I doubt it.Niek wrote:Forgive my ignorance, but, does that work in OTTD as well?
[TTDP] - JGR's Screenshots...
Re: [TTDP] - JGR's Screenshots...
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Re: [TTDP] - JGR's Screenshots...
The use of road vehicles has been drastically increased since the last update. Especially now that articulated road vehicles is working (well, mostly).
Screen 1:
One of the new tram lines built to better facilitate passenger transport between adjacent towns.
The articulated trams work well with one or two minor issues...
Screen 2:
Sending articulated trams, extra long buses (George's), and enough lorries to cart away 1920 bags of valuables a month through a bottlenecked road system results in poor traffic flow (since fixed).
This is one end of one of the three valuables transportation lorry convoy routes.
Screen 3:
The other end of the valuables lorry route.
Each town has three drive through truck stops in order to sensibly split the load...
I had been needing to find a use for that motorway I built many game centuries ago
JGR
Screen 1:
One of the new tram lines built to better facilitate passenger transport between adjacent towns.
The articulated trams work well with one or two minor issues...
Screen 2:
Sending articulated trams, extra long buses (George's), and enough lorries to cart away 1920 bags of valuables a month through a bottlenecked road system results in poor traffic flow (since fixed).
This is one end of one of the three valuables transportation lorry convoy routes.
Screen 3:
The other end of the valuables lorry route.
Each town has three drive through truck stops in order to sensibly split the load...
I had been needing to find a use for that motorway I built many game centuries ago

JGR
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- Screen 1
- SCR47.png (179.04 KiB) Viewed 1236 times
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- Screen 2
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- Screen 3
- SCR51.png (195.1 KiB) Viewed 1204 times
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Re: [TTDP] - JGR's Screenshots...
Now for the rail screenshots...
Screen 4:
The junction out of the freight terminal was modified to add an extra flyover lane coming out of the stations heading westerly (the line on the North-East side of the canal).
This was to alleviate some of the congestion from trains leaving the station.
Screen 5:
This perpetually congested station was redesigned to be fully bidirectional by using PBS through signals, this required much of the surrounding junction to be rebuilt as well.
Getting trains to route themselves properly through the mess was tricky and in the end I just made liberal use of restricted signalling and odd track layouts (again)...
Screen 6:
Here the passenger maglev line was extended into a branched line.
The north-western branch is used only for valuable transfer. Two maglev trains were added onto the line to facilitate that.
There was not enough room to double track the shared section of maglev track, so the shared station in the South was widened to two platforms, one set of passing points was placed half way between the fork point and the shared station, and another at the fork point, as shown, for trains heading down the valuables branch...
JGR
Screen 4:
The junction out of the freight terminal was modified to add an extra flyover lane coming out of the stations heading westerly (the line on the North-East side of the canal).
This was to alleviate some of the congestion from trains leaving the station.
Screen 5:
This perpetually congested station was redesigned to be fully bidirectional by using PBS through signals, this required much of the surrounding junction to be rebuilt as well.
Getting trains to route themselves properly through the mess was tricky and in the end I just made liberal use of restricted signalling and odd track layouts (again)...
Screen 6:
Here the passenger maglev line was extended into a branched line.
The north-western branch is used only for valuable transfer. Two maglev trains were added onto the line to facilitate that.
There was not enough room to double track the shared section of maglev track, so the shared station in the South was widened to two platforms, one set of passing points was placed half way between the fork point and the shared station, and another at the fork point, as shown, for trains heading down the valuables branch...
JGR
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- Screen 4
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- Screen 6
- SCR53.png (197.2 KiB) Viewed 1209 times
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Re: [TTDP] - JGR's Screenshots...
Ah, you are the proof that genius and madness are indeed, as commonly assumed, very close to each other. Most impressive. The... uh... pressure on the waterways even made me laugh 

