Pictures of your OTTD games
A very busy train and airport central. The town has grown to 54.400 people, a lot because of my excellent food delivery,
and is right know handling 3600+ passengers on the mono-network (6x+4x stations) and around 2500+ tonnes of food on the maglev (4x stations).
Right now 4 cities is connected and expanding. At every station it is possible to go both "back and forth" ))<>((
(That last one is for everybody who has seen the movie "Me and you and everyone we know", excellent movie by the way).
and is right know handling 3600+ passengers on the mono-network (6x+4x stations) and around 2500+ tonnes of food on the maglev (4x stations).
Right now 4 cities is connected and expanding. At every station it is possible to go both "back and forth" ))<>((
(That last one is for everybody who has seen the movie "Me and you and everyone we know", excellent movie by the way).
- Attachments
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- Bigwig & Co., 28th Jul 2059.png
- 17 trains (140-500 passengers) and 8 Airplanes (260 passengers)
- (504.64 KiB) Downloaded 346 times
- Jim Starluck
- Traffic Manager
- Posts: 135
- Joined: 26 Jun 2005 20:12
- Location: Cincinnati, OH
- Contact:
Noticed something funny in my most recent game. I'm not sure what patch included this, and I can't find anything in my forum searches. Does anyone know exactly what the production from the power station does, in terms of gameplay? Or is it just eyecandy?
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- New Windwich Transport, 20th Aug 1935.png
- Production from power stations?
- (298.63 KiB) Downloaded 356 times
If at first you don't succeed, get a bigger locomotive and try again.
- White Rabbit
- Tycoon
- Posts: 1734
- Joined: 22 Jun 2005 19:15
One suggestion: you should move the whole station two tiles to the right. This way, the first approaching train will choose the left platform, while the second train will choose the right platform. With PBS, this means that two trains can leave and enter at the very same time, increasing the efficiency of such a terminus station.Jim Starluck wrote:Noticed something funny in my most recent game. I'm not sure what patch included this, and I can't find anything in my forum searches. Does anyone know exactly what the production from the power station does, in terms of gameplay? Or is it just eyecandy?
Oh, your question. It's just eyecandy, and doesn't do anything, unlike like the power station in Pikkabird's UK industry Set. It's just a way of measuring how much coal you're dropping off.
(Show us more of your game. Long coal trains are somehow becoming boring ).
I believe that richk included this in in his MiniIN (you are running MiniIN right?). It doesn't do anything to gameplay (yet), but statistics are always nice. He included a screenshot with the production of the power station in "Pile Transport"... awesome .Jim Starluck wrote:Noticed something funny in my most recent game. I'm not sure what patch included this, and I can't find anything in my forum searches. Does anyone know exactly what the production from the power station does, in terms of gameplay? Or is it just eyecandy?
Scia
The Mississipli River Basen, have a look
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- Unnamed, 17th Jan 1978.png
- (49.38 KiB) Downloaded 356 times
- White Rabbit
- Tycoon
- Posts: 1734
- Joined: 22 Jun 2005 19:15
- Jim Starluck
- Traffic Manager
- Posts: 135
- Joined: 26 Jun 2005 20:12
- Location: Cincinnati, OH
- Contact:
If I had sufficient room, I'd make it into a ro-ro station. At the moment it's kinda wedged in there.White Rabbit wrote:One suggestion: you should move the whole station two tiles to the right. This way, the first approaching train will choose the left platform, while the second train will choose the right platform. With PBS, this means that two trains can leave and enter at the very same time, increasing the efficiency of such a terminus station.
...
(Show us more of your game. Long coal trains are somehow becoming boring ).
This game, I've tried something new. The map started with no industries, so I could only build passenger/mail lines. I picked several towns in relatively close proximity, and built a two-track loop--one train for each station in each direction. Winds up providing pretty good service, so long as the stations aren't too far apart.
I left that first local route alone, and went to build one in the next-nearest cluster of towns. Once both of them were big enough, I started running bigger passenger trains *between* them, and eventually started building industries. The coal route is actually brand-spanking new.
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- New Windwich Transport, 27th Jan 1936.png
- A mostly freight-centric station in the heart of my second group of cities. Takes in steel from the mill below that coal station you saw earlier.
- (342.91 KiB) Downloaded 234 times
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- New Windwich Transport, 25th Jan 1936.png
- One of the five cities I first built in, now the second-largest on the map. I have plans to eventually put a farm-fed factory within range of this station.
- (352.8 KiB) Downloaded 222 times
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- New Windwich Transport, 24th Jan 1936.png
- An example of one of my local routes...this one is relatively new.
- (380.42 KiB) Downloaded 237 times
If at first you don't succeed, get a bigger locomotive and try again.
- Jim Starluck
- Traffic Manager
- Posts: 135
- Joined: 26 Jun 2005 20:12
- Location: Cincinnati, OH
- Contact:
More screenies from the same game. I started in 1921 and have the day length set to five times normal, so I don't expect to be bothered with diesels anytime soon.
- Attachments
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- New Windwich Transport, 15th Mar 1936.png
- Junction onto the passenger half of my southern main. A shiny new Hiawatha (1 of 4) races down the hill, eager to get out onto the flats where she can stretch her legs.
- (299.23 KiB) Downloaded 184 times
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- New Windwich Transport, 20th Feb 1936.png
- Zoomed-out view of my first group of cities. From this distance the grade crossings make an unbelievable racket. >.<
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- New Windwich Transport, 18th Feb 1936.png
- The nothernmost of my two major inter-city main lines. Handles mostly passenger work, but some freight (as you can see).
