Transport Tycoon Delux

Transport Tycoon Delux

===================================================================
Creator : furdude2
E-Mail  : furdude2(at)gmail(dot)com
Type    : Help/Hint File
Game    : Transport Tycoon Delux
Web Sites: http://www.geocities.com/furdude2/InterpageDesignINC.htm
	   http://www.geocities.com/furdude2/HomepageV.2.htm

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===================================================================
------------------------[1]Sections-------------------------------- 
===================================================================

Section 1.---------- Sections
        a.---------- Updates
	b.---------- Disclaimer
Section 2.---------- Game play
        a.---------- Shortcuts
Section 3.---------- Point of the Game
Section 4.---------- The ways to get to The Point of the Game
(Prior Section)
Section 5.---------- Trains!!!!
Section 6.---------- Road Vehicles...(RV's From here on)
Section 7.---------- Planes(Air panes...)
Section 8.---------- Boats(The forgotten Transport System)
Section 9.---------- Subsidies
Section 10.--------- Terrains
Section 11.--------- FAQ's
Section 12.--------- Industry Section 
Section 13.--------- Patch related problems go to this site... 
site below.
Section 14.--------- Suggestions for helpfile/game.
Section 15.--------- Contact Info
Section 16.--------- Credits
Section 17.--------- Copyrights
===================================================================
---------------------------[1a]Updates-----------------------------
===================================================================
Version 1.0Apr 25..2005... Started Hint/Help file 
My first one so be nice bout how it looks

Apr 27..same year two days later... o well any who I added 4 more 
sections from FAQ's down and I am a loooooooong way from being close 
to done(makes since its only been two or three days.)and have much to 
put on.							
Oct 11.. Corrected a few things... short cuts for F10 and Shift+F10 
added the "t" shortcut as well...it turns the transparency on an off..

Nov 3..  Added Disclaimers.. added a few extra shortcuts...from below 
the "t" shortcut to the delete button shortcut

June 02 2006.. added a personal best money amount and rating for the 
end game record 1.7 something bil with the perfect rating added to 
section 4 the point of the game section. added mouse wheel zoom
(can't believe I forgot that.)

September 24 06.  Added Contact Info, forgot to do that..:D

September 28 06.  I think I finished most of it, now I need some 
more FAQ's.. :D the suggestion(s) areas need some ;)

Version 2.7 Minor update, actually started adding gameplay help ;)
what menus do what, and such, but after a while I actually grew board
of playing and looking through the menus to tell which did what, so I
stopped again, and temporarily gave up..  It has been at least since either
June of 06 or June of 07.. so it needs an update(and some actual other FAQ's
and suggestions or questions pop a line at this email now, I changed it  but
all IM's still work, don't be shy to ask there either if you need to.
===================================================================
---------------------------[1b]Disclaimer(s)-----------------------
===================================================================
This FAQ is meant for PRIVATE USE ONLY This FAQ may not be redistributed 
for profit by anyone!!! This FAQ talks about a Patch which is not 
produced by the developer of the game This patch is a Cheat
(a very nice cheat) and necessary if you wish to play this game on 
any XP Computer!!  It has a switch that makes it XP compatible...

===================================================================
---------------------------[2]GamePlay-----------------------------
===================================================================
The game play is quite simple really, most of the action is by use 
of mouse.  there are shortcut keys and I will put them here when I 
figure them out.  The LeftMouseButton or lmb is the primary button 
you will use, but the right button has one use it is used to scroll
around the game map with. Also if you have a wheel mouse which most 
people do by now, you can zoom in and out if you have the wheel 
scroll switch with the patch enabled that is.  

Really basic game, all that you need to know is a few things about
the interface.  

First thing... the main screen(New Game Load Game Screen)
You can start a completly random New game in one of four Terrains
(or climates)or play one of the scenarios already created, but before
doing that, you have some choices, you will also see 14 total buttons
four big ones with pictures(those are the climate types and how you 
choose them), a New Game button and Load Game button at the top, 
Create Scenario and Play Scenario Right below that, then the already
described climate buttons, then the two interesting buttons, 1 player
game or 2 player.(I've been fiddling around with 2 player..It does work
on a LAN.. will try soon over the internet)Then Game Options and Diffi
culty(Important to choose some of these settings..:D ) then Tutorial/
Demo(Don't bother with them they don't show any really important game
play information, and are broken anyways) and then of course Quit

Under New Game for temperate, there are 11 built in scenarios(sorry
but you may have to go elsewhere for information on each scenario, I
don't play them, I just play random generated ones or my own.)  The 
blue highlighted one has(I think all competitors as possible)and I think
it's also set on Hard Difficulty..

For Sub-Arctic, there also is 11 scenarios... none seem to be highlighted
but to be honest I don't think anyone hardly plays arctic or desert, and 
I know no one plays Toy Land:D.  

For Desert, there are 10, and one is blue so it looks like a hard one sneaked
into the desert list.  

For Toy Land, there are 10 as well.  I know nobody cares..:D

Load game obviously Loads a previous save.

Create Scenario.  You can actually make a map yourself, put in towns and
industries in good spots.. instead of a Iron ore mine being right next 
to a steel mill, then getting it to be subsidized and getting 2 bucks off 
it.  I hate that.  

Play Scenario.  From here you can then play that scenario you just made.

1 Player, plays just you(and if you want, very very stupid AI)

2 Player, LAN connections work, not sure about internet games(I think 
the one me and another player were trying was being blocked by a fire-
wall.

