OpenTTD World Record Speed Run 100% [2h17m22s]
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- Опубликовано: 6 фев 2025
- There are many different game styles for a sandbox game like OpenTTD. One style which I had never tried was a speed run (as fast as you can) to get a 100% Performance Rating.
Before this game, I had only ever attained a 100% rating once during a tournament with another content creator.
The speed run game strategy is very different to a long-term strategy and knowing the game mechanics is also beneficial.
► Download Links:
• The vanilla version of the game You can get OpenTTD for free from www.openttd.org
• JGR's Patch Pack version of OpenTTD can be downloaded from github.com/JGR...
#openttd #speedrun #tycoongaming #tycoon #tycoongame #transporttycoon #transport
I dont think this world record will last long.
yeah..
congratulations on broaching the topic though!
it didnt, but you gave new life to a dead category, huge w
@@D_4_N_ Thanks. Will you be giving it a go? Any other categories that need a refresh.
You can use the setting for auto remove signals on construction. I had no issues with that ever.
Congratulations well done!
A few tips.
For stations you can add a bus+truck+dock+air connected per each train station giving one station a total of 5 worth. You do this either by holding CTRL or build it adjacent to link to that station making it one.
For vehicles you can add any amount at the end, the lowest profit is for vehicles older than 2 years so you wont affect that goal.
For cargo you add busses in cities, then sell when 40k reached when you are done with all other goals, you have one year timer for this goal. Its possible you might not need this at the end if you do a lot of other cargo.
For cargo types you can do a little trick. Transfer all weird cargos (just a small amount) to one station that is quite close to a town/city, then you can keep this station at 100% by using town/citys advertisement to not lose the cargo. The cargo will decay if its below 43% iirc. When you are done with most goals you release one train with all the cargos and "fund" each accepting industry in the same place for a one stop delivery.
Hot tip for fast money start is pax+val from 2 big cities. Take out full loan at the start. Make it one trip first if you cant afford. Avoid going over trees, curved elevations and farmland as those cost more to build on.
Saber OUT! :D
@@1highlyunlikely :)
I started to dabble in this game. Great job! This video has taught me how inefficient I am.
This isn't a very efficient network, I've done much better ones. Particularly if you ever end up doing co-op style games with logic gates etc.
Early trains slow down at every turn. So instead of having "two way tracks" run next to each other (understandable for the looks...), you can minimise the number of
turns by letting them seperate a bit. At this time @47:30 you can have one turn instead of two, on the "south bound" track. It all adds up. Well, perhaps not on a
speedrun like this? 🙂
Early trains do not slow down at every turn. They use the same math as every other train, which is based on curve length. Track type does impact what speed the trains will slow down to on a short curve length, but train itself has no impact. In the example you quoted, the two turns are in opposing directions therefore do not effect the train speed, and the third turn is 5 tiles away which is plenty of curve length.
@@AtomixKingg Hmm... I'll take your word for it, eventhough my memory tells me different. Maybe I was thinking about the Chimera, which does not slow down on one zigzag turn... thx for correcting me.
Well, one final comment; well done.
We seem to be missing part of your screen.
Yes, I have a 34 inch monitor and the aspect ratio does not work well on RUclips or Twitch videos.
Short question: should the timer really be reset when rejecting a map?
Yes.
Using one way path signals on long, one-way tracks, is just burning money needlessly. Sure, for the looks and the posh, but... this is an economics game. No?
There need only be one path signal in, and one out from the stations. The rest can be the standard block signals. Now admittedly on this little map, and with
not that many signals, it doesn't matter much. At least in the long run perhaps, but still.
On large maps, with many, maaany, signals, there is also a computational benefit to using block signals as standard. This only checks if the next block is clear.
The _path_ signal checks if the wanted path is clear. This takes longer, as there is more instructions to execute. So on large maps, with thousands of signals
being frequently checked, there might be a noticable lag, as the CPU need to run all those signal checks.
If there are multiple trains for the same track and one breaks down then the other ones can come closer if you have multiple signals.
The more signals you have, the higher throughput of your tracks. If you only have one train on the track, then yes you're absolutely right, but with anymore than one you'll have trains waiting around for no reason. Actually to get the most throughput, you want the smallest possible gap. Yes, it's a higher initial investment, but only a couple thousand. After your trains running the route a few times you'll make the investment back over having only one signal on a one-way line. This idea scales up the more and more trains you have on the line.
@@nikolaiburgardt989 you and @TheBlacktom both missed this part " The rest can be the standard block signals." both of your replies pretend like OP said to NOT use signals, when they clearly stated to use the CORRECT signal, a block signal.
@@fcscouto ah. Totally missed that. You're absolutely right!
gg
Water level wasn't reset to high when regenerating the map?
That is one setting you are allowed to change from the default of high.
I made it to 15 minutes, then I had to stop watching because I started feeling nauseous from listening to all the lip smacking and swallowing. Good job on the niche wr tho.
Sorry about that but thanks for watching. I hope I haven't put you off other videos of mine.
I'm learning the mic settings, maybe I don't have it so close to me next time.
KWAB
Other than the graphic... Open ttd is quite entertaining.
The graphics are spot on.
I guess being the first one to attempt an ulra niche category is technically a world record, but this title still feels very misleading
Doesn't seem like you know the game mechanics all that well =P