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Posted: 23 Jun 2005 15:01
by [HUN]Pedro
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 ;)

Posted: 23 Jun 2005 18:22
by dodo
have you ever seen this :shock: :shock:

(it's my cargoship)

Posted: 24 Jun 2005 02:41
by DaleStan
In the future, please do not post 1280x1024 screenies just to show a single vehicle.

In other news, substantially improved Ruslans are available over here.

Posted: 24 Jun 2005 19:59
by Zuu
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.

Posted: 25 Jun 2005 07:37
by Dark
There are many vehicles on 64x64 map

Posted: 25 Jun 2005 07:58
by gkirilov
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...

Posted: 25 Jun 2005 08:21
by jvassie
Looks cool Gkirilov!

Would you mind posting the savegame?

Cheers
James

Posted: 25 Jun 2005 09:48
by dodo
How many hours has this game cost you?
(it's a bit busy on that map :shock: )

Posted: 25 Jun 2005 13:09
by latinoloco
jamesvassie wrote:Looks cool Gkirilov!

Would you mind posting the savegame?

Cheers
James
if ud be so kind

Posted: 25 Jun 2005 14:07
by d00mh4mm3r
busy is an understatement...

I like the junction, nice :lol:

Posted: 25 Jun 2005 14:57
by dodo
jamesvassie wrote:Looks cool Gkirilov!

Would you mind posting the savegame?

Cheers
James
Don't you think the bottom attachment is the savegame?!? :lol:

Posted: 25 Jun 2005 15:27
by Villem
Dark wrote:There are many vehicles on 64x64 map
That is what 2 lane "highways" are for.

Posted: 26 Jun 2005 02:33
by latinoloco
dodo wrote:
jamesvassie wrote:Looks cool Gkirilov!

Would you mind posting the savegame?

Cheers
James
Don't you think the bottom attachment is the savegame?!? :lol:
O woops, didnt see that. My bad

Posted: 26 Jun 2005 15:07
by gkirilov
dodo wrote: Don't you think the bottom attachment is the savegame?!? :lol:
i just edited my post after i saw his message.

Posted: 26 Jun 2005 21:57
by bobingabout
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.

Posted: 26 Jun 2005 23:26
by Diadem
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.
Looking forward to it ;)

Posted: 27 Jun 2005 08:00
by bobingabout
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.

Posted: 27 Jun 2005 13:43
by Revenuk
This is the Current Junction im playing about with atm. not quiet sure how i came up with it though :P

Posted: 27 Jun 2005 15:32
by dodo
Hey, :D I've had that idea too (didn't work though)
Yours is slightly bigger :shock:

have you thought that up yourselve? (then you would be very cool to me :wink: )

Posted: 27 Jun 2005 15:34
by The Irish
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...

So please more interesting OTTD pictures.
Thanks.