Game Options.  
Here you can choose what currency is shown, what the speed of vehicles
are shown in, which side of the road RV's drive on, town name style
how often Autosave saves, What graphics turn on(need them first) and
you can change Vehicle names, and save them as custom names

Currencies include:
British BP
US     USD
French FF
German DM
Japanese Y
Not sure where the Peseta is from Guessing it's Peso.. so maybe 
Mexico?
Hungarian Forint Ft
Poish  zl
Austrian Shilling ATS
Belgian Franc BEF
Danish Krone DKK
Finnish Markka FIM
Greek Drachma GRD
Swiss Franc CHF
Dutch Guilder NLG
Italian Lira ITL
Swedish Korna SEK
Russian Rubel RUB

Distance Units:
Imperial(meaning MPH)
or Metric(meaning KPH)

And the next one below Currency.
Just Left side of road(british and most of the world)
or Right side(US and ??)

Names of town styles:
English
French
German
American
Latin-American
Silly

Autosave:
off
3 Months
6 Months
12 Months

Graphics, they will depend on what you have

Vehical names: two 
Default
or Custom

Difficulty Choices

Easy
Max No of Comps:2
Competitor start:6 months after player
No. of Towns: normal
No. of Industries: high
Max Initial load: Depending on your Currency(aka $600,000 would be 
£300,0000)
Interest Rate:2%
Vehicle Running Costs:Low
Speed of Comp Construction:Medium
Intelligence of Comps:Low(all low just really increadibly dumb in
easy)
Vehicle Breakdowns:Reduced
Subsidy Multiplier:x3
Cost of COnst.:Low
Terrain Type Flat
Quantity of Sea/Lakes:Low
Economy:Steady
Train Reversing:At end of line, and stations
Disasters:Off

Medium
Max No of Comps:4
Competitor start:3 months After player
No. of Towns: normal
No. of Industries: Normal
Max Initial load: Depending on your Currency(aka $300,000 would be 
£150,0000)
Interest Rate:3%
Vehicle Running Costs:Medium
Speed of Comp Construction:Fast
Intelligence of Comps:Medium
Vehicle Breakdowns:Normal
Subsidy Multiplier:x2
Cost of COnst.:Medium
Terrain Type Hilly
Quantity of Sea/Lakes:Low
Economy:Fluctuating
Train Reversing:At end of line
Disasters:On

Hard
Medium
Max No of Comps:7
Competitor start:Immediate
No. of Towns: High
No. of Industries: Normal
Max Initial load: Depending on your Currency(aka $200,000 would be 
£100,0000)
Interest Rate:4%
Vehicle Running Costs:Medium
Speed of Comp Construction:Fast
Intelligence of Comps:High(but they still make stupid layouts:))
Vehicle Breakdowns:Normal
Subsidy Multiplier:x1.5
Cost of COnst.:High
Terrain Type Mountainous
Quantity of Sea/Lakes:Medium
Economy:Fluctuating
Train Reversing:At end of line
Disasters:On

Tutorial/Demonstration(are broken due to patch but there is a way to
see them.  Go to tt-forums.net and search for how to do that I don't 
use them

And Quit
Quits(What do you expect it to do..:))

Once in the game, it starts you out(I think most of the time in the middle
of the map) with your company's information up, what face you have the name
your name and the color of what your company is.  The Names are just there
they aren't really important, as is the color(I usually use Red though..
The Power Color..:D)The face is the same all that stuff is just blah stuff
close all those windows.:D.  
Here is a rundown of the menus/Sub Menus
From left to right
Pause: Pauses and unpauses(obviously..:D) Good feature with the patch 
BuildWhilePaused.. a little not fair, but hey when are the AI fair.:D
Next is Options: and four submenus and checkboxes to turn off and on things
within the game 
Game Options:The first sub menu is Game Options, same options as before in
the intro screen(the menu with the chosing the currency and such)
Next is Difficulty: again same as the intro one but in here you can only
change certain ones..
Next is Enhanced GUI: This one changes The station names looks, the next
is Depot all Trash, I have no idea what it does... Never used it.  Then 
Stick settings and Unstick,  Reset Default sizes comes next and followed
by save as default.
Then you have the GRF Status menu, this is where you can turn on and off
GRF files once put in the GRF Config(If you need help I can show you how
to do that.) This window has three buttons, Apply if you don't do that
then it won't change, default turns all the ones you start with on, and 
debug, this will make a little notepad file of what GRF's you have.  And 
who made them.
===================================================================
--------------------------[2a]ShortCuts----------------------------
===================================================================

Most of the easy shortcut keys to remember are the top 12 function 
keys(also known as F1 to F12).  
F1 is pause
F2 is an options menu
F3 is the save/load menu
F4 is the map button
F5 is the town list
F6 is the subsidies list further discussed in section 10
F7 is for your station/loading bay info button
F8 is your financial statements
F9 is for your HQ info button
F10 Doesn’t Have a function
F11 is your companies rating button
F12 is your build new industries button		
shift + F1 brings up your trains list
shift + F2 brings up your rv's list
shift + F3 brings up your boat list
shift + f4 brings up your plane list 
shift + F5 is the zoom In button
shift + F6 is the Zoom Out button
shift + F7 Opens the Train building Menus
shift + F8 Opens the RV's building Menus
shift + F9 Opens the Boat building Menus
shift + F10 Doesn’t Have a function
shift + f11 brings up the plant tree menu
shift + f12 brings up the jutebox

