Openttd Guide



The Plains of Eidolon and Orb Vallis maps have a slightly different mining layout among them. In the Plains of Eidolon, you will mostly find a large amount of deposits scattered almost anywhere while Orb Vallis mostly has spots inside caves or near them. This guide is intended to be informative to new players regarding downloading new content for OpenTTD. This post is merely my own thoughts and insights, and do not represent the official policies or opinions of OpenTTD, it's staff, developers or players. As one of the rarest resources you can find in Warframe, the Argon Crystal can be quite a pain to farm every now and then. Argon Crystal farming can only be dropped in one place, the Void which requires players to have unlocked the planet or a node on the planet to be able to farm Argon Crystal. The Beginner's Guide: Installing OpenTTD. OK, it's time to download the game, and install it. Downloading OpenTTD. You can download OpenTTD from the OpenTTD web site. Make sure you download the package for the operating system you are using. For Windows users, the Windows installer package is the one you want. This guide will assume you are using the Windows installer. OpenTTD: Simple Train Station Configurations Just simple train station builds to make your life easier Ro-Ro stations can handle high amounts of traffic. I tend to run 40+ trains on my railways and have no issues with stations. Terminus stations can’t handle that much and I only use them for a couple of trains.

Version4.7

Congratulations! You have discovered the wonderful world of RetroPie- your entire childhood is within reach! RetroPie is a combination of multiple projects including RetroArch, EmulationStation, and many others.

This page is for people just getting started on RetroPie. The easiest way to install RetroPie is the SD image which is a ready to go system built upon top of the Raspberry Pi OS - this is the method described in the following guide. Alternatively, advanced users can install RetroPie manually.

This guide will give you the very basics to get you up and running from a blank MicroSD card to first boot into EmulationStation.

The following video will also walk you through the installation process. Otherwise read on!

Hardware

The simplest way to get most of these components is through an all-in-one kit such as the Canakit.

Required

  • Computer (or laptop)
  • MicroSD card (see compatible SD cards)
  • MicroSD card reader - a way to plug the MicroSD card into your computer or laptop
    • Some laptops have this functionality in the form of an SD card slot (example #1, example #2).
    • A USB MicroSD card reader can be plugged into any USB port
  • Screen (TV, computer monitor, projector, etc) - anything with HDMI or RCA
  • Video cable
    • Pi 4 will need a Micro HDMI to HDMI cable
    • Pi 1, 2, and 3 will need a full-size HDMI cable
    • Pi Zero will need a Mini HDMI to HDMI cable
    • 4-Pole RCA to 3.5mm is also an option for older screens
  • Power supply
    • View the official Raspberry Pi Power documentation for each model
  • Game controller of your choice
    • Can be USB-wired, wireless (with a dongle), or Bluetooth (with or without a dongle. Pi 3 and later models have built-in Bluetooth and won't need a dongle)
    • The Control Block can use original SNES controllers

Optional

  • Raspberry Pi case - highly recommended
  • Wifi dongle or ethernet cable to connect to the internet for Updating and Transferring ROMs (see wifi dongle compatible list. Wifi is built-in for the Pi 3 and later models and will not need a dongle.)
  • USB Keyboard - to help with some configuration that cannot be done with a game controller, or you can use SSH

Installation

  1. First, insert the MicroSD card into into your computer
  2. Download the RetroPie .img.gz image from the official website for your Raspberry Pi model.
    • If you use Raspberry Pi Imager (recommended), you can omit this step and simply choose RetroPie from the list of included images (example). If needed, official instructions for using the Raspberry Pi Imager are here
    • Select the image for the model of Raspberry Pi (RPI) that you have. For example, if you have a Raspberry Pi 4, select the RPI 4/400 image
      • If you don't know which model Raspberry Pi you have, the Raspberry Pi Wikipedia page has user-friendly graphics to help determine model by looking at the board itself. If you have SSH/commandline access, run cat /proc/device-tree/model and it will output your Pi's model
  3. Download a program to write the RetroPie .img.gz image to your MicroSD card
    • For Windows: Raspberry Pi Imager, Etcher, or Win32DiskImager
      • Win32DiskImager requires an .img file extracted from the .img.gz image downloaded in step #2. You can use a program like 7zip to do this
    • For macOS: Raspberry Pi Imager, Etcher, Apple Pi Baker, or the dd command
    • For Linux: Raspberry Pi Imager, Etcher, or the dd command
      • MacOS/Linux users can optionally extract the .img image from the downloaded .img.gz by using gunzip (macOS users can also simply double-click it)
  4. Once the program's image/OS and SD card have been chosen, write it to the SD card and wait until the operation completes
  5. Remove the MicroSD card from your computer, slide it back into the slot on your Raspberry Pi, and turn it on

Configure Controllers

On first boot you will be welcomed with the screen below. This menu will configure your controls for EmulationStation, all RetroArch emulators, and select standalone emulators:

Hold down any button on your controller or keyboard. While holding, its name will appear at the bottom of the window for a few seconds and then open up into a configuration menu:

Follow the onscreen instructions to configure your gamepad. If your controller doesn't have a button that you're being asked to define, just hold down any button to skip it.

