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PostPosted: Mon Dec 29, 2008 10:28 am 
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Hi all. I have been thinking if it is possible to make truck depot which can support more than two trucks/buses. If someone solve it and modified airfield (now it is posibble to support 8 airplanes), maybe there is also way to build depotes for 10 or more trucks !
It would be awesome. Maybe there is already something like that, if yes send me a link to that grf please.

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PostPosted: Mon Dec 29, 2008 10:43 am 
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misieq666 wrote:
maybe there is also way to build depotes for 10 or more trucks !


I'm guessing you mean truck stations (for loading/unloading), not depots (for servicing/building vehicles)?

You can build truck stations next to each other, they will act as one station. Here's a station with four drive through road vehicle stops:
Attachment:
rv_stops.png
rv_stops.png [ 81.44 KiB | Viewed 7642 times ]

cheers,

Andy

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PostPosted: Mon Dec 29, 2008 11:19 am 
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and it doesn't have to be drive-through stops. Old-fashioned terminus stops can also be chained. Any incoming vehicle will automatically pick a loading dock that's free.

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PostPosted: Mon Dec 29, 2008 12:47 pm 
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Yeah, of course i mean stations :P sorry my mistake :P
And I know chaining method but i am searching for somethong like that:
Image

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PostPosted: Mon Dec 29, 2008 12:55 pm 
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Once the newgrf airports will be complete, it is planned to extend them to road and sea ports. And it seems that darkvater intends to work with richk on that feature, so hopefully we will have that relatively shortly.

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PostPosted: Mon Dec 29, 2008 8:30 pm 
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cmoiromain wrote:
Once the newgrf airports will be complete, it is planned to extend them to road and sea ports. And it seems that darkvater intends to work with richk on that feature, so hopefully we will have that relatively shortly.

Well, if it can be supported in code, I would add a 'tipping' sprite to my dump trucks. It would need code to reverse the truck, and newgrf support for an 'unloading' state separate to a 'loading' state (currently load/unload use the same sprites, with the order switched).

That way we could have improved stations for loading and unloading mineral cargos. But it might all be getting a bit too much... :wink:

cheers,

Andy

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PostPosted: Thu Jan 01, 2009 3:22 am 
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All excellent ideas that deserve further exploration....


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PostPosted: Sat Jan 03, 2009 9:09 am 
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I think what he wants in reality is realism,(i will be quick, before Belugas comes), he wants to see things big, but it wont have sense unless the loading time is slightly streched.

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PostPosted: Sun Jan 04, 2009 11:20 pm 
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Check out Industrial stations Renewal v.8.0 - there are a lot of tiles that can be used to build one of those big intermodal terminals- warehouses, container platforms, etc. etc.

When I use multiple drive-through road stops, the stupid truck drivers queue up at the first one they come to, and rarely take a free one. Heaven forbid they drive around to the back of a stop, either, even if it's the same distance. Any suggestions? With Cargodest, I find myself in desperate need of better intermodal centers.

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PostPosted: Sun Jan 04, 2009 11:57 pm 
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ostlandr wrote:
When I use multiple drive-through road stops, the stupid truck drivers queue up at the first one they come to, and rarely take a free one. Heaven forbid they drive around to the back of a stop, either, even if it's the same distance. Any suggestions?

Go bug Celestar about FS#1944


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PostPosted: Tue Jan 06, 2009 7:32 pm 
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Take a look at this. It should work well enough until the problem described in the bug report is solved.

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PostPosted: Tue Jan 06, 2009 9:04 pm 
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ostlandr wrote:
When I use multiple drive-through road stops, the stupid truck drivers queue up at the first one they come to, and rarely take a free one. Heaven forbid they drive around to the back of a stop, either, even if it's the same distance. Any suggestions? With Cargodest, I find myself in desperate need of better intermodal centers.


In a multiplayer game I made a loadbalancer by having two entrances (non-stop drive through stations as waypoints) and used conditional orders based on relability of the vehicles to distribute them over the two entrances. At the entrance for those with bad relability I had a depot so they would go to the other one next.

