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Jonnty posted:Depending on what you're wanting to achieve with timetables, the "automate" button is pretty handy - it ensures all your trains are evenly spread across your route. Obviously this means you lose fine-tuning of the timetable, but I find that that tends to be far too much work for all but the smallest of routes. I'll have to check that out. I usually start by automating and then put it into manual mode to adjust the number of days spent at the station. I'll see what happens if I just let it automate fully. FISHMANPET posted:The tracks themselves are the problem. Electric track is 10x as expensive as regular track. Maglev is only double the price of regular tracks. Right now in MP I built a little starter line with between two towns, and I spent about a million dollars, including trains. To upgrade that track to electric is $700k. I'm sure it would pay for itself, but starting out I don't think it's a very good idea. Ah, so electric is 5x maglev then? That makes no sense... I agree it's not really worth it to use electric at first since the non-electric trains aren't that far off performance-wise. Once I get a decent bankroll, though, I would definitely upgrade it, especially for passenger routes--I need the super-powered 200+ mph two-sided engines.
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# ? May 18, 2012 02:57 |
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# ? Apr 25, 2024 13:51 |
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What are the settings you use to generate the maps? The cities are far more spread out and the land much flatter than the normal defaults.
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# ? May 18, 2012 17:45 |
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Is the server down? The server list says it's offline...
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# ? May 18, 2012 21:13 |
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Arashpex Rogers posted:Is the server down? The server list says it's offline... It may have crashed. I'll check when I get home.
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# ? May 18, 2012 21:44 |
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less than three posted:It may have crashed. I'll check when I get home. Cool, thanks. Gotta get my vac-train setup going!
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# ? May 18, 2012 22:01 |
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Apex Rogers posted:Cool, thanks. Gotta get my vac-train setup going! Okay it's up.
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# ? May 18, 2012 22:21 |
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Is there a recommend single player version? I used to play the goonpack from the old thread but it's way out of date and default just seems bare to me. Really just wondering so that I don't have to try out grf's to see if I like them/they work well together.
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# ? May 20, 2012 00:55 |
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bigperm posted:Is there a recommend single player version? I used to play the goonpack from the old thread but it's way out of date and default just seems bare to me. Really just wondering so that I don't have to try out grf's to see if I like them/they work well together. There's a new patch pack we're using, posted a few pages ago: less than three posted:We're now using patch pack version hfe846ddd. We use these GRFs as well on the server: less than three posted:Yeah. Server is now up.
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# ? May 20, 2012 01:06 |
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Joining the multiplayer server once will download all the GRFs you need to enjoy single player.
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# ? May 20, 2012 02:06 |
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Ahh, the server is really laggy. I love the company that have 128 boats though. Looks like you could walk between the cities on top of all those hovercrafts. Made me smile I would love a new map though, so I can join in on the trainfun. A no-landscaping game preferred, as those can be very interesting.
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# ? May 22, 2012 12:06 |
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Dunno-Lars posted:Ahh, the server is really laggy. I love the company that have 128 boats though. Looks like you could walk between the cities on top of all those hovercrafts. Made me smile These two facts might be related...
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# ? May 22, 2012 17:54 |
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Jonnty posted:These two facts might be related... Oh, I know. There were a lot of vehicles, which is what made it run like poo poo.
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# ? May 22, 2012 19:51 |
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Does anyone have a savegame that has some really complicated and huge rail station designs? I'm talking high throughput stations with a dozen or so docking stations. I understand how presignals work, I just want to see what they look like in the hands of someone adept.
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# ? May 23, 2012 04:39 |
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Node posted:Does anyone have a savegame that has some really complicated and huge rail station designs? I'm talking high throughput stations with a dozen or so docking stations. I understand how presignals work, I just want to see what they look like in the hands of someone adept. You might try looking at one of the old OpenTTDCoop maps, or taking a look at their public server. If you go public, you can see the maps in action. I've been playing there a bit, and there is a lot you can pick up about basic signal design. They tend to use the standard presignals over path signals, except in certain cases (they argue that presignals are more robust than path signals).
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# ? May 23, 2012 13:04 |
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Node posted:Does anyone have a savegame that has some really complicated and huge rail station designs? I'm talking high throughput stations with a dozen or so docking stations. I understand how presignals work, I just want to see what they look like in the hands of someone adept. If path signals are enabled they are far easier to understand and tend to not jam if you use them correctly.
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# ? May 23, 2012 14:05 |
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I play the game from multiple computers, and decided to use Dropbox to sync the game between computers. I was trying to figure out how to get my save games to sync, instead of them being in My Documents. Turns out it's really simple, just copy all that stuff into you're Install directory, because on launch the first place openttd.exe looks is in the current working directory. Simple enough, but took me some time to figure it out, thought others might find it useful.