Re: [TTDP] - JGR's Screenshots...
Next batch of screenshots...
Screen 1:
The junction outside Sluston station was modified to make the north-westerly freight exit, here seen taken by a coal train, non-interfering with respect to the station entrance, to prevent further circular jams and deadlocks.
Screen 2:
Here a bridge was added to facilitate a route north-westerly from Pinningbury Woods to Flinfingley.
The overall junction had to be modified somewhat to accommodate for this.
Screen 3:
Here showing a station with train on one of the three new, separate, short train. single track lines between neighbouring towns.
Screen 1:
The junction outside Sluston station was modified to make the north-westerly freight exit, here seen taken by a coal train, non-interfering with respect to the station entrance, to prevent further circular jams and deadlocks.
Screen 2:
Here a bridge was added to facilitate a route north-westerly from Pinningbury Woods to Flinfingley.
The overall junction had to be modified somewhat to accommodate for this.
Screen 3:
Here showing a station with train on one of the three new, separate, short train. single track lines between neighbouring towns.
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- Screen 1
- SCR1.png (238.14 KiB) Viewed 1128 times
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- Screen 2
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- Screen 3
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Re: [TTDP] - JGR's Screenshots...
More...
Screen 4:
The junction around Tufingley station was modified to make the station fully bidirectional, and optimised to make circular jams impossible. Previously trains leaving had been at times blocked by trains waiting to enter, causing gridlock...
Screen 5:
The circle line was upgraded to double track, the stations lengthened from 7 to 8 tiles, and the trains replaced with the ICEs, as shown in the screenshot.
Screen 6:
This junction, unusually empty at the time of the screenshot, was probably the area most strongly affected by the recent bridge, signal and PBS bugs recently introduced and corrected...
Edit:
Corrected crimes against spelling, grammar and readability.
Screen 4:
The junction around Tufingley station was modified to make the station fully bidirectional, and optimised to make circular jams impossible. Previously trains leaving had been at times blocked by trains waiting to enter, causing gridlock...
Screen 5:
The circle line was upgraded to double track, the stations lengthened from 7 to 8 tiles, and the trains replaced with the ICEs, as shown in the screenshot.
Screen 6:
This junction, unusually empty at the time of the screenshot, was probably the area most strongly affected by the recent bridge, signal and PBS bugs recently introduced and corrected...
Edit:
Corrected crimes against spelling, grammar and readability.
- Attachments
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- Screen 4
- SCR4.png (239.77 KiB) Viewed 1189 times
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- Screen 5
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- Screen 6
- SCR6.png (216.92 KiB) Viewed 1198 times
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Re: [TTDP] - JGR's Screenshots...
A little time and some small improvements (yeah... ^^;) later.
Some more screenshots for you dear forum perusers...
Screen 7:
Due to persistent congestion. A second northbound track past Flinfingley was built, and all long coal freight sent onto the secondary track. A third platform was also added to Pinningbury mines, which was also converted to be single rather than bi-directional.
The junction between Pinningbury and Flinfingley stations was modified and made more efficient to accommodate these, and avoid blocking all exit routes from Flinfingley station whenever coal freight went past (and inevitably sat across the flat part of the junction).
Screen 8:
Here's a bit further down...
The main exit from Pinningbury Mines is pushed out past the inputs via flyover to avoid circular jams, and the reverse direction input removed to decrease the number of routing errors.
The exit of the third platform technically is interfering with respect to the station input from the south, but that should at worst produce a spiral jam rather than the Dreaded Circular Jam of Doom...
The track separator was modified to take into account the extra available line and generally improve some of the logic...
Screen 9:
A few bits added and fixed here. Most notably the extra northbound bypass on the east side of the canal from the south-eastern entrance, avoiding a problematic two to one merge and subsequent travel through a congested part of the junction...
The north-eastern entrance and exit to the junction (top of the screenshot) have both seen extensive changes. Removing the mandatory servicing setup on the entrance side (never worked terribly well, and advorders are more effective), and altering the split-merge by destination sorter on the exit, also taking into account yet another input line, and no longer initially merging the two lines coming in past the sawmill (which had caused traffic flow issues before). Now effectively a 7 track input 3 output (1,1.5,3 tracks) junction.
I might upload a pic of that particular bit, which is mostly cut off, a bit later...
Some more screenshots for you dear forum perusers...
Screen 7:
Due to persistent congestion. A second northbound track past Flinfingley was built, and all long coal freight sent onto the secondary track. A third platform was also added to Pinningbury mines, which was also converted to be single rather than bi-directional.
The junction between Pinningbury and Flinfingley stations was modified and made more efficient to accommodate these, and avoid blocking all exit routes from Flinfingley station whenever coal freight went past (and inevitably sat across the flat part of the junction).
Screen 8:
Here's a bit further down...
The main exit from Pinningbury Mines is pushed out past the inputs via flyover to avoid circular jams, and the reverse direction input removed to decrease the number of routing errors.
The exit of the third platform technically is interfering with respect to the station input from the south, but that should at worst produce a spiral jam rather than the Dreaded Circular Jam of Doom...
The track separator was modified to take into account the extra available line and generally improve some of the logic...
Screen 9:
A few bits added and fixed here. Most notably the extra northbound bypass on the east side of the canal from the south-eastern entrance, avoiding a problematic two to one merge and subsequent travel through a congested part of the junction...
The north-eastern entrance and exit to the junction (top of the screenshot) have both seen extensive changes. Removing the mandatory servicing setup on the entrance side (never worked terribly well, and advorders are more effective), and altering the split-merge by destination sorter on the exit, also taking into account yet another input line, and no longer initially merging the two lines coming in past the sawmill (which had caused traffic flow issues before). Now effectively a 7 track input 3 output (1,1.5,3 tracks) junction.
I might upload a pic of that particular bit, which is mostly cut off, a bit later...
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- Screen 7
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- Screen 8
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- SCR12.png
- Screen 9
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Re: [TTDP] - JGR's Screenshots...
Extras...
Screen 10:
The track switch mentioned in screen 9...
Screen 11:
The single carriage trams keep on mysteriously jamming themselves for no reason and the articulated trams just randomly float apart and then decouple. What is a man to do...?
Screen 12:
Spot the difference(s) anyone...
Screen 10:
The track switch mentioned in screen 9...
Screen 11:
The single carriage trams keep on mysteriously jamming themselves for no reason and the articulated trams just randomly float apart and then decouple. What is a man to do...?
Screen 12:
Spot the difference(s) anyone...

