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jewo GRFS
Registrace 25. 02. 2017
OTTD - CPU with trains - general explanations
The video contains general explanations about the CPU I built in an OTTD game using trains and so-called pre-signals.
I will not explain here how logic circuits are built, but what they do, how they are connected and how they are controlled.
Full explanations would require a multi-hour video and I won't be able to do that due to personal reasons.
I hope you find the video interesting.
I will not explain here how logic circuits are built, but what they do, how they are connected and how they are controlled.
Full explanations would require a multi-hour video and I won't be able to do that due to personal reasons.
I hope you find the video interesting.
zhlédnutí: 759
Video
OTTD - CPU with trains - the work is done - teaser
zhlédnutí 476Před 3 měsíci
OTTD - CPU with trains - the work is done - teaser
OTTD - CPU with trains, 1st experimental test version, execution of a simple test program
zhlédnutí 213Před 3 měsíci
OTTD - CPU with trains, 1st experimental test version, execution of a simple test program
OTTD - universal train detectors for rising or falling edge, with red or green output
zhlédnutí 186Před 11 měsíci
OTTD - universal train detectors for rising or falling edge, with red or green output
OTTD - universal flip-flops for even & uneven trains distribution
zhlédnutí 275Před 11 měsíci
OTTD - universal flip-flops for even & uneven trains distribution
OTTD - new approach to flip flops 1 to 2, 1 to 3, 1 to 4, 1 to 5
zhlédnutí 265Před rokem
OTTD - new approach to flip flops 1 to 2, 1 to 3, 1 to 4, 1 to 5
OTTD - sorting trains by length part 2 (for SRNW), with & w/o logic circuits
zhlédnutí 287Před rokem
00:00 intro 00:55 settings (pause video if you need to read it) 01:14 about the version from the previous video 02:20 more complicated scenario with solutions to make it work (w/o logic circuits) 10:05 solution with logic circuits 16:30 ending with a reference to a video about an unsolved problem
OTTD - sorting trains by length before entering the station with different platform lengths
zhlédnutí 84Před rokem
OTTD - sorting trains by length before entering the station with different platform lengths
OTTD - interesting unsolved problem with unusual station & 3-function fail-safe feeder
zhlédnutí 184Před rokem
00:00 introduction 03:38 feeder - explanations 18:31 explaining problems with station based on PBS path reserving system
OTTD - up/down counter & balancer for transfer stations(2nd ver.)
zhlédnutí 100Před rokem
OTTD - up/down counter & balancer for transfer stations(2nd ver.)
OTTD - fast run around an unfinished but cool map
zhlédnutí 174Před rokem
OTTD - fast run around an unfinished but cool map
OTTD - Fail-Safe Cyclotrons with & without logic circuits
zhlédnutí 880Před rokem
OTTD - Fail-Safe Cyclotrons with & without logic circuits
OpenTTD, Dividing, reusing the same circuit for each bit of the number.Pt 2,selectors & memory cells
zhlédnutí 54Před rokem
OpenTTD, Dividing, reusing the same circuit for each bit of the number.Pt 2,selectors & memory cells
OpenTTD - Dividing, reusing the same circuit for each bit of the number. Pt 1, theory & reality
zhlédnutí 63Před rokem
OpenTTD - Dividing, reusing the same circuit for each bit of the number. Pt 1, theory & reality
OpenTTD - Dividing - a new approach - only a teaser today
zhlédnutí 55Před rokem
OpenTTD - Dividing - a new approach - only a teaser today
OTTD - ALU 8 bits with new NOT gate (with 1train), ULU MC LSCir
zhlédnutí 79Před 2 lety
OTTD - ALU 8 bits with new NOT gate (with 1train), ULU MC LSCir
OTTD - 3in1 - NOT gate with 1 engine train + RED to absolute RED converter + short green flash
zhlédnutí 157Před 2 lety
OTTD - 3in1 - NOT gate with 1 engine train RED to absolute RED converter short green flash
OTTD - ALU 3 bits INPUT 4-8bits OUTPUT, with ULU, MC & ULSC - EN subs
zhlédnutí 131Před 2 lety
OTTD - ALU 3 bits INPUT 4-8bits OUTPUT, with ULU, MC & ULSC - EN subs