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# ? May 23, 2012 20:15 |
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Is there some trick to getting a passenger rail line with multiple stops to work? I've got a vac train line with two endpoints, and 4 stops in between. It doesn't look like passengers are boarding the correct train. When it pulls into one endpoint, there are 650 passengers waiting to go to the other endpoint, but they don't get on that train. They just get fed up until they turn into "any destination" passengers. E: Ok, maybe it is working? I just checked that station and it's empty, so I guess they got on some train. Do I have to specify each stop along the way, or can I just set up the orders to go between endpoints and turn off the non-stop order? FISHMANPET fucked around with this message at 17:24 on May 24, 2012 |
# ? May 24, 2012 17:22 |
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FISHMANPET posted:Is there some trick to getting a passenger rail line with multiple stops to work? I've got a vac train line with two endpoints, and 4 stops in between. It doesn't look like passengers are boarding the correct train. When it pulls into one endpoint, there are 650 passengers waiting to go to the other endpoint, but they don't get on that train. They just get fed up until they turn into "any destination" passengers. Cargodist orders must be non-stop and include every station otherwise the pathing system doesn't work. Also, if you've added a new stop on a line, this might bugger up your passenger figures for a while as passengers get on a train based on what the first stop is rather than where it's going, I think. Both of these problems are solved with YACD (but it's much harder.)
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# ? May 24, 2012 20:17 |
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FISHMANPET posted:Is there some trick to getting a passenger rail line with multiple stops to work? I've got a vac train line with two endpoints, and 4 stops in between. It doesn't look like passengers are boarding the correct train. When it pulls into one endpoint, there are 650 passengers waiting to go to the other endpoint, but they don't get on that train. They just get fed up until they turn into "any destination" passengers. When we run cargodist, I roll with a hub model. All passenger trains have two orders that are auto timetabled, one to the local station and one to the hub. This seems to work out well for me.
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# ? May 24, 2012 21:24 |
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Well it seems as if the vac trains will cause the server to lag.
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# ? May 26, 2012 03:22 |
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The server is down
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# ? May 28, 2012 21:44 |
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FISHMANPET posted:The server is down Back up. Someone told me to restart the server during Eurovision (for reasons unrelated to OpenTTD) and I was too drunk to remember to restart the game once the server rebooted.
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# ? May 28, 2012 22:11 |
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This is... holy poo poo this is the same map (but new year)?
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# ? May 29, 2012 00:49 |
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FISHMANPET posted:This is... holy poo poo this is the same map (but new year)? Yeah. I wasn't at home so I just started it without changing the generation seed. Bad idea?
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# ? May 29, 2012 01:54 |
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Same map is fine, I'll just build on another corner so it's new to me So per a discussion last night about weight, I did some digging into the GRFs and figured some stuff out. Oil, Grain, Wood, Iron Ore, Steel, Paper, Food, Fruit, Copper Ore, Water, and Chemicals are a true weight, one ton weights one ton (or 1000 liters weights 1 ton for oil, water, and chemicals. This is because in the GRF these all have a weight value of "10". A passenger weighs .1 tons (value of 01), mail is .4 tons per bag, an item of livestock is .3 tons, a crate of goods is .8 tons, gold is .8 tons, and valuables and diamonds are .2 tons. Now those are all actually just an (educated) guess from reading the GRF nfo file, but I'm feeling pretty confident that the value is how many tenths of a ton a unit of cargo weighs. Finally, a page about power and tractive effort, and how much you need: http://wiki.openttd.org/Tractive_Effort Now we've got a freight train weight multiplier of 4, which (as far as I can tell) only multiplies the actual cargo, not the train as a whole (somebody correct me if I'm wrong on that, but it looks like that's how the change log entry was written for .5.0). To figure out how much your train will weigh, take the weight of each engine, the weight of each car (the first number, the second in parenthesis is how much the car weighs full, ignoring freight multiplier), and add 4 times the total cargo capacity. The slope of our map is 4% (used for the TE calculation), not 3 like the given example. It looks like the coeffecient of friction (.35) is hardcoded into the game.
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# ? May 29, 2012 17:54 |
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Wow, just when I thought this game couldn't get any spergier, we now need an abacas and slide rule just to choose the proper engine! I'll just go with the ballsiest, most powerful ones I can afford I guess, lol.
