does not look like good design decision to me. If there is another path to next target, train should take it!

    TF is much more demanding when it comes to junction design then OTTD. This makes it superior to OTTD IMO.

    Supreriory dumb maybe !

    U are much more limited on what u can do.

    Because it is not doing what you think it should do. If, for whatever reason, a train loses its path, it will attempt to return to it, and in most severa cases, will go into “no path” mode.

    Because TF for some absurd reason uses 2 different block statuses

    1. no path: for cases when there is no physical path to destination -> will keep searching for it
    2. path blocked: in case there is other train on pre-calculated line -> will not attept to find other path even when there is one

    OTTD uses only 1 status, train will ALWAYS search for alternate paths & it will also turn after set time as the last resort to prevent deadlocks

     

    There was also request for priority system, that is not possibile without dynamic path assigment, not the way people want it.

    • This reply was modified 9 years, 3 months ago by Steel Talon.
    in reply to: Buffer stops and other small improvements/ideas #15709
    Steel Talon
    Participant

    Multipoint rail construction would be great. Just planning multiple “segments” & confirming it once at the end.

    in reply to: [Suggestion] Better pathing (Fastest free route) #15708
    Steel Talon
    Participant

    Trains actually do calculate their own path, but only once & do not consider if it’s blocked or not. They stubbornly stick to shortest path.

    in reply to: [Suggestion] Better pathing (Fastest free route) #15666
    Steel Talon
    Participant

    Also building one-way autoblock (the only one that works) on a long track is pain in the ass! Why can’t I pick one-way signal in build menu & make them with one click?

    Why are there separate mechanical & light signal when there is literaly no difference between them? Just let them auto-upgrade in year when lights became common & use that free GUI space for a pre-set one-way.

    in reply to: [Suggestion] Better pathing (Fastest free route) #15568
    Steel Talon
    Participant

    Which again points to the fact that you need to forget the other games and learn to work on this one with more realistic approaches on designs.

    Design I pointed in OP is 100% realistic & does not work in TF.

    Automatic platform assigment system in TF is like Russian roulette, even upgrading track far away from the stations tend to recalculate everything & mess things up. This game must had been a nightmare before waypoints, glad I wasn’t there!

    BTW, did OTTD had a waypoints? I can’t remember that I ever needed them.

    Look for some sims (like TrainZ) for any idea of realistic signaling, TF looks like a joke in comparison. It is like comparing ARMA & CoD

    • This reply was modified 9 years, 4 months ago by Steel Talon.
    in reply to: [Suggestion] Better pathing (Fastest free route) #15461
    Steel Talon
    Participant

    The deal is, that the game already does so. Follow a vehicle with its properties open. Everytime a vehicle cannot reserve a path on its line, it will display “waiting for free path” and will start braking. This is the time when a new path is searched for.

    In that case, the bi-directional loop would work, it does not!

    If TF has all content of OTTD (planes, ships), some simplfications may come acceptable, but it does not.

    Unless I define waypoint for each line & platform, I experiencing 2 different lines picking same one & not recalculating if it’s blocked, even when there is one completely free.

    Deadlocks only result on bad designs and dynamic path selection would cause even more of them.

    How exactly? I never ever had problem with it in OTTD.

    This is not OTTD.

    Pathifinding is a way of finding best path between 2 points, it can work same for TF as it does for OTTD. Lines are system that says where train goes, not how it gets here!

    If you need to have 2 trains from the same line at the same station at the same time, it’s wrong anyways.

    Better than having it standing on the main track blocking all other traffic!

    in reply to: [SUGGESTION] Platform Selection and more platforms #15415
    Steel Talon
    Participant

    I already made more generalized suggestion:

    http://www.train-fever.com/forums/topic/suggestion-better-pathing-fastest-free-route/

    With right waypoint & one-way setup this could make specific lines dynamically use a set of platforms.

    in reply to: [Suggestion] Better pathing (Fastest free route) #15414
    Steel Talon
    Participant

    What is so bad on letting train try find an alternate routes when it runs on block instead of deadlocking & sitting here like a TURD.

    I labeled this thread as SUGGESTION for better & more resonable pathing system that will work for TF same as it does in OTTD. It will only ADD to this game, add more depth & possibilities.

    Dynamic (free platform) alocation will actually drastically improve default station behavior which is really unreliable. U cant really be sure what platform line will ALWAYS use, unless u setup waypoints, which will work the same even for dynamic allocation.

    Algorithm works like this:

    1. find fastest path (respecting one-ways) to next stop or waypoint
    2. follow it untlil “path blocked”
    3. try to find fastest unblocked path (respecting one-ways) to next stop / waypoint
    4. SUCCESS – go to 2.   FAIL – repeat 3.

    In TF it is best to optimize the “loaded” path for maximum speed at all times. Thus such optional pathing would be a detterent.

    This is literaly a feature that will only reduce deadlocks without negatively affecting gameplay. It will respect any player made waypoints & one ways.

    in reply to: [Suggestion] Better pathing (Fastest free route) #15384
    Steel Talon
    Participant

    I really don’t see how this can be useful outside of this quite niche situation.

    Stations for example, trains from the same line would no longer be bound to a single platform. With priorities later on, faster trains could overtake slower ones.

    But most importantly it would work more realistically, it is in OTTD this way for a reason.

    BTW, I would not call sidepasses a “niche situation”, as network grows, I need them left & right.

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