Page 31 of 104
Posted: 24 May 2005 21:10
by ConductorBob
Those are the only PBS signals at the moment.
Posted: 24 May 2005 22:10
by Hackykid
the different semaphore graphics depend on the side if the track they are on. Play a bit with the "signals on drive side" option and see what happens.
Posted: 25 May 2005 10:07
by Jump
Hackykid wrote:the different semaphore graphics depend on the side if the track they are on. Play a bit with the "signals on drive side" option and see what happens.
that's the deal. thank you

Posted: 25 May 2005 14:42
by Zion
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!
I can't get those stations working

how did you do it? But then again I might have copied the wrong file so I don't know =/ what's the file name for the stations?
Posted: 25 May 2005 19:40
by Ergophobia
I decided to mess around with crossing tunnels a little... how's this for an ultimate crossing?

Posted: 25 May 2005 20:05
by Villem
with high traffic, inefficient.
Posted: 25 May 2005 20:19
by Ergophobia
May I ask why? I thought it ran quite well... (well, at least better than the previous ones

)
Edit: Or do you just mean that 2 lines is not sufficient for a giant network, and I should be using at least 4?
Posted: 25 May 2005 22:59
by Arsenal
Ergophobia wrote:May I ask why? I thought it ran quite well... (well, at least better than the previous ones

)
Edit: Or do you just mean that 2 lines is not sufficient for a giant network, and I should be using at least 4?
No, if you have several long trains coming from all directions, you could find they all get stuck. That''s why it's ineffeicient.
Having said that, there is no perfect solution. There has been repeated attempts trying to get the "perfect" juctions, which is one of the reasons why people enjoy this game.
A good solution is one that can cope with lots of trains, and it keeps moving at all(most) times.
Posted: 26 May 2005 00:54
by LKRaider
The :"ideal" solution would actually be to have no junctions at all.

Posted: 26 May 2005 01:51
by Invisble
LKRaider wrote:The :"ideal" solution would actually be to have no junctions at all.

thats why there are these funny things called "aircraft" they need no junctions..............
Posted: 26 May 2005 03:48
by sc79
thats why there are these funny things called "aircraft" they need no junctions..............
You just get the bottlenecks at the airport instead

Posted: 26 May 2005 17:20
by Gronk
You just get the bottlenecks at the airport instead
... and a nice queue of passengers.

Posted: 26 May 2005 20:29
by domi
I have found OpenTTD a few month ago.
Thanks for bringing this great game back to my mind. And with your new features it's even more fun to play than the classic Transport Tycoon... Thanks so much
Here are some screenshots of my game. My goal was to create one "main ring" which every train has to use.
Currently, there are around 200 trains moving around that ring. Sometimes smaller traffic jams occur, but normally the trains running quite fine. I belive I am at the end of this game, because
1) the ring won't be able to take much more trains
2) the towns are getting too big, and are eating my industries
so... let's start another game with those new big maps

Posted: 26 May 2005 22:39
by henrik
Towns won't eat industries if you turn off magic bulldozer

Posted: 26 May 2005 23:33
by domi
Towns won't eat industries if you turn off magic bulldozer
magic bulldozer is the cheat which gives you the right to remove everything you want, is it? I used it several times, but straight afterwards I deactivated it... I suppose the industries have disapeared in that time I had activated the cheat

Posted: 27 May 2005 07:08
by Born Acorn
Yes, it means everyone and everything else (including towns) can demolish industries
Posted: 28 May 2005 15:07
by khamura
Hi all!
I've been lurking around the forums a while now after finding out about OTTD from a message/image board. I can honestly say that I was dumbfounded in the face of all the new features, and it took me a while to get out of my point-to-point building habits.
But I seem to be getting the hang of it. Pre-signals and PBS all the way!
I first used either on the island map provided with OTTD 0.3.6, here's a screenshot or two.
Posted: 28 May 2005 16:50
by gkirilov
khamura, what grf are you using for the towns and what version are you using (0.3.6 ?) that you have PBS?
Posted: 28 May 2005 18:56
by khamura
gkirilov wrote:khamura, what grf are you using for the towns and what version are you using (0.3.6 ?) that you have PBS?
I'm using NB 2262i2, with newshipsw.grf and the Urban Renewal beta 2 as well as a replacement for the HQ, both from
http://users2.tt-forums.net/ttdur/ttdur.htm. Works like a charm.

Of course, Urban Renewal is a trg1r.grf overwrite, and not easily undone -- aside from the .exe provided with the replacer.
Only downside to the NB I use (the one before the current i3, I believe) is the elrail glitch that messes up the monorail and maglev autorail tool, really, but it's not too harsh a bug. Doesn't have any impact on gameplay.
Edit: Oh yeah, and for some reason I have no music any more. Ah well, that's what Winamp is for.

Posted: 28 May 2005 19:15
by Zuu
A nice one level junction, which would have been eaven better with PBS.
90 degree turns are turned off.