Printable Version of Topic

Click here to view this topic in its original format

Respawn LAN Forums _ Gaming _ Open Transport Tycoon Deluxe

Posted by: That Commander Jul 18 2010, 08:51 PM

Hello, I am posting this in case you did not know: as of December 2009, the OpenTTD developer community have completely replaced the graphics and sound, meaning the game is now completely free to use without requiring a TTD license.

I remember this game used to be run as a comp, but I never joined in since it required the game files from the original TTD.

I would be interested in a multiplayer match (does not have to be a comp).

Cheers

Posted by: SirSquidness Jul 18 2010, 09:05 PM

OpenTTD is a fantastic game. I would be honoured to join you in a game.

Posted by: That Commander Jul 18 2010, 09:20 PM

By the way, how did the comp work? Set time limit and the company with the most company worth wins?

Posted by: SirSquidness Jul 19 2010, 10:30 AM

I don't know how long ago you're talking about, but I don't recall there ever being a comp of it. I remember playing it casually with a few friends at one point, though.

Posted by: That Commander Jul 19 2010, 06:03 PM

Oh righto, I assumed as it was once run as a server that it was a comp. Bad assumption smile.gif

Got another friend interested in playing too.

Cheers

Posted by: Thrillho Aug 30 2010, 08:27 PM

I love this game! I'm so in but I have trouble setting it up sometimes as it gets a bit tricky.

Posted by: That Commander Aug 31 2010, 10:36 AM

Excellent, we'll see you at the lan cool.gif

Some questions aimed at the server runner: what patches will be in effect on this server?

The only one I'd like to see is "Vehicles Never Expire" -- but that does not mean they will not break down or need to be replaced when they become life expired.

Also, how long should the game run?

Cheers

Posted by: SirSquidness Aug 31 2010, 10:45 AM

Whatever you like!

It's not a competition, so either you can run a server and configure it exactly the way you like, or I can change the configuration on Respawn's.

Posted by: Tank Aug 31 2010, 11:59 AM

I've heard of this game... but i want to play!

Posted by: SirSquidness Aug 31 2010, 12:27 PM

http://www.openttd.org - multiplayer isn't friendly to new players.

Posted by: Maelstrom Sep 1 2010, 09:51 PM

I've played once with a friend, had no idea what I was doing. I think we were playing coop, and he just earnt money while I wasted it learning controls.

Posted by: That Commander Sep 2 2010, 11:18 AM

Hmm, didn't know it had co-operative multiplayer.

Since it's not a competition - sort of like in Melbourne when there was National Express and Connex - I am happy to give tips on rail construction and in particular signalling. smile.gif

I nominate to run the server with the following settings:
Map size: 1024x1024
Climate: Temperate
Start Date: 1970 (Electrified Railways available)
Patches Enabled:


Posted by: Prim Sep 30 2010, 01:34 PM

This game is awesome wink.gif

Can we get it put on the timetable?

Posted by: SirSquidness Sep 30 2010, 01:42 PM

It doesn't have to be on the timetable for you to play it happy.gif

I'll have a server running throughout the LAN - you're free to play on that or start your own.

Posted by: That Commander Sep 30 2010, 08:50 PM

QUOTE (Prim @ Sep 30 2010, 01:34 PM) *
This game is awesome wink.gif

Can we get it put on the timetable?


This guy... does not read the whole thread wink.gif

Sure, it will run to the Werribee timetable.

Posted by: Red Leader Oct 8 2010, 10:15 PM

I'm gonna have to play this game for a bit,
but i'd be heaps interested.

Posted by: Patryn Oct 10 2010, 05:32 PM

'twas fun, but got kinda messy by the end of the LAN. xD

lols at some of the track laying! and definitely not beginner friendly in multiplayer. It's actully not beginner friendly at all! I say we have another server that's solely for the purpose of learning how to play.

It probably just needs to be setup with signs and instructions, and then players could log into that server and read all the signs and try it out themselves, and then move onto the larger map.