OTTD - SRNW with timer - manual about the timer, structure of ML, injectors & ejectors - EN subs
zhlédnutí 209Před 2 lety
OTTD - SRNW with timer - manual about the timer, structure of ML, injectors & ejectors - EN subs
OpenTTD - SRNW - clock sync - 3rd ver - another vid after completing this project
zhlédnutí 108Před 2 lety
OpenTTD - SRNW - clock sync - 3rd ver - another vid after completing this project
OpenTTD - SRNW - clock - syn'q' - new approach WIP
zhlédnutí 140Před 2 lety
OpenTTD - SRNW - clock - syn'q' - new approach WIP
The Spectrum Retreat - Puzzles from all floors, fast run, my way
zhlédnutí 25Před 2 lety
The Spectrum Retreat - Puzzles from all floors, fast run, my way
OpenTTD - calculator - add, sub, mul, div - all in one - presentation & some explanations
zhlédnutí 464Před 3 lety
OpenTTD - calculator - add, sub, mul, div - all in one - presentation & some explanations
OpenTTD - Division - 2nd version - with memory registers & only one adder - final
zhlédnutí 105Před 3 lety
OpenTTD - Division - 2nd version - with memory registers & only one adder - final
OpenTTD memory cell and left shift memory register
zhlédnutí 228Před 3 lety
OpenTTD memory cell and left shift memory register
Cyberpunk 2077 - how to fly - on PC - using xbox game controller
zhlédnutí 101Před 3 lety
Cyberpunk 2077 - how to fly - on PC - using xbox game controller
Cyberpunk 2077 - my way how to get to Arasaka Tunnel - both sides of drilling machine
zhlédnutí 80Před 3 lety
Cyberpunk 2077 - my way how to get to Arasaka Tunnel - both sides of drilling machine
The ultimate test for a computing device is "Can it run Doom?" The ultimate test for a game is "Can you build a computer in it?"
🤔can we ? 🤪🤣❤
Natural Genius is so much more interesting, compared to those educated to believe that they know it all. Thank You so much for your effort, i will be running this through my mind for weeks.
An incredibly nice comment for me! Thank you ❤
Apparently you used some mathematical rule and applied it successfully. That looks impressive.👍👋💫🤩
Thnx, I was quite challenge for me😄
Dang are you okay?
For now, thnx😃
Much respect, everyone👍💫🤩
It was a pleasure to play together with all our friends, OSHIZU, both Chris and Macboss, great players and great guys. Much respect, everyone👋👍🤩
That was lovely session 🥰
We were great and showed great co-operation with each other.🤝👍😍
I think we were both very creative. It was great playing together. It's a pity that there wasn't a game later that would offer such interesting co-op.
Looks like survival, but it was a lot of fun👍🤩
I still love it :) It was great time 😃
whats music was used in the video? there is a caption in video saying its "overland - the sound of life" but songs with that name are some techno/trans songs being complete different to the one in the video shazam as well cant recognize the song
This name is on my screen when I play this song but after your post I checked meta and I found this: title: Aniversário, Artist: A Naifa, and this as well: DSIGUAL 19 ANIVERSARIO but if I google it I am getting something different. I am confused now.
Impressive! Very nice!
Thank you ❤
Love it. I particularly like the giant Vitus gate. You always amaze me.
Thnx ❤ But I have to disappoint you. The one that looks like a giant Vitus NOT gate is simply a clock with double time. The smaller loop is for non-ALU instructions and the larger loop is for ALU instructions as they require a longer time to complete.
@@jewoGRFS yeah, I knew it wasn't really a Vitus. It just struck me funny.
Cool. Now run doom on it
If you have a quantum computer, then yes, it is possible 🤣
You spent a lot of time on this. It's beautiful!
Thank you. I still didn't have time to watch your last video. I hope to find time during weekend❤
@@jewoGRFS 🙂 thank you
so it does instructions?
It is currently able to process 33 instructions, including 3 jump instructions. You can build simple programs. Nothing serious though. After all, it was only done with trains. Don't expect too much.
