On the archeology of #openttdcoop – Part I

Hello folks,

Our community is having its fourth birthday this january. The year 2005 – sounds pretty recent, doesn’t it? In fact, if you analyze our community from today’s point of view you’ll notice what a long time 4 years can be! Today, I invite you to join me on my archeologic expedition into the past of #openttdcoop!
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A new year and a new member: [com]buster!

Today, #openttdcoop is pleased to promote [com]buster, a new member who’s been around for quite some time now. During his time here, he has shown good building style and, more importantly, a cooperative attitude in the games – even helping new players along: coop in the best sense :).  In the 30-odd games which have passed since he first dropped by, we have seen him submit several nice plans during the planning stage. For me, it’s been always pleasant to play in games with him, for he remains cooperative while still maintaining his own views and, more often than not, good arguments to backup his POV and proposals 🙂 – He’s also not afraid to experiment.  See his user page for his research on speed sorting.

So welcome aboard, [com]buster!

Farewell dihedral

Today, dihedral announced that he is leaving the #OpenTTDCoop community as an active member as well as the #openttdcoop association.

We want to thank you for all the time you spent with us and the community and we appreciate your dedication and all the work you’ve done. Thank you for all the good moments we have shared together!

If you ever have the feeling to play an OpenTTD Multiplayer game don’t hesitate and join one of ours. I remember a very interesting network plan which was even played. 😉

We wish you all the best and are looking forward for some future crossroads in the OpenTTD universe!

Your fellow members
 
Osai Ammler Mucht
tneo planetmaker valhallasw
Thraxian Mark SmatZ
thgergo Kommer XeryusTC
Progman

Public Server Game #124 Pimped Edition

The recently completed Public Server Game 124 is archived with about 1700 trains. Coop wouldn’t be coop if we didn’t push OpenTTD to it’s limits and that we did. Of course you can download the final savegame, take care you need r14922 or higher.

Back bone hub with 8 mainline tracks

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Even or odd: the perfect join

the-perfect-join

Back in February, Tim blogged about the differences between even and odd train lengths. This post posed it was better to use odd train length because they use less space when queuing.

To see what happens in a dynamic, i.e. moving, situation, I have built a test track which does a full speed join. It tries to get three trains as close to each other as possible, to see what the minimum distance between trains is. On another test track, I tested what the distance between trains from standstill is.
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