Pictures of your OTTD games

Screenshots of your games! All Transport Tycoon games acceptable (including TTDPatch and OpenTTD).
Locked
User avatar
Expresso
Tycoon
Tycoon
Posts: 1760
Joined: 09 Aug 2004 00:14
Location: Gouda, the Netherlands

Post by Expresso »

Revenuk: While that junction looks like it has been a source of fun, it has a very real potential to become a gigantic nightmare. I suggest you replace it with something which is not a roundabout in order to prevent gridlocks.
Revenuk
Engineer
Engineer
Posts: 11
Joined: 06 Dec 2004 10:23

Post by Revenuk »

that the best part of it :P. when gridlocks start to happen you just modify it. the inside of that juction has changed 3 times already.
and it will proberbly change A LOT more before im done :)
User avatar
jvassie
Tycoon
Tycoon
Posts: 3421
Joined: 18 Dec 2002 18:00
Location: High Wycombe, England
Contact:

Post by jvassie »

Cheers The Irish! Nice to see someone who appreciates it! :wink:

I will hopefully be posting some screenies of my intra and inter city networks on my game which is part of the challenge thread next to this one.

James
(British) Modular Stations Set - Thread: | Website:
Swiss Set - Thread: | Website:
Route Map Creator
My Screenshot Thread
User avatar
Arsenal
Traffic Manager
Traffic Manager
Posts: 227
Joined: 06 Jan 2004 21:25

Post by Arsenal »

Blimey, 3 roundabouts in 1 junction!

It won't work for heavy traffic, but great to see nevertheless.
User avatar
gkirilov
Chief Executive
Chief Executive
Posts: 696
Joined: 03 May 2005 09:32
Location: Othala

Post by gkirilov »

here is a junction designed to deal with heavy load.
8 entrances and 8 exits - double tracks in each direction.
Short tunnels, a few 2x45 turns.
Attachments
Ulm Transport, 24th May 1977.png
Ulm Transport, 24th May 1977.png (71.12 KiB) Viewed 980 times
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
Image
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
User avatar
White Rabbit
Tycoon
Tycoon
Posts: 1734
Joined: 22 Jun 2005 19:15

Post by White Rabbit »

Sometimes I wonder why people build such humongous stations and junctions, because the output of the primary industries are rarely high enough to sustain more than two 10-wagon long trains, although the secondary industries will obviously have bigger stations, especially if you direct stuff from all over the map to just one point.

Oh, and...BEHOLD! THE MESS!
Attachments
Resilience Transport, 18th Feb 1973.png
(402.84 KiB) Downloaded 237 times
User avatar
bobingabout
Tycoon
Tycoon
Posts: 1850
Joined: 21 May 2005 15:10
Location: Hull, England

Post by bobingabout »

something i did ages ago for a website:
Image

you've got to love that!

I've got a game with something simular(slightly cutdown) actually in effect.
I've not been in a game where i've needed to actually use this yet, because most of my games use costom junctions to fit that particular job, note my station on page 37.
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.

[/url]
User avatar
gkirilov
Chief Executive
Chief Executive
Posts: 696
Joined: 03 May 2005 09:32
Location: Othala

Post by gkirilov »

White Rabbit:
because the output of the primary industries are rarely high enough to sustain more than two 10-wagon long trains
this is not true. You can easily raise the production to 1k in few decades ... and then the fun begins :lol: :twisted: . Jams, delays and the producion goes down if you can not handle it. That's why i need huge stations with huge/fast juntions.
bobingabout
good one - as far i can see it complies with "THE RULE" :) for separate-before-merge. But if you extend lines not to have double 45 turns it will increase the trains' speed.
the idea of my junction(few posts up) is the same but instead of bridges i use small tunnels which makes signal-to-signal distance smaller.
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
Image
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
User avatar
White Rabbit
Tycoon
Tycoon
Posts: 1734
Joined: 22 Jun 2005 19:15

Post by White Rabbit »

Raise the production? But I thought that you couldn't control industry output? It fluctuates over time, doesn't it?
User avatar
gkirilov
Chief Executive
Chief Executive
Posts: 696
Joined: 03 May 2005 09:32
Location: Othala

Post by gkirilov »

if your station rating and the "transported" ratings are high the production will increase. If they are low it will go down.
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
Image
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
User avatar
White Rabbit
Tycoon
Tycoon
Posts: 1734
Joined: 22 Jun 2005 19:15

Post by White Rabbit »

That's just how much gets into your stations, but not how much you get out of the industry. If a goldmine produces 63 bags of gold each month, you can only get a maximum of 63 gold bags each month out of it, if your station rating is 100%.
User avatar
Villem
Tycoon
Tycoon
Posts: 3310
Joined: 28 Aug 2003 09:38

Post by Villem »

16 square monster trains pulling coal or iron ore is always a nice sight.
User avatar
White Rabbit
Tycoon
Tycoon
Posts: 1734
Joined: 22 Jun 2005 19:15

Post by White Rabbit »

They look like caterpillars in high resolutions...we need another zoom function. ;P
sfuerst
Engineer
Engineer
Posts: 6
Joined: 06 May 2005 13:36

Junctions

Post by sfuerst »

Here are some nice junctions. The first one is made from two standard three-way junctions back to back, but really compressed. I use it because it is easy to remember.