Jeeeeeezus! :D This may be one of the most epic works in the history of OpenTTD. Can't wait to see the final output.
Thank you 😊
The slower train (well any train, I think) can do the rising edge flash without the second flash on that first oblong design. Make the extra output line connect at the corner, it then is always in a detected block once it's released.
On rewatch, I was wrong about why my trains didn't get the second flash. It's on the inputs. If the main input has a combo and the result input is unsignaled, you don't get the second flash because as soon as the logic engine is released, it's instantly in the small circle. Just friended you on Discord, I'd like to share some designs with you in the next few days. You really got me analyzing every segment of these amazing logic gates.
Excelent! Vynikající!
Thank you:)
This is insane lmao
That's why I call it "crazy stuff" 🤣
Amazing
Thank you ❤
I found an interesting fact about the behavior of the trains that may make these easier to build. I discovered that trains love to go to a different type of track than the main composition of the network. This change of track design acts like putting a leg on the corner. I'm assuming you are using Rainbow Rails here (it looks like it). Instead of adding a leg to one corner, change that corner from "CLEAN" to "RED" or "BLUE". It should still be attracted to stay on the smaller loop, and you can still put signals on the corners. Plus, the trains will never get stuck in the leg. I see them do that, mainly when I'm working on the design, but it can happen. Just thought you might be able to use that info. As always, love your designs, you inspire me.
Thank you. This is very interesting information and could be very useful, I will look into it. Thank you for your nice comment ❤ Right now I'm on the verge of creating a very simple CPU with a limited instruction set but it will take couple more weeks.
I just checked it. You are right. In my normal orientation of NOT gate it is enough to change one 2 tiles to make it work in another even 1 tile was enough. Now while using Maglev, change 2 tiles to PURR made it work. Thanks ❤❤❤❤❤
It looks like if you figure out what legs need to be added, you can then remove the legs and swap the track type to achieve the same result.
@@jewoGRFS I first discovered this behavior a few months ago working on my LED counter. I wanted to show a difference between active elements and information lines. I changed some of the track types and suddenly the trains wanted to go to the new type. Forgot about it until this weekend. I have yellow PURR set up with a lower speed, and I wanted my logic train to be in that zone longer, so I put yellow in, suddenly the train wouldn't go around the small loop at all. It was then that I put the two together and tested to see if it acted like a leg. Like I said, it has the benefit of not having a dead end to get stuck in, you can use signals on the corners and if you have another element close to the corner you don't have to worry about them touching.
How could I fund the Industries? Note: I only have 1X, 2X, 3AA, 3BB, 3CC, 3X, 4X, and 5X
In my old yeti (0.1.6) I see that I can fund 17 industries. I'm not sure what has changed in newer versions. I'm not sure if you don't know how to fund an industry or you know but you have a limited number of industries to fund. If it's later, try downgrading to an older version to see if you can fund others.
I've come across several videos where people play like you are playing in your vanilla example. And I'm curious what you guys are actually doing. What does this level of complexity deliver to your network and does this playstyle have a name and tutorials?
This style of play is commonly called coop style. The name probably comes from the first team of multiplayer players cooperating to build large and complex railway networks. The regular game allows you to build simple networks. Co-op players set high standards for themselves to consider the game completed. This required a different approach to the game. It turned out that hidden in new versions of the game, the so-called pre-signals, can be used in building complex systems. Thanks to them, you can build logic gates, do synchronization and many other things, things that cannot be achieved by playing only using path signals and order lists as is currently propagated. If I were you, I would start from this page: wiki.openttdcoop.org/Main_Page It was founded by former co-op style players. There you will find a lot of interesting information and an archive with saves of old co-op sessions they played. Good luck and have fun.
@@jewoGRFS Hey thanks. This is great. I was very curious about it. I'm using the jgrpp programmable signals and it's very addictive.
This is the hardest fight ever. It’s impossible to do solo, and communication with randoms is impossible. I havent been able to kill this bot since i got the game when i was 14 or 15. Im 18 now.
