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(Streetcar) vehicles do not use all open stations/gates #8101

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LubosKolouch opened this issue Apr 28, 2020 · 17 comments
Closed

(Streetcar) vehicles do not use all open stations/gates #8101

LubosKolouch opened this issue Apr 28, 2020 · 17 comments
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needs triage This issue needs further investigation before it becomes actionable

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@LubosKolouch
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Version of OpenTTD

1.10.1

Expected result

(Streetcar) Vehicles using all empty stations/gates

Actual result

(Streetcar) vehicles queue before full station/gate, even though there are empty ones.

Steps to reproduce

  1. Create bigger (streetcar) station
  2. Generate traffic to/from the station
  3. See that the vehicles don't utilize all open station parts
@LubosKolouch
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ottd_issue

@Yexo
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Yexo commented Apr 28, 2020

Can you upload a (small) savegame that reproduces this?

@LubosKolouch
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save.zip

See vehicle #10

@LubosKolouch
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Screenshot at 2020-04-28 20-09-35

@LubosKolouch
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Is there something else I can do to clarify this issue more?

@LordAro
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LordAro commented May 20, 2020

This is due to the road vehicle pathfinder cache. It caches the whole route, rather than most of the route (start and end a few tiles away from the stations). This results in this behaviour with multi-tile stops

I could've sworn there was already an issue about this, but can't find one. Very similar to #7670

@JGRennison
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The cache issue should be fixed as of #7979.

save.zip

See vehicle #10

Vehicle number 10 does not have proper orders. Giving it orders seems to make the problem go away.

@LubosKolouch
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The cache issue should be fixed as of #7979.

save.zip

See vehicle #10

Vehicle number 10 does not have proper orders. Giving it orders seems to make the problem go away.

I'm sorry but it's not the main issue, it's probably the the comment above. It happens even when vehicle has proper orders.

@LordAro LordAro added the needs triage This issue needs further investigation before it becomes actionable label Feb 22, 2021
@LordAro
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LordAro commented Feb 22, 2021

I cannot reproduce this issue any longer. If you can, please upload a demonstrator save game (ideally, after trying it with 1.11.0-beta1 or a recent nightly)

image

@LubosKolouch
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LubosKolouch commented Apr 12, 2021

The issue is still there with 1.11.0 - Vehicle 10 keeps selecting occupied docks, even though there are empty ones (even if you reverse it...)
Screenshot_2021-04-12_12-56-21

Marningville Transport, Oct 29th, 2000.sav.zip

@glx22
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glx22 commented Apr 12, 2021

On screenshot I can see vehicle 10 has no orders.

@LubosKolouch
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image
which is strange, what means implicit order?

@nielsmh
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nielsmh commented Apr 12, 2021

Implicit orders are for stations the vehicle passed through moving along the track/road, and stopped at because it didn't have a non-stop order. Implicit orders are collected to support the cargo distribution network graph (even when cargo distribution is disabled), but they do not order the vehicle to go anywhere. Rather, they are an indication of where the vehicle ended up going.

@LubosKolouch
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OK. I've given the vehicle order, reversed it... and guess where is it going?
image

@LubosKolouch
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and before someone mentions it - yes, I realize this is a corner case. But it demonstrates the problem well - (at least) streetcars do not choose correctly empty stations, but instead wait in front of a full one... (blocking all traffic)

@LC-Zorg
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LC-Zorg commented Apr 13, 2021

I know this problem, or actually two, and I must say that this presentation is terrible. It neither describes nor shows anything, apart from the author's basic mistakes, such as the lack of orders or the expectation that the tram will turn back at an intersection.

Two problems that exist here (not only for trams):

  1. Pathfinder sending a vehicle to a stop too late marks this stop as occupied. Then when several vehicles are going one after the other lead to them all going to the same stop even if there are many others available.

  2. When all stops are full, the vehicle is steered to the closest bus stop which is occupied. Usually, it is the other stop is released first, and the vehicle that didn't take place is now standing on the road and blocking it.

I have rebuilt that save:

  • I withdrawn all the trams to the depot, gave them the right orders, released them and... I don't see any problem.
  • I created loops to have vehicles repeatedly stopping and... still, as long as there are not more vehicles than stops, the problem does not occur.
  • The situation changes when buying another tram - this causes the emergence of the two problems mentioned above. Both are additionally shown separately in the save.

Problems with road stops
Marningville Transport - where is the problem.zip

@2TallTyler
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I believe this is resolved due to the implicit orders confusion. If anyone disagrees, feel free to reopen. Thanks for the report! 🙂

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