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Never-ending crew change?

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Never-ending crew change? 05/12/2017 at 21:19 #103712
GeoffM
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Lyn-Greenwood in post 103688 said:
Geoff,

Now you are working on an interim fix to the Crew-change Dwell-time issue, do you also intend to fix the long-standing problem with the Train-type Station Dwell-time (both of them) so that the Dwell-time is measured from the Actual Arrival time of the train rather than from the time its last Activity completes?

I'm sure there would be some very happy users if it could be done now rather than when the mega-changes to the Dwell-time logic are agreed and implemented.
If only it were that simple...

There has been a LOT of discussion off-forum about the way dwell times are dealt with - your solution, for example, is not acceptable to some TT authors. Please be patient while we try to get to a compromise that everybody is happy with, not just one that fits a few people.

SimSig Boss. Website issues: Check here first: https://www.simsig.co.uk/Wiki/Show?page=newwebsite
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Never-ending crew change? 05/12/2017 at 22:35 #103718
Lyn-Greenwood
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GeoffM in post 103712 said:
Lyn-Greenwood in post 103688 said:
Geoff,

Now you are working on an interim fix to the Crew-change Dwell-time issue, do you also intend to fix the long-standing problem with the Train-type Station Dwell-time (both of them) so that the Dwell-time is measured from the Actual Arrival time of the train rather than from the time its last Activity completes?

I'm sure there would be some very happy users if it could be done now rather than when the mega-changes to the Dwell-time logic are agreed and implemented.
If only it were that simple...

There has been a LOT of discussion off-forum about the way dwell times are dealt with - your solution, for example, is not acceptable to some TT authors. Please be patient while we try to get to a compromise that everybody is happy with, not just one that fits a few people.
I'm sure there is a lot of behind-the-scenes discussion taking place on how to best deal with the various dwell times that SimSig supports and I agree it's not a simple matter. However, we currently have a bizarre situation which I'll try and explain. If a train has a 5 minute Train-type Station dwell time set to ensure it stops at stations for a sensible time if running late, then if it arrives early or on time at a station and a crew change is scheduled, then the crew change completes on time but the train always departs 5 minutes late. The departure time also gets delayed in the same fashion if a new loco attaches (or a join takes place) before the scheduled departure time. If you remove the Station dwell time, then everything works fine, but you get an enforced delay if there is a Station dwell time, which just doesn't seem right to me.

I'm sure you'll come up with a scheme which prevents the strange behaviour I've outlined above, so I'll wait patiently for the outcome.

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Never-ending crew change? 05/12/2017 at 22:38 #103719
Albert
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GeoffM in post 103534 said:
In a slightly unusual step I'm going to attach a WIP version of the Loader. Firstly it should show that progress has been made, albeit not complete yet. Secondly, some posters on this thread are not testers but do have significant interest in this issue. Thirdly, it's useful to me to be sure of the right direction before it's too late.

I've loaded a save of a train which was stuck in the platform waiting for crew into 4.6.5.3 and within seconds it gave me a TRTS, so that's at least working now. What I have noticed though is; you do not see crew change anymore in the window to show a train's timetable; the "CC" activity is only shown in the editor.

Thanks for the quick fix at least!

Last edited: 05/12/2017 at 22:38 by Albert
Reason: None given

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Never-ending crew change? 05/12/2017 at 23:19 #103721
JamesN
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Lyn-Greenwood in post 103718 said:
GeoffM in post 103712 said:
Lyn-Greenwood in post 103688 said:
Geoff,

Now you are working on an interim fix to the Crew-change Dwell-time issue, do you also intend to fix the long-standing problem with the Train-type Station Dwell-time (both of them) so that the Dwell-time is measured from the Actual Arrival time of the train rather than from the time its last Activity completes?

I'm sure there would be some very happy users if it could be done now rather than when the mega-changes to the Dwell-time logic are agreed and implemented.
If only it were that simple...

There has been a LOT of discussion off-forum about the way dwell times are dealt with - your solution, for example, is not acceptable to some TT authors. Please be patient while we try to get to a compromise that everybody is happy with, not just one that fits a few people.
I'm sure there is a lot of behind-the-scenes discussion taking place on how to best deal with the various dwell times that SimSig supports and I agree it's not a simple matter. However, we currently have a bizarre situation which I'll try and explain. If a train has a 5 minute Train-type Station dwell time set to ensure it stops at stations for a sensible time if running late, then if it arrives early or on time at a station and a crew change is scheduled, then the crew change completes on time but the train always departs 5 minutes late. The departure time also gets delayed in the same fashion if a new loco attaches (or a join takes place) before the scheduled departure time. If you remove the Station dwell time, then everything works fine, but you get an enforced delay if there is a Station dwell time, which just doesn't seem right to me.

