OpenTTD Networking: Fix Your Bridge Bottlenecks

Поділитися
Вставка
  • Опубліковано 24 січ 2025

КОМЕНТАРІ • 55

  • @b0bsaget007
    @b0bsaget007 5 років тому +43

    Neat, I've never thought about doing bridges/tunnels that way for single lines. One small note for you: 'Coop' is two syllables (Co|Op), as the term Coop is a stump word for the word cooperative/cooperation.

    • @LugnutsK
      @LugnutsK  5 років тому +25

      Yeah, I know ... I've just said it like chicken coop in my head so long that I can't bring myself to say it correctly :c

    • @LugnutsK
      @LugnutsK  5 років тому +25

      I guess I also kinda like the chicken connotation...

    • @aperson9950
      @aperson9950 6 місяців тому +1

      @@LugnutsK you transmitted that issue to me as well😭

  • @takcus
    @takcus 4 роки тому +11

    This episode gives me an idea of creating OTTD minigames scenarios (it could be even other dedicated game, but these mechanics are well known and working). example goals - join new station to the line, release traffic jams, make the line that has specific capacity. It could be half-tutorial scenarios but it can contains few very rare and hard to resolve situations that are not so obvious and not seeing so often in normal long play games.

  • @winstonduong960
    @winstonduong960 5 років тому +9

    Hello just want to say how much i love these clean clear and well explained OPENTTD tutorials. Keep up the great work.

  • @jewoGRFS
    @jewoGRFS 5 років тому +32

    As always, thoroughly and very well explained 👍

  • @julasBDF
    @julasBDF 4 роки тому +1

    I don't often write any comment but your channel is awesome. It is so interessant and understanding. Even if I'm pretty sure I won't be able to reproduce it in game before a while, I can't strop watching your videos.
    Thanks !

  • @scottsadler4215
    @scottsadler4215 3 роки тому +1

    love the way he calls then "coop games"...makes me giggle everytime.

  • @grahamdelacey5779
    @grahamdelacey5779 5 років тому +4

    i enjoy your videos and think you need more subs ! you make good content on the old classic TTD
    for over 13 years i have been playing this game, i used to be heavy into signals etc like you are. then i was taught a little trick.
    eg:
    if entrance and exit is at the same end of the station, use path signals for the station (facing the station), for the entrance and exit/entrance tracks use one-way path signals.
    eg:
    if the station has the entrance entering one direction and the exit track is leaving the other, you only need one-way path signals (all in the same direction)
    also, ALL turns for trains must be at least 3 lengths long, or the train will loose speed while turning, bridges have speed limits where tunnels do not. never make a tunnels or bridges longer then the trains using it (where possible), or this will slow the line down.
    when placing the depot, never place it on the main line where trains travel, this causes lines to stop and or slow, each direction should have its own entrance too the depot off of the main line, and they must be able to hold one or several trains at a time to prevent the line from slowing.
    your train next work should look 'peaceful' and 'graceful' and not like a bowl of alphabet spaghetti that has been dropped on the floor, many times.
    i would love the chance to join you in a game sometime and show you a few things, i am a member of BTPro and hit their city builder (25k pop) often.

    • @LugnutsK
      @LugnutsK  5 років тому +1

      Thanks! Those are reasonable rules to follow, though rules were meant to be broken :D

    • @grahamdelacey5779
      @grahamdelacey5779 5 років тому

      @@LugnutsK these rules allow maximum speed at all times for your trains. Add your priority line method to my general rules and you will be rich beyond riches.

    • @paintspot1509
      @paintspot1509 2 роки тому

      @@grahamdelacey5779 these "tips" are extremely basic and not very usefull for advanced networks

  • @Dextrian1
    @Dextrian1 5 років тому +1

    Another awesome extremely well explained video, I would love to see a time lapse of you building some of these incredible networks we get a peek at!

  • @moneybypower
    @moneybypower Рік тому

    My favorite openttd youtuber

  • @jimcrelm9478
    @jimcrelm9478 2 роки тому +1

    Easy to mess these up for trains with limited traction, which slow down when going up the bridge, potentially blocking the split entirely for a while. IME it is best to allow a train's length or so of parallel track before the bridge, to ensure that the slow-down is parallelised.

  • @KhanterWinters
    @KhanterWinters 5 років тому +6

    Question, Master Hellish once said that bridges slow down the traffic of the trains, due the logic of weight of a train.
    Right?
    But, with tunnels the train keeps the speed, even with signal blocks.
    So question, I know that OpenTTD is not 100% accurate with real trains world, but it is possible to put a tunnel underwater?

    • @LugnutsK
      @LugnutsK  5 років тому +2

      Each bridge type has a max speed, if trains are going faster than that they will slow down when they cross. With the NUTS trainset though, the trains are usually slower than the max bridge speeds.
      There's no way to build tunnels underneath the ocean, but you can tunnel under rivers (or canals).

  • @Daelan1234
    @Daelan1234 3 роки тому +1

    Friends, please explain why having a signal gap at 1:05 slows the train down. Game's code breaks or something? Or is it intended?

    • @LugnutsK
      @LugnutsK  3 роки тому

      Only one train is allowed to be between any pair of signals, so when the trains are very close they'll have to wait and space themselves out a little bit more when there is a longer signal spacing (gap)

    • @Daelan1234
      @Daelan1234 3 роки тому

      @@LugnutsK thank you, but does that mean that if trains are not bunched up, they won't slow down at that section?

