Asynchronous SRNW stations

In PSG 149 we went with an exclusive SRNW (Self-Regulating NetWork) construction. This technique is a bit strange at first, but has some pretty clever ideas and possibilities. Building a single platform SRNW stations isn’t all that difficult when you get the hang of it. But when it comes to multi-platform stations for high-capacity industries, things tend to get very complicated and messy because you need to carefully design it to keep the dummy trains from stealing cargo from one another. This will mostly involve complex systems involving logical gates and more.

In the picture below you can see an example of my asynchronous approach which makes for a very simple but high capacity SRNW station:

Asynchronous SRNW station from PBS 149
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(Re)-Introducing Main Station Hubs

A main station hub is a hub where a station connects directly to the mainline. In the old days it was common to call these hubs PH’s, which stands for Principal Hub. After a while this naming convention was forgotten and people simple labeled it with just their name. In more recent games people have started to call these hubs Sideline Hubs, which is a false term as main station branches connecting to the mainline do not match the criteria for SLH’s. Because of the confusion caused we decided te re-introduce a term similair to the old PH, but instead we chose for the term MSH as this is less confusing. The image below clarifies the line hierachy.


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Various degrees of terraforming

In almost every game that is being played on one of our servers there is a terraforming, TF for short, rule in place. However it is up to debate on what is considered to be low, medium or high terraforming. Via this blog I want to give you some insights in the various types of terraforming that we use.
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OSQC#01 (finally) finished

Dear folks,

some of you may remember the long forgotten #openttdcoop scenario quest competition (osqc). We tried but failed to gather the judgings of more than two people (Mark and myself) on the 8 final submissions to the contest. A far bigger number of people actually played that map back in early 2008, though.

A complete description of the task and the initial map supplied to the participants can be found here. A quick recap is this image


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Now testing: infrastructure sharing patch beta2

Hello folks,

as of today the beta2 of the infrastructure sharing patch is released. As we’re eager to test it ourselves, we invite you all to join in on our development server and test it extensively in all its facettes. Try your best to make your client or even the server crash 🙂 Also, of course, suggestions on the general improvement and on the fine tune of parameters is very much welcome.
Truebrain was so kind to help us out with the compile farm and supply us with binaries for all officially supported systems of OpenTTD. The latest binaries will be available from approx. 16h UT on from our server at http://mz.openttdcoop.org/is2/bundles/ (check out this directory for the latest release – version beta2 is “IS2.0-beta2” or 08d2033e53e1). Or join us on IRC at #openttdcoop.dev and type !download. Grab the one which matches your OS and enjoy the play either on our dev server or where ever you like :).

EDIT: if you cannot find a matching server automatically, enter it manually. The server is mz.openttdcoop.org:3981