Public Server is up
Pro Zone is offline
Dev Server is offline
#coopetition (h2h) is offline
Stable competition Server is upGratz Vinnie
congrats vinnie, you earned it!
Vinnie was also very helpful explaining non-obvious stuff and even tutoring me and giving a task to build a merger for better understanding, this was really nice by him.
Ladies and madmen, it is that time again! Our innermost circles have grown by yet another member.
Thanks to his unending will to learn, try new things, and build upon the knowledge gathered from the past, Vinnie was able to grasp literally all of contraptions we currently use and know.
Vinnie has always been one of the people who read wiki and blog articles very thoroughly, and always gathered the most out of it, understanding them very well, and it also showed in his results and building abilities.
A lot of his specialization is in constructing mergers – but it is hard to consider it just a specialization when merging logic applies to basically everything!
Last but not least, he added some noteworthy contributions to the wiki, his attitude towards others is most friendly as he sometimes even calls out who wants to learn something, and then explains it to them with unbelievable patience.
Everybody open a beer and start the cheer, because tonight we welcome Vinnie to our circle!
And let there be (more) madness!
V453000
4 CommentsBecause I noticed quite a disappointing amount of questions like “what CL do these trains have?” even in moments when it should be dead obvious,
I have updated | changed | simplified the page about curves and trains slowing down in them (CL).
Please tell me if the resulting page is understandable.
http://wiki.openttdcoop.org/Max_Curve_Speed
Especially the following image should make the mechanism clear.
No commentsI have three launchers on my desktop, one for each of the servers. To distinguish them without thinking, I altered the default openttd icon a bit for them:

Here they are for your delectation. Enjoy.
2 Comments
HELLO!
It is exactly one year since NUTS Unrealistic Train Set has been released and I am here again to ask you one question, and one question only:
Come join us on our servers to celebrate!
3 Comments
Hello!
I would like to announce that I just wrote a hopefully complete wiki page for merging tracks so we finally have a documented guide for mergers.
The aim was to make the page describe all elements which are important for a merge in general where junctionary is for giving specific examples from our games.
Should be helpful mainly for players who start with mergers and need to understand their logic, but there are also some details and things to consider even for the experienced players.
Hope it helps!
Now that you understand how mergers work, please help filling the junctionary with nice mergers
Ladies (many) and gentlemen!
With great pleasure I would like to announce that our inner chambers are getting one more inhabitant!
From the first moments dwarf joined us he impressed me with his logical approach to solutions, even if he did not know our conventions in the beginning.
And what else can come out of it when he grasped our building style than a great builder who deals with problems as needed, very flexible in solutions and making steps which simply make sense.
A great builder and a very nice person (doesn’t bite), let me introduce to our new member, dwarf!
Oh and hold your brains because this is going to get melty!
4 CommentsSelf-regulating Stations are one of the most insteresting stations known throughout OTTD. The purpose and design of such station may differ, but in general they make sure the self-regulating trains get fully loaded. This article will address the constructions and designs of Self-regulating stations, their limitations, and how this might be improved by building Asynchronous Self-regulating Stations – some preliminary concepts of Asynchronous Self-regulating stations will illuminate this topic, as well. Additionally, some of the newer Self-regulating Transfer stations are also included, as these stations act very similar to asynchronous stations. Here, some different designs will be shown, how is dealt with different features and the noteworthy exeptionalities.
If you are unfamiliar with Self-Regulating Networks (SRNW), then I advise to read Wiki – SRNW & ABR:09 – Self-regulating Stations I, prior to this article.
No comments
Hello! With great pleasure I would like to announce that NUTS has gotten version 0.4.3 alongside of which there is a new, shorter, readme. To support the removed information from the readme, there has been created a wiki on the devzone, trying to cover the usage of NUTS Unrealistic Train Set as thoroughly as possible. This is the first version, but it already covers a lot more than the original readme did, and it will hopefully only get better in the future.
With this I would like to invite everyone interested in the mechanics of NUTS to the devzone for a read. ![]()
A part of the new presentation also is this engine table, presenting the general flow of a NUTS game, including introduction years and the highlighted choice of 22 engines by the end of the game.
-> NUTS Unrealistic Train Set Wiki <-
No commentsThe Christmas release brings you one visible change which will make it easy for trunk users and those of the future OpenTTD 1.3.0-beta1 to get rid of the "missing sprites" warning:
Code:
- Feature: GUI sprites for delete buttons introduced in OpenTTD r24749
Note to package maintainers: as this sprite is only used in trunk (and in OpenTTD 1.3.0-beta1 and later), there is no need to update your package, if you ship OpenTTD 1.2 or earlier. You want this, if you want to ship OpenTTD 1.3.0-beta1.
NOTE: You'll also need NML 0.2.5.r2050:7c249349d2a9. As of writing no binary-compatible stable NML release exists for that. I hope we can supply that within the next days.
Edit by Ammler: Distros and other self builder can use OpenGFX 0.4.6.1 with NML 0.2.4 .
So this idea has been passed around for quite a long time now. We do now have a Teamspeak 3 server available.
Now I should mention at this point, this is NOT a replacement for discussion over IRC/chat. IRC should still be the primary coordination method.
The Teamspeak server is to be more of a supplemental thing, mostly for general banter. If a group of #openttdcoop players want to use it to coop in other games, we can open it up for that on a case-by-case basis.
Server info available with the @teamspeak command in IRC.
No comments
Wed, 29 May 2013 at 23:57:13 UTC
Conga rats, Vin, Club to the welcome.