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 Post subject: Landscaping
PostPosted: Thu Oct 27, 2016 11:08 pm 
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Tycoon
Tycoon

Joined: Sun Feb 23, 2014 10:02 pm
Posts: 1270
The founding,signature service of the Sesninghill & Freaway RR Co. runs,logically enough,between Sesninghill & Freaway.

It was laid out straight (absolutely no curves).Over the years I have progressively reduced changes in elevation to the extent possible...the saves show 35 years of embankments,cuts,and tunnels.
From some of my games from years ago,I gather that changes in elevation have less effect on OTTD vehicle speeds than they once did,but how much importance do you attach to making routes ever more straight & level?
It's been one of my goals for a long time.


Attachments:
File comment: Using rugged natural landscape
Sesninghill&FreawayR.R.Co.,1stJul1933.sav [3.13 MiB]
Downloaded 86 times
File comment: About as flat as is now possible
Sesninghill&FreawayR.R.Co.,1stJul1968.sav [3.86 MiB]
Downloaded 34 times
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 Post subject: Re: Landscaping
PostPosted: Fri Oct 28, 2016 6:28 am 
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OpenTTD Developer
OpenTTD Developer

Joined: Sun Sep 09, 2007 5:03 am
Posts: 4668
Location: home
I used to do that too, but I stopped that after discovering the fun I had with puzzling how to make the connection in the existing landscape. Differences in level are much more significant than differences in distance, so going around the top of a mountain is much better than trying to go over it, as all the AIs do.
If you do go up, make enough length between each 'up' so trains can get back to a somewhat sane speed.

I do change the landscape, but only very slightly.

I also found you can 'exploit' the landscape. Use existing level differences for building a bridge over the tracks, so trains don't have an 'up' ramp. This style of building means every junction is unique, as the landscape is always different.


Some connections remain quite tricky, and then you have several choices
- Wait until you have better engines (nah)
- Reduce length of the trains (meh)
- Add more engines (yay!)

The latter may be non-feasible for you.

_________________
Being a OpenTTD developer does not mean I know what I am doing.
Also, other OpenTTD developers may have different opinions.


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 Post subject: Re: Landscaping
PostPosted: Fri Oct 28, 2016 8:14 pm 
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Tycoon
Tycoon

Joined: Sun Feb 23, 2014 10:02 pm
Posts: 1270
I do one-step-up bridges all the time.But since you mentioned bridges I did add one to the Sesninghill-Freaway run...though it took a lot of earthmoving to get a 150mph cantilever rather than 70mph suspension bridge.


Attachments:
Sesninghill&FreawayR.R.Co.,1stJul1969.sav [3.86 MiB]
Downloaded 32 times
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 Post subject: Re: Landscaping
PostPosted: Fri Sep 22, 2017 6:02 pm 
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Tycoon
Tycoon

Joined: Sun Feb 23, 2014 10:02 pm
Posts: 1270
Now upgraded to 200mph tubular.
Is there a limit on bridge height?

(If only the red competitor would fail!)


Attachments:
Sesninghill&FreawayR.R.Co.,1stJul1995.sav [3.9 MiB]
Downloaded 34 times
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 Post subject: Re: Landscaping
PostPosted: Mon May 28, 2018 3:34 am 
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Tycoon
Tycoon

Joined: Sun Feb 23, 2014 10:02 pm
Posts: 1270
Further upgraded,and that competitor finally did fail and I was able to gentle the slope to Freaway further.
The 2051 save is at
http://www.tt-forums.net/viewtopic.php?f=60&t=83307
A long way from all the ups and downs I started with in 1933!


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 Post subject: Re: Landscaping
PostPosted: Mon May 28, 2018 3:53 am 
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Engineer
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Joined: Thu Jan 17, 2013 5:13 am
Posts: 119
Baldy's Boss wrote:
Further upgraded,and that competitor finally did fail and I was able to gentle the slope to Freaway further.
The 2051 save is at
http://www.tt-forums.net/viewtopic.php?f=60&t=83307
A long way from all the ups and downs I started with in 1933!



extreme landscaping
once i put down a town in mountain 3 levels of height
if it was not for the radio antenna i coudl not demolished i could have brought them all the way down

once i played in mountainous terrain which bringing everything to flat was nto possbile but that did nto stop me from improving completely the terrain


my first line was a single tunnel line 3 levels in a mountain
later on was a double line on the flat land

since bridges are velocity restrict i play a lot with tunnels and avoid bridges as possible


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 Post subject: Re: Landscaping
PostPosted: Sun Jul 15, 2018 12:27 am 
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Tycoon
Tycoon
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Joined: Fri Nov 22, 2002 5:08 am
Posts: 1306
ANIKHTOS wrote:
if it was not for the radio antenna i coudl not demolished i could have brought them all the way down


If I remember right, there was a patch to remove all special objects from the map, however I don't remember if this was since OTTD only or in TTDPatch (most likely the first).

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 Post subject: Re: Landscaping
PostPosted: Mon Jul 16, 2018 1:22 am 
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Engineer
Engineer

Joined: Wed May 24, 2017 12:51 pm
Posts: 27
Location: East Texas
Control-Alt-C will open the cheat menu where you can turn on the magic bulldozer so you can delete those pesky radio towers.

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Unless otherwise stated, all my code is GPL v2.


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