Sure, it works, but imagine being a passenger at that Berkeley station. You have to board at the far platform from the town, roll 20 meters, transfer to a closer platform on the other side of the train, board another train and only then get to go towards your destination. People would riot at the ticket office.
Yes >:D Maybe the transfer station at the very end of the video is more realistic, but then that has the logic trains spinning around. SRNW doesn't score that well for realism :p
in fairness, as an openttd passenger, you don’t really have a “destination” per se. it’s as if you walk into the train station in a daze, wanting to go *somewhere* and getting on literally the first train that will take you, lacking any concern about where it may or may not go.
Been playing OpenTTD for a couple of years, it is of a genre that I dabbled with back when I was a kid; A-Train on the Amiga 1200. TPF1 is great and all, but there is something that always draws me back to OpenTTD. I find your videos on logic gates and such totally mind bending, but it goes to show what the software is capable of with the right GRFs. As much as I enjoy your series' I love your one off videos, great for inspiration and new ideas. So, thanks!
I've found that with no orders (except dummy) a few backwards facing path signals is all you need to control. That is, one back facing at the decision point, one on the main line after the decision point and a regular forward facing signal at the waiting position. Back facing paths don't force orderless trains to stop the way forward facing ones do, so they act more like block signals on the main line, but will always send a train to a forward facing signal first. Also, if you have a path signal on the waypoint side of the dummy platform, then make the dummy orders to the far end, it will turn around before unloading, allowing the waiting train to enter the station while unloading is still taking place. Wouldn't have figured any of this out without your primer... thanks @LugnutsK I've learned so much from your videos.
Brilliant. I've hit 500+ hours in OpenTTD, and had just gotten bored of the regular way of playing it. Learning this mechanic I might squeeze another couple of hundred hours out of the game :)
1:05 you're telling me I could have done this the entire time instead of changing the entire schedule every time I add a station I wish I knew of this before
12:09 Sadly the save game download of the coop game doesn’t seem to work for me. It’s taken me a long time to understand the design of the sub network for the pickup / transfer trains. The reversers hidden in tunnels are the key to encourage trains to take the waiting bays.
5:29 would it be possible to use entry signal on the entrance and exit signal on the splitted tracks and on the station route don't put any signals untill the station? I think that would be a bit easier that needing to turn on the two-way command
Yes, but that wouldn't force a full load. The goal was to force a full load. Edit: Your English is fine. I have yet to see someone who offers that apology and is worse than a native speaker. (They're usually better than most native speakers!)
I understand that in newer releases of the game, the UI by default shows only path signals and not the "classical" entry/exit/combo signals. But you can still re-enable those "classical" signals in your Settings.
Orderless SRNW w/ Multiple Cargos, demo by jewoGRFS: th-cam.com/video/00Rf5tLRvas/w-d-xo.html
Sure, it works, but imagine being a passenger at that Berkeley station. You have to board at the far platform from the town, roll 20 meters, transfer to a closer platform on the other side of the train, board another train and only then get to go towards your destination. People would riot at the ticket office.
Yes >:D
Maybe the transfer station at the very end of the video is more realistic, but then that has the logic trains spinning around. SRNW doesn't score that well for realism :p
You could market dummy train as some sort of high-tech moving waiting hall 😂
And the guy at the ticket office tops it off by requesting the Passierschein A38 to exit the train maze.
pretty accurate to inter-european rail
in fairness, as an openttd passenger, you don’t really have a “destination” per se. it’s as if you walk into the train station in a daze, wanting to go *somewhere* and getting on literally the first train that will take you, lacking any concern about where it may or may not go.
1:19 "Next stop.... I don't know!"
im crying rn you have little slugs going into massive slugs this shit got me in literal tears+
Been playing OpenTTD for a couple of years, it is of a genre that I dabbled with back when I was a kid; A-Train on the Amiga 1200.
