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		<id>https://wiki.openttdcoop.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Andyp</id>
		<title>#openttdcoop wiki - User contributions [en]</title>
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		<updated>2026-05-12T10:18:58Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.25.2</generator>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Talk:Dodging_unremovables&amp;diff=9649</id>
		<title>Talk:Dodging unremovables</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Talk:Dodging_unremovables&amp;diff=9649"/>
				<updated>2009-03-08T23:02:02Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;images would help... --[[User:Ammler|Ammler]] 08:20, 20 September 2007 (UTC)&lt;br /&gt;
: Grabbed a couple images from the current PSG (#133) to illustrate each.  --[[User:Andyp|Andyp]] 23:02, 8 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Dodge-under.png&amp;diff=9648</id>
		<title>File:Dodge-under.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Dodge-under.png&amp;diff=9648"/>
				<updated>2009-03-08T22:59:09Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Dodge-around.png&amp;diff=9647</id>
		<title>File:Dodge-around.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Dodge-around.png&amp;diff=9647"/>
				<updated>2009-03-08T22:58:55Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Dodging_unremovables&amp;diff=9646</id>
		<title>Dodging unremovables</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Dodging_unremovables&amp;diff=9646"/>
				<updated>2009-03-08T22:58:34Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: adding images to illustrate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When building Line's it's unavoidable that you will encounter at some point an Un-Removable object such as an Antenna. There are multiple ways to avoid these and some are more effective than others. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
== Going Around ==&lt;br /&gt;
&lt;br /&gt;
Going around is a simple and efficient way as long as the line is not too wide and the turns aren't too short.  The curve around must be wide enough that trains do not slow down from encountering a tight turn, we call this curve length, or CL for short.  The curve must also not force trains to change direction more than two times in the tile length, or TL for short, of the trains.  Here is an example of a track curving around a transmitter antenna:&lt;br /&gt;
&lt;br /&gt;
[[Image:dodge-around.png]]&lt;br /&gt;
&lt;br /&gt;
== Going under ==&lt;br /&gt;
&lt;br /&gt;
Going under is just as simple. Dig 2 hole's and place tunnels. Of course tunnels can't be signaled so for busy line's Multiple tunnels for every track could be required.  Here is an example of a track using double tunnels to go under a power station, notice the track is offset on either side so the path through either tunnel is the same length, 7 straight tiles and two diagonal:&lt;br /&gt;
&lt;br /&gt;
[[Image:dodge-under.png]]&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Transfer_orders.png&amp;diff=9645</id>
		<title>File:Transfer orders.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Transfer_orders.png&amp;diff=9645"/>
				<updated>2009-03-08T07:23:23Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: uploaded a new version of &amp;quot;Image:Transfer orders.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Orders2.png&amp;diff=9644</id>
		<title>File:Orders2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Orders2.png&amp;diff=9644"/>
				<updated>2009-03-08T07:19:08Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Orders&amp;diff=9643</id>
		<title>Orders</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Orders&amp;diff=9643"/>
				<updated>2009-03-08T07:18:54Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: finished transfer section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Trains|&amp;lt;&amp;lt; Trains ]] | [[How not to build| How not to build &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Orders make our networks work, they are what keeps our network alive, the cash flowing and prevent jams. Without proper order setup the trains won't go to the correct destination and won't be able to make money. This guide will lead you through the basics of giving orders and will also show you some more advanced orders.&lt;br /&gt;
&lt;br /&gt;
==Basic orders==&lt;br /&gt;
You have build two stations and now you want to have a train running between them. The first thing you need to do is add the both the stations to the order list. We usually begin the orders with the pickup station:&lt;br /&gt;
&lt;br /&gt;
[[Image:Start1.png]]&lt;br /&gt;
&lt;br /&gt;
After this you add the drop station:&lt;br /&gt;
&lt;br /&gt;
[[Image:Destination1.png]]&lt;br /&gt;
&lt;br /&gt;
You now have given the train both the destinations, to let this route be effective however you need load orders. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Load Orders ==&lt;br /&gt;
&lt;br /&gt;
A load order is an order that tells the train to do a specific kind of loading. There are a few different kind of load orders:&lt;br /&gt;
* '''Load if available''' - The default load order.  This order is not explicitly listed in the orders list so unless one of the other three load orders is present, this is the load order that the vehicle will use.  When a vehicle stops at a station it will load all waiting cargo of any type that it can accept.  The train will keep loading until it is either 100% full, or there is no cargo at the station to load. &lt;br /&gt;
* '''Full load all cargo''' - This load order tells the vehicle to stay at the station and load until it has reached 100% total cargo capacity.  This load order will append &amp;quot;(Full load)&amp;quot; to the order.&lt;br /&gt;
* '''Full load any cargo''' - This load order tells the vehicle to stay at the station any load until any single cargo type that the vehicle accepts has reached 100%.  An example would be an airplane that carries both passengers and mail, with full load any cargo the airplane will keep loading until either passengers or mail has reached 100% then continue to the next order.  This keeps an airplane full of passengers from sitting on the tarmac waiting for more mail to fill up the airplane.  This order can be useful anywhere that vehicles can carry multiple cargo types.  This load order will append &amp;quot;(Full load any cargo)&amp;quot; to the order.&lt;br /&gt;
* '''No Loading''' - This load order tells the vehicle not to load at that station.  When the vehicle has finished unloading cargo, it will continue to the next order in it's order list.  In coop games, all drop stations should have this order unless it is desired for vehicles to pickup cargo at the drop station.  Because drop stations are typically very large (thus have a very large catchment area), it is possible for a primary industry to open up within the drop stations catchment area at a later point in the game.  When this happens, and yes it does happen often in public server games, then vehicles will drop their cargo and load more cargo before departing the drop station.  Now when the vehicle returns to the primary industry station it is already partially (or completely) full.  This decreases network efficiency.  It also creates the annoyance of a drop station having a primary cargo rating.  This load order will append &amp;quot;(No loading)&amp;quot; to the order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unload Orders ==&lt;br /&gt;
&lt;br /&gt;
An unload order tells a vehicle what to do with any cargo it may have.  &lt;br /&gt;
*'''Unload if accepted'''- The default unload order.  This order is not explicitly listed in the orders list so unless one of the other three unload orders is present, this is the unload order that the vehicle will use.  When a vehicle stops at a station it will unload any cargo that it is carrying that is also accepted by the station.&lt;br /&gt;
*'''Unload all'''- This unload order tells the vehicle to unload all cargo, regardless of station acceptance.  Any non accepted cargo will disappear.  This unload order will append &amp;quot;(Unload and &amp;lt;load order&amp;gt;)&amp;quot; to the orders list, where &amp;lt;load&amp;gt; is the load order.&lt;br /&gt;
*'''Transfer'''- This unload order is explained later this page.  This unload order appends &amp;quot;(Transfer and &amp;lt;load order&amp;gt;)&amp;quot; to the orders list, where &amp;lt;load&amp;gt; is the load order.&lt;br /&gt;
*'''No unloading'''- This unload order tells the vehicle that it is not to unload cargo at this station.  This unload order appends &amp;quot;(Unload and &amp;lt;load order&amp;gt;)&amp;quot; to the orders list, where &amp;lt;load&amp;gt; is the load order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Go Orders==&lt;br /&gt;
&lt;br /&gt;
Go orders are only available to trains and road vehicles(RV's).  By default trains and RV's will stop at each station they pass through.  Go orders can modify this behavior.  The go order will immediately precede the station name in the orders list.&lt;br /&gt;
*'''Go to'''- This is the default go order.  Vehicles will stop at the station on that line of the orders list AND STOP at any other station they travel through.   &lt;br /&gt;
*'''Go non-stop to'''- Trains and RV's will stop at the station on that line of the orders list, but not stop at any other stations they travel through.  There is an option in Advanced Settings/Vehicles to make: new orders are non-stop by default.  This setting should be on for playing on the public server as single tile stations are frequently used on the public server for either penalties or occasionally used as waypoints.  By making all orders &amp;quot;Go non-stop to&amp;quot;, trains will not stop when they encounter theses stations.&lt;br /&gt;
*'''Go via'''- Trains and RV's will go to, and continue through the station in the order without stopping.  They will however stop at any other stations they encounter.  This order has the same functionality as waypoints.  This order may have usefulness as a waypoint on a [[Self-regulating Network]], after the loading stations, otherwise the go non-stop via is preferred on the public server.   &lt;br /&gt;
*'''Go non-stop via'''- With this order trains and RV's will go to without stoping at any station, and continue through the station in the order without stopping.  This effectively turns stations into waypoints.  The benefits of using stations as waypoints is that they can be built across several tracks, and thereby serve as a single waypoint across all (or only some if so desired) tracks of a ML.  This preforms the same as waypoints with non-stop orders, and as station waypoints with the old TTDPatch non-stop compatible handling.  &lt;br /&gt;
&lt;br /&gt;
So for the train servicing the stations created above, the orders list will look like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Orders1.png]]&lt;br /&gt;
&lt;br /&gt;
The first order has the &amp;quot;Full load all cargo&amp;quot; load order, the second order has the &amp;quot;No loading&amp;quot; load order, and both orders have the &amp;quot;Go non-stop to&amp;quot; order.  So the train will goto the station Sleningville Mines without stopping at any other station it may encounter on the way.  It will unload any accepted cargo that it may have and stay at that station until all wagons, and the locomotive(s) if they have their own cargo capacity, are completely full.  When fully loaded, the train will then go to the station Breadborune Cross Woods without stopping at any other stations it may encounter on the way.  There the train will unload any accepted cargo that it may have, and leave without loading.  &lt;br /&gt;
&lt;br /&gt;
Since no unload order is indicated, both of this trains order have the default &amp;quot;Unload if accepted&amp;quot; order.  Taking a view of the entire order list for this train tells us that the only place that it can get coal from is Sleningville Mines because there are only two stations the train is allowed to stop at, and it is only allowed to load at one of them.  And even if a power station did open up within the catchment of Sleningville Mines the train would leave the station full of coal as unloading always happens before loading.  The reason that the second order does not need the &amp;quot;Unload all&amp;quot; order is because on the public server a secondary industry drop station (as Breadborune Cross Woods is in this example) will always have the necessary industry within the catchment area, and therefore always accept the coal.  It is also important to only have the default &amp;quot;Unload if accepted&amp;quot; order in games using newgrf industries that have a maximum stock of raw materials (such as Pikkas Basic Industries or ECS), then the unaccepted coal can continue to another possible drop station.  In piratical use the &amp;quot;Unload all&amp;quot; order is just not necessary.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Transfer orders==&lt;br /&gt;
When building multiple stations that are meant to be serviced by one train (or multiple trains sharing orders) you might need to use transfer orders. This kind of orders allow vehicles to keep cargo in the train and allow trains to unload all cargo at a station without loosing money. Transfer orders use virtual money this means that vehicles earn money so they don't show up as making a loss but the money won't be added to the bank balance. This is extremely usefull for making feeders.&lt;br /&gt;
There are four kinds of transfer orders:&lt;br /&gt;
* '''Transfer and take cargo''' - the combination of the &amp;quot;Transfer&amp;quot; unload order, with the &amp;quot;Load if available&amp;quot; load order.  This order tells a vehicle to keep any cargo it has, and to load cargo until either the train is full or there is no more cargo waiting to load.&lt;br /&gt;
* '''Transfer and wait for full load''' - the combination of the &amp;quot;Transfer&amp;quot; unload order with the &amp;quot;Full load all cargo&amp;quot; load order.  This order tells a vehicle to keep any cargo it has, and to load cargo until the train is full.  &lt;br /&gt;
* '''Transfer and wait for any full load''' - the combination of the &amp;quot;Transfer&amp;quot; unload order with  the &amp;quot;Full load any cargo&amp;quot; load order.  This order tells a vehicle to keep any cargo it has, and to load cargo until any accepted cargo is full.&lt;br /&gt;
* '''Transfer and leave empty''' - the combination of the &amp;quot;Transfer&amp;quot; unload order with the &amp;quot;No Loading&amp;quot; load order.  This order tells a vehicle to unload all cargo that it has to the station and collect it's &amp;quot;virtual money&amp;quot; for the distance(s) that the cargo has traveled.  The cargo unloaded with this order will wait at the station to be loaded onto another vehicle, even if that cargo type is accepted at that station.  &lt;br /&gt;
&lt;br /&gt;
In the previous example of the coal train, let's assume that Breadbourne Cross Woods is just a transfer station where coal from several mines is gathered onto larger trains to travel to a central power station.  In that case the orders would be: &lt;br /&gt;
&lt;br /&gt;
[[Image:Orders2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Transfer_overview.png|thumb|right|300px|A small SBahn ring]]&lt;br /&gt;
&lt;br /&gt;
You have the following setup in a town which feeds a central station with passengers as in the picture to the right. Note that there are 4 station in this ring and the trains can drive both directions, the orders of the trains driving clock-wise will be explained in this section. SDH is the station where all ICE trains go to and that will be the station that will receive the passengers from the feeder trains.&lt;br /&gt;
&lt;br /&gt;
Sonderhorst Woods is the first station after the unload station and won't need a transfer orders as there is no cargo in the train yet. The next station is Sonderhorst, this station needs a Transfer and take cargo order so we keep the current passengers loaded and take the passengers waiting at the station with us. Sonderhorst Heights needs the same orders as Sonderhorst. Last in line is SDH, this station will need a transfer and leave empty orders so the train will unload all the passengers loaded and also make some virtual money. The order list will end up looking like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Transfer_orders.png]]&lt;br /&gt;
&lt;br /&gt;
These kind of orders are very usefull when working with SBahn and must be used when working with SBahn rings with 3 stations or more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Trains|&amp;lt;&amp;lt; Trains ]] | [[How not to build| How not to build &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Orders&amp;diff=9642</id>
		<title>Orders</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Orders&amp;diff=9642"/>
				<updated>2009-03-08T06:49:41Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: Updated much of the page to reflect the current style in game orders window&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Trains|&amp;lt;&amp;lt; Trains ]] | [[How not to build| How not to build &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Orders make our networks work, they are what keeps our network alive, the cash flowing and prevent jams. Without proper order setup the trains won't go to the correct destination and won't be able to make money. This guide will lead you through the basics of giving orders and will also show you some more advanced orders.&lt;br /&gt;
&lt;br /&gt;
==Basic orders==&lt;br /&gt;
You have build two stations and now you want to have a train running between them. The first thing you need to do is add the both the stations to the order list. We usually begin the orders with the pickup station:&lt;br /&gt;
&lt;br /&gt;
[[Image:Start1.png]]&lt;br /&gt;
&lt;br /&gt;
After this you add the drop station:&lt;br /&gt;
&lt;br /&gt;
[[Image:Destination1.png]]&lt;br /&gt;
&lt;br /&gt;
You now have given the train both the destinations, to let this route be effective however you need load orders. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Load Orders ==&lt;br /&gt;
&lt;br /&gt;
A load order is an order that tells the train to do a specific kind of loading. There are a few different kind of load orders:&lt;br /&gt;
* '''Load if available''' - The default load order.  This order is not explicitly listed in the orders list so unless one of the other three load orders is present, this is the load order that the vehicle will use.  When a vehicle stops at a station it will load all waiting cargo of any type that it can accept.  The train will keep loading until it is either 100% full, or there is no cargo at the station to load. &lt;br /&gt;
* '''Full load all cargo''' - This load order tells the vehicle to stay at the station and load until it has reached 100% total cargo capacity.  This load order will append &amp;quot;(Full load)&amp;quot; to the order.&lt;br /&gt;
* '''Full load any cargo''' - This load order tells the vehicle to stay at the station any load until any single cargo type that the vehicle accepts has reached 100%.  An example would be an airplane that carries both passengers and mail, with full load any cargo the airplane will keep loading until either passengers or mail has reached 100% then continue to the next order.  This keeps an airplane full of passengers from sitting on the tarmac waiting for more mail to fill up the airplane.  This order can be useful anywhere that vehicles can carry multiple cargo types.  This load order will append &amp;quot;(Full load any cargo)&amp;quot; to the order.&lt;br /&gt;
* '''No Loading''' - This load order tells the vehicle not to load at that station.  When the vehicle has finished unloading cargo, it will continue to the next order in it's order list.  In coop games, all drop stations should have this order unless it is desired for vehicles to pickup cargo at the drop station.  Because drop stations are typically very large (thus have a very large catchment area), it is possible for a primary industry to open up within the drop stations catchment area at a later point in the game.  When this happens, and yes it does happen often in public server games, then vehicles will drop their cargo and load more cargo before departing the drop station.  Now when the vehicle returns to the primary industry station it is already partially (or completely) full.  This decreases network efficiency.  It also creates the annoyance of a drop station having a primary cargo rating.  This load order will append &amp;quot;(No loading)&amp;quot; to the order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unload Orders ==&lt;br /&gt;
