Config
Log for #openttd on 20th September 2021:
Times are UTC Toggle Colours
00:07:50  *** Wormnest has quit IRC
00:47:14  *** Wormnest has joined #openttd
01:39:50  *** Wormnest has quit IRC
01:57:59  *** glx has quit IRC
02:03:42  *** Wormnest has joined #openttd
02:11:24  *** D-HUND has joined #openttd
02:14:44  *** debdog has quit IRC
02:37:51  *** Strom has quit IRC
02:39:30  *** Strom has joined #openttd
02:47:34  *** Compu has joined #openttd
02:56:18  *** Wormnest has quit IRC
03:02:43  *** _aD has quit IRC
03:08:18  *** WormnestAndroid has quit IRC
03:08:59  *** WormnestAndroid has joined #openttd
03:12:30  *** pm has joined #openttd
03:13:07  *** pm is now known as Guest367
03:19:49  *** Guest283 has quit IRC
03:32:34  *** Wormnest has joined #openttd
04:01:59  *** HerzogDeXtEr has joined #openttd
04:04:08  *** Wormnest has quit IRC
04:07:46  *** HerzogDeXtEr1 has quit IRC
04:48:10  *** Wormnest has joined #openttd
04:50:37  *** tokai has joined #openttd
04:50:37  *** ChanServ sets mode: +v tokai
04:57:36  *** tokai|noir has quit IRC
05:20:39  *** sla_ro|master has joined #openttd
05:40:38  *** Wormnest has quit IRC
06:07:18  *** D-HUND is now known as debdog
06:09:29  *** Wormnest has joined #openttd
06:54:34  *** andythenorth has joined #openttd
07:07:00  *** jottyfan has joined #openttd
07:27:25  *** virtualrandomnumber has joined #openttd
07:27:31  *** virtualrandomnumber has quit IRC
08:26:22  *** xT2 has joined #openttd
08:26:22  *** ST2 has quit IRC
08:26:30  *** nielsm has joined #openttd
08:26:36  *** xT2 is now known as ST2
08:27:48  *** andythenorth has quit IRC
08:30:34  <peter1138> Hmm
08:39:06  *** xT2 has joined #openttd
08:39:06  *** ST2 has quit IRC
08:39:24  *** xT2 is now known as ST2
08:44:13  *** Etua has joined #openttd
08:56:23  *** WormnestAndroid has quit IRC
08:56:36  *** WormnestAndroid has joined #openttd
09:27:20  *** Samu has joined #openttd
09:36:28  *** Mapminik has joined #openttd
09:41:46  *** Etua has quit IRC
09:41:46  *** Mapminik is now known as Etua
10:25:09  <Samu> guys, I have a problem
10:25:21  <Samu> my AIs reached town station pool limit
10:25:36  <Samu> how to increase pool size?
10:26:20  <Samu> it means i won't be able to get 5000 * 15 ships
10:27:47  <Samu> and I really want to test that limit:)
10:30:35  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #9536: Change: Deliver cargo to the closest industry first https://git.io/JznZr
10:35:53  <dP> peter1138, wdym? it's neither, it takes distance to the closest industry tile
10:36:25  <dP> well, I guess in way that can be considered taking size into account
10:36:33  <peter1138> Closest industry tile rather than industry->tile, then?
10:36:44  <peter1138> Yeah, size wasn't really the right word. Spread I guess.
10:37:00  <dP> yeah, pretty much the same as it was before #7235
10:42:42  <Samu> should I post an issue?
10:49:13  <LordAro> Samu: no
10:49:15  <LordAro> it's a limit.
10:49:41  <Samu> it was reached :(
10:50:12  <Samu> companies made about 2000/2200 ships each when it was reached
10:50:25  <LordAro> your point?
10:53:18  <Samu> can't realize my dreams
10:53:20  <Samu> :p
10:53:34  <LordAro> use fewer bouys
10:53:38  <LordAro> buoys*
10:54:03  <LordAro> assuming that's what is causing you to bump against the limit
10:54:06  <Samu> i place buoys every 20 tiles
10:54:17  <LordAro> that's super close
10:54:28  <LordAro> you could even make them clever and reuse buoys
10:54:41  <LordAro> nothing stopping you from using another company's buoys, afaik
10:56:42  <Samu> using another company's buoys, I considered it in the past, but ended up not pursuing it for some reason I can't recall now
10:56:51  <dP> do buoys use as much ram as stations btw?
