Correction: at 4:10 I said road vehicle speed is divided in half before going through the speed formula, which is true. BUT Daniel Senti pointed out this doesn’t make much sense and after more digging in the code it seems RVs are more complex than I thought. Manually testing, it seems that road vehicles actually follow the exact same formula as trains 1:1. I will look more into this Edit: I didn't really look into it more since I don't care about that much about RVs.
me: cant put 4 trains on a line without one getting stuck and blocking the whole line, and i end up crashing 2 this guy: does spinny things on his tracks and has seemingly infinite trains getting seemingly infinite wood
According to the OpenTTD Wiki's Game Mechanics section, for station rating, it says that for the max speed of last vehicle stat to DIVIDE the speeds by 2 for road vehicles. In your video, however, you MULTIPLIED the speeds by 2. The speed range for trains is 89-255 km/h, so the speeds for road vehicles is that divided by 2, or 45-128 km/h. Else, you would not get any max speed bonuses to station ratings for vehicle stations, and that simply isn't the case, especially considering that it wouldn't make sense because no base vehicles have a top speed anywhere close to 178 km/h.
That way does make more sense, but speed of the RV actually is divided by two before going into the formula (here: github.com/OpenTTD/OpenTTD/blob/1.9.2/src/economy.cpp#L1757 ) BUT after more searching I see it's also multiplied by 4 beforehand (spaghetti code), and testing manually it seems to actually match trains 1:1 in terms of station rating Might reupload once I figure out how it actually works or make a followup
Daniel Alexander Short trains can help with the time since last pickup stat, but most of the short trains here are either form OpenTTDCoop games (networks are easier to build with short trains) or because they are feeder lines (see my recent video Using Feeders To Cheat Station Rating).
@@LugnutsK This „cheating” isn’t really cheating at all! In past (in my Poland ofc.) it were big networks of narrow-gauge railways delivering cargo (especially) and people from smaller localities and villages, farms or industries to towns from where would be possible transfer to normal-gauge trains to furter travel. In surely one place - in Koszalin at Baltic Sea there was even infrastructure to narrow-platforms could take normal-gauge vagons! Also i think about „marshalling-stations” (with forming or disforming trains) from where many shorter trains goes to places where cargo is deatinated. In past there was alot of that trains.
Hey. This is a great tutorial. I'm new to the game and although I know and I use the Wiki often, I didn't know the mechanics about station rating, so this video was very useful to me. I'd love you to make some other tutorials, like early (and mid and late, why not) game strategies, or tips to run an efficient passenger service. Thanks.
What advantages are there having short trains as opposed to having long trains? I thought the speed bonus was related to the speed in which the vehicle enters the station (indeed it uses this wording somewhere), but if it is only based on the vehicles maximum speed then this doesn't matter. I realise that small trains will fill, leave and unload faster than longer trains, but is there another reason to do this? Is it better? I should really test this myself. And I might. One day.
The speed bonus is only based on the maximum speed stat, it doesn’t actually matter how fast the trains are moving. There’s not a direct advantage by using short trains. But it makes sense to use them in *feeders* AKA short lines that transfer cargo from a small pickup station to a larger main station like you can see at 0:18 . Feeders are a way of (kinda) cheating the station rating calculation and what I’m making the next video on.
I had the same doubt. I use to connect a feeder station just one block away from a transfer station. So my trains don't accelerate enough to enter the feeder station or transfer station in high speed. I was even considering to build feeder and transfer station more far one from another. But as @LugnutsK answered...
i done a test on a game, where i save the game and them i halved the size of train and run the game 2 times. one with double size and one with the smaller size money wise it seemed more or less the same but they are advantages on smaller trains. if you have turns a smaller train can pass it faster and regain speed or you can make the turn a bit bigger and have no speed loss same can be when train goes up, i made a crazy teraform to make platos of 3 squares then go up 1 square and repeat so train goes up all the height. so with the small train 4 squares total size had either no penalty or very low penalty since the majority is always on same level so there are advantages for smaller trains to maintain max speed easier
Thank you so much for making this tutorial. I was struggling with understanding how industry production changes and station ratings work. Also, sorry for accidentally disliking the video. I meant to like it but pressed the wrong button.