&lt;br /&gt;
*'''Unload if accepted'''- The default unload order.  This order is not explicitly listed in the orders list so unless one of the other three unload orders is present, this is the unload order that the vehicle will use.  When a vehicle stops at a station it will unload any cargo that it is carrying that is also accepted by the station.&lt;br /&gt;
*'''Unload all'''- This unload order tells the vehicle to unload all cargo, regardless of station acceptance.  Any non accepted cargo will disappear.  This unload order will append &amp;quot;(Unload and &amp;lt;load order&amp;gt;)&amp;quot; to the orders list, where &amp;lt;load&amp;gt; is the load order.&lt;br /&gt;
*'''Transfer'''- This unload order tells the vehicle to unload all cargo to a station, and that all cargo will be waiting at the station regardless of station acceptance.  This unload order is explained later this page.  This unload order appends &amp;quot;(Transfer and &amp;lt;load order&amp;gt;)&amp;quot; to the orders list, where &amp;lt;load&amp;gt; is the load order.&lt;br /&gt;
*'''No unloading'''- This unload order tells the vehicle that it is not to unload cargo at this station.  This unload order appends &amp;quot;(Unload and &amp;lt;load order&amp;gt;)&amp;quot; to the orders list, where &amp;lt;load&amp;gt; is the load order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-stop Orders==&lt;br /&gt;
&lt;br /&gt;
Non-stop orders are only available to trains and road vehicles(RV's).  By default trains and RV's will stop at each station they pass through.  Non-stop orders modify this behavior.  The non-stop order will immediately precede the station name in the orders list.&lt;br /&gt;
&lt;br /&gt;
*'''Go to'''- This is the default non-stop order.  Vehicles will stop at the station on that line of the orders list AND STOP at any other station they travel through.   &lt;br /&gt;
*'''Go non-stop to'''- Trains and RV's will stop at the station on that line of the orders list, but not stop at any other stations they travel through.  There is an option in Advanced Settings/Vehicles to make: new orders are non-stop by default.  This setting should be on for playing on the public server as single tile stations are frequently used on the public server for either penalties or occasionally used as waypoints.  By making all orders &amp;quot;Go non-stop to&amp;quot;, trains will not stop when they encounter theses stations.&lt;br /&gt;
*'''Go via'''- Trains and RV's will go to, and continue through the station in the order without stopping.  They will however stop at any other stations they encounter.  This order has the same functionality as waypoints.  This order may have usefulness as a waypoint on a [[Self-regulating Network]], after the loading stations, otherwise the go non-stop via is preferred on the public server.   &lt;br /&gt;
*'''Go non-stop vi'''a- With this order trains and RV's will go to without stoping at any station, and continue through the station in the order without stopping.  This effectively turns stations into waypoints.  The benefits of using stations as waypoints is that they can be built across several tracks, and thereby serve as a single waypoint across all (or only some if so desired) tracks of a ML.  This preforms the same as waypoints with non-stop orders, and as station waypoints with the old TTDPatch non-stop compatible handling.  &lt;br /&gt;
&lt;br /&gt;
So for the train servicing the stations created above, the orders list will look like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Orders1.png]]&lt;br /&gt;
&lt;br /&gt;
The first order has the &amp;quot;Full load all cargo&amp;quot; load order, the second order has the &amp;quot;No loading&amp;quot; load order, and both orders have the &amp;quot;Go non-stop to&amp;quot; order.  So the train will goto the station Sleningville Mines without stopping at any other station it may encounter on the way.  It will unload any accepted cargo that it may have and stay at that station until all wagons, and the locomotive(s) if they have their own cargo capacity, are completely full.  When fully loaded, the train will then go to the station Breadborune Cross Woods without stopping at any other stations it may encounter on the way.  There the train will unload any accepted cargo that it may have, and leave without loading.  &lt;br /&gt;
Since no unload order is indicated, both of this trains order have the default &amp;quot;Unload if accepted&amp;quot; order.  Taking a view of the entire order list for this train tells us that the only place that it can get coal from is Sleningville Mines because there are only two stations the train is allowed to stop at, and it is only allowed to load at one of them.  And even if a power station did open up within the catchment of Sleningville Mines the train would leave the station full of coal as unloading always happens before loading.  The reason that the second order does not need the &amp;quot;Unload all&amp;quot; order is because on the public server a secondary industry drop station (as Breadborune Cross Woods is in this example) will always have the necessary industry within the catchment area, and therefore always accept the coal.  It is also important to only have the default &amp;quot;Unload if accepted&amp;quot; order in games using newgrf industries that have a maximum stock of raw materials (such as Pikkas Basic Industries or ECS), then the unaccepted coal can continue to another possible drop station.  In piratical use the &amp;quot;Unload all&amp;quot; order is just not necessary.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Transfer orders==&lt;br /&gt;
When building multiple stations that are meant to be serviced by one train (or multiple trains sharing orders) you might need to use transfer orders. This kind of orders allow trains to keep cargo in the train and allow trains to unload all cargo at a station without loosing money. Transfer orders use virtual money this means that trains earn money so they don't show up as a train making a loss but the money won't be added to the bank balance. This is extremely usefull for making feeders.&lt;br /&gt;
Remember that there are 3 kinds of transfer orders:&lt;br /&gt;
* '''Transfer and take cargo''' - the default transfer order, this order lets the train keeps its current cargo and also take the cargo that is at the station with it. This order can be asigned by clicking the transfer button while you have an order selected.&lt;br /&gt;
* '''Transfer and wait for full load''' - this allows the train to keep its current cargo and it will wait until the train is fully loaded too. This order is simular to the full load order. This order can be assigned by clicking both the transfer button and the full load button.&lt;br /&gt;
* '''Transfer and leave empty''' - this will unload all cargo on the train just like the unload order, this order however gets the train &amp;quot;virtual&amp;quot; money (the yellow money). This order can be assigned by clicking both the transfer button and the unload button.&lt;br /&gt;
&lt;br /&gt;
[[Image:Transfer_overview.png|thumb|right|300px|A small SBahn ring]]&lt;br /&gt;
&lt;br /&gt;
You have the following setup in a town which feeds a central station with passengers as in the picture to the right. Note that there are 4 station in this ring and the trains can drive both directions, the orders of the trains driving clock-wise will be explained in this section. SDH is the station where all ICE trains go to and that will be the station that will receive the passengers from the feeder trains.&lt;br /&gt;
&lt;br /&gt;
Sonderhorst Woods is the first station after the unload station and won't need a transfer orders as there is no cargo in the train yet. The next station is Sonderhorst, this station needs a Transfer and take cargo order so we keep the current passengers loaded and take the passengers waiting at the station with us. Sonderhorst Heights needs the same orders as Sonderhorst. Last in line is SDH, this station will need a transfer and leave empty orders so the train will unload all the passengers loaded and also make some virtual money. The order list will end up looking like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Transfer_orders.png]]&lt;br /&gt;
&lt;br /&gt;
This kind of orders are very usefull when working with SBahn and must be used when working with SBahn rings with 3 stations or more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Trains|&amp;lt;&amp;lt; Trains ]] | [[How not to build| How not to build &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Orders1.png&amp;diff=9641</id>
		<title>File:Orders1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Orders1.png&amp;diff=9641"/>
				<updated>2009-03-08T06:19:15Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: uploaded a new version of &amp;quot;Image:Orders1.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Talk:Stationary&amp;diff=9640</id>
		<title>Talk:Stationary</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Talk:Stationary&amp;diff=9640"/>
				<updated>2009-03-08T02:34:19Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: New page: Is there some sort of guideline for adding entries, or can we just add nice clean or unique station examples?  -andyp Mar 7 2009&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there some sort of guideline for adding entries, or can we just add nice clean or unique station examples?  -andyp Mar 7 2009&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_121_-_130&amp;diff=9594</id>
		<title>PublicServer:Archive - Games 121 - 130</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_121_-_130&amp;diff=9594"/>
				<updated>2009-02-26T23:16:41Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: added myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{PublicServerArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 130|16.02.09-21.02.09| {{User|Combuster}}, {{User|h3rzb1ut}}, {{User|wouterr}}, {{User|Ammler}}, {{User|planetmaker}}, {{User|narc}}, {{User|ODM}}, {{User|Talonius}}, {{User|HDIEagle}}, {{User|Sedontane}}, {{User|andyp}} | [[Gametype:Cargo Concept|Cargo Concept]] | 2 | 256x256 Temperate | r15495 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
Pretty standard cargo concept with TL 2 trains, which made for a lot of editing in various places, including a total rebuild of one of the major stations at one point.&lt;br /&gt;
|130|Image:PSG130.png| Showing the Wood + Oil Drop station, which got completely rebuilt halfway through the game, to cope with increased traffic. }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 129|11.02.09-16.02.09| {{User|Mark}}, {{User|Combuster}}, {{User|h3rzb1ut}}, {{User|LUADuck}}, {{User|wouterr}}, {{User|davis}}, {{User|Ammler}}, {{User|planetmaker}}, {{User|narc}} | [[Gametype:ICE_SBahn|ICE S-Bahn]] | 3 | 256x512 Temperate | r15495 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
The game was a pax-only game with feeder services bringing passengers to a few mainline hubs, which were then connected using point-to-point links.&lt;br /&gt;
|129|Image:PSG129.png| Showing the most striking feature of game 129, a set of (very long) tunnels by {{User|Mark}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 128|29.01.09-11.02.09| {{User|Combuster}}, {{User|Xaroth}}, {{User|Bennythen00b}}, {{User|H3rzb1ut}}, {{User|Thraxian}}, {{User|andyp}} | [[Gametype:Cargo_Concept|Cargo Concept]]| 5 &amp;amp; 12 |512x512 Toyland to Mars|r15235 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
We uses the Toyland2Mars conversion grf for this game. The map was devided in two, primary cargo from the south half was processed in the south and those from the north half in the north. The processed cargo was then transported to the other half of the map by maglev trains.&lt;br /&gt;
|128|Image:PSG128.png|The Northern main station and town, giving a good impression of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 127|12.01.09-29.01.09|{{User|planetmaker}}, {{User|tneo}}, {{User|Mazen}},  {{User|Bennythen00b}},  {{User|EinKarl}}, {{User|Torben Paw}}, {{User|andyp}} | [[Gametype:Cargo_Concept|Cargo Concept]]| 8 &amp;amp; 16 |512x1024 Alpine|r15235 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
The network in this game consisted of two separate networks, short (8 tiles) e-rail trains used one network while 16-tile long maglev trains distributed goods. The plan chosen involved [[Terraforming|coop-style terraforming]], though this didn't work out as intended which caused the game to be a bit in-active, also the Alpine climate newgrf caused strange clusters of industries at some places.&lt;br /&gt;
|127|Image:PSG127.png|Showing a nice SLH which is a good example of working with the terrain.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 126|09.01.09-12.01.09|{{User|Combuster}}, {{User|valhallasw}}, {{User|damalix}}, {{User|Freiksenet}}, {{User|Hylkevd}}, {{User|AntB}}, {{User|Mucht}}, {{User|OwenS}}, {{User|Torben Paw}} | [[Gametype:Chaos_Theory|Chaos]] &amp;amp; [[Gametype:ICE_SBahn|ICE S-Bahn]] | 11 |256x1024 Temperate|r14996 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
Chaos Theory got refurbished and applied in this game. The map was divided into provinces with individual players building and managing 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 resulted in a nice network with well over a thousand vehicles. Highlight of this game is the invention of the C-Bahn, which proved extremely effective at transporting passengers within the town.&lt;br /&gt;
|126|Image:PSG126.png|A nice area created by {{User|thgergo}} with an SBAHN system, trams and busses, unluckily the airport didn't start servicing before the game was finished. Though this reminds me a bit of Tokyo as the thematic of this game was Japan and we used Japan-NewGrfs}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 125|01.01.09-09.01.09|{{User|Combuster}}, {{User|valhallasw}}, {{User|StarLite}}, {{User|Elske}},  {{User|damalix}},  {{User|Freiksenet}}, {{User|Hylkevd}}, {{User|andyp}}, {{User|AntB}}, {{User|einKarl}}, {{User|SmatZ}}, {{User|Torben Paw}} | [[Gametype:Cargo_Concept| Cargo Concept]] |5 / 7 / 20|512x512 Temperate|r14922 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
A scenario proposed by progman where all cargo should be brought to a city on a remote island. A plan was developed employing advanced techniques like SML and variable trainlengths. During the game the SML turned out to be very handy when parts of the ML needed upgraded from 3 lanes to 6 in some locations.&lt;br /&gt;
|125|Image:PSG125.png|The largest station in the game}} &lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 124|29.12.08-01.01.09|{{User|Mark}}, {{User|XeryusTC}}, {{User|valhallasw}}, {{User|StarLite}}, {{User|Elske}},  {{User|flexd}}, {{User|Roujin}}, {{User|Hylkevd}},{{User|ODM}} | [[Gametype:Cargo_Concept| Cargo Concept]] |3|512x512 Temperate|r14768 [[GRF|#openttdcoop-GRF-Pack 7.2]]|An old skool type game with Huge TF allowed, Short TL, maglev &amp;amp; 20 billion starting cash. No time was wasted and the network quickly came together. The game reached over 1700 trains before some people had trouble joining.|124|Image:PSG124.png|1 of the bigger stations in the game}} &lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 123|24.12.08-29.12.08|{{User|planetmaker}}, {{User|tneo}}, {{User|Mark}}, {{User|XeryusTC}}, {{User|valhallasw}}, {{User|StarLite}}, {{User|Elske}}, {{User|flexd}} | [[Gametype:Cargo_Concept| Cargo Concept]] |5|512x1024 Northpole|r14768 [[GRF|#openttdcoop-GRF-Pack 7.2]]|{{User|planetmaker}} provided a special christmas scenario for this game. The initial 4-lane wide ML soon started to show signs of stress and was extended to 6R_3L at places. No very advanced techniques this game but lots of fully-loaded mainlines and spectaculair hubs to admire.&lt;br /&gt;
|123|Image:PSG123.png|Santa's Home}} &lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 122|18.12.08-24.12.08|{{User|SmatZ}}, {{User|planetmaker}}, {{User|tneo}}, {{User|andyp}}, {{User|StarLite}}, {{User|OwenS}} | [[Gametype:Cargo_Concept| Cargo Concept]] + PAX |5|2048x256 Subtropical|r14660 [[GRF|#openttdcoop-GRF-Pack 7.2]]|The map featured two towns seperated by a rift &amp;quot;The Wall&amp;quot; in the middle which couldn't be tunneled or bridged. Goods and pax needed to be transported across as the cities needed to be grown to 100k population each. A SML-style network with two transfer stations at each side was developed. We ended with over a 1000 trains and 200 ships. In the end network capacity was reached and spurious jams started to show.&lt;br /&gt;
|122|Image:PSG122.png|Sheffield station serving over 500 trains. Using conditional orders allowed to pass by using full load and use this station as drop and pickup at the same time without having empty trains traveling around.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 121|13.12.08-18.12.08|{{User|SmatZ}}, {{User|Bennythen00b}}, {{User|Mark}}, {{User|ODM}}, {{User|Osai}}, {{User|Kirov}} | [http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/ Self-Regulating Network], [[Gametype:Cargo_Concept| Cargo Concept]]|5|512x512 Temperate|r14660 [[GRF|#openttdcoop-GRF-Pack 7.2]]|The goal of was to transport enough grain and livestock to produce 100,000 crates of goods per month.[http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/]. Later in the game we were limited by OTTD production limit of secondaries, which is roughly 2295 per industry tile per month. For factories, it means 27,540 crates of goods per month - so we had to build four factories and balance them well. We managed to accomplish our goal in 2177.&lt;br /&gt;
The self-regulating game concept was very interesting, there were many clever ideas how to make the best (in means of effectivity, niceness, speed, ...) self-regulating loops and stations.&lt;br /&gt;
The the [http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/ blog entry] for more information.&lt;br /&gt;
|121|Image:PSG121.png|Our central drop station with factories, at the point where we hit the 100k goal. The factories are fed by an amazing 21 fully-loaded Mainlines.}}&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Andyp/BDRR&amp;diff=9587</id>
		<title>User:Andyp/BDRR</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Andyp/BDRR&amp;diff=9587"/>
				<updated>2009-02-23T04:33:22Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: some progress&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bi-Directional Roll-On, Roll-Off Stations'''&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;Still slowing adding pics and clarifying text, if anyone has suggestions to clarify anything here drop me a line on IRC, or leave a note on this articles discussion page&amp;lt;--&lt;br /&gt;
&lt;br /&gt;
== Why Bi-Directional Ro-Ro (BDRR) stations? ==&lt;br /&gt;
&lt;br /&gt;
A big advantage of BDRR stations over traditional ro-ro layouts is that looping traffic around to one side is not required.  When building a station relatively close to the ML all that needs be done is to get traffic from the far side of the ML across the near side.  There is no need for trains from one direction to make a 180° turn before entering, or after exiting the station.  Stations can be built so that the only complete reversal of the direction a train is traveling in occurs in the platforms, provided this ability is enabled in the difficulty settings, which for #ottdcoop games it is.  This allows for the stations to be built closer to the ML allowing for shorter traveling time from ML through the station and back to the ML.  &lt;br /&gt;
&lt;br /&gt;
However, BDRR stations are not well suited to every situation.  They would be very wasteful if built along a one way ML.  They typically have a more complex track layouts than traditional ro-ro stations as there is an entrance and an exit on both sides of the platforms.  It is more difficult to make every platform available to every entering tack.  For a given number of platforms, a BDRR station will almost always take up more space than a ro-ro.  Trains must be entering and exiting from different directions, as in a secondary industry drop station.  Generally at industry pickup stations trains are arriving and departing a uniform direction, a BDRR in these cases would be needlessly complicated.&lt;br /&gt;