I met a very good gaming buddy of mine when he was a casual gamer for me. Together we destroyed hordes of robots. It all depends on luck. I think now that the game is no longer popular it's hard to randomly find someone new who knows how to fight this robot. Old players have changed the games they play. The video you commented on was filmed at the very beginning of these missions being introduced into the game. At that time, few people knew how to fight these robots.
The problem is, as soon as you turn on realistic braking, the block signals you need in order to trick a train into the reverser are no longer available. Any ideas how to fix that?
I'm not sure what you mean. I haven't played JGR or JPP for a long time, so I don't know what changes have taken place there. I am sure that what I recorded was done with the "train acceleration model" set to "realistic". When you write "the block signals you need in order to trick a train into the reverser" do you mean "double exit signal" just after junction that can take train to reverser from main line? If you loose pre-signals in signal toolbar maybe check if in new JGR there is an option to unhide signals like in new version of classic/vanilla openttd there is setting "show signal types" and this should be set to "all signals".
@@jewoGRFS Not acceleration. Braking. Realistic braking in JRGPP and block signals are not compatible. You can't have a game that has both.
I recorded this video when I was using JGR 0.33.2 and there was no such setting. I still have that version. Just checked the settings. You could build overflow with pre-signals only, without slots, if, of course, pre-signals are present in your game.
@@jewoGRFS Well, JGR is at 0.55.3 at the moment …
Great work! Even when I don't fully comprehend your designs, I learn more every time I come back to them. I may learn this gate eventually, but right now I've been experimenting with the Vitus Gate you introduced to the broader public. Took weeks and multiple watchings to wrap my head around it. I think what caused most of my frustration was in trying to get the gate to function properly. Yes, you said to experiment with the "tails", but every time you make a change, it alters how the train behaves. I eventually figured out that all of the needed inputs and outputs should to be attached FIRST before trying to get it to run in the desired fashion. Then it started to click.
You don't even know how happy your comment made me. Sometimes I thought that everything I was doing here was in vain because no one needed it. Especially now that developers and the Reddit community are promoting the use of path signals instead of pre-signals. Thank you very much. This restores my faith that not all is lost in ottd ❤ I see you have your own CZcams channel. I subscribed. I don't have much time to play ottd and watch movies lately, but I will do it in the near future.
@@jewoGRFS yes, I have a YT channel. Not monetized or anything, and I'm not much for making videos. If I do make an OTTD series it will be tips, tricks and logic machines under the banner of Dr Strangetrains: or How I Learned to stop worrying and love OpenTTD.
@@jewoGRFS were you aware that the Vitus Gate works on an angle? Well, at least the NOT function does. I was working in a cramped space and needed another line to bridge in and turn at the corner of the gate, but there wasn't enough room for the inputs to squeeze in if I had my passing line in there too. So I thought, "could I save some room if I could build the gate on an angle?" It worked and I had the landing space I needed for the other wire.
Correction, the NOT requires additional track. I made one that looks like a kidney, but it could be done just extending the long loop an extra tile. The short angle can be done as a rising or falling edge detector.
Picture would be nice :) Anyway, Vitus design is quite universal and can be used with many other functions, even at the same time.
my teammates need to watch this video cause all they ever do is try to drive it off into the water 🤣
Nice job, all other videos were autism patients playing on elite difficulty
Thank you. It was a well-made game. The next parts of Ghost Recon were not so attractive to me. Thanks for the nice comment.
@@jewoGRFS I agree, Ghost Recon Future Soldier just had that live action feeling that the next games were absolutely lacking. It felt like you were there, commanding them and killing enemies.
i wish i could play watch dogs 2 again
I just got watch dogs 2 on steam
For me it's never getting old
I'm playing Skull & Bones Beta right now and hearing Edward Kenway's voice in this game immediately reminds me of Black Flag. Thnx for watching and comment. I still love AC BL ❤
There’s another “stupid but it works” way to do, say, a 1 -> 1 + 3 where you just make a 1 -> 4 and then combine 3 of the outputs.
I'd love to see your designs. There's always something new to learn in OpenTTD. Thnx for watching and your comments.
@@jewoGRFS I'll be making a video of it in a few days probably.
Let me know about it. Maybe I'll subscribe to you if it's interesting.
