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
Read the rest of this entry »

Famous Games 2009

Hello everybody,
I just checked the Public Server Archive today and recognised we didn’t add any games of 2009 to our Hall of Fame.
If you have any proposals please leave a comment or use the Voting Page.

I hope we can make out the best games in 2009 soon.

Stochastic Networks

You will probably have seen, or participated, in the last Public server game, which was all about logic. I’ll try to explain it in a bit.

After recent interests in self-regulating construction, there was an attempt to improve the usability of such designs. We have already seen self-regulating networks, where dummy trains transfer cargo onto ML trains, and recently self-regulating orders where vehicles could potentially go to all stations. What has not yet been done is to apply a form of regulation to point-to-point passenger games.

Read the rest of this entry »

Self regulating orders (SRO)

When it comes to improving station rating, often the focus is on changing or extending the network and tuning the signaling to the needs or adding additional trains to single stations while the orders of trains are often overlooked and plain default orders like “GoTo A, full load”, “GoTo B, unload” are only given. This article will show a set of more complex orders which offer a solution to comparatively easy network management while it “only” requires a usual efficient two-way track layout all the same.

The current PublicServer game #151, is a multi-region map where different regions are connected by ICE trains (or rather Shinkansens in this case) but the local s-bahn is subject to individual design.
region overview

Read the rest of this entry »

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
Read the rest of this entry »