The Inefficient Detour Grid

After playing some OpenTTDCoop games I thought about a local game with a grid all over the map. All you need is a crazy network plan, a lot of time and a jackass who build this plan, me.

The idea of the plan is there is a grid all over the map. At each junction a train is forced choosing an other way if one direction is blocked by a train. And of course you need some places for the cargo drops, so this will be resulting network plan:
The network plan of the grid
After a lot of time (some weeks playing) the Grid get finished:
The whole grid
Here some screenshots of the game:
Wood drop
Coal drop
As there are a lot of junctions in this map the YAPF has a lot to do which results in slowing down the game, the NPF works faster and the “default” pathfinder algorithmus totaly failed. If a drop got to much traffic I extended the drop-stations, but still using the layout of the grid as you see on the screenshots. This is unusually as you normaly build some cool 12+ track drop-stations with an even cooler loadbalancer. But thats was the plan. Dont change the grid as possible. You need a lot of tunnels under some industries and towns as you are “not allowed” to dodge them.

If you want to play the game, use the savegame Paderheim Transport, 4. Aug 2057.sav. It was played with the r9542 (you see how long this game run), and with the NewGRFs “newgrf/harbourw_456.grf”, “newgrf/dbsetxlw.grf” and “newgrf/jcindstaw.grf”.

3 comments so far

  1. davil April 29, 2007 12:33

    OMG you are so crazy… can you say anything about the efficiency and how much load the network can actually take?

    I’ll take a look into the savegame, this is just freaky 🙂

  2. TRauMa June 22, 2007 14:15

    Scary! But it’s good to know that I’m not the only one crazy enough to dream up sth. like this… You are right, with YAPF it overloads even a nice modern Athlon, and the “Train lost”-messages pop up like viagra spam. But it actually works. I guess it’s not too efficient as the trains have to stop quite often, but with some moderate tunnel-use and a slightly larger mesh size, who knows? In theory it could outperform the strict ML-SL-Branch pattern, kinda like the P2P revolution of openttd. Care to convert it to maglev, just to see how it goes? 😉

  3. […] the inefficien detour grid I tested a new crazy network idea: a 250-line ring. The whole map is placed with a clockwise […]

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