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[v1.12b] Logistics Issue?

Posted: Sun Oct 23, 2022 10:27 pm
by mroyer
The road to the southeast shows no logistics, either initially for this turn or predicted for next turn (see figure below). What could cause this - or is it a possible bug?
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-Mark R.

Re: [v1.12b] Logistics Issue?

Posted: Sun Oct 23, 2022 10:54 pm
by JeanleChauve
It seems that the 35 points needed on this route are for units and they can be supplied directly at the crossroads (or they are not prioritized over zones).
And that there are probably more pull points needed northwest and southwest of the crossroads than are available.
So it looks like you are running out of Earthcon logistics points.
By the way, it seems that the metal mine asset asks for 50 points and received only 16.

Re: [v1.12b] Logistics Issue?

Posted: Mon Oct 24, 2022 12:41 am
by mroyer
JeanleChauve wrote: Sun Oct 23, 2022 10:54 pmIt seems that the 35 points needed on this route are for units and they can be supplied directly at the crossroads (or they are not prioritized over zones).
And that there are probably more pull points needed northwest and southwest of the crossroads than are available.
So it looks like you are running out of Earthcon logistics points.
You may be on to something... the top figure below indeed shows that my units either get supply from the main road, or are beyond the logistic pickup limit. I thought the unit-too-far wasn't too far and would have pick up from the southeast spur road, except that spur didn't get any LP.

More confusing to me is if I block the southeast spur, the LP at the junction goes up from 732 to 777 (the lower two figures) suggesting that 45 LP are allocated to the spur but not shown or used.

Any speculation what might going on with that?
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-Mark R.

Re: [v1.12b] Logistics Issue?

Posted: Mon Oct 24, 2022 6:21 am
by JeanleChauve
By blocking the road, you transferred the pull point to the nearest place where units can use it. And you can see that the new place has a lower number of points, which means that the distance between the units and the "puller" has been increased.

But it looks like you have a logistics point generator northwest of the spur that sends LP to Earthcon.

Re: [v1.12b] Logistics Issue?

Posted: Mon Oct 24, 2022 10:52 am
by Vic
Hi guys,

Decided to take the time to analyze this one.

What happened was that a City NW of the crossroads (24,62) was using all the pull points.

Yes the calculation limits pull point use to maximum available logistical points on a certain road.

So in this example there was only like 600 logpts available.

Anyway the pull system is to complex to explain in a quick post here... I a nutshell it works like this because we don't want the pull system to try to pull logistical points through any dead end roads. What's happening here is an unintended consequence.

What I am doing for next version is dividing the max available logistical points over the multiple type of targets (units, assets, cities). This

A quick work around for the current problem would be to put some extra manual Custom Points on the end of the road near the units.

best wishes,
Vic

Re: [v1.12b] Logistics Issue?

Posted: Mon Oct 24, 2022 11:04 am
by mroyer
Thanks Vic and JeanleChauve, for the explanations.
I'm glad it's working as intended.

-Mark R.

Re: [v1.12b] Logistics Issue?

Posted: Mon Oct 24, 2022 12:53 pm
by Vic
mroyer wrote: Mon Oct 24, 2022 11:04 am Thanks Vic and JeanleChauve, for the explanations.
I'm glad it's working as intended.

-Mark R.
Yes it was, but thanks for reporting because I was not happy with how it was actually working :)