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Re: The OTTD Tips Thread 12 years 1 month ago #603

-When new trains become available upgrade your existing trains easily with replace vehicles button

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Re: The OTTD Tips Thread 12 years 1 month ago #612

i've added some more stuff to original post, has this thread been useful to anybody?
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Re: The OTTD Tips Thread 12 years 1 month ago #613

Congrats, you are now a sticky topic ;-)

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Re: The OTTD Tips Thread 12 years 1 month ago #614

bridge prices

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Re: The OTTD Tips Thread 11 years 3 months ago #1599

Awesome post!
Very useful tips! Please continue adding tips to the post!
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Re: The OTTD Tips Thread 11 years 2 days ago #1767

In actuality, the legacy signals do have a use.

They can be used to build 'logic' circuits. A rail with a signal can transmit either a '1' (green) or a '0' red. The actual bit being transmitted is in the opposite direction of the signal. You can make interesting constructions using logic.

The simplest and basic building blocks used most commonly are the OR gate,memory cell,timer, and NOT gate.

A timer is a simple single locomotive on a track loop. Memory cells consists of two pairs of XOR signals on a circular track. A bit sent one way 'sets' the memory cell. Sending a bit through a NOT gate then resets it. (You read the memory cell out on the other side). The NOT gate is made by using a COMBO, then END, then COMBO signal on the transmitter track going through the gate. Gate itself is a simple 8-tile circular track with two fast trains on it, crossing the transmitter track twice. Put one ENTRY signal in the loop before the crossing and normal signals on the other tiles.
You can view many examples using these on www.openttdcoop.org

These pieces can enable you to build your network so that it can regulate itself, e.g. only release new trains when there's cargo waiting and so forth. You can also build a clock out of trains if you so desire. (though that has debatable function in game)

More usefully you can use these things to build 'priority', to prioritize trains on the main line from those wishing to join into the main line on a junction. It's useful for main lines of width 4 or greater (LL_RR and up).



Notice how the trains coming from the line on the left can 'choose' either the inner or outer track. Trains will first try the inner track. If they cannot join (there is an oncoming or passing train) they will wait and a second and third train trying to join will pick the outer track. (any further trains coming in to join will wait at the signal before the choice). Trains will only actually join if there is space.

If you build your network in a tree-like structure (for example, bringing farm stuffs to a factory, or most citybuilder games) then priorities are a must to maximize the amount of trains that can be crammed into each lane.

Note that these constructions only work well when the trains accellerate fast enough. These priorities here are used for trains that can accellerate to full speed in 11 tiles or less. To get this kind of accelleration you would need 4 LEV3 engines with normal trains. (SLUGS have 32KHP and not too high a top speed which makes them suitable as well). Also note that the constructions can get pretty huge if you use long trains. Train length of <=4 is recommended. (This particular traintype supports longer trains due to it being kinda slow and hence not bothered by corners of length 3 or more)

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