I'm very new to OpenTDD, just started playing it when it became available on Steam. The railroad signals have caused me more headaches. I have watched a lot of videos and read many articles, and here you are making it all work so smoothly with just basic block signals.
i first started playing Transport Tycoon Deluxe when it first came out, i think it was in the 90's. i made a ton of one way train lines because i could never understand how the signals were supposed to work. NOW 20 yrs later i understand signals and am getting ready to start TTD once again. never tried openTTD so i think im going to give it a try.
The blocked train issue is why I always leave a train's length or more before the first signal on the 'outbound' side of the junction. I've found that's a major cause of the blockages.
Really enjoyed this series! One thing I picked up on that I think would've been a great addition to the starting tutorial or intermediate, is routine maintenance. Have a depot along the train's route as a stop every 1-3 cycles, depending on the length of the cycle, and it cuts down on breakdowns drastically.
Wow thank you! Thanks for your tutorial! I always got confused with the signal lights in the past, but now I know how exactly to use them! Thanks a lot!
I thought you were using a hot key and forgot to say which key so I looked online where someone said it was space bar. Obviously that didn't work. I think I tried almost every key on my keyboard after that.
You prolly dont give a shit but if you guys are stoned like me atm then you can stream all the new series on instaflixxer. I've been binge watching with my brother for the last days xD
Hellish thanks fir the tutorials. this has always been a game i loved when it was 1st released but never understood it! Now I play daily and can make profit lol.
Actually, real railways are rarely _exclusively_ single-directional. Instead, there's a preferred direction on each track, but a train can reserve a "counter" track as needed. If you ever wondered how a two-line railway can accommodate trains of vastly different speeds, this is how - trains can overtake slower trains. It's a topic of hot debate in the OpenTTD dev community on how this could be implemented in the game, but it's really tricky. You can do it in Factorio with custom signal logic, but it gets ridiculous really quickly. Funnily enough, Transport Tycoon is one of the very rare games that allow _road_ vehicles to overtake each other :D
It's not the accent, the metric system, or the UK lingo; it's always anticipating a right lane setup that catches me out every single time, to remind me, "Oh yeah, he's British."
Nah, I'm pretty accustomed to Brits. I just know that when I finally cross visit the UK off my bucket list, I won't be doing much driving while I'm there. 😂 Thanks for your tutorials, Hellish. They're always perfect when I haven't played in a while and I'm rusty.
Hi, great tutorials but I cannot understand something: why do the trains automatically choose the track in the right direction? I mean: no signals prevent a train to go from Bindington to Bahill in the wrong direction. For instance: the first train that comes into Bindington at 8:22 can choose the very same line that brought it there from Bahill because there are no signals preventing it. I know that it's wrong, but I cannot figure out why. EDIT: I have two other questions: 1. Wy do you build so many depos for all kinds of vehicles (except airplanes)? 2. Is there a way to prevent trains from breaking down so often? Thanks a lot in advance for your time.
Don't know if you managed to get an answer in the last year but thought I would reply. 1. I can't be sure but I think because there is a signal on the section but not facing towards the train it assumes red. 2.Airports have a depot on their "Tiles" when you build them. You click on it to buy your first plane. 3. You have some options to prevent breakdowns. There is an option labeled disasters/accidents where you can disabled breakdowns in the options menu, you can buy trains with better "Reliability" which makes breakdowns less frequent (This depends on the date as some trains will/won't be available.) or third you can increase servicing (The times between going to the depot for a checkup.) which is another choice in the options menu "company" then "Default service interval" As the train gets older however it will start to break down more and more due simply to old age.
You can pass signals from the back (unless they explicitly disallow that), but it still gives a penalty to the pathfinder, so trains try to find routes that don't go through signals from the backside. It can give you trouble though, so it's not a bad idea to use signals that don't allow passing from the backside.
Not sure if anyone's still active in the comment sections of these videos, but I have a question. I've got a rather large bridge in my railway system, but with signals only one train wants to enter it at a time. Is there a way to let multiple on a bridge at the same time? Same goes for tunnels as well.
No there's no way to do that in the base game. You either have to have shorter tunnels and bridges or have more of them. So that a single line goes into two or more tunnels and then back into a single line on the other side
At 8.51 when both platforms are occupied a third train could go into your cross junction and cause a jam- wouldn't it be better to use entry and exit signals here instead of block signals?
You need to remember that this is advanced from a beginner prospective. I am hoping to add some more tutorials in the future with in depth info and good designs. At whtich point "Advanced" may be renamed to intermediate.