10:57:02  <dP> I remember stations gobbling it like crazy
10:57:26  <Samu> something to do with how the other company manages the buoys
10:57:46  <dP> so increasing station pool may not be a good idea just for the ram
10:58:07  <Samu> and the possibility of momentaneously 0 ships using the buoy and that buoy being cleared
10:58:20  <Samu> only to be used a moment later
10:58:36  <Samu> but now not existing, would cause order issues
10:58:41  <LordAro> Samu: sure, you'd need to periodically check that all ships have a "good" set of orders, but not too difficult
10:58:54  <LordAro> besides, ~50 tiles should be fine, imo
10:59:40  <Samu> you're assuming the pathfinder can handle that distance, you'd be surprised
10:59:47  <Samu> but i can try
10:59:51  <DorpsGek> [OpenTTD/OpenTTD] J0anJosep commented on pull request #9536: Change: Deliver cargo to the closest industry first https://git.io/Jzn43
11:07:44  <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #9536: Change: Deliver cargo to the closest industry first https://git.io/JznRw
11:08:36  *** Etua has quit IRC
11:10:48  <Samu> savegame with the limit reached, says about 4000 buoys for each company
11:11:07  <Samu> @calc 4000*15
11:11:08  <DorpsGek> Samu: 60000
11:11:24  <Samu> yeah, the rest is stations
11:11:37  <peter1138> I don't bother with buoys and my ships still get where they need to go.
11:14:09  <Samu> about 6-7 buoys per route
11:14:40  <Samu> you're lucky :)
11:14:52  <Samu> gonna try 50 distance between buoys
11:15:36  <LordAro> make sure your pathfinder is actually set to YAPF, i know you've fiddled with that in the past
11:22:28  <Samu> it is YAPF
11:23:01  <Samu> now running with 50 between buoys, 14 AI companies, will take the entire day
11:23:15  <Samu> let's see what happens
11:23:46  <peter1138> Testing the limits and you encounter the limits. Surprise.
12:05:14  *** glx has joined #openttd
12:05:14  *** ChanServ sets mode: +v glx
12:08:20  *** jottyfan has quit IRC
12:19:01  *** Etua has joined #openttd
12:19:46  <Timberwolf> I would like to test a limit and encounter exactly the limit I expect, for the reason I thought.
12:23:18  <Samu> the test is to know if the limit is sufficient and not reach it
12:23:22  <Samu> :(
12:24:10  <LordAro> the limit is not a "you should never be able to reach this", it is a "it should be very hard to reach this"
12:25:06  <Samu> is there a quick way in code to count how many stations have been used so far?
12:25:13  <Samu> station id
12:25:25  <glx> the limit won't be increased just because one person reached it :)
12:25:51  <LordAro> OTTD is not Samu's personal playground
12:26:05  <LordAro> though Samu's personal playground is OTTD
12:26:07  <LordAro> ;)
12:27:28  <glx> the only way I see to count station is a station loop and a counter
12:28:13  <LordAro> current pool size?
12:28:17  <LordAro> _stations->size() or whatever?
12:32:08  <Samu> i can look at _station_pool->items?