&lt;br /&gt;
Throughout this page I am choosing to ignore layouts that allow entering and exiting traffic from different platforms to interfere with one another, so no evil-x's or mess-o-track PBS layouts.&lt;br /&gt;
&lt;br /&gt;
== Considerations when building a BDRR ==&lt;br /&gt;
&lt;br /&gt;
The three most important things to consider when building a BDRR are:&lt;br /&gt;
*number of platforms&lt;br /&gt;
*train length&lt;br /&gt;
*curve length&lt;br /&gt;
*(''add breaking space?'')&lt;br /&gt;
&lt;br /&gt;
When choosing the number of platforms, there must be enough to meet the demands of the trains using the station, but too many creates a very bloated station.  Under ideal circumstances I like to have five platforms per entrance, as five platforms are generally enough to meet the demands of a single entry delivering trains at full capacity into a station.  However as this is rarely the case, five platforms per entry is generally not needed.  &lt;br /&gt;
&lt;br /&gt;
Train length is important in its own right, and not just a factor in curve length.  Since trains suffer a penalty when encountering track with four or more sections of turns in one train length, attention must be paid to this.  With how tight I like to build, I use a section of track TL-1 in length to allow trains to straighten out before entering another curve (''elaborate'').  Although this will not apply in every case, it may be possible to use shorter straight sections.  &lt;br /&gt;
&lt;br /&gt;
[[Image:andyp-BRDD-turns.png]]&lt;br /&gt;
&lt;br /&gt;
''re-make this one, the fast train is only on two sections''&lt;br /&gt;
&lt;br /&gt;
The train on the upper track is divided between 4 sections of turn within its length, while the lower train is only on three sections of turn within its length.  The upper train in this case lost just over 50% of it's speed because of too many turns within it's length.  &lt;br /&gt;
&lt;br /&gt;
Curve length is obvious and commonly dealt with in #openttdcoop games.  As it applies to BDRR layouts, I find myself having to make modifications to accommodate train length more often than curve length.  Be sure to built a test track and test the curve length with the actual engine and wagon combination(s) being used, as curve length is often less than TL.  &lt;br /&gt;
&lt;br /&gt;
When building a station to serve two different train lengths, build to the longest TL and the longest CL, they may not be for the same train.&lt;br /&gt;
&lt;br /&gt;
Ideally it is best to split entering and exiting trains as soon as close to the platform as possible.  The quicker this can be accomplished, the quicker the platform is ready for the next train.  &lt;br /&gt;
&lt;br /&gt;
== Pre-Signals vs Path Signals ==&lt;br /&gt;
&lt;br /&gt;
This is one instance where I feel path signals have a distinct advantage over pre-signals.  With pre-signals it is possible, and likely, that trains entering from both sides of the station will choose the same platform.  This means one of them will get to the station, and the other will be stuck in the pre-signals waiting for a green light.  It is possible that a train stuck in the pre-signals will block access to all platforms from it's side of the station.  To avoid this waiting spaces can be used, built so that trains are choosing waiting spaces, not platforms (put a regular block signal before the station).  This can add considerable length to the station.  Using path signals has the advantage that trains not only choose platforms, but reserve them as well.  Every train passing the path signal has a platform, a train from the other side cannot &amp;quot;steal&amp;quot; it.  One important design consideration with path signals is to keep the distance from signal to platform as short as possible.  This is because a platform is reserved for the entire time it takes for the train to travel from the path signal to the platform, then out of the platform again.  Trains should get in and out of shared track blocks as quickly as possible to make way for the next train.  &lt;br /&gt;
&lt;br /&gt;
[[Image:andyp-BDRR-presignals.png]]&lt;br /&gt;
&lt;br /&gt;
In this example the trains at A and B reached their respective entry presignals at the same time.  The exit signals for the empty platform both showed green, so both trains were allowed to pass their entry presignal.  Train A passed the exit presignal an instant before train B reached its exit presignal, so train B must stop.  Since train B has already chosen a platform, it is now blocking access to the eastern platform from the northern station entrance.  &lt;br /&gt;
&lt;br /&gt;
[[Image:andyp-BDRR-presignals-wait.png]]&lt;br /&gt;
&lt;br /&gt;
This example uses presignals with waiting spaces built in.  I used an entry-exit-block signal arrangement instead of an entry-combo-exit arangement because in the latter a train can get stopped between the entry and combo presignals, leading to the same jam situation as the previous example.  Using entry-exit-block causes trains to choose waiting spaces, not platforms.  The upside of this behavior is that trains will never block the presignals.  The downside is that trains may end up waiting for a longer period of time for an empty platform, in this example is the easter train leaves first, the waiting train has already chosen the western platform and has no way to get to the now free eastern one.  Waiting spaces also add length to a station, not only to fit a train, but a signal was also required after the bridge.&lt;br /&gt;
&lt;br /&gt;
[[Image:andyp-BDRR-PBS.png]]&lt;br /&gt;
&lt;br /&gt;
This example uses the same track layout as the first, but uses path signals instead of presignals.  Now trains wait in a position to choose either platform, and will only pass the path signal if they are able to reserve that platform, two trains can never choose the same platform at the same time in this arrangement, but waiting trains will be able to access the first available platform.  The major challenge with using path signals is that it is very important to minimize shared track.  Split the trains from the single entry track to platform specific lines as soon as possible or trains will start to back up at the path signal.  This is due to #openttdcoop's two tile signal spacing, for optimal flow trains must clear shared track within this signal spacing or there is the potential for trains arriving in a closer spacing than the entry can manage.  This becomes more difficult the larger the number of splits to make.  Splits need not occur all at once, but can occur in multiple stages, or branch out.  Always consider the 2 tile signal spacing that trains will be traveling at as they approach the station.  (''seperate point?'')&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inherent choice vs load balanced ==&lt;br /&gt;
I am using the term inherent choice to describe a station where each entry has a built in choice of every platform.  This can be a daunting task with BDRR stations as the stations become very large, very quickly.  Generally I have been using sets of smaller station building blocks, and using a load balancer to distribute trains among the station sets.  An example is in PSG #127 at the coal drop station. The ML in this game is LLL_RRR, so I built three sets of three platforms and used a 3to3 load balancer in front of each entry.  This worked well for a time, but 154 trains is proved more than 9 platforms can handle.  I worked out a four track layout that fit into the same amount of space (lengthwise) as the three platform layout (shown below).  This 12 platform station (3x4) was able to handle the load presented to it.     &lt;br /&gt;
&lt;br /&gt;
== Relationship with terminus stations ==&lt;br /&gt;
BDRR layouts and terminus stations are closely related.  If you take a terminus station and mirror it about the platforms, you have a BDRR.  However, it may not be the most efficient BDRR.   I consider the Osai style terminus station to be a very good terminus station, but an inefficient BDRR.  &lt;br /&gt;
&lt;br /&gt;
[[Image:andyp-BDRR-osai-terminus.png]]&lt;br /&gt;
&lt;br /&gt;
The two center platforms have four tiles of combined entry/exit track on each side, compared to one for each of the outside platforms.  The result of this is that trains leaving the center platforms have to travel three tiles farther before a new train can enter that platform.  When I use this layout as a terminus station (frequently), I stagger the platforms to take up the extra three tiles, per the comment by TheTiger in [http://www.openttdcoop.org/blog/2007/10/10/terminus-station-tutorial/#more-215 Osai's Terminus Station Tutorial].  But in a BDRR layout, staggering the platforms merely shifts all of the combined entry/exit track to one side of the station.  &lt;br /&gt;
&lt;br /&gt;
(''add pic to illustrate'')I also tend to view each bridge over tunnel as unnecessary.  When the flow of trains through the entry is considered, trains enter one at a time, as they are delivered to the station by the sideline.  There are two distinct station functions, drop and pickup.  When this layout is used in a drop station, all trains will spend an equal amount of time in the platform to unload, assuming of course full trains, trains of varying cargo loads will follow the pickup model.  Two trains arrive at the station one after the other.  Each train enters without waiting and unloads.  So the first train enters the station such that by the time it has cleared the exit, the second train will just be finished unloading.  When both trains are clear of the station exit, they are spaced apart the same distance that they were before they entered the station, without interference from the lack of a waiting space on the exit.  When used as a pickup, again consider traffic flow.  In the event that two trains in adjacent platforms (sharing an exit track) finish loading at the same time (think of a farm), then both trains leave their platforms at the same time.  One train will cause the other to stop partway out of the platform.  However, the stopped train in the platform does not cause any problem with entering traffic as that traffic is still entering one at a time.  The exiting train that is moving, will clear the exit, and a train from the entry may now choose the associated platform.  While this new train is entering, the stopped exiting train may begin moving through the exit.  By the time another train is at the station entrance, the second platform is now clear.  &lt;br /&gt;
&lt;br /&gt;
I also tend to favor bridges over tunnels, as bridges can have built in elevation change, which in some cases can cause a bridged crossing to be a full two tiles shorter than a tunnel crossing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery and explanation of some BDRR building blocks I have come up with ==&lt;br /&gt;
&lt;br /&gt;
'''2 platform building block:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:andyp-2platformbdrr.png]]&lt;br /&gt;
&lt;br /&gt;
This is a very simple arrangement.  The platforms are staggered by two tiles (three for presignals with waiting space, as an extra tile in needed between the bridge and platform).  I used path signals for the example, but presignals could also be used as previously explained.  Using path signals the entry layout on either side will work, if using presignals the entry on the right side must be used (no room for an exit signal before the bridge on the left side).  &lt;br /&gt;
There is built in breaking space of three tiles for the near platforms, and five tiles for the far (over the bridge) platforms.  The entry/exit split occurs immediately before/after the platform tiles, so there is a single tile of shared entry/exit per platform.  The station is four tiles wide overall, but only three tiles wide at it's widest point.  &lt;br /&gt;
As a BDRR, this layout is fairly limited simply do to it only having two platforms.  Might work well as an outlying station in PAX games.  However, as a terminus station, this is by far the most common layout that I build for primary industries.   &lt;br /&gt;
&lt;br /&gt;
'''3 platform building block:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:andyp-3platformbdrr.png]]&lt;br /&gt;
&lt;br /&gt;
This is an expansion of the 2 Platform layout, just above.  It is built on a three tile stagger due to the tunnels.  Presignals can be used if one tile is added at A.  Built in breaking space is five tiles for the nearest platform, seven for the middle platform, and 10.5 for the far platform.  Each platform has a built in waiting space of at least ten tiles on the exit.  Or, if the entry and exit arrangement was switched (mirror the station about it's long axis, or drive on the left), then this would work for a situation requiring up to ten tiles of breaking space (possibly realistic with very long maglevs).  I used three of these station layouts built next to each other for the original coal drop in PSG #127 (a 3-3 mixer was built before the entry to allow traffic from all three ML tracks to access all nine platforms).  (''insert pic of original PSG127 station?'')&lt;br /&gt;
&lt;br /&gt;
4 platform building block:&lt;br /&gt;
(pic)&lt;br /&gt;
(explanation and key points)&lt;br /&gt;
&lt;br /&gt;
5 platform building block:&lt;br /&gt;
(pic)&lt;br /&gt;
(explanation and key points)&lt;br /&gt;
&lt;br /&gt;
2 entry/2exit per side inherent choice BDRR station&lt;br /&gt;
(pic)&lt;br /&gt;
(explanation and key points)&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Andyp-3platformbdrr.png&amp;diff=9586</id>
		<title>File:Andyp-3platformbdrr.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Andyp-3platformbdrr.png&amp;diff=9586"/>
				<updated>2009-02-23T04:30:58Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Andyp-2platformbdrr.png&amp;diff=9585</id>
		<title>File:Andyp-2platformbdrr.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Andyp-2platformbdrr.png&amp;diff=9585"/>
				<updated>2009-02-23T04:30:34Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Andyp/BDRR&amp;diff=9478</id>
		<title>User:Andyp/BDRR</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Andyp/BDRR&amp;diff=9478"/>
				<updated>2009-01-31T08:51:01Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: added some pics and expanded text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bi-Directional Roll-On, Roll-Off Stations'''&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;currently revising this page completely, right now I would consider this at best a rough draft&amp;lt;--&lt;br /&gt;
&lt;br /&gt;
== Why Bi-Directional Ro-Ro (BDRR) stations? ==&lt;br /&gt;
&lt;br /&gt;
A big advantage of BDRR stations over traditional ro-ro layouts is that looping traffic around to one side is not required.  When building a station relatively close to the ML all that needs be done is to get traffic from the far side of the ML across the near side.  There is no need for trains from one direction to make a 180° turn before entering, or after exiting the station.  Stations can be built so that the only complete reversal of the direction a train is traveling in occurs in the platforms, provided this ability is enabled in the difficulty settings, which for #ottdcoop games it is.  This allows for the stations to be built closer to the ML allowing for shorter traveling time from ML through the station and back to the ML.  &lt;br /&gt;
&lt;br /&gt;
However, BDRR stations are not well suited to every situation.  They would be very wasteful if built along a one way ML.  They typically have a more complex track layouts than traditional ro-ro stations as there is an entrance and an exit on both sides of the platforms.  It is more difficult to make every platform available to every entering tack.  For a given number of platforms, a BDRR station will almost always take up more space than a ro-ro.  Trains must be entering and exiting from different directions, as in a secondary industry drop station.  Generally at industry pickup stations trains are arriving and departing a uniform direction, a BDRR in these cases would be needlessly complicated.&lt;br /&gt;
&lt;br /&gt;
Throughout this page I am choosing to ignore layouts that allow entering and exiting traffic from different platforms to interfere with one another, so no evil-x's or mess-o-track PBS layouts.&lt;br /&gt;
&lt;br /&gt;
== Considerations when building a BDRR ==&lt;br /&gt;
&lt;br /&gt;
The three most important things to consider when building a BDRR are:&lt;br /&gt;
*number of platforms&lt;br /&gt;
*train length&lt;br /&gt;
*curve length&lt;br /&gt;
*(''add breaking space?'')&lt;br /&gt;
&lt;br /&gt;
When choosing the number of platforms, there must be enough to meet the demands of the trains using the station, but too many creates a very bloated station.  Under ideal circumstances I like to have five platforms per entrance, as five platforms are generally enough to meet the demands of a single entry delivering trains at full capacity into a station.  However as this is rarely the case, five platforms per entry is generally not needed.  &lt;br /&gt;
&lt;br /&gt;
Train length is important in its own right, and not just a factor in curve length.  Since trains suffer a penalty when encountering track with four or more sections of turns in one train length, attention must be paid to this.  With how tight I like to build, I use a section of track TL-1 in length to allow trains to straighten out before entering another curve (''elaborate'').  Although this will not apply in every case, it may be possible to use shorter straight sections.  &lt;br /&gt;
&lt;br /&gt;
[[Image:andyp-BRDD-turns.png]]&lt;br /&gt;
&lt;br /&gt;
''re-make this one, the fast train is only on two sections''&lt;br /&gt;
&lt;br /&gt;
The train on the upper track is divided between 4 sections of turn within its length, while the lower train is only on three sections of turn within its length.  The upper train in this case lost just over 50% of it's speed because of too many turns within it's length.  &lt;br /&gt;
&lt;br /&gt;
Curve length is obvious and commonly dealt with in #openttdcoop games.  As it applies to BDRR layouts, I find myself having to make modifications to accommodate train length more often than curve length.  Be sure to built a test track and test the curve length with the actual engine and wagon combination(s) being used, as curve length is often less than TL.  &lt;br /&gt;
&lt;br /&gt;
When building a station to serve two different train lengths, build to the longest TL and the longest CL, they may not be for the same train.&lt;br /&gt;
&lt;br /&gt;
Ideally it is best to split entering and exiting trains as soon as close to the platform as possible.  The quicker this can be accomplished, the quicker the platform is ready for the next train.  &lt;br /&gt;
&lt;br /&gt;
== Pre-Signals vs Path Signals ==&lt;br /&gt;
&lt;br /&gt;
This is one instance where I feel path signals have a distinct advantage over pre-signals.  With pre-signals it is possible, and likely, that trains entering from both sides of the station will choose the same platform.  This means one of them will get to the station, and the other will be stuck in the pre-signals waiting for a green light.  It is possible that a train stuck in the pre-signals will block access to all platforms from it's side of the station.  To avoid this waiting spaces can be used, built so that trains are choosing waiting spaces, not platforms (put a regular block signal before the station).  This can add considerable length to the station.  Using path signals has the advantage that trains not only choose platforms, but reserve them as well.  Every train passing the path signal has a platform, a train from the other side cannot &amp;quot;steal&amp;quot; it.  One important design consideration with path signals is to keep the distance from signal to platform as short as possible.  This is because a platform is reserved for the entire time it takes for the train to travel from the path signal to the platform, then out of the platform again.  Trains should get in and out of shared track blocks as quickly as possible to make way for the next train.  &lt;br /&gt;
&lt;br /&gt;
[[Image:andyp-BDRR-presignals.png]]&lt;br /&gt;
&lt;br /&gt;
