Hints.tips
QUESTION
FROM : GSUTTON@CIX.COMPULINK.CO.UK
Oil Rigs. Help needed.
Please, please, can anyone help me to get oil from the oil rigs.
ANSWER
FROM : COBB_JNL@CIX.COMPULINK.CO.UK
Oil Rigs are combined industries and stations. Therefore you just click
on the Oil Rig as one of the destinations of an Oil Tanker. It can be a
bit tricky to get TT to recognise that you are clicking on the station
part of the Oil Rig rather than the Industry part. Just try clicking on
all the squares that the Oil Rig occupies.
Alternatively, (and only if you are rich), build a causeway (either solid
land or island/bridge combination) as close to the Oil Rig as possible
and build a lorry/train station on it. It then acts as a normal Oil Field.
COMMENT
FROM : SAMCLARK@CIX.COMPULINK.CO.UK
> Alternatively, (and only if you are rich), build a causeway (either solid
> land or island/bridge combination) as close to the Oil Rig as possible
> and build a lorry/train station on it. It then acts as a normal Oil Field.
Plus, it blocks off the opposition ships :-)
HINT
FROM : SAMCLARK@CIX.COMPULINK.CO.UK
When changing a stationyou must ensure that you keep all the services
running for as long as possible. Clear the land around the station/depot you
are moderating and buy it (version 2.2 only) using the signs. Once the land
is brought then quickly delete the station/depot and replace it.
One hint is that if your station isn't popular with the public
(click on town name), then don't bother as they won't let you in, and of
coarse you should sort it out.
COMMENT
FROM : CMANSELL@CIX.COMPULINK.CO.UK
My brother John tried changing the name of a town that didn't like me to
the name "The Nice Town" and horray if rated me utstandin in 10 years.
Don't know why.
REPLY
FROM : SAMCLARK@CIX.COMPULINK.CO.UK
Hmmm. That could be some cheat, or a fluke. I shall investigate!
HINT
FROM : SAMCLARK@CIX.COMPULINK.CO.UK
3 handy hints for plotting depots...
Chapter 1 - Plotting the depot
When you put a depot on the map, always consider its position. First of
all look to see if there is already one on the other side of the station,
if there is, then there is then there is no need for one at all. The
problem occurs when you have two too close together - the train will find
the first one but when it gets near it will see the other one, if the
other one is closer now then it will go for that one which means heading
back, and then it goes into a circle. Now this problem has been slightly
fixed in version 2 but it still happens every now and again.
Chapter 2 - Depots and junctions
Depots and junctions don't get on if the line has more than 4 trains
running through that section at round about the same time, so there is a
simple solution. Plot the depot on one of the lines away from the
junction (if you have ver. 2 then make the line one way, and another the
other way - this helps a lot), and put either one way or two way signals
on it. This will keep the traffic flowing on the junctions and stop big
jams. A big problem is when they all pile into a depot and can't get out
again.
HINT: When putting the depot down on a line out make sure that the line
is 11 squares long, and the depot goes on the 5th square. This will
ensure the whole train will get off the junction before it hits the
depot, and slows down.
Chapter 3 - Train timing
When you by a train you should look at the engines reliability, and work
out when it should depot. I have made a rough chart to help you work it
out.
Reliability (%) Days before putting in
===================================================
30-39 30
40-49 30
50-59 30
60-69 40
70-79 40
80-89 50
90-99 50-55-60
100 60
===================================================
This will stop every train rushing to the depot every 30 days, and this
is another thing which clogs up the system.
QUESTION
FROM : CMANSELL@CIX.COMPULINK.CO.UK
ALIENS
I was playing the Hard level on Scotland in 1952 on TTDLX when a flying
disklike thing started flying around does anyone know what it is????
Is it ALIENS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
REPLY
FROM : MREES@CIX.COMPULINK.CO.UK
Probably nothing to worry about, if you're lucky it's only a UFO, so of
course it's going to crash into one of your buses or trains and cause a
minor disaster.
COMMENT
FROM : PAULDORMER@CIX.COMPULINK.CO.UK
Invariably, what seems to happen is that the UFO lands on one of your
railway lines, which gets announced as a message. This in itself does
not cause a problem. However, a short while later, some sort of fighter
aircraft comes along and blows it up, destroying all your railway lines
in the area. If you're lucky, you've been monitoring the area since the
landing and can re-build immediately. If you're unlucky, you don't
notice until one of your trains needs replacing some years later, and
you find it has spent the intervening time just cruising up and down the
same stretch of line, never reaching its destination.
REPLY
FROM : CMANSELL@CIX.COMPULINK.CO.UK
What I found out is that if you higher the land on a tall mountain just as
it is passing you can kill it.
QUESTION
FROM : AKNIGHTC@CIX.COMPULINK.CO.UK
Help needed - Signals
I have a game on TT in which there is a forest which will produce up to
1200 units. I have tried to create a track system which will allow 7
trains to run around it. This hasn't worked so I am contemplating single
tracks for each train with two stations at both ends. I want to be able
to run about 9 trains but without the expense of raising the sea to
create room for stations and track.
Can anyone help?
REPLY
FROM : COBB_JNL@CIX.COMPULINK.CO.UK
Assuming you have TT Deluxe, this is fairly easy as you have a 4 track
station at each end, connected by a double track where each track is one
way (using one-way signals), with intermediate, one-way signals to allow
you to have multiple trains on the track. With this kind of setup, I have
managed to get around 20 trains between two stations, although this was
over a long distance. If you cannot get it to work, binmail a savegame
and I will update it to show you what to do.
If you are using the original TT, then you are correct. The best
throughput is achieved by one line per train, so 7 trains would require a
4 track and 3 track station at each end with 7 tracks between. You can
have crossovers etc. to allow a single depot to service each station, as
this do not slow things down too much, but you do need 7 lines.
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