Another shortcut is the "t" button what it does is it turns on and 
off the transparency.  The "z" key zooms in where ever you are.. 
and the "c" button Centers where your mouse cursor is, and possibly 
zooms in im not sure or remembering right now.  The delete button 
closes all windows that are open... Don’t use it much you may close 
a New Vehicle to market window. They come up and they are blue in color
===================================================================
-------------------[3]The Point of The Game------------------------
===================================================================
This game may not be as easy as it seems.  It also seems to not have 
a point but it does.  The point of this game is to of course as the 
title says be a Transport Tycoon... Within the game being a tycoon 
just means this being the best rated company which will be explained 
further on.  The rating scale goes up to 1000 that is tycoon level...
!!!!****!!!!!!
Hint:) : all currencies posted in this FAQ are in the default(which 
is The British Pound!!)you have to convert to the value of your 
currency to make it better understood... for example you read about
the vehicles needing 10'000 min profit... in Dollars... thats 20,000
in Yen it's 20,000,000 per year!! one of the more harder points to earn
even in the later years, the other one is Transporting(meaning Picking up
and delivering) 8 different industries during the last 3 months(which is what
the peformance system below means by quarter!)That is harder then it seems, 
once you get into making massive train systems, the trains do get quicker but
you have a lot of trains moving and blocking and such therefore not counting. 
so you may have the min profit but you don't have that one, that is probably 
why you get stuck either at 904, or 980 or something in the 9 somethings.  
check those two areas fix whats needed and watch your score skyrocket!!:) 

This is the rating system(the OFFICIAL rating 
system that the game uses).  Written by Josef Drexler

Performance - this is how your company has performed since it was 
                    started, you want as few drops as possible, a high rating
                    will lead to better attitude from Local Authorities and 
                    higher passenger numbers. You can add the following 
                    amounts by completing these objectives:
      ________ ______________________________________________________________
     | Points | Objectives                                                   |
     |--------|--------------------------------------------------------------|
     | 400    | 40,000 units of cargo delivered during the last four         |
     |        | quarters. This objective is worth 40% of your total rating,  |
     |        | so it's important to meet this one if you want a high score. |
     |        | To increase your delivered cargo, you'll need more services, |
     |        | faster vehicles, and more efficient layouts.                 |
     | 100    | 120 vehicles in operation. Since TTD will only let you build |
     |        | a maximum number of trains, vehicles, planes and ships this  |
     |        | objective requires you to diversify the methods of transport |
     |        | you use. Remember that the game counts a bus to the same     |
     |        | degree as a Yate plane, so road vehicles will make your      |
     |        | target easier.                                               |
     | 100    | 80 station part. A part means bus stops, airports, platforms,|
     |        | etc., even if several are combined into one station.         |
     | 100    | £10,000 minimum profit for all vehicles more than 2 years    |
     |        | old. This objective is somewhat flawed, because: If you don't|
     |        | have any vehicles older than 2 years old, then you get the   |
     |        | 100 points by default. It doesn't take inflation into        |
     |        | consideration. Early in the game, it might be difficult for  |
     |        | all of your vehicles to earn £10,000 per year. But as time   |
     |        | goes on, £10,000 is worth much easier to make because it     |
     |        | isn't worth as much. You probably don't want all of your     |
     |        | vehicles to earn a profit. You might intend some services to |
     |        | be intermediate "piglet" lines that supply cargo to other    |
     |        | vehicles which then take them to their final destination.    |
     |        | Road vehicles often don't turn a very big profit, at least   |
     |        | not early in the game.                                       |
     | 100    | £100,000 minimum operating profit for at least one quarter   |
     |        | out of the last 12                                           |
     | 50     | £50,000 minimum operating profit for all of the last 12      |
     |        | quarters                                                     |
     | 50     | 8 different types of cargo delivered during the last quarter.| 
     |        | This is trickier to achieve than you might think. You have   |
     |        | to transport - and successfully deliver - eight different    |
     |        | cargo types during the past quarter.                         |
     | 50     | £10 million cash on hand                                     |
     | 50     | £250,000 maximum loan. So, if you are borrowing £250,000 or  |
     |        | more, you won't get any points for this. Otherwise, if you   |
     |        | have a smaller loan, or don't have any debt, then you get    |
     |        | all 50 points.                                               |
     |________|______________________________________________________________|
Written by Josef Drexler!! Allowed by him to be posted!! :) (Thanks Joesf)

(Side note June 02 06 made a personal victory... had well over a 
billion more like 1bil 7 or 8 hundred mil.. and the 1000 at the 2050 
year for the first time ever!! usually I'd have one or the other.)      
===================================================================
--------------[4]The ways to The Point of the Game-----------------
===================================================================
 Quite a bit to this section, just giving u some warning. The way to 
the top is a lonely and daunting task.  The way I get over this is 
just shut out everything else in the game and in the real world.  
For example if you concentrate on the competitors(which they are 
extremely stupid anyway) you'll find yourself not doing to well 
yourself.  My advise here would be just don’t pay them no mind til 
they either go bankrupt or you are steady enough to buy them out.  
Advise on how to start, what I do is find either a coal/iron/or wood 
producer and then of course the recipient of that resource that is at 
a good distance from the resource.  That way even in the hard settings 
you will get a nice profit(in the hard setting it might be a little 
pressing to do this but if you don’t go to far you should make it.)  
The reason for these three to start is because they are the highest 
payers and they produce material quickly...Highest payer means that 
the longer the load goes you will still actually make money off it.  
If you've played Railroad Tycoon(any of them) it’s the same way... 
Get the goods to destination ASAP. The faster the more you make...
except its counted in squares and days not just days.  
===================================================================
----------------------[5]Trains!!!!--------------------------------
===================================================================
Its not hard to imagine why I put this section first.  For those who 
haven’t played long or haven’t played in a long time.  Trains are The 
Transport System in this game even though there are three other systems 
this game is just bout like Railroad Tycoon except it has other things 
besides trains.