See the following diagrams for reference:

Transport Tycoon Guide

SNES Controller
XBox 360 Controller
Signals openttd
PS3 Controller

More info at RetroArch Controller Configuration

Hotkey

The Hotkey Enable button enables you to press it in combination with another button to access functions such as saving states, loading states, opening the RetroArch GUI (RGUI), and exiting back to EmulationStation. It is recommended to define an unused button or key as your Hotkey Enable button. For example, the Home button on some controllers such as the center 'X' on Xbox controllers. If your controller doesn't have an unused button, the Select button is a good alternative.

The following chart shows the default hotkey combinations.

Note Hotkeys are specific to the RetroArch/Libretro based emulators and may not work on other emulators.

Hotkey CombinationAction
Hotkey+StartExit
Hotkey+Right ShoulderSave
Hotkey+Left ShoulderLoad
Hotkey+RightInput State Slot Increase
Hotkey+LeftInput State Slot Decrease
Hotkey+XRGUI Menu
Hotkey+BReset
Openttd Guide

For more information, see Hotkeys

When you get to 'OK' at the end, press the button you have configured as 'A' (East) to complete this step.

EmulationStation

Where are the systems?
When you first see EmulationStation you may wonder why you don't see systems like the SNES or Game Boy. Worry not - the emulators are installed on the system, but ROMs will need to be added to their respective rom folders before they will become visible

Transferring ROMs

You will not see any game systems (NES, n64, Playstation, etc) on the system list until you add ROMs! Visit the Transferring ROMs page to learn how to transfer ROMs to RetroPie.

Audio

In general RetroPie audio will work out-of-the-box without any tweaking if using HDMI, but if you have audio issues you should follow the instructions on the Sound Issues Page to fix them. You will most likely need to visit this page if you are using a USB audio device, or if you are using an aftermarket RPi HAT add-on audio device (such as a Justboom sound card).

PLAY!

After you've transferred your ROMs, you need to restart EmulationStation in order for them to show up. You can restart EmulationStation by pressing Start > Quit > Restart EmulationStation, or with SSH access by rebooting your pi with sudo reboot. Once rebooted, you should see the game systems appear on the system list.

Openttd Guideline

Additional Setup Options

  • Configure more controllers. This can be done after plugging in the new controller and pressing Start on your controller and selecting Configure Input
  • In RetroPie, not everything is installed by default. The pre-made images contain the best-working emulators for the more common systems supported by the hardware. This should cover typical use, but if you want to install additional emulators or ports, the Updating RetroPie page has this information.
  • Cheat codes!
Openttd Guide

See the rest of the RetroPie documentation for more detailed information on individual emulators, advanced settings, etc. If you're having trouble, you may find answers in the FAQ. Also, the RetroPie community is very helpful on the RetroPie forum.

The RetroPie Project is primarily maintained by a few developers who develop the project in their free time. If you have found the RetroPie project useful please consider donating to the project here. As you become more familiar with RetroPie, pay it forward by helping others on the forum. The RetroPie Project is what it is today because of the many contributions of the community.

THANK YOU!

OpenTTD: Trains and signals for beginners – a tutorial

I have been playing Open Transport Tycoon Deluxe, or OpenTTD on and off for a while, but I confess I only understood train signals very recently. The game gets a lot more fun once you can have complex track layouts, so here’s a tutorial on train track layout and signaling for complete beginners.

Building tracks the wrong way

If you’re anything like I was, all your train layouts probably look like this:

You can only run one train on that track, but say you’re happy with that. When you need to connect another station, you might, unsuccessfully, try this:

Notice the three two-way signals. A signal locks an entire section of track from that signal until the next signal or the end of the line. These signals define four locks, color coded on this screenshot. If the train from Lundinghattan Ridge is in the Mardingbury station, it will have a lock on the yellow section, but not on the green section. The signal nearest Mardingbury will be red, but the other two signals will be green. The train from Marbourne will be able to acquire a lock on the green section, and stop at the signal nearest Mardingbury. We have a train stand-off. Not good.

To make that layout work, you’d need to remove the signal nearest Mardingbury, thereby merging the green and yellow sections. You remove that, and you have two trains sharing a station. OK, so now you add a third station to your network. Now things really start to break down.

