I discovered OpenTTD a couple of weeks ago in Steam and have been hooked up since, having played RCT before I thought it'd be easy peasy so I just jumped in..Man was I wrong. This series has been a godsend, thank you Master Hellish!
I always make row-row stations with a very narrow exit part if it's supposed to be a terminus station. Then, I make a few tracks dedicated to loading and others to unloading. This way, unloading trains will nearly never be blocked by loading trains.
I've been playing TT since the original 1995 version, as well as TTD. And got onto TTDPatch and OpenTTD respectively when I heard about them. And in all this time, I never knew OpenTTD now allows you to build bridges over diagonal railways. That and thanks to your videos, I finally understand how all the different signal types work! I've been doing things the same way for as long as I can remember :)
I kind of wish you hadn't glanced over the "fictitious PBS at platforms" quite so fast, but now I understood you need at least one set of signals to separate the entry from exit junctions. Beautiful tutorials, thanks!
Good tutorial as always. The only way I tend to use waypoints is for busy RoRo stations at an industry that both accepts and produces cargo. For those I like to use waypoints to reserve 1-2 platforms for trains dropping off cargo while the rest (usually with plenty of parking space in front) are for trains waiting for full cargo to prevent all the platforms being blocked by them. (Seperate stations can ofc be used for the same result but I generally prefer the waypoints.)
@@MasterHellish-Gaming can you make more content about more challenges like how to make the game interesting like firs or heightmaps? I like playing the game but without setting an object it is sometimes dull
I don't know if what I'm doing is... off... but I always treat my trains like circuits, connecting cities in loops, and the main track acts like a highway which will bypass a station a train isn't ordered to go to, so they have to pull off the main track in order to make their stop and continue instead of incorporating the stations into the main line. Makes it work more like traffic, but the one way loops make for super smooth movement of resources. Workplaces get a double-depot, hubs get holding yards of double depots, usually along 3 tracks to keep room for future flow. So everything works in circles in my game with trains never reversing. Even massive hubs get worked into through stations rather than terminus to keep flow uni-directional and smooth. My version of a terminus is a track that loops back on itself with a holding pen and connects back to the main track through angles that ensure those trains only ever travel the one way. And I'll usually tuck a double-depot before each junction to keep trains from wandering down the wrong path because they broke down. Steep initial cost, but I guess it's the style I picked up through a few videos and some gameplay.
He was able to do that because all of the trains have shared orders. With shared orders, changing one vehicle's orders changes the orders for all vehicles that share orders with that vehicle. You can learn more here: wiki.openttd.org/Orders#Shared_Orders
Hello I am just curious of what is the point of having huge train lines and mainlines and sidelines and connecting to factories from two far ends and connect every train to every railroad can’t we just make it simple and get every train directly connected to the factory\station it needs to go?
It could be a number of different reasons why you would make an interconnected network like this. Having a dedicated line for every individual different journey that trains need to make would very quickly fill up a map later in the game. In addition some people play with maintenance turned on which means that the more track you lay the more it's going to cost you every month. And some people just like to lay rail networks which more closely resemble more real life networks
Just started a week or so ago, found this series after I figured out most of it for myself - great way to fill in some gaps about things I missed. One thing - are the 4 path signals on the right side of the Mintfield West station shown in the final part of the video the wrong way around? Seems to me like they should be facing the station rather than away from it (and this would be why all the trains going through are using the same platform?). Good videos though, will definitely recommend it if anyone asks me for a resource to get the hang of the game.
Question: At 19:21 you add in the waypoint order for train #38, however, when they start running ALL the trains are using the waypoint as if their orders were changed. How is it that all the trains share the same orders all the time? When I clone trains, they have the same orders but are changed independently. Thank you for these tutorials, these are the best on youtube.
where do you find the settings you mentioned in 9:39 ? Bc i have a combined roll roll terminus station that i want some of my trains to terminates in but sometimes they keep getting lost and still goes through the other way instead of going back
I always get blockages on my RORO stations even when I have 7 platforms. Do you need to stagger the track splits/merges or something? What's the most efficient method?
It depends on what sort of blocking you are getting. Are they all waiting to leave? Or queued up waiting for a platform? One thing to try is to have longer trains. This helps with things generally
If the path signal shows green momentarily to trains when they can pass, how does the train know when to go for a 2 way path signal that can be passed from the back side?
