Difference between revisions of "Development"

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(Created page with "Notes on ongoing internal development. == Features to add == "Cross-loading" logic (UP loading for BNSF destination that UP serves) Shortline affiliations for cross-loading...")
 
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== Features to add ==
 
== Features to add ==
 
"Cross-loading" logic (UP loading for BNSF destination that UP serves)
 
  
 
Shortline affiliations for cross-loading logic (UP loading for CN destination that IHB, a jointly owned belt railroad, serves)
 
Shortline affiliations for cross-loading logic (UP loading for CN destination that IHB, a jointly owned belt railroad, serves)
  
 
Should car damage be auto-generated by distance but hidden until detected?
 
Should car damage be auto-generated by distance but hidden until detected?
 +
 +
Car pool logic, including pool logic that varies by car type and pool type
 +
 +
Make bad order cars always flashy red - can't see destination, etc.
 +
 +
Change MIM should take into account cross-loading logic (probably by changing destination to the appropriate alternative, to avoid soft-locking cars)
  
 
== Work to do ==
 
== Work to do ==
 +
 +
Loads of documentation!
  
 
Car weighting data
 
Car weighting data
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Define car repair config that varies by cartype
 
Define car repair config that varies by cartype
 +
 +
Car marks database
  
 
== Bugs/issues ==
 
== Bugs/issues ==
  
Emergency repair is unintuitive - most testers just close the Train Info window, rather than saving, even though they know better.
+
All child IDs are considered to be 'virtual' IDs, though with very few effects. FYMYMRR holds the data to distinguish.
 
 
Emergency repair might not work properly for locos? I couldn't see timer, but loco eventually repaired.
 

Latest revision as of 12:24, 30 August 2021

Notes on ongoing internal development.

Features to add

Shortline affiliations for cross-loading logic (UP loading for CN destination that IHB, a jointly owned belt railroad, serves)

Should car damage be auto-generated by distance but hidden until detected?

Car pool logic, including pool logic that varies by car type and pool type

Make bad order cars always flashy red - can't see destination, etc.

Change MIM should take into account cross-loading logic (probably by changing destination to the appropriate alternative, to avoid soft-locking cars)

Work to do

Loads of documentation!

Car weighting data

Add car shop data

Finalise car repair config (although we expect further iteration)

Define car repair config that varies by cartype

Car marks database

Bugs/issues

All child IDs are considered to be 'virtual' IDs, though with very few effects. FYMYMRR holds the data to distinguish.