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  • ...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
  • ...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
  • ...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
  • |description=Steel was SRNW and split by flipflops after the steel pickup and mixed with normal traffic. The game ended with about 1.400 trains runni |description=The large TL/CL meant it was convenient to build transfer stations at sidelines with some nice results. Perhaps the challenging nature of ML e
    7 KB (1,066 words) - 11:18, 24 November 2013
  • ...aths invisible to trains. Hence the abundant use of reversers and terminus stations. We ended the game with the main loops having 7 lines and 1100 trains. ...supplies. Apart from that there appeared various primary stations, double-stations for farms, or even clusters of industries. All in all this game was very in
    9 KB (1,355 words) - 21:53, 9 May 2013
  • ...is the Intercity network which interchanges passengers between various ICE stations. ICE is usually based a lot around growing towns and creating local network ...games are generally using many groups of trains which go between each two stations, therefore it is necessary to name and group trains properly.
    5 KB (844 words) - 08:31, 20 July 2018
  • |imagedescription=The food factory drop & pickup}} ...ng different cargo. Overflow also worked as refit area. The game did not pickup much interest from the users. The game was abandoned after having about 14
    7 KB (989 words) - 19:28, 7 June 2015
  • ...one. Do not add signals just yet and don't place any track paralel to the stations. == Stations ==
    9 KB (1,653 words) - 05:46, 7 June 2015
  • ...find a coal mine making hardly any coal, but close to one of your existing stations? Trains are too expensive for that, at least early on. (Eventually, the ind First find a coal mine close to one of your pickup stations, without much water in between.
    2 KB (297 words) - 01:35, 22 January 2024

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