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Posted: 02 Jan 2005 10:33
by Wolf01
Korenn wrote:Kumagoro wrote:1 square intersections are bad, unless you use 1 train on that track (i doubt)
what are you talking about? I see no 1 square intersections...
maybe he meant these:
Posted: 02 Jan 2005 11:05
by Observer
Well, my lines are not that busy at the moment...
Im trying to focus this game to variety and realism, not fast huge networks

Posted: 02 Jan 2005 12:01
by mike[F]
ThunderAI wrote:Here is my current game in version r1302. I am trying a new type of intersection, one larger then the normal clover leafes I use, and it seems to be working wonders. SO far I have 36 trains that use the one station and there are no bottle necks.
Hmmm that junction looks less effective than a big cloverleaf, as trains join the east-west track before trains leave it. Actually, I think a similar thing happens with a cloverleaf, but basically you could make it more efficient if this didn't happen

Posted: 02 Jan 2005 14:32
by Observer
Another one of my bigger cities in which I have only a few stations...
I should expand a bit more, because this city has lots of potential, it has been ever-growing.

Posted: 02 Jan 2005 17:06
by Observer
And yet another..
Left goes to the local powerstation...
Right goes to the major city Berlin, to the oil refinary and to another coal-mine.
Down goes to two major cities and to some oil wells...
Usually its kinda busy here

Posted: 03 Jan 2005 15:29
by Loz
Here's mine, Dred empires based on the west country map. yes, i cheated, but only to make the large networks i like

Posted: 04 Jan 2005 19:04
by jvassie
PeteB, could you please post that savegame (Cubourne Transport)!
It looks pretty good, id like to have a play with it
cheers
James
Posted: 04 Jan 2005 20:12
by PeteB
jamesvassie wrote:PeteB, could you please post that savegame (Cubourne Transport)!
It looks pretty good, id like to have a play with it
cheers
James
Yeah, no problem. I'll enclose my config file and you'll need a couple of the new graphics file as well.
Pete
Posted: 04 Jan 2005 20:20
by PeteB
Here it is.
Pete
Posted: 04 Jan 2005 22:20
by Sionide
Loz wrote:Here's mine, Dred empires based on the west country map. yes, i cheated, but only to make the large networks i like

i like your methods of naming the waypoints like that. very good.. might have to steal that
man you don't *need* to cheat in TT, that's the beauty of it. if you have enough skill you can be making millions within a decade or two. the best way to do it without cheating for money, although it's still kinda cheating is to create a custom map and have no competitors, this allows you to plonk industries where you want them to make your big networks!

Posted: 05 Jan 2005 10:25
by Jango
actually, if you have enough skill, you can easily be making millions within 5 years (even starting in 1960)
edit: tightened up the english

Also, i rarely have my first million cash till well after the point when I'm making a million per year. This is because at this point in the game, I'm always investing in new routes. I ought to say, this is in english pounds. I'm not too sure how that relates to other currencies.
Posted: 05 Jan 2005 10:39
by RokkeR
Jango wrote:actually, if you have enough skill, you can be making millions with 5 years (even in 1960)

Bah, i almost always have at least 1-2 Millions around 1957. And that being with repaid loans
Edit: It came to my mind that what i originally wrote was in Swedish Kronor

Posted: 05 Jan 2005 13:12
by Joker
Sionide wrote:man you don't *need* to cheat in TT, that's the beauty of it. if you have enough skill you can be making millions within a decade or two. the best way to do it without cheating for money, although it's still kinda cheating is to create a custom map and have no competitors
Well, no need to set no competitors, because if you're skilled enough you ca buy any competitor if it starts to be annoying

Posted: 05 Jan 2005 14:06
by Kumagoro
OH NO! Flood!
Edit by spiff: moved double post and comments on that
Posted: 05 Jan 2005 22:54
by Loz
Ok, got a new main station now, takes coal, wood, steel, livestock and grain, the factory has an output of about 1000+ crates of goods a month, and the sawmill has about 400+. The station tends to get very busy, so a small road and air route to ship the goods has been built as the 4 trains couldnt cope.
Posted: 05 Jan 2005 23:01
by Sionide
i like the way you slowly merge the tracks back down to 2.. very good
Posted: 06 Jan 2005 09:59
by Jango
it always amazes me when I see screenshots with big network designs, with huge stations, and virtually no trains!
Ok, got a new main station now, takes coal, wood, steel, livestock and grain, the factory has an output of about 1000+ crates of goods a month, and the sawmill has about 400+. The station tends to get very busy, so a small road and air route to ship the goods has been built as the 4 trains couldnt cope.
The other thing is the issue of "very busy". Sure, a factory with 1000+ crates of goods is busy, but not particularly so. Consider a factory with 3000-4000 crates a month, and a sawmill producing 1500+ crates of goods, for example. I guarantee you, you'll be producing goods so fast that 30 goods trains won't be able to cope. You'll be resorting to making the trains longer, making far more sophisticated station designs because you HAVE to. Not because you think it looks pretty.
i like the way you slowly merge the tracks back down to 2.. very good
Yes, fair enough. That's reasonable. It means that the outflow of the station probably works fine for now. However, consider the following:
1) The inflow only supports 1 train at a time
2) The platforms on the right are bound to be the most heavily used, thus wasting one of the outward flow tracks anyway.
3) This system is vastly too complicated for 4 trains. You could quite easily have a simple station design for the traffic you have.
4) I'm intrigued that your trains couldn't cope. Clearly you didn't have enough trains. You should try a similar situation set in 1960. You'll find that it's much much harder because the trains move much slower. The advent of monorails/maglevs does make train control easier.
Nevertheless I always look at the screenshots people provide. I find it fascinating all the different designs (both good and bad) that people come up with. My final point is this: The pretty designs are frequently the worst in terms of flow control

Posted: 06 Jan 2005 10:41
by Sionide
fair point Jango, I didn't actually read the text - just looked at the pic, heh.
Posted: 06 Jan 2005 14:03
by Observer
Here is another one of my German Rivers game... Its actually a screenshot of the entire map.
Posted: 06 Jan 2005 15:38
by Beeblebrox
This is one of my newest stations, with - i think at least - quite fast in and out-flow control.