templates & basics savegame
Moderator: OpenTTD Developers
People need to register to upload and comment.Salvo_guy wrote:looks good from here...
would users b able to upload there templates aswell... so users can share?
and then possibly use a ranking system as well...
I'm against a ranking system, that will only create competition between players, and the comments system is enough to express your opinion about a certain template.
I'll probably make this whole site much bigger, adding categories and such. Making it all TTD related, not only OpenTTD or the templates.
Think of it as Fileplanet, but for TTD stuff only.

New Savegame is attatched.
This is a pre-version, where not all things are at the final state.
Missing:
- Testing Grounds
- most load-balancer's (need at first some basic's here, ot to complex!!)
- some classification
Need some feedback and examples for "simple" load balancers.
@Rens2Sea:
I think the idea to make it possible for anybody to upload junctions is not so good. I'd prefer the idea, that users apply for upload junctions, or just to post them to an "admin" or someone who cares for style, rules and so on.
Edit: Savegame removed. Use the latest one
This is a pre-version, where not all things are at the final state.
Missing:
- Testing Grounds
- most load-balancer's (need at first some basic's here, ot to complex!!)
- some classification
Need some feedback and examples for "simple" load balancers.
@Rens2Sea:
I think the idea to make it possible for anybody to upload junctions is not so good. I'd prefer the idea, that users apply for upload junctions, or just to post them to an "admin" or someone who cares for style, rules and so on.
Edit: Savegame removed. Use the latest one
Last edited by skidd13 on 25 Jul 2006 10:40, edited 1 time in total.
What does that mean - the circumstances? I determine what circumstances prevail. -- Napoleon Bonaparte
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
Here is the new styled savegame with first testing area. Please comment. Is it ok?
If not post your proposal.
EDIT: Attachment revoved
If not post your proposal.
EDIT: Attachment revoved
Last edited by skidd13 on 25 Jul 2006 10:38, edited 1 time in total.
What does that mean - the circumstances? I determine what circumstances prevail. -- Napoleon Bonaparte
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
well i would like to download that, but for some reason (using a crappy mac... like i mean networked school mac) it just won't download.. i have ottd on here tho...
but when i get home tonight i will download it and tell you what i think...
From what i saw of the beta... i think this should b a good "update"

From what i saw of the beta... i think this should b a good "update"
Added a lock to exchange the junction more easy.
EDIT: Attachment removed
EDIT: Attachment removed
Last edited by skidd13 on 25 Jul 2006 10:37, edited 2 times in total.
What does that mean - the circumstances? I determine what circumstances prevail. -- Napoleon Bonaparte
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
just a point with the testing "zone" i only found one junction to use in that zone...
probably best having a few "zones" (ie 4 way, load balancer, station)
the way that the testing zone is currently set out... it is customized with very little space for modification... as i believe the zone was intended to be used, a larger section that can cope with possibly 3 of the biggest templates that are in use in the savegame...
Just thought i'd tell you... and the "locking system" is quite a nice idea... good work with that...
probably best having a few "zones" (ie 4 way, load balancer, station)
the way that the testing zone is currently set out... it is customized with very little space for modification... as i believe the zone was intended to be used, a larger section that can cope with possibly 3 of the biggest templates that are in use in the savegame...
Just thought i'd tell you... and the "locking system" is quite a nice idea... good work with that...
This is only the first testing area. 
These will follow:
if there is enough traffic and a good station config to load the traffic and don't jam into the junction.
@all
I need a bit help with all that work.
It would be nice if some people would build some (or even just one) of these teseting areas.
(just one condition: build them realistic, so everyone can use them.)
@Salvo_guy
The first junction is for SLH testing, those SLH's are a main part of the #openttdcoop game play and most of their junctions don't need more space than that for this.

