A passing place *with crossover* and *three* trains is a bit risky. If one of the trains waits in the station for a long time (or stays in there because it broke down) and the other two trains park in both passing tracks, then the train in the station has no way out. You'll have to make it possible for trains to reverse back out of the passing tracks in order to allow that deadlock to clear itself (which the depots 20:05 and 21:45 will allow). But that means that it's one of the places where you can't apply those "turn around stubs" that another commenter recommended in the last video.
The cattle car is measured in units, the grain car is measured in tons, so there are 25 cows in the car, which I think is even a lot, for such a small car.
One of the other little quirks of original Transport Tycoon is that secondary industries still produce a trickle of cargo even when no input cargoes are delivered. That is probably the 7 crates of monthly production you notice at 2:00. 8:45 Multiple tile lorry (or bus) stations are only an OpenTTD (and perhaps TTDPatch, I don't remember) thing. It is indeed very difficult to build and manage high capacity road vehicle links in the original games, only making trains even more worthwhile. 19:03 It's not the question you're asking, but as for the maximum you can have, I think at most 80 vehicles of each type per company. Yes, the vehicle limit is rather low for the game, but it was also meant to run on a 486 with 4 MB of RAM, and there are no convenient tools in the game to manage large fleets.
20:22 Both the farm and the factory are next to water. Boats could be an option, once you've dug a canal. Although I'm not sure if they aren't even more expensive than trains.
I wonder if there's some cheaty method to make the pathfinder reliably prefer one track. Like those "chain signal back propagating tracks" for priority merges on OTTD or spamming a lot of signals on one of the tracks.
Good vid....anyone ever have an issue when one train doesn't seem to pick up coal for example?, 3 trains doing transfers and one of them don't pick up coal, but has same orders as other trains?
A passing place *with crossover* and *three* trains is a bit risky. If one of the trains waits in the station for a long time (or stays in there because it broke down) and the other two trains park in both passing tracks, then the train in the station has no way out. You'll have to make it possible for trains to reverse back out of the passing tracks in order to allow that deadlock to clear itself (which the depots 20:05 and 21:45 will allow). But that means that it's one of the places where you can't apply those "turn around stubs" that another commenter recommended in the last video.
The cattle car is measured in units, the grain car is measured in tons, so there are 25 cows in the car, which I think is even a lot, for such a small car.
One of the other little quirks of original Transport Tycoon is that secondary industries still produce a trickle of cargo even when no input cargoes are delivered. That is probably the 7 crates of monthly production you notice at 2:00.
8:45 Multiple tile lorry (or bus) stations are only an OpenTTD (and perhaps TTDPatch, I don't remember) thing. It is indeed very difficult to build and manage high capacity road vehicle links in the original games, only making trains even more worthwhile.
19:03 It's not the question you're asking, but as for the maximum you can have, I think at most 80 vehicles of each type per company. Yes, the vehicle limit is rather low for the game, but it was also meant to run on a 486 with 4 MB of RAM, and there are no convenient tools in the game to manage large fleets.
20:22 Both the farm and the factory are next to water. Boats could be an option, once you've dug a canal. Although I'm not sure if they aren't even more expensive than trains.
18:34 Roll credits!
I usually slowly make the passing places longer and longer until it covers the whole route. Obviously, I'm making sure there are crossover points.
After 18:00 you know I hate breakdowns, probably I remember those situations....
I vaguely recall being able to copy orders by clicking on the vehicle you’re ‘cloning’, don’t know if that was openttd only though
block signals only is kinda wild
Tell me about it!
I wonder if there's some cheaty method to make the pathfinder reliably prefer one track. Like those "chain signal back propagating tracks" for priority merges on OTTD or spamming a lot of signals on one of the tracks.
Good vid....anyone ever have an issue when one train doesn't seem to pick up coal for example?, 3 trains doing transfers and one of them don't pick up coal, but has same orders as other trains?