Even or Odd – About Tilelengths

Tilelengths 5 (left) and 4 (right) on diagonal trackWhenever starting a new game, be it local or on #openttdcoop, one important question to be cleared before starting to build the network always is: “What tilelength (TL) are we going to use for our trains?”.
The chosen setting will mostly depend on the size of the map, as you don’t want to have a hundreds train servicing a single coal mine on a 2048*2048 map. However, there is a great difference between using even tilelengths such as 4, 10 or 20 and odd ones like 5 or 11.

The patch setting “When dragging, place signals every: X tiles” should always be set to “2” when playing on #openttdcoop, and most players will also use this setting if playing alone. If dragging signals, you will always have one piece of track with a signal on it followed by one without one and so on.

Now, if trains are jamming up somewhere in the network, for example behind a full station, those trains should block as little space as possible, so that they won’t for example block the mainline.

As you can see in the first screenshot, with signals every 2 tiles, the trains with tilelength 5 (left) fit almost perfectly in between the signals. However, the TL4-trains (right) always have a gap of more than one tile between them and need as much space as the TL5-trains. To fix that, you would have to place additional signals in the gaps, which might look ugly (especiall for straight track, see below) and is a lot of work, as you would have to do it manually.

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YAPP – Yet Another PBS Patch

Since a few days a nice patch is discussed at the tt-forums. It is another try to implement PBS in OpenTTD. The first idea of PBS is almost three years old. The old PBS was only supported by NPF (the old ‘new-pathfinder’) and since YAPF became the common standard the development was not continued.
We are currently running a dev server with YAPP (r12062M)
IP: dev.openttdcoop.org:3982
You can find the password at our irc channel: #openttdcoop.dev @ irc.oftc.net
YAPP

This new patch looks really promising. The code is clean and fits to the standard openttd developers prefer. Now, lets have a look at the details. Read the rest of this entry »

OSQC – delayed

Hello Community,
due to personal problems, a lot of work and my sport I was not able to finish the osqc web-interface yet. The current one isn’t coded either! Please send your save games to ottdcoop@ppcis.org.

Deadline for the #OSQC 01 is: 10 February 08

The next #osqc will be delayed and it is still not clarified which one it’ll be. Mucht is still coping with the flu and my scenario is only 15% done. Anyway, I want to show you a little teaser for the next scenario. I am really happy about the amount of participants at our very first round of #osqc.
Teaser for the second OSQC

Under the scope: Rivers in OpenTTD

Since r11926 OpenTTD supports rivers. Of course this is a very interesting feature which we should have a closer look at. OpenTTD doesn’t support rivers in the first place, you need Michael Blunck’s rivers.grf (in the download section). If you do not use this grf file, rivers will look like canals and the rapids will have grf glitches. You can only build rivers in the scenario editor.

Rivers in OpenTTD

Lets have a closer look at the details: Read the rest of this entry »

Working hard on OSQC

It was quite silent here the last couple of days and I have a lot of stuff in the pipeline. For now I just want to give you a little update on the osqc interface.
I decided to store all the submitted in a database and after the osqc all of them can be downloaded. While the osqc is running, only the creator and the judges can download the solution. Another thing I bear in mind is a little support system to answer all the upcoming questions very elegant.

judge area mock-up
Preview of the judging area



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