"I prefer using tunnels because they have no speed limits" he says, as he makes the track curve so severely that the trains will be going ridiculously slow anyway...
I recently ran across OpenTTD and fell in love with it. I am trying to learn as much as I can and your tutorials have saved me countless hours of pulling my hair out just trying to understand TTD, which can be very frustrating. Thank you for taking the time to make all of the tutorials. I watch each one and then go in and try to duplicate what you showed in that particular tutorial. I often have the video loaded and TTD running and jump back and forth. I wish I would have ran across TTD a long time ago so the learning curve would be over and I could really enjoy the time I spend playing. This game (if you want to call it a game) is just about as addictive as racing online was back in 1997 when online racing was launched. I was online the 2nd day and raced for over 10 years. I was racing 60+ hours a week. I am spending usually a couple of hours each evening trying to learn TTD. Thanks again. Peace Rich
I made a huge Dutch railway in openttd and one long fright train derailed into my passenger train in openttd 229 people died in the crash because I dident put any signals in a cross junction. So now with these they can improve my railway thanks for the help!
I think you should disable breakdowns for the tutorials especially when you are showcasing junctions. It's funny seeing them break down as you're trying to explain what they're doing 😂
Hey, these are great tutorials and finally I'm able to use the signals somewhat apropriately and make more effective setups. But as a european I have to say that it gets very confusing for me as you build everything for left hand driving :D. Nevertheless TY very much :)
@@bryceblazegamingyt9741 Well to be honest I'm not really sure what "left hand driving" relates to. Whether it's where you go with your car or where the steering wheel is.
@@bryceblazegamingyt9741 In the UK and Ireland road vehicles drive on the left and so do trains. Most places in Mainland Europe drive on the right, road and rail. One curious exception is France, which drives on the right but runs its trains on the left, because the early railways were based on British practice, except in the Alsace-Lorraine region where they were built by German engineers and run on the right...
10:19 I have a way of making one-direction junctions like that faster, have the track closer to the branch line come out on a bridge and go over the tracks that are joining. The two tracks go under the bridge and the eastbound main track connects with the southbound branch track. The northbound track goes under the westbound bridge and then connects after going under the bridge. That way the curves can be made bigger with higher line speeds. Also the bridge could be replaced with a tunnel. Search 'Cogload Junction' for a real-life example.
I know this is late but a slightly better looking way of making T junctions is by making half clover leafs, it simplifies the proces and makes it easier to expand later on if you make it a crossroad, I got it down to a 2 wider then the joining line and 3 wider then the line that is being joined. It also avoids bridges which are slower and usually more expensive then tunnels, money save and looks better. win win To take this further you can basically make a whole clover with all the leaves and only remove the sides that are not used to let the vehicles go all possible directions (even turn around). To take it further you don't even need the sides, on a grid based system, 3 times right equels left, the side is just quicker and doesn't hold up traffic. If you wanne go kinda overboard with the clover you can use the clover on normal corners, a leaf in one corner, a straight in the other. Or just add the leaves everywhere, every intersection, straight corner and on some straight lines, you can go down every road from any road, even "stay" on the same road. Moral of the story, clover gud
I've made the clover junction by my own design for a couple of years before ever seeing this, fun to see my design idea aren't completely hopeless 😅 The signaling I will adopt, I get how I've "failed" and made the signals work against their purpose now 😆
My brain hurts after this one. LOL I'll have to watch this one over a couple of times, I actually went "WHAT" a few times and had to back up and watch it over. It's not you........ it's all me... you do a great job presenting what each tutorial is focusing on and without going to fast and without throwing too much at us at one time. Thanks again. Peace
Those triple depot setups won't work. At 25:45, the train waiting to enter the depot area waits until the other train has completely left the depot area before it enters. The reason for this is that the train waiting to come in is trying to reserve a path as far as the next path signal, which it can't do because the path is blocked by the train coming out of the depot. You alleviated the issue by adding those extra signals after the depots, but you'll never be able to use the two depots on one line at the same time. There are two solutions. One is to add an extra path signal before the depots; that way the train will enter because it can reserve a path as far as that signal and then will enter either depot if it's free. This will allow a train to enter the left depot even if there is a train exiting the right one. The other option is to set an order for the train; so if you create a go to depot order in the orders list you can then highlight that order and change the go to option to service. You'll see the order change to service if needed. This will fix the issue and remove the need for a signal either side of the depot because the train will only try to reserve a path as far as the depot, instead of all the way to the next signal allowing it to head for the depot regardless of if a train is coming out of the other one. The downside to this is you would have to specify which depot each train should use. So personally I'd go for the extra signal approach.
