Comments (11)
Maybe this is even related to what you noted as the old desync bug at http://forum.simutrans.com/index.php?topic=14690.0
from simutrans-extended.
That is certainly possible: when I fix this, we will have to re-test the
desync bug.
On 01/08/2015 00:06, steffen123 wrote:
Maybe this is even related to what you noted as the old desync bug at
http://forum.simutrans.com/index.php?topic=14690.0—
Reply to this email directly or view it on GitHub
#41 (comment).
from simutrans-extended.
I think that I have fixed the electrical problem: there was a bug in the
code that checked whether factories were connected to towns, which
resulted in them sometimes not being regarded as connected to towns even
though they were. That is now fixed: would you be able to confirm that
this is working for you? It would be interesting to see whether this
fixes the desync issues.
On 31/07/2015 18:22, steffen123 wrote:
Hi, sorry to be bombarding you like this ;)
I am happy to bisect by the way, what's the earliest tag/commit that
will load my saves correctly?Now, onto the bug.
Backstory:
Same game as in #40
#40, I
now started building an electricity network of Paris&Amsterdam. When I
connected amsterdam I first tried with a substation at 338,404, but
that didn't work. So I figured maybe that's not connected to the city
and built one at 360,405 instead. That also didn't work. So I saved
and either reloaded or quit&reloaded (I think the latter, but not
certain). Then it worked, power usage went up to ~70 MW, or would've
if I had had enough generation connected (btw, the transformers show
KW instead).Steps to reproduce:
Then February 1925 started and usage dropped to 8 MW. So saved (I'll
send you this savegame) quit and reloaded, and usage was back to
normal. Fast forward to March and usage drops back to 8 MW. I quit and
reloaded the February savegame to confirm, and it happens reliably.Possibly related: I occasionally notice trains stopped on their track
after track changes and/or schedule changes. Reloading always fixes
those so I don't have anything really reportable, but I thought this
could potentially be related.Cheers, Steffen
—
Reply to this email directly or view it on GitHub
#41.
from simutrans-extended.
Thank you, tried commit 149fbc3 and the reported bug (power demand disappearing on month-end) is gone. Energy demand also goes up from 72 MW to 80 MW, which appears to be due to Paris Colliery. This also fits well with what you described. Note that the increase in power use only appears at month-end, but I'd assume that is only an artefact of the fixed bug and would only appear in games from before the bugfix.
I can't speak for the desync issue though but I'm happy to arrange for a test. My computer takes approx 4 Minutes to rebuild from devel-new, and I can apply patches manually.
However there appears to be another two bugs, possibly related to either or both of the discussed.
New backstory: I loaded my last savegame with the previous version (d1927-09), destroyed the substations at Leipzig (this one had 2) and Nantes and the last 5 squares each of the power line. Then I let the game run to month end, saved (d1927-10), quit the game, reloaded.
- When I load the -10 savegame power demand is again down to 72 MW. At month end (ie Nov 1927) it is back up to 80 MW. Letting it run on into Dec doesn't change anything and demand stays at 80 MW.
- This one I had noticed between opening this issue and your bug. When I connected Nantes and Leipzig they didn't draw power (checked the power line info dialogue, and the cities' power usage). I destroyed those connections as described above and rebuilt them now in Dec (without pausing, just in case), and they again don't connect.
For Nantes I built the line first, then placed the substation on the last square of the line. For Leipzig I did it the other way round. When I connected the power line to Leipzig's new substation the numbers on the power line info screen momentarily dropped to 0 except demand dropped to 24 (Leipzig's demand) and then all went back up to the previous numbers. But even without Nantes demand should now be ~104 MW. Letting it run to month end doesn't change anything, demand stays at 80 MW. I saved again and am sending you this one. This savegame also exhibits the 72 MW issue so I'm only sending this one.
from simutrans-extended.
PS: almost forgot, the 72 MW issue also appears when simply saving and immediately reloading, it is not necessary to quit.
from simutrans-extended.
Thank you very much for the report. Can you check with the latest commit
to see whether any of these bugs are fixed? I am afraid that I did not
get your saved game, but I have found and fixed a specific set of bugs
that might have caused this (and might also have been responsible for
the desync).
On 01/08/2015 18:44, steffen123 wrote:
Thank you, tried commit 149fbc3
149fbc3
and the reported bug (power demand disappearing on month-end) is gone.
Energy demand also goes up from 72 MW to 80 MW, which appears to be
due to Paris Colliery. This also fits well with what you described.