I'm sure you'll come up with a scheme which prevents the strange behaviour I've outlined above, so I'll wait patiently for the outcome.
The crux of it is - should activities / dwell time happen concurrently or consecutively or a mix of the two (for example a train could change crew and elapse the dwell time concurrently; but you can't do the booked detachment until the crew have changed). It really isn't very simple to arbitrarily make that assumption to the satisfaction of all users - indeed the original behaviour wasn't faulty - it was doing what it was designed to do. Concurrent activities simply weren't considered when customisable dwell times were implemented.

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Never-ending crew change? 05/12/2017 at 23:39 #103723
GeoffM
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Lyn-Greenwood in post 103718 said:
However, we currently have a bizarre situation which I'll try and explain. If a train has a 5 minute Train-type Station dwell time set to ensure it stops at stations for a sensible time if running late, then if it arrives early or on time at a station and a crew change is scheduled, then the crew change completes on time but the train always departs 5 minutes late. The departure time also gets delayed in the same fashion if a new loco attaches (or a join takes place) before the scheduled departure time. If you remove the Station dwell time, then everything works fine, but you get an enforced delay if there is a Station dwell time, which just doesn't seem right to me.
See, this is part of the problem. While what you describe you want might be perfectly correct in some situations, it might not be in others. Imagine in the above scenario that the passengers are not allowed to board during that divide/join - required with sliding door stock and health and safety, I believe: we do then have to have a dwell time after the divide/join to allow the passengers to board. In slam door times probably nobody would mind so much.

JamesN in post 103721 said:
The crux of it is - should activities / dwell time happen concurrently or consecutively or a mix of the two (for example a train could change crew and elapse the dwell time concurrently; but you can't do the booked detachment until the crew have changed).
Indeed, and there's more. Say a train divides into three portions: should the total divide time be the same as for one divide (probably not), or doubled (probably not), or somewhere in between (probably)?

JamesN in post 103721 said:
indeed the original behaviour wasn't faulty - it was doing what it was designed to do. Concurrent activities simply weren't considered when customisable dwell times were implemented.
The former - yes, by design (though clearly not what everybody wants!). The latter... yeah... as more features get added, we can look back and say "it was okay then, but how do we fit X in as well without breaking existing timetables".

Ultimately you want full control - but without it becoming a massive chore to write a timetable. That's the bit we're trying to suss out.

SimSig Boss. Website issues: Check here first: https://www.simsig.co.uk/Wiki/Show?page=newwebsite
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Never-ending crew change? 06/12/2017 at 11:15 #103743
KymriskaDraken
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GeoffM in post 103723 said:
Lyn-Greenwood in post 103718 said:
However, we currently have a bizarre situation which I'll try and explain. If a train has a 5 minute Train-type Station dwell time set to ensure it stops at stations for a sensible time if running late, then if it arrives early or on time at a station and a crew change is scheduled, then the crew change completes on time but the train always departs 5 minutes late. The departure time also gets delayed in the same fashion if a new loco attaches (or a join takes place) before the scheduled departure time. If you remove the Station dwell time, then everything works fine, but you get an enforced delay if there is a Station dwell time, which just doesn't seem right to me.
See, this is part of the problem. While what you describe you want might be perfectly correct in some situations, it might not be in others. Imagine in the above scenario that the passengers are not allowed to board during that divide/join - required with sliding door stock and health and safety, I believe: we do then have to have a dwell time after the divide/join to allow the passengers to board. In slam door times probably nobody would mind so much.

JamesN in post 103721 said:
The crux of it is - should activities / dwell time happen concurrently or consecutively or a mix of the two (for example a train could change crew and elapse the dwell time concurrently; but you can't do the booked detachment until the crew have changed).
Indeed, and there's more. Say a train divides into three portions: should the total divide time be the same as for one divide (probably not), or doubled (probably not), or somewhere in between (probably)?

JamesN in post 103721 said:
indeed the original behaviour wasn't faulty - it was doing what it was designed to do. Concurrent activities simply weren't considered when customisable dwell times were implemented.
The former - yes, by design (though clearly not what everybody wants!). The latter... yeah... as more features get added, we can look back and say "it was okay then, but how do we fit X in as well without breaking existing timetables".