In older versions the depot would act as a path signal. So the path reservation would go as far as the depot and then do another reservation to the next signal when it leaves the depot. At some point that was updated so the train doesn't use the depot as a signal anymore. If you turn on show path reservations in the settings you'll be able to see this in practice. A train will come down the side line and the path will be reserved all the way down to the next signal. In older versions this would have been as far as the depot. And then on exit it would be from the depot to the signal. But now it will be all the way to the signal, so the next train won't reserve a path because it can't get a clear path to the next signal. Hence why a signal before the depot would alleviate the issue. The way you set it up in the video, no train will enter the side line and will use the main line instead unless the entire side line is clear.
Man, I've been playing an xUSSR game from 1870 just to realise that my junctions are garbage. And I thought I was getting efficient! Third time's the charm, I guess.
I build a junction just like yours at 2:28. My problem is the following: Trains coming from the top right (C) want to go to the top left (A). If everything is free it's fine, however if there are two trains right next to each other the second one will turn left (B) instead of right (because the path is tempoarly blocked) and go all the way to the next station just to reverse at the X in front of it. It's logically to me why it is choosing the wrong path because the right turn path is "blocked" and it's not smart enough to simply wait a few second. But how to fix it?
I don't quite understand why it's good to move a signal further from a junction exit. I expect that it increases distance between trains and they will need to wait longer
It's because you don't want to train sat on that signal and blocking parts of the junction. If you leave a trains space after the junction exit before signal then a train will not enter the junction unless it can clear it
The big T-junction with bridge and tunnel can just as well be signaled with normal unidirectional block signals, right? Since it consists only of six "mini-Y-junctions" that join or split, there can never be two trains simultaneously in a single block, so path signals offer no advantage (and neither do presignals, unless you want to assign priorities, not discussed here). I ask to verify because I prefer to use path signals only where they are necessary/advantageous.
27:30 Train coming from C to B then Y to W, but goes through X and turns around. Is this only because there's no signal going into the junction at Y ???
Actually now that I unpause and watch the video after this, it happens a lot. I had this happening in a game and I just removed the track to prevent them being able to turn around where the depots are. Not sure what causes it exactly, but would like to know. Thanks.
It looks like if a train hasn't cleared the signal in the center of the junction, the one behind it tries to take the other route. How would you prevent this?
I had made a line in my game which was in this scenario C->B->C->A and the trains which were supposed to be in the A direction itself, came to C(Neither did I gave any orders to come to C nor there were any waypoints on the line). I had used the first type of T junction which you have showcased in this video, PLEASE HELP!!!
www.mediafire.com/file/gscey8n91vkjgn9/K%20Amal%20Abidjan%20Transport%20Corp..sav I have have placed a sign named "The Great Problamatic Junction", coordinates:136x146x1(0x9288), it is near a town "teston", it is a T-Junction.
I've been thinking that I should move these to intermediate and do a new advanced tutorial with more complex things. Bearing in mind that this series is aimed at beginners so for beginners this sort of thing is sort of advanced
At first I did it like you but then I realized that it doesn't work with trains on the right side going up and down on the left damn imperialistic system
@@MasterHellish-Gaming That is revolutionary! I thought there was no way to remove industries. Thank you! There's always that one pesky industry in the way of a perfectly straight railway.
The point of adding a bridge is that the lines can cross each other without junctions after crossing the main lines. You can't do this with a double tunnel system.
