Super Complex Train Mayhem - Random Map / Hard

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S4TCH
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Super Complex Train Mayhem - Random Map / Hard

Post by S4TCH »

I wanted to play a random map on HARD difficulty and make everything as perfect as possible.

I think i did the job.

Im really happy with the outcome because in the end everything I wanted out of the map worked out. I hope you will be surprised aswell.

Especifications:
* All the industries randomly spawned
* The map was on HARD difficulty
* Only 1 player (me)
* I did use the magic bulldozer to eliminate mountain antenas and lighthouses.

Preview
Image
Attachments
NEW FINAL.sav
Complex railways are awsome
(347.75 KiB) Downloaded 373 times
Sallarsahr
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Re: Super Complex Train Mayhem - Random Map / Hard

Post by Sallarsahr »

Hi,

In my opinion, you have make 2 very big mistakes to be perfekt.

1. Your corners are to hard, so the train brake down from over 400km/h to under 150 km/h.
2. Your signals won´t work correctly, every pathsignal you crash the funktion with a blocksignal
You : Pathsignal - junction - blocksignal // train waiting on the junction, no other train can path
Right for the pathsignal : Pathsignal - junction - train lengh (station or tunel etc..) - next Signal // train waiting in front of the junction, other trains can path

mfg

Sallarsahr
S4TCH
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Re: Super Complex Train Mayhem - Random Map / Hard

Post by S4TCH »

Sallarsahr wrote:Hi,

In my opinion, you have make 2 very big mistakes to be perfekt.

1. Your corners are to hard, so the train brake down from over 400km/h to under 150 km/h.
2. Your signals won´t work correctly, every pathsignal you crash the funktion with a blocksignal
You : Pathsignal - junction - blocksignal // train waiting on the junction, no other train can path
Right for the pathsignal : Pathsignal - junction - train lengh (station or tunel etc..) - next Signal // train waiting in front of the junction, other trains can path

mfg

Sallarsahr
Hey, thanks for the feedback. Although I'm not sure I agree with you.

First off, there are no "hard corners" in the map, I dont have any 90 degree turns in the whole map.
And as for the signals, I see what you're trying to tell me, but I have to disagree... based on the fact that the railway sistem in this map is especifically made to keep the trains rolling. Look at the map and see that sometimes trains will stop but not because of the signaling but because there is no other path to take. If there is a path the train takes it. You have to take into account that some rails are used to supply 2, 3, 4 or even 5 industries. Despite this fact, the map runs smoothly throughout. There are no train jams.

One more thing. Please note that I especifically let the game spawn all the industries randomly and had to adjust everything to these events (which actually makes the game much more fun). This is a hella of a lot harder than just editing at free will.
Sallarsahr
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Re: Super Complex Train Mayhem - Random Map / Hard

Post by Sallarsahr »

Hi,

90° turns i dont mean. The corners in the screens are a sample for the hard corners, because the trains lost over 75% of their speed.

Here some screens where a train stand in the junction
Fort Hunfingburg Transport, 28. Nov 2292.png
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Fort Hunfingburg Transport, 1. Dez 2292.png
(270.93 KiB) Downloaded 6 times
Fort Hunfingburg Transport, 4. Dez 2292.png
(265.11 KiB) Downloaded 6 times
by the way, all others is realy nice, its a lot of work.

Sallarsahr
S4TCH
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Re: Super Complex Train Mayhem - Random Map / Hard

Post by S4TCH »

Sallarsahr wrote:Hi,

90° turns i dont mean. The corners in the screens are a sample for the hard corners, because the trains lost over 75% of their speed.

Here some screens where a train stand in the junction
Fort Hunfingburg Transport, 28. Nov 2292.png
Fort Hunfingburg Transport, 1. Dez 2292.png
Fort Hunfingburg Transport, 4. Dez 2292.png
by the way, all others is realy nice, its a lot of work.

Sallarsahr
Ok, so I might learn something here.

Can you give me an example of how you would put the signals so that the trains DONT enter the junction IF there arent any paths.

Id much appreciate it.
Sallarsahr
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Re: Super Complex Train Mayhem - Random Map / Hard

Post by Sallarsahr »

Hi,

In this screen, I have remove the Blocksignals at the station, an you see where the train is waiting.
Fort Hunfingburg Transport, 13. Okt 2292.png
(261.28 KiB) Downloaded 6 times
Sallarsahr
S4TCH
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Re: Super Complex Train Mayhem - Random Map / Hard

Post by S4TCH »

Sallarsahr wrote:Hi,

In this screen, I have remove the Blocksignals at the station, an you see where the train is waiting.
Fort Hunfingburg Transport, 13. Okt 2292.png
Sallarsahr

You're absolutely right. I had not thought about that.

