Having multiple turns in the same direction (or a 90 degree turn) imposes a speed limit on the train with increasing penalties the closer the turns are to each other. The most severe speed limit is on a 90 degree turn which sets the train's max speed to 61kph. The Kirby Paul tank's max speed is 64kph. Basically, the Kirby is so slow it is immune to turns.
this man built a total of 4,354 of k.p. trains over the course of 136 years and made half a billion dollars he bought literal dog shit and said if it ain't broke don't fix it no wonder he sounds so depressed
I really liked your vocal delivery and I will watch the fuck out of "pick a seemingly random restriction in openttd that makes life pain" videos like this if you make more.
Challenge ideas: Boats only: you can only transport cargo by boat, and this challenge is even harder if you’re playing in a client where boars can’t collide (e.g., JGRPP). All Is Connected: by the game’s end date, you must have vehicles picking up/dropping off cargo at every industry, and all towns are connected to the network. Single Mainline Only: all train routes must connect to a single mainline.
I've been considering a boat run, this would definitely make it more interesting! Especially with the recent boat update, been using them a lot more in regular gameplay.
@@hypotheticalaxolotl In my most recent game, I was playing on a 4kx4k map and built a single mainline goin from on corner of the map to the other and connected everything to it. It ended up being 12 lanes wide before I gave up.
Loving the editing, can definitely tell the difference between this and your first episode. Personally I prefer a series split into episodes over a single video of a save, but this was still a great watch. Keep up the good work mate!
Thank you! And I see where you're coming from, I would like to get another series going at some point. Still trying to iron out the kinks though, at a micro-scale a lot of the tasks get kind of repetitive, which imo gets doubled when it's in an episodic format. Lots of stuff on the idea board right now though.
@@ChuggersLR maybe in an episodic format, you could cover what changes you're making at a higher level (not necessarily going to each junction and explaining each rail) and then take a section to go really into the weeds on a single concept. So it's a series update and a tutorial all in one video?
Problem is that its way worse for the algorithm as series on youtube lose viewers every episode, thats just how it works so its much better to put out 1 60 minute video than 6 10 minute videos
Makes sense when you think that trains can operate on steam engines, but the car required the invention of the internal combustion engine to get a small enough engine to be practical, and not just a permanently derailed train. Advances in tech have allowed us to shrink the size of steam engines, and automate a fair chunk of the work that goes into one, so we can legitimately do things like Steam Cars or Steam Motorbikes now, although both are still impractical for most situations, and the steam bikes main advantage (Outside of looking cool AF) is that they can run on charcoal or wood, both of which are currently cheaper than petrol, and most petrol stations, also let you top up your vehicles water for free, and a decent chunk also sell charcoal.
Steam and electricity were contenders in the early days of cars. It took a couple of decades (from 1886) for internal combustion to get good enough to beat them. I once saw a steam car with a type of boiler which works well at car sizes, but not at train scales. I forget what it's called. Not as good as modern internal combustion engines, but by the look of the car, it was still workable in the 1910s, maybe 20s.
Is this the steam car you were talking about? en.m.wikipedia.org/wiki/Doble_steam_car Jay Leno garage has some videos on them as well as other early electric and steam cars
The stubbornness of Kirby P. reminds me of the shortline near my place that flatout refuses to retire a locomotive built in 1963 despite it actively falling apart as it runs, and despite the fact they own 3 new locomotives now lmao
13:32 Cole trains 🤔 Like Cole Train from Gears of War ? 😅 22:42 SLH - Lama, You have good taste for naming the hubs ahah What a torture to play with the Kirby lmao, how did you think that it could be so funny to do 🤣 Music in order is crazy, I love you 😆
Love your videos, you have a great way of explaining your process! I'd love to see an in-depth junction guide, as well as how the overall network is laid out, the difference between mainline/sideline still confuses me...
wow this was such a fun watch. i've always wanted to get in to OpenTTD but it just couldn't click for me. this video is making me want to try it again. loved the editing too and the credits featuring the "cast" of trains was nice too (also thanks for including all the music too). gonna be binge watching this channel
amazing video, I played TTD when I was a child and it was so difficult to play it. Now, 25 years later, I've been watching this for an hour without understanding half of what you did/say haha
I've played OpenTTD for around only 10 hours, but I am really interested in learning how to do trains. It's really intriguing to be able to build such complicated infrastructure. Even though I didn't understand most of the video, it was still very entertaining!
