[OpenTTD] STD saved games - My finished scenarios and saves from the game
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One thing I kind of always neglect is proper maintenance/train-building-industry. So I build this facility. I quite like how it turned out, I have to say!
Also a look at the nearby cargo-train and motorway junction. Since this is a Japanese game I of course have a completely separate cargo network, unlike what I usually do, so nothing complex required in any case. Not much industry on the map so far either.
Motorway-junction is ugly as always but it's important to me to keep those twists short so at least some RVs use it, and they do, so it works
Lastly, away from all that industrial business Kashiwa temple sits snowed-in, chilling out one with nature, waiting for the variable snow-line to recede. ^^
Anyway, I forgot that this save I didn't just want to post nice things, I wanted to do a bit of in-progress-how-to-do-it stuff, too. So let's talk some more about depots: The big problem in OTTD, for me, is always space! I never just tag a depot on the side of a track and be done with it, but as seen here, most of the time I just go with this sort of thing and that's not that much more elaborate. Not super-interesting. But in the grand scheme of OTTD things I think "acceptable" (especially since depots can't be driven through - and doing it like this allows trains to turn around and actually use it). I could imagine some maintenance yard vaguely like this somewhere (given how short the trains on that line are it wouldn't need to be super-huge. It's still too small, but then, everything in OTTD is ^^).
But proper facilities obviously are more interesting. It's just depots with ISR station and ISR objects so nothing too fancy. For parked vehicles, well, pay attention to reserved tracks (reversing them into a harmless direction tends to be useful) but otherwise there isn't much to it. Might need to remove something and place a depot to build them, then afterwards remove it again, but I'd assume that'd be an obvious "trick". Of course, if you build in an area with grown cities chances are you'll have to smash half a town to pieces to find space for something like this, and it's not exactly super-huge as it is. ^^
Surroundings of that thing are currently being "industrialized" so we'll see how that looks later on
Since I didn't really decide what type of facility I build there I decided there might as well be some type of small test track. Obviously the scale again doesn't make much sense, but, eh, it's OpenTTD. Just one loop - perhaps they evaluated the tilting technology there? Sounds plausible enough, maybe
Red area is also a possibility but with really little space. Not sure I can squeeze something in there.
So I'm thinking one in the light blue area and one in the purple area.
If anyone wants to make suggestions, here's the map: Light blue area is still very work in progress so there's lots of possibilities there. I'm thinking somewhere vaguely around Sendai currently.
Same for purple area. Hadano needs to be grown a lot more. But that'll happen with time anyway so might as well build the air connections early. ^^
Like in real-life, airport building only happens after massive delays... ^^Alberth wrote:Build airport at sea?
Good idea, I thought, and let myself be somewhat inspired by Haneda. Well, of course I completely ran out of space so it's nothing like it, but, eh. I tried to keep the runways vaguely consistent with the already built airport. Seemed logical to me if I didn't want to flatten half the map for them. Placing a bunch of thinks. This is totally a realistic airport design, don't let anyone say otherwise. And the region afterwards. Now the city needs to grow to see how it all it might make sense and what else there is to do there
Yeah, the line stops there, running into a depot to turn around. It's just a "let's pretend it's connected to outside stuff, too" sort of thing Otherwise it connects the big towns on both islands, running along the north coast. It's fairly visible in the screens above (51 for example).
Now that Realistic Airports Inc has figured out how to do them, I've opened another small airport for more local connections. Like the others, it's 100% totally realistic in every detail and perfectly functional, too. I've also set up local trains and buses and some objects in the NE part of the map. That's still relatively untouched territory. Well, now it at least has a popular holiday destination. Lake Somethingorsomethingelse. Some more work near the airport, too. As always, not all that much space. Next map seriously needs to be bigger. But enough for a bit of a fishing harbor and some passenger service, too.
So I took a look. Then I decided it really wasn't worth the hassle and forgot about it again ^^
The issue is essentially that, the way I've set up my networks, the train stations act as a natural hub. Which makes sense. Except most passengers there aren't actually interested in train traveling. They rather hop into a bus and switch transports 27 times to get to the other end of the map. Or something. Really, passenger cargo dist just makes no sense. ^^
I beg to differ on this statement, runways are usable in both directions (the usage depends on the prevailing wind conditions) and thus, the runways should have their numbers, and other landing related markings on each end. They do however look rather nicePyoro wrote:I've opened another small airport for more local connections. Like the others, it's 100% totally realistic in every detail.
"Pilots are still used to always start and land from the same side, making the change so far a waste of tax payer money, but we're positive at some point in the future they'll get it." Yonoga airport was also a bit expanded, as planes kept confusing the taxiway with the runway. Well, let's be fair and admit that the taxiway has much better visibility.
(I see I've missed a branch there ^^) Planes keep missing the touchdown zones, but officials aren't worried. "With modern brakes, planes can stop practically instantly, and passengers tend to enjoy the ride. It's like a free rollercoaster!"
Let's just pretend the OTTD wind is always blowing the same way?Pilot wrote:I beg to differ on this statement, runways are usable in both directions (the usage depends on the prevailing wind conditions) and thus, the runways should have their numbers, and other landing related markings on each end. They do however look rather nice
Plan for next map is to use a larger size so everything has a bit more space and airports can be more like the empty spaces they are supposed to be instead of these here. Everything always ends up way too squeezed in in my games ^^;
Here's the mini map: Some statistics, although they are already outdated again: I have absolutely no clue what caused the income dip there. Haven't really paid attention to such things and the save is a bit wonky anyway
Went and butchered OpenGFX+ airports. I apologize to the original makers ... but the GRF is a bit of a mess anyway
(as might be subtly notable, I just changed the sprites, no actual coding or anything done. I'm sure somebody less lazy then me could do it properly ^^)
Did you know about this GRF?I'm sure somebody less lazy then me could do it properly
I'm lazy too though, so do read the issues carefully (especially regarding rotated airports)
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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