99% of the time I have small industries closing on me, sometimes they are within perfect range for road service, so I use them... Should make sense to be possible to "save" them from closing. Seems like this mechanic works right for 120+ monthly production but doesn't quite work as it should for 60 or less, feels like it is broken.
Your videos are fantastic. A suggested enhancement in your summary - you mention many numbers during the video. It would be helpful if you wrote these in your summary for quick reference because I end up having to rewatch the videos, or create my own cheatnotes from your video. Also, the Game Mechanics wiki page link is broken.
Hi LugnutsK, thanks for the great videos. And apologies for the hundreds of visits to this video, for my browser automatically sends me here. All the time. Hope you ghet something out of this, too :-D
Is there a way to tell if industries further down the production chain, like Steel Mills or Factories, are about to hit the threshold of closing down before connecting them?
Ah, so my train's age was affecting my raitings? That explains why after a few years my original set of stations fell just short of the excellent threshold whilist my newer ones remained on it. I suppose the statue is the logical way to counter this, by the time the train age bonus wears off, the station ought to have generated enough profits to justify the purchase of a statue.
is there a way a mod or script that removes production cap on industries so as long as speedy fast vehicles come in the station the production each month keeps going up rather than capping out at some point
Don't worry about dislikes, they are from haters or someone who thinks that is better than u but is not able to create his/her own interesting content. I have a request for u. Can u just shadow bridges instead of make them completely transparent? If not, don't worry, I will just have to pay more attention when I analyze what you are showing.
Can you explain to me (or in a video) how you decide to make your trains and stations? Like, I just have my shit going where they need to go. But I saw you have a big station and stuff….
Ok, this is perhaps tiny things, but would a train enter a station faster if you have a tiny train enter a long station with a train set to "far end" as opposed to "near end"?
Hopefully you are still around to answer my question. So I did a 10 year play through of the original Transport Tycoon Deluxe by Microprose, from 1950 to 1960. Now in that game there's not really any settings you can change relating to economy. The industry numbers in that game stay pretty solid, whereas in Open TTD, the numbers can fluctuate wildly. People have told me in the past that it's just, bad luck, I think it's something wrong in the coding for Open TTD. What can you tell me about it all? Why do industry numbers stay solid in TTD, but not in Open TTD? And, shouldn't we want those numbers to stay solid like they do in the original game?
I have never played the original TTD. 10 years isn't a long time so I don't think you would see much change in production in either TTD or OpenTTD. I find that production is pretty manageable in OpenTTD with good service based on the tips here, so I enjoy OpenTTD's mechanics.
@@LugnutsK I thought that would make it worse. EDIT: Just tried and it sucks because 90 degree turns make the train slowdown to 88 km/h, not worth if you need those turns, otherwise its cool. At least now I know how its done.
So, things I've been doing wrong: 1) Frequent service with short trains > infrequent service with long-ass trains meant to go in a multi-station loop, even if they move the same total amount of cargo. 2) I don't really have to worry about cargo buildup until it gets to 1500. Under 100 is nice, but >1500 is far more dangerous than
well i only play trains, so when game starts i pause to look the map all over and try to find a 2 industry that are relative close and with easy terrain to link with initial money you could build the 2 station and put 1 -2 trains
Hello, I see that you know a lot about OpenTTD, let's see if you can help me, I like to download multiplayer games, and privately play just as each of the original players, modifying routes and improving services, etc., the fact is that some games They come with limited terrain modification, see if you can tell me how to remove that limitation, thanks in advance.