Ultimately you want full control - but without it becoming a massive chore to write a timetable. That's the bit we're trying to suss out.
I don't know if this is possible or not, but if the station dwell times are made inclusive the other activities will happen while this counter is running down. You then add a checkbox/menu to each activity so that the writer can specify that the activity happens at the same time as the one before, happens after the previous one has completed, or happens at the same time as the next activity, the default being happens after previous.

For example a train has a ten minute dwell, and has to split and have a crew change you can specify that the split happens first, happens last, or happens at the same time as the crew change.

Kev

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Never-ending crew change? 06/12/2017 at 16:49 #103759
Lyn-Greenwood
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I believe the current discussion on dwell times would be better conducted under the "Ideas on multiple dwell times" thread in the Timetables section of the Forum (see here).

Would a kind Moderator please move all posts from my Post #103668 onwards to this new location? I'll then add some more thoughts on the subject.

Last edited: 06/12/2017 at 16:51 by Lyn-Greenwood
Reason: Typo!

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Never-ending crew change? 07/12/2017 at 00:51 #103767
simonstops
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Please can someone advise me if i'm missing something? I read the forum and understand Albert has had success with the waiting crew problem since Geoff produced the updates. I've downloaded these files from the loader and started a fresh 2016 game. The problems are still there with 1P07 etc. I've tried playing the 2009 timetable and the problems are with that timetable too. Cheers
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Never-ending crew change? 07/12/2017 at 03:25 #103770
GeoffM
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Postal sent me a log file earlier which identified a couple of things not used in my test timetables. I've attached a new Loader. Again, this won't fix everything as I was just concentrating on the time aspect for the moment. Any testing ought to be done on fresh games, not saves.
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Never-ending crew change? 07/12/2017 at 05:19 #103771
BarryM
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simonstops in post 103767 said:
Please can someone advise me if i'm missing something? I read the forum and understand Albert has had success with the waiting crew problem since Geoff produced the updates. I've downloaded these files from the loader and started a fresh 2016 game. The problems are still there with 1P07 etc. I've tried playing the 2009 timetable and the problems are with that timetable too. Cheers
If your Loader version is 4.6.5 then the Crew changes have not been uploaded till Geoff's post applies today.

Barry

Barry, Sydney, New South Wales, Australia
Last edited: 07/12/2017 at 05:27 by BarryM
Reason: edit

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Never-ending crew change? 07/12/2017 at 05:44 #103772
BarryM
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Tested a Peterborough crew change 4E86. It arrived 2 minutes late, changed crew then departed 1 minute late.

Barry

Barry, Sydney, New South Wales, Australia
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Never-ending crew change? 07/12/2017 at 06:16 #103773
BarryM
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I like your additional phone call messages!. Excellent!

Barry

Barry, Sydney, New South Wales, Australia
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Never-ending crew change? 07/12/2017 at 10:34 #103779
simonstops
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Cheers for that BarryM
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Never-ending crew change? 09/12/2017 at 22:38 #103847
GeoffM
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Further investigations and a new version is being tested off-forum first. The two sims and timetables I was testing against had different results and on further investigation they had different setups. These are all pertinent factors in crew changes:
- Can depart early (d in timings)
- Crew change dwell time (00:00 or not)
- Station stop dwell time (x4 variations)
- Any other activities at the same location after the crew change (including Next/Divide/Join but not Share)
- Whether there is mathematically enough time to do everything required
- Run rounds where the divide-rejoin duration is unknown by the software

I'm withholding updates until this issue is resolved, but we may be there from the sounds of the first few hours of testing. To solve some of the above I've implemented a bit more of the things I intended to do later. I'll tell you more when I'm happy it seems to be working.

SimSig Boss. Website issues: Check here first: https://www.simsig.co.uk/Wiki/Show?page=newwebsite
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Never-ending crew change? 11/12/2017 at 09:30 #103878
BarryM
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Albert in post 103099 said:
Here is a save of train 1P77 in the 2016 TT standing in Oxford P3 waiting for its 20:06 crew (it called me when entering reporting the crew would be there at 20:06).
However even when letting it run until 20:19, the train stays at "crew change" status.

Any way to get it to move?
I ran a test of Alberts dilemma using Loader 4.6.5.4 and found the Crew Change worked perfectly.

Barry

Barry, Sydney, New South Wales, Australia
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