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Re: [OTTD]Pyo's screens
Posted: 30 Jun 2017 21:02
by Pyoro
Thanks
Bridgeset is just "Total Bridge Renewal Set 1.12 for Japan Set 3" or whatever that GRF is called ^^;
Re: [OTTD]Pyo's screens
Posted: 07 Aug 2017 18:12
by Pyoro
Expanding the Shinkansen line:
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I really like this rural part.
Meanwhile the urban parts are slowly filling up with buildings.
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Re: [OTTD]Pyo's screens
Posted: 08 Aug 2017 02:20
by Supercheese
Beee-autiful!
Re: [OTTD]Pyo's screens
Posted: 09 Aug 2017 06:27
by STD
Great screenshots!
Re: [OTTD]Pyo's screens
Posted: 22 Aug 2017 17:52
by Pyoro
Thanks. I still plan on finishing the game ... this year!
Maybe!
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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!
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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
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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. ^^
Re: [OTTD]Pyo's screens
Posted: 23 Aug 2017 01:38
by SwissFan91
These are great!
Re: [OTTD]Pyo's screens
Posted: 23 Aug 2017 12:44
by Pyoro
Thanks again
Japanese GRFs are excellent for screenshots I have to say. Always look great.
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:
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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 ^^).
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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
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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
Re: [OTTD]Pyo's screens
Posted: 23 Aug 2017 13:00
by Pyoro
Also! I'm currently trying to figure out where to put my other airports.
So far, there's one on the map (let's call it a national one with some international flights). Following the Shinkansen-line that runs through the cities in the orange area, where otherwise there simply isn't any space. I'm not entirely sure whether the pink area should maybe have also a (smaller?) one, as the Shinkansen just continues through to those cities. But it's fairly urban, so, you know.
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. ^^
Re: [OTTD]Pyo's screens
Posted: 31 Aug 2017 10:41
by Alberth
Build airport at sea?
Re: [OTTD]Pyo's screens
Posted: 01 Oct 2017 20:38
by Pyoro
Alberth wrote:Build airport at sea?
Like in real-life, airport building only happens after massive delays... ^^
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.
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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.
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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
Re: [OTTD]Pyo's screens
Posted: 02 Oct 2017 16:09
by Benny
Love it.
Does that railway line go anywhere? Seems to crash into the map border.
Re: [OTTD]Pyo's screens
Posted: 02 Oct 2017 16:20
by Pyoro
Thanks
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).
Re: [OTTD]Pyo's screens
Posted: 03 Oct 2017 14:08
by Benny
Aha that would explain it. Nice idea.
Re: [OTTD]Pyo's screens
Posted: 03 Oct 2017 20:00
by Pyoro
Just makes the map feel less like a miniature model rail, I think. Pays to run streets to the borders, too. Shame you can't do underground loops for trains below mountains
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.
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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.
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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.
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Re: [OTTD]Pyo's screens
Posted: 03 Oct 2017 20:05
by Pyoro
Although the game is primarily about "looks nice" I also try to at least make sure everything is profitable. And if I get a handle on the amount of passengers and cargo transported, all the better.
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. ^^
Re: [OTTD]Pyo's screens
Posted: 04 Oct 2017 07:14
by Pilot
Pyoro wrote:I've opened another small airport for more local connections. Like the others, it's 100% totally realistic in every detail.
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
Re: [OTTD]Pyo's screens
Posted: 04 Oct 2017 14:32
by Pyoro
Innovation at Realistic Airports Inc! Runways now usable in both direction.
"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."
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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 ^^)
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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!"
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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
Let's just pretend the OTTD wind is always blowing the same way?
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 ^^;
Re: [OTTD]Pyo's screens
Posted: 04 Oct 2017 14:36
by Pyoro
Also! Gifu has gotten a ship connection, and Hiroshima a bus route, which means: all towns connected! And it's not even taken me a year (if you look back, I started Nov 2016 ^^).
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
Re: [OTTD]Pyo's screens
Posted: 04 Oct 2017 16:39
by Pyoro
Stupid airports. Seriously.
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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 ^^)
Re: [OTTD]Pyo's screens
Posted: 04 Oct 2017 17:02
by Quast65
I'm sure somebody less lazy then me could do it properly
Did you know about this GRF?
viewtopic.php?f=26&t=75389
I'm lazy too though, so do read the issues carefully (especially regarding rotated airports)