Page 39 of 104

Posted: 27 Jun 2005 15:36
by Expresso
Revenuk: While that junction looks like it has been a source of fun, it has a very real potential to become a gigantic nightmare. I suggest you replace it with something which is not a roundabout in order to prevent gridlocks.

Posted: 27 Jun 2005 15:43
by Revenuk
that the best part of it :P. when gridlocks start to happen you just modify it. the inside of that juction has changed 3 times already.
and it will proberbly change A LOT more before im done :)

Posted: 27 Jun 2005 15:56
by jvassie
Cheers The Irish! Nice to see someone who appreciates it! :wink:

I will hopefully be posting some screenies of my intra and inter city networks on my game which is part of the challenge thread next to this one.

James

Posted: 27 Jun 2005 18:02
by Arsenal
Blimey, 3 roundabouts in 1 junction!

It won't work for heavy traffic, but great to see nevertheless.

Posted: 27 Jun 2005 20:44
by gkirilov
here is a junction designed to deal with heavy load.
8 entrances and 8 exits - double tracks in each direction.
Short tunnels, a few 2x45 turns.

Posted: 27 Jun 2005 21:04
by White Rabbit
Sometimes I wonder why people build such humongous stations and junctions, because the output of the primary industries are rarely high enough to sustain more than two 10-wagon long trains, although the secondary industries will obviously have bigger stations, especially if you direct stuff from all over the map to just one point.

Oh, and...BEHOLD! THE MESS!

Posted: 28 Jun 2005 09:27
by bobingabout
something i did ages ago for a website:
Image

you've got to love that!

I've got a game with something simular(slightly cutdown) actually in effect.
I've not been in a game where i've needed to actually use this yet, because most of my games use costom junctions to fit that particular job, note my station on page 37.

Posted: 28 Jun 2005 10:02
by gkirilov
White Rabbit:
because the output of the primary industries are rarely high enough to sustain more than two 10-wagon long trains
this is not true. You can easily raise the production to 1k in few decades ... and then the fun begins :lol: :twisted: . Jams, delays and the producion goes down if you can not handle it. That's why i need huge stations with huge/fast juntions.
bobingabout
good one - as far i can see it complies with "THE RULE" :) for separate-before-merge. But if you extend lines not to have double 45 turns it will increase the trains' speed.
the idea of my junction(few posts up) is the same but instead of bridges i use small tunnels which makes signal-to-signal distance smaller.

Posted: 28 Jun 2005 10:22
by White Rabbit
Raise the production? But I thought that you couldn't control industry output? It fluctuates over time, doesn't it?

Posted: 28 Jun 2005 10:50
by gkirilov
if your station rating and the "transported" ratings are high the production will increase. If they are low it will go down.

Posted: 28 Jun 2005 11:27
by White Rabbit
That's just how much gets into your stations, but not how much you get out of the industry. If a goldmine produces 63 bags of gold each month, you can only get a maximum of 63 gold bags each month out of it, if your station rating is 100%.

Posted: 28 Jun 2005 11:30
by Villem
16 square monster trains pulling coal or iron ore is always a nice sight.

Posted: 28 Jun 2005 12:24
by White Rabbit
They look like caterpillars in high resolutions...we need another zoom function. ;P

Junctions

Posted: 28 Jun 2005 16:52
by sfuerst
Here are some nice junctions. The first one is made from two standard three-way junctions back to back, but really compressed. I use it because it is easy to remember.

The second and third junctions (basically identical except for heights) are really useful for extending to 4track 4way crossings. I just move everything appart by two squares, and insert in the middle express straight-through tracks.

ps. Sorry about the file naming, I have some other junctions, but they are a little too boring to post.

4track junction

Posted: 28 Jun 2005 16:55
by sfuerst
Does anyone have a good (compact and easy to remember) 4track junction? Here is a 3way spaghetti style version, but I'm looking for something much smaller.

Posted: 28 Jun 2005 17:02
by dodo
this one can be made very small (isn't because i didn't wat the maglevs to break)

3way 4track junction

Posted: 28 Jun 2005 19:00
by sfuerst
I took your advice - and here is the shrunk version, with a few tweaks.

Posted: 28 Jun 2005 22:05
by Hackykid
hhmm, i used to use a higly compact 4-way junction before realistic accel introduced curve speed limits.

Posted: 28 Jun 2005 22:20
by Golfer
Here is my 3way 4 track junction.

Round-A-Bout OK

Posted: 29 Jun 2005 03:25
by MHTransport
http://wiki.openttd.com/index.php/Round-A-Bout (This is without PBS)

The second version of a round-a-bout has outer tracks that allows an inbound train to transfer to the next outbound track without entering the main inner round-a-bout track. This reduces the actual load on the round-about.

It also has a signal between each inbound and outbound track. This means that trains can still exit on the outbound track if the inbound switch is not clear; and conversly that an inbound train can enter if the outbound switch is blocked.

It doesn't deadlock, but breakdowns can block a route. It also handles turning around.