Why No Nyt Ai Services On The New Lirr?

Discussion in 'TSW General Discussion' started by vuurkip#5765, Apr 26, 2024.

  1. vuurkip#5765

    vuurkip#5765 Well-Known Member

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    Huge missed opportunity to have them appear, NJT at penn might not be too noticeable but not having them shunt at Sunnyside or not seeing Northeast regionals and acela's pass you is dissapointing. Atleast the option would be nice if you have the PC power
     
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  2. mshor31293

    mshor31293 Well-Known Member

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    I would guess due to the high volume of traffic already on it , having ai services on top of it would probably tank the frame rate
     
  3. RobertSchulz

    RobertSchulz Well-Known Member

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  4. vuurkip#5765

    vuurkip#5765 Well-Known Member

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    Like i said, i would have loved to atleast have the option. Penn on the full timetable runs fine on my system so its dissapointing to me that the other route on the exact same location has less going on
     
  5. DTG Matt

    DTG Matt Executive Producer Staff Member

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    It took an extraordinary effort to get the LIRR timetable as busy as it is - and we felt the time was best spent focusing on that - throwing more complexity in the Penn station area is already at the high end of an exponentially increasing curve of complexity that would likely introduce more difficult to find and difficult to fix issues in this already complex timetable.

    This is by far the busiest timetable in the game, while the service counts are lower than London Brighton it's in a MUCH more condensed space on the most complex signalled network in the US.

    Matt.
     
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  6. vuurkip#5765

    vuurkip#5765 Well-Known Member

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    so no plans to add it? Dissapointng, guess its kinda understandable but would have loved to see them, feels incomplete without. Please don't let it be a trend to have AI missing from the timetable when the stock is availible
     
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  7. RobertSchulz

    RobertSchulz Well-Known Member

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    So if I got you correctly, keeping the timetable at this level was because of the easing of the ability to test and fix services because of the complexity of the timetable and network, but not actually due to performance?
     
    Last edited: Apr 26, 2024
  8. DTG Matt

    DTG Matt Executive Producer Staff Member

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    No plans to add it, no. And no it's not a trend. We always try to add what we can, but each timetable has to be evaluated individually and in this case, more time spent making LIRR services great was felt to be more important than cutting back on that to give some time for the AI moves.

    It would have impacted performance, both FPS and ram of course but the time, complexity etc was more the concern here. We'd already written off including this timetable on Series S so I wasn't too concerned about the ram side of things and that's why all the statics are there populating the yard and penn station.

    It's important to understand how much time is required to add those AI moves - it's easy to consider them short inconsequential things, and a couple of hours work to add them in at most - but that's entirely wrong, those simple moves would be relatively quick to author, and then potentially weeks to make it all work nicely again, that timetable i think is up in the 5-6 hours per simulation iteration timescale (most timetables are 1 hour) so you can see you're making one change per day basically for a normal working day. Rather than let Joe feel like he needed to be working every hour under the sun stressing out to deliver this (which, to be fair to him, he wanted to do) I descoped it because I would rather Joe is healthy.

    Matt.
     
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  9. RobertSchulz

    RobertSchulz Well-Known Member

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    Is Joethefish the only person working at timetables? That would be a massive thing for one person only.

    Also considering he's about to update Cologne-Aachen in his free time, with this amount of work already in his working time, is very honorable and hardworking.

    But I raised this concern in anohter thread regarding said SKA timetable. Wouldn't it be better to have more persons working on timetables so work could be better spread out between employees, so that they don't stress up and work could actually might could be faster done?
     
  10. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Timetables are one-person jobs. We have more than Joe working on timetables of course, but because it's all done in one file and because of how timetables are built - it really is a one person job.

    Matt.
     
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  11. vuurkip#5765

    vuurkip#5765 Well-Known Member

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    Thanks for the response. These are fair reasonings for its exclusion and thanks for the reassurance this wont be a trend. At this point im worried that busy timetables with alot of stock like maybe an improved munchen to augsburg wont happen cause of performance issues or amount of work. Busy timetables really are amazing and I would adore to see more especially for germany
     
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  12. mkraehe#6051

    mkraehe#6051 Well-Known Member

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    The reason why timetables take a long time to make is because you need to simulate them regularly to see if and how they work. Adding more people wouldn't do anything about that.

    On a reasonably-sized timetable, making almost any change takes a few minutes, but then finding out if it actually works takes an hour.
     
