Page 30 of 104
Posted: 18 May 2005 09:54
by Korenn
that's why he has the 4 loading bays
Posted: 20 May 2005 19:05
by jvassie
Heres some based on an idea i thought of thanks to The Irish:
Picture 1: Winhill, Winhill MArshes on the left side of the bridge and the city centre on the right, running along the coast is the main livestock and grain mainline, with trains roaring up and down, full and empty all day long. We currently operate 48 BR 181 locomotive in dual traction to haul the trains consisting of 2 locos plus 10 wagons.
Picture 2: Great Chonnway, this is where the factory is located, the town grows very steadily even without passenger service.
Picture 3: The Great Farming District, is as you should be able to guess, the major farm area on the map, trains load up here, pass Winhill and head to Great Chonnway.
James
Posted: 21 May 2005 08:08
by jvassie
Heres some more of that game, this is the construction of a new goods line from the factory to Winhill Marshes where it will join the current passenger line.
Picture 1: Construction has started! The terminal has been built and the bridge over the docks. The track will run either parallel or over the original factory tracks.
Piccture 2: Here we can see the lead-up tracks at the botom and the track joining the original at the top.
Picture 3: The bridge the river where the goods ships go under, this section was later redesigned when the goods track ran parallel to the original tracks!
Posted: 21 May 2005 08:12
by jvassie
Last 3...
Picture 1: The track under the mainline has just been completed!
Piccture 2: Here we can see the track plowing through lush countryside, 4 ships are out on the river.
Picture 3: This is where the goods trains join the passenger line at Winhill Marshes.
James
Edit, because of the size of pictures, description 1 goes with pic 1, description 2, goes with pic 3 and description 3 goes with pic 2!

Posted: 21 May 2005 08:45
by Zuu
An atempt to create a masive station in my first OTTD 0.4.0 game (ran 0.3.6 before)
Posted: 21 May 2005 17:32
by Purno
toyland...

Posted: 21 May 2005 20:10
by ConductorBob
Im still suprised this aint a sticky.
Posted: 21 May 2005 20:28
by StavrosG
doesn't need to; its (almost) always on top
Purno: OW, my eyes!

Posted: 21 May 2005 20:39
by Villem
If toyland is not hurting my eyes, i don't see how it can hurt yours.
Posted: 21 May 2005 20:40
by LKRaider
I lost my appetite just by looking at Purno's screenshot.
Toyland should be removed, erased and forgotten from history of mankind...

Posted: 21 May 2005 21:46
by ConductorBob
I once made a good size corporation in toyland. Toylands fun, if you completely lower all contrasts.
Posted: 22 May 2005 00:49
by Dextro
LOL I think toyland's cute LOL
btw jamesvassie are you susing some sort of scenario for that game?
Posted: 22 May 2005 08:48
by jvassie
yup!
i know its a bit of a cheat, but isaw The Irishes 'Kingston Bridges' screenie and i though i just had to try it myself!
Shout if you want it and cheers for the interest!
James
Posted: 22 May 2005 13:33
by Invisble
Well here is my first ingame screen shot, bewarned looking at this for two long will make your head hurt.
And yes I DO use hackykid's Pathbased signalling (pbs v0.71), it is the ONLY way this would ever work.
And I have no idea how many trains use this network...........
Posted: 22 May 2005 13:36
by Jump
Invisble wrote:Well here is my first ingame screen shot, bewarned looking at this for two long will make your head hurt.
And yes I DO use hackykid's Pathbased signalling (pbs v0.71), it is the ONLY way this would ever work.
And I have no idea how many trains use this network...........
please convert it to png or png. Or you can change this ingame too

Posted: 22 May 2005 13:55
by antp

1: tracks to a factory (other tracks come from the north-east to this factory)
2: a farm near a town, so farm products in one way and goods in the other way
3: another one, linked through the main track with a more complex junction
4: two additional farms
5: a city that uses this main track too, linked to city nr. 3 with the junction of farm nr. 4
And of course also a goods train from 1 to 5.
And some other passenger trains that cross this main track.
Later I expanded the network to the south-east (tunnels under nr. 4)

I also added the coal mines to the main track, but for the forrest I used trucks because it was becoming too difficult
At the other end of the tunnel...

Goods & passengers, but also the coal mines that are linked to a power plant at the south of this picture.
Playing with high bridges

Posted: 22 May 2005 15:14
by Invisble
Jumper wrote:Invisble wrote:Well here is my first ingame screen shot, bewarned looking at this for two long will make your head hurt.
And yes I DO use hackykid's Pathbased signalling (pbs v0.71), it is the ONLY way this would ever work.
And I have no idea how many trains use this network...........
please convert it to png or png. Or you can change this ingame too

coverted to PNG now.
Unfortunatly because pbs rolls back the exe/lang files to r2341 (very old) there is no option to take pictures as PNG, only BMP or PCX, and no other release of OTTD since then seems to have incorporated pbs into it. which I think is a shame.
Posted: 24 May 2005 19:46
by Jump
jamesvassie wrote:Heres some more of that game, this is the construction of a new goods line from the factory to Winhill Marshes where it will join the current passenger line.
Picture 1: Construction has started! The terminal has been built and the bridge over the docks. The track will run either parallel or over the original factory tracks.
Piccture 2: Here we can see the lead-up tracks at the botom and the track joining the original at the top.
Picture 3: The bridge the river where the goods ships go under, this section was later redesigned when the goods track ran parallel to the original tracks!
>>
http://www.tt-forums.net//files/ninning ... 91_540.png
where did you get those semaphores from the last screenshot ?
Posted: 24 May 2005 19:48
by jvassie
By ctrl-clicking when building a signal.
not ctrl clicking after building, that makes it a pre-signal.
hope this helps
James
Posted: 24 May 2005 19:55
by Jump
jamesvassie wrote:By ctrl-clicking when building a signal.
not ctrl clicking after building, that makes it a pre-signal.
hope this helps
James
yes, i know. But I got those ugly ones: