problems

An archive of the Usenet group alt.games.microprose.transport-tyc.
Rémi Denis

Re: problems

Post by Rémi Denis »

Trikky <tri...@bigfoot.com> a écrit dans le message :
8361il$9...@gxsn.com...
Dan Ros <upl...@happynoweddie-ductape.net> wrote in message
news:gptVOATwBOGtTwMNj3lF8aT1VJma@4ax.com...
I dont use ro-ro although I think I have a good station rating. The
highest I ever saw on one of my games (without advertising) was 94% (on
a coal route), but it fell back down to 91% as I was watching.

I have a 99% one a station.......Farm to a factory.
With Maglevs, it's possible to get a 100% rating. I think.
But the service line has to be isolated (ie not to be part of a huge-complex
network), with 2 recent trains (so that there is -nearly- always one loading
in the station).

--
Rémi
--
Rick McGreal
ICQ - 51210676
Sometimes the light at the end of the tunnel is an oncoming train.
tri...@bigfoot.com
http://www.transport-tycoon.co.uk
Kmarcks

Re: problems

Post by Kmarcks »

"Trikky" <tri...@bigfoot.com> wrote in message news:830c1i$euq$1@gxsn.com...
Hi guys...

I'm having a problem with one of my games......

I have possibly one of the most complicated setups of trains....

But they keep going off on their merry ways......
Could somebody have a look at it and tell me what I'm doing wrong?

http://www.transport-tycoon.co.uk/scenarios/problem.zip


hi there, okay you win you dont need to give them unload orders B-(, but
7 and 19 needed orders and
no 5 was on the wrong track and couldnot not get back, so I built a clover
leaf, that sorted it out.

I think.

kmarcks
Trikky

Re: problems

Post by Trikky »

Kmarcks <k...@yahoo.com> wrote in message
news:838soq$c84$1@neptunium.btinternet.com...
Hmm......I wonder how THAT one happened....(Not like me)
I do that some times as well :-)usually when im upgrading locos
Amazing isn't it....<ahem!>
Hmm...Not sure how to do a Loop on those type of station.....Help
please?
What I mean is a full circle around the station to allow the train to
take a short cut to the
depot its not easy to explain this. much easier to show you. i can send a
zip save game
to you by email if you wish ???
Yes please....Usual address....
its at 2046 and all Maglevs, but it does show you what i mean
I don't think the type of loco would matter the tracking is the same....
one other thing, when you join up multi tracks, if a train needs a
depot
just as it reaches a crossing, then it will go to the nearest, this
can
send it down a wrong track, and because its orders may tell it to go one
way,
it cannot do so. its on the wrong track.
How do I change this?
you cant, it is the way the depot request works, all you can do is avoid
joining too many tracks up.
or make sure the lost train can get back
some times all you need to do is to change the lost train orders to make
it
look for the other station
I think i have sorted a few of the problems out......Mainly by avoiding lots
of tracking for the different trains (So they all use the same track until
they HAVE to leave.....)
And putting a depot by any intersection....it *seems* to work......The
problemn now os that I'm on 2020 and the map is starting to look full!!!
B-(
That was WHY I asked....for help! B-)
one other thing, one of your stations looks unusual to me, do you have
Josefs patch on your setup???
Yep...I've been playing increasingly as I've been trying to learn RO-RO
tracks and high-volume train networks.....
I dont so it may explain that station if you built it up from two tracks
to
four, its the one moving iron ore top right of the map. its a four track
station with two track roof. :-)
Yeah...Its good because I don't have to rip up the old dtation to add a new
bit....(Totally unreal IUAM)

--
Rick McGreal
ICQ - 51210676
Sometimes the light at the end of the tunnel is an oncoming train.
tri...@bigfoot.com
http://www.transport-tycoon.co.uk
Trikky

Re: problems

Post by Trikky »

Kmarcks <k...@yahoo.com> wrote in message
news:83bgdk$evj$1@uranium.btinternet.com...
hi there,
Hi!
Okay you win you dont need to give them unload orders B-(,
Didn't think so!
but 7 and 19 needed orders and no 5 was on the wrong track and couldnot
not get back,
so I built a clover leaf, that sorted it out.
Clover leaf?
Could you send it over to me so I could have a look?