Trains are very, very important, and to understand them will make the 
game a whole lot easier.  For example most of the time in the beginning
you will get four or five subsides right in a row, naturally they are 
going to be industry ones.  If you set towns to be few, then rely on
industry, it's better this way anyways.  Passengers are ok, and are
useful if you want to get the town to expand or need the town to have
a high rating of you.  But in the beginning worry about Industries and 
work on simple track layout design, that will show how to eventually 
and gradually turn into a massive pile of track(literally).  

Generally in the beginning with trains you have limited funds so that
means limited build length of track, so what you need to do is build a
simple line of this.  Coal is a good place to start, try to find a very
high producing one(click on the industry to find out) and look for a 
Power plant near by, or fairly close by at least.  Then build a two station
wide by 3 tile long station...

I'll try and make one here  _  / is one section of track 
                             is a cross track section
                            <> is going to be a two way signal
                            = is one station tile..
                             C   is the depot

		________<>= = =         
                     /
                   C_/_<>= = =
so basically you want one track is the incomeing track below its the 
top one of course, and two and actually three trains can service a station
like this, two would be loading and a third would either be at a siding
(another important thing in this game) or in the depot.  make the track 
connect to another station that looks like this one by the other industry.  
Also if there is a good deal of track between them you will have to put sidings 
in, basically a siding is a branch of track that follows the line and is right
next to the main line, make sure that the siding is long enough to fit
your longest train, that means when you start building if the trains are
an engine and 5 cars that means that its three tiles long, so that means
that you need 3 tiles for the train.  That means from where it branches you
will need to got 5 tiles, three for the train and one on either side of the 
train for signals.  like this the "< and >" are one way signals, making 
sure that the trains will pass each other and keep the track running smoothly:
                    __________>___________________>_____ 
       main line                                  / 
       second                 <____________________<>= = =_>____>____
                      __<>= = =_>___/    

Usually the key with this style station is having the next station
(or a way point) be past the station, other wise it will try and go
back through(most of mine try to but thats because I don't use this
station much) The trick with the signal. is that even though everything
is going one way(in this case to the right) the second signal has to be
a two way(if a train is coming it won't go through to the platform with the
other train, but it also won't go to the free one.  The signal must be 2 way
to let the trains know if one or the other is blocked!  

Once you have more then three or so, thats when you need to double the track.
A real simple production, if it's a single line with a few sidings, just go
from there, use the existing track and follow a similar path that is 
right next to or close to the existing track.  Then whatever the first track 
goes at the siding make that the way that whole side goes, and do the
same for the other side, whatever the siding direction is make that side
go that direction.  Now the trains are going to go even smoother.  Most
of the time I end up using the first basic setup for this and move the 
depot to the bottom or the top of where all the tracks meet.  and then
attach the incoming and out going tracks.  Most of the time there aren't 
many bottlenecks either.  Unless I don't have enough station platforms 
or they all decide to go to the depot at the same time.  

Also for busy tracks, you can also add train depots to main lines that
are force depots.. in other words it looks like this..:D well I'm gonna
try:D      The A is a depot facing down, the D is a depot facing the left
The key with this is the signals... put them in at the break point where
the line splits and that way if one way is blocked the next train is forced
to the second depot line..and also the second key is to make sure that the 
track to the depots go directly in to the depo then right back out 
                  A
some thing like  /_ won't work unless the bottom part is taken out. that 
forces the train into the depot.. handy if you don't have servint change on :D  
and it keeps the trains very, very reliable. 

Key:
> and ^ are signals 
the A is a depot facing down, and D is a depot facing the left
and _ and /, are track 

                   ______________D 
                  /       A      |
                  ^       |     |
________________>/>______/  _____>____

Duel lines, go like this

--------->--------------------------->----------------

---------<---------------------------<----------------

And to add a station, it's simple, usually this is a main line.  

so to add a station all you do is find out which was it goes.  So 

if it goes to one way like if it has to go to the right you will do this
the  that is going to the right has a signal(I don't think I could find
a character that is a angle going that way that makes a signal look.) and
there is also a going right signal right before the juction as well, the same
area as the last signal that I didn't put in, also put one on the other track 
going towards the bridge so that the main line doesn't get cluttered. and make
the split going to and from have a two way signal and have a one way going 
towards and from that junction.. These are called Spurs(I think:D)
   -- is track
   > or < is signal                      
                        |
                        |
                      /  
-------------------->-x------------------------>
          This is a   x
             tunnel-->x
------------------<---x-----------------------<
                      |    / 
                       <_/  

Attempting to make multiple cross junction with this simple program. :D


The X's are the tunnel, 
- /  | are track

V ^ > < are one way signals.  Some signals are on diagonal track and 
are shown as ^ or V.. but they go diagonally so FYI for ya..:D

