{TTDP} Wallyweb Productions
PIPELINES - Episode 9 - Upgrading
***** PIPELINES ***** Episode 9 ***** Upgrading
Following the extension of the refinery pipeline it was decided to embark upon a series of upgrades. All rail lines were double tracked. The oil transfer station was reorganized to make it more efficient. Road bridges were upgraded and level crossings were eliminated.
Following the extension of the refinery pipeline it was decided to embark upon a series of upgrades. All rail lines were double tracked. The oil transfer station was reorganized to make it more efficient. Road bridges were upgraded and level crossings were eliminated.
- Attachments
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- Road bridges are replaced and level crossings are eliminated
- 35_road_improvements.png (80.85 KiB) Viewed 9368 times
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- The oil transfer station was upgraded
- 34_oil_transfer_upgrade.png (60.36 KiB) Viewed 9371 times
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- Rail lines have been double tracked
- 33_double_track.png (17.19 KiB) Viewed 9373 times
Last edited by wallyweb on 22 Apr 2007 21:07, edited 1 time in total.
You are most welcome O SROTU!orudge wrote:Hehe, that taxi story was great! Thanks, Wally.

And now back to our regularly scheduled programming ...
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PIPELINES - Episode 10 - Uncapping
***** PIPELINES ***** Episode 10 ***** Uncapping
With the upgrades in place it was decided to uncap the remaining oil sources. A second ship maintenance facility was established and oil carriers were added to the fleet. Oil wells were uncapped except for well #9 which was found to have a potential flow rate that would exceed the capacity of the oil well pipeline until such time as tanker trucks with considerably greater load capacity were available. A note was made that if the current supplier of trucking equipment (PB Hovs PLC) was not up to the task, they should be replaced with a supplier that was such as LV4 PLC. This situation will be monitored as the PB Hovs equipment was by and large quite reliable.
With the upgrades in place it was decided to uncap the remaining oil sources. A second ship maintenance facility was established and oil carriers were added to the fleet. Oil wells were uncapped except for well #9 which was found to have a potential flow rate that would exceed the capacity of the oil well pipeline until such time as tanker trucks with considerably greater load capacity were available. A note was made that if the current supplier of trucking equipment (PB Hovs PLC) was not up to the task, they should be replaced with a supplier that was such as LV4 PLC. This situation will be monitored as the PB Hovs equipment was by and large quite reliable.
- Attachments
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- the trucks from PB Hovs PLC have a limited capacity
- 38_truck_capacity.png (61.76 KiB) Viewed 9225 times
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- oil well #9 must remain capped due to over capacity
- 37_oil_well_9.png (70.28 KiB) Viewed 9226 times
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- All oil rigs are on line, a new maintenance facility added and shipping added
- 36_all_rigs_online.png (47.5 KiB) Viewed 9230 times
Re: PIPELINES - Episode 10 - Uncapping
You'd be worried if they had an unlimited capacity...wallyweb wrote:the trucks from PB Hovs PLC have a limited capacity

Re: PIPELINES - Episode 10 - Uncapping
We are honored to have a visit from the chairman of the board of PB Hovs PLC.PikkaBird wrote:You'd be worried if they had an unlimited capacity...wallyweb wrote:the trucks from PB Hovs PLC have a limited capacity
As you can see the 20000 litre capacity is somewhat limiting at this stage in our project. Perhaps you could enlighten us with future plans. A 40000 litre offering would be most advantageous.
That said, we may have found a solution to our challenge with oil well #9 which would allow us to continue with our excellent relationship with your enterprise.
Did you mention unlimited capacity? hmm ... intriguing ...

Last edited by wallyweb on 23 Apr 2007 10:47, edited 1 time in total.
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It would appear that great minds think alike. We are considering electrification and have had some thoughts about the PB offerings with a test at well #9.PikkaBird wrote:Just don't put them on full load.
Have you considered using trains for the feeders?
Perhaps you would like to discuss it over dinner. The food is quite good here at our headquarters but the wines are much better at our Chateau. Miss Moneypenny, please summon a taxi for us.
(/me thanks PikkaBird for the segue into the next episode

