Pictures of your OTTD games
My respect for that mess *g*
Couldn't you fill the holes in this merged pic, so I could use it as a Wallpaper?
Here are my two main-stations, each serving about 20-25 trains without any greater breaks. It took me 20 Minutes for each to create because i completely overworked the stations i had there before, and they were no Ro-Ro's
It's really starting to make fun to work with the "advanced" Railroad constructions (Junctions, PreSignals...)
Couldn't you fill the holes in this merged pic, so I could use it as a Wallpaper?
Here are my two main-stations, each serving about 20-25 trains without any greater breaks. It took me 20 Minutes for each to create because i completely overworked the stations i had there before, and they were no Ro-Ro's
It's really starting to make fun to work with the "advanced" Railroad constructions (Junctions, PreSignals...)
- Attachments
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- Lord Transport Systems, 24. Jun 2052.jpg (329.4 KiB) Viewed 1393 times
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- Lord Transport Systems, 11. Jul 2052.jpg (341.7 KiB) Viewed 1532 times
- webfreakz.nl
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- Engineer
- Posts: 57
- Joined: 13 Jul 2005 00:10
- Location: Wiesbaden, Germany
These are some pictures from a scenario I made when I got inspired by another scenario posted here on the forums.
But they are not all from the same game.
But they are not all from the same game.
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- My mainline between Berlin and Munchen, going by a factory. (Cargo trains deliver goods to Berlin using this line, from the factory)
- Herzdorf Transport , 3 aug 1989.JPG (253.11 KiB) Viewed 1249 times
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- Hope that they have a good life insureance.
- Köln #8.JPG (260.24 KiB) Viewed 1227 times
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- Part of my super system to create and deliver a lot of goods.
- Watkins Ltd., 19 jun 1997.JPG (274.94 KiB) Viewed 1215 times
- White Rabbit
- Tycoon
- Posts: 1734
- Joined: 22 Jun 2005 19:15
Those city stations look pretty cool...you seem to be missing some two-way signals at station entrances, and some signals at the tunnel exits (it will make trains stop much less).scorpion2211 wrote:A Pic from my Game. This station, which is seperated in 3 parts handles 63 trains.
I tryed to build the tracks as real as possible, with a maglev-undergrund and a meglev-hispeed-track and the normal old railway.
Heya!
Pics of my first game in openttd 
for some reason I seperated mainlines depending of cargo...

for some reason I seperated mainlines depending of cargo...
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- Brändhammar Transport, 30 maj 2090.png
- (251.31 KiB) Downloaded 352 times
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- Brändhammar Transport, 4 jun 2090.png
- (190.33 KiB) Downloaded 449 times
First time I play this, and I absolutely doesn´t have as complicated stuff as some of you do, but anyway 

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- pic3.PNG (261.88 KiB) Viewed 1119 times
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- pic2.PNG (285.69 KiB) Viewed 1084 times
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- pic1.PNG (209.07 KiB) Viewed 1149 times
My Scenarios:
Archipiélago Hermoso (Latest Release: Version 3.2)
Turnpike Falls (Latest Release: Version 0.91)
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- Engineer
- Posts: 57
- Joined: 13 Jul 2005 00:10
- Location: Wiesbaden, Germany
Yes, I know what you mean, but the station-entrance-signals are PBS-Signals and with the old version of PBS (which is now deactivated :/) there is a problem if you have a platform which can be entered by trains from both sides: because the entering train can noch reserve a path to a green signal it stops at the entrance signal bevore the platform and the train on the other side will do the same, both will wait until the opposite signal is green which will not happen - so you have a death-lock. This is why the stations has some kind of one-way-platforms. The both-way-signals are for train-lines which terminate at this station and drive back into the direction they came from.White Rabbit wrote:Those city stations look pretty cool...you seem to be missing some two-way signals at station entrances, and some signals at the tunnel exits (it will make trains stop much less).scorpion2211 wrote:A Pic from my Game. This station, which is seperated in 3 parts handles 63 trains.
I tryed to build the tracks as real as possible, with a maglev-undergrund and a meglev-hispeed-track and the normal old railway.
The less signals in the tunnels are to have not so much trains behind each other, if there is to less time between two trains the stations are empty and the train runs in nagative income