Posted by: That Commander Oct 10 2010, 08:14 PM

Yes indeed it was fun, in fact I'd say with the amount of attention OpenTTD grabbed, it was a success. I ended up playing it for nearly 5 hours straight! Bloody addictive game ohmy.gif

As a tip to beginners in preparation for the next lan, the best solution is to play single player and read the http://wiki.openttd.org/OpenTTD. It's a life saver.

There was one observation I must stress: "Player #2" (Purple Livery) built level crossings across two of my busiest lines without accounting for truck depot congestion, which resulted in trucks queuing across my rail lines. Unfortunately, my trains kept on smashing them. Where possible, Grade-Seperate.

Secondly, I tried running freight-only. Transporting coal is the easiest money to make, but I should have moved onto secondary industry and served towns with goods. Whether this will compete against passenger operations remains to be seen. *Edit* Note: I tend to strive for maximum performance, and the best way to achieve that is to serve as much industry as possible, as on time as possible.

Thanks to everyone for playing and hope to see you next time. smile.gif

Posted by: That Commander Nov 19 2010, 05:37 PM

Hello

Has anyone been playing this recently? If you have not, you may wish to start now, to avoid being slammed by Terry Mulder for "bungling" and "cost blowouts".

I remember one extension cost me 300 thousand pounds for a coal mine that only produced 50 tonnes of coal per month sad.gif

The moral of that story is: do not try to landscape water!

A server will be run at the upcoming lan, either by SirSquidness or myself. The same settings as the last game will apply.

If anyone is interested, I can post my savegame of my "masterpiece" game that has been going for nearly 150 years, where I have tried all my ideas on what works.

State Transport Authority.

Posted by: That Commander Dec 9 2010, 10:45 PM

Hey, is anyone interested in playing this at the upcoming LAN? smile.gif

Posted by: SirSquidness Dec 10 2010, 08:09 AM

Sure! \o/

Posted by: That Commander Dec 12 2010, 08:19 PM


A screenshot from the Respawn V19 server: a massive cutting to demonstrate that "Peter Sadler Transport" had way too much money, but very cool nevertheless.


Another fun match at Respawn V19.

"Peter Sadler Transport" managed to take the unofficial cake with the highest level of profit, albeit by providing a service level even Connex could mock. tongue.gif

A savegame was captured, if anyone is interested.

Cheers

Posted by: SirSquidness Dec 12 2010, 09:20 PM

I'm disappointed that I didn't get enough time to warrant opening the game. One of these days, I'm going to put an OpenTTD server up online, and then my spare time at the LAN wont matter!

Posted by: Jeffy Dec 12 2010, 09:26 PM

Isn't Peter Sadler Transport an actual company? So handicap much biggrin.gif

Squid reminded me this existed, I did nothing for 2 weeks but play OpenTTD! It has a highly addictive nature, although my signalling systems with trains were well... at a Melbourne trains authority level...

I take it multiplayer operates in a MOST PROFIT wins scenario?

Posted by: That Commander Dec 13 2010, 07:58 AM

"Peter Sadler Transport" is Prim's trading name. He chose this name originally as PST is a trucking company, and initially tried to play OpenTTD with trucks/buses only.

He promised a fleet of 2000 trucks, and has yet to deliver on that promise! dry.gif

Profit is probably the best indicator - but then again Connex also made a profit. tongue.gif Each station of PST was at poor or very poor rating, yet his trains were generating $200,000 per trip, because of the length of his trains, and sheer distance they were travelling. Essentially, you don't have to provide a good service to generate heaps of money. However, if someone else built a competing route, they'd steal all his traffic.

I think the game actually uses Company Rating, not just profit, http://wiki.openttd.org/Game_mechanics#Company_rating. This gets displayed at 2050, who the game thinks won.

