Map using Transfer (A LOT)

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Istasi
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Joined: 10 Jan 2008 18:05

Map using Transfer (A LOT)

Post by Istasi »

Map link: http://www.istasi.dk/TheMovement.new.sav (Size: 1.94mb)
Edit: Wops, forgot to add, that im using a nightly build (r11769)

So ive a map which is 1024x1024 running on a dedicated linux server (lan only), and well, i kinda wish that the last 'point' on a route isn't the on that takes all the 'hit' from the route being longer than needed.

building this way just seems more 'efficient' than building a really advanced rail road system, which joining to different tracks together as one track will always slow down the main line, as the trains on the main line needs to slow down, for the joining trains. I know a solution to that could be using signals to allow trains on the main line to continue over letting new trains join on the line, unless the main line is free, but when building tracks where there will be A LOT of trafic towards a single factory or sawmill (in my case) from the rest of the map, the closer you get to the end point the more dense the trafic will be thus making line merging next to imposible unless sacrificing A LOT of route performance.

Anyway, have noticed that when a train with a transfer order enters a station, a yellow number with the 'supposed' cash gain, however this number is not added to, uhm, cash buffer? (no clue what to call it), only green numbers add to it, and red numbers take from it. Anyway the idea is that the end station instead of giving a red number only that only shows the 'profit' from the last station towards the end point, that we instead see the overall number from the route total.

I know that it will give incorrect numbers if you look at train profit along the route, however the case current is the same, the last route is showing incorrect numbers.

Anyway, added a map that 'heavily' uses this system, and that the end points can have up to -300k profit last year, as a result of this, by doing it on the way i suggest, you will also have an better idea of what the route you made actually give.

Otherwise, cheers for a very good game :), I certainly enjoy playing it A LOT :)
jasperwillem
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Location: Netherlands

Re: Map using Transfer (A LOT)

Post by jasperwillem »

Did you consider this for your mainlines...


-S--------1--/-------
-S-S-S-S-2-

or
-S--------1--/-------
-2-3-3-3-3-

...

S = signal
1 = two way third step advanced signal
2 = first step one way advanced signal
3 = one way third step advanced signal
ev.delen
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Joined: 05 Jan 2008 05:44
Location: Canada

Re: Map using Transfer (A LOT)

Post by ev.delen »

Istasi wrote:Map link: http://www.istasi.dk/TheMovement.new.sav (Size: 1.94mb)
Anyway, have noticed that when a train with a transfer order enters a station, a yellow number with the 'supposed' cash gain, however this number is not added to, uhm, cash buffer? (no clue what to call it), only green numbers add to it, and red numbers take from it. Anyway the idea is that the end station instead of giving a red number only that only shows the 'profit' from the last station towards the end point, that we instead see the overall number from the route total.

I know that it will give incorrect numbers if you look at train profit along the route, however the case current is the same, the last route is showing incorrect numbers.

Anyway, added a map that 'heavily' uses this system, and that the end points can have up to -300k profit last year, as a result of this, by doing it on the way i suggest, you will also have an better idea of what the route you made actually give.

Otherwise, cheers for a very good game :), I certainly enjoy playing it A LOT :)
The yellow number is the amount of revenue generated from that leg of the journey. The green number at the end is the actual revenue generated from the total route, and it factors only the final load. As an example, if you use a coal truck to feed into a transfer station, which feeds to a power plant, the green is the amount of money generated from every individual unit of coal. Coal that has had to wait on the platform at the transfer station is less profitable than coal that is transfered directly to the train and departs.

If you're making -300,000 from a route, then you've got major problems. I looked at your save-game and couldn't find that route, but you've got A LOT of transfers going on! Each time it trasnfers, you're using more and more trains, and the cost of moving the stuff goes up! 1 train long distance will always make more money than 10 short trains traveling 1/10th of the route!
Trippynet
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Joined: 23 Jan 2008 15:35

Re: Map using Transfer (A LOT)

Post by Trippynet »

Indeed, don't forget as well that not only does the profit for each route get added up when you create transfers, but the running costs of all the trains is also added together. You may find the running costs of the final train in your routes becoming astronomically high as all the previous trains in the chain will have their costs added on. This may be why some routes are making a loss.
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