Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
I am basically just bastardizing the (easily) available functionality within the API. However, the proper way to do is by pathfinding and identifying the best depot that way on each occassion. That is however a completely new level of complication that I'm very unlikely to achieve without assistance.
I hope this helps.
Later, if then available, that approach could be the fallback method if the pathfinding method fails (or "sending a vehicle to a depot" would be needed).
I know that the line of sight could be very wrong, depending the topography and how the roads are laid, but ...
The cloned vehicles are all bought by another depot, which is nearer to the line, but further away from the source station.
However, for optimal outcome path finding is a must - always locating the closest/best depot. I don't have the skills nor experience for this, unfortunately, but am open for any support that can be availed.