[OTTD]Pyo's screens
[OTTD]Pyo's screens
I decided to be a bit more honest with my exhibitionist tendencies, so here's yet another screenshot thread.
Currently playing a FIRS game on a 1024x1024 map with manual industries only, daylength 5 and DBSetXL and the Japanese trainset, plus some other GRFs I won't bother listing. Towns aren't allowed to build roads so NewObjects are pretty much everywhere (which is the main reason I haven't connected everything ) - I'm trying to keep things somewhat rural (with exceptions). Also, I'm constantly "circling" through ~1935 to ~1946, so there won't be anything from beyond these dates. A good example of an average town in this game - bit of a shame TTRS starts building skyscrapers at a relatively low population or at least with a relatively low number of houses but I guess it's just one of the things I have to live with Further south the passenger route passes a saw mill, also used to distribute farming supplies to nearby forests, mainly via ship. Map ended up with a bit more water than I would've liked I'd say, but at least this allows for somewhat convincing shipping routes... A sheep farm near Munich, nicely showing the (in this case, wanted) side-effects of a town running out of room for growth The NewGRF used to build those fields is bugged btw, but it works for precisely this one savegame ^^.
Currently playing a FIRS game on a 1024x1024 map with manual industries only, daylength 5 and DBSetXL and the Japanese trainset, plus some other GRFs I won't bother listing. Towns aren't allowed to build roads so NewObjects are pretty much everywhere (which is the main reason I haven't connected everything ) - I'm trying to keep things somewhat rural (with exceptions). Also, I'm constantly "circling" through ~1935 to ~1946, so there won't be anything from beyond these dates. A good example of an average town in this game - bit of a shame TTRS starts building skyscrapers at a relatively low population or at least with a relatively low number of houses but I guess it's just one of the things I have to live with Further south the passenger route passes a saw mill, also used to distribute farming supplies to nearby forests, mainly via ship. Map ended up with a bit more water than I would've liked I'd say, but at least this allows for somewhat convincing shipping routes... A sheep farm near Munich, nicely showing the (in this case, wanted) side-effects of a town running out of room for growth The NewGRF used to build those fields is bugged btw, but it works for precisely this one savegame ^^.
Re: [OTTD]Pyo's screens
The center of the first electrified route - for now the nearby coal mines don't produce too much, but with FIRS this will inevitable change sooner or later ...
...and closest of the coal mines. That one is actually on the same side of the mountain as the screen above, so connecting it steam engines is fine for now. The other route however climbs over the mountains to the other side, making electrification a profitable choice.
Unfortunately the map isn't as mountainous as I first thought, so routes generally are rather straightforward and flat. Should've taken a closer look when starting the game
Either way, that's it for now
Re: [OTTD]Pyo's screens
Nice, like your way of playing, personally i prefer to use grassy knoll GRF to hide the purchase land sign and use this to block building.
Looks better then fences everywhere
Looks better then fences everywhere
View my (train)pictures on Flickr
Re: [OTTD]Pyo's screens
Thanks
Never heard of that GRF before, which probably is why I didn't use it gg. I started with fencing everything when I had a somewhat different style in mind, though I lately switched to a slope-sensitive empty tile (so basically it's exactly the same as that grassy knoll GRF, just a NewObject instead of the buy land function). Only problems now are coastal tiles and, well, the aerial view isn't too great with either option - - cuts through the forests too harshly and with no ground variation whatsoever. Might do something about that at some point, but it's not that bad on normal zoom levels, so I'll ignore it for now
Never heard of that GRF before, which probably is why I didn't use it gg. I started with fencing everything when I had a somewhat different style in mind, though I lately switched to a slope-sensitive empty tile (so basically it's exactly the same as that grassy knoll GRF, just a NewObject instead of the buy land function). Only problems now are coastal tiles and, well, the aerial view isn't too great with either option - - cuts through the forests too harshly and with no ground variation whatsoever. Might do something about that at some point, but it's not that bad on normal zoom levels, so I'll ignore it for now
Re: [OTTD]Pyo's screens
Ahh, I always play with invisible trees.
Which GRF is that slope aware empty tile?
Which GRF is that slope aware empty tile?
