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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The Feature – spree continues

Just yesterday OpenTTD got another nice feature added to trunk: arbitrary map edges! From todays nightly onwards the map borders no longer need to be water but can be at any height, allowing for a far greater flexibility and also nicer looking maps which especially adds to certain scenarios (like coastal scenarios where you don’t want to have islands…)
arbitrary map edges (in trunk since r15190)

arbitrary map edges (in trunk since r15190)

The game creation dialogue got a new button which allows you to choose the sides which are enforced to be water:game configuration window

game configuration window
This option is only available though, if you allow freeform map edges in the advanced settings (it is found in the construction section). Congratulations to and two thumbs up for OpentTTD’s newest dev, Yexo. Happy gaming to all.

Public Server Game #124 Pimped Edition

The recently completed Public Server Game 124 is archived with about 1700 trains. Coop wouldn’t be coop if we didn’t push OpenTTD to it’s limits and that we did. Of course you can download the final savegame, take care you need r14922 or higher.

Back bone hub with 8 mainline tracks

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Even or odd: the perfect join

the-perfect-join

Back in February, Tim blogged about the differences between even and odd train lengths. This post posed it was better to use odd train length because they use less space when queuing.

To see what happens in a dynamic, i.e. moving, situation, I have built a test track which does a full speed join. It tries to get three trains as close to each other as possible, to see what the minimum distance between trains is. On another test track, I tested what the distance between trains from standstill is.
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The magic of SRNW (Self-Regulating Networks)

As you might have seen a guide about self-regulating SBahn was recently added to our Wiki. As #openttdcoop thinks large, we took it a step further and created a complete Self-Regulating Network (SRNW) in our current PublicServerGame (#121). You should definitely check the guide first, to get a better idea of what this article is about.
Though the key points stay the same and I’ll explain them to give you an overview how the network works.
Self-Regulating Network Teaser

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