In this example the trains at A and B reached their respective entry presignals at the same time.  The exit signals for the empty platform both showed green, so both trains were allowed to pass their entry presignal.  Train A passed the exit presignal an instant before train B reached its exit presignal, so train B must stop.  Since train B has already chosen a platform, it is now blocking access to the eastern platform from the northern station entrance.  &lt;br /&gt;
&lt;br /&gt;
[[Image:andyp-BDRR-presignals-wait.png]]&lt;br /&gt;
&lt;br /&gt;
This example uses presignals with waiting spaces built in.  I used an entry-exit-block signal arrangement instead of an entry-combo-exit arangement because in the latter a train can get stopped between the entry and combo presignals, leading to the same jam situation as the previous example.  Using entry-exit-block causes trains to choose waiting spaces, not platforms.  The upside of this behavior is that trains will never block the presignals.  The downside is that trains may end up waiting for a longer period of time for an empty platform, in this example is the easter train leaves first, the waiting train has already chosen the western platform and has no way to get to the now free eastern one.  Waiting spaces also add length to a station, not only to fit a train, but a signal was also required after the bridge.&lt;br /&gt;
&lt;br /&gt;
[[Image:andyp-BDRR-PBS.png]]&lt;br /&gt;
&lt;br /&gt;
This example uses the same track layout as the first, but uses path signals instead of presignals.  Now trains wait in a position to choose either platform, and will only pass the path signal if they are able to reserve that platform, two trains can never choose the same platform at the same time in this arrangement, but waiting trains will be able to access the first available platform.  The major challenge with using path signals is that it is very important to minimize shared track.  Split the trains from the single entry track to platform specific lines as soon as possible or trains will start to back up at the path signal.  This is due to #openttdcoop's two tile signal spacing, for optimal flow trains must clear shared track within this signal spacing or there is the potential for trains arriving in a closer spacing than the entry can manage.  This becomes more difficult the larger the number of splits to make.  Splits need not occur all at once, but can occur in multiple stages, or branch out.  Always consider the 2 tile signal spacing that trains will be traveling at as they approach the station.  (''seperate point?'')&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inherent choice vs load balanced ==&lt;br /&gt;
I am using the term inherent choice to describe a station where each entry has a built in choice of every platform.  This can be a daunting task with BDRR stations as the stations become very large, very quickly.  Generally I have been using sets of smaller station building blocks, and using a load balancer to distribute trains among the station sets.  An example is in PSG #127 at the coal drop station. The ML in this game is LLL_RRR, so I built three sets of three platforms and used a 3to3 load balancer in front of each entry.  This worked well for a time, but 154 trains is proved more than 9 platforms can handle.  I worked out a four track layout that fit into the same amount of space (lengthwise) as the three platform layout (shown below).  This 12 platform station (3x4) was able to handle the load presented to it.     &lt;br /&gt;
&lt;br /&gt;
== Relationship with terminus stations ==&lt;br /&gt;
BDRR layouts and terminus stations are closely related.  If you take a terminus station and mirror it about the platforms, you have a BDRR.  However, it may not be the most efficient BDRR.   I consider the Osai style terminus station to be a very good terminus station, but an inefficient BDRR.  &lt;br /&gt;
&lt;br /&gt;
[[Image:andyp-BDRR-osai-terminus.png]]&lt;br /&gt;
&lt;br /&gt;
The two center platforms have four tiles of combined entry/exit track on each side, compared to one for each of the outside platforms.  The result of this is that trains leaving the center platforms have to travel three tiles farther before a new train can enter that platform.  When I use this layout as a terminus station (frequently), I stagger the platforms to take up the extra three tiles, per the comment by TheTiger in [http://www.openttdcoop.org/blog/2007/10/10/terminus-station-tutorial/#more-215 Osai's Terminus Station Tutorial].  But in a BDRR layout, staggering the platforms merely shifts all of the combined entry/exit track to one side of the station.  &lt;br /&gt;
&lt;br /&gt;
(''add pic to illustrate'')I also tend to view each bridge over tunnel as unnecessary.  When the flow of trains through the entry is considered, trains enter one at a time, as they are delivered to the station by the sideline.  There are two distinct station functions, drop and pickup.  When this layout is used in a drop station, all trains will spend an equal amount of time in the platform to unload, assuming of course full trains, trains of varying cargo loads will follow the pickup model.  Two trains arrive at the station one after the other.  Each train enters without waiting and unloads.  So the first train enters the station such that by the time it has cleared the exit, the second train will just be finished unloading.  When both trains are clear of the station exit, they are spaced apart the same distance that they were before they entered the station, without interference from the lack of a waiting space on the exit.  When used as a pickup, again consider traffic flow.  In the even that two trains in adjacent platforms (sharing an exit track) finish loading at the same time (think of a farm), then both trains leave their platforms at the same time.  One train will cause the other to stop partway out of the platform.  However, the stopped train in the platform does not cause any problem with entering traffic as that traffic is still entering one at a time.  The exiting train that is moving, will clear the exit, and a train from the entry may now choose the associated platform.  While this new train is entering, the stopped exiting train may begin moving through the exit.  By the time another train is at the station entrance, the second platform is now clear.  &lt;br /&gt;
&lt;br /&gt;
I also tend to favor bridges over tunnels, as bridges can have built in elevation change, which in some cases can cause a bridged crossing to be a full two tiles shorter than a tunnel crossing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery and explanation of some BDRR building blocks I have come up with ==&lt;br /&gt;
&lt;br /&gt;
2 platform building block:&lt;br /&gt;
(pic)&lt;br /&gt;
(explanation and key points)&lt;br /&gt;
&lt;br /&gt;
3 platform building block:&lt;br /&gt;
(pic)&lt;br /&gt;
(explanation and key points)&lt;br /&gt;
&lt;br /&gt;
4 platform building block:&lt;br /&gt;
(pic)&lt;br /&gt;
(explanation and key points)&lt;br /&gt;
&lt;br /&gt;
5 platform building block:&lt;br /&gt;
(pic)&lt;br /&gt;
(explanation and key points)&lt;br /&gt;
&lt;br /&gt;
2 entry/2exit per side inherent choice BDRR station&lt;br /&gt;
(pic)&lt;br /&gt;
(explanation and key points)&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Andyp-BDRR-osai-terminus.png&amp;diff=9477</id>
		<title>File:Andyp-BDRR-osai-terminus.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Andyp-BDRR-osai-terminus.png&amp;diff=9477"/>
				<updated>2009-01-31T08:44:49Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Andyp-BDRR-PBS.png&amp;diff=9476</id>
		<title>File:Andyp-BDRR-PBS.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Andyp-BDRR-PBS.png&amp;diff=9476"/>
				<updated>2009-01-31T08:44:38Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Andyp-BDRR-presignals-wait.png&amp;diff=9475</id>
		<title>File:Andyp-BDRR-presignals-wait.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Andyp-BDRR-presignals-wait.png&amp;diff=9475"/>
				<updated>2009-01-31T08:44:21Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Andyp-BDRR-presignals.png&amp;diff=9474</id>
		<title>File:Andyp-BDRR-presignals.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Andyp-BDRR-presignals.png&amp;diff=9474"/>
				<updated>2009-01-31T08:44:08Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Andyp-BRDD-turns.png&amp;diff=9473</id>
		<title>File:Andyp-BRDD-turns.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Andyp-BRDD-turns.png&amp;diff=9473"/>
				<updated>2009-01-31T08:43:47Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Andyp&amp;diff=9463</id>
		<title>User:Andyp</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Andyp&amp;diff=9463"/>
				<updated>2009-01-23T02:34:30Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Born:''' July 21, 1981&lt;br /&gt;
&lt;br /&gt;
'''Home:''' Colorado, USA {{flag|us}}&lt;br /&gt;
&lt;br /&gt;
'''Occupation:'''  Welder&lt;br /&gt;
&lt;br /&gt;
'''Started playing TTD:''' TTD: 2007  OTTD: late 2007 &lt;br /&gt;
&lt;br /&gt;
'''Joined #openttdcoop:''' PSG #97   PZ: 8/08&lt;br /&gt;
&lt;br /&gt;
'''Prefers:''' low teraform (or at least blending what is done into surrounding environment), cargo games, efficiency&lt;br /&gt;
&lt;br /&gt;
'''Weakness:'''  building for PAX &amp;amp; mail traffic, large straight through entries/exits (where trains enter and exit in the same orientation vs making a 90 degree turn)&lt;br /&gt;
&lt;br /&gt;
'''Likes:''' Rebuilding trouble spots, network tweaks&lt;br /&gt;
&lt;br /&gt;
'''Dislikes:''' Evil-X's, eyesore teraform, long walks, overbuilding, using PBS just because you can, arbitrary waiting spaces, random sillyness such as building a mountain and covering it with track because you're bored&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[User:Andyp/BDRR|Bi-Directional Ro-Ro stations]]&lt;br /&gt;
&lt;br /&gt;
[[User:Andyp/joiner-concept|Joiner Concept]]&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Andyp/BDRR&amp;diff=9462</id>
		<title>User:Andyp/BDRR</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Andyp/BDRR&amp;diff=9462"/>
				<updated>2009-01-23T02:21:55Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: complete rewrite started&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bi-Directional Roll-On, Roll-Off Stations'''&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;currently revising this page completely, right now I would consider this at best a rough draft&amp;lt;--&lt;br /&gt;
&lt;br /&gt;
== Why Bi-Directional Ro-Ro (BDRR) stations? ==&lt;br /&gt;
&lt;br /&gt;
A big advantage of BDRR stations over traditional ro-ro layouts is that looping traffic around to one side is not required.  When building a station relatively close to the ML all that needs be done is to get traffic from the far side of the ML across the near side.  There is no need for trains from one direction to make a 180° turn before entering, or after exiting the station.  Stations can be built so that the only complete reversal of the direction a train is traveling in occurs in the platforms, provided this ability is enabled in the difficulty settings, which for #ottdcoop games it is.  This allows for the stations to be built closer to the ML allowing for shorter traveling time from ML through the station and back to the ML.  &lt;br /&gt;
&lt;br /&gt;
However, BDRR stations are not well suited to every situation.  They would be very wasteful if built along a one way ML.  They typically have a more complex track layouts than traditional ro-ro stations as there is an entrance and an exit on both sides of the platforms.  It is more difficult to make every platform available to every entering tack.  For a given number of platforms, a BDRR station will almost always take up more space than a ro-ro.  Trains must be entering and exiting from different directions, as in a secondary industry drop station.  Generally at industry pickup stations trains are arriving and departing a uniform direction, a BDRR in these cases would be needlessly complicated.&lt;br /&gt;
&lt;br /&gt;
Throughout this page I am choosing to ignore layouts that allow entering and exiting traffic from different platforms to interfere with one another, so no evil-x's or mess-o-track PBS layouts.&lt;br /&gt;
&lt;br /&gt;
== Considerations when building a BDRR ==&lt;br /&gt;
&lt;br /&gt;
The three most important things to consider when building a BDRR are:&lt;br /&gt;
*number of platforms&lt;br /&gt;
*train length&lt;br /&gt;
*curve length&lt;br /&gt;
&lt;br /&gt;
When choosing the number of platforms, there must be enough to meet the demands of the trains using the station, but too many creates a very bloated station.  Under ideal circumstances I like to have five platforms per entrance, as five platforms are generally enough to meet the demands of a single entry delivering trains at full capacity into a station.  However as this is rarely the case, five platforms per entry is generally not needed.  &lt;br /&gt;
&lt;br /&gt;
Train length is important in its own right, and not just a factor in curve length.  Since trains suffer a penalty when encountering three or more turns in one train length (''insert picture to illustrate''), attention must be paid to this.  With how tight I like to build, I use a section of track TL-1 in length to allow trains to straighten out before entering another curve.  Although this will not apply in every case, it may be possible to use shorter straight sections.  &lt;br /&gt;
&lt;br /&gt;
Curve length is obvious and commonly dealt with in #openttdcoop games.  As it applies to BDRR layouts, I find myself having to make modifications to accommodate train length more often than curve length.  Be sure to built a test track and test the curve length with the actual engine and wagon combination(s) being used, as curve length is often less than TL.  &lt;br /&gt;
&lt;br /&gt;
When building a station to serve two different train lengths, build to the longest TL and the longest CL, they may not be for the same train.&lt;br /&gt;
&lt;br /&gt;
Ideally it is best to split entering and exiting trains as soon as close to the platform as possible.  The quicker this can be accomplished, the quicker the platform is ready for the next train.  &lt;br /&gt;
&lt;br /&gt;
== Pre-Signals vs Path Signals ==&lt;br /&gt;
&lt;br /&gt;
This is one instance where I feel path signals have a distinct advantage over pre-signals.  With pre-signals it is possible, and likely, that trains entering from both sides of the station will choose the same platform.  This means one of them will get to the station, and the other will be stuck in the pre-signals waiting for a green light.  It is possible that a train stuck in the pre-signals will block access to all platforms from it's side of the station.  To avoid this waiting spaces can be used, built so that trains are choosing waiting spaces, not platforms (put a regular block signal before the station).  This can add considerable length to the station.  Using path signals has the advantage that trains not only choose platforms, but reserve them as well.  Every train passing the path signal has a platform, a train from the other side cannot &amp;quot;steal&amp;quot; it.  One important design consideration with path signals is to keep the distance from signal to platform as short as possible.  This is because a platform is reserved for the entire time it takes for the train to travel from the path signal to the platform, then out of the platform again.  Trains should get in and out of shared track blocks as quickly as possible to make way for the next train.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inherent choice vs load balanced ==&lt;br /&gt;
I am using the term inherent choice to describe a station where each entry has a built in choice of every platform.  This can be a daunting task with BDRR stations as the stations become very large, very quickly.  Generally I have been using sets of smaller station building blocks, and using a load balancer to distribute trains among the station sets.  An example is in the current PSG #127 at the coal drop station. The ML in this game is LLL_RRR, so I built three sets of three platforms and used a 3to3 load balancer in front of each entry.  This worked well for a time, but 154 trains is proving more than 9 platforms can handle.  I am currently expanding this to three sets of 4 platforms and am able to reuse the majority of the existing entry and exit track.  I have tested this layout on this map (in single player) and expect it to handle somewhere between 175-200 trains just fine.  Expansion to 3 sets of 5 will require a major overhaul of the layout.&lt;br /&gt;
&lt;br /&gt;
== Relationship with terminus stations ==&lt;br /&gt;
BDRR layouts and terminus stations are closely related.  If you take a terminus station and mirror it about the platforms, you have a BDRR.  However, it may not be the most efficient BDRR.   I consider the Osai style terminus station to be a very good terminus station, but an inefficient BDRR.  (pic)(explanation)&lt;br /&gt;
&lt;br /&gt;
== Gallery and explanation of some BDRR building blocks I have come up with ==&lt;br /&gt;
&lt;br /&gt;
2 platform building block:&lt;br /&gt;
(pic)&lt;br /&gt;
(explanation and key points)&lt;br /&gt;
&lt;br /&gt;
3 platform building block:&lt;br /&gt;
(pic)&lt;br /&gt;
(explanation and key points)&lt;br /&gt;
&lt;br /&gt;
4 platform building block:&lt;br /&gt;
(pic)&lt;br /&gt;
(explanation and key points)&lt;br /&gt;
&lt;br /&gt;
5 platform building block:&lt;br /&gt;
(pic)&lt;br /&gt;
(explanation and key points)&lt;br /&gt;
&lt;br /&gt;
2 entry/2exit per side inherent choice BDRR station&lt;br /&gt;
(pic)&lt;br /&gt;
(explanation and key points)&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Premade_Scenarios&amp;diff=9377</id>
		<title>Premade Scenarios</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Premade_Scenarios&amp;diff=9377"/>
				<updated>2009-01-09T00:05:54Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: /* Canadian Scenario */ spelling correction ;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shall contain a collection of prepared scenarios which are ready to be launched on the public server or the ProZone.&lt;br /&gt;
&lt;br /&gt;
== Canadian Scenario ==&lt;br /&gt;
 &lt;br /&gt;
'''Author''':      [[User:Pm|planetmaker]] 20:40, 11 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Description''': build a decent network in the Canadian prairie&lt;br /&gt;
&lt;br /&gt;
'''Map''': 512 x 1024 tiles, hilly with little water&lt;br /&gt;
&lt;br /&gt;
'''Climate''':  arctic&lt;br /&gt;
&lt;br /&gt;
'''Suitable playing style''': any, Cargo or PAX&lt;br /&gt;
&lt;br /&gt;
'''important grfs''': &lt;br /&gt;
* CanSet (incl. its industries)&lt;br /&gt;
* Canadian Townset&lt;br /&gt;
* North American Road set&lt;br /&gt;
* North American Town set&lt;br /&gt;
* Total Bridge Replacement set&lt;br /&gt;
* OpenGFX&lt;br /&gt;
* newwater&lt;br /&gt;
* new ships&lt;br /&gt;
* egrvts&lt;br /&gt;
* Aviators Aircrafts&lt;br /&gt;
&lt;br /&gt;
'''Savegame''': [[Media:Example.sav]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Pax-Senario ==&lt;br /&gt;
&lt;br /&gt;
'''Author''':      [[User:Hylkevd|Hylkevd]] 22:55, 8 Januari 2009&lt;br /&gt;
&lt;br /&gt;
Here's a senario I made: &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.gigasize.com/get.php?d=m5kjdxy5p6f &amp;lt;br&amp;gt;&lt;br /&gt;
Only some1 needs to upload it to this wiki, otherwise you have to use that annoying download site ;o&lt;br /&gt;
&lt;br /&gt;
'''Description''': Connect the city's&lt;br /&gt;
&lt;br /&gt;
'''Map''': 512 x 256 tiles&lt;br /&gt;
&lt;br /&gt;
'''Climate''':  Temparate&lt;br /&gt;
&lt;br /&gt;
'''Suitable playing style''': PAX&lt;br /&gt;
&lt;br /&gt;
Only Needs:&lt;br /&gt;
Some cool grfx :D&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_121_-_130&amp;diff=9376</id>
		<title>PublicServer:Archive - Games 121 - 130</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_121_-_130&amp;diff=9376"/>
				<updated>2009-01-08T23:59:18Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: added myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{PublicServerArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 125|01.01.09-09.01.09|{{user|Combuster}}, {{User|valhallasw}}, {{user|StarLite}}, {{user|Elske}},  {{user|damalix}},  {{user|Freiksenet}}, {{user|Hylkevd}}, {{user|andyp}}, (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] |5 / 7 / 20|512x512 Temperate|r14922 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