- (304.64 KiB) Downloaded 173 times
If at first you don't succeed, get a bigger locomotive and try again.
- Jim Starluck
- Traffic Manager
- Posts: 135
- Joined: 26 Jun 2005 20:12
- Location: Cincinnati, OH
- Contact:
Yet more pics...
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- New Windwich Transport, 1st May 1936.png
- An example of my mainline station design. My only issue with it is that it can't accept freight traffic from both directions.
- (353.86 KiB) Downloaded 188 times
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- New Windwich Transport, 12th Apr 1936.png
- Coal trains and iron ore, my two heaviest freight services. The iron ore line is one of two, each with 4-5 mines and feeding its own seperate steel mill.
- (362.37 KiB) Downloaded 150 times
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- New Windwich Transport, 3rd Apr 1936.png
- The other end of that coal route. In retrospect I might have gone a *bit* overboard when building the mines, but I had money to burn.
- (400.21 KiB) Downloaded 197 times
If at first you don't succeed, get a bigger locomotive and try again.
- Jim Starluck
- Traffic Manager
- Posts: 135
- Joined: 26 Jun 2005 20:12
- Location: Cincinnati, OH
- Contact:
And, finally, an overview of the entire railroad (and my one little ferry, which you can spot out in the middle of the lake).
- Attachments
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- New Windwich Transport, 21st May 1936.png
- It says "16" next to the M1a Mountain, in case you can't make it out.
- (97.83 KiB) Downloaded 239 times
If at first you don't succeed, get a bigger locomotive and try again.
- Open Addict
- Tycoon
- Posts: 2217
- Joined: 19 May 2006 06:47
- Location: South Australia
i am having fun on arctic with coal mines. (set up my own scenario)
i have about 17 coal mines at the station. 512x512 map. station goes from one side to the other. running about 60 trains (88kmh) with 10 wagons (300 tonnes). its a very long trip.
year started 1942 with no cheats.
i have about 17 coal mines at the station. 512x512 map. station goes from one side to the other. running about 60 trains (88kmh) with 10 wagons (300 tonnes). its a very long trip.
year started 1942 with no cheats.
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- this is the power plant. not as long to build.
- Power Plant Station.png (34.42 KiB) Viewed 2756 times
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- this is the coal station. took a while to build.
- Coal Station.png (29.83 KiB) Viewed 2755 times
Energy - You use it, You pay for it.
Current game. Anyone know why there are no wagons for Maglevs... Ruins all the fun of post 2015.
Those are some massive cities though, and so far i have been able to make the in and out section look really good and function great!
Those are some massive cities though, and so far i have been able to make the in and out section look really good and function great!
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- Zoom Out
- Wrendington Transport, 18th Aug 2018.png (102.69 KiB) Viewed 817 times
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- Zoom in
- Wrendington Transport, 5th Aug 2018.png (146.77 KiB) Viewed 820 times
Explain to me what exactly is in those screenshots that you thought would be helpful, please?ThunderAI wrote:Anyone know why there are no wagons for Maglevs... Ruins all the fun of post 2015.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
- Jim Starluck
- Traffic Manager
- Posts: 135
- Joined: 26 Jun 2005 20:12
- Location: Cincinnati, OH
- Contact:
I think, though I'm not certain, that he's using the UK trainset, which only has wagons for passengers, mail and goods for the maglev.DaleStan wrote:Explain to me what exactly is in those screenshots that you thought would be helpful, please?ThunderAI wrote:Anyone know why there are no wagons for Maglevs... Ruins all the fun of post 2015.
If at first you don't succeed, get a bigger locomotive and try again.
- White Rabbit
- Tycoon
- Posts: 1734
- Joined: 22 Jun 2005 19:15
Those are quite nice screenshots, Jim, although the station choices are bit repetitive (you've used none from the US Stations ). Also, you know that there is an excellent US signals set, right? The signals just don't fit the era or the train set.
He cheated in a non-CTRL+C way. Those coal mines were placed in the scenario editor and were there at the very start of the game.MeusH wrote:Placing that many coal mines and saying you didn't cheat is ridiculous.Open Addict wrote:year started 1942 with no cheats.
I would also like to share some of my screenshots (using IN).
The landscape is generated using TGP (mountaneous and smooth). Plus I have default day length 32 (just tried the patch) and Multiply weight of freight 25 (this makes the game more challenging - you should avoid climbing hills for loaded trains).
IMHO, looks very realistic.
The landscape is generated using TGP (mountaneous and smooth). Plus I have default day length 32 (just tried the patch) and Multiply weight of freight 25 (this makes the game more challenging - you should avoid climbing hills for loaded trains).
IMHO, looks very realistic.
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- MT3.gif (354.13 KiB) Viewed 1017 times
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- Some nice views of the railways going on a mountain edge.
- MT1.gif (300.35 KiB) Viewed 1063 times
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- Overall view of the network. Railways go around mountains. I tried to connect all coal mines to one power station (at the left side)
- MT4.gif (126.16 KiB) Viewed 1113 times
Last edited by Ghost on 01 Sep 2006 11:49, edited 1 time in total.
If you start with 2-3 coal mines, there is not problem to build the rest without cheating.MeusH wrote:Placing that many coal mines and saying you didn't cheat is ridiculous.Open Addict wrote:year started 1942 with no cheats.
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
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