I meant "increase over and over" during your testing, when you fiddle with the value to see if it has an impact. The higher the penalty the more susceptible a train is to ask for a computationnal heavy solution = a far far away depot.ZlovreD wrote: ↑Tue May 12, 2020 9:37 pmDepends... I'm not planning dynamically increase penalties, just increase it once, globally and only one. So, theoretically there is no performance issues. In usual cases i don't need to increase penalties so much, just rise it enough to cover all train park.
If you set it to 5 time the normal value even once and for all. This could make several trains regularly try to find a very long path, as their standard behavior. Which could impact performances. If you increase it by a 1000 and you add 10 trains, it creates a exponential situation over time, where each single added train would require more computation for free path being asked and each computed path will require a longer period of the path-finding algorithm being active because of the deeper search. I think it can have performance impact as a potential effect. Not saying this would be immediate or visible, it depends on parameters, but performance is one thing that will most likely be impacted, a little or heavily depends on the setup. Worst case being that ALL trains would ask a 7000 rail longer path research, everytime they move, find nothing, and behave as if the penalty wasn't added while still requiring extra research.
(that's just an expectation)
I think the test you show are not really example how of the system would behave "normally", instead it's an initialization at full scale, followed by a complete stop. If the flow was distributed over time like when the factory is functionning, you wouldn't have those problems as there would be free room in the depot that the trains could find instead of resigning to need the penalty to find further away depot. (but beware congested network has all sort of penalty added due to trains located between signals, trains arriving at signal, trains leaving blocks and so on.)ZlovreD wrote: ↑Tue May 12, 2020 9:37 pmAnd seems there is some sort limits in pathfinding calculations. If all potential pathes took more than X segments or exceed Y penalties threshold, then stay with previous path. And adding to one of variant 6k extra penalty points pushes this limit further away. Or maybe somthing similar. =)
Even in such awful setup, i don’t think it’s necessary to add too much to allow trains find a free depot.
Maybe in normal condition you wouldn't need the penalty provided at least 1 or 2 trains are on their way instead of waiting at the depot, or those stuck trains would repath as soon as a train leaves a depot, thus not blocking anything long enough to be a problem.
In other setup, you may have this penalty counted several time for 1 single path, if you have a serie of train at a station all in a row. ( station 1 to station 10 for example). If a train arrive from the station 10, and wants to go to station 1, but there are 9 trains waiting at station between those, then the penalty will be multiplied by the number of trains. The "closest path" would be maybe 100 rails + 9*(1000+added penalty). Which also makes me worry as what would be the consequences of increasing the limit.
ZlovreD wrote: ↑Wed May 13, 2020 10:28 am1) Chance, what you meet a train on station w\o another station in schedule, when you playing without LTN, is going to zero and pathfinder is not setted to handle such cases by default. So It looks like this option was originally added for use with LTN-like mods;
2) As a consequence of the first reason - different players may built different setups of their depots. And this settings may vary for each of them;
1) i have to disagree, you can play without LTN but still enable/disable station with circuit network, i do that most of the time, this means i have plenty of trains at a loading area full of material waiting for any unloading station on the map to open, when buffer of material drops under a threshold. Before the unloading open trains don't move because they don't have a station open on schedule. In this case the pathfinder is behaving nicely. Addind a penalty for my particular case would not yield different result, but would cost more computationnal power if trains start "looking further away" instead of just queuing behind the immobilized train.
2) i still think it's the other way around , the limit is (supposedly) fixed, and players have to design their depot accordingly, else the depot itself is the problem. If you propose this function in the mod,to me it means that you implicitly encourage players to solve a design problem by keeping the design the same and just spending more computationnal power to deal with it. However if this function was existing in base mod it could also be used to "reduce" the penalty, in some (rare) cases where trains require lots of CPU usage in 1 tick to find a path, you could prevent them from "looking too far away".