Colaorom Transport year 2832, +1500 trains.

Post your custom scenarios here. Saved games also welcome. All Transport Tycoon games acceptable (including TTDPatch and OpenTTD).
Post Reply
Colaorom
Engineer
Engineer
Posts: 2
Joined: 23 Jul 2015 20:40

Colaorom Transport year 2832, +1500 trains.

Post by Colaorom »

Year 2832
1 524 trains and 348 road vehicles.
Over 200 000 rail pieces in three different networks (Goods & passagers network, Steel line and General network)
All cargo are moved to just two factory, one steel mil, one power plant, one sawmill and one oil refinery. That makes this map really messy with a lot of junctions :lol: .

Image

Image

Coloaorom Transport, 30 maj 2832.sav.zip
Saved game
(974.89 KiB) Downloaded 271 times
User avatar
trainman1432
Transport Coordinator
Transport Coordinator
Posts: 316
Joined: 05 Jan 2013 02:34
Location: at home

Re: Colaorom Transport year 2832, +1500 trains.

Post by trainman1432 »

The save is killing my processer! Why do you use all path signals?
Jetrain
YATTC
Colaorom
Engineer
Engineer
Posts: 2
Joined: 23 Jul 2015 20:40

Re: Colaorom Transport year 2832, +1500 trains.

Post by Colaorom »

The more signals i can use the less space is between each train. And therefore i can allow more trains to travel in a railroad in a certain timeframe.
User avatar
Sylf
President
President
Posts: 957
Joined: 23 Nov 2010 21:25
Location: ::1

Re: Colaorom Transport year 2832, +1500 trains.

Post by Sylf »

trainman1432 wrote:The save is killing my processer! Why do you use all path signals?
Path signals don't slow down the game. The size of the map is the culprit in this case. 4000x4000 map used, with a game script, and 95% of the map is used = CPU cycles used for no reason.
Post Reply

Return to “Scenarios and Saved Games”

Who is online

Users browsing this forum: No registered users and 16 guests