Large terminus stations

OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features.

Moderator: OpenTTD Developers

Post Reply
User avatar
Wotan
Traffic Manager
Traffic Manager
Posts: 143
Joined: 27 May 2008 22:35

Large terminus stations

Post by Wotan »

I like my games to have a little realism and in the real world, the central stations of big cities are often terminus stations. Most of the guides on how to make high-capacity stations focus on RORO-stations but I would like to get some suggestions on how to make an efficient terminus with a high capacity.

What are your best terminus-type stations?
Coders wanted: Image DSB Litra E in 2cc - Image DSB Litra A in 2cc

ImageUnless stated otherwise all works published by me on these forums is covered by a Creative Commons Attribution Non-commercial share-alike License. Please PM me if you are interested in obtaining a different license.
User avatar
Toni Babelony
Tycoon
Tycoon
Posts: 1389
Joined: 07 Jul 2006 09:34
Skype: toni_babelony
Location: Sagamihara-shi, Japan
Contact:

Re: Large terminus stations

Post by Toni Babelony »

Me too.

Here are some examples of my terminus and terminus/through stations.

They're not very different from one another, but with dedicated and busy lines I'd rather have separated platforms.
Attachments
Terminus01.png
Terminus01.png (150.43 KiB) Viewed 2144 times
Terminus02.png
Terminus02.png (283.79 KiB) Viewed 1918 times
Terminus03.png
Terminus03.png (287.63 KiB) Viewed 1881 times
Retired JapanSet developer and creator of TIAS.
User avatar
Toni Babelony
Tycoon
Tycoon
Posts: 1389
Joined: 07 Jul 2006 09:34
Skype: toni_babelony
Location: Sagamihara-shi, Japan
Contact:

Re: Large terminus stations

Post by Toni Babelony »

And some more. All from the same (huge) game. How I love YAPP! 8)
Attachments
Terminus04.png
Terminus04.png (310.73 KiB) Viewed 1739 times
Terminus05.png
Terminus05.png (249.67 KiB) Viewed 1586 times
Terminus06.png
Terminus06.png (215.42 KiB) Viewed 1622 times
Retired JapanSet developer and creator of TIAS.
LordAzamath
Tycoon
Tycoon
Posts: 1656
Joined: 08 Jun 2007 08:00

Re: Large terminus stations

Post by LordAzamath »

PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
einKarl
Engineer
Engineer
Posts: 7
Joined: 01 Apr 2008 06:27
Location: Bavaria, Germany

Re: Large terminus stations

Post by einKarl »

Wotan wrote:[...] I would like to get some suggestions on how to make an efficient terminus with a high capacity.
For this you have to separate the outgoing from the incoming traffic as soon as possible. And even if you are using YAPP, you should do this.
The best way doing so, is to use solutions like the one from openttdcoop or similar
(an example, I found in a game some weeks ago: Pic 1, Pic 2).

CU
KS
User avatar
SirkoZ
Tycoon
Tycoon
Posts: 1518
Joined: 06 Mar 2004 23:51
Location: The sunny side of Alps

Re: Large terminus stations

Post by SirkoZ »

:D

Indeed, einKarl - that is my mini-3 station or full name - stat_4x7_roro-equivalent_bridge_mini v3.
If anyone wishes, I can post all my roro-eq_mini's as copypaste patch templates...
nezzybaby
Traffic Manager
Traffic Manager
Posts: 141
Joined: 30 May 2007 12:43

Re: Large terminus stations

Post by nezzybaby »

This is how i do large terminus stations, you could use tunnels instead of bridges, but I find bridges more useful in this situation:
Attachments
Terminus.PNG
Terminus.PNG (66.21 KiB) Viewed 5761 times
LordAzamath
Tycoon
Tycoon
Posts: 1656
Joined: 08 Jun 2007 08:00

Re: Large terminus stations

Post by LordAzamath »

Quite inefficient.. A little bit bigger, and the station would be better..
Terminus.PNG
Terminus.PNG (202.56 KiB) Viewed 5816 times
Currentyl your conf take 9x8 squares.. this here is 13x8 and flow is much better, especially with realistic acceleration.. And it's basically the same as yours :D, just tweaked
terminus_better.png
terminus_better.png (14 KiB) Viewed 5737 times
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
phil88
Transport Coordinator
Transport Coordinator
Posts: 267
Joined: 25 Jan 2007 23:26

Re: Large terminus stations

Post by phil88 »

It would also be better if the bridges were on the way into the station rather than the way out of the station. That way the trains leaving the station won't have to slow down and climb a slope to get out, it's better that they leave as quickly as possible. Bridges on the way in isn't as much of a problem because the trains might be waiting at the entry signal anyway.
- Phil
nezzybaby
Traffic Manager
Traffic Manager
Posts: 141
Joined: 30 May 2007 12:43

Re: Large terminus stations

Post by nezzybaby »