- Attachments
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- Oh Boy! Oh Boy! A fare! A fare!
I do hope that they use Pay Pal - AC_taxi_call.png (69.6 KiB) Viewed 9163 times
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- WPP residence on Petrolia
- AB_chateau.png (82.87 KiB) Viewed 9182 times
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- WPP Headquarters on Petrolia
- AA_Headquarters.png (61.12 KiB) Viewed 9182 times
PIPELINES - Episode 11 - Oil Well #9 Uncapped
***** PIPELINES ***** Episode 11 ***** Oil Well #9 Uncapped
We believe that we have found a solution to our challenge regarding the high capacity of oil well #9. We have established a rail connection between the well head and the oil transfer station. As an added benefit, it has given us the opportunity to evaluate the electrification of our rail system with a view to future economies and added profitability.
We believe that we have found a solution to our challenge regarding the high capacity of oil well #9. We have established a rail connection between the well head and the oil transfer station. As an added benefit, it has given us the opportunity to evaluate the electrification of our rail system with a view to future economies and added profitability.
- Attachments
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- The oil transfer station adds a rail connection fom well #9
- 41_oil_transfer_station.png (76 KiB) Viewed 9153 times
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- Station at Well #9
- 40_well_9_station.png (81.25 KiB) Viewed 9161 times
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- A solution ... a rail connection
An opportunity ... electrification - 39_well_9_solution.png (86.49 KiB) Viewed 9159 times
Good Story 

Posted by Pookey...
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For Information on TTD Patch Click Here
For Information on Building a Network (FAST) Click Here
For Information on Building a Network as a Challenge (SLOW) Click Here
For Help on the Different Signalling Types Click Here
Before Asking a Question, Please use the Forums Search Function Here and if you do Ask a Question, Please Provide as much Detail as Possible.
If you do not get a Crash Log when TTDPatch Crashes, Follow the Olly Debug Instructions Here and Post the Resulting Screenshot with your Problem.

Hi Wally,
Nice story and an ingenious idea. I have to give that a try myself.
On a side note. I see in your screenies the engine shops and think that the first depot looks abit out of place with the rest of the sheds behind.
I have this lovely .grf which is basically the standard shed graphics, but filling the whole tile, so you can build exactly such things.
Find it here attached.
Nice story and an ingenious idea. I have to give that a try myself.
On a side note. I see in your screenies the engine shops and think that the first depot looks abit out of place with the rest of the sheds behind.
I have this lovely .grf which is basically the standard shed graphics, but filling the whole tile, so you can build exactly such things.
Find it here attached.

- Attachments
-
- bigdepots.grf
- Windows Version
- (4.6 KiB) Downloaded 381 times
*** Ce French Train Set ***
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Llanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogoch
"A committee is a group of men who individually can do nothing but as a group decide that nothing can be done" (Fred Allen 1894-1956 US radio comic).
*** Visit my transport related pictures on Flickr ***
Llanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogoch
"A committee is a group of men who individually can do nothing but as a group decide that nothing can be done" (Fred Allen 1894-1956 US radio comic).
Thank youPookey wrote:Good Story

I agree regarding the depots. It is a habit I got into from another ttdx scenario that I was playing. It required a lot of depots, both rail and rv. For rail I was chaining depots together as you have suggested with your grf. Apparently ttdx has a limit as to the number of depots that can be built. When chaining depots, each one in the chain is treated as a separate depot. I ran out of depots. What you see is my work around.The Irish wrote:Hi Wally,
Nice story and an ingenious idea. I have to give that a try myself.
On a side note. I see in your screenies the engine shops and think that the first depot looks abit out of place with the rest of the sheds behind.
I have this lovely .grf which is basically the standard shed graphics, but filling the whole tile, so you can build exactly such things.
Find it here attached.

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Thank you for your kind comments.Ben_K wrote:I love what you are doing here Wally. Great work!![]()
And I love the depots at the moment! Especially like '40_well_9_station.png'
It may be a future upgrade... but do you know of Ameechers great Modern Depots? They are full-sized and will look great later in the game

Yes I am aware of Ameecher's Modern Depots and I just might put them to use, especially if the company moves to full electrification.

Stay tuned ...
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PIPELINES - The End - A beginning
***** PIPELINES ***** The End ***** A beginning ...
This concludes our documentary demonstrating the viability of pipelines in TTDX. We would like to take this opportunity to thank all those who contributed to this project, especially JGR and for his fine work on adjacent stations and irregular stations as well as the PB Group of companies for their reliable transportation equipment and the Orudge Taxi Co. for occasionally showing up promptly for a fare, not to mention the kind words of the critics in their reviews who are welcome to continue posting to this thread.
The Isle Of Petrolia saga will be continued under its own name in future Wallyweb Productions to be shown in this venue so please stay tuned.
Our next presentation will be an episode of "The Long Train" which is currently being filmed on location in our studios. Please watch this thread for announcements.
Our food and beverage concession remains open in a refrigerator conveniently located in your kitchens.
This concludes our documentary demonstrating the viability of pipelines in TTDX. We would like to take this opportunity to thank all those who contributed to this project, especially JGR and for his fine work on adjacent stations and irregular stations as well as the PB Group of companies for their reliable transportation equipment and the Orudge Taxi Co. for occasionally showing up promptly for a fare, not to mention the kind words of the critics in their reviews who are welcome to continue posting to this thread.
The Isle Of Petrolia saga will be continued under its own name in future Wallyweb Productions to be shown in this venue so please stay tuned.
Our next presentation will be an episode of "The Long Train" which is currently being filmed on location in our studios. Please watch this thread for announcements.
Our food and beverage concession remains open in a refrigerator conveniently located in your kitchens.
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Thank you for your compliments. Not to worry ... your depot has accepted a supporting role in an upcoming feature.Ameecher wrote:An interesting game technique. I like the story which with it, and yes! Use my depots, or feel my wrath!![]()
hep hem. Sorry bout that. Great shots Wally.
By the way, I am posting a suggestion over in your depot thread.

