I find it fascinating just watching the trains graciously give way, slow down, accelerate away etc. In the Xterminator 'Base tour developer interview' vid: It seems Kovarex solved all that nonsense with chain signals and of course it all works fantastically well. It would appear, that 'signals' in OpenTTD are logical directors, but the visual feedback you get from them is. There is surely nowhere on this planet that puts a red light up and allows cars, trams, bikes, trains or whatever to hurtle towards it at full speed on the off-chance that there might be an exit when it gets there?Ī red light means STOOOOOPPPPP, period (Amsterdam excluded). OMG.įrankly, I couldn't care less what the underlying logic is. You see in the YT video this happening, as a train gets to the red signal and it flashes green momentarily. In FFF 81, Kovarex explained that the underlying logic in TTD was different to Factorio, in that Factorio's trains know where they want to go, whereas in TTD the signals kinda direct them. What on earth did the OpenTTD programmers think they were doing?! Skip forward a minute or so until all the signals were changed to path signals and take a look. So, that's why I won't be playing OpenTTD any time soon. trains!Īnyway, I was looking at other games that featured trains (a lot) and OpenTTD seemed to fit the bill, so I watched some tutorials on YouTube. I've found after nearly 300 hours of playing though, that what I like the most is. I think it's one of the best games to have ever been produced. A tribute to Kovarex (FFF 81 - Chain Signals)
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