Public Server Game #100 – A Jubilee

Public Server Game #100 requires OpenTTD 0.4.5, game start was 10.06.08 and the game ended yesterday.

Public Server Game #100 Preview

A little History

These days we are working on Public Server Game #100. This is a real jubilee. The idea of a Public Server was realized back in December 2005. After one year of #openttdcoop having only one Server we introduced the Public Server because there were too many players and new players. We also thought that the building guidelines we used to stick to at the Main Server are very uncomfortable for new players. Read the rest of this entry »

Building means signaling

In recent games it occured quite some times that patches of ML were found without any signals on it or even worse that hubs or station entrances or exits came without signaling, just plain tracks. All examples shown here are taken from the current public server game #97.
properly signaled merge
Figure 1: properly signaled SLH (albeit unnamed!)
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Track curves

In games it is important that trains can stay up to speed, for the best flow of a network. In recent games we’ve noticed that curves in particular often aren’t long enhough, causing trains to slow down.


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Review PSG #91

Public server game #91 finished and was again an enjoyable game. The map was a 512 tiles square sub-tropical map with very smooth land. The plan chosen to build was XeryusTC’s plan. As it tied a no terraform plan it was agreed that no terrform should be applied. The plan featured trains of length three on two concentric ML rings, one serving empty trains, the other fully loaded trains. Building progressed very rapidly to a large amount of players active at all times, also many new players.
factory and refinery station serving over 750 trains.
The factory and refinery station. The no terraform rule made the pre-signal bypass of the entry look a bit strange
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Review PSG 89

Though already finished few days ago, I’d like to cast a brief view back on Public server game 89. It was a special game in the respect that it featured several advanced or new features like shift main line (SML), variable length priorities (var TL prio) or Mark’s recently develloped train length sorters (TL sorter). It featured a rectangular 1024 x 512 tiles sub-arctic map which allowed for ample space to build a decent plan and test and implement it.
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