One of my friends showed me this game a couple of months ago and all I can say is that I am absolutely in love with it. I'm a maths student that loves trains so this game was practically made for me. I love your RUclips channel and all of the OpenTTD content that you upload. In your let's play series of videos you continue to mention OpenTTD coop games; I would really like to get involved and play along in these games, how do I go about getting involved with that? Please keep uploading these videos, I do so love watching them and learning more about this wonderful game!
OpenTTDCoop is currently on hiatus but you can join the discord here: discord.gg/mAWqWPQ Look forward to having you join us when we get things going again!
Bit late to the party, but I wanted to ask a thing. The inner line of the first merge you constructed does not have the option to reach the outer main line, whilst all the other merges were made as all-to-all. Did you mean it like that? And if so, would this affect the line balance, i mean would you load the inner line more?
What's your opinion on the type of merge you can see in this screenshot? wiki.openttdcoop.org/File:COMPACT-ROTATING-BBH.png I haven't tried it but logically it feels like it should have the same throughput, or am I thinking about it wrong?
The X-crossings are acceptable but not as good as the full grade separating crossovers. Since trains from the choice tracks my block eachother in awkward ways, can end up in a situation where the left track goes right, right track goes left, alternating. But I've seen V453000 use them and you don't always need the perfect maximum capacity. If it works it works
@@LugnutsK cool thanks. They're tempting to use due to how simple the design is. One of the reasons I asked is that I'd love to see your thought process when you expand an existing BBH, especially outside ideal conditions (i.e. the terrain) like in this tutorial. Take the "invisible" hub in your let's play for instance. If you were going to upgrade it to 3Rx3L, would you be more inclined to demolishing the whole thing and start over or try to hack in the new lines where possible? I know the mergers might not be the biggest issue here (rather the left turns sitting in the center of the hub) bit I assume they'd be part of the design considerations. Hope that you get a chance to show that process in the LP or this tutorial series.
Ulf Ståhl Definitley keeping the shape of hub when going to 3L 3R. Might have to move around a lot of tracks in the interior but overall the hub will keep its shape
@@LugnutsK yes I saw that one, it's great. But would be really nice to see it done in real time (or like x2 time lapse) with commentary about the thought process. Anyway love your work, keep it up!
Ah I see what these hubs do: Exactly the same insane stuff that I tried in rail route: Letting each line bridge/tunnel over each other, so that they don't have to cross each other, providing free flow for each train. It's almost like this is my community. Trains and efficiency-addicted people. Yay to OpenTTD.
Question: at the very start when you're making the bridges after the split, you put a PBS signal just oon one of the track in front of one of the bridges. Why only that one only there? :)
I don't remember where, but somewhere he said that PBS signals can stop the trains for a very small amount of time, while block based signals don't do that. Of course with entry and exit signals, you need an extra tile before the bridges, so PBS signals are used if there isn't enough space.
@@error-42 Ah, yes, I remember that about PBS signals. Speaking of remaining space, I can clearly see that in merges. But it's not as clear at 5:06, for example
@@dmitriid Yup, there is not enough room for a signal before the second bridge from the left. So no way to split up the block, have to use path signals. I use block signals by default since usually thats all you need.
One of my friends showed me this game a couple of months ago and all I can say is that I am absolutely in love with it. I'm a maths student that loves trains so this game was practically made for me. I love your RUclips channel and all of the OpenTTD content that you upload.
In your let's play series of videos you continue to mention OpenTTD coop games; I would really like to get involved and play along in these games, how do I go about getting involved with that?
Please keep uploading these videos, I do so love watching them and learning more about this wonderful game!
OpenTTDCoop is currently on hiatus but you can join the discord here: discord.gg/mAWqWPQ
Look forward to having you join us when we get things going again!
And this is what players really need - basic but at the same time advanced information to build a network. Great video. 👌👍
The polybridge soundtrack in the background is a nice touch
Even before watching: OH YES
you provide top quality OpenTTD content, sir!