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Wallyweb Productions *The Nars Valley Project*
The cast and crew of our upcoming short feature "The Long Train" are currently on hiatus.
In its stead we will be presenting out latest production:
The Nars Valley Project
Please take your seats. The curtain raises shortly.
In its stead we will be presenting out latest production:
The Nars Valley Project
Please take your seats. The curtain raises shortly.
Last edited by wallyweb on 28 Sep 2007 00:08, edited 3 times in total.
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Wallyweb Productions *The Nars Valley Project*
The Nars Valley Project
=======================
A Wallyweb Production
Starring
DanMack's NARS *
Co-Starring
eis_os' Riverbanks **
PikkaBird's Industries
Zephyris' Generic Road Vehicles
Featuring a ton of grf's
Presented in TTDX living colour
Cast, Cinematography and Studio Set:
DISCLAIMERS
* The NARS trains featured in this presentation are from the next version of NARS and are not yet available for release. They are used with the very kind permission of DanMack. If you wish to play the scenario it should work with the currently available version of NARS. Please see the narsvalgrfw.cfg for details.
** Yes, the riverbanks are rather squarish. eis_os, the author and coder, is waiting for the proper graphics to be completed. The current rendering still works as intended.
*** REQUIRES LATEST TTDPatch NIGHTLY RELEASE available here.
=======================
A Wallyweb Production
Starring
DanMack's NARS *
Co-Starring
eis_os' Riverbanks **
PikkaBird's Industries
Zephyris' Generic Road Vehicles
Featuring a ton of grf's
Presented in TTDX living colour
Cast, Cinematography and Studio Set:
DISCLAIMERS
* The NARS trains featured in this presentation are from the next version of NARS and are not yet available for release. They are used with the very kind permission of DanMack. If you wish to play the scenario it should work with the currently available version of NARS. Please see the narsvalgrfw.cfg for details.
** Yes, the riverbanks are rather squarish. eis_os, the author and coder, is waiting for the proper graphics to be completed. The current rendering still works as intended.
*** REQUIRES LATEST TTDPatch NIGHTLY RELEASE available here.
Last edited by wallyweb on 08 Oct 2007 06:28, edited 4 times in total.
Wallyweb Productions *The Nars Valley Project*
Our starship was 25 lightyears into its voyage from Earth when the alarms sounded. The sensors had detected a habitable planet in orbit about a star not unlike Earth's Sun. The starship began its long deceleration, eventually falling into an orbit about the planet. The planet was completely covered in an ocean whose consistency was very similar to the great seas of Earth, save for one spot of land, an island that appeared to be inhabited. We launched our spacelaunch and proceeded to investigate the island, perhaps to make contact with its inhabitants and establish trade with them.
We selected a remote area in the eastern part of the island to establish our base from which to explore the island's potential for trade. We found the atmosphere to be remarkably similar to that of Earth and we were able to dispense with the use of our spacesuits and breathers. We did not have to wait long for first contact as the inhabitants had observed our landing and set out to meet and greet us. We were stunned at our remarkable similarities and, indeed, our sensors indicated that they were as human as us. In fact, they spoke an ancient Earth language called English. Because our crew had been thoroughly trained in all forms of linguistics in order to facilitate our ability to communicate with alien entities, we were able to communicate with the inhabitants immediately.
We told them that we were of Earth to which they replied that there was an Earth mentioned in their Forum, an ancient text that was the foundation of their civilization. The Forum was attribited to a scribe named orudge. It spoke of a Deity named CS and of a priest class called the patch team, led by a high priest named patchman. It also spoke of artists (art class) and coders (engineering class) and players (citizen class) and noobies (initiate class) and flambaits (idiot class) and spammers (criminal class).
We asked them about their history on this planet which they called Temperate. Apparently there were three other planets, Arctic, Tropic and Toyland, located in adjacent dimensions, with which they made occasional contact. There were rumours of another planet, similar to Arctic, which had been terraformed by its high priest Blunck and named Alpine. We asked them how they arrived here. They spoke of a great meeting on Earth. The ancients assembled to travel as a group to attend the meeting to be held on a plain called the Moores at a location called Stonehenge. The roads were in poor condition due to recent flooding and, in the dark moonlessness of that night, they encountered a terrible pothole, the crash forcing them to escape with the launch of all four hubcaps. A passing group of aliens called greylings, observing the event, captured the hubcaps and their crews and abducted the lot, only to abandon them on Temperate after providing them with resources and facilities to process the resources based upon a science called TTDX. Patchman improved upon the greylings' science with a technology called TTDPatch and set out a description of his work in a reference called The Patch Manual And Wiki (We obtained a copy of this work but found it to be incomprehensible save to members of the patch team and to some select artists and coders and to Blunck of Alpine). The current citizens of this planet and the others, are the decendants and beneficiaries of this group of abductees who had arrived 1921 years previously. They called their home the Isle of Nars.