View my (train)pictures on Flickr
Re: [OTTD]Pyo's screens
http://www.tt-forums.net/viewtopic.php? ... 2#p1043463
The second of these, or the combined GRF further down. It's no exaggeration to claim that they were specifically made for this save
The second of these, or the combined GRF further down. It's no exaggeration to claim that they were specifically made for this save
Re: [OTTD]Pyo's screens
Three more screens.
Immediately used the new EmptyGRF version to plant a proper forest ... bit lacking in variation, but works for me as long as I don't stare at it for too long
One of the cities on the Southern coastline, though most there are in completely flat coastal terrain, unlike this one.
Tried building a harbor at a river here ... luckily Großbottwar came with a natural hill, although it's a bit odd to carry cargo up there and then presumably back into the town Re: [OTTD]Pyo's screens
I love Mainburg!
|||| My OTTD/TTDP pics ||||Currently slighty obsessed with getting Platinum Trophies||||Retired moderator||||
Re: [OTTD]Pyo's screens
Thanks. No pressure then
Decided to split the coal route at the base of the mountains, as the route in the mountains doesn't exactly come with a very high capacity for more trains and the traffic there is somewhat easier to control if traveling not too far. Also, found something for those C12s to do so they'll finally be out of the way ... though there are still some C11s left that are too weak for anything useful right now.
Passing through between Haslach and Neuntraubling, after circling around the latter. Basically those tracks at the screen's bottom are the main line, and there is a small branch for a few local and some cargo trains cutting through the cities.
And at their new base in Weinstadt, one transporting fruits and grain to a newly build brewery not too far from there, with the other one on stand-by. Bit of a problem with these 30s/40s games, transporting cargo on the road is really not very effective except for very short distances. I'll probably have to give up on a getting good station ratings for industries everywhere if I don't want to spam the whole map with trains or raise the vehicle limit in the source code to 20000 or something ^^
Decided to split the coal route at the base of the mountains, as the route in the mountains doesn't exactly come with a very high capacity for more trains and the traffic there is somewhat easier to control if traveling not too far. Also, found something for those C12s to do so they'll finally be out of the way ... though there are still some C11s left that are too weak for anything useful right now.
Passing through between Haslach and Neuntraubling, after circling around the latter. Basically those tracks at the screen's bottom are the main line, and there is a small branch for a few local and some cargo trains cutting through the cities.
And at their new base in Weinstadt, one transporting fruits and grain to a newly build brewery not too far from there, with the other one on stand-by. Bit of a problem with these 30s/40s games, transporting cargo on the road is really not very effective except for very short distances. I'll probably have to give up on a getting good station ratings for industries everywhere if I don't want to spam the whole map with trains or raise the vehicle limit in the source code to 20000 or something ^^
Re: [OTTD]Pyo's screens
Or you can set the parameters of FIRS so that the station rating always stays at 100 and stop caring about it and care more about eyecandy. It's really helpful for a player putting an effort into aesthetics.
Re: [OTTD]Pyo's screens
I'm not too worried about station ratings, though. Can't really get perfect ratings with most of those slow vehicles anyways, so they're generally around 50-70% which is perfectly fine with me. I however can't quite stand a 1000t stockpile of grain at a farm, and that'd only get worse with 100% ratings everywhere
My hope was that the daylength patch would reduce the amount of transportation needed significantly enough - in a modern game of mine* I clogged down pretty much everything by setting it to 2, and this time it's set to 5. Works fine for TTRS passengers, but FIRS? Entirely different level
*actually, some screens for comparison. Really odd looking at the two saves ... ^^
My hope was that the daylength patch would reduce the amount of transportation needed significantly enough - in a modern game of mine* I clogged down pretty much everything by setting it to 2, and this time it's set to 5. Works fine for TTRS passengers, but FIRS? Entirely different level
*actually, some screens for comparison. Really odd looking at the two saves ... ^^
Re: [OTTD]Pyo's screens
Too many newly released games out there currently...
Not the most remarkable city on the map, but I wanted to see how "stony" mountains actually look ... lacks some transitions and variety, I'd say
Weiden, connecting the Eastern and Western parts of the map and therefor pretty busy. Can't say I like bridging tracks like this, but replacing road vehicles all the time is worse, so some necessary evil.