I know this is the right type of content for me when I hear Poly Bridge music (first song is "Country Side") in the background.
Games starts on my birthday, that's cool.
Well, I mean, I'd be 225 by then, but still....
Thank you for making this video.
Great tutorial! Would you make a video on how to make LLLRRR backbone hub as well?
I get what you're showing us, and i digg it.... BUT would there be any benefit/harm to doing this same sort of 'HUB' using a dip & tunnel vs. bridges?
I'm confused why splitting is necessary
this is so hard for me i cant build this without having some kind of technical problem with it
Perfect 👌
Thanks for this!
unbelievable, this video doesn't have any dislike :D
Bit late to the party, but I wanted to ask a thing. The inner line of the first merge you constructed does not have the option to reach the outer main line, whilst all the other merges were made as all-to-all. Did you mean it like that? And if so, would this affect the line balance, i mean would you load the inner line more?
So a hub is just an interchange?
Yup
@@LugnutsK thanks
Which grf is this? I want to use in openttd😊
Hello sir. i am starving of content :*(
:'(
i hope this tutorial have part 2, upgrading to 3-4 tracks mainline
You took something very complicated and broke it down very well, thank you for the great content!
What's your opinion on the type of merge you can see in this screenshot?
wiki.openttdcoop.org/File:COMPACT-ROTATING-BBH.png
I haven't tried it but logically it feels like it should have the same throughput, or am I thinking about it wrong?
The X-crossings are acceptable but not as good as the full grade separating crossovers. Since trains from the choice tracks my block eachother in awkward ways, can end up in a situation where the left track goes right, right track goes left, alternating. But I've seen V453000 use them and you don't always need the perfect maximum capacity. If it works it works
@@LugnutsK cool thanks. They're tempting to use due to how simple the design is.
One of the reasons I asked is that I'd love to see your thought process when you expand an existing BBH, especially outside ideal conditions (i.e. the terrain) like in this tutorial.
Take the "invisible" hub in your let's play for instance. If you were going to upgrade it to 3Rx3L, would you be more inclined to demolishing the whole thing and start over or try to hack in the new lines where possible?
I know the mergers might not be the biggest issue here (rather the left turns sitting in the center of the hub) bit I assume they'd be part of the design considerations.
Hope that you get a chance to show that process in the LP or this tutorial series.
Ulf Ståhl Definitley keeping the shape of hub when going to 3L 3R. Might have to move around a lot of tracks in the interior but overall the hub will keep its shape
Ulf Ståhl Actually this might be good if you haven’t seen it: ruclips.net/video/waXLBYyIotM/видео.html
@@LugnutsK yes I saw that one, it's great. But would be really nice to see it done in real time (or like x2 time lapse) with commentary about the thought process.
Anyway love your work, keep it up!
Ah I see what these hubs do: Exactly the same insane stuff that I tried in rail route: Letting each line bridge/tunnel over each other, so that they don't have to cross each other, providing free flow for each train. It's almost like this is my community. Trains and efficiency-addicted people. Yay to OpenTTD.
I was waiting for this.. BBHs are must in big networks... And will u make LLLLRRRR hub?? in next episode
Question: at the very start when you're making the bridges after the split, you put a PBS signal just oon one of the track in front of one of the bridges. Why only that one only there? :)
I don't remember where, but somewhere he said that PBS signals can stop the trains for a very small amount of time, while block based signals don't do that. Of course with entry and exit signals, you need an extra tile before the bridges, so PBS signals are used if there isn't enough space.
@@error-42 Ah, yes, I remember that about PBS signals. Speaking of remaining space, I can clearly see that in merges. But it's not as clear at 5:06, for example
@@error-42 Nevermind, I see it now :) It's the same issue: not enough space for block signals before the bridge.
@@dmitriid Yup, there is not enough room for a signal before the second bridge from the left. So no way to split up the block, have to use path signals. I use block signals by default since usually thats all you need.
Can you explain doubled bridges and tunnels please? I keep seeing them but never the reasoning.