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Renai Transportation and LTN interaction

Posted: Thu Nov 05, 2020 9:31 am
by AnotherRookie
I've been playing around with Renai Transportation train jumps. A train jumping invalidates its schedule and another train is dispatched, causing a death spiral of duplicate schedules. Is it possible to fix this behavior with a simple tweak, or would it require some extensive coding?

Re: Renai Transportation and LTN interaction

Posted: Thu Nov 05, 2020 3:23 pm
by Optera
Seems like Renai Transportatio rebuilds trains without raising proper events.
I'm already supporting train id migration if on_train_created is used properly.

Re: Renai Transportation and LTN interaction

Posted: Fri Nov 06, 2020 8:07 am
by AnotherRookie
Looking at the id migration, it only works if the two trains are related correct? In Renai Transportation the train is actually being destroyed then a new train created after the jumping animation finishes, which can take a few seconds. Is seems like the train scheduler would have to know to wait before it reassigns the schedule. Also, the updated delivery would have to relate the destroyed train to its replacement train. Seems difficult to implement.

Re: Renai Transportation and LTN interaction

Posted: Fri Nov 06, 2020 9:57 am
by Optera
Adding support for mods doing anything beyond decoupling, rotating/replacing and recoupling won't happen.