And a somewhat busy day at a farm somewhere.- davidx123
- Traffic Manager
- Posts: 146
- Joined: 21 Feb 2008 19:05
- Location: boring city in the middle of nowhere,Israel.
- Contact:
Re: [OTTD]Pyo's screens
Those are so gorgeous. I love the look on the county side and all the details you've put in it!
Re: [OTTD]Pyo's screens
Thanks. OTTD is sort of my replacement therapy for lack of a real model train layout Unfortunately it doesn't quite reach the same level of variety in details yet, but I'm sure we're getting somewhere
Southern coast is dominated by oil transportation, so Traunstein got a passenger connection for a bit of diversity... ...felt a bit boring though so I tried going for a forest town. Well, building density is a bit high as always with TTRS, but other then that I'd say it turned out fine. Bit lacking in tree variation and as always some nicer transition betwen tiles would probably improve the general look of things, but could be worse gg. Cregling, which apparantly has about 1 architecture bureau that happens to fancy those bright twin tower buildings ... can't say I like them as much as they apparently do
Southern coast is dominated by oil transportation, so Traunstein got a passenger connection for a bit of diversity... ...felt a bit boring though so I tried going for a forest town. Well, building density is a bit high as always with TTRS, but other then that I'd say it turned out fine. Bit lacking in tree variation and as always some nicer transition betwen tiles would probably improve the general look of things, but could be worse gg. Cregling, which apparantly has about 1 architecture bureau that happens to fancy those bright twin tower buildings ... can't say I like them as much as they apparently do
Re: [OTTD]Pyo's screens
Awesome screens! Kinda want's me to start playing again
Re: [OTTD]Pyo's screens
Very nice, but you a must have for you is the ISR harbour grf.
View my (train)pictures on Flickr
Re: [OTTD]Pyo's screens
Thanks again
Quast's excellent NewObject collection you mean? I actually do use it, some of the objects around Creglingen are in fact ISR-style objects.
You're right however in that I don't have any real ISR-style harbors on the map - imo, they look a bit too modern and they get rather big easily (especially if those overlapping tiles are used), and there's (at least as of now) nowhere really where a huge harbor would make sense. They always just service a few fishing boats and fairy some passengers, no point rebuilding Rotterdam harbor for that
Shame OTTD doesn't (yet?) properly support overlapping tiles and multiple different dock- and road stop graphics...
²Irwe
Looking at other's screenshots is usually what gets me playing as well, so I guess I'm returning the favor a little
Quast's excellent NewObject collection you mean? I actually do use it, some of the objects around Creglingen are in fact ISR-style objects.
You're right however in that I don't have any real ISR-style harbors on the map - imo, they look a bit too modern and they get rather big easily (especially if those overlapping tiles are used), and there's (at least as of now) nowhere really where a huge harbor would make sense. They always just service a few fishing boats and fairy some passengers, no point rebuilding Rotterdam harbor for that
Shame OTTD doesn't (yet?) properly support overlapping tiles and multiple different dock- and road stop graphics...
²Irwe
Looking at other's screenshots is usually what gets me playing as well, so I guess I'm returning the favor a little
-
- Tycoon
- Posts: 1660
- Joined: 16 Dec 2007 22:24
- Location: Idaho, USA
Re: [OTTD]Pyo's screens
The only reason you'd use overlapping tiles is because OTTD doesn't support multiple dock and road stop graphics. If/when it does support them, overlapping tiles become no longer desirable.Pyoro wrote:Shame OTTD doesn't (yet?) properly support overlapping tiles and multiple different dock- and road stop graphics...
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
Re: [OTTD]Pyo's screens
If you are looking for a large variety of trees might I suggest OpenGFX+ Trees.
Humor is the second most subjective thing on the planet
------------------------------------------------------------
Brevity is the soul of wit and obscenity is its downfall
--------------------------------------------------------
Good Night And Good Luck - Read You Soon
------------------------------------------------------------
Brevity is the soul of wit and obscenity is its downfall
--------------------------------------------------------
Good Night And Good Luck - Read You Soon
Who is online
Users browsing this forum: No registered users and 25 guests