I don't find tight corners around a station to be a problem, trains moving slowly around a station doesn't worry me, so long as the main lines are straight it seems to work fine. But yes it can be improved as mentioned, but that is how i normally leave them. I also generally use very short trains (3 or 4 carriages) so the tight corners don't slow them too much.

edit: also in this example we have a single line in and a single line out of the station, with 8 platforms the bottlenecks will not be caused by the tight corners.

edit2: after simulating for a while, at low traffic there is a slight speed improvement with your design at high traffic they're both the same, as bottlenecks form on the exits:
Attachments
Gintfingway Transport, 11th Feb 1952.png
Gintfingway Transport, 11th Feb 1952.png (75.61 KiB) Viewed 1581 times
User avatar
Rainer
Traffic Manager
Traffic Manager
Posts: 240
Joined: 14 Nov 2007 10:01
Location: Wiesbaden, Germany

Re: Large terminus stations

Post by Rainer »

Hi,

you won't notice the drawbacks of tight curves with slow steam locos. Use Chimaeras instead and there will be a BIG difference.

cu
Rainer
LordAzamath
Tycoon
Tycoon
Posts: 1656
Joined: 08 Jun 2007 08:00

Re: Large terminus stations

Post by LordAzamath »

Chimearas with cargo? aAAAaaaAAAAa 8o 8o 8o 8o
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
User avatar
Rainer
Traffic Manager
Traffic Manager
Posts: 240
Joined: 14 Nov 2007 10:01
Location: Wiesbaden, Germany

Re: Large terminus stations

Post by Rainer »

Hey, it's a game - not the reality! :!:

cu
Rainer
VoxDissident
Traffic Manager
Traffic Manager
Posts: 178
Joined: 09 Apr 2008 01:37

Re: Large terminus stations

Post by VoxDissident »

LordAzamath wrote:Chimearas with cargo? aAAAaaaAAAAa 8o 8o 8o 8o
? Whats wrong with Chimeras? 400 mph maglev? Not the mythical lion/serpent/dragon/goat beast.

Though it would be amusing to see one of those delivering goods to your cities instead.
User avatar
Wotan
Traffic Manager
Traffic Manager
Posts: 143
Joined: 27 May 2008 22:35

Re: Large terminus stations

Post by Wotan »

These are some great replies. Thank you.

I need a suggestion for a station configuration for a terminus station with four tracks leading away from it instead of two. Do you have any suggestions?
Coders wanted: Image DSB Litra E in 2cc - Image DSB Litra A in 2cc

ImageUnless stated otherwise all works published by me on these forums is covered by a Creative Commons Attribution Non-commercial share-alike License. Please PM me if you are interested in obtaining a different license.
LordAzamath
Tycoon
Tycoon
Posts: 1656
Joined: 08 Jun 2007 08:00

Re: Large terminus stations

Post by LordAzamath »

You mean two in two out?
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
nezzybaby
Traffic Manager
Traffic Manager
Posts: 141
Joined: 30 May 2007 12:43

Re: Large terminus stations

Post by nezzybaby »

I'll give it a go but I'm not great at these, the best way to do it is to have a load balancer before and after the station, then to just ave two separate terminus stations. I'll try to illustrate it:
Fort Flunborough Transport, 12th Jun 1950.png
Fort Flunborough Transport, 12th Jun 1950.png (65.72 KiB) Viewed 1390 times
The station is shown with two entrances and exits here, on the left is an example of a load balancer, i wouldn't trust it though as that is completely untested, but you will need something similar somewhere between the station and the next junction on the track.

Actually the load balancer isn't terrrible it seems to work fairly well, here is the whole thing together. This is by no means perfect, but is just to make you think of design in a different way and point you in the right direction.
Gintfingway Transport, 20th Feb 2053.png
Gintfingway Transport, 20th Feb 2053.png (54.77 KiB) Viewed 1355 times
LordAzamath
Tycoon
Tycoon
Posts: 1656
Joined: 08 Jun 2007 08:00

Re: Large terminus stations

Post by LordAzamath »

Rainer wrote:Hey, it's a game - not the reality! :!:

cu
Rainer
You would prefer this?`(btw It's a real screenie, today learned how to make articulated vehicles.. and replaced road graphics with rail's)
Attachments
oo.png
oo.png (99.31 KiB) Viewed 4987 times
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
User avatar
Wolf01
Tycoon
Tycoon
Posts: 2016
Joined: 24 Apr 2004 10:43
Location: Venezia - Italia
Contact:

Re: Large terminus stations

Post by Wolf01 »

LordAzamath wrote:You would prefer this?`(btw It's a real screenie, today learned how to make articulated vehicles.. and replaced road graphics with rail's)
Good! Now code diagonal roads, replace rail sprites with roads and you will be celebrated!
Post Reply

Return to “General OpenTTD”

Who is online

Users browsing this forum: No registered users and 12 guests