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 Post subject: Re: rbos86' Screenshots
PostPosted: Wed Feb 13, 2013 9:29 am 
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Quote:
Why is it (in the next example) that there are power-lines across the platform?:

There are four tiles in the non-track menu that display catenary when built in electrified track-mode (in the newest version I did remove the pylons, but left the powerlines). The full tile high platform ones and the full tile low platform ones (dark and light platform). This is done so that powerlines will continue when you have a doublesided terminus station, like this:
Attachment:
DSAset60.png
DSAset60.png [ 24.86 KiB | Viewed 3613 times ]

Players may not need that function often, but sometimes it will look better if powerlines can run over a platform. If you dont want to have powerlines, just build that specific tile as a non-electrified track tile.
Quote:
And why does this platform look broken?

I don't really see what you mean, could you elaborate a bit more on the problem?

EDIT: do you mean, that it looks like the powerline runs through the overpass?
In that case, it is something that just happens when using the dutch catenary. The overpass has the correct hight for the "normal" powerline to run underneath it. But the dutch catenary has some higher graphics, the lines from where the powerline itself hangs onto.
You just have to imagine that there are some bolts on the overpass that connect to that line ;-)

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 Post subject: Re: rbos86' Screenshots
PostPosted: Thu Feb 14, 2013 1:02 am 
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Quast65 wrote:
Quote:
Why is it (in the next example) that there are power-lines across the platform?:

There are four tiles in the non-track menu that display catenary when built in electrified track-mode (in the newest version I did remove the pylons, but left the powerlines). The full tile high platform ones and the full tile low platform ones (dark and light platform). This is done so that powerlines will continue when you have a doublesided terminus station, like this:
Attachment:
DSAset60.png

Players may not need that function often, but sometimes it will look better if powerlines can run over a platform. If you dont want to have powerlines, just build that specific tile as a non-electrified track tile.


But in reality that would never happen.

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 Post subject: Re: rbos86' Screenshots
PostPosted: Thu Feb 14, 2013 4:06 am 
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Thank you for the explanation! So in my case I need to place a non-electrified track tile to solve this.

Next:
rbos86 wrote:
And why does this platform look broken?:
Attachment:
NewGRF-Trans, 16 Jun 1934_edit.png


I don't really mean broken, but the platform on which passengers wait, doesn't continue to the stairs (in the middle of the red mark).

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 Post subject: Re: rbos86' Screenshots
PostPosted: Thu Feb 14, 2013 10:09 am 
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Quote:
But in reality that would never happen.

Well gladly this game does leave some room for imaginary stations ;-)
It might not be normal to use that for passenger stations, but I certainly have some industrial areas and shunting yards in mind that could use those tiles.
Quote:
So in my case I need to place a non-electrified track tile to solve this.

Yes
Quote:
I don't really mean broken, but the platform on which passengers wait, doesn't continue to the stairs (in the middle of the red mark).

Ahh, I see. That setup can not be done with tiles currently in the original and additional Dutch set (and I don't think they will ever be included by me).
In this case I would recommend using underpasses:
Attachment:
DSAset63.png
DSAset63.png [ 27.61 KiB | Viewed 3521 times ]

The first two underpass tiles are from the original Dutch set (drag&dropped as a 1x2), the last tile is a singlesided one from the addition set.

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 Post subject: Re: rbos86' Screenshots
PostPosted: Thu Feb 14, 2013 10:17 am 
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Great :!:
I'm going to work on it! Thanks.

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 Post subject: Re: rbos86' Screenshots
PostPosted: Thu Feb 14, 2013 10:44 pm 
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2 More I recently created and/or expanded/improved:

Oud -Wamselzaal with passenger tunnels:
Attachment:
NewGRF-Trans, 13 Okt 1939.png [291.46 KiB]
Downloaded 15 times


And with city-engineering I show Hardsheuvel (improved and expanded):
Attachment:
NewGRF-Trans, 24 Dec 1940.png [434.75 KiB]
Downloaded 15 times

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 Post subject: Re: rbos86' Screenshots
PostPosted: Fri Feb 15, 2013 4:10 pm 
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Nice, You should take a look at signals, to make better networks. I learned how to use them by looking at screens and some MP games.