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  13. RobertSchulz

    RobertSchulz Well-Known Member

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    Wouldn't it be possible if one person edits the timetable and brings it forward and the other is in charge to test a previous build? If the test fails, yes, you probably would need to revert the edits currently done to the timetable, but maybe this would be better for the overall timetable process instead of just one person being either occupied by creating or testing it.
     
    Last edited: Apr 26, 2024
  14. mkraehe#6051

    mkraehe#6051 Well-Known Member

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    The computer needs an hour, not a person. All you need to do is double click a batch file and wait. Once that's done, you can usually see whether or not it's working immediately.

    I don't know how it works out if TSW gameplay is your full-time job, but I usually run the simulation in the background while I do university stuff. Once it's finished I'll switch to doing timetable work for a few minutes, after which I get up from my computer for a bit, maybe get a little snack, then start the simulation again and do another hour of university stuff.
     
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  15. DTG Matt

    DTG Matt Executive Producer Staff Member

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    That would tie up two people and you might get maybe 10% improvement in productivity at best - more likely, it'd drop, because then you need to manage knowledge of it across the two people. When you're building a timetable you build up a good knowledge of what's going where, why, how it works, what you expect to see etc. So making changes becomes significantly easier for the author of the timetable than someone who didnt for example. Once the changes are done, you then do a simulation - which takes about 6 hours on LIRR i think, nobody can do anything productive in this time. Joe normally for example works on a different timetable during this time.

    Once the simulation is done, you're then looking over the logs to see if anything went wrong and if so what, you're looking at the playback tool to get more detail on things that went wrong or to see if certain things happened the way you expected/wanted them.

    Then you're making more changes as a result to fix issues, improve timings, add new stuff, then back to simulation.

    We've never found a way for a second person to usefully contribute to the process. What we have done is built a little bank of timetable simulation PC's so that the 6 hours downtime waiting for a sim is done on a different PC and the developer is then free to work on a second project while they wait.

    Most TT's are not 6 hour sims - but most are more than an hour, average would be 1-2 hours i'd say - so even on those timescales, there's plenty of time to work on a second timetable and then once the route a timetable finishes transfer the files and logs and then kick off sim on route 2 timetable.

    The main thing getting in the way of that is just the confusion it can cause in the developers mind - so it only really works if they are different countries for example Joe has been working on the Cathcart timetable somewhat alternated with the LIRR one while LIRR has been off simulating, because they're so different.

    We have radically improved the process of making timetables since Sand Patch, where only the most basic timetables were feasible (not even shunting really, I managed a whole two shunting services on Sand Patch Grade initially) and SPG still took about 10 weeks work for that incredibly basic timetable (each iteration of simulation was literally 24 hours at that point).

    It wasn't until something like the latter stages of the freight timetable I did for NEC that we had "compilation" with checks - so I built half of the NEC freight timetable by literally guesswork - make some changes, save, sim - didnt work because an invalid path or wagons not quite where i had envisioned them being from 14 steps prior etc. Now, it's all done at edit time with the compiler, playback tool, 2D map, it's a revolution.

    There's nothing you can do to fundamentally beat the fact that there's a huge amount of calculation involved in simming a timetable, and an immense amount of complexity to manage to make it all work.

    Split that across two people is just not viable.

    Matt.
     
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  16. mkraehe#6051

    mkraehe#6051 Well-Known Member

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    That's incredible honestly. I've got about 1.300 services on DRA right now and I'm still slightly under an hour. I assume it's at least partly due to the more complex signalling on LIRR?
     
  17. DTG Matt

    DTG Matt Executive Producer Staff Member

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    I am fairly sure it's down to the number of individually managed rail vehicles and particularly the number of formations in use rather than number of services.

    If you have one train do 500 services it is cheap.
    If you have 500 trains each do one service, it's insane.

    The reality is most timetables fall closer to the latter than the former if you model their movements prototypically. Personally, I used to make all my timetables closer to the former than the latter, reusing the absolute heck out of formations to keep FPS down and simulation times down. If you run the MSB freight - you'll notice there are only about 4 or 5 unique formations in the freight trains, and they get re-used over and over again, this makes it much more efficient both to simulate and to run, but obviously isn't accurate and if you're a wagon number spotter you'll see this a mile off :)

    Matt.
     
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  18. mkraehe#6051

    mkraehe#6051 Well-Known Member

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    Is that formations (the data asset) or formations (the timetable node)?
     
