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Openttd 3 way junction5/18/2023 ![]() So if the track or trains blocking the track change: it might change. In OTTD the train checks on every intersection if it is driving the best possible route. The train does not notice that there are 3 parallel tracks that it might drive because it wants the blocked track so badly. In factorio it is common that trains stay at signals because they have reserved a track quite some time in the past. ![]() I get your problem with Path Signals in OTTD, but the pathfinding in OTTD is over the top compared to factorio. Thanks Kovarex and the rest of the team for making such a superb game and for your continual support and improvements to it. I find it fascinating just watching the trains graciously give way, slow down, accelerate away etc. In the Xterminator 'Base tour developer interview' vid: It seems Kovarex solved all that nonsense with chain signals and of course it all works fantastically well. It would appear, that 'signals' in OpenTTD are logical directors, but the visual feedback you get from them is. There is surely nowhere on this planet that puts a red light up and allows cars, trams, bikes, trains or whatever to hurtle towards it at full speed on the off-chance that there might be an exit when it gets there?Ī red light means STOOOOOPPPPP, period (Amsterdam excluded). OMG.įrankly, I couldn't care less what the underlying logic is. You see in the YT video this happening, as a train gets to the red signal and it flashes green momentarily. ![]() In FFF 81, Kovarex explained that the underlying logic in TTD was different to Factorio, in that Factorio's trains know where they want to go, whereas in TTD the signals kinda direct them. What on earth did the OpenTTD programmers think they were doing?! Skip forward a minute or so until all the signals were changed to path signals and take a look. So, that's why I won't be playing OpenTTD any time soon. trains!Īnyway, I was looking at other games that featured trains (a lot) and OpenTTD seemed to fit the bill, so I watched some tutorials on YouTube. ![]() I've found after nearly 300 hours of playing though, that what I like the most is. I think it's one of the best games to have ever been produced. Providing you have room, you can quite easily convert the PBS sections to bridges, or add more tracks in certain directions as traffic increases.A tribute to Kovarex (FFF 81 - Chain Signals) Though it would probably look completely different (my games are usually pushed for space due to the landscape), the basic idea is similar - a mix of bridges/tunnels and PBS sections, and spreading out the 'junction' so that too much isn't happening in the same location. Its the sort of junction I might end up with in a game. Most of my junctions grow organically over time as needed - very rarely will I build anything beyond a simple PBS juntion to begin with, but heres something that might give you some ideas. Large junctions may look pretty (depending on your point of view), but merging everything to a single point is probably going to cause you more headaches. In most cases trains are unlikely to need access to every track from every possible direction, neither is the volume of traffic going to be the same in each direction. Most of the junctions given as 'examples' are usually not practical for an actual game.
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