Posted by: Prim Dec 13 2010, 10:28 AM

Next lan 2000 trucks will be a minimum, over 9000 is the goal smile.gif

Also last i heard Connex was an actual company too smile.gif

Posted by: SirSquidness Dec 13 2010, 10:33 AM


QUOTE (Prim @ Dec 13 2010, 11:28 AM) *
Next lan 2000 trucks will be a minimum, over 9000 is the goal smile.gif

Also last i heard Connex was an actual company too smile.gif


5000 is the max configurable limit of vehicles for a given mode of transport. I imagine it might be possible to change thais on the source code and recompile it though.

Posted by: That Commander Dec 13 2010, 06:47 PM

I wonder if multiplayer would handle 2000 trucks?

QUOTE (Prim)
Also last i heard Connex was an actual company too smile.gif


Connex is an actual company, but no longer the operator in Melbourne.

QUOTE (Jeffy)
...although my signalling systems with trains were well... at a Melbourne trains authority level...


Jeffy, have a look here for information on http://wiki.openttd.org/Signals. Get to know http://wiki.openttd.org/Signals#Path_Signals in particular.

One of the most common mistakes I see is placing two-way signals on single line track, or on bi-directional double track where there are not crossovers. You can only place signals at crossing loops, http://wiki.openttd.org/Advanced_path_signal_layouts#Basic_two-way_double_track_layout, or at station entrances, otherwise you will end up two trains entering the same section of track and getting stuck.

Having said that, it is usually always better to build double track, with each track restricted to a particular direction - much easier to signal. Build single line only if you need to get a service up quick and expect to only run 1 or 2 trains until output increases, or are strapped for cash, http://en.wikipedia.org/wiki/Ballarat_railway_line,_Victoria tongue.gif

Posted by: SirSquidness Dec 13 2010, 07:10 PM

QUOTE (That Commander @ Dec 13 2010, 07:47 PM) *
I wonder if multiplayer would handle 2000 trucks?


Definitely. OpenTTD has pretty efficient netcode. Check out the likes of http://openttdcoop.org/ for examples of how massively insane things you can do.

Posted by: That Commander Dec 14 2010, 09:56 PM

QUOTE (That Commander @ Dec 13 2010, 08:58 AM) *
...I think the game actually uses Company Rating, not just profit, http://wiki.openttd.org/Game_mechanics#Company_rating. This gets displayed at 2050, who the game thinks won.


I can definitely confirm that it is 'Company Rating' that decides who wins. I made some modifications to my infrastructure - particularly the construction of maglev track, which managed to bump my company rating to above PST, despite having only a quarter of the company value.

That is not to say that I win... The deadline is 2050, or when the server finishes wink.gif

Naturally, having a high performance generally means high profit. It took me nearly 100 years, transporting 8 different kinds of cargo (passenger and freight), and construction of maglev before I finally topped his peformance...

That high peformance was achieved using Floss '47 locomotives, a design nearly 100 years old with a top speed of 160km/h*, and very long haul passenger routes. That ticks four of the boxes:

(Source: http://wiki.openttd.org/Game_mechanics#Company_rating)

That's a performance of 65% straight away.

It would seem that in OpenTTD, passenger transport is the most lucrative. This is at odds with real life, where it is usually freight that actually makes money (or loses less tongue.gif ), and passenger transport is subsidised.

*Having said that, in Australia we consider "High Speed" to be 160km/h! The Floss '47 is actually a real locomotive http://en.wikipedia.org/wiki/British_Rail_Class_47, built in the 1960s!

Posted by: That Commander Feb 26 2011, 09:28 AM

Hello again

I just checked that Respawn v20 is up, so who is interested in playing this at the next lan?

Posted by: Tyrant Feb 27 2011, 10:39 PM

Most definetely.

Posted by: Prim Mar 1 2011, 12:55 PM

I'll join, planning on some massive cuttings and eventually sinking the entire map into the water. Thoughts? smile.gif

Posted by: That Commander Mar 1 2011, 01:49 PM

I think you will be booted from the server.

That's another thing I've been reminded of.

There should be two servers: one for griefers like Prim (who delights in examining how he can be a bastard in the best/most efficient possible way), and another for the rest of us. Which might just be me.