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 Post subject: Re: rbos86' Screenshots
PostPosted: Sun Feb 17, 2013 3:06 am 
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A forward look into the future about how big it's going to be (in the Iron -ore industry):

Attachment:
NewGRF-Trans, 19 Mrt 1944.png [316.29 KiB]
Downloaded 14 times

Attachment:
NewGRF-Trans, 11 Jan 1945.png [303.28 KiB]
Downloaded 14 times

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 Post subject: Re: rbos86' Screenshots
PostPosted: Sun Feb 17, 2013 8:31 am 
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You seem to have a lot of electrified tracks, but I didn't find a single electric train yet. Have I overlooked those? :mrgreen:

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 Post subject: Re: rbos86' Screenshots
PostPosted: Sun Feb 17, 2013 10:50 am 
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From the 1950's I'm going to step over to electrified trains totally, when electrified is powerful enough. :]

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 Post subject: Re: rbos86' Screenshots
PostPosted: Mon Feb 18, 2013 3:10 am 
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And again a little upgrade:

Attachment:
NewGRF-Trans, 14 Nov 1950.png [389.99 KiB]
Downloaded 16 times

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 Post subject: Re: rbos86' Screenshots
PostPosted: Thu Feb 21, 2013 2:56 am 
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rbos86 wrote:
And again a little upgrade:


Attachment:
NewGRF-Trans, 25 Okt 1953.png [392.18 KiB]
Downloaded 15 times

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 Post subject: Re: rbos86' Screenshots
PostPosted: Thu Feb 21, 2013 11:26 pm 
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A completely new station in my game:

Attachment:
NewGRF-Trans, 10 Dec 1957.png [301.27 KiB]
Downloaded 14 times

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 Post subject: Re: rbos86' Screenshots
PostPosted: Fri Feb 22, 2013 1:50 am 
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So I keep on building...

Attachment:
NewGRF-Trans, 20 Aug 1961.png [370.55 KiB]
Downloaded 14 times

Attachment:
NewGRF-Trans, 29 Aug 1961.png [401.41 KiB]
Downloaded 14 times

Attachment:
NewGRF-Trans, 23 Sep 1961.png [332.47 KiB]
Downloaded 14 times

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 Post subject: Re: rbos86' Screenshots
PostPosted: Sat Feb 23, 2013 5:23 am 
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One of the prvious stations, but now further in the game, with my HQ -building:

Attachment:
NewGRF-Trans, 8 Jan 1973.png [427.28 KiB]
Downloaded 13 times

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 Post subject: Re: rbos86' Screenshots
PostPosted: Sat Feb 23, 2013 11:16 pm 
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A station which runs for almost 10 years by now:

Attachment:
NewGRF-Trans, 26 Jan 1975.png [405.21 KiB]
Downloaded 12 times

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 Post subject: Re: rbos86' Screenshots
PostPosted: Fri Mar 01, 2013 5:32 am 
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A Dutch passenger station, with grain loading also... And accepting goods... All in one... At Lekzijl :!:

Attachment:
NewGRF-Trans, 18 Jun 1993.png [272.04 KiB]
Downloaded 10 times

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 Post subject: Re: rbos86' Screenshots
PostPosted: Fri Mar 01, 2013 10:50 am 
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I may not reply much, but I keep a close eye on this topic. These screenshots are absolutely brilliant. I realize I should post here more often, because I know it sucks if your shots don't get any replies :P

Good work! Keep it up! :bow:

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Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
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 Post subject: Re: rbos86' Screenshots
PostPosted: Fri Mar 01, 2013 1:31 pm 
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I totally agree :)

This is a nice topic, with good screenshots of trains and stations!

But I wished you would use more than one train between your stations, and used some signals to avoid collisions :P
Signalling with PathBasedSignals (PBS) is not very hard to learn, and you can make much better use of you infrastructure.

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 Post subject: Re: rbos86' Screenshots
PostPosted: Sat Mar 02, 2013 1:06 am 
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I am trying to make double-railtracks, and this is what I achieved with some little adjustment:

Attachment:
NewGRF-Trans, 4 Mei 1995.png [340.45 KiB]
Downloaded 9 times

Attachment:
NewGRF-Trans, 23 Mei 1995.png [425.85 KiB]
Downloaded 9 times

Attachment:
NewGRF-Trans, 29 Mei 1995.png [366.41 KiB]
Downloaded 9 times

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