Way too complicated. For junctions just cross the tracks in any way that makes sense, and put down tow-way signals at the entrance to the crossing area. The trains will block the routes they need and you don't spend time overthinking massive setups.
This works for low usage lines. However, as soon as you get busy lines mid to late games then you will likely need to have more complex junctions to allow better flow.
Brand NEW OpenTTD Series 10 let's play now available, check it out: ruclips.net/video/ThFcpf66iYM/видео.html
"I prefer using tunnels because they have no speed limits" he says, as he makes the track curve so severely that the trains will be going ridiculously slow anyway...
... also often uses bridges more then tunnels
I recently ran across OpenTTD and fell in love with it. I am trying to learn as much as I can and your tutorials have saved me countless hours of pulling my hair out just trying to understand TTD, which can be very frustrating. Thank you for taking the time to make all of the tutorials. I watch each one and then go in and try to duplicate what you showed in that particular tutorial. I often have the video loaded and TTD running and jump back and forth. I wish I would have ran across TTD a long time ago so the learning curve would be over and I could really enjoy the time I spend playing. This game (if you want to call it a game) is just about as addictive as racing online was back in 1997 when online racing was launched. I was online the 2nd day and raced for over 10 years. I was racing 60+ hours a week. I am spending usually a couple of hours each evening trying to learn TTD.
Thanks again.
Peace
Rich
These tutorials are just simply the greatest. Now only if I could get a tutorial like this for life.
That would be good wouldn't it.
Just open a transport company;)
Im learning openttd and this tutorial just told me to pay attention to the us interstate system
Hope it was useful
I made a huge Dutch railway in openttd and one long fright train derailed into my passenger train in openttd 229 people died in the crash because I dident put any signals in a cross junction. So now with these they can improve my railway thanks for the help!
Happy to help you not kill people :)
Master Hellish - Gaming ok lol
I think you should disable breakdowns for the tutorials especially when you are showcasing junctions. It's funny seeing them break down as you're trying to explain what they're doing 😂
Part way through I did. I generally try and keep things as close to a standard game as posable.
Hey, these are great tutorials and finally I'm able to use the signals somewhat apropriately and make more effective setups. But as a european I have to say that it gets very confusing for me as you build everything for left hand driving :D. Nevertheless TY very much :)
Glad you like them!
Wait I thought Europe had left hand driving
@@bryceblazegamingyt9741 Well to be honest I'm not really sure what "left hand driving" relates to. Whether it's where you go with your car or where the steering wheel is.
@@bryceblazegamingyt9741 In the UK and Ireland road vehicles drive on the left and so do trains. Most places in Mainland Europe drive on the right, road and rail. One curious exception is France, which drives on the right but runs its trains on the left, because the early railways were based on British practice, except in the Alsace-Lorraine region where they were built by German engineers and run on the right...
10:19 I have a way of making one-direction junctions like that faster, have the track closer to the branch line come out on a bridge and go over the tracks that are joining. The two tracks go under the bridge and the eastbound main track connects with the southbound branch track. The northbound track goes under the westbound bridge and then connects after going under the bridge. That way the curves can be made bigger with higher line speeds. Also the bridge could be replaced with a tunnel. Search 'Cogload Junction' for a real-life example.
I know this is late but a slightly better looking way of making T junctions is by making half clover leafs, it simplifies the proces and makes it easier to expand later on if you make it a crossroad, I got it down to a 2 wider then the joining line and 3 wider then the line that is being joined.
It also avoids bridges which are slower and usually more expensive then tunnels, money save and looks better. win win
To take this further you can basically make a whole clover with all the leaves and only remove the sides that are not used to let the vehicles go all possible directions (even turn around).
To take it further you don't even need the sides, on a grid based system, 3 times right equels left, the side is just quicker and doesn't hold up traffic.
If you wanne go kinda overboard with the clover
you can use the clover on normal corners, a leaf in one corner, a straight in the other.
Or just add the leaves everywhere, every intersection, straight corner and on some straight lines, you can go down every road from any road, even "stay" on the same road.