This was a fun watch, exactly the type of OpenTTD videos I want to see more of (the episodic format was nice too). Would be fun to see other challenges like high inflation + high cost + high maintenance, always struggled with that myself.
Here is a fun challenge i usually like to do: all trains must be built from one depot. This means all your lines must be connected. Other depots are allowed, but for servicing only.
I believe the original Transport Tycoon had an even worse train, but sadly it was removed in Transport Tycoon Deluxe with its start year change from 1930 to 1950. I'm not sure if there is any way to get those removed vehicles back in OpenTTD?
Wow, wasn't aware of that train, just looked it up and it is a decent bit slower. I'm not entirely sure if a GRF exists to reimplement them, I did a bit of searching with no luck. I'll ask around and see if anyone is aware of one.
The GRF is titled "TTO Full Conversion" on Bananas (the downloader), "TTO Conversion" in-game. Fun fact: It makes arctic look like temperate, but with snow on the hill-tops. I've had worse in another GRF. :) Some industrial road vehicle GRF added a converted road truck which could barely haul 1 wagon on the flat. I recall using it for a slow logic train, but nothing else! XD I've no idea what the GRF was called; I lost all my old saves & data.
Here's a fun question: what's faster, a Kirby Paul traveling at full speed or a bunch of them doing a cursed relay by dropping cargo at transfer stations that are spread out and joined together, effectively teleporting cargo from one train to the other down the line? Another related cursed idea: Instead of building junction, keep each part of the network isolated, and use transfer stations as junctions so cargo must be handed off to another train when a side line meets a main line.
You know, I always figured most regularly-running trains would be faster than teleporting, but the kirby paul probably definitely is slower than teleporting haha. I've got some big ideas for a "no turning" game, that would employ transfer stations in the absence of turns/junctions, still in the planning phase though
Oh Kirby Paul, it's 1860 and I have to wait until 1700 until Lady of the Lake. That's a long time to wait for technology during this era. 50 more years until the Ginzhu!
imagine in real life they used only the switcher locomotives which kpt is trying to be although there's no switching or shunting in this game, trains don't collect wagons, you just buy them, maybe in future someone would make this feature
@@ChuggersLR there was a mechanic of locos collecting certain wagons of goods if they are on a station and train could consist a bunch of random wagons just like in real life. It was in Railroad Tycoon 3, but the bad thing was that a train could have length of 8 wagons only
kirby paul is the ultimate train in the vanilla start (1940 if im not wrong) cheap and does its job on delivering and pickup even if its slow and underpowered
What's with your "tunnel under the depot" style of overflow? Isn't the speed of a double 45° turn the same as the speed of a train driving into/out of a depot? Also, why did you choose a train length of 7? Any reason for that number in particular or just because it feels about right?
The extended tracks on the tunnel overflow give a bit more space for waiting trains, though the design could be a lot better. Overflows are definitely a weak spot for me. I probably should have played to the strengths of the kirby paul and done some tight-turn shenanigans to save space though. I did a fair amount of testing with train lengths and engine counts before starting the save, I wanted something longer but not so long that building to a large scale would get annoying (needing more space for waiting bays, as an example). 7-length ended up being a lucky sweet spot, all things considered.
