Playing together are now just four simple steps:Ģ) You set the server to invite-only or public.ģ) You share your invite-code with your friend.Ĥ) Your friend joins your server based on the invite-code.
You no longer need to configure anything in your home network. In summary: 12.0 makes setting up multiplayer games painless. With 12.0 in feature-freeze, it is time to talk about what is in 12.0, and why we release early. This means more trains can go through the same area at a time. Other trains can still go into the same area, as long as they won’t touch the reserved pieces of track. When a train wants to pass a path signal, the path signal finds a way to where the train is going, and blocks off (reserves) just those pieces of track. When a train wants to pass a block signal, the train asks the block signal to find all other signals on the other side, and turn them to red. It was the only type of signal in the original game, and if we removed them, then old saved games would stop working.Īs for why path signals are generally better than block signals, the reason is that path signals don’t reserve entire blocks, but only pieces of track. The simple answer is, because they always were there. One question would then be, if path signals are better, why are block signals then in the game? The reason for hiding the block signals by default is to make it easier to choose a signal.įor almost all players, path signals are the easier choice, that will cause fewer issues in your network. This is the one change in version 12 that has by far caused the most questions everywhere, so let’s talk a bit more about it, and show some examples of simple signal setups for path signals. It was implemented in pull request #8688, for those who want to see the development history. I mean, it's a single lowbed or lowloader model the extended or not is a property but not a different trailer.In OpenTTD version 12, we changed rail signals building UI only shows the Path Signal types by default. As there was too much empty space when the trailer was extended (like on your last 2 pictures) he probably though that adding another AC unit to fill the space and justify the extension would be appropriate (without knowing the detail that, legally, it would not be allowed).Īltogether what it seems to me is that the game isn't ready to force/limit one definition of cargo to an specific state of the trailer (if anybody knows better the inner, from modding for example, correct me if I'm wrong). The AC units one it seems to me an error caused by "horror vacui". So they fall mostly on the second category (unnecessary extended trailer). Except the air conditioner one, the rest of them you picture can be hauled on non-extended version of the trailer (as we already did). Just a detail about the divisible loads in lowbeds. I'm going to show just 2 example images since this unfortunately applies to most cargoes on extended chassis: Most cargoes on extended chassis could be transported on a non-extended chassis just as well and no authority in the world would give a permit for that kind of overlength. Therefore, the following loads are illegal: These permits are only granted for indivisible loads which means permits wouldn't be granted if the cargo could be transported using normal trailers. Transport exceeding the usual dimensions of 16.5m (+1.5m overhang) in length, 4m in height, 2.55m in width and 40t of weight obviously needs special permit.
#CARGO TRANSPORT SIMULATOR CHEATS DRIVER#
However, being a truck driver myself IRL I've noticed some "legal issues" with the trailer cargoes. First of all, I really appreciate finally being able to own those kind of trailers, this is actually something me and many other people have been waiting for for a long time.