Critique Requested

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migratingaddict
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Critique Requested

Post by migratingaddict »

Hi,
Long time lurker who decided to try a bigger scenario on OTTD. Learned a lot of stuff on the way. However... there is always room for improvement.
I would appreciate any comments on what different i could do from you all.
I have not done anything TOO complicated.. just bent the rules of the original TTD slightly.

Saved Game details : using original graphics ported from TTD, a few irrelevant AIs. The rest should be as normal.


Thanks a bunch
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RJ Transport, 23rd Oct 2169.sav
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buckethead
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Re: Critique Requested

Post by buckethead »

Quite massive, I admire your dedication!

Although a few junction could be improved since they've got space around with this junction: http://wiki.openttd.org/Compact_3-Way (or others, its up to you). I don't use this junction often, but in your case its preferable to use it since most junctions have a lot of trains transiting very often. Of course you can make them bigger so that trains don't slow down.
Like this
Like this
Immagine.PNG (93.17 KiB) Viewed 3621 times
(image is horrible because I resized it.
migratingaddict
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Re: Critique Requested

Post by migratingaddict »

Duly noted. It would be a good idea in the many cases. Thanks for responding :D
mnhg
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Re: Critique Requested

Post by mnhg »

Hi migratingaddict,

you did a great job. Of course there are some part that can be improved and there are also some decisions you should have in mind when you start your next map.

Did you ever thought about using the realistic instead of the original acceleration model? In the realistic model you will easier find the bottle necks of you track layout.

Furthermore you should have a look at the concept of shared orders and path signals, this could really make your live easier. (And you can turn KI off.)

From my point of view its also a lot more fun to build one big track layout and not so many separate track systems(even if not really needed). This is of course a design decision and depends on your goal of the game, but for me this will in general cause more "complicate" junctions, more tracks to optimize and more fun :)

If I find some time, I will play you map in the next days and come back to you with some concrete tips.

Martin
mnhg
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Re: Critique Requested

Post by mnhg »

I missed one thing. Try to build a separate station for every cargo type pick up, otherwise you will get deadlocks and jams an picking vs. dropping cargo.
migratingaddict
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Re: Critique Requested

Post by migratingaddict »

Thanks a lot for responding Martin...
Did you ever thought about using the realistic instead of the original acceleration model? In the realistic model you will easier find the bottle necks of you track layout.
Nope.. didn't know how that system works.
Furthermore you should have a look at the concept of shared orders and path signals, this could really make your live easier. (And you can turn KI off.)


I figured out shared orders much later and got lazy. I am supposed to put trains on the same route under shared orders right? And what are/is KI? o.O
From my point of view its also a lot more fun to build one big track layout and not so many separate track systems(even if not really needed). This is of course a design decision and depends on your goal of the game, but for me this will in general cause more "complicate" junctions, more tracks to optimize and more fun
Probably. And IRL this is the scenario. But for efficiency, it did seem like a bad idea... and when factoring in all the growth, it can get messy.
Also... How do you manage to change your ENTIRE network over from rail to maglev with 1 humongous network?
Try to build a separate station for every cargo type pick up, otherwise you will get deadlocks and jams an picking vs. dropping cargo.
They are separate. The Livestock,grain, steel lot are together because the route is the same and all are dropping. But other than that, the stations are just glued together with no interlinking between the other goods. It might look a little messy because i was not expecting the farms and stuff to produce so much more and hence never planned for the outrageous growth unlike in the original TTD. But will keep this in mind for the next map.
Kogut
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Re: Critique Requested

Post by Kogut »

"How do you manage to change your ENTIRE network over from rail to maglev with 1 humongous network?" - maglev is pure ugly evil. I always ignore it.

