Big hubs in a nutshell – finding a universal hub design

Recently I started playing a game on my own, featuring some LL-RR main network. When I had to build my first ever 4-way hub for double tracks, I first took a look at the Junctionary just to find out that all hubs were designed quite different and hardly any of them follow all necessary rules (curve length, double bridges/tunnels, merge after split). I then started wondering if there’s a universal way of thinking about hubs.
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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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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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