(WIP)Advanced Track Building Guide

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What do you want next

Bridges
2
4%
Junctions
11
24%
Yards
13
28%
Eye Candy
9
20%
Stations
8
17%
Land Modification
3
7%
 
Total votes: 46

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rdrdrdrd
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(WIP)Advanced Track Building Guide

Post by rdrdrdrd »

After many requests, a guide has finally been made for advanced track building, both .docx and .doc files provided, yes you need word (I think open-office can read .docx).
Comments, Questions, Concerns?
Rich
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May the force be with you.
For little boys, three things reign as supreme attention-keepers: tanks, heavy construction equipment, and trains, we all know why where here.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."

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rdrdrdrd
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Re: (WIP)Advanced Track Building Guide

Post by rdrdrdrd »

You guys do realize that I can only make the guide better if you give feedback.
May the force be with you.
For little boys, three things reign as supreme attention-keepers: tanks, heavy construction equipment, and trains, we all know why where here.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."

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Loco Man
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Re: (WIP)Advanced Track Building Guide

Post by Loco Man »

I would prefer a guide that shows how to make a junction from a 4-8 track main-line to a 4-6 track station.
Just trying to make a living in this world...

And apparently making a living also includes playing locomotion.
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Re: (WIP)Advanced Track Building Guide

Post by mmarvelstrain »

I'll order it in order of importance to me love the guide

Junctions 1
Stations 2
Yards 3
Eye Candy 4
Land Modification 5
Bridges 6
Locomotion is kool with a capital k TM
Look what I Made (Name That Plane)
http://www.tt-forums.net/viewtopic.php?f=64&t=41042
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rdrdrdrd
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Re: (WIP)Advanced Track Building Guide

Post by rdrdrdrd »

It is in there, the example is a two track station but you can tack extra tracks on the input and output tracks as well as the station itself.
May the force be with you.
For little boys, three things reign as supreme attention-keepers: tanks, heavy construction equipment, and trains, we all know why where here.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."

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KeenJow
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Re: (WIP)Advanced Track Building Guide

Post by KeenJow »

In TTD I have experienced that case of connections (all-to-all-worm) are efficient way to make a cross with two lines.
What do you think ? Of course in Locom, waypoints are necessary.
The attachment Cross001.png is no longer available
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Re: (WIP)Advanced Track Building Guide

Post by rdrdrdrd »

Nice, O like it, but that is already in the guide.
May the force be with you.
For little boys, three things reign as supreme attention-keepers: tanks, heavy construction equipment, and trains, we all know why where here.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."

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noofnoof
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Re: (WIP)Advanced Track Building Guide

Post by noofnoof »

i have designed a version of that intersection capable of traines passing through 162 KMH (100MPH)
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Re: (WIP)Advanced Track Building Guide

Post by rdrdrdrd »

Do you want to post it?
May the force be with you.
For little boys, three things reign as supreme attention-keepers: tanks, heavy construction equipment, and trains, we all know why where here.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."

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Re: (WIP)Advanced Track Building Guide

Post by KeenJow »

noofnoof wrote:i have designed a version of that intersection capable of traines passing through 162 KMH (100MPH)
Show it. My version is for small areas junction :D
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Re: (WIP)Advanced Track Building Guide

Post by Loco Man »

It probably just uses large curves.
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Re: (WIP)Advanced Track Building Guide

Post by noofnoof »

i dont have it anymore, it was on my old computer, and my new one isnt working properly.
i have however seen someone else's version which was almost identical on the screen shot thread :oops:

EDIT
Screenshot55.jpg
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rdrdrdrd
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Re: (WIP)Advanced Track Building Guide

Post by rdrdrdrd »

cool
Btw, this guide is not dead, I am still working on it
May the force be with you.
For little boys, three things reign as supreme attention-keepers: tanks, heavy construction equipment, and trains, we all know why where here.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."

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Re: (WIP)Advanced Track Building Guide

Post by uktrackbuilder_loco »

noofnoof wrote:i dont have it anymore, it was on my old computer, and my new one isnt working properly.
i have however seen someone else's version which was almost identical on the screen shot thread :oops:

EDIT
Hate to say it guys but never seen a clover leaf junction used for railways irl, normally thats a freeway design as the change in height plus curvature of the ascending spurs will cause the track to become too damaged too quickly.

You are talking curvature greasing AND check railing for the inner rail of the curve so it would only be a slow speed curve at best if you were trying to duplicate the real life effect on the junction.
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Re: (WIP)Advanced Track Building Guide

Post by noofnoof »

uktrackbuilder_loco wrote: Hate to say it guys but never seen a clover leaf junction used for railways irl, normally thats a freeway design as the change in height plus curvature of the ascending spurs will cause the track to become too damaged too quickly.

You are talking curvature greasing AND check railing for the inner rail of the curve so it would only be a slow speed curve at best if you were trying to duplicate the real life effect on the junction.
Valid point, but this is track builing guide for locomotion not queensland rail. :P

Oh, i almost forgot, am I the only one who loves building efficient level junctions?
I have atached a pic of what i mean. the green lines can peacefully co-exist, as can the yellow, and purple.
Efficient junction.jpg
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Re: (WIP)Advanced Track Building Guide

Post by uktrackbuilder_loco »

noofnoof wrote:
uktrackbuilder_loco wrote: Hate to say it guys but never seen a clover leaf junction used for railways irl, normally thats a freeway design as the change in height plus curvature of the ascending spurs will cause the track to become too damaged too quickly.

You are talking curvature greasing AND check railing for the inner rail of the curve so it would only be a slow speed curve at best if you were trying to duplicate the real life effect on the junction.
Valid point, but this is track builing guide for locomotion not queensland rail. :P

Oh, i almost forgot, am I the only one who loves building efficient level junctions?
I have atached a pic of what i mean. the green lines can peacefully co-exist, as can the yellow, and purple.
The attachment Efficient junction.jpg is no longer available
The junction I have laid out in the screenshots is a series of ripple junctions that have limited cross overs to affect conflicting movements also they do not allow multiple train pathing in most cases the idea being that a train only has limited options. and cannot get lost.

The main through line is on an over bridge and the junctions around it allow movement except on one side where trains terminate via a single line chord into a double platform layout.
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Re: (WIP)Advanced Track Building Guide

Post by Loco Man »

To Noofnoof, I would love to use your ideas in games, but because of the colors, I can't see the signals. :wink:
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Re: (WIP)Advanced Track Building Guide

Post by noofnoof »

here you go:
Non scribbled on junction.jpg
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Re: (WIP)Advanced Track Building Guide

Post by Loco Man »

Thanks, I needed that. 8)
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Re: (WIP)Advanced Track Building Guide

Post by Plastikman »

that does not look like a very efficient intersection lomowise.

with the lack of pre-signal blocks, you will probably hurt the already poor pathfinding.

You also have lots of single block signals where a train will block traffic in other directions if one direction becomes slow or overloaded. You have set up a way to create possible gridlock and trains will most certainly take a wrong turn if the route they need is red.
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