A scenario proposed by progman where all cargo should be brought to a city on a remote island. A plan was developed employing advanced techniques like SML and variable trainlengths. During the game the SML turned out to be very handy when parts of the ML needed upgraded from 3 lanes to 6 in some locations.&lt;br /&gt;
|125|Image:PSG125.png|The largest station in the game}} &lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 124|29.12.08-01.01.09|{{user|Mark}}, {{User|XeryusTC}}, {{User|valhallasw}}, {{user|StarLite}}, {{user|Elske}},  {{user|flexd}} ,  {{user|Roujin}} , {{user|Hylkevd}} , (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] |3|512x512 Temperate|r14768 [[GRF|#openttdcoop-GRF-Pack 7.2]]|An old skool type game with Huge TF allowed, Short TL, maglev &amp;amp; 20 billion starting cash. No time was wasted and the network quickly came together. The game reached over 1700 trains before some people had trouble joining.|124|Image:PSG124.png|1 of the bigger stations in the game}} &lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 123|24.12.08-29.12.08|{{user|planetmaker}}, {{user|tneo}}, {{user|Mark}}, {{User|XeryusTC}}, {{User|valhallasw}}, {{user|StarLite}}, {{user|Elske}},  {{user|flexd}} (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] |5|512x1024 Northpole|r14768 [[GRF|#openttdcoop-GRF-Pack 7.2]]|{{user|planetmaker}} provided a special christmas scenario for this game. The initial 4-lane wide ML soon started to show signs of stress and was extended to 6R_3L at places. No very advanced techniques this game but lots of fully-loaded mainlines and spectaculair hubs to admire.&lt;br /&gt;
|123|Image:PSG123.png|Santa's Home}} &lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 122|18.12.08-24.12.08|{{user|SmatZ}} , {{user|planetmaker}}, {{user|tneo}},  {{user|andyp}}, {{user|StarLite}} (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] + PAX |5|2048x256 Subtropical|r14660 [[GRF|#openttdcoop-GRF-Pack 7.2]]|The map featured two towns seperated by a rift &amp;quot;The Wall&amp;quot; in the middle which couldn't be tunneled or bridged. Goods and pax needed to be transported across as the cities needed to be grown to 100k population each. A SML-style network with two transfer stations at each side was developed. We ended with over a 1000 trains and 200 ships. In the end network capacity was reached and spurious jams started to show.&lt;br /&gt;
|122|Image:PSG122.png|Sheffield station serving over 500 trains. Using conditional orders allowed to pass by using full load and use this station as drop and pickup at the same time without having empty trains traveling around.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 121|13.12.08-18.12.08|{{user|SmatZ}} , {{user|Bennythen00b}}, {{user|Mark}}, {{user|ODM}}, {{User|Osai}}, {{User|Kirov}}  (add yourself) |[http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/ Self-Reulating Network], [[Gametype:Cargo_Concept| Cargo Concept]]|5|512x512 Temperate|r14660 [[GRF|#openttdcoop-GRF-Pack 7.2]]|The goal of was to transport enough grain and livestock to produce 100,000 crates of goods per month.[http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/]. Later in the game we were limited by OTTD production limit of secondaries, which is roughly 2295 per industry tile per month. For factories, it means 27,540 crates of goods per month - so we had to build four factories and balance them well. We managed to accomplish our goal in 2177.&lt;br /&gt;
The self-regulating game concept was very interesting, there were many clever ideas how to make the best (in means of effectivity, niceness, speed, ...) self-regulating loops and stations.&lt;br /&gt;
The the [http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/ blog entry] for more information.&lt;br /&gt;
|121|Image:PSG121.png|Our central drop station with factories, at the point where we hit the 100k goal. The factories are fed by an amazing 21 fully-loaded Mainlines.}}&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=ProZone:Archive_-_Games_1_-_10&amp;diff=9351</id>
		<title>ProZone:Archive - Games 1 - 10</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=ProZone:Archive_-_Games_1_-_10&amp;diff=9351"/>
				<updated>2009-01-03T05:38:25Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: puncuation fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{ProZoneArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive_ProZone|Pro Zone Game 3|12.10.2008 - 20.11.2008|[[User:XeryusTC|XeryusTC]], [[User:Osai|Osai]], [[User:Thraxian|Thraxian]], [[User:tneo|tneo]], [[User:andyp|andyp]], ''(Add yourself)''|Sub-Tropical - Cargo + Pax|TL: various|1024x256|r14565|#openttdcoop-GRF Pack 7.2|In this game we used a custom scenario featuring a huge river. Part of the objective was not to cross the river, which resulted in lots of interesting ways of transport and some wonderful eye-candy. |3|Image:ProZone3.png|Showing the river that split the map in two and two nice harbours used for transfering cargo from one side of the river to the other.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_ProZone|Pro Zone Game 2|19.09.2008 - 12.10.2008|[[User:Mark|Mark]], [[User:XeryusTC|XeryusTC]], [[User:andyp|andyp]], ''(Add yourself)''|Arctic - Passengers Only|TL: 3, Mag-Lev|256x1024|r14316|#openttdcoop-GRF Pack 7.1|An old style game where we used the old map generator with a very mountanious setting and in the end it 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 megalomania in this game.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_ProZone|Pro Zone Game 1|?.?.? - 19.09.2008|[[User:Mark|Mark]], [[User:Rob|Rob]], [[User:Chris booth|Chris Booth]], [[User:andyp|andyp]], ''(Add yourself)''|Arctic - Passengers Only|TL: 3, Mag-Lev|512x1024|r14316|#openttdcoop-GRF Pack 7.1|This was a passenger-only game. The goal was to connect all towns and cities with a population over 400. No building was permitted above the snowline, and terraform was explicitly minimized. This produced a winding network with several sets of tunnels to permit passage across mountain ranges.|1|Image:ProZone1.png|Bentfingwell was one of the busier stations. The station had three separate feeder systems keeping it fed with a large number of passengers.}}&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=ProZone:Archive_-_Games_1_-_10&amp;diff=9350</id>
		<title>ProZone:Archive - Games 1 - 10</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=ProZone:Archive_-_Games_1_-_10&amp;diff=9350"/>
				<updated>2009-01-03T05:37:05Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: added myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{ProZoneArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive_ProZone|Pro Zone Game 3|12.10.2008 - 20.11.2008|[[User:XeryusTC|XeryusTC]], [[User:Osai|Osai]], [[User:Thraxian|Thraxian]], [[User:tneo|tneo]], [[User:andyp|andyp]]', ''(Add yourself)''|Sub-Tropical - Cargo + Pax|TL: various|1024x256|r14565|#openttdcoop-GRF Pack 7.2|In this game we used a custom scenario featuring a huge river. Part of the objective was not to cross the river, which resulted in lots of interesting ways of transport and some wonderful eye-candy. |3|Image:ProZone3.png|Showing the river that split the map in two and two nice harbours used for transfering cargo from one side of the river to the other.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_ProZone|Pro Zone Game 2|19.09.2008 - 12.10.2008|[[User:Mark|Mark]], [[User:XeryusTC|XeryusTC]], [[User:andyp|andyp]]', ''(Add yourself)''|Arctic - Passengers Only|TL: 3, Mag-Lev|256x1024|r14316|#openttdcoop-GRF Pack 7.1|An old style game where we used the old map generator with a very mountanious setting and in the end it 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 megalomania in this game.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_ProZone|Pro Zone Game 1|?.?.? - 19.09.2008|[[User:Mark|Mark]], [[User:Rob|Rob]], [[User:Chris booth|Chris Booth]], [[User:andyp|andyp]], ''(Add yourself)''|Arctic - Passengers Only|TL: 3, Mag-Lev|512x1024|r14316|#openttdcoop-GRF Pack 7.1|This was a passenger-only game. The goal was to connect all towns and cities with a population over 400. No building was permitted above the snowline, and terraform was explicitly minimized. This produced a winding network with several sets of tunnels to permit passage across mountain ranges.|1|Image:ProZone1.png|Bentfingwell was one of the busier stations. The station had three separate feeder systems keeping it fed with a large number of passengers.}}&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_111_-_120&amp;diff=9349</id>
		<title>PublicServer:Archive - Games 111 - 120</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_111_-_120&amp;diff=9349"/>
				<updated>2009-01-03T05:35:05Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: added myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{PublicServerArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 120|07.12.08-12.12.08|  {{user|tneo}},  {{user|Mark}}, {{user|ODM}}, {{user|Bennythen00b}}, {{user|thomashauk}},  {{user|elske}},  {{user|starlite}},  {{user|planetmaker}},  {{user|Giles}} (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] | 3 |256x512 Temperate |r14660 [[GRF|#openttdcoop-GRF-Pack 7.2]]| The plan chosen was planned by our first female cooper, on this small map and was based on an LL_RR Mainline, which soon couldn't handle all the traffic and was converted to maglev and upgraded to LLLL_RRRR, running 600 trains smoothly. |120|Image:PSG120.png|Wood pickup and drop station screen shot}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 119|23.11.08-07.12.08|  {{user|tneo}},  {{user|Mark}},  {{user|Thijs}}, {{user|Misza}}, {{user|Chris booth}}, {{user|andyp}},  (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] | 5 |1024x512 Sub-Arctic |r14607 [[GRF|#openttdcoop-GRF-Pack 7.2]]| A plan with several one-way circles was choosen. All back bone hubs were [[Junctionary_-_3-Way_BBH|three-way]], splitting traffic in two directions. The game ended with over a 1000 trains and a staggering 500+ road vehicles without jams. |119|Image:PSG119.png|The town drop}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 118|10.11.08-23.11.08| {{user|Addi}}, {{user|Chris booth}},{{user|thomashauk}}, {{user|Combuster}}, (add yourself) | [[Gametype:ICE_SBahn|ICE + Sbahn]] | 7 |1024x512 Temperate |r14573 [[GRF|#openttdcoop-GRF-Pack 7.2]]| The map used in this plan was a custom scenario based around rebuilding the metro network for a large city which was destroyed during the Second World War. In this game we used a lot of selfregulating S-Bahns. |118|Image:PSG118.PNG|Showing Tarningwell Ridge's brand new selfregulating S-Bahn, which it got after the old metro was destroyed during WWII}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 117|21.10.08-10.11.08| {{user|Kommer}},  {{user|andyp}}, {{user|SmatZ}}, {{user|Progman}}, {{user|Kirov}}, {{user|tneo}}, {{user|Chris booth}}, (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] | 7 |512x512 Temperate |r14565 [[GRF|#openttdcoop-GRF-Pack 7.2]]| THis game started with a revolutionary plan by Dih. Later on in the game there was too much cargo to transport and it was too hard to add 2 or 3 lanes to all loops so we finished the game when we had 1000 trains&lt;br /&gt;
&lt;br /&gt;
Note: This patch was capured by the [http://www.openttdcoop.org/blog/2008/11/04/timelapse-patch-on-a-psg/ timelapse patch]. |117|Image:PSG117.png|A BBH }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 116|10.10.08-21.10.08| {{user|Rob}},  {{user|andyp}}, {{user|tneo}}, {{user|Chris booth}}, {{user|StarLite}} (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] | 7 |1024x256 Temperate |r14469 [[GRF|#openttdcoop-GRF-Pack 7.2]]| A game with a lot of water and a lot of separate islands using Pikka's Basic Industries (PBI). This game was plagued by the low production level of the industries, and the fact that the mines and wells kept closing. (This is a &amp;quot;feature&amp;quot; of PBI where mines and wells have a fixed amount of materials to produce, then &amp;quot;dry up&amp;quot;.) The network that never really got busy, even at the end.  This would have worked better with a shorter TL to generate more traffic, as well as smooth out the economy. |116|Image:PSG116.png|The big sawmill pickup, which unfortunately wasn't very busy }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 115|19.09.08-10.10.08|{{user|Chris booth}}, {{user|Avdg}}, {{user|Addi}},  {{user|Kirov}}, {{user|Levi}}, (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] | 2 | 512x512 Temperate |r14412+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This was a TL2 game that was played for 20 days. In the end it ended up with more that 1500 trains and a 6 line CML, it has 4BBH's and intermediate SLHs at regual pacing. The game ended at about 85% completions, as we had a few minor jams left and not all industies were connected. |115|Image:PSG115.png|3 Way BBH 4 lanes west to north lanes lanes join from east }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 114|14.09.08-19.09.08|{{user|Chris booth}}, {{user|planetmaker}}, {{user|Rob}}, {{user|Kirov}}, {{user|andyp}}, {{user|tneo}}, (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] | 7 | 256 x 256 Temperate |r14316+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This game was over planed for. The planing stage took to long, and a plan the would have been suited for a map of 1024^2 rather than this small map emerged to win. the plan had a 5 way central hub, this was the only BBH. With train that had a max speed of 50MPH / 80Km/h and only 100 train the network didnt have any traffic problems. |114|Image:PSG114.png| 5 way BBH 01}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 113|08.09.08-14.09.08|{{user|Chris booth}}, {{user|planetmaker}}, {{user|kais58}}, {{user|Rob}}, (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] | 5 / 7 | 256 x 2048 Temperate |r14268+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This map featured much water and a plan which had a long ML where short ML branched to the secondary industries in regular intervals. The result was finally a quite efficient network with many bridges which supported more than 900 trains. |113|Image:PSG113.png| bottleneck BBH 02}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 112|?.08.08-08.09.08|{{user|Chris booth}}, {{user|kais58}}, {{user|Rob}}, {{user|Thraxian}}, {{user|Kirov}}, {{user|andyp}}, (add yourself) |Cargo (inner-city pax)| 5 / 7 | 512 x 512 Subtropical |r14215+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This plan had a large cargo network delivering everything to a single large town drop. The goal of the plan was to grow the city to a population of 500,000. The coastal location of the city required heavy terraforming to achieve the goal. |112|Image:psg112.png| BBH 05 was one the most congested part of the network until it was rebuilt}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 111|27.08.08-?.08.08|{{user|Rob}}, {{user|Osai}}, (add yourself) |Road Vehicles Only | 1 :) | ?x? Arctic (alpine) |r?+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This was a road vehicle-only game. We had over 1,300 road vehicles by the time the game ended. Several different station designs were used to see which type provided the best performance. |111|Image:PSG111.png| ...}}&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Game_Start&amp;diff=9348</id>
		<title>Game Start</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Game_Start&amp;diff=9348"/>
				<updated>2009-01-02T21:48:25Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: added link to new page Game_Start_with_Airplanes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Start ==&lt;br /&gt;
When first beginning a new game, on a fresh map, there are a few VERY important things to remember.&lt;br /&gt;
&lt;br /&gt;
* Cargo&lt;br /&gt;
* Distance&lt;br /&gt;
* Signals&lt;br /&gt;
* Terraforming&lt;br /&gt;
* Trains&lt;br /&gt;
&lt;br /&gt;
Alternatively [[Game_Start_with_Airplanes|starting with airplanes]] instead of trains can be done.&lt;br /&gt;
&lt;br /&gt;
== Cargo ==&lt;br /&gt;
The first type of cargo that should be transported in a new game is coal.  It has the best distance/earnings ratio of any cargo.  That means, the farther you take it, the more you earn!&lt;br /&gt;
&lt;br /&gt;
[[Image:Payment.png|thumb|564px|center|Example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Distance ==&lt;br /&gt;
Find a power station near a corner of the map with preferably 2-4 mines within decent reach.  Build a simple Ro-Ro station, 3 or 4 tracks is all that will be needed; connect this station to a coal mine about 100 tiles away (The normal COOP map is 256x1024, so about half the shorter length) with smart track laying you should be able to build the stations and track for around 150,000e.  It also helps to use a single track line with passing areas for very distant connections, as seen here:&lt;br /&gt;
&lt;br /&gt;
[[Image:SingleLine.png|thumb|610px|center|Example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Signals ==&lt;br /&gt;
Our network rules state that there should be a signal every other tile.  During a game start this is lunacy and a HUGE waste of money, most of the track you are building will be destroyed later in the game, and will have very few trains running on it to boot.  A signal every 20 tiles is sufficient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Terraforming ==&lt;br /&gt;
If at all possible, go around anything in your way, rather than moving it.  2x45 degree turns are not as bad in the game start as they are in our final network.  Most trains in early game will not even slow down around a 2x45 degree curve! Bridges are cheap and tend to be faster than just laying tracks down a valley, if possible use a bridge!&lt;br /&gt;
&lt;br /&gt;
== Trains ==&lt;br /&gt;
You can go with either electric rail, or regular, but since the costs for erail are the same, you have to stick to electrified rail by default.  The steam engines will have similar top speed, half the HP (only bad point) but cost about a third of an electric engine.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteamvsElec.png|thumb|500px|center|Example]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Game_Start_with_Airplanes&amp;diff=9347</id>
		<title>Game Start with Airplanes</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Game_Start_with_Airplanes&amp;diff=9347"/>
				<updated>2009-01-02T21:47:45Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Start with Airplanes ==&lt;br /&gt;
&lt;br /&gt;
An alternative to transporting coal with trains as the moneymaker at game start is to use airplanes to transport passengers and mail.  There are several advantages to using airplanes instead of trains:&lt;br /&gt;
*No track to construct&lt;br /&gt;
*Constructing airports great distances apart costs no more than constructing them nearby&lt;br /&gt;
*Airplanes can transport their cargo faster than trains can&lt;br /&gt;
*Avoids having production at coal mines swell before the final network is constructed&lt;br /&gt;
&lt;br /&gt;
== Choosing Towns for the Airports ==&lt;br /&gt;
&lt;br /&gt;
Care must be taken when choosing towns to build moneymaker airports in.  Under ideal conditions, the best candidates are larger towns in opposite corners of the map.  The larger the town, the more passengers that will be supplied.  The farther the distance, the greater the earnings per trip.  Other factors such as available space should be considered as well.  A large town on a small island or in mountainous terrain is a poor choice for a moneymaker airport as teraforming will be required to create a large enough piece of land to build the airport on.  Also since farmland has a greater cost to build on top of, it may be wise to build away from farms.  Always remember to communicate with your fellow coop players about where to build moneymaker airports. Without communication we could end up with two players building two airports in the same city, an unnecessary expense at the only time in the game when money is tight.  Start with two airports, often times this will be expanded to four as income becomes steady.&lt;br /&gt;
&lt;br /&gt;
== Building the Airports ==&lt;br /&gt;
