Advanced Building Revue 02: Splits

We have had many articles about mergers, merging, balancing, packing, and so on because it definitely is one of the most important parts in our every game. This one is about the counterpart. Splitting. In this article I would like to describe most of the types of splits and show the possible usages.

Madness!

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Advanced Building Revue 01

As we all know, we are a community based on cooperation. This also means that we must understand each other and see what each thing is supposed to do. I would like to talk about reading other’s ideas because of two basic reasons. The first is correcting stuff. Why do we have to use signs “on purpose” and why do some stations fail even though they are copied from the working ones? And what does that mean in general?

Sign Spam
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Mixing Balancing and Merging

Over a period of months I have been developing a game which I have been test out network capacity and packing. To do this I boosted some primary industries and connected them directly to the main line. This in itself causes issues, which can jam the main line. To overcome this issue I built very high capacity stations.

My network ended up with 890 trains that travelled around a ML ring. Since all the primary stations where on the ML the game ended up only having MSH and BBHs. This meant that I have to balance all of the tracks on and off the main loop. The loop was LLL_RRR most of the way around excluding the northern section which was LL_RR and L_R only in some sections.



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Fail-Safe Joiners, Priorities and the Cyclotron example

Some days ago I stumbled upon openttd wikis page about Railyway Designs and I saw the Cyclotron created by Pitt2. Those high speed injectors are not too new and we experimented with them a lot. Though we don’t use them in most cases, because they are difficult to build, depending on the properties of trains and such. Its just too much work for too less effect and pre-accelerated joiners are the better choice. Though I had a look at the construction and checked how it worked. A little footnote about a fixed bug made me curious, but then I understood that it fixes the issue which occurs if a train wants to join another track but in the same moment the signal turns red and the train stops blocking a complete line. Therefor we have the overtaking lanes in most SML constructions. We all like cool words for cool constructions, here they are. Fail-safe Joiners:

How it works

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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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