Train Station reservation option by interrupts
Posted: Fri Nov 01, 2024 6:11 pm
TL;DR
Allow in an interrupt to reserve all the stations for this train that are found/going to be visited, so that the next train with the same interrupt would not be dispatched if its not needed.
(by checkbox : to control this behaviour only when you want/need it)
What ?
The stations that are found by the interupt would all get an incoming train on the 'C'/ and removed from the train limit parameter in the station if the option is checked. aka : reserved for that train.
Even if the train is going to the first station in the list the second one would also know/see that it is coming.
Why ?
Trying to do this by signals created at the stations (that also controlled the opening and closing of the station) is not working as the train interrupts and combinators are updated seperated from each other.
This results that all trains get set with the same signal.
But that signal was meant for one train to dispatch and change the current signal due to that the station is now seeing a train coming on the 'C' parameter that is used a confirmation we dispached a train and did not need anymore so remove the signal so no other trains are able to use it.
But the signal was not updated in time by the combinators due to the update order.
Resulting in a stampede of trains getting dispatched to do just one job for one train, and that was not the expected behaviour.
I'm confident that we can do it by complex combinator designs but then we are back to doing it like in 1.0 or just revert back to LTN or something (to be clear iI have nothing against those mod's).
But my impression was that we would be able to do it by interrupts more easely so the huge amount of combinaters (several at every station) could be reduced/eliminated improving ups in large save's/overhaul mod's.
By adding this and the option we already have for interrupts to interrupt other interrupts, enough fail safe could be build in by the player to avoid deadlocks (for example : if the route gets blocked go to a depot and wait until you can continue with the original interrupt).
The option would also be completly optional by check box for the players that don't want this behaviour to happen.
Allow in an interrupt to reserve all the stations for this train that are found/going to be visited, so that the next train with the same interrupt would not be dispatched if its not needed.
(by checkbox : to control this behaviour only when you want/need it)
What ?
The stations that are found by the interupt would all get an incoming train on the 'C'/ and removed from the train limit parameter in the station if the option is checked. aka : reserved for that train.
Even if the train is going to the first station in the list the second one would also know/see that it is coming.
Why ?
Trying to do this by signals created at the stations (that also controlled the opening and closing of the station) is not working as the train interrupts and combinators are updated seperated from each other.
This results that all trains get set with the same signal.
But that signal was meant for one train to dispatch and change the current signal due to that the station is now seeing a train coming on the 'C' parameter that is used a confirmation we dispached a train and did not need anymore so remove the signal so no other trains are able to use it.
But the signal was not updated in time by the combinators due to the update order.
Resulting in a stampede of trains getting dispatched to do just one job for one train, and that was not the expected behaviour.
I'm confident that we can do it by complex combinator designs but then we are back to doing it like in 1.0 or just revert back to LTN or something (to be clear iI have nothing against those mod's).
But my impression was that we would be able to do it by interrupts more easely so the huge amount of combinaters (several at every station) could be reduced/eliminated improving ups in large save's/overhaul mod's.
By adding this and the option we already have for interrupts to interrupt other interrupts, enough fail safe could be build in by the player to avoid deadlocks (for example : if the route gets blocked go to a depot and wait until you can continue with the original interrupt).
The option would also be completly optional by check box for the players that don't want this behaviour to happen.