We enquired as to establishing trade between our peoples and we were referred to their leaders, the Local Authorities, who were not adverse to such an arrangement. However, there was a small problem. Each community on the island had its own set of Local Authorities. There was no central government. We would have to deal with each town independently. At least they all seemed to be of the same mind on most issues. Their prime concern was their environment. They wanted it to be disturbed as little as possible. As rudimentary as it was, they were equally protective of their road system. A delicate line was drawn between service levels and permissiveness. They did react favourably to reforestration efforts but we might have to resort to the occasional bribe.
Each community seemed to have its own set of industries and/or resources. They tried as best they could to trade amongst themselves. We offered to establish an efficient transportation system in order to promote growth and productivity. They readily agreed to this and we set about preparing a plan of action to present to them.
We selected a remote area in the eastern part of the island to establish our base from which to explore the island's potential for trade. We found the atmosphere to be remarkably similar to that of Earth and we were able to dispense with the use of our spacesuits and breathers. We did not have to wait long for first contact as the inhabitants had observed our landing and set out to meet and greet us. We were stunned at our remarkable similarities and, indeed, our sensors indicated that they were as human as us. In fact, they spoke an ancient Earth language called English. Because our crew had been thoroughly trained in all forms of linguistics in order to facilitate our ability to communicate with alien entities, we were able to communicate with the inhabitants immediately.
We told them that we were of Earth to which they replied that there was an Earth mentioned in their Forum, an ancient text that was the foundation of their civilization. The Forum was attribited to a scribe named orudge. It spoke of a Deity named CS and of a priest class called the patch team, led by a high priest named patchman. It also spoke of artists (art class) and coders (engineering class) and players (citizen class) and noobies (initiate class) and flambaits (idiot class) and spammers (criminal class).
We asked them about their history on this planet which they called Temperate. Apparently there were three other planets, Arctic, Tropic and Toyland, located in adjacent dimensions, with which they made occasional contact. There were rumours of another planet, similar to Arctic, which had been terraformed by its high priest Blunck and named Alpine. We asked them how they arrived here. They spoke of a great meeting on Earth. The ancients assembled to travel as a group to attend the meeting to be held on a plain called the Moores at a location called Stonehenge. The roads were in poor condition due to recent flooding and, in the dark moonlessness of that night, they encountered a terrible pothole, the crash forcing them to escape with the launch of all four hubcaps. A passing group of aliens called greylings, observing the event, captured the hubcaps and their crews and abducted the lot, only to abandon them on Temperate after providing them with resources and facilities to process the resources based upon a science called TTDX. Patchman improved upon the greylings' science with a technology called TTDPatch and set out a description of his work in a reference called The Patch Manual And Wiki (We obtained a copy of this work but found it to be incomprehensible save to members of the patch team and to some select artists and coders and to Blunck of Alpine). The current citizens of this planet and the others, are the decendants and beneficiaries of this group of abductees who had arrived 1921 years previously. They called their home the Isle of Nars.
We enquired as to establishing trade between our peoples and we were referred to their leaders, the Local Authorities, who were not adverse to such an arrangement. However, there was a small problem. Each community on the island had its own set of Local Authorities. There was no central government. We would have to deal with each town independently. At least they all seemed to be of the same mind on most issues. Their prime concern was their environment. They wanted it to be disturbed as little as possible. As rudimentary as it was, they were equally protective of their road system. A delicate line was drawn between service levels and permissiveness. They did react favourably to reforestration efforts but we might have to resort to the occasional bribe.
Each community seemed to have its own set of industries and/or resources. They tried as best they could to trade amongst themselves. We offered to establish an efficient transportation system in order to promote growth and productivity. They readily agreed to this and we set about preparing a plan of action to present to them.
- Attachments
-
- Our Starship Arrives
- Temperate.png (4.12 KiB) Viewed 8025 times
Last edited by wallyweb on 08 Oct 2007 06:29, edited 2 times in total.
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