Posted by: Prim Mar 4 2011, 10:07 AM

The game is all about efficiency. I have reviewed my 2000 truck claim and will be too busy doing that to grief. Though if i succeed, my trucks will be like boats, since there will be no land left smile.gif

Posted by: That Commander Mar 4 2011, 11:28 AM

I am looking forward to the 2000 trucks. I might try to build some really long freight trains this time.

Posted by: Guni Mar 5 2011, 12:27 PM

Im keen to play if someone can teach me how to smile.gif

Posted by: That Commander Mar 7 2011, 10:21 PM

I am thinking of setting up a Server for testing/training purposes. Will make Primoz happy at least... He needs to practice managing 2000 trucks. tongue.gif

Most of the resources you will need to learn how to play have been mentioned in this thread already, but I am happy to answer any questions. Signalling is one of the harder areas to get right.


Something I must try is single line with the ability for trains to follow.

Key: > Path Signal Type, '>' indicates direction of Front of Signal Face - Train can wait in front of signals, they cannot wait behind them


CODE
                      
                    3<                                                       9<
     -------------------                                   ----------------------
    /  1>           4<  \                6<               / 7>              10<  \
-------------------------------------------------------------------------------------
       2>                            5>                     8>


Note: Signals 5 and 6 face each other, they are not the block signals that face opposite of each other.

Lets say you have two trains moving from left to right, both in the loop on the left waiting at Signal 3 and 4. Furthermore, there is a train heading right to left waiting at Signal 7. As the first train leaves the loop, it will reserve a path from Signal 4 to 10. As it moves past Signal 6, the path comes clear for the train sitting at Signal 3. This allows it to follow the first train on a single line section.

In other words, you can build long single line sections like this:
CODE
      2<                4<                  6<                   8<
----------------------------------------------------------------------------------
   1>                3>                  5>                   7>


And you can be sure that two trains will never enter that same single-line section from both ends and end up facing each. Further more, it allows multiple trains to move in the same direction. Essentially priority is given to the direction that is most busy, but it also means trains trying to go in the opposite direction will wait for a while.

Crikey, typed more than I thought I was going to.

Posted by: Prim Mar 8 2011, 09:31 AM

You've lost me on that - will have to read properly next time smile.gif

In general guni, if you want to make your life easier, build one track for each direction. Trying to make two trains pass each other on a single line is complex. Use one way signals to determine direction and space them evenly apart (around train length apart) to ensure multiple trains run through fast enough. Where possible try to make the train continue through the station, and not reverse as that will add complications.

Once you get the hang of that you can try the reversing and other stuff for optimizations smile.gif

Posted by: That Commander Mar 8 2011, 11:08 AM

Nothing beats single-direction double track for simplicity and capacity. However, naturally it is twice as expensive and takes twice as long as setting up a single line. Single line is good for quickly establishing routes, especially when you will only have a few trains initially to service said industries. Put in a few crossing loops and that will work well enough for many years. As the demand on that route grows, convert it into a double track. Just remember to leave enough room for expansion, otherwise you'll spend massive dollars trying to squeeze in an extra track, or worse, have to move your alignment around someone else's infrastructure.

Posted by: orbit Mar 11 2011, 01:46 PM

This does look interesting. I take it being an open source game Respawn can copy it to people? I might have to have a play of this one next Respawn.

Squid: Does it take many resources to run a server of this? If we get a server for minecraft we could possibly put this one on there too. Do the same sort of setup i was hoping for on the MC one with it running in a vm so we can just take it to respawn and run it there for everyone who uses it. Then put it back when the lan is over.
Or if the net code is truley efficiant we could just open the ports to run directly off the online server?

