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Options: Measurement; speed
Keyboard shortcuts
Depots again
More and more Vehicles!
Bigger cars, ships; with containers?!
Water at high levels - waterfalls?
En Route from ... make it work!
Water tunnels for shipping
Metro?- Subways? Tunnel entrances
Stations with different length tracks
Bridges over something 2 deep?
The Brown Bridge: bare-land- or grass-covered
The Ledge alongside steep mountains
What constitutes cheating?

First some useful options etc., which should be easy to put into the program:
Keyboard shortcuts

TTdx has lots of good keyboard shortcuts. It could be even better:
Why not assign the numeric keyboard '+' to 'Zoom in' and the
numeric keyboard '-' to 'Zoom out'?
The letters 'C' and 'Z' are in use, but what about the rest of the alphabet?
Try 'T' for 'my Trains'; 'B' for 'my Buses'; 'S' for 'My ships';
'A' for 'My Airplanes'.
the menu items along the screen top can be reached by the F keys: F1...F12, then Shift-F1...Shift-F12. But single keyboard strokes are much more useful than double ones; so the single stroke keyboard shortcuts should be optimized. My suggestion:
Rearrange the menu items along the screen top, so that 12 of the ones in most
use come first, corresponding to F1...F12. This means:
Move right: Subsidies, player info, profit graph, league table, fund new industries
(F6, F9,F10,F11,F12). these are rarely used, when playing one's own game.
Move left: Query tool - used a lot! and, for F9-F12:
the 4 'Build' items for rail, road, water, air.
Depots again ...

When scrapping a bus, ship or airplane: why can't
the vehicle's load stay in the depot for some time;
and get loaded onto the next vehicle created. This would
save one 'go to A, UNLOAD' before sending to depot
for replacement.
With trains, this works well, if only the engine is exchanged.
Especially for buses and Airplanes: I would like to have
'go to nearest ahead depot' in the destination list!
The program's A.S. (Artificial Stupidity) is at it's worst
when choosing which depot to go to!
TTdPatch already has 'goto depot' in the vehicle's list of orders.
More and more Vehicles!
TTdPatch has already implemented:
- 250 of each: trains, ships, airplanes, road vehicles.
- more 'total vehicles', including train carriages.
- With more cars: more entries are needed in the destination / order list.
Next TT should definitely have wide limits for these. I've seen a number of
TTd/TTdPatch saves using a 'vehicle multiplier' of upto 4 or 5.
This will be even more needed if my next idea: containers is implemented.
Bigger cars, ships; with containers!

The tiny trucks seem puny even early in the game!
- Why not at some date introduce:
- 2-storey Buses with some Mail capacity; and:
- Large Trailers - carrying a number of containers!
From the program's point of view, this would correspond to trains with
a number of varied carriages.
With fewer but bigger cars, road transport could still be interesting late
in the game, without one's stations getting glutted. One could combine
Mail and Goods near cities; or Goods one way, Wood/Farmstuff the other way.
And same treatment for ships: Multi-use ships with room for X
containers of varied type! This might put general shipping back in the game.
Also: container technology would make it possible to e.g. unload a
container ship at a transfer station, and let a trailer pick up
the mixed stuff, in corresponding containers.
En Route from ... make it work!

The "En route from ..." system - i.e. one vehicle unloads at a
transfer station, another picks up the stuff, and takes it on:
This is very practical, especially with oil from oil rigs. But it
pays rather low! Probably a bug in the program, but when one unloads
e.g. grain in a station which doesn't accept it, the grain gets an
age penalty! And if more grain is unloaded on top, before the pick up,
another age penalty.
So this bug must be removed, if mixed transport is to be of any use.

Water at high levels - waterfalls?
Yes, like many others I have thought of that. among other things:
Docks at high levels.
But from the programmer's point of view, it would complicate things:
All water at levels higher than 'sea' would originally be contained in lakes.
If someone lowers a lakeside, how should the water 'behave' ?
Flood ALL lower land?
Or just run down ONE slope tile, then the next ... and form a
one-tile river?
If waterfalls are wanted, one has to define their 'game rules'.
In my better-bridges hack I placed a few tiles of water at high levels. The water just stayed there, no spread effect. If one defines water rules as: "No flooding at levels higher than 0", this might work. But then one would need "place water tile" in the menu for changing landscape; in the editor, and maybe also in the game?
And if ships become more interesting:
I would like water tunnels - from lake to lake,
for shipping to use!
Metro! - Subways! - Underground stations!

