Stochastic Networks

You will probably have seen, or participated, in the last Public server game, which was all about logic. I’ll try to explain it in a bit.

After recent interests in self-regulating construction, there was an attempt to improve the usability of such designs. We have already seen self-regulating networks, where dummy trains transfer cargo onto ML trains, and recently self-regulating orders where vehicles could potentially go to all stations. What has not yet been done is to apply a form of regulation to point-to-point passenger games.

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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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The insane LED Counter & Logic Gates [Part 1]

While browsing tt-forums I stumbled upon a LED Counter created in an OpenTTD game. This is an amazing work because you require a basic knowledge about electronics as well as about OpenTTD and signaling. This work inspired me and I planned to do some other constructions.
LED Countr by Igloo

Of course this counter is a complex electronic circuit and we should not look at it in a too close manner. It uses half-adders, memory and a lot of logic gates. But some parts, especially the logic gates, are really interesting.
My first intention was to optimize them to be useful in #openttdcoop network games.

Logic Gates – An Overview

Boolean Operators a.k.a. Signals
First of all, we’ll have a look at the requirements to understand logic gates, as I create them, in OpenTTD. A default signal can be either red or green. These two states can be defined as true and false or as 1 and 0 or zero and non-zero or easily as yes and no. In fact, Read the rest of this entry »