Random Screenshots
Re: Random Screenshots
these screenshots were taken from a FIRS game on Bt-pro.nl
these are not my stations but they asked me to post them An awesome steel mill An incredible supplies station
these are not my stations but they asked me to post them An awesome steel mill An incredible supplies station
"O2 is for noobs, real people breath O3" ~ said sometime by Me
All comments from me may or may not be true and do not take them word-for-word
Feel Free to join me and some other people in The Nations Game - its actually quite fun.
1000th Post at Wed Feb 08, 2012 8:43 am
2000th post at Sun Apr 14, 2013 10:22 am
All comments from me may or may not be true and do not take them word-for-word
Feel Free to join me and some other people in The Nations Game - its actually quite fun.
1000th Post at Wed Feb 08, 2012 8:43 am
2000th post at Sun Apr 14, 2013 10:22 am
Re: Random Screenshots
So im testing a new kind of station (for me anyways)
TODFSS
Terminous Overflow Depot Forced Station
5 coalmines producing ~4200 ton a month services by 34 trains that delivers the coal approx 350 tiles away
Gonna add another 2-4 coalmines and equivalent number of trains and see how it holds up...
TODFSS
Terminous Overflow Depot Forced Station
5 coalmines producing ~4200 ton a month services by 34 trains that delivers the coal approx 350 tiles away
Gonna add another 2-4 coalmines and equivalent number of trains and see how it holds up...
- Attachments
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- Hundham Transport, 20. mar 1998.png
- Station im testing
- (131.11 KiB) Downloaded 3 times
TDH
Re: Random Screenshots
A year later 9 new coalmines and 26 trains are added...
As u can the first depot now start to hold a few trains but still is running quite good.
A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...
As u can the first depot now start to hold a few trains but still is running quite good.
A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...
- Attachments
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- Hundham Transport, 31. mar 1999.png
- (126.22 KiB) Downloaded 3 times
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- Hundham Transport, 20. apr 1999.png
- (126.62 KiB) Downloaded 3 times
TDH
- Wishmaster
- Engineer
- Posts: 14
- Joined: 20 Nov 2010 13:52
- Skype: CrimsonTide90
- Location: Vienna
Re: Random Screenshots
Hey ya! Good thing you did there with the stations, I really like it! But aren't they too far away from the coal mines? How do they pick up the coal?Torben DH wrote:A year later 9 new coalmines and 26 trains are added...
As u can the first depot now start to hold a few trains but still is running quite good.
A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...
Carpe Noctem
Re: Random Screenshots
Nice Idea! I do however have 2 sugestions: first with path signals you don't need all those you have now. One path signal at the entrance (marked blue) wil sufice to serve all depots and the tracks behind them just as efficiently as the setup you have now. Also I added an underpass from the first depot to the second exiting line. This will allow your trains to exit the first depot faster, and thus prevent other trains from 'bypassing' trains piled up in the first one:Torben DH wrote:A year later 9 new coalmines and 26 trains are added...
As u can the first depot now start to hold a few trains but still is running quite good.
A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...
- Attachments
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- station test.PNG (196.11 KiB) Viewed 4679 times
- Wishmaster
- Engineer
- Posts: 14
- Joined: 20 Nov 2010 13:52
- Skype: CrimsonTide90
- Location: Vienna
Re: Random Screenshots
Inspired by this thread I downloaded the newest version of OTTD and began to play a new game. 14 years later my railwork network isn't as big as I wished, but still astonishing. I'm only playing public transport, no coals and that stuff.
- Attachments
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- ÖBB Personenverkehrs AG, 19. Nov 2003.png (135.72 KiB) Viewed 1404 times
Carpe Noctem
Re: Random Screenshots
Beul wrote:Nice Idea! I do however have 2 sugestions: first with path signals you don't need all those you have now. One path signal at the entrance (marked blue) wil sufice to serve all depots and the tracks behind them just as efficiently as the setup you have now. Also I added an underpass from the first depot to the second exiting line. This will allow your trains to exit the first depot faster, and thus prevent other trains from 'bypassing' trains piled up in the first one:Torben DH wrote:A year later 9 new coalmines and 26 trains are added...
As u can the first depot now start to hold a few trains but still is running quite good.
A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...
I setup a test game running coal lines with Lev4 Maglev trains 3 tiles long pulling coal over a distance of 100 tiles. observed the trains for 10 game years! i oberved both stations at each route at all times. also had all 8 depots on each route open so i could see if there was a build up of trains waiting for an empty platform.
My original idea serviced 30 trains! once every third year a train had to wait at he entrance signal and there was at most 4 trains in the depots at any time!
Did a modified version with a presignal bypass staion that serviced 30 trains without a train EVER having to wait at the Entrance signal! not a jam or even the slightest kink at the stations for 10 years