Okay here is big screenshot (1600x1200) from my 2048x64 game. I use NW border for tracks going SW and SE border for tracks going NE. At this point I have 410 trains on 4 separate rail systems and few one train rails.
Because of huge amount of trains and because I play with breakdowns, I use 3 or 4 rails in one direction, with overtaking shunts. The outer rails belongs to "fast ring", trains go there at least 512 squares and all are 3 Chimaera double-engines and 16 or 18 wagons. On the picture two 'inner rings' touch at the farm in the middle. The 'inner rings' are shorter (there are 3 such systems) with trains of at most 2 Chimaera double-engines.
The mess in rails in SE are station approach rails, wich are rather long, because I don't want the trains to jam the 'fast ring'. I also use servicing
depots, which must be passed to go in/out of the station, so there will be less breakdowns "on the rails".
I don't use PBS. This game consumes about 90% of my P3/1.1GHz, and with PBS (which is best on overtaking shunts) it is lagging.
The stations with 'Reload' in their names are stations where cargo is delivered by trains in 'inner ring' and it departs with fast and long trains
trough the 'fast ring' towards the destination station.
Because of huge amount of trains and because I play with breakdowns, I use 3 or 4 rails in one direction, with overtaking shunts. The outer rails belongs to "fast ring", trains go there at least 512 squares and all are 3 Chimaera double-engines and 16 or 18 wagons. On the picture two 'inner rings' touch at the farm in the middle. The 'inner rings' are shorter (there are 3 such systems) with trains of at most 2 Chimaera double-engines.
The mess in rails in SE are station approach rails, wich are rather long, because I don't want the trains to jam the 'fast ring'. I also use servicing
depots, which must be passed to go in/out of the station, so there will be less breakdowns "on the rails".
I don't use PBS. This game consumes about 90% of my P3/1.1GHz, and with PBS (which is best on overtaking shunts) it is lagging.
The stations with 'Reload' in their names are stations where cargo is delivered by trains in 'inner ring' and it departs with fast and long trains
trough the 'fast ring' towards the destination station.
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- Noodle One, 23rd Dec 2053.sav
- Apropriate savegame. (OTTD 0.4.5, real acceleration, 15squares station limit. Actually 410 trains, 116 aircrafts.)
- (378.33 KiB) Downloaded 301 times
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- Noodle One, 23rd Dec 2053.png
- Screenshot (1600x1200) of central factory and its neigbourhood.
- (285.84 KiB) Downloaded 463 times
My attempt to rebuild a junction system and a crossover to make them more effective:
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- Junctionsystem_after.png
- ...and the same place after I rebuilt it.
- (306.73 KiB) Downloaded 379 times
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- Junctionsystem_before.png
- The junction system before I rebuilt it...
- (320.69 KiB) Downloaded 376 times
Three new pics. Still no super constructions, might look very stupid for you, but works fine for me 

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- ChrillDeVille Transportation, 24 dec 1988.png (92.21 KiB) Viewed 1067 times
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- ChrillDeVille Transportation, 17 dec 1988.png (206.42 KiB) Viewed 1022 times
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- ChrillDeVille Transportation, 15 dec 1988.png (78.4 KiB) Viewed 1068 times
My Scenarios:
Archipiélago Hermoso (Latest Release: Version 3.2)
Turnpike Falls (Latest Release: Version 0.91)
- White Rabbit
- Tycoon
- Posts: 1734
- Joined: 22 Jun 2005 19:15
okey, thanks for the tip 

My Scenarios:
Archipiélago Hermoso (Latest Release: Version 3.2)
Turnpike Falls (Latest Release: Version 0.91)
Used some time on this map, 320 trains. The steel trains are the longest ones, 42 units each. 

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- Lønbu Transport, 10th May 2247.png
- (242.92 KiB) Downloaded 347 times
Kamerat on EFnet
A VERY OLD screenie from a game at brianetta's nightly server around x-mas 2005 he told me to post this shot but unfortunatly my registration never got through, so I decided to newly register TODY (March 13) and now I reminded this shot... look these awsome non-space-wasting HQs 

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- waterbased HQs.png (13.65 KiB) Viewed 3558 times
moe moe pipebomb
What is the trick, that HQ's do not sink? (in 0.4.5 they do...)CharlyHRO wrote:A VERY OLD screenie from a game at brianetta's nightly server around x-mas 2005 he told me to post this shot but unfortunatly my registration never got through, so I decided to newly register TODY (March 13) and now I reminded this shot... look these awsome non-space-wasting HQs
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