Posted by: Prim Mar 11 2011, 01:53 PM

Hey orbit,

we would probably run it on lan only, and the server doesnt take many resources - effectively on most computers it wont even affect what you can run simultaneously with it.

anyone who joins the game can actually save the game and host the game from that point on after the lan. unfortionately in most cases the duration of the lan is sufficient for the entire lifespan of the game, after which point it's probably better to start a new server.

hopefully this helps ya a bit smile.gif

Posted by: orbit Mar 11 2011, 01:58 PM

Ah ok so you cant have massive games with levels that took people hundreds of hours to make? Fair enough then. it wouldnt be worth setting up the way i was talking about anyway then tongue.gif

Posted by: That Commander Mar 15 2011, 09:27 AM

Actually, map sizes can be 2048x2048 tiles. Not psuedo-infinite like Minecraft, but big enough to host 20 or more players. Each tile is around 32 pixels I think, so that makes a map around 65536 pixels, which is about 34 times wider than my 1920x1080 monitor, or can fit 2071 of my monitor in surface area... Big enough tongue.gif

It is being proposed that Respawn run an OpenTTD server outside of Respawn Lan.

Posted by: That Commander Mar 19 2011, 05:34 PM

Hello

I have found out recently that I will probably not be attending Respawn due to another higher priority event occurring on the same day.

Thought I'd post some pictures of what I was thinking of attempting at this Respawn: Superfreighters, otherwise known as http://wiki.openttd.org/Mammoth_trains in OpenTTD. I was thinking of some sort of http://en.wikipedia.org/wiki/Intermodal_freight_transport setup, with trucks and small trains transferring cargo to a giant, fast train (speed greater than 160KM/h). Instead I took a different less complicated approach.

I suppose I should get to the point (note: images will take ages as my upload is slow):


What you are looking at: several farms are surrounding a factory which accepts livestock and grain, and produces goods. Goods is the final unit of cargo that can be transported directly to towns. This is "sort of" intermodal in the sense lots of smaller trains are inolved. The station there is 40 tiles long, and the trains are comprised of 70 carriages and 10 locomotives. Each train is capable of holding 1750 units of cargo, which translates to 2310 tonnes (not including locomotive mass).

Here are the delivery stations, also 40 tiles long.


I chose 10 locomotives in order for the train acceleration and top speed to be acceptable. The OpenTTD Manual provides a page on calculating how http://wiki.openttd.org/Tractive_Effort is required to move a given amount of mass, but it is actually a fairly complicated affair to calculate. Tractive Effort (TE, in KiloNewtons) affects ability to move a mass, while power affects the speed at which it can move said mass. The practical reality is, if you try to move too much mass, the train will both accelerate slower and will never reach it's top speed, and could be even worse at hill climbing. The page shows you how to calculate how much power you'll need for a given speed for a given mass, but the problem with starting with the mass is that locomotives also end up making a significant portion of the total mass, which affects your calculations. So the answer I suppose is: keep adding locomotives until the acceleration is acceptable. You might have to make your stations bigger though!

Two of the of Superfreighters use the SH'40 Locomotive which is probably one of the best locos for Freight. It has a TE of 243KN and a Power of 5000HP which is better than the next two Electric Locomotives (the T.I.M and AsiaStar), even if it's Max TE is less. It means it has more power on tap to acheive its top speed.

So what is the performance like? As said, the SH'40 trains accelerate and reach their top speed as if they were only hauling 5 carriages. There's a good chance I've specified too many locomotives for the task. I've read people complaining Mammoth train performance is bad. The only reason is lack of power. The third train uses TIM locomotives, which serves the longer distance station in the second picture. While it does eventually reach its top speed, it certainly "feels" like it could use another pair of locomotives. This is because overall, each locomotive only has 3,500HP.

So, what can I conclude about the applicability of Mammoth Trains?

Operationally, Mammoth trains are a nightmare. Entering and exiting depots can take days. If you don't design the depot properly, you'll find your trains blocking the path of exiting trains unnecessarily long. Finding the room for a 40 tile long station is problematic; the land has to be made flat to accomodate it, and that often means destroying trees, which angers the various local authorities, and if you look, you'll see one of the station passes through three of them!