"But for efficiency, it did seem like a bad idea..." - see http://www.openttdcoop.org/
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
mnhg
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Re: Critique Requested

Post by mnhg »

migratingaddict wrote:[Acceleration]
I don't know how the menu entry is called in English, but is something like Advanced Settings->Vehicle->Trains->Acceleration model. With the realistic model trains won't i.e. slow down on bridges. You can switch this in a running game and just have a look at it.
migratingaddict wrote:[KI]
My fault ;)
KI=Künstliche Intelligenz=Artificial Intelligence=AI
migratingaddict wrote:[Shared Orders]
http://wiki.openttd.org/Orders#Shared_Orders
You just have to create the first train and then copy it while holding ctrl. It's quiet easy and super for lazy people like me ;)
migratingaddict wrote:Probably. And IRL this is the scenario. But for efficiency, it did seem like a bad idea... and when factoring in all the growth, it can get messy.
Also... How do you manage to change your ENTIRE network over from rail to maglev with 1 humongous network?
I usually play electrified trains from the beginning to the end and only add maglevs for passenger trains. So there is no need for me to upgrade the tracks.

The big advantage of openttd is that there is no goal and everybody can play the strategy which he likes best. I, for example, like large station and big (realistic) crossings with a lot of trains in, where you can optimize a lot. Others like to use openttd as a "toy train replacement" and create beautiful landscapes. So the decision how to play is up to you, I only want to show you an alternate approach which could be interesting for you.
migratingaddict wrote: They are separate. The Livestock,grain, steel lot are together because the route is the same and all are dropping. But other than that, the stations are just glued together with no interlinking between the other goods. It might look a little messy because i was not expecting the farms and stuff to produce so much more and hence never planned for the outrageous growth unlike in the original TTD. But will keep this in mind for the next map.
You are right, the interlinks between the goods were introduced by me ;) But if you share track, than you have to split the livestock and grain pickup, since the don't grow in the same speed. And you need a separate pickup station at the factory, otherwise there are maybe all platforms occupied with cargo trains waiting for goods and the livestock,grain and steel can not enter the station.



If you have some time, please have a look at http://www.tt-forums.net/viewtopic.php?f=60&t=52367 . First look the initial savegame and afterwards my restructured one. This the the best argument in relation to efficiency. More trains on less tracks ;)
migratingaddict
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Re: Critique Requested

Post by migratingaddict »

Thanks for the link Kogut. Those junctions are incredibly complicated and large in size to my liking. However, it would work when you have extreme amounts of traffic and a well connected network. Also, I keep my trains separate.

But if you share track, than you have to split the livestock and grain pickup, since the don't grow in the same speed. And you need a separate pickup station at the factory, otherwise there are maybe all platforms occupied with cargo trains waiting for goods and the livestock,grain and steel can not enter the station.


If I have 3 grain trains and 3 livestock trains going into the same station, That station has atleast 4 platforms.. it keeps the traffic moving.

The link you sent me Martin, I saw the png of the train network, trying to replicate that with the amounts of traffic would probably take my head off. Will play out the saved game soon and let you know (there are 2 huge files)

Thanks!
migratingaddict
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Re: Critique Requested

Post by migratingaddict »

I had a look at those 2 saved game files...

HOLY CRAP!

I never thought of volumes of that levels. Also, I haven't bothered increasing train length over 7 tiles. Spreading out stations though I will do in my next game.

I still think it is a better idea to keep the networks apart or create sub networks with a few major junctions.

My head is still hurting figuring out some junctions.

Thanks for the insight!
mnhg
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Re: Critique Requested

Post by mnhg »

Please don't use the link as "best practice". Especially the trains length is a problem there. On small maps I use 5 or 7 tile trains, but only exactly one length, otherwise you will have a lot of trouble in building junction and stations for trains with multiple length. Sometime it is a good idea to use this small trains as feeder for larger trains, if you carry the cargo on long distances. I prefer to have only one factory per type in my map and carry everything to this one factory.

But as I mentioned above, you are free to find you style of playing. Just test some ideas and skip or improve them in your next game.
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