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Re: rbos86' Screenshots
Posted: 13 Feb 2013 09:29
by Quast65
Why is it (in the next example) that there are power-lines across the platform?:
There are four tiles in the non-track menu that display catenary when built in electrified track-mode (in the newest version I did remove the pylons, but left the powerlines). The full tile high platform ones and the full tile low platform ones (dark and light platform). This is done so that powerlines will continue when you have a doublesided terminus station, like this:
- DSAset60.png (24.86 KiB) Viewed 6914 times
Players may not need that function often, but sometimes it will look better if powerlines can run over a platform. If you dont want to have powerlines, just build that specific tile as a non-electrified track tile.
And why does this platform look broken?
I don't really see what you mean, could you elaborate a bit more on the problem?
EDIT: do you mean, that it looks like the powerline runs through the overpass?
In that case, it is something that just happens when using the dutch catenary. The overpass has the correct hight for the "normal" powerline to run underneath it. But the dutch catenary has some higher graphics, the lines from where the powerline itself hangs onto.
You just have to imagine that there are some bolts on the overpass that connect to that line
Re: rbos86' Screenshots
Posted: 14 Feb 2013 01:02
by Ameecher
Quast65 wrote:Why is it (in the next example) that there are power-lines across the platform?:
There are four tiles in the non-track menu that display catenary when built in electrified track-mode (in the newest version I did remove the pylons, but left the powerlines). The full tile high platform ones and the full tile low platform ones (dark and light platform). This is done so that powerlines will continue when you have a doublesided terminus station, like this:
DSAset60.png
Players may not need that function often, but sometimes it will look better if powerlines can run over a platform. If you dont want to have powerlines, just build that specific tile as a non-electrified track tile.
But in reality that would never happen.
Re: rbos86' Screenshots
Posted: 14 Feb 2013 04:06
by rbos86
Thank you for the explanation! So in my case I need to place a non-electrified track tile to solve this.
Next:
rbos86 wrote:And why does this platform look broken?:
NewGRF-Trans, 16 Jun 1934_edit.png
I don't really mean broken, but the platform on which passengers wait, doesn't continue to the stairs (in the middle of the red mark).
Re: rbos86' Screenshots
Posted: 14 Feb 2013 10:09
by Quast65
But in reality that would never happen.
Well gladly this game does leave some room for imaginary stations
It might not be normal to use that for passenger stations, but I certainly have some industrial areas and shunting yards in mind that could use those tiles.
So in my case I need to place a non-electrified track tile to solve this.
Yes
I don't really mean broken, but the platform on which passengers wait, doesn't continue to the stairs (in the middle of the red mark).
Ahh, I see. That setup can not be done with tiles currently in the original and additional Dutch set (and I don't think they will ever be included by me).
In this case I would recommend using underpasses:
- DSAset63.png (27.61 KiB) Viewed 6822 times
The first two underpass tiles are from the original Dutch set (drag&dropped as a 1x2), the last tile is a singlesided one from the addition set.
Re: rbos86' Screenshots
Posted: 14 Feb 2013 10:17
by rbos86
Great
I'm going to work on it! Thanks.
Re: rbos86' Screenshots
Posted: 14 Feb 2013 22:44
by rbos86
2 More I recently created and/or expanded/improved:
Oud -Wamselzaal with passenger tunnels:
And with city-engineering I show Hardsheuvel (improved and expanded):
Re: rbos86' Screenshots
Posted: 15 Feb 2013 16:10
by jor[D]1
Nice, You should take a look at signals, to make better networks. I learned how to use them by looking at screens and some MP games.
Re: rbos86' Screenshots
Posted: 17 Feb 2013 03:06
by rbos86
A forward look into the future about how big it's going to be (in the Iron -ore industry):
Re: rbos86' Screenshots
Posted: 17 Feb 2013 08:31
by Purno
You seem to have a lot of electrified tracks, but I didn't find a single electric train yet. Have I overlooked those?
Re: rbos86' Screenshots
Posted: 17 Feb 2013 10:50
by rbos86
From the 1950's I'm going to step over to electrified trains totally, when electrified is powerful enough.
Re: rbos86' Screenshots
Posted: 18 Feb 2013 03:10
by rbos86
And again a little upgrade:
Re: rbos86' Screenshots
Posted: 21 Feb 2013 02:56
by rbos86
rbos86 wrote:And again a little upgrade:
Re: rbos86' Screenshots
Posted: 21 Feb 2013 23:26
by rbos86
A completely new station in my game:
Re: rbos86' Screenshots
Posted: 22 Feb 2013 01:50
by rbos86
Re: rbos86' Screenshots
Posted: 23 Feb 2013 05:23
by rbos86
One of the prvious stations, but now further in the game, with my HQ -building:
Re: rbos86' Screenshots
Posted: 23 Feb 2013 23:16
by rbos86
A station which runs for almost 10 years by now:
Re: rbos86' Screenshots
Posted: 01 Mar 2013 05:32
by rbos86
A Dutch passenger station, with grain loading also... And accepting goods... All in one... At Lekzijl
Re: rbos86' Screenshots
Posted: 01 Mar 2013 10:50
by Purno
I may not reply much, but I keep a close eye on this topic. These screenshots are absolutely brilliant. I realize I should post here more often, because I know it sucks if your shots don't get any replies
Good work! Keep it up!
Re: rbos86' Screenshots
Posted: 01 Mar 2013 13:31
by Jimbow
I totally agree
This is a nice topic, with good screenshots of trains and stations!
But I wished you would use more than one train between your stations, and used some signals to avoid collisions
Signalling with PathBasedSignals (PBS) is not very hard to learn, and you can make much better use of you infrastructure.
Re: rbos86' Screenshots
Posted: 02 Mar 2013 01:06
by rbos86
I am trying to make double-railtracks, and this is what I achieved with some little adjustment: