![]() ![]() The most recent revision is shown as 2012 Jan 25, just two days ago. As of now, the "LATEST" revision to chillpack was made 2011 Nov 18: Download. The cargodist patch is no longer maintained by its original author but it's part of chillpack, which contains many neat patches. They will not go back but will wait for the next vehicle going the right way. After we've selected conditional orders as set out above, we then select a destination to skip to, in this case, highlighted in red, but note that order whilst numbered in picture as 5, was in fact 4, prior to selection, as order 2 was created when we selected order 4, for the conditional. The station GUI will show not merely pax waiting but pax waiting with a desired destination. Conditional orders 4.png is where the confusion lies. (For instance, conditional orders don't work.) Now you can arbitrarily run A-B, B-C with pretty much any orders and frequency. It has been revived for modern computers and made available for free as OpenTTD. We never risk taking the metal elsewhere, or you could risk running out of supplies, destroying your production and probably creating a huge train jam. This is slightly buggy and has some limitations, which is why it's not in trunk. Conditional Order Goodness (Send minimum metal required to maintain positive EngSup Supply) In FIRS we generally send all our metal to a machine shop and hope we never run out. You might timetable both lines although this will interact poorly with 'full load'. If there are several vehicles on each line and a B-C is waiting when another B-C arrives then again, those pax will go right back where they boarded. Town B must supply some pax to both lines since there will be some loss: a full load B-C won't quite make by itself a full load A-B. This is tricky and requires a lot of fussbudgetry. If there were no waiting A-B then, yes, the B-C will pick up the pax it just dropped. Im able to exploit it with a modified client such that everyone trying to view the tainted order in the order window crashes. The A-B will pick up the pax dropped by the B-C so the latter in its turn must wait for the next A-B. If there is sufficient capacity on each line and your timing is good, there will be an A-B vehicle waiting at B when a B-C vehicle transfers, which is to say cargo unloads but will not be accepted at B. (1) Advanced Settings > Stations > Use improved loading algorithm > ON and let, for both lines, the order at intermediate station B read Transfer and wait for full load. For clarity, let's say that there are three towns, A, B, C, each with a single logical station (which may be, say, a bus station joined to a train station or dock). OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features. Top posts october 19th 2020 Top posts of october, 2020 Top posts 2020. We also run a suite of community servers 26.1k. ![]() OpenTTD discussion, strategy, and banter. I would understand if the second question is not possible in the game, as that would not be exactly trivial to program, but the first one should be possible.I'll offer two approaches to bidirectional feeder service with a single intermediate station. Is there a way to have a conditional order based on the status of the station. The Conditional orders seem to require the train to actually stop at the station to get any information about the storage information in the station (its almost like there exists no radio/telegraph in the openTTD universe )Īlso, is it possible to have trains with shared orders distribute themselves evenly between two waypoints? for example I will have waypoints A, B and C, and a lot of trains with shared orders going through them, and I want to make it so that every goes through C, and then goes either via A or B, in such a way, that every odd train (ordered by the order they go through C) goes through A and every even train goes through B? (add 10 more stations this way to the list) ![]() if station B has less than 100 units of oil stored jump to order 10ġ0. if station A has less than 100 units of oil stored jump to order 6ħ. ![]() Is there any way to create an order list for trains that behaves like this?ģ. That is until I started the game and found out that half the ideas I wanted to do cant be done in the game with conditional orders. So I recently found out there are conditional orders in openTTD, and started planning some more complex networks. ![]()
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