Pictures of your OTTD games

Screenshots of your games! All Transport Tycoon games acceptable (including TTDPatch and OpenTTD).
Locked
FoxAlpha
Engineer
Engineer
Posts: 85
Joined: 06 May 2005 18:19
Location: Germany
Contact:

Post by FoxAlpha »

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
Attachments
Only with pbs thats so simple :)
Only with pbs thats so simple :)
simple_pbs_junction.png (236.04 KiB) Viewed 1249 times
User avatar
gkirilov
Chief Executive
Chief Executive
Posts: 696
Joined: 03 May 2005 09:32
Location: Othala

Post by gkirilov »

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
what grf do you use for the towns buildings.
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
Image
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.
dodo
Engineer
Engineer
Posts: 88
Joined: 04 Jun 2005 15:10
Location: Eindhoven, The Netherlands

Post by dodo »

The edit button is in the top right corner of the post you want to edit (only your posts unfortunately :twisted: )
Nope not all dodo's are dead (yet), one has survived!!!
User avatar
Griff
Tycoon
Tycoon
Posts: 4984
Joined: 15 May 2005 15:46
Location: Peterborough, United Kingdom

Post by Griff »

This is my first attempt at a proper network
ConductorBob
Director
Director
Posts: 560
Joined: 21 Jun 2004 16:17
Location: Train station 1

Post by ConductorBob »

Not bad but I'd suggest a minimum of 9 cars on each train.
dodo
Engineer
Engineer
Posts: 88
Joined: 04 Jun 2005 15:10
Location: Eindhoven, The Netherlands

Post by dodo »

I use 20 cars on each train (and it DOES work)
Attachments
I.T.C. Red, 27th Jan 2041.png
Trains
(159.04 KiB) Downloaded 308 times
User avatar
Griff
Tycoon
Tycoon
Posts: 4984
Joined: 15 May 2005 15:46
Location: Peterborough, United Kingdom

Post by Griff »

Yea, its just the gueling task of sending trains to depot and adding carts e.c.t, basically this was just an attempt to see if i could do a network correctly

This is the only instance in the whole map of a long train....and its not connected to the network, dont worry
User avatar
Purno
Tycoon
Tycoon
Posts: 16659
Joined: 30 Mar 2004 12:30
Location: Almere, The Netherlands

Post by Purno »

dodo wrote:I use 20 cars on each train (and it DOES work)
I would suggest using seperate grain and livestock trains...
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
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."
peter1138
OpenTTD Developer
OpenTTD Developer
Posts: 1794
Joined: 30 Mar 2005 09:43

Post by peter1138 »

Argh, attack of the killer signals!
FoxAlpha
Engineer
Engineer
Posts: 85
Joined: 06 May 2005 18:19
Location: Germany
Contact:

Post by FoxAlpha »

@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
dodo
Engineer
Engineer
Posts: 88
Joined: 04 Jun 2005 15:10
Location: Eindhoven, The Netherlands

Post by dodo »

thanks for the tips FoxAlpha and Purno, I'll have a try and see if it works better.

(my solution does work too :] )
Nope not all dodo's are dead (yet), one has survived!!!
User avatar
Ildefonse
Traffic Manager
Traffic Manager
Posts: 134
Joined: 22 Apr 2002 16:32
Location: New Zealand
Contact:

Post by Ildefonse »

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.
Attachments
Green Development, 5th Jan 2055 #1.png
Green Development, 5th Jan 2055 #1.png (86.79 KiB) Viewed 1088 times
Green Development, 5th Jan 2055.png
Green Development, 5th Jan 2055.png (86.23 KiB) Viewed 1134 times
sc79
Director
Director
Posts: 586
Joined: 22 Feb 2005 09:51

Post by sc79 »

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.
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'.
User avatar
Jump
Traffic Manager
Traffic Manager
Posts: 147
Joined: 22 Sep 2004 21:10
Location: Belgium

Post by Jump »

sc79 wrote:
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.
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'.
If you have a deadlock, there's no place for an "escaperouter" or to build a depot
[HUN]Pedro
Engineer
Engineer
Posts: 22
Joined: 19 Aug 2004 21:12
Location: Budapest; Hungary

Post by [HUN]Pedro »

Some bigger stations of mine (currently used by only a few trains), but will be expanded soon, probably a 250trains/station will be served.
Attachments
Pedro Transnational Rails, 27th Feb 1966.png
(261.13 KiB) Downloaded 189 times
Pedro Transnational Rails, 19th Feb 1966.png
(313.18 KiB) Downloaded 177 times
Pedro Transnational Rails, 2nd Feb 1966.png
(278.56 KiB) Downloaded 220 times
User avatar
bobingabout
Tycoon
Tycoon
Posts: 1850
Joined: 21 May 2005 15:10
Location: Hull, England

Post by bobingabout »

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 :o

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
Tash Transport, 24th Dec 2009.png
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]
CobraA1
Route Supervisor
Route Supervisor
Posts: 480
Joined: 07 Nov 2003 17:52
Location: USA

Post by CobraA1 »

So my Junction are simple with PBS.
I'd still recommend against easy to block intersections, even 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
Diadem
Engineer
Engineer
Posts: 70
Joined: 13 Jun 2005 14:19

Post by Diadem »

[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!
User avatar
bobingabout
Tycoon
Tycoon
Posts: 1850
Joined: 21 May 2005 15:10
Location: Hull, England

Post by bobingabout »

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]
Diadem
Engineer
Engineer
Posts: 70
Joined: 13 Jun 2005 14:19

Post by Diadem »

Can you post a savegame? I'd like to look at it in more detail :)

One thing for improvement I can tell you already. At the far right on the screen there's a depot. It services both direction of the track, via some complex 2-bridge manouvre. Why not simply build 2 depots and have a much simpler layout?
Locked

Return to “Screenshots”

Who is online

Users browsing this forum: No registered users and 16 guests