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PostPosted: 20 Dec 2012, 03:11 
Player
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Joined: 12 Mar 2012, 02:39
Posts: 469
I believe, quite a few players are unaware, that TTDPatch has Passenger (Cargo) Destinations. It was developed and added to TTDPatch by JGR quite some time ago. It works very well and gives you quite a challenge as you need a well developed transport network. New tactics are required too as you should no longer have 'Full Load' activated; otherwise, there is no room for new passengers at intermediate stations. It comes quite close to reality with long distance express services as well as regional and city services required for satisfactory operations.

All cargo types can be placed selectively under this feature, but only passengers are actually useful. You wouldn't want a train load of coal to go everywhere coal is accepted.

Here are a few screenshots from my (not so) latest game ...
Attachment:
Passenger Destination 1.png

Attachment:
Passenger Destination 2.png

...


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PostPosted: 20 Dec 2012, 03:17 
Player
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Joined: 12 Mar 2012, 02:39
Posts: 469
...

Attachment:
Passenger Destination 3.png

Attachment:
Passenger Destination 4.png

You'll require a more recent release of TTDPatch (r2337+) …

To configure it, open up ttdpatch.cfg and locate the following switches. Use those switch settings for starters (set for passengers only), you may of course use your own settings once you are familiar with it. It can be activated in existing save games, it just takes some time until passengers (cargo) realise they can go wherever they want to … you just have to provide the necessary network and transport services (be that rail, road, air or sea), so that they can travel whereever it fancies them ...

Code:
// `cargodest' (-ZG) enables cargo destinations
cargodest on

// `cdstcargoclassgentype' (no command line switch) controls cargo generation for the cargodest switch for each cargo class. One digit per cargo class: 0 for the rightmost up to 10 for the leftmost. Digit value: 0: all cargo is by preference routed, 1: all cargo is routed (or dropped at source), 2: all cargo is unrouted (old behaviour), 3: mix of routed and unrouted cargo generated. See: http://wiki.ttdpatch.net/tiki-index.php?page=Action0Cargos#Cargo_classes_16_ for list of cargo classes. Where a cargo is in multiple classes the bitwise OR of specified values is used. Range 0..33333333333. Default 33333333333.
cdstcargoclassgentype 22222222220

// `cdstcargopacketttl' (no command line switch) sets the ttl (time to live) for newly created cargo packets, each hop decrements this value, even if the packet stays on the vehicle. Any packets which run out of life will be exterminated without payment. This is to prevent any errant packets from circling the network indefinitely. Range 0..255.  Default 100.
cdstcargopacketttl 100

// `cdstnegdaysfactor' (no command line switch) cargo generation destination selector: factor to multiply minimum cost in days by before subtracting from score for routed cargo. Range 0..1000.  Default 3.
cdstnegdaysfactor 3

// `cdstnegdistfactor' (no command line switch) cargo generation destination selector: factor to multiply manhattan distance by before subtracting from score for routed cargo. Range 0..1000.  Default 2.
cdstnegdistfactor 2

// `cdstroutedinitscore' (no command line switch) cargo generation destination selector: initial score for routed cargo before target station activity is added and distance and day costs are subtracted, note negative scores result in exclusion. Range 0..2147418112.  Default 1500.
cdstroutedinitscore 1500

// `cdstrtcmpfactor' (no command line switch) sets route comparison threshold for cargodest switch. Route cost threshold (in days) at a node is equal to minimum found cost * this value / 65536. Set to 65536 to only ever allow one route to any destination. Set to an enormous value to disable any semblance of intelligent routing. Range 65536 (100%)..2147483647 (3276800%).  Default 91750 (about 140%).
cdstrtcmpfactor 91750

// `cdstrtexprthrshld' (no command line switch) sets the time in days after which an unused single hop route expires. Range 0..3653.  Default 100.
cdstrtexprthrshld 100

// `cdstunroutedscore' (no command line switch) cargo generation destination selector: unrouted cargo score. Range 0..2147483647.  Default 500.
cdstunroutedscore 500


Enjoy it while you can ...


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PostPosted: 20 Dec 2012, 03:50 
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Joined: 06 Mar 2012, 23:12
Posts: 72
Is this more like the CargoDist or YACD patch for OTTD?


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PostPosted: 20 Dec 2012, 04:42 
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Joined: 29 Feb 2012, 00:55
Posts: 1770
Location: Hellas
Similar question: Is it based on OTTD similar patches, Simutrans or is it independent work?


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PostPosted: 20 Dec 2012, 12:17 
Master Mentor
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Joined: 27 Feb 2012, 22:45
Posts: 1880
Location: Canada
Quite the opposite. I have been using this for some time now. AFAIK it predates the OTTD versions.