Moral of the story, clover gud
I've made the clover junction by my own design for a couple of years before ever seeing this, fun to see my design idea aren't completely hopeless 😅 The signaling I will adopt, I get how I've "failed" and made the signals work against their purpose now 😆
It's fun to play around with different designs
Got back into playing openttd . I played transportation tycoon 20 years ago. Great series to get back into the game.
My brain hurts after this one. LOL I'll have to watch this one over a couple of times, I actually went
"WHAT" a few times and had to back up and watch it over. It's not you........ it's all me... you do a great job presenting what each tutorial is focusing on and without going to fast and without throwing too much at us at one time. Thanks again.
Peace
18:36 that could be used if you want faster trains to overtake slower ones.
Those triple depot setups won't work. At 25:45, the train waiting to enter the depot area waits until the other train has completely left the depot area before it enters. The reason for this is that the train waiting to come in is trying to reserve a path as far as the next path signal, which it can't do because the path is blocked by the train coming out of the depot. You alleviated the issue by adding those extra signals after the depots, but you'll never be able to use the two depots on one line at the same time. There are two solutions.
One is to add an extra path signal before the depots; that way the train will enter because it can reserve a path as far as that signal and then will enter either depot if it's free. This will allow a train to enter the left depot even if there is a train exiting the right one.
The other option is to set an order for the train; so if you create a go to depot order in the orders list you can then highlight that order and change the go to option to service. You'll see the order change to service if needed. This will fix the issue and remove the need for a signal either side of the depot because the train will only try to reserve a path as far as the depot, instead of all the way to the next signal allowing it to head for the depot regardless of if a train is coming out of the other one. The downside to this is you would have to specify which depot each train should use. So personally I'd go for the extra signal approach.
I need to look at why the double depot was not working as expected as I am sure I have had it working before.
In older versions the depot would act as a path signal. So the path reservation would go as far as the depot and then do another reservation to the next signal when it leaves the depot. At some point that was updated so the train doesn't use the depot as a signal anymore.
If you turn on show path reservations in the settings you'll be able to see this in practice. A train will come down the side line and the path will be reserved all the way down to the next signal. In older versions this would have been as far as the depot. And then on exit it would be from the depot to the signal. But now it will be all the way to the signal, so the next train won't reserve a path because it can't get a clear path to the next signal. Hence why a signal before the depot would alleviate the issue. The way you set it up in the video, no train will enter the side line and will use the main line instead unless the entire side line is clear.
crazy how few likes there are for they guy single handedly holding up the community
I have some fantastic help from my community and moderators too
12:38 "It's called a cloverleaf because trains are not crashing by sheer luck"?
😂
Man, I've been playing an xUSSR game from 1870 just to realise that my junctions are garbage. And I thought I was getting efficient! Third time's the charm, I guess.
It's always nice to see if you can improve and do things better it's nice to grow and learn new things I think
8:35 lol ghostbusters joke 😂
I build a junction just like yours at 2:28. My problem is the following:
Trains coming from the top right (C) want to go to the top left (A). If everything is free it's fine, however if there are two trains right next to each other the second one will turn left (B) instead of right (because the path is tempoarly blocked) and go all the way to the next station just to reverse at the X in front of it.
It's logically to me why it is choosing the wrong path because the right turn path is "blocked" and it's not smart enough to simply wait a few second. But how to fix it?
Great video. Very clear.
Thank you
This was extremely helpful, thank you
No problem. It's why I started RUclips.
I don't quite understand why it's good to move a signal further from a junction exit. I expect that it increases distance between trains and they will need to wait longer
It's because you don't want to train sat on that signal and blocking parts of the junction. If you leave a trains space after the junction exit before signal then a train will not enter the junction unless it can clear it
@@MasterHellish-Gaming oh, understand, makes sense. Thanks
Hellish, Have you made a tutorial on timetables?
not yet
Have you made the video with how to on a 4 line 4 way clover leaf as mentioned at the end of this video. Thanks your videos are really helpful.
I should have used tunnels! I have slowed my lines with bridges so much! Thanks!
