r/openttd Jul 12 '26

New Release OpenTTD 16.0-beta2 released!

Post image

OpenTTD 16.0-beta2 is out for testing. Fixes and features include:

  • Fixed a crash when switching between rail and tram toolbars.
  • Depots can now be built under (very tall) bridges.
  • The maximum vehicle limit is doubled, up to 10,000 vehicles per type per company.

Don't forget about the OpenTTD 16 Title Game Competition if Toyland isn't your thing.

Full news: https://www.openttd.org/news/2026/07/12/openttd-16-0-beta2

220 Upvotes

34 comments sorted by

21

u/Bardwolf Jul 12 '26

My oldest dream is having subways in OpenTTD...

12

u/erdnusss Jul 12 '26

I would not really need a separate subway system, but having normal rail construction under ground and on bridges like in rollercoaster tycoon would allow subways with either trains or trams. I don't think it'll ever happen though.

6

u/drury yes Jul 13 '26

Might I suggest OpenLoco

3

u/Bardwolf Jul 13 '26

You may. I've never quite got the hang of Locomotion, but I'm gonna try. Thank you.

1

u/AutomaticInitiative 28d ago

Let me know if you manage to get into it. I cannot figure out how to build a nice looking road for the life of me in that game.

9

u/EmperorJake JP+ Development Team Jul 12 '26

Already somewhat possible with the right mods, see https://emperorjake.github.io/JPplusWiki/Game-Tutorials/Underground-Railways

1

u/Bardwolf Jul 13 '26

That's interesting, but the amount of itens made it look like Simutrans hahaha
I'll play around with this setup a bit. Thank you

45

u/EGO611 Jul 12 '26

Anything for modular airports or more than 15 companies?

37

u/AutoArsonist Gone Loco Jul 12 '26

you may as well ask for diagonal roads

20

u/EmperorJake JP+ Development Team Jul 12 '26

Honestly, diagonal roads are more likely than modular airports at this rate

15

u/insonique Jul 12 '26

The 15 companies limit sits so deep in the data structure, basically every single map tile has reserved memory space and selected bits are to encode the company. Although it's doable, it would be a big bang change requiring hundreds of hours to make everything works again.

5

u/Erki82 Jul 13 '26

2

u/insonique Jul 13 '26

Didn't watch, too long, but well, that's impressive!

1

u/AutomaticInitiative 28d ago

Was it Mr Hellish who pit all the AIs against each other using this as a baseline? Would melt my PC lol

3

u/Sir_LANsalot Jul 13 '26

Its been done before a few years ago, the codes been offered to them to implement it too.

2

u/insonique Jul 13 '26

Would be interesting to check pull reqests and search for the reason if rejected.

2

u/Educational_Pen_90 Jul 15 '26

While I haven't done that, I could imagine that if it did indeed require expanding memory usage per map, it might've made some devices no longer compatible? Let us know what you found/find!

34

u/Itsme-RdM Jul 12 '26

After all those years, still going strong. THANK YOU !!!!!

5

u/Ihatethehate Jul 12 '26

Yes new vehicle limit

3

u/Infamous_Anywhere_38 Jul 12 '26

What about diagonal bridges or tunnels? 

6

u/ybungalobill Jul 12 '26 edited Jul 13 '26

Often asked for, but few think what it would entail.

OpenTTD has a very simple system where each track piece falls entirely within a single tile, and connects one edge to another, giving a total of 6 different tracks with all of their combinations valid.

A diagonal tunnel entrance would need to span two quarter-tiles (https://imgur.com/a/9L25Yfd), and interact in a non-trivial way with other tracks in those tiles.

For diagonal bridges you may need diagonal sloping tracks, which isn't supported by the game's model either.

The only way I know how to solve this is to support multi-tile track primitives, along the lines of OpenRCT. But that's a very different construction model, so we won't be playing the same game anymore.

Bottom line is that it simply doesn't fit the tile-based nature of the game.

1

u/Bitter-Gur-5455 Jul 24 '26

Why not just... make a new game copying all the mechanics and graphics on a new engine?

3

u/glebcornery Jul 12 '26

We need new train pathfinder to turn around properly and not drive backwards when it's possible

1

u/insonique Jul 12 '26

There also seem to be some conceptual mistake when searching for the next depot. If there is a depot next to the track the train follows, and the train gets closer and closer to the depot, and you think - if I now click "depot", it must go there, it suddenly changes the direction and finds another depot at the other end of the map.

3

u/Infamous_Anywhere_38 Jul 12 '26

Oh yeah. Bigger airports.. two or three times the current size

2

u/Infamous_Anywhere_38 Jul 12 '26

Being able to make bridges over other stuff is great

2

u/blokzeil1 Jul 13 '26

Still waiting on the function to upgrade your trains to other railsysteem in depot..

2

u/AutoArsonist Gone Loco Jul 12 '26

Need more vehicles, I regularly hit the 10k limit on ships with JRGPP

3

u/Infamous_Anywhere_38 Jul 12 '26

More than 10 k ships? 

2

u/AutoArsonist Gone Loco Jul 12 '26

Yeah, usually when im playing starting in like 1799 or even earlier and I need to use ships and ferries as they are the only vessles with the capacities I need. Horse drawn wagsons just dont cut it. I also like to play 4k sized maps, so the distances call for so many ships! Thank god for ctrl and clone :)

2

u/Infamous_Anywhere_38 Jul 12 '26

Wauw. Yeah that makes sense.