The second issue is the shear amount of time needed to fill them, thus why I chose a factory which I could connect several farms to feed it. At peak I've seen the factory produce nearly 2000 goods per month, but on average around 600-800. But this still isn't quick enough. That means it takes one about 2 to 3 months to fill. As there are 2 other train involved, that means each train runs about 3 times per year. Waiting for up to 4 months means their reliability is shot on departure, meaning they'll often breakdown before they get to their destination. This can be mitigated, but it had to be mentioned.

Having said all that, Mammoth trains certainly look cool. The two shorter distance trains generate $350,000 per trip, with a profit of around a 1,000,000 per year. The TIM powered longer distance train generates $650,000 per trip. But to put that into perspective, one of my 8 passenger and 2 mail carriage trains powered by the SH'125 200km/h diesel locomotive generates $100,000 per long distance trip, for an annual profit of around $500,000, at a 10th of the operating cost. All that means is I need to ramp up Goods production to make these trains worthwhile.

Posted by: SirSquidness Mar 19 2011, 10:24 PM

If your factory is only producing 2k goods/month max then you've still got a lot of work to do ;D

Posted by: Prim Apr 16 2011, 12:29 AM

Not to worry im still willing to host the game if there will b people playing wink.gif

Posted by: That Commander Jul 2 2011, 11:52 AM

Hello again, that time of the year, anyone interested in playing?

I wasn't at the last respawn so I hear it wasn't played at all.

The Victorian Government is taking action* so you spend less time playing other games and more time playing OpenTTD.

*I love Government catch phrases: http://www.google.com.au/search?hl=en&safe=off&q=victorian+government+is+taking+action&aq=f&aqi=&aql=&oq= but with quotes around the search term, since this forum annoyingly changes " to &quot;

Posted by: That Commander Jul 10 2011, 11:32 PM





"Peter Sadler Transport" manages to win again using nothing but trucks, but did fail to meet the challenge of "2000 trucks". He had 255 of them, generating 2 million profit a year and a performance of 55%, a result that surprised both of us.

The State Transport Authority did build a very long haul railway that spanned nearly the entire 512x512 map, and cost $100 thousand per track, but still had a low performance of 41%. I suspect that is due to the "Inter-Urban" trains I had running to towns of population of 500.

Unfortunately the server only ran for a few hours before it was shut down so we didn't really get to do any longer term plans.

Also, the BR Class 47 Locomotive aka "Floss 47" had a reliability of 100% biggrin.gif Awesome.

Posted by: SirSquidness Jul 14 2011, 02:35 PM

Everything has a 100% reliability when you turn off breakdowns ;D

Posted by: That Commander Sep 18 2011, 06:48 PM

Hello

I will be running the server for this game again. At the Last Respawn, this game was not on their FTP. I will make sure a copy is available at this lan.

The usual rules will be in effect:
Map size: 512x512
Climate: Temperate
Start Date: 1970 (Electrified Railways available)
Patches Enabled:



The goal to win this game is the having the best http://wiki.openttd.org/Game_Mechanics#Company_rating at 2050, or when the server is shut down. Note: If you are "Peter Sadler Transport", then you have the additional goal of 2000 trucks.

The State Transport Authority has the goal of linking every single town with a population over 500.

If you are interested in playing please feel free to ask any questions. I can run a practice server too, if anyone is interested.

Cheers

(100th post!)

Posted by: Prim Sep 18 2011, 08:57 PM

I would say you have the goal of linking EVERY town, even those that have 80 people, ofcourse you could just not stop there and call it south kensington.

How many people are interested in joining this time around?

Posted by: That Commander Sep 20 2011, 11:43 AM

About as many interested in running Victorian Intrastate rail freight (in other words, none)

The State Transport Authority is about providing a fair and equitable access to a world class public transport system. Even if it takes 4000 years to do it.

Posted by: Jeffy Sep 20 2011, 01:51 PM

QUOTE (That Commander @ Sep 20 2011, 11:43 AM) *
The State Transport Authority is about providing a fair and equitable access to a world class public transport system. Even if it takes 4000 years to do it.


hahaha is the "STA" also known as Metro?

