Random Screenshots

Screenshots of your games! All Transport Tycoon games acceptable (including TTDPatch and OpenTTD).
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ISA
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Re: Random Screenshots

Post by ISA »

colossal404 wrote:What's up with "columbus annex" and "exchange"? Those two are fully separated from the others? Or they aren't passenger stations?
In here they seems to be some type of cargo station. I suspect maybe mail?
Drummer17198
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Re: Random Screenshots

Post by Drummer17198 »

ISA wrote:
colossal404 wrote:What's up with "columbus annex" and "exchange"? Those two are fully separated from the others? Or they aren't passenger stations?
In here they seems to be some type of cargo station. I suspect maybe mail?

Yes, yes, my apologies. There is a one-line mail route in the center of each city just to boost early growth rates. Guess I forgot to turn off mail routes in the cargodist view :oops: I got ambitious in one game and built a cargo drop station in each city that brought in goods for straight delivery and connected an innercity mail network to a much larger mail network with the same cargodist rules as the passenger network. It gets very, very, VERY messy. Combining the two networks into one is even more confusing.
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Oggey
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Re: Random Screenshots

Post by Oggey »

An image of a small Japanese community in the sunset, heavily edited obviously.

Image
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STD
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Re: Random Screenshots

Post by STD »

Samara oblast, the city is Bogatoe. April 24, 1991 was a dense smog over the city and suburbs.
ПЖД, 24-е апр 1991 г.#1_foggy.png
(11.19 MiB) Not downloaded yet
Last edited by STD on 14 May 2016 14:57, edited 1 time in total.
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Pyoro
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Re: Random Screenshots

Post by Pyoro »

This looks more like smog. China scenario? :lol:
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STD
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Re: Random Screenshots

Post by STD »

Pyoro wrote:This looks more like smog. China scenario? :lol:
I created my own scenario - Samara oblast :) . The recommended version of the game - openttd-custom-jgrpp-0.12.0 or openttd-custom-jgrpp-0.13.2. I also study the lessons of work in the GIMP editor. I'm learning to do different effects.

Samara.scn
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Pyoro
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Re: Random Screenshots

Post by Pyoro »

Sometimes I really hate that the scenario editor has no undo function.
ragequit.png
ragequit.png (118.08 KiB) Viewed 7893 times
Totally meant to do that ^^
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Benny
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Re: Random Screenshots

Post by Benny »

Emperor Jake wrote:I've been playing an early game with JGR Patchpack. Started in 1870, now 1932, daylength factor 4. Mainly to test the early 2cc set vehicles, but I like the way it turned out.
This is brilliant, I love it.
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supermop
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Re: Random Screenshots

Post by supermop »

For Fujk on IRC...
Haapamäki Transport, 1970-11-23.png
(905.67 KiB) Not downloaded yet


Edit: Had the orders wrong on the transferring trains:
Haapamäki Transport, 1971-03-10.sav
(85.97 KiB) Downloaded 351 times
dzugi
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Re: Random Screenshots

Post by dzugi »

Mizari wrote:Can't help making every station 8-12 tiles long-- It just happens.

how to replace years with daily time ? im looking for this so long
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Mizari
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Re: Random Screenshots

Post by Mizari »

dzugi wrote:
Mizari wrote:Can't help making every station 8-12 tiles long-- It just happens.

how to replace years with daily time ? im looking for this so long
viewtopic.php?f=33&t=73469
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Re: Random Screenshots

Post by huvhcut »

I like to be creative with stations.
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Stationhrlz..png
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kamnet
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Re: Random Screenshots

Post by kamnet »

huvhcut wrote:I like to be creative with stations.
Holy wow, that's gorgeous! Would love to see an expanded screenshot of the surrounding city.
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STD
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Re: Random Screenshots

Post by STD »

The stunning beauty of a screenshot. Very cool :)) .
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Aegir
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Re: Random Screenshots

Post by Aegir »

My games are usually full of bizarre anachronisms and my latest one is no different; Tropic setting with North American rolling stock and Japanese cities. Shut up. This year marks 20th anniversary for me playing this silly game and I'll TT how I damn well want to.
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Copper mining operation begins down the mountain from Kobe. The random number overlords blessed this save with two copper mines side by side. 2-10-2 Santa Fe's were the best compromise of power and price for this operation.
Copper mining operation begins down the mountain from Kobe. The random number overlords blessed this save with two copper mines side by side. 2-10-2 Santa Fe's were the best compromise of power and price for this operation.
2.PNG (85.72 KiB) Viewed 16374 times
I resisted the urge to jump straight into double-tracking everything and the main freight trunk line at the moment is a single run with passing loops. To give the locos a fighting chance of getting up the mountain a few passing loops were built into the serpentine ascent.
I resisted the urge to jump straight into double-tracking everything and the main freight trunk line at the moment is a single run with passing loops. To give the locos a fighting chance of getting up the mountain a few passing loops were built into the serpentine ascent.
1.PNG (132.42 KiB) Viewed 16374 times
Our run ends a short tunnel trip through the mountain before popping out beside the small Takamatsu on the borders of the desert. The Copper Refinery seems to have an identity crisis at this stage, referring to itself as a Power Station. Nobody has dared break the news yet.
Our run ends a short tunnel trip through the mountain before popping out beside the small Takamatsu on the borders of the desert. The Copper Refinery seems to have an identity crisis at this stage, referring to itself as a Power Station. Nobody has dared break the news yet.
3.PNG (168.63 KiB) Viewed 16374 times
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.

14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
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Aegir
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Re: Random Screenshots

Post by Aegir »

Cirdan's New Map Features patch, in case anyone was wondering. Pretty much the only way I'll play OpenTTD; custombridgeheads was a staple of mine from the TTDPatch days.
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Well, the mountain pass certainly got a lot more complicated in the last thirty years. Takatsuki Mountain Pass now features dedicated freight lines and high speed passenger lines, the serpentine passing loops a necessity still.
Well, the mountain pass certainly got a lot more complicated in the last thirty years. Takatsuki Mountain Pass now features dedicated freight lines and high speed passenger lines, the serpentine passing loops a necessity still.
1.PNG (249.17 KiB) Viewed 16354 times
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.

14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
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wallyweb
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Re: Random Screenshots

Post by wallyweb »

Aegir wrote:Cirdan's New Map Features patch,
:wink:
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Pyoro
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Re: Random Screenshots

Post by Pyoro »

Now if only he'd add buildontunnels, too :(

(but seriously, that patch/fork/... is awesome)
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Aegir
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Re: Random Screenshots

Post by Aegir »

Pyoro wrote:Now if only he'd add buildontunnels, too :(

(but seriously, that patch/fork/... is awesome)
Yes there's quite a bit more optimisation I could have done up there with buildontunnels :(
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.

14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
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wallyweb
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Re: Random Screenshots

Post by wallyweb »

Aegir wrote:
Pyoro wrote:Now if only he'd add buildontunnels, too :(

(but seriously, that patch/fork/... is awesome)
Yes there's quite a bit more optimisation I could have done up there with buildontunnels :(
Enhanced Tunnels were broached about three years ago, when New Map Features (NMF) was still a patch. I remember eis-os being severely challenged when implementing them for TTDPatch. Now that NMF has signals in tunnels, buildontunnels may be a bit more complicated.

Just saw your new thread. Subscribed! :D
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