The key with this system is Always build the exit before the entrance!! or 
your entering trains will block the line try to come on and your exiting train 
will have to wait, like if I had the top right exit after the the entrance 
the trains would stop each other.  the way this is set up, with particular 
attention to the fact of the signal between the exit and entrance "ramps" that 
will allow the exiting trains to go through the signal before the split, other
wise it would stop.  Also note the fact I used tunnels.. much better then 
bridges for the fact that you can build a signal right before the tunnel on the 
sloped track!! So where ever possilbe connections are use tunnels not bridges!
A side note you aslo can have a lot of enhanced tunnels this way which kinda 
makes it interesting to watch:D  That is building the track that goes over the 
tunnel going over the tunnel entrance saving time on having to go around it..
and makes the tunnel shorter.  I used the crap out of this switch. 
It's a nice ground saver:D
 
                    /
                   /|            |<________         
                  / V            ^          
                 /_>|            | _         
                //  |            |/         
               V |  V            ^   V        
--------<----------x------------x---<----<-----<---------------
                    x            x 
                    x            x
-------->---->-----x------------x---->--------->---------------
                ^  V            ^   |__/ <--Signal goes here
                  |            |<_// 
                 _/            |  / 
                   V            ^ /
               ___>|            |/

Boy was that interesting to make... kinda hard too!!:D


All info below is from Georges site!! I took a few fields out though, the 
Second weight which for most of them was the same. It was the full weight 
capacity.  Also some of the second names were taken out, and the type of 
engine for trains, and terrain too.
And here are the default Trains Info!!

Name  Cost      Weight Speed    Power  Running Cost Capacity Designed Life	
Kirby 8,203£     47t   64km/h   300hp    820 £/y     N/A       1933   15y
Chaney 15,234£   131t  112km/h  1,000hp  1,968 £/y   N/A       1934   21y
Ginzu  22,265£   162t  128km/h  1,200hp  2,296 £/y   N/A       1936   20y
SH 8P  25,781£	 170t  144km/h  1,600hp  2,132 £/y   N/A       1954   23y
Manley 12,890£   64t   111km/h  600hp    1,294 £/y   38PS      1957   12y
Dash   16,406£	 76t   120km/h  700hp    1,066 £/y   40        1984   15y
Hendry25 17,578  72£   128km/h  1,250hp  1,447 £/y   N/A       1962   18y
UU37  19,921£   101t   144km/h  1,750hp  1,828 £/y   N/A       1959   20y
Floss47 21,093£ 112t   160km/h  2,580hp  2,132 £/y   N/A       1962   22y
SH125 23,436£	140t   200km/h  4,500hp	 2,894 £/y   4ml       1978   20y
SH30  30,468£	84t    160km/h  3,600hp	 2,531 £/y   N/A       1966   23y
SH40  35,156£	82t    177km/h  5,000hp	 2,882 £/y   N/A       1973   23y
T.I.M 46,874£	180t   241km/h  7,000hp	 3,374 £/y   N/A       1984   25y
AsiaStar50,390£	190t   264km/h  8,000hp	 3,514 £/y   N/A       1992   25y
MJS 250 9,375£	65t    80km/h   600hp	 990 £/y     N/A       1955   22y
Wills 16,406£	145t   88km/h   1,100hp  2,132 £/y   N/A       1945   20y
CS 400026,953£	150t   96km/h   4,000hp	 2,956 £/y   N/A       1962   20y
CS 240018,750£	120t   112km/h  2,400hp	 1,599 £/y   N/A       1965   20y
Centennial 35,156£ 207t 112km/h  6,600hp 2,361 £/y   N/A       1972   22y
Kelling 310021,093£ 110t 104km/h 1,500hp 1,599 £/y   N/A       1958   22y
Turner Turbo41,014£ 190t 159km/h 3,500hp 3,122 £/y   N/A       1977   22y
MJS 1000 24,609£ 120t   104km/h	2,200hp	 2,208 £/y   N/A       1965   22y
Ploddyphut 11,718£ 85t  72km/h	400hp	 2,132 £/y   N/A       1952   20y
Powernaut 17,578£ 130t	96km/h	900hp	2,132 £/y    N/A       1952   20y
MightyMover 22,256£140t 112km/h	1,000hp	2,378 £/y    N/A       1966   20y
Ploddyphut 18,750£95t  120km/h	1,400hp	1,904 £/y    N/A       1973   20y
Powernaut 23,437£ 120t 152km/h	2,000hp	2,056 £/y    N/A       1978   20y
X2001 	60,937£	  95t  305km/h	9,000hp	3,234 £/y    N/A       1999   20y
Millennium 70,312£ 170t 337km/h	10,000hp 3,374 £/y   25PS      2005   20y
Z99 62,109£	  95t  321km/h	5,000hp	3,234 £/y    N/A       1999   20y
Leviathan 82,031£ 105t 402km/h	10,000hp3,515 £/y    N/A       2020   20y
Cyclops	86,718£	  120t 450km/h	12,000hp3,557 £/y    N/A       2028   20y
Pegasus	96,093£	  130t 482km/h	15,000hp3,571 £/y    N/A       2035   20y
Chimaera 111,328£ 300t 643km/h	20,000hp3,584 £/y    N/A       2037   20y
Rocketeer 82,031£ 120t 482km/h	10,000hp 3,515 £/y   N/A       2021   20y

Here's the DB Info(The set Michael Blunck made!!)