Posted by: That Commander Sep 21 2011, 07:13 PM

http://en.wikipedia.org/wiki/State_Transport_Authority_%28Victoria%29 smile.gif

There used to be something called Metropolitan Transit Authority.

The STA was the predecessor to V/LINE (actually, V/LINE was the trading name of STA, before STA was dropped).

*cough* sorry, got a bit gunzel there.

Anyway, I am wondering how I am going to fit every other game in between OpenTTD sad.gif

Posted by: That Commander Sep 25 2011, 04:46 PM

The State Transport Authority was unable to attend this Respawn, due to, uh, transport problems sad.gif

QUOTE
A Passenger in Melbourne's west is facing a cancellation due to a "faulty height control air valve".

The State Transport Authority vehicle was on its way to Respawn Lan from Bacchus Marsh on the Ballarat line when it came to a halt at about 12:30pm.

An STA spokeswoman said that the cancellation was unavoidable, but couldn't explain why delays of up to an hour were expected on the Williamstown and Werribee lines in both directions this morning. "Something's always going wrong with that line."

The knock-on effect is also causing delays of up to 20 minutes for Craigieburn services, while Sydenham line commuters should brace for delays of up to 10 minutes.

"State Transport Authority apologises,'' the spokeswoman said. "It's a complete dog's breakfast. An absolute dog's breakfast. And you know, chucking in a few more cans of Pow, will not in fact, make it a decent breakfast."

"There will be delays across the morning and we hope to have things back to normal for the afternoon.''

Another STA spokeswoman said the driver of the vehcile had checked the correct operation of the vehicle's air suspension that very morning, but a test drive in the afternoon revealed the height control air valve to be still faulty.

There was no indication during testing that there were to be any further problems.

"This is especially annoying, as the valve had enough sealing capability to destroy the air compressor due to compression lock," the spokeswoman said.

Services on the Geelong line are returning to normal after earlier delays.

"It’s an awful thing to happen," the spokeswoman said.

"I apologise unreservedly for this morning and we are looking into it."

The STA had to limp the vehicle back home.

So far, inexplicably, at least 10 Werribee morning services have been cancelled.


I hope at least it was played?

Note: the above quote is a play on this original article: http://www.vicsig.net/news/3277

Posted by: Jeffy Sep 25 2011, 07:30 PM

No it wasn't, but now I have something I can play on the plane back to NSW that means I won't cause the jet to come down by lanning in flight.

Posted by: SirSquidness Sep 25 2011, 10:19 PM

I hear so many people say 'Man, I love that game! I should play it some time', but no one ever does sad.gif

(Myself included, but my excuse is that I don't get time at Respawn tongue.gif )

Posted by: Jeffy Sep 25 2011, 11:17 PM

QUOTE (SirSquidness @ Sep 25 2011, 10:19 PM) *
I hear so many people say 'Man, I love that game! I should play it some time', but no one ever does sad.gif

(Myself included, but my excuse is that I don't get time at Respawn tongue.gif )


Yes but your excuse is valid Squid wink.gif mine however is 100% invalid.

Posted by: Prim Sep 26 2011, 10:32 AM

I couldn't get the necessary funds to start up a business and expend it to 4000 trucks (also no server was running).

Posted by: That Commander Sep 26 2011, 10:36 AM

The difficulty with this game is that it requires many hours of play to really get into it. For this reason, playing it at the LAN is especially difficult.

I ran a server at home, it was a bit slow but I can set it back up again if anyone is interested.

Posted by: Jeffy Sep 26 2011, 02:59 PM

I'm more than happy to host a server on my server in Sydney if you'd like?

Posted by: That Commander Sep 27 2011, 07:40 PM

If you are up for it smile.gif

If you do, could you please enable the following settings:



Cheers

Posted by: Jeffy Sep 28 2011, 12:09 PM

Sure, let me look into what exactly I need to do in terms of firewall and other settings and it shouldn't be a problem.

