Pictures of your OTTD games

Screenshots of your games! All Transport Tycoon games acceptable (including TTDPatch and OpenTTD).
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Lo_Ord
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Post by Lo_Ord »

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...)
Attachments
Lord Transport Systems, 24. Jun 2052.jpg
Lord Transport Systems, 24. Jun 2052.jpg (329.4 KiB) Viewed 1390 times
Lord Transport Systems, 11. Jul 2052.jpg
Lord Transport Systems, 11. Jul 2052.jpg (341.7 KiB) Viewed 1529 times
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webfreakz.nl
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Post by webfreakz.nl »

Lo_Ord,

looks good but i don't like those 90degree turns ;)
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scorpion2211
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Post by scorpion2211 »

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.
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Wolfsbrücken Transport, 20. Sep 2055.png
Wolfsbrücken Transport, 20. Sep 2055.png (226.35 KiB) Viewed 1412 times
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Saibot
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Post by Saibot »

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.
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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)
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 1246 times
Hope that they have a good life insureance.
Hope that they have a good life insureance.
Köln #8.JPG (260.24 KiB) Viewed 1224 times
Part of my super system to create and deliver a lot of goods.
Part of my super system to create and deliver a lot of goods.
Watkins Ltd., 19 jun 1997.JPG (274.94 KiB) Viewed 1212 times
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White Rabbit
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Post by White Rabbit »

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.
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).
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wallgren
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Heya!

Post by wallgren »

Pics of my first game in openttd :o
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
Brändhammar Transport, 4 jun 2090.png
(190.33 KiB) Downloaded 449 times
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Chrill
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Post by Chrill »

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
pic3.PNG (261.88 KiB) Viewed 1116 times
pic2.PNG
pic2.PNG (285.69 KiB) Viewed 1081 times
pic1.PNG
pic1.PNG (209.07 KiB) Viewed 1146 times
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scorpion2211
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Post by scorpion2211 »

White Rabbit wrote:
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.
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).
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.

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 ;-)
ebik
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Post by ebik »

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.
Attachments
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
Noodle One, 23rd Dec 2053.png
Screenshot (1600x1200) of central factory and its neigbourhood.
(285.84 KiB) Downloaded 463 times
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^Cartman^
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Post by ^Cartman^ »

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
Junctionsystem_before.png
The junction system before I rebuilt it...
(320.69 KiB) Downloaded 376 times
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^Cartman^
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Post by ^Cartman^ »

...and ofcourse, a limit for three files... :roll:
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...and after.
...and after.
Crossover_after.png (163 KiB) Viewed 1040 times
The crossover before...
The crossover before...
Crossover_before.png (167.44 KiB) Viewed 1041 times
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Chrill
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Post by Chrill »

Three new pics. Still no super constructions, might look very stupid for you, but works fine for me :D
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ChrillDeVille Transportation, 24 dec 1988.png
ChrillDeVille Transportation, 24 dec 1988.png (92.21 KiB) Viewed 1064 times
ChrillDeVille Transportation, 17 dec 1988.png
ChrillDeVille Transportation, 17 dec 1988.png (206.42 KiB) Viewed 1019 times
ChrillDeVille Transportation, 15 dec 1988.png
ChrillDeVille Transportation, 15 dec 1988.png (78.4 KiB) Viewed 1065 times
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My Scenarios:
Archipiélago Hermoso (Latest Release: Version 3.2)
Turnpike Falls (Latest Release: Version 0.91)
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White Rabbit
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Post by White Rabbit »

Consider using road bridges over rail rather than rail bridges over road. Also, put signals as close to long bridges as you can, so trains have less waiting time.
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Chrill
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Post by Chrill »

okey, thanks for the tip ;)
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Benbo
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Post by Benbo »

Brianetta wrote:Benbo, you need at least one town.
Aah. Right. That would explain it. I make an invisible one. I made a completely flat landscape, and it would let me do it. Thanks Brianetta. :wink:
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Kamerat
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Post by Kamerat »

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
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CharlyHRO
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Post by CharlyHRO »

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 :D
Attachments
waterbased HQs.png
waterbased HQs.png (13.65 KiB) Viewed 3555 times
moe moe pipebomb
ebik
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Post by ebik »

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 :D
What is the trick, that HQ's do not sink? (in 0.4.5 they do...)
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Thalass
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Post by Thalass »

It would probably be a single raised corner (tiny island) with the HQ built on it. Because it's sloped on four sides the HQ is built with the wall-thingies under it.
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CharlyHRO
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Post by CharlyHRO »

right, exactly that way. raise a tiny tiny island and place the HQ on it.

and when i realised that the others did the same i told brianetta and he said "it's a fashion you started"
moe moe pipebomb
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