Note that the increase in power use only appears at month-end, but I'd
assume that is only an artefact of the fixed bug and would only appear
in games from before the bugfix.I can't speak for the desync issue though but I'm happy to arrange for
a test. My computer takes approx 4 Minutes to rebuild from devel-new,
and I can apply patches manually.However there appears to be another two bugs, possibly related to
either or both of the discussed.New backstory: I loaded my last savegame with the previous version
(d1927-09), destroyed the substations at Leipzig (this one had 2) and
Nantes and the last 5 squares each of the power line. Then I let the
game run to month end, saved (d1927-10), quit the game, reloaded.
When I load the -10 savegame power demand is again down to 72 MW. At month end (ie Nov 1927) it is back up to 80 MW. Letting it run on into Dec doesn't change anything and demand stays at 80 MW.
This one I had noticed between opening this issue and your bug. When I connected Nantes and Leipzig they didn't draw power (checked the power line info dialogue, and the cities' power usage). I destroyed those connections as described above and rebuilt them now in Dec (without pausing, just in case), and they again don't connect. For Nantes I built the line first, then placed the substation on the last square of the line. For Leipzig I did it the other way round. When I connected the power line to Leipzig's new substation the numbers on the power line info screen momentarily dropped to 0 except demand dropped to 24 (Leipzig's demand) and then all went back up to the previous numbers. But even without Nantes demand should now be ~104 MW. Letting it run to month end doesn't change anything, demand stays at 80 MW. I saved again and am sending you this one. This savegame also exhibits the 72 MW issue so I'm only sending this one.
—
Reply to this email directly or view it on GitHub
#41 (comment).
from simutrans-extended.
Hi,
I updated to 87f21c1. The 72 MW issue is gone now, too, thanks. That leaves just the final one I had in this general area, Nantes&Leipzig aren't connecting. I've sent you the latest one (still created with the last game version I had). Make sure to check your spam folder, my mail server still needs something so my mails don't get treated as spam ;)
from simutrans-extended.
I do not think that this is actually a bug at all: the power demand is
measured in Kilowatts, not Megawatts: people used much, much less
electricity in the olden days, so towns without industry will have a
very limited demand.
However, I did find a bug related to this issue in the towns' power
supply graphs, which would round down to zero when the power demand was
low. I have fixed this by changing the scale of the graph based on the
demand.
Can you confirm that, understood as kW properly as displayed, there is
no bug apparent?
On 01/08/2015 21:21, steffen123 wrote:
Hi,
I updated to 87f21c1
87f21c1.
The 72 MW issue is gone now, too, thanks. That leaves just the final
one I had in this general area, Nantes&Leipzig aren't connecting. I've
sent you the latest one (still created with the last game version I
had). Make sure to check your spam folder, my mail server still needs
something so my mails don't get treated as spam ;)—
Reply to this email directly or view it on GitHub
#41 (comment).
from simutrans-extended.
Ah, I had assumed the kW is a bug. In that case you may well be right, if industry is counted as town demand in the town's graphing? I'm updating to db045c0 now.
from simutrans-extended.
Industries that are in a town draw from the town's electricity supply,
and are indeed included in the town's graphs.
On 02/08/2015 01:04, steffen123 wrote:
Ah, I had assumed the kW is a bug. In that case you may well be right,
if industry is counted as town demand in the town's graphing? I'm
updating to db045c0
db045c0
now.—
Reply to this email directly or view it on GitHub
#41 (comment).
from simutrans-extended.
Ok, in that case the issue was indeed in my understanding, not the game ;) Thank you
from simutrans-extended.
Related Issues (20)
- [Incomplete][Bug][Windows] Help window is incompletet and opens with every F key not only the F1
- [bug][crash][windows] if userdir is used
- [bug][visuals] Text in Windows or Charts numbers are not readable
- [bug] Settings aren't saved
- Missing header while compiling on MacOS Catalina HOT 15
- Crash during generation of new game map after fresh install HOT 2
- [Bug][Windows][Crash] Crashes on latest nightly build HOT 10
- Address sanitizer crash on starting simutrans on Linux HOT 15
- sdl_mixer crash when starting latest simutrans-pak128.britain HOT 6
- [Feature Request]Better road builder for factories HOT 1
- [Bug]Missing factory connections on worldgen HOT 7
- [Bug] Loading convoy weight oscillation HOT 1
- [Feature Request] Cargo subtypes for mail and passengers HOT 6
- [Feature Request] Time warp voting HOT 1
- [Bug] Crash on trying to switch players for takeover HOT 8
- Can't edit Marker text HOT 2
- [Purpose] The README.md and distribute.sh should mention about installation with cmake HOT 3
- [information] no vehicles available anymore for purchase in game started in 2000. Only two tram types that I purchased in the beginning are available. HOT 2
- Not able to start the game in any pack HOT 1
- [Feature request] Make trucks not enter occupied intersections. HOT 4
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from simutrans-extended.