These will follow:
- junction of 4 lines with 4 tracks wip by Salvo_guy
- junction of 4 lines with 2 2 tracks and 2 4 tracks
- junction of 4 lines with 2 tracks
- junction of 3 lines with 4 tracks
- junction of 3 lines with 1 2 track and 2 4 tracks build by skidd13
- junction of 3 lines with 2 tracks
- station testion with 4 tracks
- station testion with 3 tracks
- station testion with 2 tracks
- load balancer 4 tracks
- load balancer 3 tracks build by skidd13
- load balancer 2 tracks

@all
I need a bit help with all that work.
It would be nice if some people would build some (or even just one) of these teseting areas.
(just one condition: build them realistic, so everyone can use them.)
@Salvo_guy
The first junction is for SLH testing, those SLH's are a main part of the #openttdcoop game play and most of their junctions don't need more space than that for this.
THXSalvo_guy wrote:Just thought i'd tell you... and the "locking system" is quite a nice idea... good work with that...
Last edited by skidd13 on 02 Aug 2006 13:00, edited 4 times in total.
What does that mean - the circumstances? I determine what circumstances prevail. -- Napoleon Bonaparte
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
Errr, on the the big junctions I build, I have an amount of 40-70 trains.
Maybe that has to be balanced.
But the jam density is an indicator to differ the junctions.
I think a crossing junction (with 2 in and 2 out each) should be used by about 50-90 trains.
I think a crossing junction (with 1 in and 1 out each) should be used by about 30-60 trains.
But that all depends on the length between the stations.
short way, less trains = longer way, more trains
I prefer the longer way, cause there the people can test their junctions easyer, or even build new efficiant junctions.
The testiong areas can be mor then just testing they can also be used to develop new junctions.
@Salvo_guy:
On which testing areas are you working?
Maybe that has to be balanced.
But the jam density is an indicator to differ the junctions.
I think a crossing junction (with 2 in and 2 out each) should be used by about 50-90 trains.
I think a crossing junction (with 1 in and 1 out each) should be used by about 30-60 trains.
But that all depends on the length between the stations.
short way, less trains = longer way, more trains
I prefer the longer way, cause there the people can test their junctions easyer, or even build new efficiant junctions.
The testiong areas can be mor then just testing they can also be used to develop new junctions.
@Salvo_guy:
On which testing areas are you working?
What does that mean - the circumstances? I determine what circumstances prevail. -- Napoleon Bonaparte
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
Savegame updated. (See 1st post)
@Salvo_guy:
How far is your testing area?
@Salvo_guy:
How far is your testing area?
What does that mean - the circumstances? I determine what circumstances prevail. -- Napoleon Bonaparte
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
- shampie
- Engineer
- Posts: 120
- Joined: 13 Feb 2005 01:13
- Location: Eindhoven - Netherlands Ottawa - Canada
I didnt see this junction yet, usefull?
- Attachments
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- Ultramary, 28th Jan 2000.png
- (284.6 KiB) Downloaded 506 times
I downloaded the sav. it's very nice, but I noticed all the mainline junctions assume you will run your mainline track right next to each other. I ussaully put an empty square in between them. See the picture below. Would you want my templates for a 4 by 4, 2 by 4, and T junctions?
- Attachments
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- Dadingworth Transport, 18th Jan 3839.png
- sample junction
- (166.81 KiB) Downloaded 456 times
@cabbit: nice junction, I'll add it.
So please post this in a savegame, cause I'm too lazy to reconstruct it. 
THX


