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  • ..."frontpage_bar"><div style="float: right;">[[Image|*]]</div>Basic Building Concepts</div> ...ontpage_bar"><div style="float: right;">[[Image|*]]</div>Advanced Building Concepts</div>
    5 KB (618 words) - 07:15, 22 November 2013
  • ...therwise we keep terraforming as low as possible. Moving a few tiles for a station or a curve is OK, but carving out a valley to lay your Sideline is a no-no. ...o gain further information. They may mention one of the proven [[Gametypes|concepts]] in order to avoid writing down everything anew.
    5 KB (880 words) - 04:15, 15 October 2019
  • ...tions2.png|center|thumb|480px|An early [[Balancing|Loadbalancer]] - recent concepts are far better but this one already improves the balancing somewhat]] Just imagine a game with 300+ trains and 100+ stations and every station has its own connection to a mainline with high traffic. All these entering/
    6 KB (955 words) - 10:08, 4 December 2013
  • At our Public Server, new players have the chance to learn the basic concepts of cooperative gameplay. On this page, you will find a guide for the first ** For example, if you sandbox where a ML, BBH, or major station is scheduled to be built, expect your design to be removed.
    6 KB (1,059 words) - 20:36, 18 June 2017
  • ...a general level, with possible side trips to more advanced techniques and concepts. It is important to understand that everything stated on this page is true In this article we'll follow a train starting at a sideline station all the way to its respective drop and introduce all the funky construction
    8 KB (1,364 words) - 08:51, 4 December 2013
  • ...essary in locations where you are sure that there has to be a hub or large station later on. However, this approach may sometimes be not very welcome, just li ...nger transport games. It may as well be clever in games implementing cargo concepts. If you grow a city within a border (see '''5.1'''), you ensure that it wil
    1 KB (189 words) - 22:23, 5 August 2012
  • ...anks to the SML concept, joiner was pretty simple. There is a big transfer station with RV feeders.}} |imagedescription=The Coal & Iron drop station was expanded numerous times finally resulting in a 4 track entry, 27 platfo
    9 KB (1,235 words) - 22:23, 9 May 2013
  • ...concepts to get a flowing RV network. A completely new one was used in the station seen in screenshot chosen for this game. In the end 1994 RVs were running. |imagedescription=A new concept used in this game - selfregulated RV station. }}
    9 KB (1,286 words) - 22:07, 9 May 2013
  • :[[Station]] ; [[Networking Concepts]]
    4 KB (442 words) - 10:48, 4 December 2013
  • Presignals are frequently used to control trains in [[priorities]] and station entries. The combination with [[dummy train]]s, however, allows even more p ...A very simple clock can be built with a train and a timetable to stay in a station for x days.
    7 KB (1,228 words) - 21:16, 27 August 2019
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