Openttd conditional orders8/19/2023 ![]() With more effort, you can create a second "hub" in your order list, where a similar gauntlet of conditional orders splits planes in multiple directions. If the sequence gets too long you might start to see some bunching effects, so try to spread it around. Do that long enough and you could connect every pair of airports. You can extend this to a non-radial network in two ways: firstly, and easily, you can simply extend each part of the order list into a longer sequence. This would depend on double-orders being handled elegantly at airports, which I haven't actually checked - I've only done something like this at train stations, where you need an extra tile of station length for the trains to start and stop at the same station. That way the plane unloads at A, then runs the gauntlet to decide its destination, then loads for that destination. just add an extra order 1 "Go to A" ahead of it all. One fix would be to do a double-visit to A, i.e. It'd all come out in the wash over time, but it might make things a little less neat. Meanwhile, another plane from a closer airport could leave that airport later and arrive earlier, which would mean the sequence would be wrong. In other words, as soon as it leaves airport B, it runs through the gauntlet of orders 1-4, and the next destination after A is already decided long before it even arrives at A. If it's 25%, every 4th if 33% nearly every third time, occasionally jumping out of sequence because 33% is not exactly 1/3 (would be nice if we could specify fractions rather than percentages there's ways around this, but they make it a lot more complicated).Īlthough this scheme fixes the "loading before you know the destination" problem, it does create a new, more minor one by choosing the next destination too early. If it's set to 50%, every second plane will jump to that order. This conditional order is NOT random, it is systematic, which is why it is so effective here. Airport A is the hub so you're creating 4 routes: A-B, A-C, A-D, A-E. To do this, an order list might look like this. Also, with cargodist, you can't have your plane depart and THEN the captain announces the destination as it gains altitude, its next destination has to be clear when it is loading passengers. You can use this as a "splitter" which can be very effective at keeping trains/planes apart from each other - although your orders start getting very convoluted if you're doing anything other than a radial network with a single hub. I think it's still not in the base game, but in JGR's patchpack there's a conditional order of "jump to order X Y% of times", where Y is a number between 0 and 100. The best approach for when timings are so unreliable as they are with planes is to use conditional orders: don't slow the planes down, just let them change their destinations according to which one hasn't seen a departure for the longest. With autoseparation, it can work, but planes are still sitting around waiting for that to work, taking up limited airport space. ![]() Planes are too unreliable to be timetabled without building in a lot of slack, which is inefficient, and when airports get crowded, everything will fall apart. The best thing for this is not timetabling, autoseparation, or even scheduled dispatch.
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