Once towns have been chosen, build the airports as close to the town as possible.  Avoid demolishing town buildings and avoid teraforming as much as possible.  Use drive through road stops to walk the station to the town center to increase catchment area.  This practice in generally discouraged in most final networks, but works well for moneymakers.  Even small airports works well as it doesn't take large numbers of airplanes to generate the required income.  Always remember to communicate with your fellow coop players about where to build moneymaker airports. Without communication we could end up with two players building two airports in the same city, an unnecessary expense at the only time in the game when money is tight.   Rename the airports to &amp;quot;MM01, MM02, etc&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Buying the Airplanes ==&lt;br /&gt;
When choosing airplanes for the moneymaker, a balance needs to be struck between cargo capacity, running costs, and speed.  As we commonly use different planesets each game, this is a decision to be made as a community.  It is also important not to buy too many planes to begin with.  If we spend all our money before the first plane reaches it's destination, we could end up going bankrupt.  Building additional planes should be handled by a single player to avoid confusion.  As always keep one unit of loan on reserve, ready to be taken if money goes into the red at any time.  In these circumstances when the full loan is taken, the top priority is ALWAYS to repay at least one loan unit.  This is more important than purchasing new airplanes or airports.  &lt;br /&gt;
&lt;br /&gt;
== Town Growth ==&lt;br /&gt;
A side effect of airplane moneymakers is that it can cause towns to grow.  This should be avoided as larger towns could get in the way of the final network.  There are two ways to prevent town growth.  The first is to set town growth in the advanced settings / economy tab to &amp;quot;none&amp;quot;.  This can only be done by members, so ask if you notice that town growth is on.  The second involves buying land adjacent to the city to block growth, or in some cases restrict growth to a certain size by buying land a few tiles away from the city to allow for growth to increase moneymaker profits through more passengers.  That decision should be made by the community, and made known via signs for players who are not online at that moment.  Purchasing of town land should be done after income has stabilized to avoid bankruptcy.  &lt;br /&gt;
&lt;br /&gt;
== Completion of the Moneymaker ==&lt;br /&gt;
Once income has stabilized and the loan has been repaid, the moneymaker stage of the game is finished, and the planning stage begins. The moneymaker will continue to earn money until the final network is planned, chosen, built, and begins making money itself.  At this point the moneymaker is generally dismantled as it it no longer needed.  &lt;br /&gt;
&lt;br /&gt;
== Communication is Vital ==&lt;br /&gt;
At game start there are generally a lot of players connected waiting to create a plan for the final network.  You are welcome to help build the moneymaker, but please remember to use the in-game chat to communicate with the other players.  Without communication, several players could end up trying to do the same thing, and this can lead to confusion and wasting money at the only time when we need to be worried about cash levels.  Please be patient about creating your plan.&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Joiner5.png&amp;diff=9345</id>
		<title>File:Joiner5.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Joiner5.png&amp;diff=9345"/>
				<updated>2009-01-01T23:02:16Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Joiner4.png&amp;diff=9344</id>
		<title>File:Joiner4.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Joiner4.png&amp;diff=9344"/>
				<updated>2009-01-01T23:02:04Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Joiner3.png&amp;diff=9343</id>
		<title>File:Joiner3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Joiner3.png&amp;diff=9343"/>
				<updated>2009-01-01T23:01:52Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Joiner2.png&amp;diff=9342</id>
		<title>File:Joiner2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Joiner2.png&amp;diff=9342"/>
				<updated>2009-01-01T23:01:33Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Joiner1.png&amp;diff=9341</id>
		<title>File:Joiner1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Joiner1.png&amp;diff=9341"/>
				<updated>2009-01-01T23:00:56Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Andyp/joiner-concept&amp;diff=9340</id>
		<title>User:Andyp/joiner-concept</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Andyp/joiner-concept&amp;diff=9340"/>
				<updated>2009-01-01T23:00:34Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: New page: Train on SL waiting for a large enough gap in ML traffic: Image:joiner1.png Prio sees a gap in ML large enough to fit a train into, gives train on SL the green light: [[Image:joiner2.p...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Train on SL waiting for a large enough gap in ML traffic:&lt;br /&gt;
[[Image:joiner1.png]]&lt;br /&gt;
Prio sees a gap in ML large enough to fit a train into, gives train on SL the green light:&lt;br /&gt;
[[Image:joiner2.png]]&lt;br /&gt;
Train on SL uses acceleration track (track between the entry presignal at A and the actual merge at B) to get to full speed (87 mph is wagon speed limit):&lt;br /&gt;
[[Image:joiner3.png]]&lt;br /&gt;
Actual merge into ML occurs with the train at full speed:&lt;br /&gt;
[[Image:joiner4.png]]&lt;br /&gt;
Merge complete:&lt;br /&gt;
[[Image:joiner5.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The distance between A and B will have to be tuned for the traffic merging onto the ML at each location.  Trains with different weights or speed limits will need separate joiners.&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Andyp&amp;diff=9339</id>
		<title>User:Andyp</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Andyp&amp;diff=9339"/>
				<updated>2009-01-01T22:52:11Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Born:''' July 21, 1981&lt;br /&gt;
&lt;br /&gt;
'''Home:''' Colorado, USA {{flag|us}}&lt;br /&gt;
&lt;br /&gt;
'''Occupation:'''  Welder&lt;br /&gt;
&lt;br /&gt;
'''Started playing TTD:''' TTD: 2007  OTTD: late 2007 &lt;br /&gt;
&lt;br /&gt;
'''Joined #openttdcoop:''' PSG #97   PZ: 8/08&lt;br /&gt;
&lt;br /&gt;
'''Prefers:''' low teraform (or at least blending what is done into surrounding environment), cargo games, efficiency&lt;br /&gt;
&lt;br /&gt;
'''Weakness:''' Large 4-way hubs, building for PAX &amp;amp; mail traffic, large straight through entries/exits (where trains enter and exit in the same orientation, vs making a 90 degree turn)&lt;br /&gt;
&lt;br /&gt;
'''Likes:''' Rebuilding trouble spots, network tweaks&lt;br /&gt;
&lt;br /&gt;
'''Dislikes:''' Evil-X's, eyesore teraform, long walks, overbuilding, using PBS just because you can, waiting spaces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[User:Andyp/BDRR|Bi-Directional Ro-Ro stations]]&lt;br /&gt;
[[User:Andyp/joiner-concept|Joiner Concept]]&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_121_-_130&amp;diff=9283</id>
		<title>PublicServer:Archive - Games 121 - 130</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_121_-_130&amp;diff=9283"/>
				<updated>2008-12-28T20:11:36Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: added myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{PublicServerArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 122|18.12.08-24.12.08|{{user|SmatZ}} , {{user|planetmaker}}, {{user|tneo}},  {{user|andyp}}, (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] + PAX |5|2048x256 Temperate|r14660 [[GRF|#openttdcoop-GRF-Pack 7.2]]|The map featured two towns seperated by a rift &amp;quot;The Wall&amp;quot; in the middle which couldn't be tunneled or bridged. Goods and pax needed to be transported across as the cities needed to be grown to 100k population each. A SML-style network with two transfer stations at each side was developed. We ended with over a 1000 trains and 200 ships. In the end network capacity was reached and spurious jams started to show.&lt;br /&gt;
|122|Image:PSG122.png|Sheffield station serving over 500 trains. Using conditional orders allowed to pass by using full load and use this station as drop and pickup at the same time without having empty trains traveling around.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 121|13.12.08-18.12.08|{{user|SmatZ}} , {{user|Bennythen00b}}, {{user|Mark}}, {{user|ODM}}, {{User|Osai}}, {{User|Kirov}}  (add yourself) |[http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/ Self-Reulating Network], [[Gametype:Cargo_Concept| Cargo Concept]]|5|512x512 Temperate|r14660 [[GRF|#openttdcoop-GRF-Pack 7.2]]|The goal of was to transport enough grain and livestock to produce 100,000 crates of goods per month.[http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/]. Later in the game we were limited by OTTD production limit of secondaries, which is roughly 2295 per industry tile per month. For factories, it means 27,540 crates of goods per month - so we had to build four factories and balance them well. We managed to accomplish our goal in 2177.&lt;br /&gt;
The self-regulating game concept was very interesting, there were many clever ideas how to make the best (in means of effectivity, niceness, speed, ...) self-regulating loops and stations.&lt;br /&gt;
The the [http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/ blog entry] for more information.&lt;br /&gt;
|121|Image:PSG121.png|Our central drop station with factories, at the point where we hit the 100k goal. The factories are fed by an amazing 21 fully-loaded Mainlines.}}&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Andyp&amp;diff=8993</id>
		<title>User:Andyp</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Andyp&amp;diff=8993"/>
				<updated>2008-11-07T03:31:02Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: a few changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Born:''' July 21, 1981&lt;br /&gt;
&lt;br /&gt;
'''Home:''' Colorado, USA {{flag|us}}&lt;br /&gt;
&lt;br /&gt;
'''Occupation:'''  Welder&lt;br /&gt;
&lt;br /&gt;
'''Started playing TTD:''' TTD: 2007  OTTD: late 2007 &lt;br /&gt;
&lt;br /&gt;
'''Joined #openttdcoop:''' PSG #97   PZ: 8/08&lt;br /&gt;
&lt;br /&gt;
'''Prefers:''' low teraform (or at least blending what is done into surrounding environment), cargo games, efficiency&lt;br /&gt;
&lt;br /&gt;
'''Weakness:''' Large 4-way hubs, building for PAX &amp;amp; mail traffic, large straight through entries/exits (where trains enter and exit in the same orientation, vs making a 90 degree turn)&lt;br /&gt;
&lt;br /&gt;
'''Likes:''' Rebuilding trouble spots, network tweaks&lt;br /&gt;
&lt;br /&gt;
'''Dislikes:''' Evil-X's, eyesore teraform, long walks, overbuilding, using PBS just because you can, waiting spaces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[User:Andyp/BDRR|Bi-Directional Ro-Ro stations]]&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_111_-_120&amp;diff=8768</id>
		<title>PublicServer:Archive - Games 111 - 120</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_111_-_120&amp;diff=8768"/>
				<updated>2008-11-02T21:54:04Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: added myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{PublicServerArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 116|10.10.08-21.10.08| {{user|Rob}},  {{user|andyp}}, (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] | 7 |1024x256 Temperate |r14469 [[GRF|#openttdcoop-GRF-Pack 7.2]]| A game with a lot of water and a lot of separate islands using Pikka's Basic Industries (PBI). This game was plagued by the low production level of the industries, and the fact that the mines and wells kept closing. (This is a &amp;quot;feature&amp;quot; of PBI where mines and wells have a fixed amount of materials to produce, then &amp;quot;dry up&amp;quot;.) The network that never really got busy, even at the end.  This would have worked better with a shorter TL to generate more traffic, as well as smooth out the economy. |116|Image:PSG116.png|The big sawmill pickup, which unfortunately wasn't very busy }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 115|19.09.08-10.10.08|{{user|Chris booth}}, {{user|Avdg}}, {{user|Addi}},  {{user|Kirov}}, {{user|Levi}}, (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] | 2 | 512x512 Temperate |r14412+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This was a TL2 game that was played for 20 days. In the end it ended up with more that 1500 trains and a 6 line CML, it has 4BBH's and intermediate SLHs at regual pacing. The game ended at about 85% completions, as we had a few minor jams left and not all industies were connected. |115|Image:PSG115.png|3 Way BBH 4 lanes west to north lanes lanes join from east }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 114|14.09.08-19.09.08|{{user|Chris booth}}, {{user|planetmaker}}, {{user|Rob}}, {{user|Kirov}}, {{user|andyp}}, (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] | 7 | 256 x 256 Temperate |r14316+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This game was over planed for. The planing stage took to long, and a plan the would have been suited for a map of 1024^2 rather than this small map emerged to win. the plan had a 5 way central hub, this was the only BBH. With train that had a max speed of 50MPH / 80Km/h and only 100 train the network didnt have any traffic problems. |114|Image:PSG114.png| 5 way BBH 01}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 113|08.09.08-14.09.08|{{user|Chris booth}}, {{user|planetmaker}}, {{user|kais58}}, {{user|Rob}}, (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] | 5 / 7 | 256 x 2048 Temperate |r14268+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This map featured much water and a plan which had a long ML where short ML branched to the secondary industries in regular intervals. The result was finally a quite efficient network with many bridges which supported more than 900 trains. |113|Image:PSG113.png| bottleneck BBH 02}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 112|?.08.08-08.09.08|{{user|Chris booth}}, {{user|kais58}}, {{user|Rob}}, {{user|Thraxian}}, {{user|Kirov}}, {{user|andyp}}, (add yourself) |Cargo (inner-city pax)| 5 / 7 | 512 x 512 Subtropical |r14215+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This plan had a large cargo network delivering everything to a single large town drop. The goal of the plan was to grow the city to a population of 500,000. The coastal location of the city required heavy terraforming to achieve the goal. |112|Image:psg112.png| BBH 05 was one the most congested part of the network until it was rebuilt}}&lt;br /&gt;
&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 111|27.08.08-?.08.08|{{user|Rob}}, {{user|Osai}}, (add yourself) |Road Vehicles Only | 1 :) | ?x? Arctic (alpine) |r?+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This was a road vehicle-only game. We had over 1,300 road vehicles by the time the game ended. Several different station designs were used to see which type provided the best performance. |111|Image:PSG111.png| ...}}&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_111_-_120&amp;diff=8712</id>
		<title>PublicServer:Archive - Games 111 - 120</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_111_-_120&amp;diff=8712"/>
				<updated>2008-10-12T19:37:33Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{PublicServerArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 115|19.09.08-10.10.08|{{user|Chris booth}}, {{user|Avdg}}, {{user|Addi}},  {{user|Kirov}}, (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] | 2 | 512x512 Temperate |r14412+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This was a TL2 game that was played for 20 days. In the end it ended up with more that 1500 trains and a 6 line CML, it has 4BBH's and intermediate SLHs at regual pacing. The game ended at about 85% completions, as we had a few minor jams left and not all industies were connected. |115|Image:PSG115.png|3 Way BBH 4 lanes west to north lanes lanes join from east }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 114|14.09.08-19.09.08|{{user|Chris booth}}, {{user|planetmaker}}, {{user|Rob}}, {{user|Kirov}}, {{user|andyp}}, (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] | 7 | 256 x 256 Temperate |r14316+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This game was over planed for. The planing stage took to long, and a plan the would have been suited for a map of 1024^2 rather than this small map emerged to win. the plan had a 5 way central hub, this was the only BBH. With train that had a max speed of 50MPH / 80Km/h and only 100 train the network didnt have any traffic problems. |114|Image:PSG114.png| 5 way BBH 01}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 113|08.09.08-14.09.08|{{user|Chris booth}}, {{user|planetmaker}}, {{user|kais58}}, {{user|Rob}}, (add yourself) | [[Gametype:Cargo_Concept| Cargo Concept]] | 5 / 7 | 256 x 2048 Temperate |r14268+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This map featured much water and a plan which had a long ML where short ML branched to the secondary industries in regular intervals. The result was finally a quite efficient network with many bridges which supported more than 900 trains. |113|Image:PSG113.png| bottleneck BBH 02}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 112|?.08.08-08.09.08|{{user|Chris booth}}, {{user|kais58}}, {{user|Rob}}, {{user|Thraxian}}, {{user|Kirov}}, {{user|andyp}}, (add yourself) |Cargo (inner-city pax)| 5 / 7 | 512 x 512 Subtropical |r14215+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This plan had a large cargo network delivering everything to a single large town drop. The goal of the plan was to grow the city to a population of 500,000. The coastal location of the city required heavy terraforming to achieve the goal. |112|Image:psg112.png| BBH 05 was one the most congested part of the network until it was rebuilt}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 111|27.08.08-?.08.08|{{user|Rob}}, {{user|Osai}}, (add yourself) |Road Vehicles Only | 1 :) | ?x? Arctic (alpine) |r?+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This was a road vehicle-only game. We had over 1,300 road vehicles by the time the game ended. Several different station designs were used to see which type provided the best performance. |111|Image:PSG111.png| ...}}&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=ProZone:Archive_-_Games_01_-_10&amp;diff=8635</id>
		<title>ProZone:Archive - Games 01 - 10</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=ProZone:Archive_-_Games_01_-_10&amp;diff=8635"/>
				<updated>2008-09-20T23:58:24Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: added myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{ProZoneArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Archive_ProZone|Pro Zone Game 01|?.?.? - 19.09.08|[[User:Mark|Mark]], [[User:Rob|Rob]], [[User:Chris booth|Chris Booth]], [[User:andyp|andyp]]''(Add yourself)''|Arctic - Rail - Passengers Only|TL: 3, Mag-Lev|''(map size)''|r14316 + [[Guides:Glossary:GRF|#openttdcoop-GRF Pack 7.2]]|This was a passenger-only game. The goal was to connect all towns and cities with a population over 400. No building was permitted above the snowline, and terraform was explicitly minimized. This produced a winding network with several sets of tunnels to permit passage across mountain ranges.|01|Image:ProZone01.png|''(description)''}}&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_111_-_120&amp;diff=8586</id>
		<title>PublicServer:Archive - Games 111 - 120</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_111_-_120&amp;diff=8586"/>