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Re: [TTDP] - JGR's Screenshots...
I sort of ran out of things to do which I'm not actively procrastinating from today...
The upside is that I ended up cobbling together a little network schematic... It's not to scale, and quite simplified, but overall fairly representative...
I haven't put any station or city names on yet, I'll get to that later, if I can get them to fit
JGR
Edit: Missed a few bits out...
The upside is that I ended up cobbling together a little network schematic... It's not to scale, and quite simplified, but overall fairly representative...
I haven't put any station or city names on yet, I'll get to that later, if I can get them to fit

JGR
Edit: Missed a few bits out...
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- Schematic Map
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Re: [TTDP] - JGR's Screenshots...
Been a little while since I did this...
Anyway, as the cargodest feature of TTDP is nearing completion *hint hint* </plug>, I decided to start to revamp and improve certain aspects of my game's passenger (and in one aspect, freight) network, mainly by furthering the possibility of passenger transfer between stations in the same town, to stimulate the interconnectedness of it all (wow, I sound like Gently already...)
Screen 1:
The passenger station at Trendtown and the freight station slightly to the south-east were both demolished and replaced by a single multiplatform station spread across the mainline, instead of as previously a rather wretched arrangement involving lots of unnecessary flyovers and 90° turns (and both stations only being accessible from the north-west side). The airport (I ended up doing this to several airports in fact...) and dock were reassigned to the same station complex, turning it into a respectable transit hub. Passenger trains were re-ordered to stop by instead of going straight past...
Screen 2:
The transport of Frafingburg Springs, bar the south-westernmost rail station, was almost entirely rebuilt. To make cargodest more effective, most of the city's links were condensed into two stations (with a third added for posterity
). The short-train single-line from Sonnwell and Chardham had its station moved into the centre (together with the other mini-line from the south-east), and the line extended to the airport. The maglev line from the west (Catburg) instead of terminating in the west of the city continues round to stop at the airport, where the secondary station of the line from the south-east (Faham) was also moved to.
The tram line was extended to cover all three stations.
Screen 3:
Overpool was essentially condensed to two stations in a similar manner. The mini-line to Tentbourne had another stop added in the north-west side of Overpool, so that both stations are on the mini-line (making transfer between the two easy, and encouraging cargo to be routed across the system as a whole).
I may well be making more changes and improvements to my network soonish (passenger transit is a huge mess compared to freight ATM...)
Anyway, as the cargodest feature of TTDP is nearing completion *hint hint* </plug>, I decided to start to revamp and improve certain aspects of my game's passenger (and in one aspect, freight) network, mainly by furthering the possibility of passenger transfer between stations in the same town, to stimulate the interconnectedness of it all (wow, I sound like Gently already...)
Screen 1:
The passenger station at Trendtown and the freight station slightly to the south-east were both demolished and replaced by a single multiplatform station spread across the mainline, instead of as previously a rather wretched arrangement involving lots of unnecessary flyovers and 90° turns (and both stations only being accessible from the north-west side). The airport (I ended up doing this to several airports in fact...) and dock were reassigned to the same station complex, turning it into a respectable transit hub. Passenger trains were re-ordered to stop by instead of going straight past...
Screen 2:
The transport of Frafingburg Springs, bar the south-westernmost rail station, was almost entirely rebuilt. To make cargodest more effective, most of the city's links were condensed into two stations (with a third added for posterity