The blue section is shared between the Lundinghattan train and the Chenningpool train. The Lundinghattan train is top left, just leaving Mardingbury station. It has the lock on the yellow section. Notice the two signals nearest it are red (actually all the signals in this picture are red, but focus on just those two). The train from Chenningpool acquired the lock on the blue section, but and this is the first important concept of this tutorial, once it got level with the depot it had a choice of two paths: Mardingbury, which is blocked by a red signal, and the depot, which isn’t. A train faced with a red two-way signal will always avoid that signal, even if that means going away from it’s destination. If instead of the depot we had a track running to the other side of the map, our Chenningpool would of happily headed down it, to avoid the red signal.

In practice this means our Chenningpool train will head into the depot, turn around, and head back to Chenningpool. It will never make it to Mardingbury. There is something very wrong with our approach, and the short answer is that we were using two-way tracks and two-way signals. We need to think one-way. Let’s start again.

The basic loading loop

Every shared station should have a one-way loading loop.

Notice the signals around the loop are all one-way. To place a one-way signal place a signal as normal, then click the signal again, once or twice depending on the orientation you want for your signal.

Now let’s connect our loop up to a town, and run two trains betweens those two towns.

We connected the shared track from Marbourne to our loading loop, with two short one-way sections. We can see the back of a one-way signal in the red circle, and the front of a one-way signal just to the right of the blue circle.

Let’s look at what’s going on in this picture. The train circled in red has the lock on the red section of track, and is held at the signal circled in red. It is waiting for a lock on the blue section of track. Notice that it could of kept going around the loop, instead of branching off and stopping at the red signal. Faced with a red one-way signal and a clear track going the wrong way, the train will stop at the signal, which is nearly always what we want. This is exactly the opposite to what would of happened with two-way signals.

The train circled in blue has the lock on the blue section of track, and is about to acquire the lock on the yellow section. As soon as it does, it will release the lock on the blue section, and the train circled in red will move forward. This is a layout that works.

Prefer one way tracks

Let’s connect up the other two towns, and not get blocked this time. The trick is to make all shared sections of track one-way.

The only two-way signals in this picture are circled in blue. All the others are one-way. The two-way signals are there to prevent a train on the two-way track from locking part of the one-way loop. If the left-hand two-way signal was not there, a train in Lundinghattan station would hold a lock on it’s two-way section of track, and the bottom part of the one-way section, up to the next signals. Remember, a lock is between two signals or the end of the track. Incidentally, stations don’t end a lock. If you had a station half-way along a track, the lock would run right through it until the next signal.

Pre-signals, the pro-layout

Mardingbury is getting quite busy now, we’d like to have two tracks in the station. Stop all the trains (or be quick!), bulldoze the station, and build a new, two track one. I moved mine back a square to allow space for the tracks to merge. and made the loading loop a little bigger. To control access to a multi-track station, you need pre-signals.

Pre-signals come in two types, entrance and exit. An entrance pre-signal will be red if all the exit pre-signals behind it are also red. The motivation for pre-signals is nicely illustrated here: Pre-signals on the OpenTTD wiki.

The entrance pre-signal is circled in blue. Notice that it has a horizontal white-bar, to show it is different. The exit pre-signals are circled in purple, and have vertical white bars. There is currently a train in the station, so one of the exit pre-signals is red. Because one of the tracks is free (green signal), the entrance pre-signal is green. The next arriving train will correctly go to the empty track. Even though they are pre-signals, we are still using one-way signals

What you can’t see on the picture, but which are very important, are the two normal one-way signals circled in black. They control station exit, by forcing a train wanting to leave the station to acquire a lock on the yellow section. This prevents two train leaving at the same time crashing into each other.

When a train is in the station, it still holds a lock on it’s section of track. The lock runs from the exit -pre-signal at the entrance to the station, to the regular one-way signal at the exit of the station.

Scaling it up

You now know all the key concepts, the rest is just more of the same. Here for example is what you would do if Lundinghattan got busy.

You give it a loading loop, and a multi-bay station. Pre-signals control station entrance, and regular one-ways control the exit. You can see the one-way’s at the exit much better on this station.

There’s one final change we need to make to allow lots of trains – we need to replace the two-way section highlighted in blue with two one-way sections.

We don’t have any more two-way signals. Each station has a loading loop, and one-way tracks connect the stations. In our first tries we had one track connecting the stations, and could only run one train between them. Now we have two tracks connection the stations, and in this picture alone there are eight trains, all serving Mardingbury. Now that’s more like it!

The stations are quite close together, so it might not be clear what is loading-loop and what is the tracks that connect them, so here’s an example with stations further apart.

Other stations would have their own loading loops, and as long as the one way tracks connect, you end up with a network spanning the world. Trains can run from anywhere to anywhere, and new stations just need plugging in to the network.

I have one final tip: Playing with virtual toy trains can be quite addictive, so remember to get some sleep :-)