  19. DTG Matt

    DTG Matt Executive Producer Staff Member

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    The number of unique rail vehicles is the main factor, particularly moving ones, static in a yard isnt a big issue, but if you have lots of rail vehicles moving it takes a big hit. On my original LIRR timetable, I found framerates were terrible at one point - and by removing 2 cars off every train, it massively improved it. Same number of servies, same operations etc, just two cars removed from each formation.

    The number of unique vehicles and formations also has a secondary impact - so if you can re-use your formations as much as possible, that also helps both ram and FPS - though that one is perhaps more ram.

    Matt.
     
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  20. mkraehe#6051

    mkraehe#6051 Well-Known Member

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    Cheers Matt, that'll help me a lot with my freight trains!
     
  21. Spikee1975

    Spikee1975 Guest

    That was a thing that Train Simulator addressed with the method of providing separate cab models that were only loaded for the player engine. The loco model itself contained a low poly / texture cab only. There are also locos that feature fully detailed cabs in the main model, they were a reason for performance issues back then when PC's were slower.
     
  22. daanloman#3930

    daanloman#3930 Well-Known Member

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    very interesting on how timetables get developed and the problems that exist. makes me understand why for example all the REX and S2 trains as playable and AI at salzburg were not included. also why Freilassing freight yard has just a few trains standing there all day instead of more normal prototypical waititng, pass through or shunting you see over the day. Although we all want a real timetable with as many services as possible if we have the rolling stock. especially big stations being empty like on old routes like München - Augsburg looks really weird and takes you out of the simulation. I'm glad there is so much more dedication in routes like the AI stock at Würzburg on KWG. the insanely good timetable of BRO. and after some research how much of Salzburg/Rosenheim is implemented. SEHS is also really diverse but I know the german routes the best. DRA also seems pretty good too. and I can't wait to see how SKA turns out.
     
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  23. DTG Matt

    DTG Matt Executive Producer Staff Member

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    In the case of TSW - we have split trains into a "view" which contains the 3D model, and the "model" which contains the simulation and scripting elements. The "model" is very light on memory in comparison to the textures and mesh of the "view". Any train which is out of sight essentially has no view loaded at all, just the model is present in memory which optimises ram usage considerably.

    When they are visible, while the cab is part of the model it is lodded separately and we drop it considerably unless you're near enough to see it.

    There are also things like windscreen rain effects - quite memory intensive, so only visible when you get near enough to see them, otherwise turned off (thats why when you fly away and come back, they have reset).

    When simulating a timetable - it's all entirely just the models, so memory is extremely optimal in that case.

    Matt.
     
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  24. daanloman#3930

    daanloman#3930 Well-Known Member

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    it's really great TSW has all other models in full quality if you get close to it. makes for some interesting shots to be made. even with LOD sometimes not thinking right. it's perfect for 95% of the time.
    [​IMG]
    I prefer to look at my own cab when driving though. Sadly not a lot of these pics possible since cab doors have weird collisions so you can't get in with photo mode. had that issue on the vectron a lot lately.
    [​IMG]
     
  25. RobertSchulz

    RobertSchulz Well-Known Member

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    Matt, as an experienced person in this regard, how often would you recommend testing/simulating a timetable? And are there special operations/services which require more testings than others?

    And how long does it take an experienced timetable like you or Joe to make a full timetable from start to finish?

    I guess the route's own (landscape and scenery) performance also comes into mind and is something which need to take account of for testing and in the end implementing a timetable for a route, because yes both live in symbioses with each other and both kind of want a piece of the available ressources. Does that mean you have to make a compromise between them two and if you for example want to make a top noch life like timetable, you would need to sacrifice a level of detail on the scenery (if applicable) and vice versa?

    With "cars", you mean any kind of coaches, wagons or locos counting as a single unit within the formation, right?

    This makes me think about whether full and complete real world but also just improved timetables with dozens of different train types would be doable in TSW. But for any kind of future route extensions to routes, would a significantly improved timetable be a thing or would you rather focus on something else (for example a new loco coming with the extension)?

    In other words, would creating a new loco being "easier" than an improved timetable just for the sake of the amount of work necessary creating it and performance?
     
