[OTTD] Geo Ghost makes some screenshots..
Posted: 02 Jan 2019 22:43
Well it's been a while since I've played OTTD, and much longer since I shared anything. So long in fact that any old screenshots make me feel old!
I've got a few games saved. One of which is getting on 8 years old I think! Though I got to the point eventually where I wanted to do something new. One thing I wanted to do was make a game which prioritised the most efficient running of many trains, and also getting into timetabling and spacing trains out effectively. Also started to dabble with cargo distribution... and realised how mad it sends my services and stations.
The plan was to have a mainline stretching the length of the map with a fast & slow line, branching off at the ends to the 4 corners of the map. However the junctions needed to be large enough to handle what I plan to be a large amount of traffic and able to keep things moving. Likewise any other large junctions or approaches to stations needed to be the same. I ended up adopting a RO-RO system for some of the cities and the main central city became a large terminus for the mainlines, with some avoiding lines to go through for freight and future changes.
Slowly adding in more trains and upgrading parts of the network to handle the volume. Some of the stations have proved the trickiest making them large enough to handle the constant volume of trains whilst at the same time compact enough for the cities and planned to avoid trains being delayed and held.
In some locations, this is where the reverse sidings are now playing a critical role. Enabling a train to 'terminate' and run empty into the sidings between the running line. They then have sometimes up to 25 days wait time there before returning to the station to load up and continue back to their origin. The biggest advantage is clearing space on the mainline and also giving the trains time to catch-up when delayed.
Freight services do not run to any timetable due to there being no need to regulate them
The airports are located for each of the main 5 cities both to increase the station catchment area, and for transporting mail plus valuables between the cities. The Goods Terminal to the mid-west is perhaps a lot larger than the current rail traffic it is handling, but this is primarily to allow for expansion of goods services.
Anyway, enough background.. on with the screenshots!
(Bonus points for guessing the relevance of some of the city names!)
Also working on another game with a very ambitious and complicated project! Stay tuned for that one...
I've got a few games saved. One of which is getting on 8 years old I think! Though I got to the point eventually where I wanted to do something new. One thing I wanted to do was make a game which prioritised the most efficient running of many trains, and also getting into timetabling and spacing trains out effectively. Also started to dabble with cargo distribution... and realised how mad it sends my services and stations.
The plan was to have a mainline stretching the length of the map with a fast & slow line, branching off at the ends to the 4 corners of the map. However the junctions needed to be large enough to handle what I plan to be a large amount of traffic and able to keep things moving. Likewise any other large junctions or approaches to stations needed to be the same. I ended up adopting a RO-RO system for some of the cities and the main central city became a large terminus for the mainlines, with some avoiding lines to go through for freight and future changes.
Slowly adding in more trains and upgrading parts of the network to handle the volume. Some of the stations have proved the trickiest making them large enough to handle the constant volume of trains whilst at the same time compact enough for the cities and planned to avoid trains being delayed and held.
In some locations, this is where the reverse sidings are now playing a critical role. Enabling a train to 'terminate' and run empty into the sidings between the running line. They then have sometimes up to 25 days wait time there before returning to the station to load up and continue back to their origin. The biggest advantage is clearing space on the mainline and also giving the trains time to catch-up when delayed.
Freight services do not run to any timetable due to there being no need to regulate them
The airports are located for each of the main 5 cities both to increase the station catchment area, and for transporting mail plus valuables between the cities. The Goods Terminal to the mid-west is perhaps a lot larger than the current rail traffic it is handling, but this is primarily to allow for expansion of goods services.
Anyway, enough background.. on with the screenshots!
(Bonus points for guessing the relevance of some of the city names!)
Also working on another game with a very ambitious and complicated project! Stay tuned for that one...