Pictures of your OTTD games
Cheers The Irish! Nice to see someone who appreciates it!
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

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
Swiss Set - Thread: | Website:
Route Map Creator
My Screenshot Thread
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.
8 entrances and 8 exits - double tracks in each direction.
Short tunnels, a few 2x45 turns.
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- 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

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.
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.
- White Rabbit
- Tycoon
- Posts: 1734
- Joined: 22 Jun 2005 19:15
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!
Oh, and...BEHOLD! THE MESS!
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- Resilience Transport, 18th Feb 1973.png
- (402.84 KiB) Downloaded 237 times
- bobingabout
- Tycoon
- Posts: 1850
- Joined: 21 May 2005 15:10
- Location: Hull, England
something i did ages ago for a website:

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.
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.
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There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
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this is not true. You can easily raise the production to 1k in few decades ... and then the fun beginsWhite Rabbit:
because the output of the primary industries are rarely high enough to sustain more than two 10-wagon long trains


good one - as far i can see it complies with "THE RULE"bobingabout

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

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.
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.
- White Rabbit
- Tycoon
- Posts: 1734
- Joined: 22 Jun 2005 19:15
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

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.
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.
- White Rabbit
- Tycoon
- Posts: 1734
- Joined: 22 Jun 2005 19:15
- White Rabbit
- Tycoon
- Posts: 1734
- Joined: 22 Jun 2005 19:15
Junctions
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.
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.
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- Junction4.png (197.34 KiB) Viewed 860 times
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- Junction1.png (208.08 KiB) Viewed 870 times
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- Compact, easy to remember 4way non-interfering no deadlock junction..
- Junction2.png (149.34 KiB) Viewed 2554 times
4track junction
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.
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- Junction3.png
- 3way 4track spaghetti junction. Probably can be shrunk somewhat.
- (391.37 KiB) Downloaded 152 times
this one can be made very small (isn't because i didn't wat the maglevs to break)
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- 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!!!
3way 4track junction
I took your advice - and here is the shrunk version, with a few tweaks.
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- Relatively compact 3way 4track no deadlock junction.
- Junction5.png (230.83 KiB) Viewed 1015 times
- Hackykid
- Traffic Manager
- Posts: 157
- Joined: 22 Nov 2004 16:04
- Location: Eindhoven de Gekste!!! (ongeveer ;P)
- Contact:
hhmm, i used to use a higly compact 4-way junction before realistic accel introduced curve speed limits.
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- All splits are before the merges, so no gridlocks and such.
- junction1.png (33.25 KiB) Viewed 3297 times
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- 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!!!
Here is my 3way 4 track junction.
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- 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
Trains: 159 Vehicles: 72 Ships: 80 Planes: 11
My Savegame
- MHTransport
- Engineer
- Posts: 97
- Joined: 25 Mar 2004 00:32
Round-A-Bout OK
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.
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.
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- Big-two-to-four-roundabout.PNG (71.78 KiB) Viewed 3251 times
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