TPF1 is great and all, but there is something that always draws me back to OpenTTD. I find your videos on logic gates and such totally mind bending, but it goes to show what the software is capable of with the right GRFs.
As much as I enjoy your series' I love your one off videos, great for inspiration and new ideas. So, thanks!
Thank you for your wonderful comment!
I hope you are aware that A-Train is still going very strong to this day! The latest version just released this September (2021).
I've found that with no orders (except dummy) a few backwards facing path signals is all you need to control. That is, one back facing at the decision point, one on the main line after the decision point and a regular forward facing signal at the waiting position. Back facing paths don't force orderless trains to stop the way forward facing ones do, so they act more like block signals on the main line, but will always send a train to a forward facing signal first.
Also, if you have a path signal on the waypoint side of the dummy platform, then make the dummy orders to the far end, it will turn around before unloading, allowing the waiting train to enter the station while unloading is still taking place.
Wouldn't have figured any of this out without your primer... thanks @LugnutsK I've learned so much from your videos.
This is just art at this point.
When you realize passengers have to wait in empty cities with only train rails, those stations designs feels like sci-fi or cyberpunk scenes.
Brilliant. I've hit 500+ hours in OpenTTD, and had just gotten bored of the regular way of playing it. Learning this mechanic I might squeeze another couple of hundred hours out of the game :)
Really interesting and technical video, thank you for your time and effort!
Wonderful video as always. It does look fun to make.
1:05 you're telling me I could have done this the entire time instead of changing the entire schedule every time I add a station
I wish I knew of this before
And that's what I call The Perfect Manual 👀👌👍👏
Great video, good to see you back!
WE ARE BACK BOIS!
I can only pity all of those passengers. And train conductors. Nice cash tho.
I may use the dummy train mechanic but god damn the rest of that is just absurd.
I missed ur videos!
So this would solve issues of giving orders all time?
Also, that road newgrf, is of Europe Newgrf or US?
Yeah, you can add more stations to a SRNW without needing to make new trains/orders!
Road GRF is the American Road Replacement Set.
12:09 Sadly the save game download of the coop game doesn’t seem to work for me.
It’s taken me a long time to understand the design of the sub network for the pickup / transfer trains. The reversers hidden in tunnels are the key to encourage trains to take the waiting bays.
I'd missed your video's! Partly because TH-cam had unsubscribed me
Oh no!
Open and exit signal can work instead of 2 way eol, no need to change settings
You are crazy (and it works)
Finally
This can't work without disabling train depot maintenance and reducing all infrastructure upkeep costs to or near to zero.
5:29 would it be possible to use entry signal on the entrance and exit signal on the splitted tracks and on the station route don't put any signals untill the station? I think that would be a bit easier that needing to turn on the two-way command
Btw sorry for bad explanation. English isn't my first language and I am still learning it, so sorry bout that
Yes, but that wouldn't force a full load. The goal was to force a full load.
Edit: Your English is fine. I have yet to see someone who offers that apology and is worse than a native speaker. (They're usually better than most native speakers!)
@@CiaranMaxwell oh yea, now I understand, thanks
Thanks, I hate it. Also I figured it wouldn’t work with cargodist
Couldn't you make it so the next train doesn't go to Oxford UNTIL the full load has transferred and is waiting?
So i can't do it without the console command? I wanted to try in the multiplayer
Where do you get all those different types of signals from? I only have a few signal types.
I understand that in newer releases of the game, the UI by default shows only path signals and not the "classical" entry/exit/combo signals. But you can still re-enable those "classical" signals in your Settings.
@@mmneander1316 Sweet, thanks!
@@dayman888 My pleasure. :-)
11:20 the trains kinda looks like maggots ngl
Hold on, wait a minute... you are Hazzard? O_O
Yes
Are these trains making profit?
Сколько же часов на такую постройку потрачено...
You still play coop ttd?
What is the benefit of this, I don't get it
This is black magic and my immersion is ruined