![]() Thus, a track with one signal every two tiles, that has an anomalous one-off gap of three or four tiles, will suffer from greatly diminished capacity and can potentially jam and violate rule 1 (Figure 2). The capacity of a track is determined by whichever individual signal gap is the largest. One important consideration is consistency. In practice, reaching this density is impossible. When trains are this close together, you have reached the theoretical maximum train density. On diagonal track one signal every 2N "half tiles" or N "full tiles" the minimum gap cannot be less than 2N+1 "half tiles" or N+1/2 "full tiles". With an SD of one signal every N tiles, the minimum gap between two full-speed trains can never be less than N+1 (Figure 1). Widely-spaced signals will result in a lower carrying capacity. Disclaimer over, let's consider the various factors that affect your carrying capacity. Junctions and networking are much more important. This page is intended as a theoretical treatment purely of carrying capacity. 1.3.2 Theoretical Maximum Train Density.1.1.2 So what signal distance should I use?.I think it's one of the best games to have ever been produced. I've found after nearly 300 hours of playing though, that what I like the most is. 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. So, that's why I won't be playing OpenTTD any time soon. 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. 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. You see in the YT video this happening, as a train gets to the red signal and it flashes green momentarily. OMG.įrankly, I couldn't care less what the underlying logic 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). It would appear, that 'signals' in OpenTTD are logical directors, but the visual feedback you get from them is. 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. I find it fascinating just watching the trains graciously give way, slow down, accelerate away etc. Thanks Kovarex and the rest of the team for making such a superb game and for your continual support and improvements to it. I get your problem with Path Signals in OTTD, but the pathfinding in OTTD is over the top compared to factorio. In factorio it is common that trains stay at signals because they have reserved a track quite some time in the past. ![]() The train does not notice that there are 3 parallel tracks that it might drive because it wants the blocked track so badly. ![]() ![]() In OTTD the train checks on every intersection if it is driving the best possible route. So if the track or trains blocking the track change: it might change. I know that the reservation of tracks in factorio is because of the momentum the trains have(In OTTD the trains break "immediatly"). If a train stands at a signal, remove the reservation and recalculate path every second. Indeed the signaling that OTTD allows is nice but the signaling in factorio is simpler and more intuitive.Īnother problem with factorios train momentum is, that signals that are set to red by circuit are ignored by trains with high momentum. In my opinion this is more odd than the "signal is red but path is clear" in OTTD. In OTTD you don't have to use path signals (no equivalent exists in Factorio) you can just use one-way signals (roughly equivalent to factorio signals) and presignals (roughly equivalent to factorio chain signals) and many players don't use Path signals at all. Path signals can be awfully convenient in OpenTTD because junctions based on path signals are simpler and more compact. ![]()
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