diadem:
I use the old non-stop (so they don't stop at the "waypoint stations")
Why not waypoints? because there are no multi track waypoints, so this is the why i use stations
Goods station: well cos this is complex enough, and also, there is a right-hand traffic, i don't like mixing the two ways togather
I dont use to make symetric junctions, but this one is symetric, and I think actually it have worked out sweet.
The raised track from upper right to lower left is a main line. The whole junction work as an on/off ramp for trains that load/unload at that part of the world. Actually no trains use the tracks from upper left to lower right (and back forth).
I have tried to avoid sharp corners. Also I use monorail instead of maglev to not have too good engines.
Now, enoght talking, go and look for you're self.
Attachments
Dursåker Transport, 25th Aug 2044.png (123.49 KiB) Viewed 1070 times
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites) Junctioneer (a traffic intersection simulator)
2 screen from a scenario of mine on a 512x512 map.
The purpose was to start with a single industry(coal - power station) and build you your own industries wherever you want.
The 1st screen is from a big station with a factory which produces 3k of goods and ~145-160 trains going through that station(around 90% of all my trains). And this increases all the time since all the farms(3) and ironoremines(3)-steelmill(1) increase their production every month.
As the cities expanded banks became available so i decided to build a underground line for connecting 2 cities(man those tunnels are expensive). Since a single tunnel was tooo expencive (1.6 Billion) i decided to split the tunnel into several connected tunnels and i build also a 6 of them in parallel - 3 in each direction(not yet finished - takes time since the trains are running).
The trains a mammoth - (1+27).
EDIT: this is Integrated4 build - you need it to load the save.
p.s. some cheats used to go back in time, increase the production from the minimum so it can go up...
Attachments
power/factory
Ulm Transport, 11th Jun 1977.png (57.96 KiB) Viewed 1132 times
BANK
Ulm Transport, 7th Jun 1977.png (83.59 KiB) Viewed 1142 times
Last edited by gkirilov on 25 Jun 2005 08:50, edited 3 times in total.
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.
dodo wrote:
Don't you think the bottom attachment is the savegame?!?
i just edited my post after i saw his message.
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.
Diadem wrote: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?
its actually not that complicated, it acts as a in/out depot and also as a turnaround. why not 2 depots? well, lets say a train needs a depot, wheres it going to go? nearest 1 down the line, 1 if the nearest 1 is past its destination? it has to go there, then aimlessly go further away from its destination till it finds somewhere to turn around. this junction allows trains to enter from either direction, then leave in either direction, aswell as turn around if for whatever reason they went the wrong way. theres 1 of these at either end of this large stations original mainline(northwest to southeast).
savegame? thats on my laptop, I'd have to do it later.
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
bobingabout wrote:its actually not that complicated, it acts as a in/out depot and also as a turnaround. why not 2 depots? well, lets say a train needs a depot, wheres it going to go? nearest 1 down the line, 1 if the nearest 1 is past its destination? it has to go there, then aimlessly go further away from its destination till it finds somewhere to turn around. this junction allows trains to enter from either direction, then leave in either direction, aswell as turn around if for whatever reason they went the wrong way. theres 1 of these at either end of this large stations original mainline(northwest to southeast).
I never have that problem. Trains know they can't turn around on a one-way track. They'll go to the nearest depot in their route. Not the nearest one geographicly. I always put depots just before the loading station, and just after the unloading station. That always works. Trains never go to the wrong depot and never wander around the map looking for a depot. Do you have npf and new depot finding on?
savegame? thats on my laptop, I'd have to do it later.
I'll get that savegame soon, just a matter of transfering it from my laptop to my workstation.
i removed all depots from station entrances because it kept having the problem that trains not needing that station would use them, and not be able to exit without causing chaos because the station was full.
and yes, NPF is on.
also note that the top edge of the map is what i did during the multiplayer and is the main focus of my efforts, i've mainly been playing with subsidiaries patch after that.
you'll Requre a fairly recent version of Subsidiaries patch or intergration 4 to load this without a "Dissconnecting trains" error, and you'll require an older version of PBS(using semephores) or intergration 4 for the network to behave correctly(theres anly a few PBS junctions). so, i'd say you need subsidiaries patch, or intergration 4.
Edit: Uploaded, and don't forget to turn on and setup subsidiaries before loading the savegame.
dodo wrote:jamesvassie please stop posting this much pics, it'll ruin the topic (I think)
Please don't. Please post more. Nice to see here some pictures that show something else then: "my biggest junction", "my biggest town", "my bussiest factory", etc...