Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
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.