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 Post subject: Re: Random Screenshots
PostPosted: Sun May 13, 2012 2:26 pm 
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Tycoon
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these screenshots were taken from a FIRS game on Bt-pro.nl
these are not my stations but they asked me to post them
Attachment:
[UK]Jacko Transport, 16th Feb 2011.png [252.06 KiB]
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An awesome steel mill
Attachment:
[UK]Jacko Transport, 6th Jul 2011.png [225.99 KiB]
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An incredible supplies station

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 Post subject: Re: Random Screenshots
PostPosted: Tue Jun 26, 2012 10:03 am 
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Transport Coordinator
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So im testing a new kind of station (for me anyways)

TODFSS

Terminous Overflow Depot Forced Station

5 coalmines producing ~4200 ton a month services by 34 trains that delivers the coal approx 350 tiles away

Gonna add another 2-4 coalmines and equivalent number of trains and see how it holds up...


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File comment: Station im testing
Hundham Transport, 20. mar 1998.png [131.11 KiB]
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 Post subject: Re: Random Screenshots
PostPosted: Tue Jun 26, 2012 10:25 am 
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A year later 9 new coalmines and 26 trains are added...

As u can the first depot now start to hold a few trains but still is running quite good.

A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...


Attachments:
Hundham Transport, 31. mar 1999.png [126.22 KiB]
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Hundham Transport, 20. apr 1999.png [126.62 KiB]
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 Post subject: Re: Random Screenshots
PostPosted: Wed Jul 04, 2012 4:50 pm 
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Engineer
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Location: Vienna
Torben DH wrote:
A year later 9 new coalmines and 26 trains are added...

As u can the first depot now start to hold a few trains but still is running quite good.

A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...


Hey ya! Good thing you did there with the stations, I really like it! But aren't they too far away from the coal mines? How do they pick up the coal?

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 Post subject: Re: Random Screenshots
PostPosted: Wed Jul 04, 2012 7:26 pm 
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Location: Enschede, Netherlands
Torben DH wrote:
A year later 9 new coalmines and 26 trains are added...

As u can the first depot now start to hold a few trains but still is running quite good.

A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...


Nice Idea! I do however have 2 sugestions: first with path signals you don't need all those you have now. One path signal at the entrance (marked blue) wil sufice to serve all depots and the tracks behind them just as efficiently as the setup you have now. Also I added an underpass from the first depot to the second exiting line. This will allow your trains to exit the first depot faster, and thus prevent other trains from 'bypassing' trains piled up in the first one:


Attachments:
station test.PNG
station test.PNG [ 196.11 KiB | Viewed 1538 times ]
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 Post subject: Re: Random Screenshots
PostPosted: Thu Jul 05, 2012 3:47 pm 
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Location: Vienna
Inspired by this thread I downloaded the newest version of OTTD and began to play a new game. 14 years later my railwork network isn't as big as I wished, but still astonishing. I'm only playing public transport, no coals and that stuff.


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ÖBB Personenverkehrs AG, 19. Nov 2003.png [135.72 KiB]
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 Post subject: Re: Random Screenshots
PostPosted: Thu Jul 05, 2012 9:47 pm 
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Transport Coordinator
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Beul wrote:
Torben DH wrote:
A year later 9 new coalmines and 26 trains are added...

As u can the first depot now start to hold a few trains but still is running quite good.

A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...


Nice Idea! I do however have 2 sugestions: first with path signals you don't need all those you have now. One path signal at the entrance (marked blue) wil sufice to serve all depots and the tracks behind them just as efficiently as the setup you have now. Also I added an underpass from the first depot to the second exiting line. This will allow your trains to exit the first depot faster, and thus prevent other trains from 'bypassing' trains piled up in the first one:




I setup a test game running coal lines with Lev4 Maglev trains 3 tiles long pulling coal over a distance of 100 tiles. observed the trains for 10 game years! i oberved both stations at each route at all times. also had all 8 depots on each route open so i could see if there was a build up of trains waiting for an empty platform.

