Aurora wrote:
Played this sim through over the past week and must compliment the developer and testers on getting it running so smoothly.
Thank you.
I've found a problem with stickies in that the Train Descriptions of Tube trains don't link with their respective timetable (no link).
The problem is that the core code detects train descriptions by looking for the 1A23 pattern. If this is expanded to accept A123 as well, there's more chance of false positives. It's not practical to make this sim-specific.
When I played, S204-F did not run as it is put in as only running 50% of the time.
Yes. Now I think about it, that's a bit odd. LU WTTs sometimes have trains standing spare for certain situations (e.g. football matches) but I've never before seen one that is conditional over
part of its schedule.
When this train doesn't run, the following runs (K204-G, J204-H, K204-J, K204-K, J204-L, K204-M, K204-P, J204-Q, K204-R and K204-S) from the train do not run. Is this intentional?
Yes. These are the successive parts of 204's run up and down the line. If it never enters, it won't do the rest of the runs.
Could a rule be written (or what it is that is done to make them disappear from the TT list) whereby if S204-F doesn't run, then the following '204' runs automatically don't run? The trains themselves don't run which is what should be happening but this isn't noticed as 'entered' by the TT list. The TT list continues to list them as coming up through the end of the simulation.
Not easily. It's not a rule issue, but a core code one. It needs to look through the timetable and "tick off" the next working, then repeat as necessary. However, it's not that easy, because you have to take account of joins and splits as well. The player may also want to know about the train so that they can assign it to another timetable. Requires more thought.
All of my trains depart the Harrow & Wealdstone Siding one minute late. Would anyone have a potential reason for this? Thanks.
The time it takes the driver to walk to the other end?
Also with timings, I ended up with roughly 7124 minutes lost (with a few hundred recovered (for anyone wanting to know)), has anyone been able to do significantly better in the 'minutes lost' when they've played or is it maybe just a timing and sim-operation thing?
There's a comment in the manual you may want to look at, concerning the real-world situation.