As OzTrans pointed out it is best for passengers but it also works nicely for any product that is used by towns. A mixed mail/goods/food train along a route servicing a series of small towns is quite interesting.

@OzTrans: Nice article ... very well done.

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PostPosted: 21 Dec 2012, 01:59 
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Joined: 12 Mar 2012, 02:39
Posts: 469
Supercheese wrote:
Is this more like the CargoDist or YACD patch for OTTD?
I have no experience with any of the OpenTTD patches, therefore I don't know how they work.

In TTDPatch, taking passengers as example, you can check a station (screenshot 1+2 above) to see how many passengers are waiting and where they would like to go. Passengers will only consider destination stations you already have established. You then need to provide a transport service so that they can get there. Passengers will automatically transfer to other services along the way and work out themselves which service to board and where to transfer. They will consider the shortest route (manhattan distance) first and not necessarily the fastest.

I believe they will know what services you already have, then work out which ones to take, then they wait until a train (e.g.) turns up that can get them closer to their final destination. Finally, they want a vacant seat on the train ...

Screenshot 3+4 above show who is on a service and where they want to go and from where they have come. You as transport provider will get paid once they have reached their final destination ...

Does that sound like OpenTTD ?


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PostPosted: 21 Dec 2012, 02:13 
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Joined: 29 Feb 2012, 00:55
Posts: 1770
Location: Hellas
I am neither a programmer to know the details but more or less it sounds like various OpenTTD patches. 2 points:

1. Like Simutrans I would expect of a destinations patch to route passengers to all cities etc that accept passengers regardless if you have established a service. Simply those that do not find a route get dropped and are 'unhappy'-that could affect your rating?

2. Not the fastest sucks a lot. Where is competition?

Of course playing with any destinations patch, even if it sucks, is a hundredfold better that without.


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PostPosted: 21 Dec 2012, 12:03 
Artists Guild Team

Joined: 20 Apr 2012, 16:05
Posts: 92
OzTrans wrote:
Passengers will automatically transfer to other services along the way and work out themselves which service to board and where to transfer. They will consider the shortest route (manhattan distance) first and not necessarily the fastest.
Sounds like a basic version of CargoDist (cargo only routed to connecting stations), basic because CargoDist does not have the "shortest route only/first" restriction.
Any idea how routing works, randomly or are there some rules as to how much goes where? And is there something like a "link view"?


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PostPosted: 22 Dec 2012, 02:43 
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Joined: 12 Mar 2012, 02:39
Posts: 469
athanasios wrote:
1. Like Simutrans I would expect of a destinations patch to route passengers to all cities etc that accept passengers regardless if you have established a service. Simply those that do not find a route get dropped and are 'unhappy'-that could affect your rating?
Not like that ... I just checked with a new game. Firstly, there are routed and unrouted passengers (especially at the beginning). Unrouted passengers simply jump on a service and get off at the next station (like the old behaviour).

a) Passengers don't choose a city to travel to; they choose a station, your own station (not to one of a competitor), they can get to, i.e. you need to have services established to get there. This may be one single hop, e.g. A to B, or multiple hops with transfers, e.g. A to D via B and C.

b) If you have services established that take too long for a passenger to reach the final destination, then they'll be dropped (deleted) and you do not get paid, even if they have completed part of the journey. This you can adjust via the various switches in ttdpatch.cfg.

c) Passengers will look for the shortest route, even if they could reach the final destination in one hop on the same service much faster. I did have such a problem. Because there was a shortcut by tram, they got off the train at an intermediate stop, then took the tram to the final destination; because it was a shorter route. See below ... Passengers travelling from Victoria (very top right) by train to Vancouver Terminus, will get off at North Vancouver and take the tram to Vancouver Terminus, because there is a tram service, instead of staying on the train, that travels via Vancouver Westminster to Vancouver Terminus. I had to discontinue that tram service to keep them happy.
Attachment:
Pax Dest - Vancouver.png

Quote:
2. Not the fastest sucks a lot. Where is competition?
The feature does not take into account how fast your services are and more importantly how frequent they are. It just knows there is a particular service (even if it takes 10 years along that route) and will choose it because it is the shortest of all available ones.

Quote:
Of course playing with any destinations patch, even if it sucks, is a hundredfold better that without.
I find it quite good. You simply need to have a very good connected network and very frequent services and all plays very nicely. You'll make less money, because your services are not full, as you need vacant seats at intermediate stations; but freight services will make up for that. Shorter rather than longer trains, many rather just a few trains on a particular route is the way to go ...

*** EDIT ***
When was Passenger (Cargo) Destinations implemented in TTDPatch ?
JGR started to add this feature to the Patch in August 2009 (r2180), with the last fix updated in July 2010 (r2324).


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