Hello, I see that you know a lot about OpenTTD, let's see if you can help me, I like to download multiplayer games, and privately play just as each of the original players, modifying routes and improving services, etc., the fact is that some games They come with limited terrain modification, see if you can tell me how to remove that limitation, thanks in advance.
Correction: at 4:10 I said road vehicle speed is divided in half before going through the speed formula, which is true. BUT Daniel Senti pointed out this doesn’t make much sense and after more digging in the code it seems RVs are more complex than I thought. Manually testing, it seems that road vehicles actually follow the exact same formula as trains 1:1. I will look more into this
Edit: I didn't really look into it more since I don't care about that much about RVs.
You should probably pin this.
Lol at the I don’t wanna.
O M G - THANK YOU for explaining this because I've been playing forever and NEVER understood how this works precisely
You're welcome!
me: cant put 4 trains on a line without one getting stuck and blocking the whole line, and i end up crashing 2
this guy: does spinny things on his tracks and has seemingly infinite trains getting seemingly infinite wood
Join openttdcoop :D
i did and i started off pretty good getting goods and water to towns and getting a stable bus network goin
The 'spinny things' are logic trains. His track layout is actually an electronic chip layout.
Thank you for this tutorial, helped me a lot. I've played the game for a long time, but peaked my stations mostly at 75%. The statue helps a lot.
I like your fast, strong start to exactly what your video will be about. Also very informative. Thank you!
According to the OpenTTD Wiki's Game Mechanics section, for station rating, it says that for the max speed of last vehicle stat to DIVIDE the speeds by 2 for road vehicles. In your video, however, you MULTIPLIED the speeds by 2. The speed range for trains is 89-255 km/h, so the speeds for road vehicles is that divided by 2, or 45-128 km/h. Else, you would not get any max speed bonuses to station ratings for vehicle stations, and that simply isn't the case, especially considering that it wouldn't make sense because no base vehicles have a top speed anywhere close to 178 km/h.
That way does make more sense, but speed of the RV actually is divided by two before going into the formula (here: github.com/OpenTTD/OpenTTD/blob/1.9.2/src/economy.cpp#L1757 )
BUT after more searching I see it's also multiplied by 4 beforehand (spaghetti code), and testing manually it seems to actually match trains 1:1 in terms of station rating
Might reupload once I figure out how it actually works or make a followup
LESS GOOO NERD TIME LESS GOOO
(not trying to ofend you, you did a great job)
Is that the reason why you have short trains instead of long ones?
Daniel Alexander Short trains can help with the time since last pickup stat, but most of the short trains here are either form OpenTTDCoop games (networks are easier to build with short trains) or because they are feeder lines (see my recent video Using Feeders To Cheat Station Rating).
@@LugnutsK
This „cheating” isn’t really cheating at all!
In past (in my Poland ofc.) it were big networks of narrow-gauge railways delivering cargo (especially) and people from smaller localities and villages, farms or industries to towns from where would be possible transfer to normal-gauge trains to furter travel. In surely one place - in Koszalin at Baltic Sea there was even infrastructure to narrow-platforms could take normal-gauge vagons!
Also i think about „marshalling-stations” (with forming or disforming trains) from where many shorter trains goes to places where cargo is deatinated. In past there was alot of that trains.
You’re like the Marcel Vow for OpenTTD, great video!
Thanks for any tutorial before even watching it. This is the only game I've played for days but still feel like a noob in it... :P
Hey. This is a great tutorial. I'm new to the game and although I know and I use the Wiki often, I didn't know the mechanics about station rating, so this video was very useful to me. I'd love you to make some other tutorials, like early (and mid and late, why not) game strategies, or tips to run an efficient passenger service.
Thanks.
5:35 that old Chris Sawyer! Same as he dont like old attractions in Rollercoaster Tycoon, he also dislikes old trains! :))
Thank you for explaining this :)
Now I'll try only placing stations at factories with 100+ production.
This is great! Now I just need to figure out how to actually be successful...
Thank You So Much I Will Use This In One Of My Next OpenTTD Videos.