Name  Cost      Weight Speed    Power  Running Cost Capacity Designed Life
BR92 11,718£	135t    60km/h	  800hp	1,575 £/y    N/A       1920   28y
BR38 14,062£	130t   100km/h	1,180hp	1,804 £/y    N/A       1922   43y
BR18 22,265£	135t   114km/h	1,950hp	2,919 £/y    N/A       1925   45y
BR01 23,437£	114t   130km/h	2,240hp	2,542 £/y    N/A       1930   45y
BR45 25,780£    219t    90km/h	2,855hp	2,181 £/y    N/A       1935   35y
BR05 38,671£    135t   165km/h	2,360hp	2,952 £/y    N/A       1938   21y
VT-137 12,890£  92t    150km/h	1,020hp	1,386 £/y    100PS     1935   20y
V140 14,062£	78t     99km/h	1,400hp	1,416 £/y    N/A       1936   18y
VT-08 15,234£	134t   120km/h	2,000hp	1,401 £/y    108PS     1952   25y
V95 9,374£	20t	90km/h	  300hp	  984 £/y     45PS     1952   30y
V200 23,437£	80t    140km/h	2,700hp	1,827 £/y    N/A       1954   30y
VT-11 16,406£	104t   140km/h	2,200hp	1,416 £/y     40ml     1957   22y
V100 14,062£	63t    100km/h	1,348hp	1,248 £/y    N/A       1962   40y
V160 22,265£	78t    140km/h	2,500hp	1,538 £/y    N/A       1968   35y
BR232 21,093£	122t   120km/h	4,000hp	1,644 £/y    N/A       1973   30y
DE-AC33C 25,780£ 128t  160km/h	3,300hp	1,523 £/y    N/A       1997   30y
ICE-TD 42,187£	108t   200km/h	4,600hp	1,279 £/y     90PS     1998   25y
BR612 22,265£	116t   160km/h	3,040hp	1,371 £/y    144PS     1999   25y
BR175 11,718£	106t    70km/h	2,175hp	2,123 £/y    N/A       1928   44y
BR195 21,093£	138t	70km/h	3,770hp	2,531 £/y    N/A       1931   38y
BR144 12,890£	85t	90km/h	2,530hp	2,250 £/y    N/A       1936   50y
BR194 21,093£	118t	90km/h	4,400hp	2,531 £/y    N/A       1940   45y
ET-30 11,718£	120t   120km/h	2,490hp	1,996 £/y    108PS     1956   25y
BR140 22,265£	86t    110km/h	4,920hp	2,319 £/y    N/A       1956   47y
BR150 23,437£	128t   100km/h	6,000hp	2,179 £/y    N/A       1957   47y
BR110 26,952£	85t    140km/h	4,670hp	2,250 £/y    N/A       1962   38y
BR103 49,218£	114t   200km/h	8,090hp	2,981 £/y    N/A       1970   32y
BR250 28,124£	123t   125km/h	7,350hp	1,800 £/y    N/A       1974   30y
BR181 28,124£	82t    160km/h	4,400hp	1,996 £/y    N/A       1974   36y
BR120 41,015£	84t    200km/h	7,620hp	2,812 £/y    N/A       1979   22y
BR112 29,296£	82t    160km/h	5,650hp	2,123 £/y    N/A       1990   30y
BR 101 49,218£	86t    220km/h	8,700hp	2,475 £/y    N/A       1996   30y
ICE 1 31,640£	156t   280km/h	9,248hp	2,052 £/y    N/A       1990   25y
ICE 3 82,030£	150t   330km/h 10,880hp 2,531 £/y     90PS     1999   30y
BR182 63,280£	85t    230km/h	9,520hp	1,926 £/y    N/A       2001   30y
09    82,030£   106t   500km/h 18,000hp 2,531 £/y    184PS     2010   30y


