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Welcome to the BTPro OpenTTD Community

This community was build around the game: OpenTTD
OpenTTD is an (Free) open source simulation game based upon Transport Tycoon Deluxe


 

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Screenshot created 20 Minutes ago on server:
-BTPro.nl- #29 - CITYBUILDER APHID's Arctic - 6000pop|WINTER|1990-GOAL:

OpentTTD Screenshot



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!!! BTPro Client Latest Update: the 18th of Juli 2024 !!!
!!! Current OpenTTD Version: 14.1 !!!

Goto the "BTPro OpenTTD Client Talk" forum to download the client and leave a message if it's working for you



Currently we have 4 Server Operators:

Frank, ST2, Wacko1976, Inscius!

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NOTE:
Admins will act on the basis that ALL players know the game and it's mechanics.
We think that no one goes to an online game without first some practice and know how to play it.
Companies without registered nicknames (as shown in Client List) on it, can be reset without warning!
To learn OpenTTD mechanics, there is a forum/wiki and... a Single Player mode!!
Practice before playing on BTPro, and if you decide to start, READ THE RULES first.


 
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Happy Gaming!

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Help! - Cyclotron and chekpoints/controlpoints? 12 years 3 months ago #1113

After loosing too many games to trafficjams I relly need to work on cyclotrons and using the controlpoint thingy. I've googlet it, but I cant seemt to find any good guide. Anyone care to share some knowledge on this?

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Re: Help! - Cyclotron and chekpoints/controlpoints? 12 years 3 months ago #1116

Cyclotrons are more for efficient merging of trains rather than avoiding jams. The best way to avoid jams is to build an un-jamable network. This is costly and requires a lot of space and planning. The cheap way is to store trains in depots to keep them out of the way. I will try to illustrate.

flickr.com/photos/83595367@N08/7649670606/in/photostream

I prefer to use the middle of the three arrangements but they can all work very well without too much thinking, space or planning.

YardKing42

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Last edit: by Yardking.

Re: Help! - Cyclotron and chekpoints/controlpoints? 12 years 3 months ago #1117

Thx for the effort! I am currently using something to sluntfield woods, but without the depots and the trains come from the other side. I put all depots on big junctions outside the main line, but when I reach 50-60+ trains (all 20 tiles long) the problems occur. Two lanes cannot handle all the traffic and trains getting on and off the main line cause problems. whenever a traffic jam occur its game over as it takes 15-20 min to solve and all the trains are having constant breakdowns. Yday I went from 9M income a year to about a 3rd of that due to traffic jams. So I need a good way to build 4 set of tracks (2 each way) a way to handle depot stop for 20 tiles trains without slowing down the main lane and an efficient way to get them back on the main lane.

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Re: Help! - Cyclotron and chekpoints/controlpoints? 12 years 3 months ago #1118

Apart from having a massively overloaded line, the main cause of jams I see is having depots on main lines. You just dont need to have them along main lines*. Force a service before the trains pick up, and force another after they drop off- This has the advantage of being able to 'stack' trains in depots ready to pick up, and being able to plan one place for a service on the way back, and will keep mainlines flowing with freshly serviced trains.


*unless it takes your trains more then 3 months to get from one end of the track to the other.

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