    Last edited: Apr 26, 2024
  26. DTG Matt

    DTG Matt Executive Producer Staff Member

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    You resimulate it as often as you need to, basically. I know that's perhaps an unhelpful answer but it's because of the cause and effect nature of the whole thing. Let's say you have a train arriving to a station 10 minutes late, you look and find its because it was being held up by something else getting in front of it and you decide that it shouldn't, its like maybe your local nipped in front of the express when you reall want to stick a dependency in there and make it wait. Ok - that could have ripple impacts on the entire remainder of the timetable, so any other bugs you fix may not be what you think they are anymore. I'd do a cursory glance for the other things unlikely to be affected and then do a sim. As things get more complex, you are almost down to one bug, sim, one bug, sim because the minute you make any changes your true knowledge of what you're seeing is rapidly becoming quicksand.

    I've seen timetables go from almost perfectly working, to utterly broken with every train running late with one small change. So it becomes something you have to use some experience on because you dont want to blindly make changes - you could make things worse, the nature of the fix might be different because of knockons etc. You also don't want to sim repeatedly, unnecessarily, especially if they're taking 2+ hours at a go. It's different while it's quick, you are much more better served doing more sims more frequently to ensure you're always working on the best data in that instance.

    Depends on a huge number of factors. It took me about 20 weeks of abject pain and working double-hour days 7 days a week to get sandpatch first timetable i'd guess - yes, that really weak one. GWE probably ended up similar but that was significantly more complex.

    I think the NEC freight was maybe 9 weeks of long days.

    LIRR first timetable - the one that never made it out? countless. months. months and months. The one that actually got released? 6 hours. (2am to 8am to meet a build deadline).

    Important to note that there were lots of tooling problems and differences compared to what you have now - such as the early timetables we had no compiler, so a 24 hour sim was the only way to know if you'd made a really dumb basic error. LIRR was because the despatcher had a slew of problems that came out because of the timetable.

    On the other end of the spectrum, HRR took me 2 weeks start to finish. Munich Augsburg was 3 weeks. The Sand Patch Grade Freight addon maybe 4 or 5? Shunting is always going to make it take longer (but imho, so worth it). The newer tooling makes shunting significantly easier to do and a lot of that cme about because of the process to build the NEC freight timetable.

    Yes, nothing is an island. So when you're simming a timetable and seeing x milliseconds per frame, you need to remember that full fat simugraph physics adds a bunch to that, along with general graphics and other stuff going on so you need to undershoot heavily.

    Yes in fact from what I recall, it's even more fine grained than that, it's literally axles. So if you have a train of 100 x 4 axle cars, and 100 x 2 axle cars, the latter will run with significantly better performance. This is because the bullet physics system is looking fundamentally at moving axels on the rails and then considering the body's - so there's 1 body per axle, and one for the main body crudely - so a 4 axle car is going to have 5 physics elements, and a 2 axle car is going to have 3 - and even simming the timetable outside of graphics etc, that all needs to be taken into account.

    The two are chalk and cheese - done by different people with different skillsets, so we'd never really evaluate them side by side.

    If you want a new timetable and there's nobody to make it, you can't have a new timetable unless you stop them doing a different timetable.

    Matt.
     
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  27. sam5166

    sam5166 Well-Known Member

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  28. Fawx

    Fawx Well-Known Member

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    Those early timetable issues sound like an absolute nightmare, it's been hard enough working with the new tools. I can't even imagine having to sim the entire 24 hour window for changes you make at the start. Just being able to sim like the first 6-8 hours or so is such a boon for sorting problems.

    I've also certainly found the same with fixing issues, you always need to fix the earliest issue you find, as it will undoubtedly have a ripple effect through the entire timetable. I also found any kind of shunting/freight I've added that involves coupling/uncoupling an absolute nightmare to create and keep track of, but makes for such interesting gameplay that it's well worth the extra time. On the flip side portal to portal freight runs are about the easiest thing to make.
     
  29. meridian#2659

    meridian#2659 Well-Known Member

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    Definetly its about time DTG should think about rent capacity on newest high end supercomputers for simulating timetables. ;)

    12.png
     
  30. cActUsjUiCe

    cActUsjUiCe Developer

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    Problem is that timetable simulation is single-threaded.
     
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  31. RobertSchulz

    RobertSchulz Well-Known Member

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    I don't do these posts quite often as I think it clutters up the threads a bit and the votes are the best way to say it, but just want to say thank you very much to DTG Matt for giving all these answers to my questions in this and other threads.
     
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  32. Princess Entrapta

    Princess Entrapta Well-Known Member

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    Less "Many hands make light work".
    More "Too many cooks spoil the broth".
     
  33. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Most welcome - you ask good questions and I enjoy answering them :)
     
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