Thanks for this, there was an issue handling conditional jump orders which caused incorrect times in some circumstances, this affected road vehicles 9 and 10. This will be fixed in the next release.
Vehicles being expected to arrive late appears to be correct though. Your vehicles are not timetabled, which makes it more difficult to see what is going on, however from the non-timetabled travel times, departures for dispatch schedule 3 are expected to arrive at the start of dispatch schedule 4 shortly after their departure slot time, and therefore can be expected to depart from there late, this is also the case for dispatch schedules 4 and 5. Improved tracking of lateness estimates across scheduled dispatch orders was introduced in v0.65.0.
Legendary! Thanks for looking into this and for pointing me in the right direction to make it all work - much appreciated. Ross.
I've been playing a lot lately and a freight flow function would be very useful, but divided into trains, vehicles, planes, etc. I often have to manually guess whether a connection is made by a vehicle or a train.
I found an issue with the realistic breaking model. Many AIs break when enabling this feature. Some like AAAHogEx just wont build double tracked lines, others like ChooChoo build block signals in the wrong direction and others like trAIns don't build anything at all.
BW89 wrote: 21 Jun 2025 16:54
I found an issue with the realistic breaking model. Many AIs break when enabling this feature. Some like AAAHogEx just wont build double tracked lines, others like ChooChoo build block signals in the wrong direction and others like trAIns don't build anything at all.
Yes, the setting description text spells this out.
AIs are not going to be able to do anything useful in an environment that is not like base vanilla. Realistic braking is for non-beginner human players.