Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Fri May 24, 2019 1:58 pm

All times are UTC




Post new topic  Reply to topic  [ 10 posts ] 
Author Message
PostPosted: Thu May 02, 2019 1:46 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Jan 22, 2005 7:31 pm
Posts: 6511
Location: Wakefield, West Yorkshire
Hey there!

I am currently preparing an OpenTTD game that I am going to use for a youtube demonstrate of junctions types, how to use them, the right signals and other such. But it needs prebuilding before I record the video.

Whilst doing it, it suddenly came to me, I always use the same junctions, basic 4ways with tunnels or bridges, and infrequently roundabout 4 ways. For three ways i always do what i'd call a basic merge, with tunnels to prevent crossovers where traffic is heavy, else i just do a crossover.

I am well aware of the more complex junctions, and how to do them, but it seems that may be unnecessary to try teaching to someone just getting into networks, and not point-to-point stuff.

So the simple question is, I have looked at what I do, and what the junctions on the wiki page is. But what sort of junctions do YOU do, and if someone came to you and asked you what a 'good junction' is for a new user who doesn't want to overcomplicate stuff, what would you recommend?

I've already covered stations, terminus, ro-ro, drive-thru & roro+terminus in one, so that bit is ready for when i record. Most junctions I have got done, but I may disregard some and redo them to 'better' ones for new people getting into the game.

I'm also doing this on an actual save I have been using, so i can demo junctions in their normal working state to demo efficiency and choke points, rather than just placing the track and describing without any traffic.

I'm hoping with demo videos, i can entice people to OpenTTD by showing how easy things are, when you know what you're doing. Phase 1: building a basic network with junctions and different station types.

_________________
Image
Worst Behaved IRC Member of 2008, 2009 & 2010 - Go Me!


Top
   
PostPosted: Thu May 02, 2019 2:54 am 
Offline
Tycoon
Tycoon

Joined: Wed Jan 17, 2007 12:14 am
Posts: 7350
different play styles require different junctions. like a more realism-oriented playstyle vs. a pure efficiency playstyle

like, i rarely build junctions that are not next to a station

_________________
You might not exactly be interested in Ferion, but if you are, have fun :)


Top
   
PostPosted: Thu May 02, 2019 3:38 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Fri Nov 03, 2017 6:57 pm
Posts: 1887
Location: Courbevoie, near Paris, France
I almost always use flying junctions or 3-way / 4-way cloverleaf junctions. Those are much better for the train flow, and it avoids maaaaany congestion incidents.

_________________
NewGRFs by Tony Pixel :
North American Passenger Railroads
Not Enough Subways


My screenshots


Top
   
PostPosted: Thu May 02, 2019 9:04 am 
Offline
Engineer
Engineer

Joined: Wed Mar 27, 2019 11:30 am
Posts: 113
Cool!

There just cannot be too much tutorial material for this game.

What is your YouTube ID?

Thanks!


Top
   
PostPosted: Thu May 02, 2019 1:58 pm 
Offline
Route Supervisor
Route Supervisor
User avatar

Joined: Wed Jan 08, 2003 11:09 pm
Posts: 480
Location: Denmark
Whatever you do, make sure to teach path signals as a strong preference and the default go-to for all signal purposes.


Top
   
PostPosted: Thu May 02, 2019 2:32 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Thu Mar 22, 2012 11:10 am
Posts: 3534
Location: West Java
I mostly try to build realistically - so only flying junctions, never some really nifty loops. I used to do loops (cloverleaf, half cloverleaf, trumpets) when I played vanilla - it looks game-ish anyway - but since I used various NewGRF that brings a bit of realism into the game, I've mostly used directional flat junctions, only grade-separating when needed. I've also minimized terraforming since, but maintaining gentle slopes.

_________________
YNM = yoursNotMine - Don't get it ?


Top
   
PostPosted: Thu May 02, 2019 4:19 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Jan 22, 2005 7:31 pm
Posts: 6511
Location: Wakefield, West Yorkshire
Eddi wrote:
different play styles require different junctions. like a more realism-oriented playstyle vs. a pure efficiency playstyle

like, i rarely build junctions that are not next to a station

YNM wrote:
I mostly try to build realistically - so only flying junctions, never some really nifty loops. I used to do loops (cloverleaf, half cloverleaf, trumpets) when I played vanilla - it looks game-ish anyway - but since I used various NewGRF that brings a bit of realism into the game, I've mostly used directional flat junctions, only grade-separating when needed. I've also minimized terraforming since, but maintaining gentle slopes.


If possible, do you have any screenshots of these types of junctions, or can link me to what it is called in the OpenTTD wiki of junctions.

I might make two videos, to demonstrate 'realistic' style vs 'openTTD practicality'. Given I am trying to aim this at people who are probably still using point-to-point networks, or are just looking at OpenTTD trains and going "what?", I'll probably stick with more simple ones for first video.

Info sourcing for video - bridges obviously have speed limits, varying too. Do tunnels have any speed limits, or is it just whatever the max of the train is A-OK? Just to add to junction explaiinng for bridges and tunnels.

_________________
Image
Worst Behaved IRC Member of 2008, 2009 & 2010 - Go Me!


Top
   
PostPosted: Thu May 02, 2019 4:29 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Feb 07, 2004 1:51 am
Posts: 5616
Location: East Coast MainLine
Yeah, I am a big fan of a laid back building style and not overdoing it. Flat junctions with path signals early in the game when money is tight or traffic relatively quiet/slow speed, then flyover type junctions when it is busier. I do then grade separate a lot but tend to worry about keeping trains moving by avoiding conflicting movements rather than speed, so tend to design into the topography rather than to any pre-set design.

_________________
Soccer Mad Boffins
Watch my YouTube Channel


Top
   
PostPosted: Thu May 02, 2019 4:37 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Fri Oct 17, 2008 12:17 pm
Posts: 2456
Location: Virgo Supercluster
It's so difficult in OTTD to hit the "realistic junction" thing right, I feel, because everything's so sharp. If you look at "realistic junctions" in Transport Fever ... well, they look friggin' real! In OTTD you always get sharp corners and sharp gradients so what'll look good to one player as an approximation probably won't look so good for another ...

And you can really see that in the screenshot threads where everyone plays just that little bit differently; even if most people there do the same basic "PBS signal" junctions so in terms of signals and functions and such they are essentially all the same thing everybody kinda dresses them up differently ;)


Top
   
PostPosted: Sat May 04, 2019 5:17 am 
Offline
Tycoon
Tycoon

Joined: Wed Jan 17, 2007 12:14 am
Posts: 7350
Redirect Left wrote:
Do tunnels have any speed limits, or is it just whatever the max of the train is A-OK? Just to add to junction explaiinng for bridges and tunnels.

tunnels don't have speed limits, but an increase in air resistance, which depending on train (GRF) used and game settings may lower the speed.

_________________
You might not exactly be interested in Ferion, but if you are, have fun :)


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 10 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 6 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2019 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2019.
Hosted by Zernebok Hosting.