Author Topic: OpenTTD [ONLINE] - Real-time parcel company inefficiency simulator  (Read 13909 times)

Improper signals for a block like that

Server just restarted, we're back to 1950.

What we'll do is Tom will deal with the server during the week, while I'll manage it on the weekends. I'm too busy during the week to moderate and play, unfortunately.


made it simpler, i want the gameplay mechanic close to stock, more types of vehicles to do.



Currently testing a new station layout style for myself.



I realised recently that my old station layout was flawed in it's lack of any real modularity or passthrough. Since my track layout revolves around a single, modular mainline this was a massive issue that caused excessive expenditure and clogged stations.
Now there are more ways for me to add new routes onto existing stations and ways for trains on the same line but not using the same station to simply pass through it without needing an empty bay in order to do so.


that looks... excessive

this is my basic ro-ro station



edit: hell, i can do even better



[you can hold ctrl while placing a station of any kind to link it remotely]
« Last Edit: January 09, 2016, 08:44:33 AM by Tudoreleu »

I might have to use that station design Tokthree.

here's one more



free to steal
« Last Edit: January 09, 2016, 08:49:59 AM by Tudoreleu »

That last one is way better than my design, so don't mind if I do steal it.

I might have to use that station design Tokthree.

It's up to you since it still needs more work, I've since changed to a different signal setup and I'm considering alternatives to the passthrough I'm using in it right now. That being said feel free to give it a go if you think it's worth it.


that looks... excessive

I can't deny that it is quite excessive, however I'm trying to solve a problem I've been having with platform clogging and adding new routes onto my mainline. It's just the conclusion I reached while thinking of solutions to those problems.

I like your designs but they have too much crossover and not enough redundancy for my liking. I feel like a single errant train would clog up your entire mainline with those designs, possibly even causing a runaway situation where more and more trains keep adding to the problem resulting in something like this:



That's just conjecture though since I haven't seen them in action and I don't know what kind of mainline setup you're using them in
« Last Edit: January 09, 2016, 09:39:37 AM by Tokthree »

I think I might save those pictures, cause Tokthree has a good idea for more hub based stations and Tudoreleu has better on the line station designs.

I think I might save those pictures, cause Tokthree has a good idea for more hub based stations and Tudoreleu has better on the line station designs.

It's possible that this is the main difference between our design philosophies. I only build hubs, all my routes are designed to work as hubs. I don't do one-off routes or stops, everything has to be accessible by many trains from many different locations without causing delays or clogging.

Edit: Here is what is most likely the final design for my station layout in the largest form I can see myself realistically ever using it in. It uses entry, exit and combo signals in my attempt to ensure that pathing is always done correctly by any trains that go through.



Undeniably excessive, however it is the answer I have come to
« Last Edit: January 09, 2016, 10:13:37 AM by Tokthree »

i'm still not sure how, but tom really needs to come up with a way to make the map last really long and still be fun - so you can actually put cool stuff like that into use

also, tom: why remove ISR? without FIRS i don't see how it could possibly get in the way. it just helps you make nicer stations.
edit: why remove town replacement set too?
« Last Edit: January 09, 2016, 11:07:52 AM by Tudoreleu »