The New Set
Name  Cost      Weight Speed    Power  Running Cost Capacity Designed Life
EL 15 35,156£	163t	120km/h	7,000hp	3,363 £/y    N/A       1967   20y
DM3   25,780£	190t	80km/h	6,528hp	1,968 £/y    N/A       1948   20y
DM3   14,062£	95t	80km/h	3,264hp	1,558 £/y    N/A       1960   20y
SD40  18,750£	194t    112km/h 3,000hp 1,904 £/y    N/A       1973   20y
F40   30,468£   132t    165km/h 3,000hp 2,513 £/y    N/A       1974   20y
GF6C  38,671£	132t    140km/h 6,000hp 3,199 £/y    N/A       1983   21y
P42   32,812£   121t    165km/h 4,260hp 2,707 £/y    N/A       1997   20y
EL 18 44,531£	86t     201km/h 8,000hp 2,953 £/y    N/A       1996   23y
AC44  31,640£   190t    120km/h 4,400hp 2,208 £/y    N/A       1994   12y
Tt    41,014£   264t    165km/h 7,000hp 3,122 £/y     45PS     1974   22y
V200  23,437£   80t     140km/h 2,700hp 1,828 £/y    N/A       1955   30y
DE    31,640£   128t    149km/h 3,300hp 2,208 £/y    N/A       1997   30y
BR103 49,218£   114t    201km/h 8,090hp 2,981 £/y    N/A       1965   30y
Re66  42,187£   120t    140km/h 10,600hp 2,700 £/y   N/A       1973   30y
RE269 31,640£   83t     160km/h 4,200hp 2,615 £/y    N/A       1981   30y
RE252 46,875£   86t     201km/h 7,600hp 2,531 £/y    N/A       1992   25y
Re460 52,734£   82t     230km/h 9,250hp 2,503 £/y    N/A       1995   30y
Thalys70,312£   220t    301km/h 11,600hp 2,882 £/y    47PS     1995   30y
BR101 49,218£   86t     220km/h 8,700hp 2,475 £/y    N/A       1996   25y
ICE 3 82,031£   150t    330km/h 10,800hp 2,531 £/y    45PS     1999   30y
Siamese8,203£   47t     64km/h  300hp   820   £/y    N/A       1933   15y
Persian11,718£  85t     72km/h  400hp   1,476 £/y    N/A       1946   20y
Angora 17,578£  130t    96km/h  900hp   2,132 £/y    N/A       1952   20y
Siberian22,256£ 140t    112km/h 1,000hp 2,378 £/y    N/A       1966   20y
Tabby 18,750£   95t     120km/h 1,400hp 1,904 £/y    N/A       1973   20y
Burman23,437£   120t    152km/h 2,000hp 2,056 £/y    N/A       1978   20y
===================================================================
---------------[6]RoadVehicles(RV's for short)---------------------
===================================================================
With a patched version which is needed when playing on any OS that 
is new.  These hard working vehicles have come a long way, especially 
if you download(and check for viruses) the new grf files of player 
made vehicles they're very nice I don’t even use the original in 
game vehicles anymore the player made ones are faster/bigger and 
there are only a few cuz they made them like Locomotion RV's where 
you can refit them to whatever you need.
===================================================================
-----------------------[7]Airplanes--------------------------------
===================================================================
Usually the second highest paid vehicles unless you got like max boats 
or something(which is a lot).  Info I read somewhere don’t remember 
right now said the best thing to do with Planes is to find four big 
cities and, this is the dumb part, bulldoze the middle and put a big 
airport there.  If you can bulldoze that much may God help your city 
sentiment rating.  It would crash faster than a fast jet at a little 
airport.  
===================================================================
----------------------[8]Boats(The forgotten Transports)-----------
===================================================================
Boats, though slow are a very good system, when they breakdown(if 
you have breakdowns on) they don't block others.  They can also only
be screwed around with by putting up land around them or the docks(
at least one of the docks they go to), and the depot. But since the
AI never use them you don't have to..:D  But seriously boats are a
very good system.  Before the patch allowed for humongus trains boats
carried the most cargo of any system, even when the trains could carry
more when the monorail and maglevs come out.  
===================================================================
-----------------------[9]Subsidies-------------------------------
===================================================================
A brief definition of a subsidy is... A service offered by a(city or 
industry owned by a city in this game) If you were to get the subsidy 
offered the city would grant you the subsidy and between double to 
three times as much payment than normal runs.(An evil thing I do is 
buy out competitors doing those runs, if I can afford to, right 
before or right after they get it so I get the money/subsidy with 
little effort.

Subsidies The backbone to this service providing game.  As previously 
stated in section 5 wood/coal/Iron are the best subsides to go for, 
even better then that is going for non subsidised of these industries 
that are across the map.  This = Money, money and more money.
===================================================================
----------------------[10]Terrains---------------------------------
===================================================================
The Terrains are quite nice, and very different from the Original 
which don’t get me wrong it was good for 1995 or whenever it came out 
but only two "terrains"  isn’t enough.

Terrain One:
The one we all know and love is of course "Temperate"

Terrain Two:
This one is "Arctic" kinda interesting with the snow an all

Terrain Three:
"Tropical".. Don’t play it much have maybe two save games...

Terrain Four:
"Toy Land"... Possibly the weirdest terrain ever and with new patches 
might disappear as well(thank God, Too bright of a background and it 
made my teeth hurt...)
===================================================================
-------------------------[11]FAQ's----------------------------------
===================================================================
Q:  Which type of Vehicle service should I use?
A:  Depends upon the situation.  If the two points are within 
probably I'd say 10 to 20 squares I'd use RV's, and at least probably 
3 to 5 of them.  If its between 30 to 50 squares and its an industry, 
definitely go with trains, If it’s the same distance but with towns I 
would go with trains or Planes depending on the size of the town.  
If the route has a lot of water I'd go with what’s that yes I use 
boats a lot more cuz there friggin Huge they're the slowest but they 
usually pick up more than a entire train can in one trip an make a 
lot more money than a train would.

Q:  What’s with the beeping noises?
A:  That is the message system.  If you have all messages turned 
off(which technically You can't) That’s the beeping... Its to let u 
know something happenin' and sometimes u should probably look, most 
disasters I think actually do go to full screen so you can see what 
happened but most of the Company and economic Info is beeped.

Q:  Are the Trains as good as You say they are??
A:  Uh Yea... If your in the lets say 2020ish year I think you have 
MagLev's then, Hmm, A coal or possibly Iron Load bout 12 cars worth 
from one End to the other of the map... Should get I think I had 
received 650'000 possibly more in one run, but I didn’t only have 1 
I had 4 making that much so Hmm lets see That’s how much....
O yea +/-1'300'000    dollars in one round trip.
Since it probably takes a month both ways you'd make bout 12'800'000 
a year from four trains plus all the others you probably have.  
That's 3'200'000 Per year for A train.