Why a pax start with slow trains... _Oh!_ The Kirby Paul is _that_ bad. Shows how rarely I play temperate; I think of the Wills 2-8-0 as bad but it has nearly 4 times the power! I would have liked to see that first 7-engine train accelerating with a full load -- or otherwise as the case may be. :) I clone trains from other lines when it would save me any time at all. In this case, I'd clone the coal trains just for the engines, and maybe scrap some engines for the lighter cargo. To delete all the orders, delete the End of Orders line. The last time I bought a statue of the company owner, I wasn't allowed to delete it _ever!_ I think I had to resort to cheats to get rid of it so I could expand my station. That might have changed though; it was many years ago. Ah lol! Such a familiar moment when you discover you trapped some trains with a little mistake and didn't notice for years. Pax were worthless when I started playing. That flat part of the line on the graph wasn't there. I guess you were well into the flat part; it's the only way pax could beat coal -- at least on terrain where you don't need so many engines. I like arctic wood; long trains, few engines because they go downhill soon after leaving the station. I have a very distant memory of double-tracking uphills for something. I really don't think it was the Kirby Paul. I probably had slope steepness factor set to 4; I kept that setting for a long time. I've had lots of trains with round-trips longer than a year. Mostly slow freight, but on one big map, I think there was a maglev pax loop the trains took longer than a year to get around.
I definitely should have showed more of the acceleration stuff, I did a lot of testing beforehand and it would have been nice to see. Statues are a double-edged sword, I usually will buy them, but only if the town is far enough away from any train infrastructure :D Coal and Pax are honestly pretty equal, coal is probably the better starter if there aren't any good cities around. A strategy I rarely see is starting with iron ore, since you can transport the steel afterwards. They both have pretty equal payouts to coal, just slightly lower.
@@ChuggersLR Oh so statues are still trouble! XD I think I must start off a bit slower, or at least I strategize around local authorities holding me up. Bus first, (which you couldn't do here,) then the main station or buying the land for it, then rails last. It's a bit brain-hurty as it requires picking the site for the main station and thinking how it'll hook up to nearby towns even before you build the first bus stop, and then you have to do that to 5 other towns while the first one's attitude picks back up. I once started before busses and built local pax trains instead, (2 square stations,) but I hardly had to do any towns. I think I only made local rail where the main station was outside the local authority's area, because a main station inside the area will improve your rating too. But I usually play with eGRVTS which has horse carriages. Terrible things, but they improve your rating. I forgot I usually start with a very low city size multiplier, hence my preference for freight, but besides that, I don't think I've properly considered slow pax for years. Thanks for replying! :)
18:24 "The ratio for goods production is 1:1" False. The ratio for goods production is the station rating of your station with the highest rating. Given that you're using Collett Paniers, your station rating is 80% for new trains and 68% for trains over 2 years old. Add 10% if there's a statue in the closest town.
@@ChuggersLR If you ever feel reckless enough to try this again, here's a tip: Ships pick up and dump cargo relatively fast, and if a ship is less than a year old, the station rating for that ship is 90%. If you set up two docks near the secondary industry, where new ships (and only new ships) pickup from A and then drop to B, then A will have a rating of 80% or 90%, and B can be served by 20 year old rustbuckets but it'll still get all the cargo from A.
I didn't know stations now change look according to the industry it services. Visually filling up with product too. May have to start playing again. Is it a mod or base game?
It's a mod, look up "Industrial Stations Renewal" in the ingame mod browser. It won't automatically change its appearance for an industry, but you can choose from around 15 stations in the dropdown menu, I think there is at least one station style per industry
It would have been fun to see the complete map, but with upgraded trains at the end. Just to see the economic and traffic difference between the crappy trains and actual good ones.
How do people make sure trains can be used whenever? I sometimes have the issue of vehicles being so old that they no longer can be replaced when they get too old.
OpenGFX for the base graphics set, I used "New Trees" to replace the tree sprites but it's a challenge to find, so I'd recommend "U&Trees" for that instead (similar styles and colors).
Not really sure, probably one of the maglev trains or mid-tier diesels due to the terrible acceleration. Also the Kirby really only functions when half the train is locomotives so it's still a candidate for the worst, just not the absolute worst in ideal conditions