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Author Topic: OpenTTD: Signal Finagling simulator.  (Read 32527 times)

Micro102

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Re: OpenTTD: Signal Finagling simulator.
« Reply #255 on: July 12, 2016, 12:11:14 am »

Are the incoming trains going on one track and leaving on a different, or are they coming in on two different tracks and leaving on two others? If the former, split it in two with a path signal right in front, one-way. Have two path signals at each outlet of the station facing the station as an exit, and obviously do not make these one-way. If my memory serves, the path signals, since they are facing the wrong way, won't act as a signal block to the earlier path signal, and allow them to correctly function as a station inlet signal. Then you simply use some cross-overs to let the trains in the station to exit normally.

If the path signals don't act as one ways then that may be what I need. I avoided them because they had no doubles like the first signal, so i thought they were one way.


someone help me make train lines that actually earn me money

Find coal mine and power plant nearby, one station on each, one lane, make it a loop (rail enters one end of station and leaves out the other) Add path signals so trains go one direction in loop, add trains. Simplest way to do it.

But assuming you know all this, why aren't they making money? I can only assume you have too many carts for hauling goods so you end up transporting less than the upkeep on the carts for the trains.
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SOLDIER First

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Re: OpenTTD: Signal Finagling simulator.
« Reply #256 on: July 12, 2016, 12:16:28 am »

Probably that, yeah.
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martinuzz

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Re: OpenTTD: Signal Finagling simulator.
« Reply #257 on: July 12, 2016, 04:33:29 am »

Dikes?

I don't recall dikes at all. Last I remember of this game is that if any land is below sea level, it automatically becomes water.

Nope, sea level land only floods when it is either
- connected to the map edge
- connected to another body of water
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Aklyon

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Re: OpenTTD: Signal Finagling simulator.
« Reply #258 on: July 16, 2016, 04:05:53 pm »

Have you checked My Documents, or My Games?
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Aseaheru

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Re: OpenTTD: Signal Finagling simulator.
« Reply #259 on: July 31, 2016, 05:00:43 pm »

You know what I really want to see added to this game at some point? Modular airports.
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Dutrius

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Re: OpenTTD: Signal Finagling simulator.
« Reply #260 on: September 13, 2016, 11:39:04 am »

Me and a few friends were playing this a while back. We got bored and started mucking around, and discovered what happens when you build an aqueduct over a section of track with signals.

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Zanzetkuken The Great

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Re: OpenTTD: Signal Finagling simulator.
« Reply #261 on: June 17, 2018, 06:07:50 pm »

I'm wanting to mess around in a server with a slight twist in the form of having 2/3 people each starting in the same city (depends on size) and expanding outwards from that point.  Every route made must in some way have an ability to have a path be traced back to that city in some way.  New players after startup start in ones close to an established network and connect up to it before building out.  Something does not have to explicity run on this route, it just has to be able to be done.  Being able to transfer goods/passengers between transportation types counts as them being part of one network.

Potential further rules we can work with:
1) Cargo must be picked up or delivered via a freight station immediately adjacent to the industry that receives it.
2) Passenger income can only be gotten from a bus service that covers a super-majority or more (x > 66%) of a city. (Note: picking up and transferring passengers from the same station will trap them in an endless loop.  Will need one station to offload to the bus network, and another to pick up from the bus network if transferring to another type of service)

Thoughts/potential NewGRFs to use?
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