Bridges is fine as long as you keep upgrading them
You keep talking about a seelion but i don't see any. 8:03
The big T-junction with bridge and tunnel can just as well be signaled with normal unidirectional block signals, right?
Since it consists only of six "mini-Y-junctions" that join or split, there can never be two trains simultaneously in a single block, so path signals offer no advantage (and neither do presignals, unless you want to assign priorities, not discussed here).
I ask to verify because I prefer to use path signals only where they are necessary/advantageous.
27:30 Train coming from C to B then Y to W, but goes through X and turns around. Is this only because there's no signal going into the junction at Y ???
Actually now that I unpause and watch the video after this, it happens a lot. I had this happening in a game and I just removed the track to prevent them being able to turn around where the depots are. Not sure what causes it exactly, but would like to know. Thanks.
It looks like if a train hasn't cleared the signal in the center of the junction, the one behind it tries to take the other route. How would you prevent this?
What GRFS are you using in this video?
nice video! Can you make a tutorial for remplacement of vehicles ? thanks :D
ruclips.net/video/d3iSD6iFevQ/видео.html
19:05 - 19:10 ... how that happened?
I just needed some time what bugged me with this tutorial and I finally realize it's because of the left-hand-traffic weirdness.
Don't worry about it just cross your eyes on probably sure then it will look ok
I had made a line in my game which was in this scenario C->B->C->A and the trains which were supposed to be in the A direction itself, came to C(Neither did I gave any orders to come to C nor there were any waypoints on the line). I had used the first type of T junction which you have showcased in this video, PLEASE HELP!!!
Send a screenshot to me on my Facebook page facebook.com/MasterHellish/
Can i upload a save on mediafire, i have an account, ill tell you the place where the junction is situated
www.mediafire.com/file/gscey8n91vkjgn9/K%20Amal%20Abidjan%20Transport%20Corp..sav I have have placed a sign named "The Great Problamatic Junction", coordinates:136x146x1(0x9288), it is near a town "teston", it is a T-Junction.
>Title: "Advanced Railways"
>Uses just one type of signal with one thing in mind: Signal before every intersection
>Solves everything
Ez
I've been thinking that I should move these to intermediate and do a new advanced tutorial with more complex things. Bearing in mind that this series is aimed at beginners so for beginners this sort of thing is sort of advanced
how to make such high quality graphics in openttd??
At first I did it like you but then I realized that it doesn't work with trains on the right side going up and down on the left damn imperialistic system
Also most of the junctions are a lot simpler in the imperialistic version
The t junction is like literally 1 bridge and 2 lines going under it
You just need to swap it, like mirror what hes doing
How did you remove the industry?
When?
@@MasterHellish-Gaming @ 12:14
@rafaelsodre_eachday I used the sandbox options to remove the industry. CTRL + ALT + C
@@MasterHellish-Gaming That is revolutionary! I thought there was no way to remove industries.
Thank you! There's always that one pesky industry in the way of a perfectly straight railway.
A 7-8 railed ro-ro station. How?
That depends, how many different destinations are coming into it? and are you loading and unloading ect.
Escape goat :D
Who can tell me why my openttd to 2000 years when the locomotive was gone only car
Can you re-phrase your question, please?
+Master Hellish I have to find a reason not to have the sorry
wtf
I think its trying to say that rail vehicles are outdated by 2000 and monorail is the only option eventually if you're playing without new GRFs.
I am having head ach after trying to build a simple T junction
It's fiiiine! Have fun
Instead of a bridge and tunnel you can also give one a double tunnel.
The point of adding a bridge is that the lines can cross each other without junctions after crossing the main lines. You can't do this with a double tunnel system.
😎😎😎👌👌
Way too complicated. For junctions just cross the tracks in any way that makes sense, and put down tow-way signals at the entrance to the crossing area. The trains will block the routes they need and you don't spend time overthinking massive setups.
This works for low usage lines. However, as soon as you get busy lines mid to late games then you will likely need to have more complex junctions to allow better flow.
@@MasterHellish-Gaming Right. But using the signals right and just creating junctions works ALL game and is easier to expand.
Highly unrealistic
What is?