THX
What does that mean - the circumstances? I determine what circumstances prevail. -- Napoleon Bonaparte
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
Here's my best three junctions. I must admit the basic idea for the first one was suggested by someone else. I use the versions w/ suspension steel brideges becuase I start games around 1920. For some of the bridges I could have used tunnels but, hey, I like the way bridges look.
- Attachments
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- 3junctions.sav
- (12.2 KiB) Downloaded 426 times
One has to wonder why you do. You don't appear to make any use of this space at all.cabbit wrote:I noticed all the mainline junctions assume you will run your mainline track right next to each other. I ussaully put an empty square in between them.
PGP fingerprint: E66A 9D58 AA10 E967 41A6 474E E41D 10AE 082C F3ED
Howdy,
I reckon you've got a good idea, making a save game with templates. I checked it out a while back and was pretty impressed, and some if the ideas I’ve used here have come from that.
I think it would be even better if you changed the climate to desert and used monorail instead of basic rail. I reckon the monorail much easier to follow, and using desert helps even more since you don't get any trees or the picket fence beside the track cluttering things up. The option to convert the track type when you paste makes the source type pretty irrelevant.
Also, I've been fiddling around with different YAPF settings and setup a test (attached) which worked OK, moving twenty something thousand items between a couple of 64 platform stations. The changes I made allow preferred routes to be setup with a single slope, giving less emphasis on corners etc. I included the script I used to apply these settings to other existing games, or change them. (exec ApplyYapfConfig.txt) in the console.
This stuff has probably been done before, but I couldn’t find it.
The station entrance works really well for it’s size. Slopes cause trains to take bypass empty platforms leaving green signals behind them. This way several trains can enter the pre-signal block at once, or are held up at the entrance if the station is full.
The station exits I pinched from some of the OTTDCoop save games, and they work as well as any I've tried. Usually I find the exits are the bottle neck, but the 8 lines out of the station, supporting 8 platforms each do the job.
These are merged back to 4 tracks with a line merger built by pasting a small section of track (attached) over and over again (to make something a bit more like spaghetti). All the slopes from the edge where you want the trains to end up have been removed.
The idea is that trains all want to go to the edge with no slopes, but have to give priority to existing traffic in those 'better' lanes. They will move across if it’s free, or keep going till they hit something – or find out the lane they’re in is not so bad after all…
The biggest problem I had was when a signal turned red a moment after a train committed to the branch towards it, stopping the train and tying everything up. There is a bypass track as part of this merger, which allows following trains to continue past one stopped in this manner. It does the job OK, and can be made to merge as many tracks are required to however many you like with a series of ‘ctrl V’s, but there is certainly room for improvement, such as shortening it and alternating the lane speeds to merge the traffic better.
Instead I’m following another idea which allows trains to be diverted based upon pre-signals without any chance of being stoped, which works by driving signals with their own presence at various points. I got this to work, but it’s too big and clunky to be practical at this stage.
It would be good if there were any similar examples of this kicking around which I could take a look at…
Comments anyone...
Cheers,
Danny
I reckon you've got a good idea, making a save game with templates. I checked it out a while back and was pretty impressed, and some if the ideas I’ve used here have come from that.
I think it would be even better if you changed the climate to desert and used monorail instead of basic rail. I reckon the monorail much easier to follow, and using desert helps even more since you don't get any trees or the picket fence beside the track cluttering things up. The option to convert the track type when you paste makes the source type pretty irrelevant.
Also, I've been fiddling around with different YAPF settings and setup a test (attached) which worked OK, moving twenty something thousand items between a couple of 64 platform stations. The changes I made allow preferred routes to be setup with a single slope, giving less emphasis on corners etc. I included the script I used to apply these settings to other existing games, or change them. (exec ApplyYapfConfig.txt) in the console.
This stuff has probably been done before, but I couldn’t find it.
The station entrance works really well for it’s size. Slopes cause trains to take bypass empty platforms leaving green signals behind them. This way several trains can enter the pre-signal block at once, or are held up at the entrance if the station is full.
The station exits I pinched from some of the OTTDCoop save games, and they work as well as any I've tried. Usually I find the exits are the bottle neck, but the 8 lines out of the station, supporting 8 platforms each do the job.
These are merged back to 4 tracks with a line merger built by pasting a small section of track (attached) over and over again (to make something a bit more like spaghetti). All the slopes from the edge where you want the trains to end up have been removed.
The idea is that trains all want to go to the edge with no slopes, but have to give priority to existing traffic in those 'better' lanes. They will move across if it’s free, or keep going till they hit something – or find out the lane they’re in is not so bad after all…
The biggest problem I had was when a signal turned red a moment after a train committed to the branch towards it, stopping the train and tying everything up. There is a bypass track as part of this merger, which allows following trains to continue past one stopped in this manner. It does the job OK, and can be made to merge as many tracks are required to however many you like with a series of ‘ctrl V’s, but there is certainly room for improvement, such as shortening it and alternating the lane speeds to merge the traffic better.
Instead I’m following another idea which allows trains to be diverted based upon pre-signals without any chance of being stoped, which works by driving signals with their own presence at various points. I got this to work, but it’s too big and clunky to be practical at this stage.
It would be good if there were any similar examples of this kicking around which I could take a look at…
Comments anyone...
Cheers,
Danny
- Attachments
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- Savegame and YAPF settings script (r6380).rar
- (72.21 KiB) Downloaded 340 times
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- Test.png
- went to 64 platforms after exceeding the capacity of 32 and 48...
- (49.93 KiB) Downloaded 332 times
-
- 8-4 track merger made from pasting this bit over and over...
- LineMergeSection.PNG (16.81 KiB) Viewed 6287 times
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