Posted by: That Commander Apr 6 2012, 03:48 PM

So... Anyone notice the new http://corp.ptv.vic.gov.au/ that started on the 2nd of April? Metlink website has now become Public Transport Victoria (http://ptv.vic.gov.au/)

The ex-CEO of the former Public Transport Corporation is running the PTDA, and now we have the PTV. Hmm. I wonder if, V/Line will be rebranded STA, or is that being a bit too gunzel? tongue.gif

What impact does this new authority have on the State Transport Authority?

None! Speaking of which, this is a thread about OpenTTD smile.gif

I will be running a server at the up-coming Respawn.

This is a good time to visit http://www.openttd.org/en/download-stable to get the latest version (1.1.5). I will also provide copies at the lan. The OpentTTD manual is here: http://wiki.openttd.org/OpenTTD

Also, I am currently running a practice server at server6.homeip.net, password is connex. If no-one is logged in, the server automatically pauses, so you don't need to worry about decades passing before you come back. Join in and have some fun. smile.gif

State Transport Authority

Posted by: Prim Apr 14 2012, 06:13 PM

is there still any interest for this game? sad.gif

Posted by: That Commander Jul 22 2012, 02:33 PM

Why yes there is

Thanks to the two guys at V24.5 who were keeping OpenTTD alive smile.gif

"Peter Sadler Transport" made the mistake of building Trains instead of concentrating on that fleet of 2000 trucks tongue.gif

I'm afraid I didn't have the willpower to fire it up sad.gif

*edit* I did however start a new server, 1.2.1, http://respawn.com.au/forums/index.php?s=&showtopic=1604&view=findpost&p=19357

With that, I leave you "http://www.youtube.com/watch?v=Oh-sI9qajwA"

Cheers

Posted by: Prim Mar 8 2013, 11:01 AM

That server mentioned is still up, and hopefully the game will be at the next lan too smile.gif

Posted by: That Commander Mar 8 2013, 11:32 AM

I'm pretty sure no one would have read that post due to "too long, didn't read"

QUOTE
Also, I am currently running a practice server at server6.homeip.net, password is connex. If no-one is logged in, the server automatically pauses, so you don't need to worry about decades passing before you come back. Join in and have some fun.

Posted by: That Commander Jan 15 2014, 10:16 PM

Hey guys

I am thinking of running an OpenTTD server at this next Respawn. The trick is we'll be running a special version of TTD that has "Cargo Destinations".

This means you have to build your transport where the town/industry wants to go, not where you want to go, in other words, towns and industries will only send their cargo to certain places.

See here for further details: http://wiki.openttd.org/Passenger_and_cargo_destinations

You can get a copy of the binary here: http://bundles.openttdcoop.org/yacd/yacd_2.3/

You will need to download and install OpenGFX (and OpenSFX and OpenMSX too)

Alternatively, I will try to make the version available at Respawn somehow.

Posted by: Antycore Jan 16 2014, 07:48 PM

QUOTE (That Commander @ Jan 15 2014, 11:16 PM) *
Hey guys

I am thinking of running an OpenTTD server at this next Respawn. The trick is we'll be running a special version of TTD that has "Cargo Destinations".

This means you have to build your transport where the town/industry wants to go, not where you want to go, in other words, towns and industries will only send their cargo to certain places.

See here for further details: http://wiki.openttd.org/Passenger_and_cargo_destinations

You can get a copy of the binary here: http://bundles.openttdcoop.org/yacd/yacd_2.3/

You will need to download and install OpenGFX (and OpenSFX and OpenMSX too)

Alternatively, I will try to make the version available at Respawn somehow.



Sounds interesting. I should be in.

Posted by: Antycore Jan 19 2014, 12:29 PM

After discussion with a couple of TTD fans I am posting this link http://www.train-fever.com/

It looks pretty good and while it will never replace the classic of TTD, could be a good modernisation.

Powered by Invision Power Board (http://www.invisionboard.com)
© Invision Power Services (http://www.invisionpower.com)