Q:  Why are my vehicles constantly breaking down?
A:  Unlike TTO TTDX has a mean thing that most new players don't know 
about, In TTO the Service Interval was changeable and usually set at 
150 days, about five months, In unpatched TTD(AFAIK) that button is
on the screen but unavailable!!, D'oh.  Also it is set to 16'000 months!
which is 43 years or so!!.  If you are coming straight from TTO to TTD
you will have to patch it, and check for a switch that has to do with this.
also to make it XP compatible, if you have it... most should or probably
do have XP by now.  TTO FYI that I've seen is not playable, DOS is not the 
same animal as it was with 95.. if you try to run TTO, it will run for about
two seconds then terminate. I tried 20+ times I could get into a random
game but thats bout it.  Then it would crash... The only way I play it
now is by DOSbox, I think I have the Address I will add it in the credits
area later.  I think I may be able to help in that area as well I can 
get TTO and at least one other to run(the other being Theme Park!! yes
I have Theme Park...)Oops way off question..:D But really... before asking
at tt-forums about how to change this and get a flame post or somebody
telling you to read the manual, that comes in every patch download file
read it before asking, and if you need to find out where a switch is, 
in the .cfg file that it comes as(it says config, you change it with 
what this is typed in which is notepad!.)it's in alphabetical order so 
it isn't that hard to find.  If you find the Configurator download site
which most new people use to ease the tension of trying to use a notepad
config file... it is in the vehicles tab... it will have a underline in the
switch. for showing how many days you set it for.
===================================================================
--------------------[12] Industry section--------------------------
===================================================================
The Most Important area.  You cannot survive on cities and subsidies 
alone.  You have to AND I MEAN HAVE TO supply industries with correct 
supplies, and ship the consequential products they produce to the next 
industry in line.  By now you should know the big three Coal/Iron/Wood, 
and yes in that order coal is the highest paying, its starts out high 
and ends up high.  The graph in game proves this because coal is like 
second or third from the top in payment and it is the one that drops 
the least.

Temporate Industries:
Industry type          Production           Where its sent
City/Town------------> Produces Pass/Mail-> Cities/Towns
Coal Mine------------> Produces Coal------> Power Plant
Power Plant----------> Produces Nothing---> No where
Oil Well-------------> Produces Oil-------> Oil Refinery
Oil Rig--------------> Produces Oil-------> Oil Refinery
Forrest--------------> Produces Wood------> Saw Mill
Saw Mill-------------> Produces Goods-----> Cities/Towns
Oil Refinery---------> Produces Goods-----> Cities/Towns
Farm-----------------> Produces Livestock/Grain->Factory
Iron Ore Mine--------> Produces Ironore---> Steel Mill
Steel Mill-----------> Produces Steel-----> Factory
Factory--------------> Produces Goods-----> Cities/Towns
Bank-----------------> Produces Valuables-> Bank
===================================================================
-------------[13]You got patch problems, say em here---------------
===================================================================
Tell them to the good people at this forum...tt-forums.net  please
read the stickies in the problem board before posting!! Somebody 
will get you if you don't(and it's not me!!)and as with any forum,
don't double post, they get rather upset at this particular forum, 
if you don't get an answer right away.  Wait an hour or so, somebody
will get to you..:D  Or if your not a regular internet user send me 
a line at one of my emails(or my forum as a guest I have a board 
specially for them) and I will ask it at the forums for you!  I may 
actually have the answer too you never know..:D
===================================================================
------------[14]Suggestions for this document/and game-------------
===================================================================
===================================================================
---------------------[15}Contact Info------------------------------
===================================================================
Rules about contact:
NO SPAM!!!! Getting tired of having it sent to me already
I may have some FAQ's that Ive thought of already but if you have 
one send it to one of the following, I'll probably answer it..

Allowed on:
GameFaqs.com
Neoseekers.com
Cheatcodes.com
Supercheats.com

Emails:
furdude2(at)gmail(dot)com 
Only email Im using now(to cut down on spam...)
I'm sending that to outlook on my compy, and will soon have
a further spam killer on my compy for it.  I'm glad I figured out
how outlook works finally..;)
IM IDs
furdude2 on it all the time you should be able to see me..;)
furdude5(at)aol(dot)com
furdude2(at)hotmail(dot)com
ICQ number 467556798
Also Visit my IRC Channel..:) Im on the Quakenet.org server Channel
is #furdude2, for those using trillian obviously its just furdude2.
but I may not be there and for that matter it might not be up I donno.  
I don't have a "L" operator, so it's not permantly up..:( unless I can get 
more people to visit while Im on.  In other words.. you might be all by 
yourself..

Correcting this, I'm currently using Trillian(very nice tool if you
don't have it do a search for that name or ceruleanstudios, yes for you
Pokemon fans they use Cerulean!! the Blue color..:) ) So All IM Id's are used
at once so pop a question if you need to.  I wouldn't mind if you said what 
brought you to me, aka this faq...;) If you do come on I'll probably ask, I
do that all the time with people I don't recongnize..

Other...
Admin of Forum for All Occasions http://furdude2.proboards43.com
Member of sunflowers board member ID 2004 nick furdude6 
http://forum.sunflowers.de/
Member of TTD forums http://www.tt-forums.net/ nick furdude6
===================================================================
------------------------[16]Credits--------------------------------
===================================================================
Patchman for making the Patch ;) for making the game sooo much better
also to George for making them awesome awesome vehicles.  Chris 
Sawyer of course for making the awesome game(s) TTO and TTD...
GameFAQ's as well for hosting all those FAQ's(including this one).  
Supercheats, Cheatcodes, and Neoseekers as well...I'm not sure if I 
will make any more... I also have a very no where near finished Pokemon
G/S/C one but since they have a half dozen or more of them for each 
They probably won't except any more..:( 

Josef Drexler for the use of his performance rating points!

For those trying to get TTO to run...
DOSBox's website is this. 
http://dosbox.sourceforge.net
===================================================================
-----------------------[17]Copyrights------------------------------
===================================================================
Chris Sawyer, Microprose, Infogrames, Atari(Grr) Chris better win
DOSBox copyright of The DOSBox team...
Chris(me) Copyright furdude2 2006
Copyright TransportTycoon Walkthrough/Guide	

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