Highway roads
Moderator: OpenTTD Developers
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- Engineer
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Highway roads
The problem in the game it does not contain the highways, I have a traffic problem, so I tried to make this to be resolved
- Attachments
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- Screenshot_2016-11-30-04-15-28.png
- This is my Highway , what is yours
- (1.08 MiB) Not downloaded yet
Re: Highway roads
If roads are getting too crowded and can no longer deliver throughput, no matter the size of your vehicles, that's when you start thinking about using a higher-capacity, high-speed service such as trains or planes.
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Re: Highway roads
Highways unfortunately change absolutely nothing in terms of through-put in OpenTTD. Basically, they look nice, and that's about it.
Also wrong subforum, but I'll assume that'll change
Also wrong subforum, but I'll assume that'll change
- piratescooby
- Route Supervisor
- Posts: 449
- Joined: 21 Nov 2014 12:39
- Location: The Granite City.
Re: Highway roads
Must agree ,the road section of the game is a somewhat a neglected side of development , don't know if it is lack of interest or to complicated to code , would be nice to see some development , diagonal roads would be nice.sudanrusta wrote:The problem in the game it does not contain the highways, I have a traffic problem, so I tried to make this to be resolved
- Attachments
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- Leathwaite Springs Transport, 06-01-1975.png
- (693.49 KiB) Not downloaded yet
Re: Highway roads
I believe the consensus is "too much development for too little benefit". Road vehicles are only rarely more useful than trains.piratescooby wrote:Must agree ,the road section of the game is a somewhat a neglected side of development , don't know if it is lack of interest or to complicated to code , would be nice to see some development , diagonal roads would be nice.
There are some lovely object sets out there, like Dutch RoadObjects.
My Scenarios:
Archipiélago Hermoso (Latest Release: Version 3.2)
Turnpike Falls (Latest Release: Version 0.91)
Re: Highway roads
Here's an example of a Highway Junction built using New Objects, I think it looks kind of realistic.
Re: Highway roads
With reasonably adequate vehicles, road capacity in itself is rarely a problem. This steel mill, as you can see, has a monthly output of 1,800 tons. Apart from a shipping route delivering a couple of hundred tons of iron ore per month, all its supplies arrive by trucks. The metal departs on container ships.sudanrusta wrote:The problem in the game it does not contain the highways, I have a traffic problem, so I tried to make this to be resolved
There are even other cargo routes that use this road; you may notice a couple of refrigerated trucks in the picture. One of the more important items of working with road transport in ottd is that you should not let articulated vehicles with different speeds use the same roads, as they are unable to overtake each other. But slow articulated and fast integrated vehicles mix well, as the latter easily overtake the former.
If there's one feature that I miss about roads, it's the ability for articulated vehicles to overtake.
Re: Highway roads
RVs respecting their vehicle bounding boxes and not driving into each other would be nice, too ^^;
Re: Highway roads
I think it's cute when the trucks pass through each otherPyoro wrote:RVs respecting their vehicle bounding boxes and not driving into each other would be nice, too ^^;
But it often gets quite scary, when I see all the reckless overtakings and situations that ought to be lethal head-on collisions. I'm reminded of an old flight simulator from the Nineties which drily commented, when a plane crashed into the ground at 200 mph: 'If this was for real, it would ruin your whole day.'
- TimeLapse1357
- Traffic Manager
- Posts: 132
- Joined: 10 Mar 2015 07:13
- Location: Southern California
Re: Highway roads
It is the same with ships, oil tankers and ferry boats pass right through each other.leifbk wrote:I think it's cute when the trucks pass through each other
But it often gets quite scary, when I see all the reckless overtakings and situations that ought to be lethal head-on collisions...
Re: Highway roads
I thought it lets the articulated portion moves on it's own in a different roadleifbk wrote:If there's one feature that I miss about roads, it's the ability for articulated vehicles to overtake.
Also @OP : If you haven't noticed why traffic jams IRL and in simulations occur...
- Too many vehicles in the road
- Too many intersection in short distance
- A slow moving vehicle blocks everyone
- Have different routes for separate groups of vehicles (complete with separate stops)
- Use a bigger road vehicle (vehicles with more carrying capacity), NewGRF recommended
- Use vehicles with uniform top speed
- Make multi-lane stops
- Ditch it altogether (?) and go for something bigger - mile-long trains or barges or massive airports anyone ?
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Re: Highway roads
That's a really nice looking port. Well done! What GRFs are you using?leifbk wrote: 2156_steelmill.png
Re: Highway roads
Thanks for the praise Most of the GRFs are listed in the first post of my screenshot thread. I've recently started to use trains again after several years of playing with ships and RVs only, and here I've used Iron Horse. The landscape is OpenGFX+ Arctic, industries FIRS Extreme, roads American Road Replacement Set, buildings Swedish Houses, vehicles mostly eGRVTS and a few from Road Hog. Ships are SQUID. Objects are mostly ISR/DWE, a few AuzObjects, MariCo, and VAST.Translink wrote:That's a really nice looking port. Well done! What GRFs are you using?leifbk wrote: 2156_steelmill.png
The docks are the plain ISR-style docks, and then I've applied some trickery with the ISR/DWE dock overlapping tiles. It took some time getting it right, but it's totally worth it
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