Advanced Building Revue 08: Overflows II

It is quite a long time since the first article on overflows got introduced. As time passed by, I developed this topic towards the form of overflows we use now and I may mention something we haven’t used yet ;). This article is going to be about yet more overflows, this time much more advanced than the original ones. I recommend knowing the original article (ABR04) since this is just an addition to it.

OverflowsII
Read the rest of this entry »

Advanced Building Revue 07: Stations

Building stations is one of the most essential things in OpenTTD. To build a station doesn’t require any experience (besides knowing which button to press), although construction of a station that works perfectly requires some deeper and in under-rated amount of knowledge. The point of this article isn’t in showing all possibilities how to make a station, but it should note as many things as possible in terms of what to consider when building a station and also, talking about signalling styles which are sadly almost ignored. Here I present to you, ABR07: Stations.
Stations
Read the rest of this entry »

Testing FS 3637 – A Game Inviting Competition [Update]

In an attempt to get FS 3637 fixed, a patch has been published which needs testing.

To be precise, the distribution of goods between competing stations at an industry needs testing to make sure this is treated more fair with this patch than without.
For this test to be successful it needs a bunch of players competing and creating certain situations:
1) first station at industry higher rating than second station at industry
2) first station at industry lower rating than second station at industry
3) not competing stations

And this is where YOU come in: In order for any test to be successful it needs to be played with.
Please feel free to download the Binaries and play on the server you find. The server will only be available for a few days.

Add you impressions and notes to the respective forums thread.

Thank you very much for the help in trying to fix this issue.

~dih

Update: new binaries are available at the same url as mentioned above.

ProZone Game 13: Timed (aka insane) SML

As some of you might have already noticed, another PZ game has been finished. This time we focused on trying out the timed SML(below as t-SML) concept, and with it we experienced numerous interesting things. In this article I will attempt to show how was the t-SML developed from it’s very beginnings, how it works and what were the problems, solutions to them, and last but not least – examining a game with
200 169 goods production per month! Read further at your own risk!

Hubs

Read the rest of this entry »

Building 101: double bridges and you

Introduction
From the very start that you start building networks in OpenTTD you’ll need to have different tracks crossing each other. When you just start out this will be done by just simple level crossings which aren’t very efficient (except when using YAPP/PBS), later on you will start using bridges and tunnels to do this so different tracks don’t influence each other. Because bridges and tunnels don’t allow signals on/in them you will soon notice that you get slowdowns at them, the common solution is to use two bridges or tunnels for the same line and have their combined capacity compensate for the lack of signals. Unfortunately there are proper ways to do this and wrong ways to do it. Underneath I will discuss these and explain what you should and shouldn’t do.
An overview of the basic double bridges
Read the rest of this entry »