    • @LugnutsK
      @LugnutsK  3 роки тому

      @@Daelan1234 Yup, if they are spaced out enough then they wont have to slow down there. But then there's no point in having so many signals in the first place

  • @Titeljan
    @Titeljan 5 років тому +12

    is this really necessary for a regular game? you make this simple old game complicated a little :)

    • @LugnutsK
      @LugnutsK  5 років тому +5

      A good point, its not :D

    • @queenskeleton4937
      @queenskeleton4937 3 роки тому

      OpenTTDCoop is another way to play this game, and it seems fun, though you might need a ton of practice to make it work since it has a steep learning curve.
      Nevertheless, it's fruitful and satisfying if you manage to build a network that squeezes everything on your map, using OpenTTDCoop style gameplay.

  • @galliman123
    @galliman123 5 років тому +1

    This was really cool I've got to try it sometime!

  • @totalwar1793
    @totalwar1793 4 роки тому +1

    It’s called play with Signals in Tunnels and Bridges patch :P

  • @joostvanburen3422
    @joostvanburen3422 Місяць тому

    How do you measure the length like that?

  • @griby51
    @griby51 2 роки тому +1

    What is your GRF ? Pls

  • @frederickgrenier2367
    @frederickgrenier2367 5 років тому +3

    why can't you just put signals on the bridge/tunnel ?

    • @LugnutsK
      @LugnutsK  5 років тому

      It's a limitation of the game. Of course in real life you would be able to do that, but limitations like that can make the game more fun in my opinion, you have to have creative solutions like in this vid.
      BUT, there is a patch for signals on bridges/tunnels, included in JGR and Joker's, the two main patch packs for OpenTTD. Just no feature in vanilla.

    • @hoody8279
      @hoody8279 5 років тому +1

      @@LugnutsK JGRPP patch pack has signals on tunnels and bridges. I use it in most offline games, but it does feel a bit cheaty and means you don't get the satisfaction of puzzling over how to balance intersections.

  • @sanderbos4243
    @sanderbos4243 5 років тому +7

    Very user-friendly and useful tool to have when making big train networks, thank you for making it!
    I've always been in love with channels like yours, that I think fit in a so called 'Technical Gaming' genre of UA-camrs.
    The most notable ones I know are Ilmango for Minecraft, Spirit Of The Law for AoE2, Marcel Vos for OpenRCT2, and yourself for OpenTTD.
    Do you have any UA-camrs that have inspired you to make your content? Thanks! :)

    • @LugnutsK
      @LugnutsK  5 років тому +4

      Marcel Vos is the reason I started making videos again (stopped in 2015), and I felt OpenTTD needed a similar style of videos. 3kliksphilip (& 2kliksphilip, kliksphilip) also influences me, he has a lot of interesting videos about UA-cam and video making (and also CS:GO).
      I wish I could make my videos better, script, higher quality etc, but just want to keep uploading consistently. It's faster to just wing it which is what I've been doing except for the game mechanics ones

    • @LugnutsK
      @LugnutsK  5 років тому +1

      ~ So I am honored to be in your list but we'll see in the long run whether I deserve it :P

    • @sanderbos4243
      @sanderbos4243 5 років тому +2

      @@LugnutsK 3kliksphilip is definitely the guy for technical CS:GO content, I have close to zero interest in first-person shooters myself but am still fascinated by all his CS:GO videos. I found him from his 2kliksphilip channel from his 'The Game Making Journey' playlist, which I absolutely adore. One of the best UA-camrs out there by far, so I'm very happy to see you also put him in this category.

    • @LugnutsK
      @LugnutsK  5 років тому

      Oh and another, Ceave gaming for Mario Maker, watched them all even though I've never played MM and suck at platformers.

    • @sanderbos4243
      @sanderbos4243 5 років тому

      @@LugnutsK Ooh, thanks for that, I didn't know him! :D Check out MarphitimusBlackimus
      , who makes in-depth half-life analysis. Very interesting dude, even though I'm not that into half-life myself even after playing it.

  • @Mieknara
    @Mieknara 5 років тому +1

    Must get you and Master Hellish ("I am not a dev") on a coop at some point. :)

  • @SuperGinger92
    @SuperGinger92 5 років тому

    I know you went over base game mechanic, could you go over FIRS mechanics? And perhaps have a video on what other GFX you use?

  • @gravelpit1960
    @gravelpit1960 5 років тому

    Very clever and professional

  • @hush6149
    @hush6149 4 роки тому +1

    Me: builds effective railway purely out of making it pretty

  • @donwald3436
    @donwald3436 5 років тому +4

    Why do you say coop instead of co-op?

  • @recept.2982
    @recept.2982 4 роки тому +1

    i feel like this is what happens in a cpu that has multi threading.

  • @Cruz0e
    @Cruz0e 4 роки тому

    what the heck is coup game?
    do you mean coop game?

  • @iraf.official
    @iraf.official 2 роки тому +1

    😎👌

  • @D00mBringer
    @D00mBringer 5 років тому +1

    or just use path signals :)

    • @paintspot1509
      @paintspot1509 3 роки тому

      Use path signals for what? The use of path signals for sync bridges is shown in the video.

  • @kondzio2003
    @kondzio2003 2 місяці тому

    Interesting

  • @floridamike7035
    @floridamike7035 5 років тому

    Great vid Lug! However, this becomes obsolete if you play "Joker's Patch" version of Open TTD. It has multiple, very useful tools, as well as the ability to signal the entire length of bridges and tunnels (whatever your pre-set drag gap is set at). Here is link to an overview: ua-cam.com/video/2MYljQRgRo8/v-deo.html Enjoy :) (*note: I'm a noob and don't play online or in tournaments, so I don't know the rules etc. or if you would be allowed to use JP in those situations)

  • @Sengyizhe
    @Sengyizhe 10 місяців тому

    Co-op