12:32:36  <Samu> i'll figure it out
12:32:49  <glx> GetNumItems
12:33:02  <glx> don't directly access the field :)
12:33:41  <glx> Station::GetNumItems()
12:35:40  <glx> of course waypoints are included
12:36:56  *** jottyfan has joined #openttd
12:37:38  *** jottyfan has quit IRC
12:40:42  <Samu> BaseStation::GetNumItems()
12:50:56  <Samu> 20757 with 1000 ships, already a bad sign :(
12:51:16  <Samu> i swear i increased the distance between buoys
12:53:24  <Samu> 301 water routes with 1223 buoys
12:53:29  <Samu> that's 602 docks
12:56:54  <Samu> got a savegame with a single company with 5000 rvs, 5000 ac, 5000 ships, it's using 5543 StationIDs
12:57:04  <Samu> @calc 5543 * 15
12:57:05  <DorpsGek> Samu: 83145
12:59:27  <Samu> the era is before hovercraft, so using slow ships, shorter routes, less buoys
13:01:32  <Samu> 3263 buoys, that's 5543-3263 = 2280 real stations
13:01:49  <Samu> that's for airports, mail trucks and buses
13:01:53  <Samu> and docks
13:02:08  <Samu> there's more buoys than all real stations together
13:50:15  *** roadt_ has quit IRC
13:50:57  *** roadt_ has joined #openttd
13:56:26  *** Wuzzy has joined #openttd
13:59:11  <DorpsGek> [OpenTTD/team] bsuseno opened issue #255: [id_ID] Translator access request https://git.io/JzcLX
14:20:29  <Samu> 38k stations and ~1900-2000 ships each company
14:21:04  <Samu> so far
14:36:10  <Samu> have yet to see if there are lost ships
14:36:38  <Samu> 50 between tiles doesn't inspire confidence on me
14:58:31  *** Etua has quit IRC
15:01:33  *** gelignite has joined #openttd
15:06:23  <Samu> this bug annoys me to no end https://github.com/OpenTTD/OpenTTD/issues/9540
15:10:28  <Samu> i can't load a save and restart
15:28:19  <Samu> found some lost ships, suspicious of 50 not being enough
15:29:23  <Samu> 3 lost ships out of 30k
15:30:17  <Samu> and 2 other lost ships for something I caused, a bug in the AI, the route isn't 100% connected for some reason
15:30:51  *** ioangogo_ has joined #openttd
15:30:59  *** ioangogo has quit IRC
15:37:01  *** ioangogo has joined #openttd
15:40:24  *** ioangogo_ has quit IRC
15:44:41  *** ioangogo_ has joined #openttd
15:45:34  *** ioangogo has quit IRC
16:56:54  *** Wolf01 has joined #openttd
16:59:30  <nielsm> hmm... not a single submission for the title screen yet
17:02:48  <TrueBrain> Too complex? Too invisible?
17:03:00  <TrueBrain> You can ask the regulars if they will participate?
17:30:20  *** Progman has joined #openttd
17:40:34  <Samu> omg, yapf sometimes surprises me https://i.imgur.com/YP3DUKc.png
17:40:43  <Samu> that ship is lost
17:42:09  <Samu> can't find a way from Dahill Buoy #2 at the top right of the image to Great Franingpool Central at the bottom left
17:42:28  <Samu> it went into a dead end and can't get out of there
17:43:07  <Samu> that's with 50 tiles distance between buoys
17:43:14  <Samu> LordAro,
17:44:50  <Samu> btw, I'm finding "vehicle lost" actually really useful
17:44:56  <Samu> that warning indication
17:52:02  <peter1138> What are those hovercraft doing on that river...
17:52:18  <peter1138> Does the side of the canal lock confuse it?
17:58:32  *** Flygon has quit IRC
18:39:59  <Samu> i think the issue is the curve penalties, mainly the 90 degrees one
18:40:29  <Samu> 60456 StationIDs used, almost at the limit
18:48:07  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JzCTc
18:48:08  <DorpsGek>   - Update: Translations from eints (by translators)
18:57:30  <Samu> it perplexes me how some ships end up lost
18:58:16  <Samu> they probably end up in a canal lane when attempting to return back to the other destination
18:58:23  <Samu> lane leading to nowhere
18:58:42  <Samu> leading to open sea actually, and then they can't find their way back
19:31:33  *** iSoSyS has joined #openttd
19:41:43  *** andythenorth has joined #openttd
19:51:16  *** sla_ro|master has quit IRC
19:56:33  *** Gustavo6046_ has joined #openttd
19:56:35  *** Gustavo6046 has quit IRC
19:56:35  *** Gustavo6046_ is now known as Gustavo6046
20:02:24  <Samu> limit has been finally reached! https://i.imgur.com/eY489m0.png
20:03:20  <Samu> 2800-3100 ships each company
20:36:46  *** Gustavo6046_ has joined #openttd
20:41:35  *** Gustavo6046 has quit IRC
20:41:35  *** Gustavo6046_ is now known as Gustavo6046
21:05:05  *** gelignite has quit IRC
21:07:20  *** andythenorth has quit IRC