				<updated>2008-09-13T21:47:41Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: added myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{PublicServerArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 112|?.08.08-08.09.08|{{user|Chris booth}}, {{user|kais58}}, {{user|Rob}}, {{user|Thraxian}}, {{user|Kirov}}, {{user|andyp}}, (add yourself) |Cargo (inner-city pax)| 5 / 7 | 512 x 512 Subtropical |r14215+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This plan had a large cargo network delivering everything to a single large town drop. The goal of the plan was to grow the city to a population of 500,000. The coastal location of the city required heavy terraforming to achieve the goal. |112|Image:psg112.png| BBH 05 was one the most congested part of the network until it was rebuilt}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 111|27.08.08-?.08.08|{{user|Rob}}, {{user|Osai}}, (add yourself) |Road Vehicles Only | 1 :) | ?x? Arctic (alpine) |r?+ [[GRF|#openttdcoop-GRF-Pack 7.2]]| This was a road vehicle-only game. We had over 1,300 road vehicles by the time the game ended. Several different station designs were used to see which type provided the best performance. |111|Image:PSG111.png| ...}}&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_101_-_110&amp;diff=8585</id>
		<title>PublicServer:Archive - Games 101 - 110</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_101_-_110&amp;diff=8585"/>
				<updated>2008-09-13T21:46:08Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{PublicServerArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 110|22.08.08-27.08.08|{{User|Mark}},  {{user|Combuster}}, {{user|Mazen}}, {{user|andyp}}, {{user|Addi}}, {{user|turbofisk}}, {{user|Kirov}}, {{user|Osai}}, {{user|Rob}}, (add yourself) |Cargo SML | 7 | 512*1024 Temperate|r14127+ [[GRF|#openttdcoop-GRF-Pack 7.2]] w. The 2cc Set|... |110|Image:PSG110.png| SLH04 was one of the most congested places and often cause of jams. Thanks to the SML concept, joiner was pretty simple. There is a big transfer station with RV feeders.}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 109|18.08.08 - 22.08.08|{{user|Brainstorm}},  {{user|Osai}}, {{user|s_m_w}},  {{User|planetmaker}},  {{User|fmauNeko}},  {{User|thomashauk}}, {{User|Mark}},  {{user|Combuster}}, {{user|Mazen}}, {{user|Farden}}, {{user|kais58}}, {{user|Kirov}}, (add yourself) |Pax | TGV 10, Metro 3-5 | 1024*256 Temperate|r14103+ [[GRF|#openttdcoop-GRF-Pack 7.2]] w. The 2cc Set|This scenario (made by  {{User|Mark}}) was a pax-only game with a network plan by DJNekkid and took a lot longer than it was expected to take. The network consisted out of one big line for TGV in the middle of the map and multiple, seperate feeder systems for the main stations. |109|Image:PSG109.png| Rutfingford was not the biggest town, but one of the prettiest}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 108|? - 17.08.08|{{user|Brainstorm}}, {{user|Chris Booth}}, {{user|andyp}}, {{user|Osai}}, {{user|s_m_w}},  {{User|planetmaker}},  {{User|Willie}}, {{User|Fuco}}, {{User|Mark}}, {{User|fmauNeko}}, {{User|Farden}}, {{User|thomashauk}},  {{user|Combuster}}, {{user|Kirov}}, (add yourself) |Cargo + Pax | 5 | 1024*512 Temperate|r14069+ [[GRF|#openttdcoop-GRF-Pack 7.2]] w. The 2cc Set|It was decided to use the gametype &amp;quot;Back to Basics&amp;quot; in this game together with the 2cc-set, which resulted in a pretty messy, but working network.|108|Image:PSG108Final.png| The area around Ninningstone shows a lot of different vehicles of the 2cc-set in action}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 107|8.08.08 - ?|{{user|andyp}},  {{User|XeryusTC}},  {{User|SmatZ}},  {{User|LittleMikey}}, {{User|Mark}}, {{User|Matte}}, {{User|Chris Booth}}, {{User|Ben Totterdell}}, {{User|Brainstorm}}, {{User|thomashauk}}, {{User|Combuster}}, {{User|Yexo}}, {{User|Swallow}}, {{User|Japa}}, {{User|Tim}}, {{User|planetmaker}}, {{User|strstrep}}, {{User|uliko}}, {{User|Ammler}}, {{User|Willie}}, {{User|Kirov}}, {{User|DJ}}, {{User|fennec}}, {{User|fR4g}}, {{User|Farden}}, {{User|ninja}}, {{User|Thraxian}}, (add yourself) |Cargo  | 2 | 256 * 256 Temperate|r14013+ [[GRF|#openttdcoop-GRF-Pack 7.1]] |A 2TL monorail game with a seemengly simple plan.  With over 800 trains on such a small map, many many early constructions had to be expanded as the game went on.  This was the first public server game to start since YAPP was included in trunk.  The Batmobile could be found roaming the map at times. |107|Image:PSG107Final.png| The Coal &amp;amp; Iron drop station was expanded numerous times finally resulting in a 4 track entry, 27 platforms, 4 track exit.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 106|23.07.08 - 08.08.08|{{user|tneo}}, {{user|avdg}}, {{user|SmatZ}}, {{user|sepp}}, {{user|Brainstorm}}, {{user|Chris Booth}}, {{user|Farden}}, {{user|kais58}}, {{user|strstrep}}, {{user|andyp}}, {{user|thgergo}}, {{user|Osai}}, {{User|Mark}} (add yourself) |Cargo | 6 &amp;amp; 9 for Goods/ Steel| 2048*256 Temperate|r14005+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.1]]|An extensive plan made by tneo was chosen in this game. The network has a seperate line for goods and steel running North to South. Along the ML 6 Back Bone Hubs were created, which were extended heavily in the end. With 1324 trains the game ended running smooth. Those Back Bone Hubs are certainly worth a look while they are dazzling at times.|106|Image:PSG106.png| An exit from one of the six Back Bone Hubs.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 105|18.07.08 - 23.07.08|{{user|fmauNeko}}, {{user|CommieSi}}, {{user|einKarl}}, {{user|tneo}}, {{user|Thraxian}}, {{user|Osai}}, {{User|Mark}} (add yourself) |Cargo + Pax |Variable| 512*512 Temperate|r13776+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.1]]|This game featured a custom map with big rivers dividing the map in 8 islands. People could choose as island they wanted to manage, which resulted in small, local networks on the islands connected with an interregional network. |105|Image:PSG105.png| Shwoing a nicely optimized Back Bone Hub by {{user|Osai}} and {{user|Thraxian}} .}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 104|14.07.08 - 18.07.08|{{user|fmauNeko}}, {{User|planetmaker}}, {{User|sbn}}, {{user|CommieSi}}, {{user|einKarl}}, {{user|thomashuak}}, {{User|Mark}} (add yourself) |Cargo |TL7 for Drop; TL6 for Town ML| 512*2048 Tropical|r13697+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.1]]|Marks winning plan was based around growing desert towns.  To achieve this 2 concepts were used; Firstly the side line mergers used on the Drop ML, secondly the timer circuits used on the town ML to balance line load and delivery.  This unorthodox plan cause a little confusion to begin with but as the game progressed the network ultimately took shape and performed rather well.  Over 1000 trains eventually serving the main station acting as both drop and pickup.|104|Image:OTTDC, Inc, 1st Apr 2168.png| Image showing the Main Station complete with eyecandy, you can see the self regulating system in the bottom right}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 103|06.06.08 - 14.07.08|{{User|Ben}}, {{User|planetmaker}}, {{User|fmauNeko}}, {{User|Logix}}, {{User|Levi}}, {{User|andyp}}, {{user|CommieSi}}, {{User|Mark}} (add yourself) |Cargo |TL5| 512*1024 Temperate|r13677+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]| Planetmaker had the winning plan for a game which involved the use of many different industies, as a result over 20 Major Stations had to be built with 8 BBH's. This took alot of time, and with the interuption of the wottdgd mid game the game was almost finished for a long time and only a few changes had to be made on the last day. Overall there were 750 trains, with no strain on the network, which is a good sign that the hubs network was produced to a high standard or not enough trains...  How ever that point aside, Ottd Coopers managed to build a good solid network even through the confusion of having different (more Realistic) industries. |103|Image:COOP%27ies_Transport%2C_3rd_Dec_2236.png| Image Showing BBH 04, which was a brilliant piece of work, giving a good impression of the Fast flowing network, which stopped all jams.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 102|28.06.08 - 05.07.08|{{User|Mark}}, {{User|planetmaker}}, {{User|andyp}}, {{User|Levi}}, {{User|Ammler}}, {{User|Addi}}, {{User|Logix}}, {{user|CommieSi}}, {{user|einKarl}}, {{User|Mark}}, (add yourself) |Cargo |TL3| 512*512 Temperate|r13607+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]| Mark created the winning plan for a cargo game using erail and TL3. We had all the secondary stations in the corners, connected to the ML with 4 BBHs, and 4 SLHs for the primary industries. The network developed very well, except for one SLH, which was turned to chaos by people adding lots of bits to the original construction done by Mark.  |102|Image:PSG102.png|Showing the steel mill station with some nice eyecandy, and a lot of trains loading; due to TL3, there were always a lot of trains on the move}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 101|13.06.08 - 28.06.08|{{User|Mark}}, {{User|Powell}}, {{User|planetmaker}}, {{User|andyp}}, {{User|Levi}}, {{User|Logix}}, {{User|XeryusTC}}, {{user|einKarl}}, (add yourself) |Multipoint to Multipoint Passenger |TL4| 512*512 Temperate|r13607+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]| The plan chosen involved the goal to connect all 104 (!) towns, this seemed like an impossible thing to achieve at first but we managed to connect all of them toward the end of the game. Lots of big cities, nice stations and clean building everywhere. Overall a very well developed game.  |101|Image:PSG101.png|Showing a station nicely imbedded in cities, giving a pretty good impression of what this game looked like.}}&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Talk:PublicServer:Archive_-_Games_101_-_110&amp;diff=8584</id>
		<title>Talk:PublicServer:Archive - Games 101 - 110</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Talk:PublicServer:Archive_-_Games_101_-_110&amp;diff=8584"/>
				<updated>2008-09-13T21:45:19Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PSG #107 is missing.  It was the Wayne Transport game.  Coal and Iron drop rebuilt a half dozen times.  Batmobile heading to some crime! --andyp&lt;br /&gt;
&lt;br /&gt;
== Added PSG 107 ==&lt;br /&gt;
&lt;br /&gt;
Added entry for PSG #107.  Also added player names for everyone I saw with signs in the final savegame.  Sorry if I missed anyone.  Added screenshot to go with the entry.  Changed start date for PSG #108 to &amp;quot;?&amp;quot; because I'm not sure when 107 ended, and 108 began.  Halfway between start of 107 and end of 108 would likely be close.  I'm not sure as to the game revision, it will open as old as r13994, older than whats listed for PSG #106.&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Talk:PublicServer:Archive_-_Games_101_-_110&amp;diff=8583</id>
		<title>Talk:PublicServer:Archive - Games 101 - 110</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Talk:PublicServer:Archive_-_Games_101_-_110&amp;diff=8583"/>
				<updated>2008-09-13T21:44:59Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: /* Added PSG 107 */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PSG #97 is missing.  It was the Wayne Transport game.  Coal and Iron drop rebuilt a half dozen times.  Batmobile heading to some crime! --andyp&lt;br /&gt;
&lt;br /&gt;
== Added PSG 107 ==&lt;br /&gt;
&lt;br /&gt;
Added entry for PSG #107.  Also added player names for everyone I saw with signs in the final savegame.  Sorry if I missed anyone.  Added screenshot to go with the entry.  Changed start date for PSG #108 to &amp;quot;?&amp;quot; because I'm not sure when 107 ended, and 108 began.  Halfway between start of 107 and end of 108 would likely be close.  I'm not sure as to the game revision, it will open as old as r13994, older than whats listed for PSG #106.&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:PSG107Final.png&amp;diff=8582</id>
		<title>File:PSG107Final.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:PSG107Final.png&amp;diff=8582"/>
				<updated>2008-09-13T21:38:21Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: The Coal &amp;amp; Iron drop station was expanded numerous times finally resulting in a 4 track entry, 27 platforms, 4 track exit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Coal &amp;amp; Iron drop station was expanded numerous times finally resulting in a 4 track entry, 27 platforms, 4 track exit.&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_101_-_110&amp;diff=8581</id>
		<title>PublicServer:Archive - Games 101 - 110</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_101_-_110&amp;diff=8581"/>
				<updated>2008-09-13T21:36:54Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{PublicServerArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 110|22.08.08-27.08.08|{{User|Mark}},  {{user|Combuster}}, {{user|Mazen}}, {{user|andyp}}, {{user|Addi}}, {{user|turbofisk}}, {{user|Kirov}}, {{user|Osai}}, {{user|Rob}}, (add yourself) |Cargo SML | 7 | 512*1024 Temperate|r14127+ [[GRF|#openttdcoop-GRF-Pack 7.2]] w. The 2cc Set|... |110|Image:PSG110.png| SLH04 was one of the most congested places and often cause of jams. Thanks to the SML concept, joiner was pretty simple. There is a big transfer station with RV feeders.}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 109|18.08.08 - 22.08.08|{{user|Brainstorm}},  {{user|Osai}}, {{user|s_m_w}},  {{User|planetmaker}},  {{User|fmauNeko}},  {{User|thomashauk}}, {{User|Mark}},  {{user|Combuster}}, {{user|Mazen}}, {{user|Farden}}, {{user|kais58}}, {{user|Kirov}}, (add yourself) |Pax | TGV 10, Metro 3-5 | 1024*256 Temperate|r14103+ [[GRF|#openttdcoop-GRF-Pack 7.2]] w. The 2cc Set|This scenario (made by  {{User|Mark}}) was a pax-only game with a network plan by DJNekkid and took a lot longer than it was expected to take. The network consisted out of one big line for TGV in the middle of the map and multiple, seperate feeder systems for the main stations. |109|Image:PSG109.png| Rutfingford was not the biggest town, but one of the prettiest}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 108|? - 17.08.08|{{user|Brainstorm}}, {{user|Chris Booth}}, {{user|andyp}}, {{user|Osai}}, {{user|s_m_w}},  {{User|planetmaker}},  {{User|Willie}}, {{User|Fuco}}, {{User|Mark}}, {{User|fmauNeko}}, {{User|Farden}}, {{User|thomashauk}},  {{user|Combuster}}, {{user|Kirov}}, (add yourself) |Cargo + Pax | 5 | 1024*512 Temperate|r14069+ [[GRF|#openttdcoop-GRF-Pack 7.2]] w. The 2cc Set|It was decided to use the gametype &amp;quot;Back to Basics&amp;quot; in this game together with the 2cc-set, which resulted in a pretty messy, but working network.|108|Image:PSG108Final.png| The area around Ninningstone shows a lot of different vehicles of the 2cc-set in action}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 107|8.08.08 - ?|{{user|andyp}},  {{User|XeryusTC}},  {{User|SmatZ}},  {{User|LittleMikey}}, {{User|Mark}}, {{User|Matte}}, {{User|Chris Booth}}, {{User|Ben Totterdell}}, {{User|Brainstorm}}, {{User|thomashauk}}, {{User|Combuster}}, {{User|Yexo}}, {{User|Swallow}}, {{User|Japa}}, {{User|Tim}}, {{User|planetmaker}}, {{User|strstrep}}, {{User|uliko}}, {{User|Ammler}}, {{User|Willie}}, {{User|Kirov}}, {{User|DJ}}, {{User|fennec}}, {{User|fR4g}}, {{User|Farden}}, {{User|ninja}}, {{User|Thraxian}}, (add yourself) |Cargo  | 2 | 256 * 256 Temperate|r14013+ [[GRF|#openttdcoop-GRF-Pack 7.1]] |A 2TL monorail game with a seemengly simple plan.  With over 800 trains on such a small map, many many early constructions had to be expanded as the game went on.  This was the first public server game to start since YAPP was included in trunk.  |107|Image:PSG107Final.png| The Coal &amp;amp; Iron drop station was expanded numerous times finally resulting in a 4 track entry, 27 platforms, 4 track exit.}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 106|23.07.08 - 08.08.08|{{user|tneo}}, {{user|avdg}}, {{user|SmatZ}}, {{user|sepp}}, {{user|Brainstorm}}, {{user|Chris Booth}}, {{user|Farden}}, {{user|kais58}}, {{user|strstrep}}, {{user|andyp}}, {{user|thgergo}}, {{user|Osai}}, {{User|Mark}} (add yourself) |Cargo | 6 &amp;amp; 9 for Goods/ Steel| 2048*256 Temperate|r14005+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.1]]|An extensive plan made by tneo was chosen in this game. The network has a seperate line for goods and steel running North to South. Along the ML 6 Back Bone Hubs were created, which were extended heavily in the end. With 1324 trains the game ended running smooth. Those Back Bone Hubs are certainly worth a look while they are dazzling at times.|106|Image:PSG106.png| An exit from one of the six Back Bone Hubs.}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 105|18.07.08 - 23.07.08|{{user|fmauNeko}}, {{user|CommieSi}}, {{user|einKarl}}, {{user|tneo}}, {{user|Thraxian}}, {{user|Osai}}, {{User|Mark}} (add yourself) |Cargo + Pax |Variable| 512*512 Temperate|r13776+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.1]]|This game featured a custom map with big rivers dividing the map in 8 islands. People could choose as island they wanted to manage, which resulted in small, local networks on the islands connected with an interregional network. |105|Image:PSG105.png| Shwoing a nicely optimized Back Bone Hub by {{user|Osai}} and {{user|Thraxian}} .}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 104|14.07.08 - 18.07.08|{{user|fmauNeko}}, {{User|planetmaker}}, {{User|sbn}}, {{user|CommieSi}}, {{user|einKarl}}, {{user|thomashuak}}, {{User|Mark}} (add yourself) |Cargo |TL7 for Drop; TL6 for Town ML| 512*2048 Tropical|r13697+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.1]]|Marks winning plan was based around growing desert towns.  To achieve this 2 concepts were used; Firstly the side line mergers used on the Drop ML, secondly the timer circuits used on the town ML to balance line load and delivery.  This unorthodox plan cause a little confusion to begin with but as the game progressed the network ultimately took shape and performed rather well.  Over 1000 trains eventually serving the main station acting as both drop and pickup.|104|Image:OTTDC, Inc, 1st Apr 2168.png| Image showing the Main Station complete with eyecandy, you can see the self regulating system in the bottom right}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 103|06.06.08 - 14.07.08|{{User|Ben}}, {{User|planetmaker}}, {{User|fmauNeko}}, {{User|Logix}}, {{User|Levi}}, {{User|andyp}}, {{user|CommieSi}}, {{User|Mark}} (add yourself) |Cargo |TL5| 512*1024 Temperate|r13677+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]| Planetmaker had the winning plan for a game which involved the use of many different industies, as a result over 20 Major Stations had to be built with 8 BBH's. This took alot of time, and with the interuption of the wottdgd mid game the game was almost finished for a long time and only a few changes had to be made on the last day. Overall there were 750 trains, with no strain on the network, which is a good sign that the hubs network was produced to a high standard or not enough trains...  How ever that point aside, Ottd Coopers managed to build a good solid network even through the confusion of having different (more Realistic) industries. |103|Image:COOP%27ies_Transport%2C_3rd_Dec_2236.png| Image Showing BBH 04, which was a brilliant piece of work, giving a good impression of the Fast flowing network, which stopped all jams.}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 102|28.06.08 - 05.07.08|{{User|Mark}}, {{User|planetmaker}}, {{User|andyp}}, {{User|Levi}}, {{User|Ammler}}, {{User|Addi}}, {{User|Logix}}, {{user|CommieSi}}, {{user|einKarl}}, {{User|Mark}}, (add yourself) |Cargo |TL3| 512*512 Temperate|r13607+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]| Mark created the winning plan for a cargo game using erail and TL3. We had all the secondary stations in the corners, connected to the ML with 4 BBHs, and 4 SLHs for the primary industries. The network developed very well, except for one SLH, which was turned to chaos by people adding lots of bits to the original construction done by Mark.  |102|Image:PSG102.png|Showing the steel mill station with some nice eyecandy, and a lot of trains loading; due to TL3, there were always a lot of trains on the move}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 101|13.06.08 - 28.06.08|{{User|Mark}}, {{User|Powell}}, {{User|planetmaker}}, {{User|andyp}}, {{User|Levi}}, {{User|Logix}}, {{User|XeryusTC}}, {{user|einKarl}}, (add yourself) |Multipoint to Multipoint Passenger |TL4| 512*512 Temperate|r13607+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]| The plan chosen involved the goal to connect all 104 (!) towns, this seemed like an impossible thing to achieve at first but we managed to connect all of them toward the end of the game. Lots of big cities, nice stations and clean building everywhere. Overall a very well developed game.  |101|Image:PSG101.png|Showing a station nicely imbedded in cities, giving a pretty good impression of what this game looked like.}}&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_101_-_110&amp;diff=8580</id>
