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.