My original idea serviced 30 trains! once every third year a train had to wait at he entrance signal and there was at most 4 trains in the depots at any time!

Did a modified version with a presignal bypass staion that serviced 30 trains without a train EVER having to wait at the Entrance signal! not a jam or even the slightest kink at the stations for 10 years 8) at the most there was 3 trains waiting in the escape depots at any time during the 10 year period.

then made a duplicate of your station and added another two platforms and started adding trains. At about 20 trains your design started to make jams at the PBS signals. Stopped at 25 trains as most of the time there was 6-7 trains waiting for a free track and another 3 trains was in the depots waiting for a free line! Thats half of the trais not making money at all time, instead of loading, unloading and traveling...

One of the reasons i thought of this stations was to compensate for production changes by making the escape depots as well as forced servicing, there is nothing worse than a busy pickup station with many trains where an industrys production goes down and the trains start jamming the mainlines... with PBS this function is allmost completely lost...

One thing i could not figure out with the PBS version is that there are never more than 3-4 platforms filled while the oldschool version had 6-7 platforms fille all the time?


Attachments:
Little Trendingworth Transport, 23. dec 2073.png [232.33 KiB]
Downloaded 2 times
Little Trendingworth Transport, 22. dec 2073.png [214.23 KiB]
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Little Trendingworth Transport, 21. dec 2073.png [223.49 KiB]
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Last edited by Torben DH on Thu Jul 05, 2012 9:55 pm, edited 2 times in total.
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 Post subject: Re: Random Screenshots
PostPosted: Thu Jul 05, 2012 9:52 pm 
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Transport Coordinator
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Location: Denmark
The pics say it al


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Little Trendingworth Transport, 20. mar 2072.png [146.57 KiB]
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Little Trendingworth Transport, 6. apr 2072.png [160.97 KiB]
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File comment: some GRF´s used i think they can all be downloaded via ingmae online content download if nor try the openttdcoop grf pack
station test.sav [40.03 KiB]
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 Post subject: Re: Random Screenshots
PostPosted: Thu Jul 05, 2012 10:01 pm 
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Location: Denmark
Wishmaster wrote:
Torben DH wrote:
A year later 9 new coalmines and 26 trains are added...

As u can the first depot now start to hold a few trains but still is running quite good.

A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...


Hey ya! Good thing you did there with the stations, I really like it! But aren't they too far away from the coal mines? How do they pick up the coal?


In advanced settings>stations, set station max spread to 64...

Build a station, pres CTRL while building another station up to 64 tiles away and voilà :wink:

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 Post subject: Re: Random Screenshots
PostPosted: Fri Jul 06, 2012 12:57 am 
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Location: Enschede, Netherlands
So conclusion: the bypass idea works, the pbs doesn't (at least for this setup. :p) quite interesting!


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 Post subject: Re: Random Screenshots
PostPosted: Sat Jul 07, 2012 1:21 pm 
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Location: Vienna
Torben DH wrote:
Wishmaster wrote:
Torben DH wrote:
A year later 9 new coalmines and 26 trains are added...

As u can the first depot now start to hold a few trains but still is running quite good.

A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...


Hey ya! Good thing you did there with the stations, I really like it! But aren't they too far away from the coal mines? How do they pick up the coal?


In advanced settings>stations, set station max spread to 64...

Build a station, pres CTRL while building another station up to 64 tiles away and voilà :wink:


Thx for that information!

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 Post subject: Re: Random Screenshots
PostPosted: Tue Jul 10, 2012 10:58 am 
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Location: Surabaya, East java
My Screenshot FVM Date May 20, 2012.
2 Aircrafts


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 Post subject: Re: Random Screenshots
PostPosted: Mon Aug 13, 2012 2:27 am 
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Posts: 188
Location: Washington State, USA
I decided to play an aesthetics based game today while I recovered from a hangover. I've never played the game in this style before, but I thought it was pretty fun :P

So I thought I'd share a screenshot of this submarine maintenance facility, which is pretty much the centerpiece of the game. Enjoy!


