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Posted: 17 Dec 2005 09:12
by Smudge
i'm not the author of the scenario, I found it somewhere on the net.

Posted: 20 Dec 2005 20:27
by Brianetta
Quick update on the current #OpenTTDCoop game.

Here's our biggest station setup (click image for full sized blow-up):
Image

Additionally: Come talk to the mad, mad architects on IRC: irc.freenode.net #openttdcoop (:

Posted: 20 Dec 2005 20:41
by webfreakz.nl
Can you post a savegame? :P
This game is just sick! :P

Posted: 20 Dec 2005 21:19
by ValHallA|SW
Yer.

Posted: 20 Dec 2005 21:24
by webfreakz.nl
I don't know what kind of server the openttdcoop uses, but my Athlon64 3000+ is very slow :?
It's kinda big and will 'analyse' it tomorrow :P

Posted: 20 Dec 2005 21:30
by ValHallA|SW
We dont use NPF ;)

Posted: 20 Dec 2005 21:36
by ConductorBob
Nice patch of trees in the middle.

Posted: 20 Dec 2005 21:40
by DaleStan
Brianetta wrote:Here's our biggest station setup
...
mad, mad architects ...
Indeed. Two stations that each have maybe one-third utilization? Why?

Posted: 20 Dec 2005 22:40
by osai
DaleStan wrote:
Brianetta wrote:Here's our biggest station setup
...
mad, mad architects ...
Indeed. Two stations that each have maybe one-third utilization? Why?
as you can see there are north/south/east/west entrances... but not from every direction is coming the same amount of trains, so there are just missing trains and maybe the concept of the station will be redone, but actually nobody knows :/

Posted: 20 Dec 2005 23:18
by Mucht
Indeed... nobody knows yet ;-)

Actually, we are having a good concept for this map (something like a "grid"). The ongoing maybe 25% completed, so don't wonder why stations are so "empty" :)

Posted: 21 Dec 2005 00:14
by Sacro
Some competitors dont like making cargo stealing easy!

But fantastic game, cheers Brianetta for the nightly games :D

Posted: 21 Dec 2005 00:47
by richk67
DaleStan wrote:
Brianetta wrote:Here's our biggest station setup
...
mad, mad architects ...
Indeed. Two stations that each have maybe one-third utilization? Why?
The coal dropoff has been optimised, and regularly achieves 14 out of 16 tracks full at any moment. We just havent connected all the routes that will fill Goods Dropoff yet. :lol:

Posted: 21 Dec 2005 19:20
by cyclonetwist
AI RULES!

Image

Red line = AI Track
Blue line = What it should of been

Posted: 22 Dec 2005 08:24
by Brianetta
Shot from my latest nightly server. It shows part of the networks of player numbers 1 and 3 in the league table - other players are also making huge networks. Note my position at the bottom of the league table - passengers are not the thing to start with in arctic climate.

Posted: 22 Dec 2005 08:51
by Thijs
I like buiding really busy networdks, crammed into an urban environement. This is the best i did so far, the main line has three tracks in each direction, not because that's easier, bu because it's jus not possible to let all the 300+ trains go over less track's.
I see some screens of giant stations, very good. I like building a station not any bigger than necessary, and then letting as many trains as possible go there. In the picture you see a 16-track station. on track 1-7 passengers from the surrounding area are unloaded, track 7-16 are sed for unloading goods and picking up passengers. Eventhough nearly all track's are used at all time, i can'y transport away enough passengers to leave none waiting, there usually about 4000 peeps waiting, the maximum for a station.


Image
KLIK! (is a lager screenshot, a compilation of the busiest stations)

Here is my savegame, i posted it earlier, but it still needed some refining. The game year is 2039, and that is because i kept refining the network, so there are no large traffic jam's. usually the obly waiting for a train is at a station.

The game is made with the latest nightly, because i had to use the new signals.

Posted: 23 Dec 2005 01:23
by Brianetta
Another shot from my nightly. This time it's 1977, and Sacro has been building an interesting looking network specialising in earth resources: gold, oil and coal. The network isn't terribly heavily loaded just yet, but in my opinion it has enough aesthetic merit to go on here.

I'm not playing this game (just being the dedicated admin) so fortunately I am not suffering the embarrassment of the league table.

These games have been seeing upwards of five players. When the game is finished (which usually coincides with the server being updated) I'm now saving the games. If anybody wants them, ask. They'll find their way to a web site near you soon, though.

Edit: Sacro's network has been load-tested. See below. (:

Posted: 23 Dec 2005 09:13
by richk67
From the same nightly... after 13.5hrs solid play.... first time I made Tycoon in an online game. :)

BTW.... Brianetta's server rocks... when it isnt lagging ;)

Posted: 23 Dec 2005 09:25
by Griff
Brianetta wrote: Image
How did that happen?

Posted: 23 Dec 2005 10:06
by Sacro
:oops: i kinda told a train to "jump red light", didnt realise which platform it was going to turn round in.

There where many other "incidents" last night, and many more people did :(

Oh well, could be worse, coulda been a passenger train...

Posted: 23 Dec 2005 13:48
by Brianetta
Same game, slightly later. Rich's now legendary 1000 performance rating company is using an ingenious priority lane system to make branch line traffic wait for a gap in the mainline traffic before joining.

Also, nobody liked Metfingford's local authority, and multi-lateral action was taken to get rid of the problem (no single player could remove everything before being rated "Appalling"). This is the spirit of online OpenTTD - players compete, but they also have plenty of fun.