New Player Question

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Jakeie
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New Player Question

Post by Jakeie »

Hey there I have started a couple of games and simply given up due to Signals.
Childish I know but I like complex networks so I have been trying to work them easily enough but anyway here is my first serious attempt at a network so to speak.
I hope to increase the amount of coal and iron ore trains any suggestions/advice and how is the current signal system working?
Image
All comments and advice appreciated =)
Alberth
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Re: New Player Question

Post by Alberth »

I'd recommend reading http://wiki.openttd.org/Tutorial:Two_Platforms and http://wiki.openttd.org/Tutorial:Two_Tracks as well.

After that try it again :)
Using double tracks everywhere is the easiest.


For the next post here, please use the screen shot facility of OpenTTD itself (CTRL+S). It produces a PNG file which is better for this type of questions.

Also, you could perhaps post a small save game with an example problem. That allows us to change it, and post the answer again. It is often easier to see things actually working than having a static screen shot.

Albert
Jakeie
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Re: New Player Question

Post by Jakeie »

Thank you ^_^
I shall now and I actually have a save that needs a look at =)
Jakeie
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Re: New Player Question

Post by Jakeie »

Well here is a save of the game I am focusing on at the moment I am starting small but I want to know how to improve this rail network can you have a look? =)
Attachments
First Game.sav
Gave Save
(39.8 KiB) Downloaded 121 times
Screenshot
Screenshot
petert
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Re: New Player Question

Post by petert »

It looks good; you may want to dedicate two lines using regular signals, like Alberth said.
Alberth
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Re: New Player Question

Post by Alberth »

Signals have a front and a back. You should place the signals such they face the trains normally. The amount of track that you claim gets reduced then.
It is a bit hard to explain in text. Go to the advanced settings, interface, display options, and turn 'show reserved tracks' on.
The dark pieces of track are claimed by a train. No other train can use that track any more. As you can see, if a train goes through a signal from the back, the claimed track does not end at the signal
In that way you can claim a very large part of the tracks, blocking the way for other trains.

I edited your example a bit, and posted the result. Each track now has a fixed direction. I used the one-way path signals, as I like them. Rather than making connections between both tracks for a depot, I simply added more depots.
Also, I removed the cross-connections (each track has a fixed direction, so changing lanes is not possible), and added them near the stations so trains can select a free platform.
Attachments
Slennford Transport, 27th Mar 1913.sav
edited version with tracks with fixed direction
(39.81 KiB) Downloaded 130 times
Jakeie
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Re: New Player Question

Post by Jakeie »

Well thank you very much that is very much improved my design! :)
Sorry for the newbie questions and wasting your time but i'm learning fast now so what would you suggest to expand into now?
Should I connect that line up to my other lines to make a network or keep it seperate?
Is passenger and mail travel cost effective on this map?
Alberth
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Re: New Player Question

Post by Alberth »

Jakeie wrote:what would you suggest to expand into now?
I don't think you are done with the current subject 'signals'. A point-to-point double track to terminus stations with two platforms is about the simplest layout. There are many other forms, eg getting trains from several sources all visit the same station, and leaving to different directions after the visit. Use of a roro station versus a terminus station.
However, these subjects are closely related your next question....
Jakeie wrote:Should I connect that line up to my other lines to make a network or keep it seperate?
The nice thing about the game is that both (and more) are valid options. There is no single 'right' way to play the game.

Some players like big networks, other players prefer more loosely coupled networks.
Some of the players prefer 'realistic' networks, that is build like in the real world. Others simply flatten the map to make room for the train networks.
Some players play with breakdowns disabled, some also have servicing disabled. Others (like me) play with breakdowns and servicing enabled.
Some players like to play for the highest possible score, others compete against each other. Also you can compete with each other.

I suggest you try playing styles at your own machine, or at a server together with other people, and see what you like and dislike. Also visit the screenshots and save games forums to get inspiration.
The bad news is of course, is that you have a to play a lot of OpenTTD. I hope you don't mind too much :p
Is passenger and mail travel cost effective on this map?
I have no idea, you need to connect bigger towns, some distance from each other, and do good servicing. 1913 may be too early.
On the other hand, did you try it? :p
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