Your best junction designs!

The "spiritual sequel" to Transport Tycoon Deluxe: Chris Sawyer's Locomotion is the latest game from him - general discussion about it here please!

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d00mh4mm3r
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Post by d00mh4mm3r »

punar, in the pictures of games ill post the pic of that junction at its full use. :D
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herr_direktor
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Post by herr_direktor »

thnaks for the input, but i believe tunnels and bridges make networks look messy. i can understand the greater efficency of the tunnels and bridges in the network, but i can put up withe the slow movement of traffic.
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Post by Severous »

This is not for you then herr_direktor :wink:

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Trains arrive with food and depart with goods. The bridge and slopes allow two trains to use the station at the same time and offer an accellerated departure. No waypoints.

I noticed that when the station going across the top was extended (as marked) that it confused the signals. That log line across the top is always occupied. The signals on the food/goods line would always consider the block occupied. So would never direct a train into that elevated platform. Works ok if I dont extend the log station. As you can see.

Similar set up at the other end of the line.
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Probobly simpler to set up a ro-ro.
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Post by punar »

Severous wrote:Probobly simpler to set up a ro-ro.
...probably, but this looks like more fun. :P
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d00mh4mm3r
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Post by d00mh4mm3r »

Just simple realistic junctions, well to a point.

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d00mh4mm3r
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Post by d00mh4mm3r »

This is a realistic version of i think apart of the dutch line around Weesp

I also has this pic in the TTD forums to show them my ultimate version :lol:
Yes, the picture is a tad big, and it takes up 1/4 of the map if i was to have a long piece of track fully done as well.

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chevyrider
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Post by chevyrider »

d00mh4mm3r wrote:This is a realistic version of i think apart of the dutch line around Weesp
That's a very good attemp. It's almost perfect. :wink:
The tunnel on the far left for the track comming from AmsterdanCS has to be on normal level.
The track where it's going under, has to be a flyover too.
Between this and Weesp there's a large fourtrack bridge across the Amsterdam Rhine canal.
For the rest very,very nice done.
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Post by Geo Ghost »

d00mh4mm3r wrote:Just simple realistic junctions, well to a point.

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Ok, that... was weird. I made that very same junction just the other day and was going to post it here this afternoon :?
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Post by pasza_sadyka »

Severous wrote:This is not for you then herr_direktor :wink:

Image

Trains arrive with food and depart with goods. The bridge and slopes allow two trains to use the station at the same time and offer an accellerated departure. No waypoints.

I noticed that when the station going across the top was extended (as marked) that it confused the signals. That log line across the top is always occupied. The signals on the food/goods line would always consider the block occupied. So would never direct a train into that elevated platform. Works ok if I dont extend the log station. As you can see.

Similar set up at the other end of the line.
Image
Probobly simpler to set up a ro-ro.
how you create this station? i have message from locomotion "station is too large"
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chevyrider
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Post by chevyrider »

Re:pasza_sadyka,
Welcome,
The message "Station to large"you become if you have reached the maximum of 80 platforms for one station.
The message "Station to spread out" you get when the station name is more then 8 tiles away from the end of the platform.
You can make station longer than 16 tiles to place extra tracks temporarily at one end next of a station and put there platforms on.
You also can temporarily remove platforms then at the other side of the station just after the station name.
Mark how the name moves while doing that.
In this way you can easily make twotrack stations, 23 platforms long. :wink:
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d00mh4mm3r
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Post by d00mh4mm3r »

yer, that Weesp section was pretty sweet to make, but it does come at a cost of space, plus if i was to add that long part with the bridges, it would of gone into the track thats in use.

Haha, bet you to it, i got the junction b4 u, bahahaha... ahhh you can take credit, i dont like too.
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Post by Geo Ghost »

d00mh4mm3r wrote: Haha, bet you to it, i got the junction b4 u, bahahaha... ahhh you can take credit, i dont like too.

Its good if you have a few (but not too many) trains running. bout 3 can get acroos the junction at once, but one has to stop :wink:
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d00mh4mm3r
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Post by d00mh4mm3r »

In theory that junction can handle 3 max... all 3 trains turning left, well with one going straight.
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d00mh4mm3r
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Post by d00mh4mm3r »

okay, well this only took a few seconds, and from 1 piece of track you can have 9 turn off points, how neet is that, that 9 times...

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Menno
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Post by Menno »

i'd call it "the flower junction"
but what about the trains going back?
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d00mh4mm3r
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Post by d00mh4mm3r »

lol... mostlikely have a different way of going back, if you realy want, ill spend some time on making it possible, lol

In other news, i started to make real life junctions, or so i think they are called junctions

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chevyrider
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Post by chevyrider »

d00mh4mm3r wrote:In other news, i started to make real life junctions, or so i think they are called junctions
I railroad talk, we call a junction complex in Holland "Aansluiting"
English "connection".
This name is used when a mainline splits in two or more directions.
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d00mh4mm3r
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Post by d00mh4mm3r »

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chevyrider
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Post by chevyrider »

Nice, but of the 4 curves exactly in the middle, the the outher ones can never be used, because the one way setup of the tracks.
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d00mh4mm3r
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Post by d00mh4mm3r »

opps, knew there where a few tracks not needed, but allwell, its small plain and simple.
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