Pictures of your OTTD games

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

I wish i could copy and paste that into my game lol
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GoneWacko
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Post by GoneWacko »

I personally like this solution a lot:
http://www.transporttycoon.net/viewjunc ... r-leaf.png

'Twas made by BobXP if I remember correctly :o
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MeusH
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Post by MeusH »

I'll redraw it on the paper and apply in my game. Amazing :D
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Rylix
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Post by Rylix »

two lines each way makes it that big... what about 3?
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StarLite
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Post by StarLite »

Actually cloverleafs are pretty bad in terms of speed and troughput once you get a lot of trains. They also tend to jam pretty fast [every game where I had a lot of train and a cloverleaf it has jammed at least once].
But they easy to make, cheap and small, so they are prefect for starting games without [the new] realistic accel :) [aka 0.3.6 games]
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osai
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Post by osai »

StarLite wrote:Actually cloverleafs are pretty bad in terms of speed and troughput once you get a lot of trains. They also tend to jam pretty fast [every game where I had a lot of train and a cloverleaf it has jammed at least once].
Hmm, the version I showed a few posts ago seems to work highly reliable. There are about ~150 trains going through this cloverleaf and it doesnt look like there will be problems.
StarLite wrote:so they are prefect for starting games without [the new] realistic accel :) [aka 0.3.6 games]
I use realistic accel :P no problems occured.


But there are some things you should do, to have a good workflow:
  • Uniform trainlength, all trains I build are 10 units long (1 or 2 for the engines + 8 wagons).
    The cloverleaf can handle one train that turns and even one that wants to go straight through at the same time (look at the signals on the screenshot).
  • You have to use waypoints, otherwise sometimes trains wont take the correct track.
  • No depots near the cloverleaf that slow down your buissnes :P
Rylix wrote: two lines each way makes it that big... what about 3?
I will look at that and give it a try :P But actually I am a bit busy!

have fun osai
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turning trains dont stop the vertical and horizontal going trains
turning trains dont stop the vertical and horizontal going trains
junction_in_action.png (29.04 KiB) Viewed 2379 times
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0beron
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Post by 0beron »

Cloverleafs will jam if you make them too small. That last picture shows a train turning that fits completely within one of the loops of the cloverleaf, so it can wait there while the two trains on each of the mainlines go past, and then complete the turn. If it were a smaller junction then the turning train would block the one behind it on the mainline.
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Post by DaleStan »

The problem with cloverleaf intersections is that they violate the split-before-merge rule. This rule states, basically, that, in a single junction, a train should not pass a split tile (two or more choices of how to go) after it passes a merge tile (two or more places to come from that end up in the same place).

To build a truely efficient junction, you have to unwrap the the cloverleaves so the trains that are turning left off a track leave before the trains that are turning left onto the track get on.

For a practical example, consider a train traveling NE that needs to go NW, and a train travelling NW that needs to go SE. With a cloverleaf, they have to share the same section of track; with a properly unwrapped junction, they do not.
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Post by iNVERTED »

GoneWacko wrote:I personally like this solution a lot:
http://www.transporttycoon.net/viewjunc ... r-leaf.png

'Twas made by BobXP if I remember correctly :o
Why thankyou. :D

Anyway, myself I don't actually like that junction. It is good as a noninterference junction (ie, trains on the inside track can never go to the outside track and vice versa), but when you want an unjammable junction, you should never use any form of cloverleaf. I like the spiral junction quite a lot, but its disadvantage is that everything but left-turns must go up and down one tile height. Not good if you're deprived of HP early on in the game.
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Post by StarLite »

Also with the new realistic accel [0.3.6 uses the old realistic accel] this junction will slow down your trains immensly because of the tight curves.

Basicly you want to have at least 4 or 5 straight tiles betweeen EACH corner in your track, wich is false for this one, as it has 2 between em. This means trains will slow down to about 110km/h [about 70 mph] regardless of HP, number of locs and length.
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Post by hYpe_ »

I attached a screenshot of my current arctic game.

Exactly 100 trains are going to this station, so it's quite busy... how can i manage the exit better?
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Bratin Cargo ´ , 21. Jun 1996.png
Bratin Cargo ´ , 21. Jun 1996.png (165.21 KiB) Viewed 927 times
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Post by sc79 »

Couple of ideas;

- Reduce the number of platforms merging to a single line. I usually try to keep it to 4-6 (this means you'll have an extra line or 2 to merge later though).
- With realistic acceleration on, making the corners on the exit wider would help.
- Remove the crossover from there, and move it further from the station. Theres no need for them to switch tracks so soon, and it slows them from getting off the platforms. If most of the trains on both tracks go straight through, the PBS junction is ok; however, if most are switching lanes, id suggest using an over/underpass insead, since a train blocks both tracks when switching on a PBS crossover.

Also;
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Few years later and its starting to get rather crowded round here.
Few years later and its starting to get rather crowded round here.
Hudingstone Transport Inc., 10th Aug 2025.png (267.5 KiB) Viewed 926 times
MeusH
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Post by MeusH »

Whoa! It's so big :wink:

What station spread you use?
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Post by PayableOnDeath »

sc79 -- :shock: thats the biggest station I have seen, I hope you got all your signals right other wise big crash's or traffic jams lol :lol:
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browneyedboy
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this is my tribute to this thread

Post by browneyedboy »

Here is my game so far, it's march 2004 and I just changed everything to maglev.

I hope you see this pic, this is my first time uploading a pic here.

Hope also that you can come with ideas to me.

You can post me a PM or you can even add me on MSN messenger and help me out with ideas. And I can help you with stuff in return too :D

So, let me know what you think
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Putnick Transport inc. Ltd, 27 feb 2004.png
This is a junction I would like to make more efficent, but don't know how...
(184.34 KiB) Downloaded 173 times
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Dextro
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Re: this is my tribute to this thread

Post by Dextro »

browneyedboy wrote:Here is my game so far, it's march 2004 and I just changed everything to maglev.

I hope you see this pic, this is my first time uploading a pic here.

Hope also that you can come with ideas to me.

You can post me a PM or you can even add me on MSN messenger and help me out with ideas. And I can help you with stuff in return too :D

So, let me know what you think
that setup is bound to give you troubles, both the entrance and exit go to the exact same spot :? You should try to place them in diferent sides of the station OR make it a roro station instead.

And PBS would improve that station but not much :?
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browneyedboy
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Post by browneyedboy »

What is PBS? (new here) :?
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Dextro
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Post by Dextro »

browneyedboy wrote:What is PBS? (new here) :?
Path Based Signals, a feature to come AFTER 0.4.0 :)
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browneyedboy
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Post by browneyedboy »

path based signals - what does that mean? how will they work?
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Dextro
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Post by Dextro »

browneyedboy wrote:path based signals - what does that mean? how will they work?
Just like it says: PATH BASED SIGNALS. Signals go on or off based on the path of the train get it?

Like in this picture:

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