The second and third junctions (basically identical except for heights) are really useful for extending to 4track 4way crossings. I just move everything appart by two squares, and insert in the middle express straight-through tracks.

ps. Sorry about the file naming, I have some other junctions, but they are a little too boring to post.
Attachments
Junction4.png
Junction4.png (197.34 KiB) Viewed 860 times
Junction1.png
Junction1.png (208.08 KiB) Viewed 870 times
Compact, easy to remember 4way non-interfering no deadlock junction..
Compact, easy to remember 4way non-interfering no deadlock junction..
Junction2.png (149.34 KiB) Viewed 2554 times
sfuerst
Engineer
Engineer
Posts: 6
Joined: 06 May 2005 13:36

4track junction

Post by sfuerst »

Does anyone have a good (compact and easy to remember) 4track junction? Here is a 3way spaghetti style version, but I'm looking for something much smaller.
Attachments
Junction3.png
3way 4track spaghetti junction. Probably can be shrunk somewhat.
(391.37 KiB) Downloaded 152 times
dodo
Engineer
Engineer
Posts: 88
Joined: 04 Jun 2005 15:10
Location: Eindhoven, The Netherlands

Post by dodo »

this one can be made very small (isn't because i didn't wat the maglevs to break)
Attachments
I.T.C. Red, 5th Feb 2041.png
Here it is
(290.29 KiB) Downloaded 186 times
Nope not all dodo's are dead (yet), one has survived!!!
sfuerst
Engineer
Engineer
Posts: 6
Joined: 06 May 2005 13:36

3way 4track junction

Post by sfuerst »

I took your advice - and here is the shrunk version, with a few tweaks.
Attachments
Relatively compact 3way 4track no deadlock junction.
Relatively compact 3way 4track no deadlock junction.
Junction5.png (230.83 KiB) Viewed 1015 times
User avatar
Hackykid
Traffic Manager
Traffic Manager
Posts: 157
Joined: 22 Nov 2004 16:04
Location: Eindhoven de Gekste!!! (ongeveer ;P)
Contact:

Post by Hackykid »

hhmm, i used to use a higly compact 4-way junction before realistic accel introduced curve speed limits.
Attachments
All splits are before the merges, so no gridlocks and such.
All splits are before the merges, so no gridlocks and such.
junction1.png (33.25 KiB) Viewed 3297 times
If you know lots of traffic is coming from a direction, this improvement will help when it gets busy.
If you know lots of traffic is coming from a direction, this improvement will help when it gets busy.
junction2.png (92.28 KiB) Viewed 983 times
DopeFish Lives!!!
Golfer
Engineer
Engineer
Posts: 7
Joined: 16 Oct 2004 17:21

Post by Golfer »

Here is my 3way 4 track junction.
Attachments
SMOOTH Curves 3way 4track NO deadlock junction.
SMOOTH Curves 3way 4track NO deadlock junction.
junction.jpg (123.27 KiB) Viewed 1000 times
My current savegame (Created with TTDPatch & TTDX Editor). I Hope U like it!
Trains: 159 Vehicles: 72 Ships: 80 Planes: 11
My Savegame
User avatar
MHTransport
Engineer
Engineer
Posts: 97
Joined: 25 Mar 2004 00:32

Round-A-Bout OK

Post by MHTransport »

http://wiki.openttd.com/index.php/Round-A-Bout (This is without PBS)

The second version of a round-a-bout has outer tracks that allows an inbound train to transfer to the next outbound track without entering the main inner round-a-bout track. This reduces the actual load on the round-about.

It also has a signal between each inbound and outbound track. This means that trains can still exit on the outbound track if the inbound switch is not clear; and conversly that an inbound train can enter if the outbound switch is blocked.

It doesn't deadlock, but breakdowns can block a route. It also handles turning around.
Attachments
Big-two-to-four-roundabout.PNG
Big-two-to-four-roundabout.PNG (71.78 KiB) Viewed 3251 times
A better OS: http://ubuntu.com/
Soon an even better OS: http://haiku-os.org/
Locked

Return to “Screenshots”

Who is online

Users browsing this forum: No registered users and 17 guests