![]() The check is performed in the method CargoTrainAI.ArriveAtDestination() (starting with the call to CargoTruckAI.FindNextCargoParent). Cargo trains waiting at a cargo hub despawn when the hub is not able to provide any goods within 16 simulation steps. I have not tested cargo trains as extensively as passenger trains but a different condition seems to apply here. If that's the case this would lead to further mod incompatibilities which I do not want to accept. I would first have to check if other mods already provide "old-fashioned" (=non-"Harmony") detours for the PassengerTrainAI.ArriveAtTarget method ( I have not checked but I strongly assume that public transport related mods like Improved Public Transport 2 override it). Since the map center corresponds to the world position (0, 0, 0) the term above ( uniform/maximum norm) increases towards map bounds.Ī possible solution would be therefore to reduce the threshold (4800) to some higher value or to replace the check with something better. (code reference: PassengerTrainAI.ArriveAtTarget) Max(abs(lastFramePosition.x), abs(lastFramePosition.z)) > 4800 It checks whether the following condition is true for the last known world position ( lastFramePosition) of the train in question: However, the map bound condition CO once wrote uses a rather rough metric. because a regular player could not witness the train despawning anyway.it's senseless to send empty trains to the player's cities and.If there are no passengers to pick up the game assumes that the train may safely despawn because When passenger train stations are built next to the edge of the map the game assumes that the train reached an outside connection. Of course, this is possible if the 81 tile mod is enabled for example, and in general it should be unproblematic. Passenger trains may despawn if the the train station where they arrived at is located too close to the edge of the map. I finally found the reasons why this is happening. ![]()
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