All things must come to an end

– of course except #openttdcoop itself! Despite this, a gang of four imperturbable Sandboxers managed to “complete” a controversial and emotionally discussed Sandbox game #22! It is even yet unsure if they did really “complete” the game – thats what I call controversial! Further details are available at our Sandbox Archive .

You all probably noticed #openttdcoop being quite idle the past weeks. The difference to former idle times is a certain base level of activity on our Sandbox Server. Today, game #22 has been stored in our dedicated archive and a new game starts. Feel free to join in!

Crashing sandbox

Some weary players will know that the Sandbox server has been quitting, apparently at random. It’s frustrating. We don’t know what the problem is at the moment. If you find that the server has crashed, feel free to inform one of the members (including me) so that we can get the game back on its feet.

Autopilot 2.0 closed test on sandbox

This evening, the sandbox server was upgraded to the newest version of autopilot: Version 2.0

This new version is a little more stable, a little less buggy and has a good deal of new features. Here’s what it does for the Sandbox server:

  • Pauses the game when there are less than two players
  • Greets all players as they join, giving a message of the day, including a link to the Wiki and an admin email in case of trouble
  • Logs all of the in-game chat to a database, so that the game’s conversation can be followed on the web
  • Automatically changes the server password every five minutes, to keep the server free from casual vandals and other disruptive types (the server’s password being available through the wiki or from members on IRC)
  • Connects the #openttdcoop IRC channel with the in-game chat, allowing people in the IRC channel to converse with players int he game, and vice versa
  • Provides a plethora of commands to IRC users, including the ability to see who’s playing on the server, and in which company, and to request various URLs for the community.

Commands are given in the IRC channel by preceding them with a ! or by sending a private message to sandbox. A quick rundown of the commands:

version shows the autopilot version

newgrf (currently disabled due to extreme verbosity) lists the newgrf lines you’d need in your openttd.cfg

companies lists the companies that are in the game

players lists the players that are int he game

url gives the #openttdcoop web site address

wiki gives the URL of the wiki

blog gives the URL of this blog

email gives the email address of an admin (er, mine, as it happens…)
revision shows the revision number of the openttd server

playercount shows you the number of players inthe game

companycount shows you the number of companies in the game

There are a couple of others, too. Commands can be added, modified and removed by the server admins as they see fit.

The software will be released to the general public for testing once the documentation has been written.

Current Sandbox game

Since the full members of #openttdcoop like me so much… they made me an aspirant to do all the dirty work! so here goes :p

Current sandbox game is a standard 512×512 map but this time it was generated by the lovely TGP. That in combination with low terraforming means alot of fun trying to make things and failing horribly! 🙂

We made a very simple square ML in the center, with 4 BBHs in each direction (north, east, south, west) with 2 SLHs for each BBH. At the end of each SLH is a Central Station (CS). Yup, we’re doing a CS/SBahn game!

Alot of things have to kept in mind here, most importantly: can your SBahn and CS combination handle all the trafic? Its not as straight forward as it seems!

First there are you SBahns. Some chose 3 tile trains, some chose 4 tile. I personally went with 3 tile. The tricky part here is to have everything go smoothly as your towns grow and more passengers end up at your SBahn stations. I went for a 2 way circular SBahn around the lake. The mistakes i made:

  1. I used a terminus for some SBahn/town stations. They’re fine for low trafic but once you get a couple more trains on it, it jams. Because every train needs to go over the same signal block.
  2. I used a 2/3 platform station, accessible from both sides with pre-signals. Again, fine for low trafic but on heavy trafic situations. For example: A train wants to enter the station, the presignal is green but as soon as it passes that another train from the other side enters the station. Result: 1st train gets stuck. Trains that are inside the station cant leave in that direction etc. Eventually everything got gridlocked. Solution: i made two 1-way roros. they might cue up but it wont gridlock anymore
  3. The importance of breaking tiles. With SBahns you have the tendency to reduce everything in size to make it as small as possible. You can do that with alot of things like curves etc. but DO keep your breaking tiles! its the difference between a station that jams and one that runs smoothly. 1 tile for each platform makes a huge difference for ‘smoothness’

Problem with big growth is that SBahn cant keep up. This isnt visible on the picture below but the town just east of this screenshot is pretty big. I connected six 3-tile ICEs to this station on top of the standard 10 orso handling the whole ring, which ended up beeing a 5 platform station to handle the extra trafic.

And then there are the ICE Central stations. You would not expect this but for every 2-2.5 SBahn trains arriving at the CS, you need 1 ICE to take the passengers away. With a proper SBahn and enough town to produce passengers, this is insane! A station apparently has a 4095 limit. My station was usually 3000+ usually close to 4000.

The only way this CS can be emptied is when about 8 to 9 ICEs arrive one after the other. Just enough to use the extra capacity to the west. This CS was emptied just once to my knowledge. Even though the extra capacity gets used frequently. I keep making trains but they cant keep up with my growing towns & SBahns.

You’ve all waited for it, after reading all this jumble… the screenshot! (thanks Osai :)) Jinx area

PS.: the SBahn drop station is a miniature version of the popular entry/exits used for big drops normally. Since SBahn speed is of less importance but taking less room IS important, it works 🙂

Sandbox restarted!

A new Sandbox Game has been started – yet with a new nightly r5993 (of course with our #openttdcoop-GRF-set enabled). We upgraded because of the merged TGP-feature – and we used it right away to generate a good-looking 512×512 map.