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authorrubidium <rubidium@openttd.org>2011-12-04 12:07:19 +0000
committerrubidium <rubidium@openttd.org>2011-12-04 12:07:19 +0000
commitb2dc4d9c1dcd7c49191005e0a533ca926126eb87 (patch)
treea9871b95caa1f22c937333ac6ad437aa6205c25b
parent1f9f73d2b69c484e86b236f38edffcf55f074ade (diff)
downloadopenttd-b2dc4d9c1dcd7c49191005e0a533ca926126eb87.tar.xz
(svn r23425) -Document [FS#4815]: why vehicles might be continuously changing speed up and down
-rw-r--r--known-bugs.txt20
1 files changed, 20 insertions, 0 deletions
diff --git a/known-bugs.txt b/known-bugs.txt
index c1a87d7be..04bef6a90 100644
--- a/known-bugs.txt
+++ b/known-bugs.txt
@@ -338,3 +338,23 @@ Train does not crash with itself [FS#4635]:
it does not add anything to gameplay.
Nevertheless trains shall not crash in normal operation, so making
a train not crash with itself is the best solution for everyone.
+
+Vehicles not keeping their "maximum" speed [FS#4815]:
+ Vehicles that have not enough power to reach and maintain their
+ advertised maximum speed might be constantly jumping between two
+ speeds. This is due to the fact that speed and its calculations
+ are done with integral numbers instead of floating point numbers.
+ As a result of this a vehicle will never reach its equilibrium
+ between the drag/friction and propulsion. So in effect it will be
+ in a vicious circle of speeding up and slowing down due to being
+ just at the other side of the equilibrium.
+
+ Not speeding up when near the equilibrium will cause the vehicle
+ to never come in the neighbourhood of the equilibrium and not
+ slowing down when near the equilibrium will cause the vehicle
+ to never slow down towards the equilibrium once it has come down
+ a hill.
+
+ It is possible to calculate whether the equilibrium will be
+ passed, but then all acceleration calculations need to be done
+ twice.