It was far from prefect but at least a creative try. :)

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PostPosted: Sat Jan 10, 2009 4:24 am 
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Hey! Thanks! :D I switched my RVs to NPF instead of YAPF and the drivers ended their "work to rule" slowdown. At least they didn't hold out for better health insurance. Seriously, it worked- the trucks use all bays of multi drive-through stops instead of queueing up at the first one.

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PostPosted: Sat Jan 10, 2009 9:52 am 
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Hi all, this is my first post so be nice :D
anyway, i read this thread and decided to have a go at making a solution, admittedly its not the best of pictures but i cant find the ingame scrn shot button >.<
Its based off the picture of the truck centre further up and its just a simple solution tbh


Attachments:
Logistics Centre.jpg
Logistics Centre.jpg [ 63.97 KiB | Viewed 5012 times ]

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PostPosted: Sat Jan 10, 2009 10:06 am 
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Paltala wrote:
Hi all, this is my first post so be nice :D
anyway, i read this thread and decided to have a go at making a solution, admittedly its not the best of pictures but i cant find the ingame scrn shot button >.<
Its based off the picture of the truck centre further up and its just a simple solution tbh


hi there :)

the screen shot button is in the dropdown menu to the very right, or use Ctrl+S :) Be sure to set the used file format in the game options to .png because that's better for screenshots than .jpg ;)

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PostPosted: Sat Jan 10, 2009 10:10 am 
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Paltala wrote:
Hi all, this is my first post so be nice :D
anyway, i read this thread and decided to have a go at making a solution, admittedly its not the best of pictures but i cant find the ingame scrn shot button >.<
Its based off the picture of the truck centre further up and its just a simple solution tbh


Welcome :)

Are you aware, that your "logistic parks" will fail for articulated vehicles?

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PostPosted: Sat Jan 10, 2009 11:47 am 
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CommanderZ wrote:
Paltala wrote:
Hi all, this is my first post so be nice :D
anyway, i read this thread and decided to have a go at making a solution, admittedly its not the best of pictures but i cant find the ingame scrn shot button >.<
Its based off the picture of the truck centre further up and its just a simple solution tbh


Welcome :)

Are you aware, that your "logistic parks" will fail for articulated vehicles?

i do know that you mention it but the parking and drop off bays can be switched to drive through stops with some modifications to the layout of the area

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PostPosted: Tue Jan 13, 2009 11:18 am 
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Paltala wrote:
Hi all, this is my first post so be nice :D
anyway, i read this thread and decided to have a go at making a solution, admittedly its not the best of pictures but i cant find the ingame scrn shot button >.<
Its based off the picture of the truck centre further up and its just a simple solution tbh

If you want to make pretty demonstration screenshots, you should really have a look at: viewtopic.php?p=737157#p737157

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PostPosted: Tue Jan 13, 2009 4:52 pm 
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Korenn wrote:
Paltala wrote:
Hi all, this is my first post so be nice :D
anyway, i read this thread and decided to have a go at making a solution, admittedly its not the best of pictures but i cant find the ingame scrn shot button >.<
Its based off the picture of the truck centre further up and its just a simple solution tbh

If you want to make pretty demonstration screenshots, you should really have a look at: viewtopic.php?p=737157#p737157

thanks for the list but i made that pic before i downloaded newstations so i didnt have A LOT to work with except for the bus and truck stations

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PostPosted: Wed Jan 21, 2009 12:54 am 
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This is from the OpenTTD Coop Wiki:



Image


It's really easy to build a multi-platform station that can handle an insane amount of freight!


This is another good example using the Long Vehicles GRF:

Image


This is my own busy station - trucks drop off ~1000 units/mo of livestock & grain from 2 farms:

Image

I will agree that NPF seems to do well in preventing pile-ups. However, I suggest a station layout that is centrally-fed, with 1-tile side roads for the drop-off points. Trucks and road vehicles will typically queue up at stations UNTIL an intersection, as long as you have enough empty bays. Linear designs obviously work best, as road vehicles take a large penalty everytime they make a turn.


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