Also at 21:52 why is the path signal not allowing the train into the empty station (empty for a while now) for a couple seconds. It eventually flashes green but I don't understand why so late.
Because he put signals at the other end of the station the wrong way. This means that any train waiting at any platform has reserved the whole station (because path signals create paths up to the next [front] signal, the whole station gets occupied) - that is why second train cannot reserve another path - their paths would collide at the exit of the station. So basically, he corrected the station signals, but only in one direction.
Might be late on this one so apologies for that, but I think that train might be broken down. Just unfortunate timing so it looks like the signals are not functioning properly.
Moreover, the path signals on the far side of the RoRoTerminus are the wrong way around. A train reserves a path until the next stopping point, so in this case past the station to the "out" track, but that last bit is already reserved by the train in the station. Making the path signals adjacent to the station face inwards, allows a train to reserve only until there and find a free track in the station.
I just wanna know how you're adding on-to and removing segments of track without removing other segments of track xD I always have to boom them and rebuild. and I never get my money back, so If I build something facing the wrong direction I have to pay twice. Oof
Yes, but they are used in a slightly different way. For boats it's just so they can find the next place to go. With trains its about forcing them down certain tracks.
I am pretty new to OpenTTD, can you explain how you managed to change all the trains orders in one go? (after you added the through/term waypoints) cheers
@@MasterHellish-Gaming you can also clone a vehicles orders for an existing other vehicle. To do so, select the vehicle you want to have copy & share another’s orders, click the ‘go to’ button in its orders, and then ctrl+click on the vehicle you want to take the orders from. Both these vehicles will now be sharing orders and will have the orders of the second vehicle mentioned.
Hi Master Hellish, my main issue with stations is something with a factory where I might have trains coming in from farms, steel mills and also goods trains leaving. In my current save I have a ro-ro style station with trains arriving from three directions. It’s a terrible bottle neck as trains get funnelled onto one line to then arrive at the station. How do I fix this? Even if I place the point where all the lines join away from the factory I still suffer from trains queuing and congestion. Maybe you could ( or have done something already) about how you would handle this scenario?
The thing to do here is not have all three join together. Have them come to the station separately and each of those three lines has a number of dedicated platforms. A piece of track has a limit on the amount of 3 but it can have so if you merge things down there is nothing you can do to get it past a certain amount of efficiency. You keep those lines separate then overall it will run much better
@@MasterHellish-Gaming Thanks for the idea - I guess my main issue with that is that busy platforms queue for a slot whilst dormant platforms lie idle. Nevertheless I did already give the goods trains their separate platforms and this did seem to ease the queue a bit.
Hi master hellish gaming, firstly, thanks for giving me a bunch of new solutions to fix my railway station problem. After I finally fix the deadlock that occurs on my station my main railway line becomes clogged by long cargo trains that move slowly. Is there a way to fix it? Thanks in advance... Love your vids.
Is it possible that you made a mistake @ 14:26 having one exit signal facing the other way? I tried to build a similar station double entry/exit station on my own and I tried to keep my path signals and extent them with combo signals to keep the ability of having the trains moving in and out at the same time in the same pair. Judging form your demonstration later it seems that is not even necessary and I should reduce my signals to the bar minimum. I still don't understand the "invisible signals" that stations are supposed to have.
The signal on my exit is the wrong way round thank you very much for pointing that out. Unless you doing roro stations do not put signals on the end of the platforms
@@MasterHellish-Gaming Thank you for the answer. When I tried to build this from memory I build it the other way (switching entry and exit). I can report back this works worse for some reason, in case of somebody having the same problem. Overall it's a great tipp. btw: why do you prefer bridges over tunnels? I thought tunnels are faster?
you changed the orders of one train, and all the other trains took those orders, I assume that was shared orders, but I don't understand how to use them. Can you help?
The developers head the other signals as you don't really need them for most things. If you want to play around with advanced junctions you can enable them either in the game settings or by clicking the button in the signals window to toggle them
In theory you should need waypoints for trains going the wrong way. I found that one of the primary use is to be able to dedicate which platforms trains will go into
Ahh. It doesn’t really have a lot to do with the video, but. How can I make a Train larger than 7 squares? The train “hangar” (i don’t remember how it’s named) limits myself to 7 squares long
Makes me cringe seeing the waiting trains blocking junctions (because the main line path signal spacing is not aligned to your train length). Good video though. Very clear guide to 2-way ro-ros & waypoint usage.