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> Open Transport Tycoon Deluxe
SirSquidness
post Dec 10 2010, 08:09 AM
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Sure! \o/


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That Commander
post Dec 12 2010, 08:19 PM
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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
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SirSquidness
post Dec 12 2010, 09:20 PM
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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!


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Jen
post Dec 12 2010, 09:26 PM
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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?


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That Commander
post Dec 13 2010, 07:58 AM
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"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, which has a number of factors. This gets displayed at 2050, who the game thinks won.
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Prim
post Dec 13 2010, 10:28 AM
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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
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SirSquidness
post Dec 13 2010, 10:33 AM
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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.


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That Commander
post Dec 13 2010, 06:47 PM
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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 signals. Get to know Path Signalling 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, crossovers, 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, or you are the Victorian Government tongue.gif
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SirSquidness
post Dec 13 2010, 07:10 PM
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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 OpenTTD CoOp for examples of how massively insane things you can do.


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That Commander
post Dec 14 2010, 09:56 PM
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QUOTE (That Commander @ Dec 13 2010, 08:58 AM) *
...I think the game actually uses Company Rating, not just profit, which has a number of factors. 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:
  • 40,000 units of cargo delivered in the last year (400 points)
  • 10,000 pounds minimum profit of vehicles at least two years old (100 points)
  • 50,000 pounds minimum monthly revenue earned in past 3 years (50 points)
  • 100,000 pounds maximum monthly revenue earned in past 3 years (100 points)

(Source: 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 (British Rail Class 47), built in the 1960s!
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That Commander
post Feb 26 2011, 09:28 AM
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Hello again

I just checked that Respawn v20 is up, so who is interested in playing this at the next lan?
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Tyrant
post Feb 27 2011, 10:39 PM
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Most definetely.
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Prim
post Mar 1 2011, 12:55 PM
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I'll join, planning on some massive cuttings and eventually sinking the entire map into the water. Thoughts? smile.gif
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That Commander
post Mar 1 2011, 01:49 PM
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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.
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Prim
post Mar 4 2011, 10:07 AM
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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
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That Commander
post Mar 4 2011, 11:28 AM
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I am looking forward to the 2000 trucks. I might try to build some really long freight trains this time.
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Guni
post Mar 5 2011, 12:27 PM
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Im keen to play if someone can teach me how to smile.gif


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That Commander
post Mar 7 2011, 10:21 PM
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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.
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Prim
post Mar 8 2011, 09:31 AM
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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
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That Commander
post Mar 8 2011, 11:08 AM
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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.
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