Well I found on the cheat menu to edit production values and it worked as I thought
This was hugely helpful for me. Thank you
I didn't have some knowledge. Thanks for the video.
incredibily usseful. thank you very much
What advantages are there having short trains as opposed to having long trains?
I thought the speed bonus was related to the speed in which the vehicle enters the station (indeed it uses this wording somewhere), but if it is only based on the vehicles maximum speed then this doesn't matter.
I realise that small trains will fill, leave and unload faster than longer trains, but is there another reason to do this? Is it better? I should really test this myself. And I might. One day.
The speed bonus is only based on the maximum speed stat, it doesn’t actually matter how fast the trains are moving.
There’s not a direct advantage by using short trains. But it makes sense to use them in *feeders* AKA short lines that transfer cargo from a small pickup station to a larger main station like you can see at 0:18 . Feeders are a way of (kinda) cheating the station rating calculation and what I’m making the next video on.
I had the same doubt.
I use to connect a feeder station just one block away from a transfer station.
So my trains don't accelerate enough to enter the feeder station or transfer station in high speed. I was even considering to build feeder and transfer station more far one from another. But as @LugnutsK answered...
i done a test on a game, where i save the game and them i halved the size of train and run the game 2 times.
one with double size and one with the smaller size
money wise it seemed more or less the same
but they are advantages on smaller trains.
if you have turns a smaller train can pass it faster and regain speed or you can make the turn a bit bigger and have no speed loss
same can be when train goes up, i made a crazy teraform to make platos of 3 squares then go up 1 square and repeat so train goes up all the height. so with the small train 4 squares total size had either no penalty or very low penalty since the majority is always on same level
so there are advantages for smaller trains to maintain max speed easier
Thank you so much for making this tutorial. I was struggling with understanding how industry production changes and station ratings work. Also, sorry for accidentally disliking the video. I meant to like it but pressed the wrong button.
DC 4444 Ahaha god bless, thanks for the nice comment!
So better use less long trains or more but short trains or mabe pickin up on track?
99% of the time I have small industries closing on me, sometimes they are within perfect range for road service, so I use them... Should make sense to be possible to "save" them from closing. Seems like this mechanic works right for 120+ monthly production but doesn't quite work as it should for 60 or less, feels like it is broken.
Can you post a list of the mods wich you are using?
Your videos are fantastic. A suggested enhancement in your summary - you mention many numbers during the video. It would be helpful if you wrote these in your summary for quick reference because I end up having to rewatch the videos, or create my own cheatnotes from your video.
Also, the Game Mechanics wiki page link is broken.
very helpful tutorial, thanks!
Hi LugnutsK, thanks for the great videos. And apologies for the hundreds of visits to this video, for my browser automatically sends me here. All the time. Hope you ghet something out of this, too :-D
Very useful information, thanks!
How can one enable the dark graphics visible on 2:15?
PERFECT video
Very informative. Thank you!
Is there a way to tell if industries further down the production chain, like Steel Mills or Factories, are about to hit the threshold of closing down before connecting them?
WHat where you using to highlight your track in different colours?
Ah, so my train's age was affecting my raitings? That explains why after a few years my original set of stations fell just short of the excellent threshold whilist my newer ones remained on it.
I suppose the statue is the logical way to counter this, by the time the train age bonus wears off, the station ought to have generated enough profits to justify the purchase of a statue.
What add on is needed for the resource storage depots?
is there a way a mod or script that removes production cap on industries so as long as speedy fast vehicles come in the station the production each month keeps going up rather than capping out at some point
nice, very good video
I like the view on 0:24, what kind GRF you use in that game ? Looks good on dessert theme
That's the "NUTS" train set with the colored rails. If you want just the rails without the train set there is also "PURR".
LugnutsK Hi, thank you for fast reply, so... NUTS trainset come with colored railway?
