

If you hold down on the map icon in the overhead menu, then select 'cargodist key' () youll get a little window where you can enable an overlay showing demand/congestion on your passenger routes.
OPENTTD CARGODIST FULL
Dont full load passenger trains, let them pickup anyone who happens to be there and leave. The most recent revision is shown as 2012 Jan 25, just two days ago. JGR opened the ticket and wrote: Cache the calculated value of CapacityAnnotation. Generally speaking CargoDist should be off for cargo. As of now, the "LATEST" revision to chillpack was made 2011 Nov 18: Download.
OPENTTD CARGODIST PATCH
The cargodist patch is no longer maintained by its original author but it's part of chillpack, which contains many neat patches. They will not go back but will wait for the next vehicle going the right way. The station GUI will show not merely pax waiting but pax waiting with a desired destination. (For instance, conditional orders don't work.) Now you can arbitrarily run A-B, B-C with pretty much any orders and frequency. This is slightly buggy and has some limitations, which is why it's not in trunk. Then the first Town Growth Challenge, TTDPatch, openttdcoop, Goal Servers and the big patches (Subsidiaries, YAPF, YAPP, CargoDist, 32bpp & ExtraZoom). You might timetable both lines although this will interact poorly with 'full load'. Let's just mention some of the projects around OpenTTD which influenced it in this or that direction: The various integrated builds and patchpacks, first of all the MiniIN. If there are several vehicles on each line and a B-C is waiting when another B-C arrives then again, those pax will go right back where they boarded. Town B must supply some pax to both lines since there will be some loss: a full load B-C won't quite make by itself a full load A-B. This is tricky and requires a lot of fussbudgetry. If there were no waiting A-B then, yes, the B-C will pick up the pax it just dropped. In my efforts to attempt to understand the game and cargodist. The A-B will pick up the pax dropped by the B-C so the latter in its turn must wait for the next A-B. I just started playing OpenTTD and I installed zBase graphics to get something better. If there is sufficient capacity on each line and your timing is good, there will be an A-B vehicle waiting at B when a B-C vehicle transfers, which is to say cargo unloads but will not be accepted at B. (1) Advanced Settings > Stations > Use improved loading algorithm > ON and let, for both lines, the order at intermediate station B read Transfer and wait for full load. For clarity, let's say that there are three towns, A, B, C, each with a single logical station (which may be, say, a bus station joined to a train station or dock). And not everything which made it into main trunk was happy sunshine, just to mention the first approach to Path Based Signalling, or the attempts around the AI.īut when looking back, most turned out fun.I'll offer two approaches to bidirectional feeder service with a single intermediate station. Then the first Town Growth Challenge, TTDPatch, #openttdcoop, Goal Servers and the big patches (Subsidiaries, YAPF, YAPP, CargoDist, 32bpp & ExtraZoom). Let's just mention some of the projects around OpenTTD which influenced it in this or that direction: The various integrated builds and patchpacks, first of all the MiniIN. Sometimes pulling in the same direction, sometimes maybe pulling in slightly different ones. So in the end, what was most fun in the past 6 years of OpenTTD? Playing? Contributing? Modding? Talking? Or just taking part in a large crowed moving in one direction? One direction? Well, at least in bigger scope :) But in more detail there were quite some parties involved in the process. Well, then most likely not every contributor actually knows OpenTTD :) But if you consider all contributors, including those of the used libraries, and the external artists of OpenSFX. Some of those who were main contributors left long ago, and there are only a few who know them all and talked to them once via IRC or the forums. Looking at the readmes and credit sections only gives a small hint. How many people contributed? Dozen of artists, translators and developers, hundreds of testers and bug reporters, and also the thousands of players. It attempts to mimic the original game as closely as possible while extending it with new features.
OPENTTD CARGODIST SIMULATOR
It was a lot of work, hundreds of thousands of translations, tens of thousands of commits, thousands of graphics, hundreds of patches, dozen of sounds and musics, and one goal. An open source simulator based on the classic game Transport Tycoon Deluxe. Hardly a month later in April 2004 OpenTTD 0.2.
