Place disconnected station components (say, drive-through bus stops or loading bays) strategically around the actual station to give it a much larger catchment area (and thus, rate of cargo generation) than it normally would have. This is a slow way to make money, but it can be more profitable than aircraft. The cheap option is to play games with the rules for catchment areas. Build lots of routes from coal mines to one power station, and when you have enough money, start a separate network somewhere else and expand it from there, also expanding the coal mines to power station route. ![]() AI Performance rating Company value (pounds) trains routes stations Route average. a bus station with a radius of 3 connected to an international airport with its radius of 10 will get all the passengers and mail from within the airport's coverage area). Figure 1: The four transport types available in OpenTTD: aerial. For passengers/mail, you can connect a station component with a high radius (eg. two coal mines within a rail station's coverage can generate cargo fast enough to have 1500+ waiting, as could a steel mill fed by a dozen iron mines). For industries, this means placing a station where it can accept cargo from more than one industry of a given type (eg. ![]() The harder option is to increase the rate of cargo generation.Make sure that your feeder vehicles use the instruction "transfer and leave empty", otherwise they'll pick up the cargo they just dropped off. Cargo deposited in a station to be moved onwards by another vehicle tends to stick around for a while. Instead, you want to increase your rate of flow, both in and out, so that vehicles will load quickly and completely even without cargo waiting. Trains are the best for station-ratings, I feel like the station-rating algorithm. Having 1500+ units of cargo waiting at a station means you're losing a third or more of your potential station rating (and thus, cargo generation). OpenTTD is probably one of the better games Ive played recently. Shuttles aren't usually profitable but you can absorb the small cost and they solve many issues like these.In general, you don't want to do this. In this case, you want to buy a slow truck and perhaps even order it, between station stops, to Go to depot (Always go). Have your train transfer a load and have one small truck make the loop. This works even if, as in the previous case, the cargo is accepted at the producing station: transferred cargo is not accepted it's not consumed and waits for the next vehicle out.įinally, a related gimmick works to ration out scarce Engineering Supplies if you are playing NARS. For this, the order is Transfer and wait for any full load. Keep having a train arrive at the station at least once every in-game week to set the base rating of the station to 50. To eliminate these, duplicate the station order and alternate station stops with Maintain at nearest depot orders.Ī similar trick works when a station supplies cargo but I can't manage to run trains to it regularly enough I want to pump up the station rating somehow. The factor having the most influence on the rating of a station is the 'Days since last cargo pickup' (also relevant for passengers). ![]() This will work if there's just a single order in the list but you may get messages complaining there aren't enough orders. ![]() Each truck is ordered just to Unload and take cargo at the one station. Two drive-through stops can handle about four trucks. If, say, the station covers both a Forest and a Sawmill then I want to move Wood. Build a small loop of road disjoint from any other roads put a depot on it and add a truck stop or two. My favorite trick in this situation (and others) is a shuttle.
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