The number of platforms you need depends on how fast your trains load / unload, and how many of them you need in parallel. In my experience, 7-tile trains are a good compromise usually. Generally speaking, short trains are better in the early game, when line capacities are not an issue and you want to serve your stations often to boost production, while in the late game, you will be fighting to transport the massive amounts of cargo and find ways to boost line capacity, so then longer trains will work better. The choice between shorter and longer trains isn't obvious longer train make for higher line capacity because you can pack more wagons into a piece of track (you lose less overhead to spacing and to locomotives, at least if your locos are powerful enough to run with tight spacing and without double-heading), but shorter trains make for a higher delivery frequency and are easier to load-balance and dispatch onto station platforms. Platform length should match train length, plain and simple - making platforms longer won't hurt, but doesn't help either, and making them shorter hurts loading times a lot. Openttdcoop has an extensive wiki that shows a bunch of possible designs: Stations-_Allįirst, platform length. Ideally, the bridges should match your train length, so that outgoing trains can use them as waiting bays, leaving the platforms free for incoming and loading trains. Now when a train exits the station, it will take the bridge, leaving all the other pairs of platforms free for incoming trains (because they will pass under the bridges). You now have one incoming track that passes under the bridges, and one outgoing track joining the bridges. Make the curves join onto a track that passes under all the bridges, and join the bridges onto another track. The recipe is simple:īuild a 1-tile crossover section for each pair of platformsįrom each of these pairs, build a bridge on one track, and a curve on the other RoRo: you are correct that in a Terminus station, incoming and outgoing trains block one another, but with a good design, you can minimize the damage and make Terminus stations scale quite a bit. OpenTTD is not an abbreviation of anything.Terminus vs. OpenTTD is free and open-source software, licensed under the GNU General Public License version 2.0. ExtendĬustomize your OpenTTD experience via community-made mods downloaded through an in-game content service, including real-world vehicles, new industry sets, custom scenarios, and more. Expand stations and build network capacity to keep up with demand and avoid delays. Keep up with technological improvements through the years as towns grow new modes of transport are invented and industries appear, change production, or fail. Assemble a fleet of hundreds of vehicles, transferring cargo as needed in an interconnected, multimodal network with optional cargo destinations. Work alone or with friends to complete production chains and transport finished goods to towns. Navigate dense city streets, cross oceans and rivers, and conquer high mountains in one of four climates. BuildĬonnect industries and cities on procedurally-generated maps of up to 4096 x 4096 tiles by building a network of roads, railways, docks, and airports. It is an open-source remake and expansion of the 1995 Chris Sawyer video game Transport Tycoon Deluxe. OpenTTD is a business simulation game in which players earn money by transporting passengers and cargo via road, rail, water, and air.
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