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 Post subject: FAQ: How to play on Kurt's. Building efficient nets.Main way
PostPosted: Sat Jan 31, 2009 8:02 am 
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Joined: Tue Oct 28, 2008 3:53 am
Posts: 44
Location: Moscow
First of all, read atricles on vehicles speed and corners.
http://wiki.openttd.org/wiki/index.php/Corners
http://wiki.openttd.org/wiki/index.php/Game_mechanics#Vehicle_speeds
Building nets, we should try to avoid sharp corners, otherwise it will not be efficient. In the picture below i will snow hot do to and how not to do.
1) bad way.
Image
2) good way.
Image
Busy net on length of 256 tiles can handle ~25-30 trains, on length 512 up to ~50 trains. To make that we need enough signals. I put them each 1 tile, somebody do this each 2 tiles. To change this option go to 'configure patches' => 'construction' => 'when dragging, place signals each ... tiles'. To put signals along the whole line, build 1 signal, press 'ctrl' and drag it 1 tile along the line.
To avoid lost trains make sure that service is frequent enough. In the picture below i show what i do to make trains go properly.
Image
Jams usually occur on bridges/tonnels. In next picture i show common and rather cheap decision with 2x bridges both ways.
Image
This works with tonnels too. After each bridge there's a line enough to contain 1 full train, before - 3 pre-signals.
More expensive decision, efficient when max train speed is much more than 112 kph is small islands with signals, like in the picture below.
Image

In building crossings avoid 2 things:
1) line of 1 way crosses lines of 2 ways, like in the pictue below. In the same picture i show, how to do better.
Image
2) dont forget about the corners and vehicle speeds.

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 Post subject: Re: FAQ: How to play on Kurt's. Building efficient nets.Main way
PostPosted: Sat Jan 31, 2009 8:26 am 
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Joined: Fri Aug 22, 2008 12:00 am
Posts: 40
Location: United States
Thanks, mc

Maybe the signals and the depot weren't intuitive. But the tracks... those should've been figured out by the folks themselves! =p


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 Post subject: Re: FAQ: How to play on Kurt's. Building efficient nets.Main way
PostPosted: Sat Jan 31, 2009 3:47 pm 
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Joined: Sun Jul 27, 2008 12:00 am
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Location: Strogino
mc, you did mistake on 3rd picture:

Image - trains stay on their stations


Image - trains go off at the same time, first station is free for another train, second is not...

depots should be on some distance after stations, but not right after them

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 Post subject: Re: FAQ: How to play on Kurt's. Building efficient nets.Main way
PostPosted: Sat Jan 31, 2009 8:19 pm 
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Joined: Thu Sep 11, 2008 12:00 am
Posts: 17
Location: Estonia
Duraki, that is pretty trivial detail as you loose very little with it :P


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 Post subject: Re: FAQ: How to play on Kurt's. Building efficient nets.Main way
PostPosted: Sat Jan 31, 2009 8:49 pm 
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Sarvik wrote:
Duraki, that is pretty trivial detail as you loose very little with it :P

it can be 2-3 seconds and depends on train lenth and speed, so:
*if it is load-station, time can cost 1 or 2% of station rating.
*if it is unload-station, time=money

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 Post subject: Re: FAQ: How to play on Kurt's. Building efficient nets.Main way
PostPosted: Sat Jan 31, 2009 9:14 pm 
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Joined: Tue Jun 17, 2008 12:00 am
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Great FAQ guides, mc21. I've learned a few things from them myself. Kurt, would it be possible to sticky these FAQ threads?


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 Post subject: Re: FAQ: How to play on Kurt's. Building efficient nets.Main way
PostPosted: Sat Jan 31, 2009 10:52 pm 
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Joined: Thu Sep 11, 2008 12:00 am
Posts: 17
Location: Estonia
Well, it adds a bit, but i wouldnt really call putting depot close a "mistake" on mc21's part. It is really trivial detail imo.

duraki wrote:
*if it is load-station, time can cost 1 or 2% of station rating.


Doesnt really matter much unless you have tough competition there, and even then difference should be very trivial.

It would only have maximum effect then your and opponents trains leave station at exactly same time then both lose rating and need to regain it. The one with depot closer will be probably few seconds behind in restoring rating. With that steam engine that exists in desert heading 14 long train you win time that takes restoring 4% that were lost. But that is extremely trivial as its very unlikely that both your and opponents train leave station at exactly same time. In normal case you would probably get your previous rating back only like 5 seconds faster, difference that will be very hard to notice.

Also if your engine is not very reliable and was loading for quite a long time at that station, then farer it needs to go to depot, more likely it will have breakdown or two on the way.

duraki wrote:
*if it is unload-station, time=money


I dont see much need for such depot in unload station anyway. One at end of line is enough.


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 Post subject: Re: FAQ: How to play on Kurt's. Building efficient nets.Main way
PostPosted: Sun Feb 01, 2009 7:03 am 
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Quote:
Also if your engine is not very reliable and was loading for quite a long time at that station, then farer it needs to go to depot, more likely it will have breakdown or two on the way.


True, but if the breakdown occurs within the station, then your ratings are screwed for another minute. And per the distribution now, it can be costly in competitive environment, especially if it relies on distance.


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 Post subject: Re: FAQ: How to play on Kurt's. Building efficient nets.Main way
PostPosted: Sun Feb 01, 2009 12:15 pm 
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Sarvik wrote:
Also if your engine is not very reliable

if engine is not very reliable, it must leave station as fast as it can

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