![]() The project aims to produce a fully open source version of the 1994 classic, while extending it with new graphical options, signal types, and much more. Report a Player / Moderator Contact /r/openttd links of interest reddit OpenTTD server network Server Rules - please read these! This subreddit welcomes any OpenTTD related content, discussions, and questions! Transport-related subjects are also permitted, but please try to keep it somewhat relevant to the game at hand. ![]() Official IRC Channel (#/r/openttd on OFTC). We hand out special "verified user" flair to those who request it and are in a genuine need for it.OpenTTDCoop or other large community team members.To get your mittens on some flair, please contact us from the account you want flaired with appropriate proof of your identity.openttdcoop - large scale, advanced network and infrastructure projectsįor a realistic and nice looking network are ISR Station Renewal and vast a must have.You can also use Japanese Stations for passanger and DWE Stations for both.įor the economic challange use FIRS (complex, but still realistic, with an upper limit in production, no production change naturally, only when you boost it), ECS with all modules (a bit easier, no need for feedback loops like FIRS, production goes up like in vanilla, but with limit, modular, still realistic) BSPI (the vanilla industries but you need to have one power plant per city in order for other industries to work) or YETI (by far the hardest, feedback loops needed, unlimited production, but not realistic, but it looks nice, only 32bpp but still looks good with the 8bpp, NUTS=NUTS Unrealistic Train Set highly recommended) In terms of balance of vehicles: There are harder and easier ones out there, some are very expensive, some really cheap. NUTS for example has trains with like 100 years livetime and these are really fast (not that realistic). And it has a train with 2000km/h speed, but I can't pull other wagons, it was made for logical circuits.Īs others have said, Iron Horse and Road Hog are probably the most gameplay balanced with FIRS since they are from the same creator - I would say there are more interesting train sets out there, but it's a good place to start. My suggestion for using realistic trains is to increase the "weight multiplier for freight" physics setting to 4 or 5, that makes the power/traction of an engine a more relevant (so you can't just transport heavy cargo with your fastest train).Īnd sort of related, how well balanced are the various vehicle GRFs with each other? I imagine the pricing/stats of various vehicles will differ, making some GRFs not really work together, even if they technically don't conflict. Is that actually the case?īest rule of thumb is to stick to one of each type of GRF (i.e. ![]() This also re-enables the default normal rail vehicles too, which at least don't conflict with UKRS2, so you can use them alongside the mod, or simply ignore them.Į: Actually, are there any other NewGRFs out there which can re-enable the default vehicles to use alongside mods? Preferably one with preferences where you can toggle specific vehicles on or off.Don't have two sets of trains) unless they're specifically designed to work together or you're sure of what you're doing. I prefer to play with the default Monorail and Maglevs for the sake of gameplay - Most NewGRFs I've found only have Monolevs that transport passengers, not all cargoes, so you can re-enable the default ones by using the "Old Wagons with New Cargos 1.1" NewGRF. Shame there aren't more sets like it.įor something less crazy and more based on the real world, The UK Renewal Set 2 is quite good IMO, with trains available from as early as 1830 - But you'll need to run it alongside other NewGRFs which add maglevs and monorails if you want to play beyond 2017. It's been several years since I last explored the NewGRF list, so there's probably more options now, but I found the NUTS trainset to be fun for its gameplay. ![]()
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