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Re: Troubled Networks
Posted: 21 Sep 2008 17:29
by Ploes
You could have said you used a nightly to make your save game!
I thought somthing was funky with my PC for abit there
Looks impressive. I'm going to watch this for a bit to see PBS put to use.
Re: Troubled Networks
Posted: 26 Sep 2008 02:48
by skir
despite i'm an avid player of ttd and ttdx since i was like 10yo...now im 23 and still playin but openttd

, its prolly the 1st time i get to post something here
ok i decided this time to roleplay a little bit on this game, so the game is without industries (the one's that are there is the game that created after the game start) and i decided to do some roleplay on the game...i named the places, named the lines, changed the station names, if you want to know what EC means in the name of most stations is "Estação Central" meaning Central Station in portuguese (from where i came (i just love the Hbf thingy in germany

)...now lets get to the point...
my idea is to do a fully double track connected grid over the map...so i am able to get a train from anywhere to anywhere...
i dont use crazy giant intersections, my aim is for some kind of realism, so i prefer simple intersections, big tunneled intersections are for highways not railways

all the stations are 4 lines x 7 tiles, altough i decided afterwards that all trains are capped to 10 wagons leght and no more, trying to avoid some jams...
but well they happen everywhere, currently i have 114 trains, and some parts of the grid are completely saturated even if they are not jammed there is a lot of gridlocking...but most of the time there is a jam somewhere i have to solve...
my knowledge and skill on advanced signalling is not the best tough, so i might have made a lot of mistakes altough i believe intersection jams are kinda impossible to solve since the train only need a green on any of the say 3 exit signals he can go to get a green on the entry one, even if the exit signal the way he goes is red
well if u can check it out, and give me some tips if u want, much appreciated...
ty
Re: Troubled Networks
Posted: 26 Sep 2008 20:02
by Ploes
That kinda thing is only really going to work with PBS.
Plus I'm a big confused because you seem to be using Combo-Pre-singles when they should be Exit-Pre-signals on the way into stations, unless I'm missing something lol.
Re: Troubled Networks
Posted: 26 Sep 2008 21:08
by skir
Ploes wrote:That kinda thing is only really going to work with PBS.
Plus I'm a big confused because you seem to be using Combo-Pre-singles when they should be Exit-Pre-signals on the way into stations, unless I'm missing something lol.
i use combos when theres an intersection just after the station, otherwise they are exit signals
Re: Troubled Networks
Posted: 29 Sep 2008 01:19
by Aerond
rEXpert wrote:Heres a save I made a while ago. Its got 189 trains all in gridlock, which I was never able to keep from happening. Good luck to you trying to fix it

It has no grfs in use.
This is my works on your network. It is really a mess and there´s still lots of things to do, specially in layout desing. 5 trains crashed during works, but everything is fine right now. Most of the work has been around Wrondingwood, which has 4 entrances and 2 exits right now. I also created a new north-south corridor which takes many traffic passing thorough or around Wrondingwood. I also worked a little bit on Tutown (which has some spare platforms right now; only needs 4 or 5), and also worked around Hanley East, changing the entrance patern, with 3 differente entrances right now, with no need to add more exits.
Re: Troubled Networks
Posted: 29 Sep 2008 09:49
by insulfrog
Aerond, what version of OTTD you used to create the game-save? I can't load it with either V062 final or V063 RC1, as a message comes up saying "This save has been created with a newer version of OTTD" (or similar).
Re: Troubled Networks
Posted: 29 Sep 2008 09:51
by Timitry
Well, than i'd guess he's using some nightly build, just download the newest from the website and you'll probably be fine.

Re: Troubled Networks
Posted: 29 Sep 2008 10:25
by Aerond
I used a nightly, it´s more than one month old so you shouldn´t have any probs opening it with a newer one.
Re: Troubled Networks
Posted: 29 Sep 2008 11:05
by Aerond
Mackensen wrote:I took my own stab at Desert Rail's spaghetti. Instead of de-centralizing the network, I kept Wrondingwood as the hub but constructed a four-line ring road around it to manage traffic. I also added some north-south connectors at the sides to take non-Wrondingwood traffic out of the system.
Traffic is still a little slow at the center, but it doesn't jam anymore

.
Edit: Made with nightly r14359 to take advantage of PBS.
I´m amazed how you did that in only 5 years

Pretty good job IMO. Anyway, PBS is a great advantage.
Re: Troubled Networks
Posted: 20 Oct 2008 13:49
by sexten
Hey. I've been working on this game for quite a while and is pretty happy about how it LOOKS but not satisfied with how it WORKS:p And I really think I need a new pair of eyes to have a look on it for it (and me) to evolve.
I would appreciate anyone having a go at this one:)
Re: Troubled Networks
Posted: 20 Oct 2008 17:50
by G-Tus
Hey,
Just began playing OpenTTD and started using repetitive signalling on railroads to make it possible for multiple trains to use it.
However, my style of building is not very efficient and I don´t really know how to improve, so if someone could help me, thanks in advance.
The attached savegame is without NewGRFs, rivers not working properly but I don´t bother.
Trains are kind of locking up at Hilversum Valley.
Hilversum Valley used to be a RoRo, like the other bigger stations, but that didn't work very well. Neither does this but.... oh well.
Thanks,
G-Tus
Re: Troubled Networks
Posted: 20 Oct 2008 18:38
by INP
G-Tus wrote:Hey,
Just began playing OpenTTD and started using repetitive signalling on railroads to make it possible for multiple trains to use it.
However, my style of building is not very efficient and I don´t really know how to improve, so if someone could help me, thanks in advance.
The attached savegame is without NewGRFs, rivers not working properly but I don´t bother.
Trains are kind of locking up at Hilversum Valley.
Hilversum Valley used to be a RoRo, like the other bigger stations, but that didn't work very well. Neither does this but.... oh well.
Thanks,
G-Tus
Yes this station is ugly

. For 10 minutes I improved it a little. Needs more work, but I make it to show you the right direction. It needs a true two tracks exit (I made a sort of two tracks exit), longer exits, and more balanced entrance.
1.The biggest problem is the long trains – They are too heavy and have poor acceleration and this creates a lot of space between the trains.
2.The 90 and 180 degrees turns are making the acceleration problem even worse
3.And last you need to use BPS and YAPP signals