Thanks a bunch :bow:
ZxBiohazardZx
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Location: Netherlands

Re: Super Complex Train Mayhem - Random Map / Hard

Post by ZxBiohazardZx »

again i see 4 track mayhem where it is completely useless, when will one EVER learn how to use PBS (leave a trainlenght after junction or they are useless) and learn that a 2-track (LR) can beat LLRR if you design your stations more efficiently
S4TCH
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Re: Super Complex Train Mayhem - Random Map / Hard

Post by S4TCH »

ZxBiohazardZx wrote:again i see 4 track mayhem where it is completely useless, when will one EVER learn how to use PBS (leave a trainlenght after junction or they are useless) and learn that a 2-track (LR) can beat LLRR if you design your stations more efficiently
I get that you could make it better with less. But I really dont give squat if a 2 track LR can beat LLRR. My goal was to make all industries have a 90 plus % and be able to cope with the increasing demand or supply.

In fact, almost all industries reached their peak in producction and have 90+% of service.

So my question is: When will one EVER learn how to step down from the "right way to do things" pedestal. There's no right way, it's a game not a taxative procedure.

I shared the save game to "SHARE". No to get a condescending and/or patronizing lesson from a guy with 1300+ posts on a freakin TTD forum.

So next time keep your "when will one EVER learn" remarks to yourself, cause they really make you sound dim witted
ZxBiohazardZx
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Re: Super Complex Train Mayhem - Random Map / Hard

Post by ZxBiohazardZx »

my point is that you can optimise it and reach bigger %'s without too much efford and simply streamlining the entrance/exit lanes
mnhg
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Re: Super Complex Train Mayhem - Random Map / Hard

Post by mnhg »

Hi S4TCH,

you did a great job. I like your map. I justed started playing it and think that I will upload some refactorings later for you.

Beside ZxBiohazardZx tipps you should have a look at 'shared orders'. This really makes your life easier when you need do restructure your network.

Furthermore you should split grain and livestock right from the beginning in two seperate station. So you don't run in the issue with blocking trains, waiting for the other cargo in larger stations, with more trains than platforms.

In addition to that you should plan your track at least in a draft right before you start to build anything on your map (see 'Mainline/Sideline'). Currently some of your mainlines are only tunnels and bridges. It's a lot easyier to build fast and compact tracks if they are straight and without obstacles.

I'm not sure when I can upload you my savegame, sometime it takes month til I totally refactored a map ;) In genereal I will try to reduce your 4-track-each layout to LL-RR or LLL-RRR, sometime even a simple L-R is suitable and try to find some clear Mainlines. Althought the result will maybe not match your style, I think you will find some interesting hints for you future games[, and at least I will have a lot of fun :)]

Martin

(You should also start games with the 'realistic acceleration model' instead of the original, so hills won't slow down your trains that much.)
mnhg
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Re: Super Complex Train Mayhem - Random Map / Hard

Post by mnhg »

Usually I don't modify the trains when I play a map of an other user, but building two station next to each other for dropping the same good introduce an unnessary complexity in the track layout. I will merge Linnton South and East to one stadion. (Shared orders would be nice here ;))

Linnton Anbau is also suitable to redirect to Linnton South.
mnhg
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Re: Super Complex Train Mayhem - Random Map / Hard

Post by mnhg »

I really love your map. But it will still take some time, until I can upload the first refactored version. 'Super Complex' was the right wording :)
mnhg
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Re: Super Complex Train Mayhem - Random Map / Hard

Post by mnhg »

Hi S4TCH,

please find attached my intermediate results. Let's call it phase 1 :)

I merged some stations, elaborate the seperate tracks in more details and started to restructure some junctions and stations.

There is still a lot of work to do:
- refactor all stations and buffers
- use prios where neccessary
- remove the top-left/center tracks and connect the stations to the outer ring
- rebuild some street and trees, reterraform some areas
- get the transported cargo back to 600k as it was on your map. (drop while refactoring to 300)

I'm pretty sure that I don't play your style, and you definitifly don't have to play my style, but maybe you find some interesting ideas.

Nevertheless you should keep in mind to use
- shared orders
- the realistic accelaration
- a station size greater than 12 (24-30)
- no signals after junctions with path signals (safe waiting space)
- less terraforming
- smaller signal spacing (2 (to 4) is common standard)
- and maybe one/two lane tracks on surface need less space than an 4-lane-tunnel track.

I'm looking forward to hear your feedback. (Keep in mind that I'm still working on it)

mnhg
Attachments
Fort Hunfingburg Transport, 12. Apr 2379.sav
(348.71 KiB) Downloaded 186 times
Fort Hunfingburg Transport, 12. Apr 2379.png
(152.81 KiB) Downloaded 7 times
S4TCH1
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Re: Super Complex Train Mayhem - Random Map / Hard

Post by S4TCH1 »

mnhg wrote:Hi S4TCH,

please find attached my intermediate results. Let's call it phase 1 :)
Hey... its been a long time since i came back to the forum.

Thanks for your feedback, I think you have ("had by now...") some great ideas.

I modified a lot of things on the map myself.

As to the livestock / grain division Im still getting 93% eff. so i dont think ill be changing anything just yet.
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