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Openttd station rating
Openttd station rating












openttd station rating

Local tile_list = AITileList_IndustryProducing(industry_id, AIStation.GetCoverageRadius(AIStation.STATION_TRAIN)) įor (local tile = tile_list.Begin() tile != 0 tile = tile_list. OpenTTD is probably one of the better games Ive played recently.

openttd station rating

I then attempted a workaround by getting the stationID using: local industry_id = 0 //Industry ID to target, using a coal mine to test Unfortunately, I haven't yet been able to find a way to find a way to access any of this data using AIStationList.ĪIStationList(AIStation.STATION_ANY).IsEmpty() Returns true, despite there being stations from competitors. To calculate this, since I haven't seen any way to get this directly using the API, I need to use the formulas OpenTTD uses to distribute cargo.Ĭargo is split based on the top local rating of each competitor in a city.įor example: If company A has two stations (Rating 50% and Rating 40%), and company B has one station (Rating 50%), half of the cargo goes to A and is split between their two stations, and the other half goes to B's single station. (Such as 100 passengers and 20 mail every month) So only the amount of cargo which can't be loaded into a train will be used for calculating the station rating.I'm currently writing an AI to play OpenTTD, and I'm trying to find out how many people & mail will be available if I build a station covering an entire town. To "uint waiting = ge->cargo.TotalCount() - ge->cargo.ReservedCount() ". Replace "uint waiting = ge->cargo.TotalCount() " I'll suggest to do the next modification in the file station_cmd.cpp at line 3295. The only way to increase this percentage is to build an extra station and let a part of the trains loading at this station. Add support for allowing/disallowing supply to a station, per cargo, by ctrl-clicking the station cargo rating.

openttd station rating

Enable vehicle group management actions on other companies' stations. Enable vehicle list buttons in station window when the list would be non-empty. This better be answered by some people that actually think before they post, but personally I have some gripes with the 'crates'. You simply build a few more roads, your airport/station and youre away. The rating of the station stays lower than 70%, and it doesn't matter what you do to increase this percentage, it's stays impossible. Add setting: station rating tolerance to waiting time depends on cargo class. Trucks are only useful for when towns/cities refuse to let you build a train station or an airport near there. The other trains are waiting at 0% until more food comes available. When 1440 tonnes are a available at the station, 5 trains can be loaded at the same time. The trains at station "Food Load" should transport this food to the other side of them map.Įach train has an capacity of 288 tonnes of food, so this amount is reserved when the train starts loading. If the city is big enough, the airports catchment zone will not cover much of the city. For example, you could have an airport that is next to a fairly large city. Often you cannot build a station, but if you have the station already you can build the track/road needed to connect it. This case could be reproduced in any game, but here's our game to demonstrate this issue.Īt the bottom of the map, we have a Food Processing Plant which produces 27k tonnes of food which is less than 70% transported. Joining stations between station types (such as a bus with an airport) allows a common pool of cargo types to be serviced by different transportation methods. Build stations first, and then connections to the stations.














Openttd station rating