![]() ![]() Best part is not having to worry about orders, it evens out on its own eventually.Įdit: All orders were set to full load. It makes the inner city feeder systems also very viable. Trains spread nicely over the entire track and having them skip stations once they are full meant no additional delays for nothing. This makes a train pick up passengers until it is full and then go to its actual destination. Which looked like this:Ī->if load equals 100% goto D->B->if load equals 100% goto D->C etc. What I did was add a conditional order after each stop to skip to the final destination of each way when a train reached full load. To illustrate, the orders were like this: A->B->C->D->C->B->A. load ENSP at the machine station transfer ENSP onto the steel station (it's simpler for my rail infrastructure to have just one big station) go into the depot and refit into metal repeat This works really well, but now I don't have a means of automating it the supply so that it doesn't generate too much or too little ENSP. What I did was to set up the orders as usual going from one station to the next and then back again. Each city has some buses to transfer passengers from the city to the station. I had a very simple setup with a train line going from one city to another, covering roughly 10 cities. I recently discovered conditional orders to solve a similar situation. openttdcoop - large scale, advanced network and infrastructure projects.To get your mittens on some flair, please contact us from the account you want flaired with appropriate proof of your identity. OpenTTDCoop or other large community team members A user-edited manual and development guide for users and developers of the open source transport simulation game OpenTTD, based on the gameplay of Transport Tycoon Deluxe.Therefore I created this patch which allows you to send one train in every X trains to another order. If you want a certain percentage of your trains to go to station A and all others go to station B then it is quite impossible to do this now. We hand out special "verified user" flair to those who request it and are in a genuine need for it. There is one thing I'm missing in conditional orders and that is to allow random jumping to orders. Official IRC Channel (#/r/openttd on OFTC). ![]() Using full load, your load of course will always be 100. Report a Player / Moderator Contact /r/openttd links of interest The conditional which is there is to execute the (following or a jump to another) order, iff the loaded (after loading) exceeds (or does not exceed) a certain amount. reddit OpenTTD server network Server Rules - please read these! This subreddit welcomes any OpenTTD related content, discussions, and questions! Transport-related subjects are also permitted, but please try to keep it somewhat relevant to the game at hand. After we've selected conditional orders as set out above, we then select a destination to skip to, in this case, highlighted in red, but note that order whilst numbered in picture as 5, was in fact 4, prior to selection, as order 2 was created when we selected order 4, for the conditional. The project aims to produce a fully open source version of the 1994 classic, while extending it with new graphical options, signal types, and much more. Conditional orders 4.png is where the confusion lies. OpenTTD is an open source remake of Chris Sawyer's Transport Tycoon Deluxe. The end result is that the order list is regarded as a tree and walked recursively to predict all possible ways a vehicle could go.If you're joining one of our servers, please be sure to thumb through our house rules. In order to fix that a few changes are necessary: That lead to cargo only being routed along a prefix of the possible routes and consequently the vehicles only served that prefix and then went back to the source station because of the conditional "if empty go back" orders. As long as traffic was low on the "circle" lines the links frequently dropped as they weren't properly predicted. As the routing scheme may depend on all information about possible next hops of the vehicle to be available this is suboptimal. When refreshing the link stats for the next hops a vehicle will visit only one branch of each conditional order is refreshed. Both trains have same orders, the left one with a conditonal orders to skip CE, so they should behave the same. ![]()
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