Pictures of your OTTD games
what grf do you use for the towns buildings.FoxAlpha wrote:How i say in the edit last Post.
I am using the latest Integrated Build I4.
So my Junction are simple with PBS.
But here The Screen
Fox
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly

I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
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- Director
- Posts: 560
- Joined: 21 Jun 2004 16:17
- Location: Train station 1
I use 20 cars on each train (and it DOES work)
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- I.T.C. Red, 27th Jan 2041.png
- Trains
- (159.04 KiB) Downloaded 308 times
I would suggest using seperate grain and livestock trains...dodo wrote:I use 20 cars on each train (and it DOES work)
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.

Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
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All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
@JPMaster && Dodo
U should not build on every Tile a Signal. Thats not good for the traffic.
I thing all 3 to 5 Tiles are more as enought.
This is not only my Opinion, i have read some tutorials for TTD, TTDPatch and OpenTTD. There are many with the same.
And on the I.T.C picture. U have the Signals for the RoRo Station missplaced.
In Entrance u should u 1 Pre Signal (Yellow Horizontal) and direct before the Station u should use Exit Signals (White/Gray Vertical).
Fox
U should not build on every Tile a Signal. Thats not good for the traffic.
I thing all 3 to 5 Tiles are more as enought.
This is not only my Opinion, i have read some tutorials for TTD, TTDPatch and OpenTTD. There are many with the same.
And on the I.T.C picture. U have the Signals for the RoRo Station missplaced.
In Entrance u should u 1 Pre Signal (Yellow Horizontal) and direct before the Station u should use Exit Signals (White/Gray Vertical).
Fox
Here are some shots of a network I made. The scenario I created has only 1 factory and 1 food processing plant. Everything goes in there, and the goods and foods all go to the cities.
Have a look.
Have a look.
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- Green Development, 5th Jan 2055 #1.png (86.79 KiB) Viewed 1088 times
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- Green Development, 5th Jan 2055.png (86.23 KiB) Viewed 1134 times
What exactly makes it bad? Spacing the signals out means greater distances between trains, and therefore a lower capacity on each line. And I cant think of a benifit, other than it 'looks more realistic'.U should not build on every Tile a Signal. Thats not good for the traffic.
I thing all 3 to 5 Tiles are more as enough.
If you have a deadlock, there's no place for an "escaperouter" or to build a depotsc79 wrote:What exactly makes it bad? Spacing the signals out means greater distances between trains, and therefore a lower capacity on each line. And I cant think of a benifit, other than it 'looks more realistic'.U should not build on every Tile a Signal. Thats not good for the traffic.
I thing all 3 to 5 Tiles are more as enough.
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- Engineer
- Posts: 22
- Joined: 19 Aug 2004 21:12
- Location: Budapest; Hungary
Some bigger stations of mine (currently used by only a few trains), but will be expanded soon, probably a 250trains/station will be served.
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- Pedro Transnational Rails, 27th Feb 1966.png
- (261.13 KiB) Downloaded 189 times
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- Pedro Transnational Rails, 19th Feb 1966.png
- (313.18 KiB) Downloaded 177 times
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- Pedro Transnational Rails, 2nd Feb 1966.png
- (278.56 KiB) Downloaded 220 times
- bobingabout
- Tycoon
- Posts: 1850
- Joined: 21 May 2005 15:10
- Location: Hull, England
This is my Major Station. there are 70 trains stop off here at some point.
this game was originally a network game of OTTD 0.4.0.1 between me (Tash) "Tash Transport" and Sacro "Hmmmm Transport". but this is in OTTD Integration 4. where i bought out Hmmmm Transport(Red, not shown in this section) as a subsidiary called "Sacro Railways" and added another subsidiary called "Watkins Trains", Manager "J.Watkins"(some default crap.) who was actually male for a change
although this station gets very busy, theres very little entrance wait, and no exit wait, since there are actually 2 seperate main entrances(northwest, and south(from southeast and southwest)), with 2 smaller entrances(steel mill and farm), which split into 3 sections, and 2 trains can enter at the same time. 2 trains can exit at the same time too, although they have 3 different directions to choose from, so, theres never any lag since its rare that 2 want to go the same way.
even with its excellance, this efficiancy of the entrance can be improved if PBS was used, where upto 3 trains can enter at a time, i just choose not to convert it.
I hope this thing inspires you, i'm open to any sugested alterations. and yes, its a bodge, because it started off small, i'd add even more platforms, except the junction is in the way, and i don't much feel like demolishing it to start again.
also note the turn around and depot junction.
this game was originally a network game of OTTD 0.4.0.1 between me (Tash) "Tash Transport" and Sacro "Hmmmm Transport". but this is in OTTD Integration 4. where i bought out Hmmmm Transport(Red, not shown in this section) as a subsidiary called "Sacro Railways" and added another subsidiary called "Watkins Trains", Manager "J.Watkins"(some default crap.) who was actually male for a change

although this station gets very busy, theres very little entrance wait, and no exit wait, since there are actually 2 seperate main entrances(northwest, and south(from southeast and southwest)), with 2 smaller entrances(steel mill and farm), which split into 3 sections, and 2 trains can enter at the same time. 2 trains can exit at the same time too, although they have 3 different directions to choose from, so, theres never any lag since its rare that 2 want to go the same way.
even with its excellance, this efficiancy of the entrance can be improved if PBS was used, where upto 3 trains can enter at a time, i just choose not to convert it.
I hope this thing inspires you, i'm open to any sugested alterations. and yes, its a bodge, because it started off small, i'd add even more platforms, except the junction is in the way, and i don't much feel like demolishing it to start again.
also note the turn around and depot junction.
- Attachments
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- Tash Transport, 24th Dec 2009.png (106.29 KiB) Viewed 2263 times
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
I'd still recommend against easy to block intersections, even with PBS.So my Junction are simple with PBS.
Nice layout, bobingabout

"If a man does not keep pace with his companions, perhaps it is because he hears a different drummer. Let him step to the music he hears, however measured or far away" --Henry David Thoreau
[HUN]Pedro -> Why are you using small stations in front of, and after, your big station? I assume it's to make sure your trains go into the right directions. But why not use waypoints for that? They stop on stations, causing traffic jams.
Also, in the third picture, the factory. I noticed on your roro goods station the trains enter at the front, and exit at the back, driving in a half-circle to get to the front again. You should swap this around. It's goods, you transport them from your factory. So they should exit via the direct route.
bobingabout -> Your junction's terrible! Why so complex? I see lanes crossing eachother for no appearant reason, 90 degree turns, lots of bridges... You should really look into optimalisation on this one!
Also, in the third picture, the factory. I noticed on your roro goods station the trains enter at the front, and exit at the back, driving in a half-circle to get to the front again. You should swap this around. It's goods, you transport them from your factory. So they should exit via the direct route.
bobingabout -> Your junction's terrible! Why so complex? I see lanes crossing eachother for no appearant reason, 90 degree turns, lots of bridges... You should really look into optimalisation on this one!
- bobingabout
- Tycoon
- Posts: 1850
- Joined: 21 May 2005 15:10
- Location: Hull, England
why so complex? theres train entereing from everywhere. its actually not that complex when you break down what everything is doing. 90 degree turns? well, i don't like having those there, but i was kinda pushed for space...
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
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