Difference between revisions of "User:Vitus"
From #openttdcoop wiki
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*[[Media:Train_stopper.sav|Savegame]] (r20279) | *[[Media:Train_stopper.sav|Savegame]] (r20279) | ||
− | *[[User:Vitus/Train_Stopper|Detailed description | + | *[[User:Vitus/Train_Stopper|Detailed description]] |
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+ | '''Logic Engine 0.6 parameters''' | ||
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+ | Just random note: Circular NOT gates with two trains | ||
+ | *'''at TL1''' stop working with parameter at 5828 or higher | ||
+ | *'''at TL0.5''' do not work, due to insane train acceleration | ||
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Revision as of 15:48, 11 August 2010
Born: 10.9.1991
Home: Most, Czech Republic
Contact: ICQ# 273 963 212
My (O)TTD(coop) history:
- Started playing TTD: about 1997 (got it as part of Tycoon Pack)
- Started playing OpenTTD: 2008/09 (first version I played was 0.6.3)
- Discovered #openttdcoop: Feb/Mar 2009, PSG#131 was first coop game I saw (of course I was shocked!)
- Joined #openttdcoop: Apr 2010 (really that late), participated in PSG#180
Specialist on:
- Train logic
- Pathfinder
- CL problems
Weaknesses:
- Rebuilding stuff
Favourite games:
Ideas, concepts & other junk
On-demand train stopper
Train stoppers are perfect tools to make sure trains have same starting conditions. This becomes very practical for high-speed joins. Trains entering such join at full speed are likely to cause slowdowns on ML (if the line is densly packed, it can lead to huge chain reaction). This can be solved either by enlarging current priority (and that might lead to many missed join opportunities) or by using train stopper.
On-demand train stopper is (currently) only kind of train stopper that is 100% reliable (i.e. stops train in every case). While I didn't really expect this concept to be used in "normal" games, it actually proved very useful in PZG13.
Resources:
- Savegame (r20279)
- Detailed description
Logic Engine 0.6 parameters
Just random note: Circular NOT gates with two trains
- at TL1 stop working with parameter at 5828 or higher
- at TL0.5 do not work, due to insane train acceleration
To be continued...