OSQC the follow up … at last

It has been way to long, but here it is the second OpenTTDCoop Scenario Quest Competition. In the scenario file you’ll find the goals for this map. Deadline to submit the game is August 31st 23:59 CEST. Submitting can be done by raising an issue at the OTTD Dev Zone under category OSQC. Judgement will be done by members of OTTD.
OSQC 2010 - 01
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Efficient stations and tight packed train streams

This is about efficiency and dealing with OpenTTD quirks, about achieving maximum throughput with minimal line width, about optimization and simple yet effective #openttdcoop style magic… basically, it’s about things I like and which make me come back to this game over and over again ;o)

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New versions of OpenGFX and OpenSFX

Hello folks,

as of today a new version of the free graphics base set OpenGFX (0.1.0-alpha6) and a first version of the free sound base set OpenSFX (0.1.0-alpha1) have been released and are available from bananas or the #openttdcoop devzone.
tropical OpenGFX scene

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Big hubs in a nutshell – finding a universal hub design

Recently I started playing a game on my own, featuring some LL-RR main network. When I had to build my first ever 4-way hub for double tracks, I first took a look at the Junctionary just to find out that all hubs were designed quite different and hardly any of them follow all necessary rules (curve length, double bridges/tunnels, merge after split). I then started wondering if there’s a universal way of thinking about hubs.
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About Curve Lengths

Every game we have the same discussion about what Curve Length (CL) to use to allow trains to maintain their maximum speed while still keeping corners as tight as possible. After some experimenting and looking through the source code I came up with some formula that can be used to determine the minimum CL. The graph below shows the maximum speeds for different railtype, further in the article I will explain where these values come from.


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