Pictures of your OTTD games
- White Rabbit
- Tycoon
- Posts: 1734
- Joined: 22 Jun 2005 19:15
Final three.
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- A 2-8-0 pulls a heavy goods train up north at a pace of 60km/h, faster than those buses, actually! The new 2CC feature shows its limitations when I can't change the colour of my HQ without changing the helicopter's livery as well. ;)
- Finningworth Transport, 25th Oct 1952.png (141.68 KiB) Viewed 817 times
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- Here's one of my western iron ore mines. Not only is Wudinghattan Mines on the very fringes of my network, it is also at the edge of a cliff leading straight down to the sea.
- Finningworth Transport, 5th Oct 1952.png (98.96 KiB) Viewed 5192 times
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- The island city of London (this is Britania, not Britannia :P). There's a local bus service, as well as several passenger and mail ferries.
- Finningworth Transport, 30th Sep 1952.png (138.19 KiB) Viewed 5189 times
Did you think that you know how to build stations?
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- oil tranfer.jpg
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- work in progress
- oil transfer .png (178.39 KiB) Viewed 4863 times
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- oil transfer.png
- click ‹Download› to view fullsize version
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Can you beat this or this or one of the various other #openttdcoop stations?Quark wrote:Did you think that you know how to build stations?
Don't panic - My YouTube channel - Follow me on twitter (@XeryusTC) - Play Tribes: Ascend - Tired of Dropbox? Try SpiderOak (use this link and we both get 1GB extra space)
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
http://openttdcoop.ppcis.org/wiki/image ... xGame7.png is not optimal layout — a lot of space used and only 4 lines (each line can serve 3-4 platforms (3 unload, 4 load), but for 4 lines there is 18 platforms and entrace is 4x longer that station, exit lines splits by 4-5 lines, but in my expirience only 3 trains can freely join)
Space isn't a problem when you're building an entry or exit on a #openttdcoop game. Neither is the fact that the lines cant enter every platform in this case. This particular game has 700 trains, and about 80% of those trains travel to that station so the exit is optimized for load handling of all lines and it isn't necessarry in this case as trains leave the station fast enough to allow a continues flow of trains.Quark wrote:http://openttdcoop.ppcis.org/wiki/image ... xGame7.png is not optimal layout — a lot of space used and only 4 lines (each line can serve 3-4 platforms (3 unload, 4 load), but for 4 lines there is 18 platforms and entrace is 4x longer that station, exit lines splits by 4-5 lines, but in my expirience only 3 trains can freely join)
Don't panic - My YouTube channel - Follow me on twitter (@XeryusTC) - Play Tribes: Ascend - Tired of Dropbox? Try SpiderOak (use this link and we both get 1GB extra space)
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
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- Tycoon
- Posts: 3146
- Joined: 22 Oct 2005 21:01
- Location: Leicester - Britland
Colonel Bowser of Bowser & Co was beginning to see problems in the hub of his African rail network. Jams were becoming more common and getting bigger each time.
The decision was made for a total re build of the old "Add another bit on when a new line is built" set-up with a purpose built, direct, non-interfering set-up.
The results are shown below.
The decision was made for a total re build of the old "Add another bit on when a new line is built" set-up with a purpose built, direct, non-interfering set-up.
The results are shown below.
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- After.
- Bowser & Co., 12th Jun 1989.png (79.86 KiB) Viewed 879 times
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- Before.
- Bowser & Co., 5th Jul 1988.png (82.51 KiB) Viewed 906 times
Crazy crossroad
Just in case you ever need to build a 4 track (2 in each direction) network...
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- tt-switch.jpg
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I'm not using 90 degree turns, it just looks neat and tidy as all..Slace wrote:jpmaster - you have a lot of unnessesary track leading into and out of your stations.
Take the last picture for example, I've highlighted the track sections that you can do without, unless your using 90 degree turns...
Ukončete, prosím, výstup a nástup, dveře se zavírají
I see three problems:Wold wrote:I got a problem with signalisation What and where to put would be a huge bonus thank you.
1) There's the less obvious problem of track bits missing at the entrances to the stations. This is fairly common with maglev...
2) You probably want presignal entrances on all lines just before the crossings before the stations, and presignal exits between the crossings and the stations.
3) Your signals are far too close together, resulting in your stuck trains, as they are unable to recover. A gap of 3 or 4 tiles between signals is good.
He's like, some kind of OpenTTD developer.
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