Been playing for a few years (pretty unsuccessfully!!) Found your tutorials yesterday and binged them. Played for a wee bit earlier today and wow!! Money off the chart in just a couple of years, just using busses. Brilliant work!
Just made my way through all the tutorials while off work, keep up the good work! Very helpful and entertaining, it's always interesting to see somebody talk enthusiastically about something they know a lot about.
Yep, there is quite a lot too it. This is often why I seem to be using too many trains. I would rather sacrifice a bit of profit for keeping the ratings high and increasing production.
@@MasterHellish-Gaming Yes, well I knew from your videos (and having asked a question about it in a comment a while ago) about not having cargo waiting and therefore making sure you always had a train loading, though if the next train is close enough when one leaves I might allow that small gap. However I didn't realise about the speed and age of trains as well. Then there's primary industry production as I had seen that change every so often but hadn't been keeping a close enough eye on it to spot the relation to ratings, though I had wondered.
One topic you touched on but haven't expanded on: % cargo transported - how is it not 100% if your trains are constantly running? Presumably some cargo is "lost" somehow, perhaps when you don't pick it up fast enough; the way this works would be valuable to understand.
interesting tutorial. quick question, so it is not good to make trains load all cargo as it will wait longer on the station? and does the distance travelled makes much of a difference? because I see people on servers building like from one corner to another on the map with huge long trains
For cargo I usually gets full load. For passengers, just take available. Otherwise you will get a bottleneck on a smaller station. For the distance: shorter distance is always preferable, because profit depends on delivery time (it explained in one of the tutorials on this channel). Making trains go from one end of the map to another is wasting money.
@@x0r1k Profit also scales with distance. It equals amount of cargo x distance travelled x some rate that depends upon cargotype and speed of delivery. wiki.openttd.org/Cargo_income Long distances are efficient because the fraction of time spent transporting as opposed to loading/unloading is advantageous.
I am have issue at oil resource node. I build railroad to pick up and deliver down line. I later added truck station to pick the oil and take for anther transfer at a dock. The trucks don't pick up, only the train. I am thinking this is a catchment thing, the oil is overriding the truck catchment. Have you run into this? Is the mod to prevent this? Aside from that, I suppose I just move the catchment to half and half.
Clarifications and corrections:
• Spreading stations no longer covers the space between them in newer versions of the game.
Been playing for a few years (pretty unsuccessfully!!) Found your tutorials yesterday and binged them. Played for a wee bit earlier today and wow!! Money off the chart in just a couple of years, just using busses. Brilliant work!
Great to hear!
Just made my way through all the tutorials while off work, keep up the good work! Very helpful and entertaining, it's always interesting to see somebody talk enthusiastically about something they know a lot about.
Thank you very much
Wow, it's interesting to see how much in involved with the ratings.
Yep, there is quite a lot too it. This is often why I seem to be using too many trains. I would rather sacrifice a bit of profit for keeping the ratings high and increasing production.
@@MasterHellish-Gaming Yes, well I knew from your videos (and having asked a question about it in a comment a while ago) about not having cargo waiting and therefore making sure you always had a train loading, though if the next train is close enough when one leaves I might allow that small gap. However I didn't realise about the speed and age of trains as well. Then there's primary industry production as I had seen that change every so often but hadn't been keeping a close enough eye on it to spot the relation to ratings, though I had wondered.
Love your tutorials, keep up the good work!
Thank you
Catchment areas automatically including the region between spread stations is no longer true. You should put that in a pinned comment.
Thanks, I have done that now
Every time I learn something new. Thanks so much!
Great information, my companies are much better after watching these videos. I'm going back to the beginning to watch them again.
Thanks for showing me how to play. I'm still working through your tutorials and making progress.
Again, very instructive. Thanks!
Thank you
Another excellent tutorial.
Thank you, glad you liked it!
Piling cargo up in a secondary collector station that doesnt connect to an industry/passenger terminal is fine right? Pretty sure its fine...
Might be fine
One topic you touched on but haven't expanded on: % cargo transported - how is it not 100% if your trains are constantly running? Presumably some cargo is "lost" somehow, perhaps when you don't pick it up fast enough; the way this works would be valuable to understand.
I believe the OpenTTD wiki covers this well. But there is math involved!
interesting tutorial.
quick question, so it is not good to make trains load all cargo as it will wait longer on the station?
and does the distance travelled makes much of a difference? because I see people on servers building like from one corner to another on the map with huge long trains
For cargo I usually gets full load. For passengers, just take available. Otherwise you will get a bottleneck on a smaller station.
For the distance: shorter distance is always preferable, because profit depends on delivery time (it explained in one of the tutorials on this channel). Making trains go from one end of the map to another is wasting money.
@@x0r1k Profit also scales with distance. It equals amount of cargo x distance travelled x some rate that depends upon cargotype and speed of delivery.
wiki.openttd.org/Cargo_income
Long distances are efficient because the fraction of time spent transporting as opposed to loading/unloading is advantageous.
Hey Man What's the purpose use double, triple or quad engine in single train?🤔🤔🤔
More pulling power. Longer trains will get up to full speed quicker and/or trains will handle hills better.
6:27 there's some strange mysterious sound in the background there... Like, a few seconds on from that timestamp. What is that?
Must be a ghost... perhaps an undelivered passenger...
Is it possilbe for you to link the other tutorials you have mentioned in the description?
There's a link to the series playlist with all tutorial episodes in the description. This episode refers to episode 21 of the tutorial series.
@@DC4444 Oh im blind LUL
oh dear @Wizard Brandon haha
when you grow the town, you must not forget to enlarge the station before it is surrounded by buildings! ;D
I am have issue at oil resource node. I build railroad to pick up and deliver down line. I later added truck station to pick the oil and take for anther transfer at a dock. The trucks don't pick up, only the train. I am thinking this is a catchment thing, the oil is overriding the truck catchment. Have you run into this? Is the mod to prevent this? Aside from that, I suppose I just move the catchment to half and half.
The catchment only shows whether it will or will not pick it up not the amount
The amount of product from an industry supply to a station depends on its ratings
Brilliant!
Maximising or maximizing?
Now that is the question
Did you get a kiss at 6:31?)
Background noise is likely the washing machine
@@MasterHellish-Gaming
No mention of feeder stations?!
That's more of a exploit of the mechanics rather than core gameplay. However it's something I plan to include in a later video