then made a duplicate of your station and added another two platforms and started adding trains. At about 20 trains your design started to make jams at the PBS signals. Stopped at 25 trains as most of the time there was 6-7 trains waiting for a free track and another 3 trains was in the depots waiting for a free line! Thats half of the trais not making money at all time, instead of loading, unloading and traveling...
One of the reasons i thought of this stations was to compensate for production changes by making the escape depots as well as forced servicing, there is nothing worse than a busy pickup station with many trains where an industrys production goes down and the trains start jamming the mainlines... with PBS this function is allmost completely lost...
One thing i could not figure out with the PBS version is that there are never more than 3-4 platforms filled while the oldschool version had 6-7 platforms fille all the time?
- Attachments
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- Little Trendingworth Transport, 23. dec 2073.png
- (232.33 KiB) Downloaded 3 times
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- Little Trendingworth Transport, 22. dec 2073.png
- (214.23 KiB) Downloaded 3 times
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- Little Trendingworth Transport, 21. dec 2073.png
- (223.49 KiB) Downloaded 3 times
Last edited by Torben DH on 05 Jul 2012 21:55, edited 2 times in total.
TDH
Re: Random Screenshots
The pics say it al
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- Little Trendingworth Transport, 20. mar 2072.png
- (146.57 KiB) Downloaded 3 times
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- Little Trendingworth Transport, 6. apr 2072.png
- (160.97 KiB) Downloaded 3 times
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- station test.sav
- some GRF´s used i think they can all be downloaded via ingmae online content download if nor try the openttdcoop grf pack
- (40.03 KiB) Downloaded 146 times
TDH
Re: Random Screenshots
In advanced settings>stations, set station max spread to 64...Wishmaster wrote:Hey ya! Good thing you did there with the stations, I really like it! But aren't they too far away from the coal mines? How do they pick up the coal?Torben DH wrote:A year later 9 new coalmines and 26 trains are added...
As u can the first depot now start to hold a few trains but still is running quite good.
A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...
Build a station, pres CTRL while building another station up to 64 tiles away and voilà

TDH
Re: Random Screenshots
So conclusion: the bypass idea works, the pbs doesn't (at least for this setup.
) quite interesting!

- Wishmaster
- Engineer
- Posts: 14
- Joined: 20 Nov 2010 13:52
- Skype: CrimsonTide90
- Location: Vienna
Re: Random Screenshots
Thx for that information!Torben DH wrote:In advanced settings>stations, set station max spread to 64...Wishmaster wrote:Hey ya! Good thing you did there with the stations, I really like it! But aren't they too far away from the coal mines? How do they pick up the coal?Torben DH wrote:A year later 9 new coalmines and 26 trains are added...
As u can the first depot now start to hold a few trains but still is running quite good.
A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...
Build a station, pres CTRL while building another station up to 64 tiles away and voilà
Carpe Noctem
Re: Random Screenshots
My Screenshot FVM Date May 20, 2012.
2 Aircrafts
2 Aircrafts
- Attachments
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- FVM, 5 Des 1968.png
- (69.54 KiB) Downloaded 3 times
Ease Back.
The SkiddLow's NewGRF Ideas (including my scrapped)
My Screenshots || http://postimg.cc/user/skiddlowottd || I'm support "HTTP is Dead (2017-present)"
The SkiddLow's NewGRF Ideas (including my scrapped)
My Screenshots || http://postimg.cc/user/skiddlowottd || I'm support "HTTP is Dead (2017-present)"
Re: Random Screenshots
I decided to play an aesthetics based game today while I recovered from a hangover. I've never played the game in this style before, but I thought it was pretty fun 
So I thought I'd share a screenshot of this submarine maintenance facility, which is pretty much the centerpiece of the game. Enjoy!

