Skip to content

Commit

Permalink
Update wiki and translate SD 60min dispatch
Browse files Browse the repository at this point in the history
  • Loading branch information
WenSimEHRP committed Aug 19, 2024
1 parent d8fa3ad commit ccc6e94
Show file tree
Hide file tree
Showing 4 changed files with 76 additions and 55 deletions.
39 changes: 22 additions & 17 deletions Features/Day-length.md
Original file line number Diff line number Diff line change
@@ -1,21 +1,26 @@
## Day length
# 经济速度(日长因子)

The day length factor setting adjusts the passage of time in the game.
A value of 1 is the same as in vanilla OpenTTD.
“经济速度因子”[^1]设置可以用来调整游戏经济周期的时长。
当设置为 1 时,经济速度与原版相同。

### Calendar timekeeping mode
[^1]: 自 0.61.0 起由“日长因子”修改为“经济速度因子”。

Values larger than 1 increase the length of a calendar day by this factor.
## 日历计时模式

In calendar timekeeping mode, the speed of the economy (e.g. cargo production, town growth, rating calculations, etc.) runs at the same speed as the calendar.
The economy speed is therefore also slowed by the same factor.
在此模式中,经济周期与日期绑定。即货物生产、城镇发展、车站评价等都与日期绑定。
自然,经济速度因子越大,一天时间越长。

#### Things which are proportionally slowed in real time, due to a slower calendar speed (in calendar timekeeping mode)

These still happen on a per calendar day, per calendar month or per calendar year basis.
由于日历速度较慢 (在日历计时模式下),在实时中按比例减慢的事物

### 这里哪里 todo

### Things which are proportionally slowed in real time, due to a slower calendar speed (in calendar timekeeping mode)

These still happen on a per calendar day, per calendar month or per calendar year basis.
As the day length setting is increased, these will occur more slowly in real time.

* Town and industry cargo production
* 城镇与货物产出
(The town and industry cargo scaling settings can be used to compensate for this if needed).
* Town growth
* Grass and tree growth
Expand All @@ -28,19 +33,19 @@ As the day length setting is increased, these will occur more slowly in real tim
* Introduction and expiry of vehicle, object, station, house, etc. models
* Vehicle ageing

### Wallclock timekeeping mode
## 挂钟计时时间

The calendar speed is unaffected by the day length factor setting.

The day length factor only affects the speed of the economy (e.g. cargo production, town growth, rating calculations, etc.).
The day length factor only affects the speed of the economy (e.g. cargo production, town growth, rating calculations, etc.).
A "period" is the economy analogue of a year. Values larger than 1 increase the length of a period by this factor.

#### Things which are proportionally slowed in real time, due to a slower economy speed (in wallclock timekeeping mode)
### Things which are proportionally slowed in real time, due to a slower economy speed (in wallclock timekeeping mode)

These still happen on a per period (and subdivisions of a period) basis.
These still happen on a per period (and subdivisions of a period) basis.
As the day length setting is increased, these will occur more slowly in real time.

* Town and industry cargo production
* Town and industry cargo production
(The town and industry cargo scaling settings can be used to compensate for this if needed).
* Town growth
* Grass and tree growth
Expand All @@ -49,12 +54,12 @@ As the day length setting is increased, these will occur more slowly in real tim
* Subsidy durations
* Vehicle service intervals (when not using percentage mode)

### Things which stay the same in real time (in both calendar and wallclock timekeeping modes)
## Things which stay the same in real time (in both calendar and wallclock timekeeping modes)

These occur at the same real time speed regardless of the value of the day length factor setting.

* Vehicle movement
* Vehicle running costs
* Vehicle running costs
(Note that running costs are per unit real time that the vehicle is running, but as years becomes longer, the headline yearly figure also increases).
* Ageing of cargo in vehicles
* Animations and visual effects
Expand Down
81 changes: 45 additions & 36 deletions Kale/scheduled_dispatch.md
Original file line number Diff line number Diff line change
@@ -1,39 +1,48 @@
# 计划调度—制定小时级别时刻表

Alright class, so for this lesson I'm going to run you through one of the coolest features in
JGRPP: Scheduled Dispatch. I will show you how to do my favorite two ways to use it which
consists of what I call "60 minute timetables" and "24 hour timetables". The sixty minute version
of this is what I would call SD easy mode - although you can still use this system in a more
advanced way such as Rico's Archipelago Map in #game-journals on the discord where every
service is scheduled for well timed transfers and service levels. The 24 hour version of this is a
bit more complex and unintuitive but meshes very well with the previously discussed gamescript
Peaks and Troughs, as well as being more realistic if you're into that kind of thing. Let's get into
it.

Here's the "SD Example Railway," as well as our timetabling train and its route. You always want
to start this process with one train (or a few depending on how you set things up) to fill out the
timetable automatically by logging travel and wait times. Travel times are the most important as
wait times for me tend to be customized depending on the station or what's going on around it.
So set your train to "automate" and let it run it's route.

As the train goes through it's timetabling run it will fill out travel times between stations for its
schedule. Now the train knows that it takes a certain amount of time between stations and once
this is set it will expect to be there at the time depicted on the right hand side.