The tram line was extended to cover all three stations.
Screen 3:
Overpool was essentially condensed to two stations in a similar manner. The mini-line to Tentbourne had another stop added in the north-west side of Overpool, so that both stations are on the mini-line (making transfer between the two easy, and encouraging cargo to be routed across the system as a whole).
I may well be making more changes and improvements to my network soonish (passenger transit is a huge mess compared to freight ATM...)
- Attachments
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- Screen 1
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- Screen 2
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- Screen 3
- SCR60.png (216.31 KiB) Viewed 1014 times
Last edited by JGR on 29 Sep 2009 13:37, edited 1 time in total.
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Re: [TTDP] - JGR's Screenshots...
JGR... Your shots are mad, mad and again mad.... ofcuz in a good way 

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Re: [TTDP] - JGR's Screenshots...
Here's the network map, which I've been working on recently (as well as the game).
It's quite a useful tool for planning how to route trains effectively.
I've added stations names to most of the stations (those that are unlabelled are earmarked for imminent development (mostly due to lack of interconnectedness between station facilities within a single city (note the dashed connections))).
A few things have been rearranged to make things clearer/more geographically correct, some omissions have been fixed, and recent changes have been added.
Most notably, the coloured, dashed, blob-like lines indicate the planned passenger routes (about to start implementation, all existing mainline passenger trains have been taken off the network and some have been sold already), instead of as previously using a hodgepodge of point-to-point trains with no organisation or plan at all.
This is largely to coincide with the imminent completion of cargodest for TTDP.
EDIT:
Mad? Mad you say? Those shots were positively down to Earth (have you browsed the rest of this thread?
)
EDIT 2:
Updated map
It's quite a useful tool for planning how to route trains effectively.
I've added stations names to most of the stations (those that are unlabelled are earmarked for imminent development (mostly due to lack of interconnectedness between station facilities within a single city (note the dashed connections))).
A few things have been rearranged to make things clearer/more geographically correct, some omissions have been fixed, and recent changes have been added.
Most notably, the coloured, dashed, blob-like lines indicate the planned passenger routes (about to start implementation, all existing mainline passenger trains have been taken off the network and some have been sold already), instead of as previously using a hodgepodge of point-to-point trains with no organisation or plan at all.
This is largely to coincide with the imminent completion of cargodest for TTDP.
EDIT:
Mad? Mad you say? Those shots were positively down to Earth (have you browsed the rest of this thread?

EDIT 2:
Updated map
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Last edited by JGR on 01 Oct 2009 17:28, edited 2 times in total.
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Re: [TTDP] - JGR's Screenshots...
Some more pics.
Following the conversion of all mainline passenger transit to something resembling logic and order (relatively speaking), a few segments had to be rejigged as they suddenly became major stations or annoying bottlenecks...
Screen 1:
This station: Tentbourne, now being on 2.5 lines, saw a big increase in traffic. It had to be widened to 3 platforms (amongst other stations), to reduce congestion on the junction, trains can now enter (but not leave) from the north-west end as well...
Screens 2 & 3:
Frafingburg Springs station is served by 3 lines (all terminating there). The area is also fairly dense with freight. Much of the track between Chardham, Frafingburg Springs and Sluston was essentially double-tracked with intent to separate passengers and freight, and the junctions modified... (Whenever one of those 56 wagon coal trains came by, it used to completely block the whole area for a while, then there were the circular jams, how I love^Whate those)...
The actual conversion was done by basically scrapping all existing mainline passenger stock and buying/cloning new trains to run the specific routes. Except for where ICEs were used (the grey and dark blue lines (most stations had to be lengthened by one to accommodate those)), double BR182s were used (about 95% of my trains use these...), with carriages in a line-specific pattern (so as to make distinguishing everything easier from orbit/my seat easier).
Following the conversion of all mainline passenger transit to something resembling logic and order (relatively speaking), a few segments had to be rejigged as they suddenly became major stations or annoying bottlenecks...
Screen 1:
This station: Tentbourne, now being on 2.5 lines, saw a big increase in traffic. It had to be widened to 3 platforms (amongst other stations), to reduce congestion on the junction, trains can now enter (but not leave) from the north-west end as well...
Screens 2 & 3:
Frafingburg Springs station is served by 3 lines (all terminating there). The area is also fairly dense with freight. Much of the track between Chardham, Frafingburg Springs and Sluston was essentially double-tracked with intent to separate passengers and freight, and the junctions modified... (Whenever one of those 56 wagon coal trains came by, it used to completely block the whole area for a while, then there were the circular jams, how I love^Whate those)...
The actual conversion was done by basically scrapping all existing mainline passenger stock and buying/cloning new trains to run the specific routes. Except for where ICEs were used (the grey and dark blue lines (most stations had to be lengthened by one to accommodate those)), double BR182s were used (about 95% of my trains use these...), with carriages in a line-specific pattern (so as to make distinguishing everything easier from orbit/my seat easier).
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Re: [TTDP] - JGR's Screenshots...
screen 1 mainly, but its quite a big mess isnt it? 

