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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About Curve Lengths

Every game we have the same discussion about what Curve Length (CL) to use to allow trains to maintain their maximum speed while still keeping corners as tight as possible. After some experimenting and looking through the source code I came up with some formula that can be used to determine the minimum CL. The graph below shows the maximum speeds for different railtype, further in the article I will explain where these values come from.


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Optimization of Logic – Logic Gates [Part II]

Almost half a year ago I blogged about Logic Gates and already the headline promised that this story is not over yet. Now, I was finally able to concentrate my thoughts about logic gates again and was able to optimize the gates again. As I pointed out earlier the reaction time is too long and gates are reacting too sluggish. The slow processing made the gates only interesting in places which don’t need to be fast. For example the timing of injection. But when it comes to mainlines, sidelines, station entries and many other fancy coop-ish constructions they were more an impediment.
Download Logic Train NewGRF

I hope, this’ll change now, because these new constructions require only one train without any wagons and are extremely small in comparison with the old gates and the once I see nowadays in our games.
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Merge with trunk of NoAI branch

Fellow coopers,

great news, another big step forward in OpenTTD development: the new framework for computer players has been merged from the NoAI branch into trunk. So, from now on, there’s no need anymore to complain about those stupid AI which OpenTTD had up until now – everyone may programme his or her own AI with as much intelligence as desired. Like many people did as documented in the NoAI subforums. Check out the threads there for different AIs.

Company chart from our first coop game against a few AIs Read the rest of this entry »

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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