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# ? May 29, 2012 18:48 |
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Apex Rogers posted:Wow, just when I thought this game couldn't get any spergier, we now need an abacas and slide rule just to choose the proper engine! I'll just go with the ballsiest, most powerful ones I can afford I guess, lol. In pretty much any game involving choice or chance it's possible to do math to reason about optimal behaviour and so on; you're not going to escape it no matter which game you play
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# ? May 30, 2012 20:43 |
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I've been playing this game since it was released on DOS, but there are some quick with OpenTTD I don't quite get. With "smooth economy" on, I can't seem to get any producers making high quantity of goods. Farms, forests, and the like, are constantly closing or have terrible production, like 6 items of livestock and 12 tonnes of grain from a farm. How do I stop that from happening? I can't really maintain a massive train empire of dozens of farms feeding one factory, because the farms are really lovely and those trains can't even make profit in a year.
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# ? May 30, 2012 20:54 |
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Node posted:I've been playing this game since it was released on DOS, but there are some quick with OpenTTD I don't quite get. With "smooth economy" on, I can't seem to get any producers making high quantity of goods. Farms, forests, and the like, are constantly closing or have terrible production, like 6 items of livestock and 12 tonnes of grain from a farm. I don't know if I'm repeating what you already know, but the best way of ensuring the production of a factory increases is to always have a train ready to load stock lying in the platform. I don't see how you're not making a profit though - even on low-production farms, one train taking on full loads and going a reasonable distance should pretty much always be able to make a profit. Do you use incredibly expensive locomotives, or something like that?
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# ? May 30, 2012 20:59 |
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Jonnty posted:I don't know if I'm repeating what you already know, but the best way of ensuring the production of a factory increases is to always have a train ready to load stock lying in the platform. I don't see how you're not making a profit though - even on low-production farms, one train taking on full loads and going a reasonable distance should pretty much always be able to make a profit. Do you use incredibly expensive locomotives, or something like that? In my current game, its around year 2000 and I'm using Asia Stars. For example, I have a farm a few screens away from a factory, connected by one of these trains. It produces a really lovely amount of stock, like 8 items/12 tonnes. I've tried having a train simply run there and pick up whatever is available and take it to the factory, and I've tried having trains wait for a full load before delivering. Either way, there are cases where the trains still do not make a profit. Its confusing me, because I've never run into this problem before in over a decade of playing this game. None of my farms I've had connected the entire game have anything about 30 items/30 tonnes. Theres ones that really, really far away that produces 200 items of Livestock that no transport company has ever serviced. Its frustrating, because I just can't find a pattern.
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# ? May 30, 2012 21:43 |
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Is there a way to make a drive through truck/tram stop work for a farm? I'm trying to get grain and livestock to pickup from the same station, but the two vehicles just pull in behind each other, and when the behind vehicle is full, it's just stuck behind the front vehicle slow loading. I'd like them to use opposite sides of the station, but they're not doing that. Do I have to just create two seperate stations, one for each resource? E: Well, solved my own problem I guess. This is what I did: Exchange is the 5 tile station on the left, Branch is the one tile station on the right. My endpoint is down and to the left of that cluster, so I have my livestock truck going back and forth between the endpoint and exchange so it enters the station at the bottm, and my grain truck goes via branch, so it enters the exchange from the top. FISHMANPET fucked around with this message at 07:08 on May 31, 2012 |
# ? May 31, 2012 06:55 |
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The only way I've had any success with those kind of stations is to place them wide instead of long. You can also use one way roads to guide the trucks.
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# ? May 31, 2012 08:52 |
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A couple of suggestions for next game:
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# ? Jun 1, 2012 20:38 |
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Node posted:In my current game, its around year 2000 and I'm using Asia Stars. Look at the satisfaction rating. If it's above like 80, it will increase production. To raise it, you need to have a train sitting in the station waiting. Goods sitting in the station will lower it.
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# ? Jun 1, 2012 20:53 |
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FISHMANPET posted:
If we get rid of the horse and buggies how will I troll the hell out of Kilonum's bus routes?
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# ? Jun 1, 2012 21:19 |
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FISHMANPET posted:A couple of suggestions for next game: My suggestion list:
Yeah, that's all I got, the current map has basically gone as far as it can.
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# ? Jun 2, 2012 02:30 |
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Operation Horseshit was a resounding success. Then we flooded it and they all died. Then Charity and I made more personal islands. I think this map has seen everything.
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# ? Jun 2, 2012 07:11 |
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And then I built it up again. I just discovered something amazing. If you hold ctrl while clicking and dragging terrain or demolition tools, you can create make rectangles at an angle to the grid.
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# ? Jun 2, 2012 20:14 |
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Welp, wrap it up transportailures
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# ? Jun 3, 2012 01:45 |
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# ? Apr 25, 2024 13:51 |
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FISHMANPET posted:Welp, wrap it up transportailures I see one of my founded cities is living up to it's name.
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# ? Jun 3, 2012 05:33 |