1/31/2024 0 Comments Openttd roro stationthis is done, because long lines are giving the most profit. this facility needs a big station for drop off and another big station to take all the crates and deliver them to a city (which also rquires a big station). oil, wood, cattle) to one single producing facility. Often, players transport huge amounts of primary cargo (e.g. openttdcoop - large scale, advanced network and infrastructure projects.To get your mittens on some flair, please contact us from the account you want flaired with appropriate proof of your identity. OpenTTDCoop or other large community team members.We hand out special "verified user" flair to those who request it and are in a genuine need for it. Official IRC Channel (#/r/openttd on OFTC).Report a Player / Moderator Contact /r/openttd links of interest reddit OpenTTD server network Server Rules - please read these! This subreddit welcomes any OpenTTD related content, discussions, and questions! Transport-related subjects are also permitted, but please try to keep it somewhat relevant to the game at hand. The project aims to produce a fully open source version of the 1994 classic, while extending it with new graphical options, signal types, and much more. OpenTTD is an open source remake of Chris Sawyer's Transport Tycoon Deluxe. Synchronised Start.sav saved with r6994 build templates exe (95.31 KiB) Downloaded 304 times Synchronised Start.png (137.If you're joining one of our servers, please be sure to thumb through our house rules. It's much mre effective than it appears in the test because the trains are positioned for signals every 6 tiles, and the lines test is setup with signals every 3 tiles. ![]() ![]() You might also like to take a look at this self timing station. The mergers in the save were all quickly done to test out the idea, and I'm sure could be made to work a lot better and smaller too. ![]() I've attacked a save from OpenTTD r6994, which will open in any recent nighly if you want to take a look. As it goes along, you can make less wiggles & you end up with a set of trains at full speed with the same relative position - so can dump them on a track with whatever spacing you like. The other 5 had straight tracks, so if they got a late start they soon caught up, and by placing the signals close together trains were slowed to the speed of the one on the wiggly track instead of stopping. The most effective one worked by having one train take a wiggly track, going slower, and as it went along it progressively made all the presignals for the other 5 green (which are all red to start with). I did some tests not long ago, trying to find a way to get the trains moving in a more controled fashon. I'm was going to use the exit load balancer thing to merge 8 tracks to 1-2 of 9 tile trains, so if anyone has a setup which works well for this I would like to take a look. Sometimes two trains would leave at the same time, or a little bit apart, and one would end up stopped waiting for the other even though they could have both got onto seperate tracks. XeryusTC, I had a look at some of those in the MainServer_4 game a while back - not sure if you set them up or not. It may have been because they were picking up oil, which seemed to come in every 5 sec or so, and a whole bunch of trains would leave at once. I guess I didn't get the conditions just right to see the balancing when I did my test. Trains continually wait, and large gaps can appear between trains on the exit line.Ĭheers for the explaination Brianetta, that makes sense. When N > L, the load balancer fails catastrophically. The exit load balancer is now at its most balanced. Efficiency is good, but trains will occasionally wait.Īs N -> L, trains begin to stop more frequently, especially if the entrance balancer isn't well balanced. When N N > L/2, trains start to be balanced between the two exit lines, but one will always be favoured. For a given exit load balancer feeding a number of trains down to two tracks: So, let N be the number of trains per minute, and L be the maximum number of trains per minute (a function of train speed, train length, length of signal blocks and number of signal blocks). Unfortunately, that's very close to actually exceeding capacity, when efficiency falls dramatically. ![]() Our best balancers only begin to balance the exit lines when the traffic approaches the exit lines' capacity.
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