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authorrubidium <rubidium@openttd.org>2013-11-14 22:16:43 +0000
committerrubidium <rubidium@openttd.org>2013-11-14 22:16:43 +0000
commita0cad0c1eaf1b9c4cc7ab87d7195114da141e5bd (patch)
tree047b5f8e6bb02aa882c79380eba81c15e6a95b95 /known-bugs.txt
parentc40f2815457e322c63f86a3c9eff257ff554cf9c (diff)
downloadopenttd-a0cad0c1eaf1b9c4cc7ab87d7195114da141e5bd.tar.xz
(svn r25998) -Document [FS#5661]: why catchment area's are (slightly) inconsistent
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@@ -403,3 +403,34 @@ Mouse cursor going missing with SDL [FS#4997]:
We cannot fix this problem as SDL simply does not provide the
required information in these corner cases. This is a bug in SDL
and as such there is little that we can do about it.
+
+Inconsistent catchment areas [FS#5661]:
+ Due to performance decisions the catchment area for cargo accepted
+ by a station for delivery to houses or industries differs from the
+ catchment area for cargo that is delivered to stations from houses
+ or industries.
+
+ Conceptually they work the same, but the effect in game differs.
+ They work by finding the closest destination "around" the source
+ which is within a certain distance. This distance depends on the
+ type of station, e.g. road stops have a smaller catchment area than
+ large airports. In both cases the bounding box, the smallest
+ rectangle that contains all tiles of something, is searched for the
+ target of the cargo, and then spiraling outwards finding the closest
+ tile of the target.
+
+ In the case of a station with two tiles spread far apart with a house
+ that is within the station's bounding box, it would be possible that
+ the spiraling search from the house does not reach one of the station
+ tiles before the search ends, i.e. all tiles within that distance
+ are searched. So the house does not deliver cargo to the station. On
+ the other hand, the station will deliver cargo because the house
+ falls within the bounding box, and thus search area.
+
+ It is possible to make these consistent, but then cargo from a house
+ to a station needs to search up to 32 tiles around itself, i.e. 64
+ by 64 tiles, to find all possible stations it could deliver to
+ instead of 10 by 10 tiles (40 times more tiles). Alternatively the
+ search from a station could be changed to use the actual tiles, but
+ that would require considering checking 10 by 10 tiles for each of
+ the tiles of a station, instead of just once.