Pictures of your OTTD games

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

Beeblebrox wrote:This is one of my newest stations, with - i think at least - quite fast in and out-flow control.
Looks realy good :D

Here is one of my new stations.. here is where the wood, iron ore and steel arrives and where the wood and iron ore is transported out again to the steelmill and the sawmill..
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Lightning Transport Inc., 25th Jul 2024.png
Lightning Transport Inc., 25th Jul 2024.png (234.82 KiB) Viewed 1608 times
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Post by Beeblebrox »

Here is one of my new stations.. here is where the wood, iron ore and steel arrives and where the wood and iron ore is transported out again to the steelmill and the sawmill..
looks cool. though i dont really see, why do you need this bridging system? you separate the kind of goods with it? or for the separate incoming directions?

b
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Post by Observer »

Beeblebrox wrote:
Here is one of my new stations.. here is where the wood, iron ore and steel arrives and where the wood and iron ore is transported out again to the steelmill and the sawmill..
looks cool. though i dont really see, why do you need this bridging system? you separate the kind of goods with it? or for the separate incoming directions?

b
Hehe I actually copied it from someones screenshot on this forum.... but what it actually does is sepparate the incomming from the outgoing.

I could have 'cut' the station in half and make just to simple tracks.... but this looks way better... AND I believe it to be more realistic, because the unloading trains get better mixed with the loading trains thus the cargo can be transported from the unloading ones to the loading ones faster :)
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Post by Beeblebrox »

i see. i justusually build the standard ro-ro type for separate in/output.
though i sometimes have to build end-stations, like here.
actually it can handle quite havy traffic, caused by the 360t/month farm, and 540t/month mine.

but sometimes gets jammed, i still need some adjustments.
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Galactic hyperspc planning cl, 27. nov 1993.png
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Post by Observer »

Yeah I can imagine it gets stuck sometimes, because there is only one way traffic for incomming and outgoing trains...
The best way to get it more efficient is to let the trains enter on one side and leave on the other... like in your previous picture.
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Post by Jango »

i suspect that works quite well.....

However, i think it could be even better. You still only have 2 feeds into the station, and 2 exits. I find that I frequently need more than that in order have up to 4/5 trains entering and another 4/5 leaving at the same time.

I would use a RoRo system (like you've got), but split the incoming tracks into several disconnected systems so that you can have more than one train entering at a time. Then you can have a similar system on the way out.

Remember that each junction is a potential bottleneck! You need to limit junctions and shared track. It's MUCH more efficient to use bridges and tunnels to avoid junctions than to have shared track.

As a side note, I would not recommend sharing raw material loading trains with a busy steel/goods system.

Have you ever managed to have 30 goods trains operating out of the same station? It's a challenge to build a station which can both unload materials to the factory and allow trains to fill up with the resulting goods.

Have fun!
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Post by Beeblebrox »

hmm.. i see what you mean, the only problem is that coal mine on the top of the hill, which i cant destroy, and dont have enough space.

dont you think that it would be good, to make an evolution-picture of a station? to see how it develops during game?

b
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Post by tgsc »

First game using networks (and my fist OTTD game, played TTD before tho) I don't tend to plan ahead so junctions where I combne roots tended to become a bit messy, a junction befre and after tidying up
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ottd_juntctionbefore.jpg (626.33 KiB) Viewed 1525 times
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Post by Observer »

Beeblebrox wrote:hmm.. i see what you mean, the only problem is that coal mine on the top of the hill, which i cant destroy, and dont have enough space.

dont you think that it would be good, to make an evolution-picture of a station? to see how it develops during game?

b
That would be fun, but in my game stations often disappear, because I found another suitable location..
But I would like to follow your pics if you decide to post them..
I will probably post pics of my station again when it changes.
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Post by Beeblebrox »

damn opera always crashes when i want to upload a picture after deleting an atachment.
Jango wrote: However, i think it could be even better. You still only have 2 feeds into the station, and 2 exits. I find that I frequently need more than that in order have up to 4/5 trains entering and another 4/5 leaving at the same time.

I would use a RoRo system (like you've got), but split the incoming tracks into several disconnected systems so that you can have more than one train entering at a time. Then you can have a similar system on the way out.
what do you mean by spliting the tracks? in the case if i have eg. four incoming tracks, i will have to somehow to combine them, for the free-slot occupation thing. would the ideal outlook for such notsplit-just-shared station entrance look like this?

b
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Post by jvassie »

A good but slightly painful way would be to have say 4 incoming tracks each with a waypoint and then every train goes through one like: you have 8 trains, 2 go through wypnt 1, 2 thru wypnt 2, etc. This should help but can be quite painful.

James
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Post by Beeblebrox »

jamesvassie wrote:A good but slightly painful way would be to have say 4 incoming tracks each with a waypoint and then every train goes through one like: you have 8 trains, 2 go through wypnt 1, 2 thru wypnt 2, etc. This should help but can be quite painful.

James
but then adding new trains for the same route is quite painful, isnt it?

b
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Post by Jango »

to some extent, details like this can only be decided in-game. I've started separating my inputs so that incoming cargos go in certain entrances, and incoming empty goods trains go in others. It's not ideal, but it's better than having additional junctions at the entrance of the station.

When you are on your 150th train, adding new trains becomes second nature! Just be sure to use the copying/sharing orders feature. Makes the whole operation much easier.
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Post by spaceman-spiff »

May i remind every one, if you have a problem then start a problem topic :!:
Well, back to work, lot's of it in the near future
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Post by ThunderAI »

I'm done playing this game, too much money, not much let for me to thats enjoyable.
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Tenthwaite Springs Transport, 8th Dec 2003.png
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Post by jvassie »

That looks like a good sg ThunderAI!

Could you please post the savegame!

cheers

James
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Post by ThunderAI »

jamesvassie wrote:That looks like a good sg ThunderAI!

Could you please post the savegame!

cheers

James
Sure, I will post it this afternoon sometime. It is on a different computer
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Post by Beeblebrox »

I upgraded my station, changed the outflows crossing type, and i made a different inflow control, i'll see how it works.
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Post by Observer »

Beeblebrox wrote:I upgraded my station, changed the outflows crossing type, and i made a different inflow control, i'll see how it works.
Wow, thats what I call a junction.....

To make this post a bit more legit... Ill attach another of my screenies.
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Lightning Transport Inc., 25th Jul 2024 #1.png
Lightning Transport Inc., 25th Jul 2024 #1.png (125.61 KiB) Viewed 3423 times
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ThunderAI
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Post by ThunderAI »

The Station, and Save Game
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Main Station
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Tenthwaite Springs Transport, 14th Feb 2002.png (228.73 KiB) Viewed 1468 times
Tenthwaite Springs Transport, 7th Feb 2002.sav
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