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  • ...transfer stations (like pax [[Gametype:ICE SBahn|ICE]] terminals). Other stations (like primary industries) can optionally use a prefix to assist in sorting. ...pace, industry type in all caps, 1 space, optional identifier and 1 space, PICKUP or DROP
    4 KB (625 words) - 10:26, 14 April 2013
  • ...e was no actual plan to follow player of the Pro Zone just discussed where stations should be placed, and where we needed to build a BBH. This lead to a nice l ...t served alot of trains.|2|Image:ProZone2.png|Showing the factory drop and pickup, together serving over 1000 trains, giving a pretty good impression of the
    5 KB (800 words) - 16:13, 14 February 2010
  • ...f editing in various places, including a total rebuild of one of the major stations at one point. ...g the S-Bahn in their own place, with a global network connecting the main stations. Even though the network layout was left undefined, good cooperation result
    8 KB (1,158 words) - 22:19, 9 May 2013
  • ...of Self-regulating network is to have an amount (eventually all) of pickup stations automatically used by one group of trains. 1. SL works as a ring, while the only way out of the SL is through pickup stations
    15 KB (2,585 words) - 07:32, 6 June 2016
  • ...'build around' towns,industries,etc or to enlarge the catchment area of a pickup station to include nearby resources of the same type. * Fig.B : Two stations are built touching and off to the side of the existing station (only 1x1 he
    2 KB (267 words) - 12:02, 7 November 2013
  • ...has been done to make more efficient, larger or just plain cooler looking stations. ...up this map. This plan featured an LLL_RRR central loop to which all main stations were connected. This resulted in some nice and big BBHs. After the primary
    8 KB (1,185 words) - 22:14, 9 May 2013
  • ...much real-estate, reducing the amount of space for cities to build. Road stations are built on existing roads, providing the maximum amount of space for citi ...ion will cover the 4 3x3 city blocks adjacent to that intersection. Since stations cannot be placed on an intersection, we place bus stops on two opposite sid
    3 KB (576 words) - 17:42, 16 June 2009
  • ...ed 1/4 or 1/8 trains off, making sure pax was distributed equally over the stations. Of course this resulted in some nice overly complex constructions. hacked ...ll the hubs when we added the fourth and fifth main line. The factory drop/pickup was rebuilt several times, and multiple exit strategies were used. In the e
    8 KB (1,089 words) - 22:13, 9 May 2013
  • ...h suitable for another purpose. First we'll look into the function of main stations and the standards they should meet for different purposes, then we will loo ...10/09/28/advanced-building-revue-07-stations/ Advanced building reuve 07 - Stations]
    9 KB (1,562 words) - 04:34, 30 January 2014
  • ...u're lucky; you only have to connect it to the eastbound ML. The only main stations that are further down the mainline are a Steel Drop and a Goods Drop. These BBH04 is up next. As you can see, the only stations further west of BBH04 are the Food Drop and the Goods Drop. Both food and g
    5 KB (942 words) - 08:35, 4 December 2013
  • ...food and goods trains. So we had to make weird, strange ... different drop stations than normally because we needed the depots to refit in. The ML looked like ...4-6 line traffic. The drop was smartly splitted into multiple sawmill drop stations in on complex and trains were ordered by entrance and exit waypoints of the
    12 KB (1,749 words) - 22:10, 9 May 2013
  • ...riety of different one and two-sided sideline hubs, not to mention various stations. The game ended with about 1200 trains, LLL_RRR in most places and roughly ...ing part and so it ends just as a nice little game with some nice hubs and stations. Lets move on to the next one! |18|Image:ProZone18.png|description}}
    8 KB (1,310 words) - 22:26, 1 September 2012
  • [[File:MSRN-P.png|600px|thumb||Pickup based MSRN]] ...inciples) while drops could be designed as suggested in [[Timer Based Drop Stations]]
    4 KB (613 words) - 08:39, 16 March 2012
  • |imagedescription=The primary pickup station that got the most care, in the end working quite nicely. :) }} ...even get to the central backbone. As for other primaries, we had two main stations divided by kind of wagons used - Liquids Drop, and Solid Things Drop, which
    11 KB (1,629 words) - 22:09, 9 May 2013
  • !colspan="2"|[[Stations|Stations]] |[[Junctionary_-_Stations_-_All|All Stations]]
    1,011 B (118 words) - 22:57, 28 June 2014
  • ...nctionaryTableHeader|headline=Pickup Stations <font size="small">([[Pickup Stations|what is that?]])}} ...ary|03.12.2009|[[Image:psg204_BRIDGES.png|center|140px|]]|'''Overflow'''|A pickup station with quite an advanced overflow. NO, it is not presignal bypass! Th
    2 KB (286 words) - 00:46, 16 February 2012
  • ...onaryTableHeader|headline=Combined Stations <font size="small">([[Combined Stations|what is that?]])}} {{Junctionary|11.01.11|[[Image:psg90_factory.png|center|140px|]]|'''Drop and pickup station'''|Here goes a typical Mark station with X-less terminus and a _ton
    5 KB (648 words) - 21:49, 15 February 2012
  • ...tionaryTableHeader|headline=Special Stations <font size="small">([[Special Stations|what is that?]])}} ...sfer'''|Station based on having 1 set of platforms used by both feeder and pickup trains. Each platform gets its own logic consisting of (only) 2 logic gates
    5 KB (707 words) - 18:19, 5 December 2012
  • !colspan="2"|[[Stations|Stations]] |[[Junctionary_-_Stations_-_All|All Stations]]
    927 B (107 words) - 22:57, 28 June 2014
  • ...he CPU requirements, but also made us not build larger secondary RV pickup stations which was a shame. Learning from our mistakes, we hope to do it better next ...getting-there stations. A station with good traffic should require penalty stations. }}
    9 KB (1,286 words) - 22:07, 9 May 2013

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