This would complicate the program even more - The save-files might get
enormous. They might have to contain info for many levels, like Simcity.
But it would help a little if it were possible to:
In TT the best approximation to a subway can be built around a hilly town, sitting on a ridge.
Variable Stations

Why can't one add station tracks to an
existing railway station? A station might then have more than 4 tracks.
TTdPatch has this already. My extra ideas:
- and of different length! - and different starting points.
- Tracks 1 and 2: short ones for city trains, close to the centre.
- Tracks 3, 4: length 4 - for intercity PasMail; maybe further out.
- Tracks 5, 6, 7: length 5..7 - further out, for heavy industry trains.
.. \\
... \\ ... ... ... Excuse my ASCII art!
.. ..\\\\
.. ..... \\\\\
.. ...... \\\\\
.. ... ... \\\\\
... ... ..... \\\
... ... ...... \\\
Someone else has suggested: sharing tracks/stations with an opponent
as a joint venture. This might be offered when you buy at least 50% of
that opponent's stock. If so, one should also share depots.
Would the AS opponent flood my well-designed rail system with
his lousy little trains?
I haven't really thought much about this one.
2 deep Inca Bridges, over the Apurimac river?
In Peru, I believe the local indians still rebuild, once per year,
one of their old "Hanging bridges" made from ropes, lianas etc.
I've never seen one, my Peru trip didn't visit the Apurimac.
I did swim in the Urubamba river (rightside one) - no piraja!
In TTdx you might raise a 1 tile wide ridge of land across the valley
or bay you want to cross; then build the bridge on top of the ridge.
Less elegant and slower than a real 'Inca hanging bridge'.
This picture is from my
better-bridges hack on the
"Brunborough Bay" game save. The 2-deep bridge hack works, but the bridge
graphics look ugly - the bridge middle seems to hang in the air.
In next TT, I would certainly expect to find bridges 2-deep, 3-deep etc. Also maybe: 2-storey bridges! The East-going trains using the lower tracks, the West-going ones the upper.
And why not bridges and tunnels in vertical and horizontal direction?
Since we have rails going that way.
And tunnels with turns? probably too complex, forget it.

The Brown Bridge: bare-land or grass-covered:
the Ledge gave me another idea: why not have a plain 'bare land' or grass bridge
buildable in any place? Bridge without guardrails, seamless to it's neighbour.
the tops of these bridges could be used by towns for roads, houses etc.
The need for this? Imagine two towns on hills, separated by a valley. In the
valley 2 to 4 rail lines.
To give the towns building space towards each other, today one would bulldoze
those rails; pull up points, forming land at level 2 between the 2 towns,
with roads etc, inviting houses. Then one would need tunnels under this,
to re-connect those rail lines.
Disadvantage: high cost; long tunnels, long distance between signals.
With my suggested Brown Bridges, no need to tear down old rails. just build a
series of Brown Bridges (maybe 2-deep, or 3-deep?) side-by-side;
some for roads, some for future houses.
One could leave gaps between some of the bridges, for signals on the rails below.
Another case: a coast town, a long island nearby:
Instead of lots of 'raise sea', one might build a series of Brown Bridges out
to the island; then road network. Lots of new house-space for the town.
and: Ships could sail under this structure!
I tried to hack this in my
better-bridges hack

The Ledge alongside steep mountains
In TT(d) one finds steep mountainsides, going up 5..6 levels without
pause. To build a rail line along this mountain, one needs to pull a number
of land points DOWN or UP: a costly process, both in £ pounds, and in trees
belonging to those nearby towns.
In real life: one shores up the mountainside a bit, and builds one's rail
track on a ledge in the mountainside.
TTd already uses this technology for houses on hillsides! You see small
ledges of stone etc, one under each building.
This picture from my
better-bridges hack
shows my idea of a
ledge alongside mountain, for rail (or road).
The 'shore-up' stuff could be stonework, as for hillside houses; or legs
just on the down side of the bridge.
The ledge might have guard-rails on the down-side, but not on the up-side:
Road/Rails on the ledge can have connections going uphill, but not downhill.
This ledge should be built originally as a 'bare land' bridge;
then the player could place road or rail on it.
At the ends of the ledge, one needs one pulled-up point, with a horizontal
straight edge for Road/Rail to continue on normal land.

What constitutes cheating? in Transport Tycoon
Of course there's always a difference between cheating in your own private game,
and cheating in a competition. Each competition should define
what's allowed, and what is not.
Sabotage the AI opponents - some regard this as cheating! I do not.
But I don't do it much - I just tried it a couple of times in old TTo.
I prefer to let them help me - lower mountains, clear trees etc for me.
To compete with their ratings: simply use an advert.
Placing trees on fields or sea depots on water for cheaper building - that's just plain technique, not cheating! If there's an expensive way to do a job, and a cheaper way, you should not be required to use the expensive method. This is a game , not religion!
MEGA-stations? As long as there's a station element at the station origin,
or quite near, I see no reason for criticism.
Those extreme far-walked stations, 100 tiles or so, in my original TTo example:
I don't use them anymore. But Stretch 20, as the standard in TTdPatch, should
be allowed.
"Trains reverse at..." - should be the player's choice! But "Reverse at end-of-rail only" does work best.
These I DO regard as cheating, in a competition:
. -- . -- . -- .

This page was tested on a 15" screen, full screen mode, in Netscape 4.7, and Opera 7
Last updated:
miscdisc.htm 2004-0409,0213a,0201 , 2003-0108 ,2002-1228
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