So I thought I'd share a screenshot of this submarine maintenance facility, which is pretty much the centerpiece of the game. Enjoy!
- Attachments
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- Sharkey & Co., 15th Aug 2028.png
- (146.83 KiB) Downloaded 3 times
Re: Random Screenshots
A submarine... maintenance facility. Guess these need to exist too.
Only dumb people quote themselves, and only the biggest idiots put such quotes in their forum signatures
-Drury
-Drury
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- Tycoon
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- Location: Netherlands
Re: Random Screenshots
those are Pre-Post signals, not PBS?Torben DH wrote:Beul wrote:Nice Idea! I do however have 2 sugestions: first with path signals you don't need all those you have now. One path signal at the entrance (marked blue) wil sufice to serve all depots and the tracks behind them just as efficiently as the setup you have now. Also I added an underpass from the first depot to the second exiting line. This will allow your trains to exit the first depot faster, and thus prevent other trains from 'bypassing' trains piled up in the first one:Torben DH wrote:A year later 9 new coalmines and 26 trains are added...
As u can the first depot now start to hold a few trains but still is running quite good.
A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...
I setup a test game running coal lines with Lev4 Maglev trains 3 tiles long pulling coal over a distance of 100 tiles. observed the trains for 10 game years! i oberved both stations at each route at all times. also had all 8 depots on each route open so i could see if there was a build up of trains waiting for an empty platform.
My original idea serviced 30 trains! once every third year a train had to wait at he entrance signal and there was at most 4 trains in the depots at any time!
Did a modified version with a presignal bypass staion that serviced 30 trains without a train EVER having to wait at the Entrance signal! not a jam or even the slightest kink at the stations for 10 yearsat the most there was 3 trains waiting in the escape depots at any time during the 10 year period.
then made a duplicate of your station and added another two platforms and started adding trains. At about 20 trains your design started to make jams at the PBS signals. Stopped at 25 trains as most of the time there was 6-7 trains waiting for a free track and another 3 trains was in the depots waiting for a free line! Thats half of the trais not making money at all time, instead of loading, unloading and traveling...
One of the reasons i thought of this stations was to compensate for production changes by making the escape depots as well as forced servicing, there is nothing worse than a busy pickup station with many trains where an industrys production goes down and the trains start jamming the mainlines... with PBS this function is allmost completely lost...
One thing i could not figure out with the PBS version is that there are never more than 3-4 platforms filled while the oldschool version had 6-7 platforms fille all the time?
you arent using PBS, but a system of Pre-Post signals, they work very different then Path Based SignalsTorben DH wrote:The pics say it al
on PBS you will have all bays filled as long as your routing towards the station is done correctly
it would if you have the right signals placedBeul wrote:So conclusion: the bypass idea works, the pbs doesn't (at least for this setup.) quite interesting!
Re: Random Screenshots
I rather like how that town turned out...
- Attachments
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- Rosenfeld.png (145 KiB) Viewed 3927 times
Re: Random Screenshots
Wow, that town looks Great!
Re: Random Screenshots
@ Beul and Torben DH : I think we should put another Path signal near the depot.... PBS version makes lower output due to trains can't wait in front of the depots, and so lower output. Try to put some more in the inlet to depots.
YNM = yoursNotMine - Don't get it ?
「ヨーッスノットマイン」もと申します。
「ヨーッスノットマイン」もと申します。
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- Location: Idaho, USA
Re: Random Screenshots
As do I.Pyoro wrote:I rather like how that town turned out...

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: Random Screenshots
Thanks, I'll make sure the Rosenfeld city council hears of your kind words 
Spend the day trying to compile OTTD. Worked surprisingly well ... and hopefully reduces victims of deadly level crossings to a more reasonable amount.

Spend the day trying to compile OTTD. Worked surprisingly well ... and hopefully reduces victims of deadly level crossings to a more reasonable amount.
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- Wolframs.png (134.18 KiB) Viewed 3810 times
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