@@AHandono2000 Yup
Don't worry about dislikes, they are from haters or someone who thinks that is better than u but is not able to create his/her own interesting content. I have a request for u. Can u just shadow bridges instead of make them completely transparent? If not, don't worry, I will just have to pay more attention when I analyze what you are showing.
jewo GRFS Yeah I should probably turn them on, seems to be a point of confusion. Doesn’t matter too much for this video
Can you explain to me (or in a video) how you decide to make your trains and stations? Like, I just have my shit going where they need to go. But I saw you have a big station and stuff….
how are you showing/what graphics settings let you show the occupied rail segments?
Ok, this is perhaps tiny things, but would a train enter a station faster if you have a tiny train enter a long station with a train set to "far end" as opposed to "near end"?
4:50 Intended pun?
what sorcery is this?
Feed me the knowledge so I can make the trains go brrr efficiently
What NewGRFs are used?
Hopefully you are still around to answer my question. So I did a 10 year play through of the original Transport Tycoon Deluxe by Microprose, from 1950 to 1960. Now in that game there's not really any settings you can change relating to economy. The industry numbers in that game stay pretty solid, whereas in Open TTD, the numbers can fluctuate wildly. People have told me in the past that it's just, bad luck, I think it's something wrong in the coding for Open TTD.
What can you tell me about it all? Why do industry numbers stay solid in TTD, but not in Open TTD? And, shouldn't we want those numbers to stay solid like they do in the original game?
I have never played the original TTD. 10 years isn't a long time so I don't think you would see much change in production in either TTD or OpenTTD. I find that production is pretty manageable in OpenTTD with good service based on the tips here, so I enjoy OpenTTD's mechanics.
How do your trains cross broken bridges?
They don't.
how u make difrend type stations like on video 4.48
I notice your trains have no penalties while driving a slope, how do you do that?
Realistic acceleration in the settings!
@@LugnutsK I thought that would make it worse. EDIT: Just tried and it sucks because 90 degree turns make the train slowdown to 88 km/h, not worth if you need those turns, otherwise its cool. At least now I know how its done.
Wich mods is used in the map in the video? Trains stations etc.?
I can definitely say he is using Industrial Stations Renewal and North American Railroad Set (NARS). I don't know about anything else.
What modet used
Subbed
thank you
Maintaining rating high should increase the industry's production.
0:23 am i the only one who pronounces it as “Newgriffs”?
Definitely not, at least I am doing it the same way xD
quite a good, albeit incomplete tutorial!
How to replace old vechile ?
after watching these video's
i lost the urge to play this game hahaha
So, things I've been doing wrong:
1) Frequent service with short trains > infrequent service with long-ass trains meant to go in a multi-station loop, even if they move the same total amount of cargo.
2) I don't really have to worry about cargo buildup until it gets to 1500. Under 100 is nice, but >1500 is far more dangerous than
well i only play trains, so when game starts i pause to look the map all over and try to find a 2 industry that are relative close and with easy terrain to link
with initial money you could build the 2 station and put 1 -2 trains
OMG i've been playing this game on off for 30 years? I never built anything close to this... 30 billion profit?:)
well with the huge maps and full service on map yon can make ridiculous money
Hello, I see that you know a lot about OpenTTD, let's see if you can help me, I like to download multiplayer games, and privately play just as each of the original players, modifying routes and improving services, etc., the fact is that some games They come with limited terrain modification, see if you can tell me how to remove that limitation, thanks in advance.
Sir can i download this save game please
teddy alvar There are quite a few different maps shown in this vid, any in particular you want to see?
Cos you have a save game that so impressive and nice train station
OMG I thought the transparent bridges were ramps and your trains were flying through the air
... Daily dose of Internet...
Hello, I see that you know a lot about OpenTTD, let's see if you can help me, I like to download multiplayer games, and privately play just as each of the original players, modifying routes and improving services, etc., the fact is that some games They come with limited terrain modification, see if you can tell me how to remove that limitation, thanks in advance.