@@jewoGRFSVideo’s up on my channel.
Very interesting design! I still prefer my design which only ever uses one NOT gate for any number of splits, but mine doesn’t work as a logical flip flop. (I only use it as a splitter)
I managed to make my own unbalanced splitter design using two Vitus Gates and one engine on a clock. One of the Vitus Gates is just for the reset at the end of the cycle. The clock design is loosely based on the memory cell array that @LugnutsK shared in his logic series.
looks like a fun map!
I call this flat map a logical playground. The second map (from the beginning of the video) comes from my friend's server.
@@jewoGRFS I did mean the 1st map :) , I recognise some of the names from the TG server. I also have a "logic playground" map haha, its great what you can do with a few signals.
@@jewoGRFS I just usually call mine a "test bed". But I like, "logical playground" a lot. I do my playground on arctic landscape. very high contrast makes it a lot easier to tell what your doing.
Nice work
Thank you ❤
astonishingly 💫🤩
You're too good for me :D Thank you ❤
@@jewoGRFS don't mention it
Getting the red heavy truck is easier than this and it gives mote
Is this useable for codin'?
I am not sure what you mean by "codin", do you mean "coding" or cargodist or something else?
@@jewoGRFS coding
Still not sure what "coding" means to you regarding openttd? :D
@@jewoGRFS They probably mean building circuits for a computer.
💯💥💫👋🤩 GG!!!
Thank you ❤😁
still doesnt work :(
I'm editing this message for the third time :D Just checked and it works in the new version of the game. Do you have enough money to convert? For security reasons, use PURR Universal Rainbow 0.0.7 as universal tracks, that's what I checked. I'm curious what you're doing wrong that it's not working for you. Let me know how you did. If you didn't manage to convert, please describe what you are doing so I have some idea what could be wrong.
@@jewoGRFS nevermind turns out i didnt realise I HAD TO HOLD THE RAIL BUTTON TO CHANGE WHICH RAIL TYPE TO CONVERT TO also what do the conversions do
Oh nice, thanks for letting me know 👍
Should it work on other configurations? Tried it on 11 tile vanilla trains and the train turns at the last moment due to fail-safe. The copy of the cyclotron from the video works, but any change breaks something.
This solution, as it is in the video, will not work with trains of other lengths. You have to adjust the size of the loop as well as other connections to the length of the trains you use. If you are using different length trains on the same tracks, then no, this solution should not work efficiently. Right now, I don't have enough information to advise anything. If you have a google drive you can provide a link to the game-save file. Then I could take a look at what you have and only then I could advise what can be done. Maybe you are on Discord so you could send me private message.
@@jewoGRFS , the problem was actually in one single signal, which was hard to notice - I used the exit instead of the combo signal, so all the cyclotron won't work and it seemed like it was something wrong with train lenght. After I replaced it, everything worked. In any case, thanks for the reply.
I am surprised that it work with trains 11TL :) Keep in mind, however, that cyclotrons are not very good with a very heavy traffic on main line.
I've always liked your ideas
Thank you ❤
It is excellent jobs. 🙂
Thank you ❤
Very nice!
Thank you ❤
Thank you 😁💗
I would never have thought of that.🤩 💫
Thnx 💗😁
🥇🎇💯🤩
💯💫👍😊
As usual, pre-signal solutions are much more interesting than "programmed signals"! By the way, you can use fast forward on a setting less than 100% to slow down the game.
I always preferred pre-signals, call me old fashioned :) It seems to be kind of new settings. I play with an old version due to unwanted for me changes in new versions of the game so I don't have this option in settings.
Amazing! I This game has come so far from the original.
Very nice instructions. I sometimes use splitting trains into short and long. 🙂
In JGR it's quite easy to do this with slot operations (it was called something like that), but it's more complicated in vanilla. I'm glad you like this video❤
could be a memory corruption bug somewhere in the code... You should open a bug report and link to the ending of this video.
I think some unusual exception happens in such an unusual situation. It's as if the developers didn't take into account that crazy people like me can start playing OpenTTD 🤣 ❤
@@jewoGRFS Yeah, I doubt anyone could predict such a use for a path signal, unless they watched your videos :D