--
Rick McGreal
ICQ - 51210676
Sometimes the light at the end of the tunnel is an oncoming train.
tri...@bigfoot.com
http://www.transport-tycoon.co.uk
Trikky

Re: problems

Post by Trikky »

Peter J. Dobrovka <dobro...@t-online.de> wrote in message
news:838v4u$619$1@news05.btx.dtag.de...
This is ok, but can you do it even without these "land buoys"? My networks
can. Did you take a look?
http://www.digitalprojects.com/way-x/bin/Trt02.zip
Wow......Its nice to see that somebody has played my scenario! <Sigh!>

Makes me feel good to be me!!!!

--
Rick McGreal
ICQ - 51210676
Sometimes the light at the end of the tunnel is an oncoming train.
tri...@bigfoot.com
http://www.transport-tycoon.co.uk
Peter J. Dobrovka

Re: problems

Post by Peter J. Dobrovka »

Trikky schrieb in Nachricht ...
Peter J. Dobrovka <dobro...@t-online.de> wrote in message
...
http://www.digitalprojects.com/way-x/bin/Trt02.zip

Wow......Its nice to see that somebody has played my scenario! <Sigh!

Makes me feel good to be me!!!!
BTW, did sombebody play mine (Germany)? It's on Eddies HP.

Peter
Edward Bernard

Re: problems

Post by Edward Bernard »

BTW, did sombebody play mine (Germany)? It's on Eddies HP.
I've started playing it. Now that the holidays have come round, I'm going to
see how good I can do on some of the TT scenarios I have

Eddie
Patchman
Tycoon
Tycoon
Posts: 7575
Joined: 02 Oct 2002 18:57
Location: Ithaca, New York
Contact:

Re: problems

Post by Patchman »

In article <83417j$bn...@news07.btx.dtag.de>, Peter J. Dobrovka says...
Josef Drexler schrieb in Nachricht ...
In article <832t88$69...@news03.btx.dtag.de>, Peter J. Dobrovka says...
What about a competition "who has the most complicated railway network
(that works)"?

Check out http://www.ii.uib.no/~thor/Transport_Ty ... mplex.html


Hm... did you read that formula? - Why do bad ratings count positive to
complexity?
They don't :) They count negative, if you look at the top of the page.
I don't know exactly how to measure complicity. Not complexity.
I don't see why you'd want to make a complicated network. Complex would
be equivalent to interconnectedness, maybe efficiency, and so on. Maybe
one could measure this with "average number of trains per segment +
average number of stations per segment", where a segment is a part of the
network where everything is connected to everything else. So if this is
true for the whole system, you only have a single segment. To be fair,
one would have to remove tracks that are never used - otherwise you could
easily connect two segments for no purpose other than to increase the
score.

If anybody wants to see what a JCN looks like (Josef's Complex Network),
I've put up one of my savegames at
http://publish.uwo.ca/~jdrexler/ttdpatch/saves/
(It has to be loaded with TTDPatch or TTD will crash!)

Comments are welcome, but note that this is still very much in progress,
only about half the map is developed. It is basically a single segment,
there's only one line with a single train that's not connected. But it
very much works, trains never get lost, nor do I need checkpoints - I
only have one checkpoint to give the train a shorter route, and some to
force particular trains on particular platforms of a station.

--
Josef Drexler | http://publish.uwo.ca/~jdrexler/
---------------------------------+---------------------------------------
Please Conserve Gravity: Don't | To email me, please change the country
hang your clothes - pile them up| code to .ca - Death to Spammers!
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