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Sharkey & Co., 15th Aug 2028.png [146.83 KiB]
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 Post subject: Re: Random Screenshots
PostPosted: Mon Aug 13, 2012 10:39 am 
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A submarine... maintenance facility. Guess these need to exist too.

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 Post subject: Re: Random Screenshots
PostPosted: Tue Aug 14, 2012 5:18 am 
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Tycoon
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Location: Netherlands
Torben DH wrote:
Beul wrote:
Torben DH wrote:
A year later 9 new coalmines and 26 trains are added...

As u can the first depot now start to hold a few trains but still is running quite good.

A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...


Nice Idea! I do however have 2 sugestions: first with path signals you don't need all those you have now. One path signal at the entrance (marked blue) wil sufice to serve all depots and the tracks behind them just as efficiently as the setup you have now. Also I added an underpass from the first depot to the second exiting line. This will allow your trains to exit the first depot faster, and thus prevent other trains from 'bypassing' trains piled up in the first one:




I setup a test game running coal lines with Lev4 Maglev trains 3 tiles long pulling coal over a distance of 100 tiles. observed the trains for 10 game years! i oberved both stations at each route at all times. also had all 8 depots on each route open so i could see if there was a build up of trains waiting for an empty platform.

My original idea serviced 30 trains! once every third year a train had to wait at he entrance signal and there was at most 4 trains in the depots at any time!

Did a modified version with a presignal bypass staion that serviced 30 trains without a train EVER having to wait at the Entrance signal! not a jam or even the slightest kink at the stations for 10 years 8) at the most there was 3 trains waiting in the escape depots at any time during the 10 year period.

then made a duplicate of your station and added another two platforms and started adding trains. At about 20 trains your design started to make jams at the PBS signals. Stopped at 25 trains as most of the time there was 6-7 trains waiting for a free track and another 3 trains was in the depots waiting for a free line! Thats half of the trais not making money at all time, instead of loading, unloading and traveling...

One of the reasons i thought of this stations was to compensate for production changes by making the escape depots as well as forced servicing, there is nothing worse than a busy pickup station with many trains where an industrys production goes down and the trains start jamming the mainlines... with PBS this function is allmost completely lost...

One thing i could not figure out with the PBS version is that there are never more than 3-4 platforms filled while the oldschool version had 6-7 platforms fille all the time?

those are Pre-Post signals, not PBS?
Torben DH wrote:
The pics say it al

you arent using PBS, but a system of Pre-Post signals, they work very different then Path Based Signals

on PBS you will have all bays filled as long as your routing towards the station is done correctly

Beul wrote:
So conclusion: the bypass idea works, the pbs doesn't (at least for this setup. :p) quite interesting!


it would if you have the right signals placed

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 Post subject: Re: Random Screenshots
PostPosted: Wed Aug 15, 2012 12:07 pm 
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I rather like how that town turned out...


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 Post subject: Re: Random Screenshots
PostPosted: Wed Aug 15, 2012 12:57 pm 
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Wow, that town looks Great!

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 Post subject: Re: Random Screenshots
PostPosted: Wed Aug 15, 2012 3:11 pm 
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@ Beul and Torben DH : I think we should put another Path signal near the depot.... PBS version makes lower output due to trains can't wait in front of the depots, and so lower output. Try to put some more in the inlet to depots.

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 Post subject: Re: Random Screenshots
PostPosted: Wed Aug 15, 2012 5:35 pm 
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Pyoro wrote:
I rather like how that town turned out...

As do I. :)

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 Post subject: Re: Random Screenshots
PostPosted: Fri Aug 17, 2012 6:44 pm 
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Thanks, I'll make sure the Rosenfeld city council hears of your kind words ;)

Spend the day trying to compile OTTD. Worked surprisingly well ... and hopefully reduces victims of deadly level crossings to a more reasonable amount.


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