Once the train has done its timetabling run you will have all the travel times logged for you.
That's how you know the train is ready to be setup with scheduled dispatch. You will find the
arrival and departure times for each station timetabled on the right hand side next to "A" and "D"
respectively. All you need to do now is click off automate and fill out wait times if you think that's
necessary. For the sake of our example I've given every stop 1 minute waits. You can do this
simply by double clicking on each order you want to add a wait time to. Then you click on
"Scheduled Dispatch."

This will bring up the scheduled dispatch menu. Hit "enable."
Now you need to assign your scheduled dispatch to an order. We're going to use "Yoshiwa
North" here, our eastern terminus.
Alright we've got our Scheduled Dispatch order set and we're ready to add departure slots.
These slots will be picked up by trains arriving at the station and then they will depart once the
time you have set is reached.
# 计划调度—制定 60 分钟时刻表

在本教程中,我将解释如何使用 JGRPP 当中最棒的功能之一——计划调度。
我会展示两种实现方案,分别是 60 分钟时刻表与 24 小时时刻表。
60 分钟时刻表虽然相对简单但其也可以用来处理复杂调度[^1]
24 小时时刻表较 60 分钟时刻表而言更复杂,反直觉,
不过这种运营方式更适合于使用 P&T 脚本[^2]的游戏

[^1]: 译注:[Rico's Archipelago Map](https://discord.com/channels/142724111502802944/1134148110654902292)
[^2]: 译注:[Peaks and Troughs](https://www.tt-forums.net/viewtopic.php?t=87840)
(尖峰时刻)游戏脚本可以用来模拟一天不同时段的客流量。游戏脚本由 Erato 开发。

图中所示示例铁路路线的列车完全按计划调度与调度计划[^3]运行。
为整条线路上的列车制定时刻表是一个循序渐进的过程。理想的方法是先制定一列列车的时刻表
(根据需求灵活决定列车列数),
列车在运行的过程中会通过自行记录行车时间与等候时长(停站时长)自动填充时刻表。
我个人习惯单独制定停站时长,所以行车时间相对而言较为重要。
之后开启“自动时刻表”并让列车运行即可。

[^3]: 译注:两者在名称上极为相似,但“计划调度”(Scheduled Dispatch)是 JGRPP 独有的功能,
允许制定更复杂的时刻表,
而“调度计划”(Order List)自《运输大亨》起就在游戏中,
是规定列车行走路线的工具。

列车运行时会自动填充时刻表,同时也设立车站间运行的标准时间。
时刻表窗口的右侧栏中就是确切的到发时间。

你可以在列车的时刻表填充完成之后查看列车的运行时间。
确定所有运行时间之后就可以制定计划调度时刻表了。
运行时间已经确定,因此也不再需要启用“自动时刻表”获取运行时间。
现在你可以关掉“自动”选项然后为你认为必要的站点手动设定停站时间。
双击命令即可修改停站时间。
我在样例中规定每个站点的停站时间为一分钟。
在修改完之后就可以打开计划调度页面了。

在启用计划调度之后,你还需要将时刻表指定到一项命令。
这里我们将时刻表指定到“吉和北站”,也是东侧的终点站。

我们已经设置完毕了计划调度指令,可以添加发车时间[^4]了。
遵循这个时刻表的列车在该站时只会在发车时间发车。

[^4]: 译注:旧版译名为“出发条目”。

不过,既然我们做的是 60 分钟时刻表,在运营前要做的第一件事自然就是将时刻表时长修改为 60 分钟。
时刻表会每小时重复一次。

First things first though, we want to change the "Duration" to only 60 minutes.
What this does is change your trains schedule to run through 60 minute rotations on every hour
Expand Down
10 changes: 9 additions & 1 deletion beginners.md
Original file line number Diff line number Diff line change
Expand Up @@ -5,11 +5,19 @@ JGRPP 保留了与原版的兼容性,其本身也基于原版代码库(包

JGRPP 包含众多功能,包括真实制动与寻路限制。

本百科基于官方页面, WenSim 翻译。翻译可能有欠缺或不足之处。你可以提交 Issue 指出,或者直接提交 PR
本百科基于官方页面,主要由 WenSim 翻译。翻译可能有欠缺或不足之处。你可以提交 Issue 指出,或者直接提交 PR
进行更改。本人经验不足,还请见谅。

## 下载游戏

### GitHub

下载游戏的唯一官方途径为 [GitHub](https://github.com/jgrennison/openttd-patches/releases)。你也可以自己通过源码编译。

## 贡献者

感谢所有志愿者贡献的时间与精力:

* JGRennison
* WenSim
* Mikhail
1 change: 0 additions & 1 deletion readme.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,6 @@
[![Documentation Status](https://readthedocs.org/projects/jgrzh/badge/?version=latest)](https://ottdzh.readthedocs.io/projects/jgrpp/latest/?badge=latest)
[![Action status](https://github.com/WenSimEHRP/JGRPP-wiki/actions/workflows/build_doc.yml/badge.svg)](https://github.com/wensimehrp/jgrpp-wiki/actions)


这是 OpenTTD JGRPP 中文百科的 Repository,你可以在 Readthedocs.io 上查看相关文档。

[GitHub 地址](https://github.com/wensimehrp/jgrpp-wiki)

0 comments on commit ccc6e94

Please sign in to comment.