21:10:34  <nielsm> Samu: you may be interested in this https://github.com/OpenTTD/OpenTTD/compare/master...nielsmh:drawpf
21:11:13  *** Progman has quit IRC
21:11:14  <nielsm> it doesn't work properly in any other zoom than max, I don't understand why the drawing/zooming code scales things weirdly, and also I probably hooked into the wrong places to get the best possible info from the pf
21:11:28  <nielsm> but it might work as a framework to understand what goes on
21:21:24  <Samu> I'll take a look at it tomorrow, got no time today
21:24:18  <nielsm> but I can tell you right now that the pathfinder costs ("penalties") for tiles do not affect pathfinder being able to find or not find a destination, unless they're set so crazy that it leads the pf down completely wrong branches
21:24:56  <nielsm> but increasing pf.yapf.max_search_nodes from the default of 10k up to 100k made my test ship find its way
21:25:38  <FLHerne> well, the problem is that oceans are big and full of passable tiles with every possible track bit
21:25:40  <nielsm> I don't know why it needs that many node visits however, it seems either something is counting wrong, or it visits the same nodes/tiles too many times
21:25:57  <FLHerne> so even a small penalty on the 'right' path increases the number of nodes massively
21:26:38  <FLHerne> because it fills potentially hundreds of tiles on each side of the route, to the width that makes up for the penalty, before continuing the right way again
21:26:51  <glx> too many possible path on each water tile
21:28:38  <glx> I'm not even sure if crossing a visited tile from a different direction is detected (I hope it is)
21:29:58  <nielsm> https://0x0.st/-3xv.png  the ship considers the tile area I've circled with red, to find the orange path
21:30:06  *** Samu has quit IRC
21:30:43  <nielsm> I guess because a tile can be visited from many directions it can count towards max nodes many times
21:32:29  <TrueBrain> Nodes are a tuple of tile and trackdir
21:32:35  <TrueBrain> Which doesn't really make sense for ships
21:32:59  <TrueBrain> Tile alone should be sufficient
21:33:13  <TrueBrain> I tried to fix that .. YAPF didn't like that :p
21:35:36  <glx> using exitdir alone could be better than trackdir, as many trackdir leads to the same exitdir
21:37:08  <glx> (but I don't really know the implementation)
21:37:30  *** Wolf01 has quit IRC
21:40:28  <nielsm> hmm, my test ship here will find its way at 17k max search nodes but only after being lost for a third the way
21:41:24  <nielsm> I don't entirely understand how a non-solution is chosen as partial potential path when some other cases leads to it just circling around
21:42:24  <glx> final tile closer to destination ?
21:42:31  <TrueBrain> If it can't find a path, it just moves towards the target for a while
21:43:21  <nielsm> nah in my case here it didn't find a path (kept reporting as lost), but it was still choosing a path around the obstacle
21:43:40  <glx> moving toward the target might be the worst choice is some situations
21:43:55  <nielsm> I guess maybe it did find a node closer to the destination than the origin?
21:45:07  <nielsm> hmm... might it make sense to have a dynamic search range on ships? gradually increase the max nodes searched every time pathfinding fails, up to some hard max
21:45:25  <nielsm> actually no it won't
21:45:33  <nielsm> beause either it finds a path or it doesn't
21:46:51  <TrueBrain> Guess the only real solution is a proper ship PF .. or someone really understanding YAPF :p
21:49:11  <glx> maybe pf could draw a rail track on the tile when it runs
21:49:34  <glx> so we can see what it does
21:53:04  <TrueBrain> Chaosssss
22:02:40  <nielsm> https://0x0.st/-3xR.jpg  what my above branch draws when zoomed all the way in
22:03:01  <nielsm> basically tile transitions considered and the lowest cost found for each tile
22:04:00  <nielsm> https://0x0.st/-3x7.jpg  what it draws when not zoomed all the way in, basically the same except in the wrong place and with weird clipping effects
22:13:03  *** Wormnest has quit IRC
22:22:58  *** nielsm has quit IRC
22:25:13  *** WormnestAndroid has quit IRC
22:25:58  *** WormnestAndroid has joined #openttd
22:45:38  *** Wormnest has joined #openttd
23:32:58  *** Wuzzy has quit IRC
23:38:40  *** Wormnest has quit IRC

Powered by YARRSTE version: svn-trunk