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Re: [TTDP] - JGR's Screenshots...
whats the patch that enables you to go over tunnel roofs
AroAI - A really feeble attempt at an AI
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
Re: [TTDP] - JGR's Screenshots...
TTDPatch's enhanced tunnels.Lord Aro wrote:whats the patch that enables you to go over tunnel roofs
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Re: [TTDP] - JGR's Screenshots...
"Mad" just makes it more fun.
Small scale toy networks just can't compare as far as that goes...
It is somewhat messy yes (but still quite logical and efficient). I've been playing that game for some time now, and things have gradually evolved to as you see it now. Originally it was quite tidy and compact... However I now have 443 trains, many of which are 28+ wagon affairs, and sprawling junctions are necessary to keep things moving at all (not even smoothly :\)...
Lord Aro:
In ttdpatch.cfg turn "enhancetunnels" to "on". (Turning on advzfunctions is probably also a good idea)
EDIT: XeryusTC said it
More screenies....
Screen 4:
This junction had to be revamped due to persistent jamming and congestion.
The exit on the west side was essentially demolished and rebuilt as less of a bottleneck. The cross-over from the north-bound traffic from the south was also rejigged (new flyover for the right-most two tracks).
The exits of Gruham Woods were rearranged so as to not block (much) other traffic, and to be able to get to Chunhattan without blocking any. Plus a few other beautifications/improvements.
(I might make more changes later too, if I can fit them in (a non-blocking return path from Chunhattan to Gruham Woods))
Screen 5:
This station has turned out to be busier than I thought it would... It's on two passenger lines and serves freight as well. (I had been pondering adding a third line to it too, but I think that would just be too much ^^;... (where would I put the other end too))
Screen 6:
And now for something completely different (well sort of).
A city with a tramline through it (and the obligatory 3 stations
)
Small scale toy networks just can't compare as far as that goes...

It is somewhat messy yes (but still quite logical and efficient). I've been playing that game for some time now, and things have gradually evolved to as you see it now. Originally it was quite tidy and compact... However I now have 443 trains, many of which are 28+ wagon affairs, and sprawling junctions are necessary to keep things moving at all (not even smoothly :\)...
Lord Aro:
In ttdpatch.cfg turn "enhancetunnels" to "on". (Turning on advzfunctions is probably also a good idea)
EDIT: XeryusTC said it
More screenies....
Screen 4:
This junction had to be revamped due to persistent jamming and congestion.
The exit on the west side was essentially demolished and rebuilt as less of a bottleneck. The cross-over from the north-bound traffic from the south was also rejigged (new flyover for the right-most two tracks).
The exits of Gruham Woods were rearranged so as to not block (much) other traffic, and to be able to get to Chunhattan without blocking any. Plus a few other beautifications/improvements.
(I might make more changes later too, if I can fit them in (a non-blocking return path from Chunhattan to Gruham Woods))
Screen 5:
This station has turned out to be busier than I thought it would... It's on two passenger lines and serves freight as well. (I had been pondering adding a third line to it too, but I think that would just be too much ^^;... (where would I put the other end too))
Screen 6:
And now for something completely different (well sort of).
A city with a tramline through it (and the obligatory 3 stations

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Re: [TTDP] - JGR's Screenshots...
oh, right its ttdpatchLord Aro:
In ttdpatch.cfg turn "enhancetunnels" to "on". (Turning on advzfunctions is probably also a good idea)
EDIT: XeryusTC said it

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It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
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