		<title>PublicServer:Archive - Games 101 - 110</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_101_-_110&amp;diff=8580"/>
				<updated>2008-09-13T21:33:53Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
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&lt;div&gt;&amp;lt;noinclude&amp;gt;{{PublicServerArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 110|22.08.08-27.08.08|{{User|Mark}},  {{user|Combuster}}, {{user|Mazen}}, {{user|andyp}}, {{user|Addi}}, {{user|turbofisk}}, {{user|Kirov}}, {{user|Osai}}, {{user|Rob}}, (add yourself) |Cargo SML | 7 | 512*1024 Temperate|r14127+ [[GRF|#openttdcoop-GRF-Pack 7.2]] w. The 2cc Set|... |110|Image:PSG110.png| SLH04 was one of the most congested places and often cause of jams. Thanks to the SML concept, joiner was pretty simple. There is a big transfer station with RV feeders.}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 109|18.08.08 - 22.08.08|{{user|Brainstorm}},  {{user|Osai}}, {{user|s_m_w}},  {{User|planetmaker}},  {{User|fmauNeko}},  {{User|thomashauk}}, {{User|Mark}},  {{user|Combuster}}, {{user|Mazen}}, {{user|Farden}}, {{user|kais58}}, {{user|Kirov}}, (add yourself) |Pax | TGV 10, Metro 3-5 | 1024*256 Temperate|r14103+ [[GRF|#openttdcoop-GRF-Pack 7.2]] w. The 2cc Set|This scenario (made by  {{User|Mark}}) was a pax-only game with a network plan by DJNekkid and took a lot longer than it was expected to take. The network consisted out of one big line for TGV in the middle of the map and multiple, seperate feeder systems for the main stations. |109|Image:PSG109.png| Rutfingford was not the biggest town, but one of the prettiest}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 108|? - 17.08.08|{{user|Brainstorm}}, {{user|Chris Booth}}, {{user|andyp}}, {{user|Osai}}, {{user|s_m_w}},  {{User|planetmaker}},  {{User|Willie}}, {{User|Fuco}}, {{User|Mark}}, {{User|fmauNeko}}, {{User|Farden}}, {{User|thomashauk}},  {{user|Combuster}}, {{user|Kirov}}, (add yourself) |Cargo + Pax | 5 | 1024*512 Temperate|r14069+ [[GRF|#openttdcoop-GRF-Pack 7.2]] w. The 2cc Set|It was decided to use the gametype &amp;quot;Back to Basics&amp;quot; in this game together with the 2cc-set, which resulted in a pretty messy, but working network.|108|Image:PSG108Final.png| The area around Ninningstone shows a lot of different vehicles of the 2cc-set in action}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 107|8.08.08 - ?|{{user|andyp}},  {{User|XeryusTC}},  {{User|SmatZ}},  {{User|LittleMikey}}, {{User|Mark}}, {{User|Matte}}, {{User|ChrisBooth}}, {{User|BenTortedelli}}, {{User|Brainstorm}}, {{User|thomashauk}}, {{User|Combuster}}, {{User|Yexo}}, {{User|Swallow}}, {{User|Japa}}, {{User|Tim}}, {{User|planetmaker}}, {{User|strstrep}}, {{User|uliko}}, {{User|Ammler}}, {{User|Willie}}, {{User|Kirov}}, {{User|DJ}}, {{User|fennec}}, {{User|fR4g}}, {{User|Farden}}, {{User|ninja}}, {{User|Thraxian}}, (add yourself) |Cargo  | 2 | 256 * 256 Temperate|r14013+ [[GRF|#openttdcoop-GRF-Pack 7.1]] |A 2TL monorail game with a seemengly simple plan.  With over 800 trains on such a small map, many many early constructions had to be expanded as the game went on.  This was the first public server game to start since YAPP was included in trunk.  |107|Image:PSG107Final.png| The Coal &amp;amp; Iron drop station was expanded numerous times finally resulting in a 4 track entry, 27 platforms, 4 track exit.}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 106|23.07.08 - 08.08.08|{{user|tneo}}, {{user|avdg}}, {{user|SmatZ}}, {{user|sepp}}, {{user|Brainstorm}}, {{user|Chris Booth}}, {{user|Farden}}, {{user|kais58}}, {{user|strstrep}}, {{user|andyp}}, {{user|thgergo}}, {{user|Osai}}, {{User|Mark}} (add yourself) |Cargo | 6 &amp;amp; 9 for Goods/ Steel| 2048*256 Temperate|r14005+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.1]]|An extensive plan made by tneo was chosen in this game. The network has a seperate line for goods and steel running North to South. Along the ML 6 Back Bone Hubs were created, which were extended heavily in the end. With 1324 trains the game ended running smooth. Those Back Bone Hubs are certainly worth a look while they are dazzling at times.|106|Image:PSG106.png| An exit from one of the six Back Bone Hubs.}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 105|18.07.08 - 23.07.08|{{user|fmauNeko}}, {{user|CommieSi}}, {{user|einKarl}}, {{user|tneo}}, {{user|Thraxian}}, {{user|Osai}}, {{User|Mark}} (add yourself) |Cargo + Pax |Variable| 512*512 Temperate|r13776+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.1]]|This game featured a custom map with big rivers dividing the map in 8 islands. People could choose as island they wanted to manage, which resulted in small, local networks on the islands connected with an interregional network. |105|Image:PSG105.png| Shwoing a nicely optimized Back Bone Hub by {{user|Osai}} and {{user|Thraxian}} .}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 104|14.07.08 - 18.07.08|{{user|fmauNeko}}, {{User|planetmaker}}, {{User|sbn}}, {{user|CommieSi}}, {{user|einKarl}}, {{user|thomashuak}}, {{User|Mark}} (add yourself) |Cargo |TL7 for Drop; TL6 for Town ML| 512*2048 Tropical|r13697+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.1]]|Marks winning plan was based around growing desert towns.  To achieve this 2 concepts were used; Firstly the side line mergers used on the Drop ML, secondly the timer circuits used on the town ML to balance line load and delivery.  This unorthodox plan cause a little confusion to begin with but as the game progressed the network ultimately took shape and performed rather well.  Over 1000 trains eventually serving the main station acting as both drop and pickup.|104|Image:OTTDC, Inc, 1st Apr 2168.png| Image showing the Main Station complete with eyecandy, you can see the self regulating system in the bottom right}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 103|06.06.08 - 14.07.08|{{User|Ben}}, {{User|planetmaker}}, {{User|fmauNeko}}, {{User|Logix}}, {{User|Levi}}, {{User|andyp}}, {{user|CommieSi}}, {{User|Mark}} (add yourself) |Cargo |TL5| 512*1024 Temperate|r13677+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]| Planetmaker had the winning plan for a game which involved the use of many different industies, as a result over 20 Major Stations had to be built with 8 BBH's. This took alot of time, and with the interuption of the wottdgd mid game the game was almost finished for a long time and only a few changes had to be made on the last day. Overall there were 750 trains, with no strain on the network, which is a good sign that the hubs network was produced to a high standard or not enough trains...  How ever that point aside, Ottd Coopers managed to build a good solid network even through the confusion of having different (more Realistic) industries. |103|Image:COOP%27ies_Transport%2C_3rd_Dec_2236.png| Image Showing BBH 04, which was a brilliant piece of work, giving a good impression of the Fast flowing network, which stopped all jams.}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 102|28.06.08 - 05.07.08|{{User|Mark}}, {{User|planetmaker}}, {{User|andyp}}, {{User|Levi}}, {{User|Ammler}}, {{User|Addi}}, {{User|Logix}}, {{user|CommieSi}}, {{user|einKarl}}, {{User|Mark}}, (add yourself) |Cargo |TL3| 512*512 Temperate|r13607+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]| Mark created the winning plan for a cargo game using erail and TL3. We had all the secondary stations in the corners, connected to the ML with 4 BBHs, and 4 SLHs for the primary industries. The network developed very well, except for one SLH, which was turned to chaos by people adding lots of bits to the original construction done by Mark.  |102|Image:PSG102.png|Showing the steel mill station with some nice eyecandy, and a lot of trains loading; due to TL3, there were always a lot of trains on the move}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 101|13.06.08 - 28.06.08|{{User|Mark}}, {{User|Powell}}, {{User|planetmaker}}, {{User|andyp}}, {{User|Levi}}, {{User|Logix}}, {{User|XeryusTC}}, {{user|einKarl}}, (add yourself) |Multipoint to Multipoint Passenger |TL4| 512*512 Temperate|r13607+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]| The plan chosen involved the goal to connect all 104 (!) towns, this seemed like an impossible thing to achieve at first but we managed to connect all of them toward the end of the game. Lots of big cities, nice stations and clean building everywhere. Overall a very well developed game.  |101|Image:PSG101.png|Showing a station nicely imbedded in cities, giving a pretty good impression of what this game looked like.}}&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_101_-_110&amp;diff=8579</id>
		<title>PublicServer:Archive - Games 101 - 110</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_101_-_110&amp;diff=8579"/>
				<updated>2008-09-13T21:23:14Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{PublicServerArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 110|22.08.08-27.08.08|{{User|Mark}},  {{user|Combuster}}, {{user|Mazen}}, {{user|andyp}}, {{user|Addi}}, {{user|turbofisk}}, {{user|Kirov}}, {{user|Osai}}, {{user|Rob}}, (add yourself) |Cargo SML | 7 | 512*1024 Temperate|r14127+ [[GRF|#openttdcoop-GRF-Pack 7.2]] w. The 2cc Set|... |110|Image:PSG110.png| SLH04 was one of the most congested places and often cause of jams. Thanks to the SML concept, joiner was pretty simple. There is a big transfer station with RV feeders.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 109|18.08.08 - 22.08.08|{{user|Brainstorm}},  {{user|Osai}}, {{user|s_m_w}},  {{User|planetmaker}},  {{User|fmauNeko}},  {{User|thomashauk}}, {{User|Mark}},  {{user|Combuster}}, {{user|Mazen}}, {{user|Farden}}, {{user|kais58}}, {{user|Kirov}}, (add yourself) |Pax | TGV 10, Metro 3-5 | 1024*256 Temperate|r14103+ [[GRF|#openttdcoop-GRF-Pack 7.2]] w. The 2cc Set|This scenario (made by  {{User|Mark}}) was a pax-only game with a network plan by DJNekkid and took a lot longer than it was expected to take. The network consisted out of one big line for TGV in the middle of the map and multiple, seperate feeder systems for the main stations. |109|Image:PSG109.png| Rutfingford was not the biggest town, but one of the prettiest}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 108|? - 17.08.08|{{user|Brainstorm}}, {{user|Chris Booth}}, {{user|andyp}}, {{user|Osai}}, {{user|s_m_w}},  {{User|planetmaker}},  {{User|Willie}}, {{User|Fuco}}, {{User|Mark}}, {{User|fmauNeko}}, {{User|Farden}}, {{User|thomashauk}},  {{user|Combuster}}, {{user|Kirov}}, (add yourself) |Cargo + Pax | 5 | 1024*512 Temperate|r14069+ [[GRF|#openttdcoop-GRF-Pack 7.2]] w. The 2cc Set|It was decided to use the gametype &amp;quot;Back to Basics&amp;quot; in this game together with the 2cc-set, which resulted in a pretty messy, but working network.|108|Image:PSG108Final.png| The area around Ninningstone shows a lot of different vehicles of the 2cc-set in action}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 107|8.08.08 - ?|{{user|andyp}}, (add yourself) |Cargo  | 2 | 256 * 256 Temperate|r14013+ [[GRF|#openttdcoop-GRF-Pack 7.1]] |A 2TL monorail game with a seemengly simple plan.  With over 800 trains on such a small map, many many early constructions had to be expanded as the game went on.  This was the first public server game to start since YAPP was included in trunk.  |107|Image:PSG107Final.png| The Coal &amp;amp; Iron drop station was expanded numerous times finally resulting in a 4 track entry, 27 platforms, 4 track exit.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 106|23.07.08 - 08.08.08|{{user|tneo}}, {{user|avdg}}, {{user|SmatZ}}, {{user|sepp}}, {{user|Brainstorm}}, {{user|Chris Booth}}, {{user|Farden}}, {{user|kais58}}, {{user|strstrep}}, {{user|andyp}}, {{user|thgergo}}, {{user|Osai}}, {{User|Mark}} (add yourself) |Cargo | 6 &amp;amp; 9 for Goods/ Steel| 2048*256 Temperate|r14005+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.1]]|An extensive plan made by tneo was chosen in this game. The network has a seperate line for goods and steel running North to South. Along the ML 6 Back Bone Hubs were created, which were extended heavily in the end. With 1324 trains the game ended running smooth. Those Back Bone Hubs are certainly worth a look while they are dazzling at times.|106|Image:PSG106.png| An exit from one of the six Back Bone Hubs.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 105|18.07.08 - 23.07.08|{{user|fmauNeko}}, {{user|CommieSi}}, {{user|einKarl}}, {{user|tneo}}, {{user|Thraxian}}, {{user|Osai}}, {{User|Mark}} (add yourself) |Cargo + Pax |Variable| 512*512 Temperate|r13776+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.1]]|This game featured a custom map with big rivers dividing the map in 8 islands. People could choose as island they wanted to manage, which resulted in small, local networks on the islands connected with an interregional network. |105|Image:PSG105.png| Shwoing a nicely optimized Back Bone Hub by {{user|Osai}} and {{user|Thraxian}} .}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 104|14.07.08 - 18.07.08|{{user|fmauNeko}}, {{User|planetmaker}}, {{User|sbn}}, {{user|CommieSi}}, {{user|einKarl}}, {{user|thomashuak}}, {{User|Mark}} (add yourself) |Cargo |TL7 for Drop; TL6 for Town ML| 512*2048 Tropical|r13697+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.1]]|Marks winning plan was based around growing desert towns.  To achieve this 2 concepts were used; Firstly the side line mergers used on the Drop ML, secondly the timer circuits used on the town ML to balance line load and delivery.  This unorthodox plan cause a little confusion to begin with but as the game progressed the network ultimately took shape and performed rather well.  Over 1000 trains eventually serving the main station acting as both drop and pickup.|104|Image:OTTDC, Inc, 1st Apr 2168.png| Image showing the Main Station complete with eyecandy, you can see the self regulating system in the bottom right}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 103|06.06.08 - 14.07.08|{{User|Ben}}, {{User|planetmaker}}, {{User|fmauNeko}}, {{User|Logix}}, {{User|Levi}}, {{User|andyp}}, {{user|CommieSi}}, {{User|Mark}} (add yourself) |Cargo |TL5| 512*1024 Temperate|r13677+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]| Planetmaker had the winning plan for a game which involved the use of many different industies, as a result over 20 Major Stations had to be built with 8 BBH's. This took alot of time, and with the interuption of the wottdgd mid game the game was almost finished for a long time and only a few changes had to be made on the last day. Overall there were 750 trains, with no strain on the network, which is a good sign that the hubs network was produced to a high standard or not enough trains...  How ever that point aside, Ottd Coopers managed to build a good solid network even through the confusion of having different (more Realistic) industries. |103|Image:COOP%27ies_Transport%2C_3rd_Dec_2236.png| Image Showing BBH 04, which was a brilliant piece of work, giving a good impression of the Fast flowing network, which stopped all jams.}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 102|28.06.08 - 05.07.08|{{User|Mark}}, {{User|planetmaker}}, {{User|andyp}}, {{User|Levi}}, {{User|Ammler}}, {{User|Addi}}, {{User|Logix}}, {{user|CommieSi}}, {{user|einKarl}}, {{User|Mark}}, (add yourself) |Cargo |TL3| 512*512 Temperate|r13607+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]| Mark created the winning plan for a cargo game using erail and TL3. We had all the secondary stations in the corners, connected to the ML with 4 BBHs, and 4 SLHs for the primary industries. The network developed very well, except for one SLH, which was turned to chaos by people adding lots of bits to the original construction done by Mark.  |102|Image:PSG102.png|Showing the steel mill station with some nice eyecandy, and a lot of trains loading; due to TL3, there were always a lot of trains on the move}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 101|13.06.08 - 28.06.08|{{User|Mark}}, {{User|Powell}}, {{User|planetmaker}}, {{User|andyp}}, {{User|Levi}}, {{User|Logix}}, {{User|XeryusTC}}, {{user|einKarl}}, (add yourself) |Multipoint to Multipoint Passenger |TL4| 512*512 Temperate|r13607+ [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]| The plan chosen involved the goal to connect all 104 (!) towns, this seemed like an impossible thing to achieve at first but we managed to connect all of them toward the end of the game. Lots of big cities, nice stations and clean building everywhere. Overall a very well developed game.  |101|Image:PSG101.png|Showing a station nicely imbedded in cities, giving a pretty good impression of what this game looked like.}}&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Andyp/BDRR&amp;diff=8518</id>
		<title>User:Andyp/BDRR</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Andyp/BDRR&amp;diff=8518"/>
				<updated>2008-08-30T22:00:34Z</updated>
		
		<summary type="html">&lt;p&gt;Andyp: /* Flexibility */&lt;/p&gt;
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&lt;div&gt;'''Bi-Directional Roll-On, Roll-Off Stations'''&lt;br /&gt;
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== Background on my thought process ==&lt;br /&gt;
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I came up with this idea in a single player game where I was trying to connect a city lying between the ML and shore.  My options were to make one direction of traffic from the ML loop around and and enter the station with the opposite ML traffic, or make a station allowing traffic to enter from either side.  This first layout isn't worth describing in detail since it is prone to jamming once traffic starts entering from both directions simultaneously.  Soon after I began using space efficient terminus stations for primary industries.  Noting that stations with more platforms were very inefficient, I began using the [http://openttdcoop.ppcis.org/blog/2007/10/10/terminus-station-tutorial/ Osai style terminus].  &lt;br /&gt;
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== An Efficient Bi-Directional Ro-Ro ==&lt;br /&gt;
After building enough of these I realized that I could duplicate the track layout on both sides and end up with a station having entrances from both directions and that exiting traffic would not interfere with entering traffic on other platforms.&lt;br /&gt;
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[[Image:osaistyleroro.png]]&lt;br /&gt;
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This layout proved to work very well, as long as four platforms were enough.  &lt;br /&gt;
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== The Building Block of a Modular Station ==&lt;br /&gt;
I began liking the Osai style terminus stations ability to have trains enter and exit simultaneously.  So I started to approach all terminus stations with this concept.  For two platform stations, I merely built half the station, like so:&lt;br /&gt;
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[[Image:halfosaiterminus.png]]&lt;br /&gt;
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Eventually it hit me that I had a single entrance and exit for the two station layout (as opposed to one entrance, two exits for a four platform layout), and I could build larger stations based on these two platform building blocks, with track on both sides, and apply traditional entrances and exits to the whole thing.  &lt;br /&gt;
This basic building block:&lt;br /&gt;
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[[Image:buildingblock.png]]&lt;br /&gt;
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Here is an example station built with this building block:&lt;br /&gt;
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[[Image:station1.png]]&lt;br /&gt;
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There is room for a train between signals at A, in case the corresponding platforms fill from the opposite side of the station.   A train may have to wait, but it will not block other trains from accessing platforms futhur down.  B is a [[Presignal_Bypass_Station|Presignal Bypass]] under the exit bridges.  Moving the PSB outside the exit track works just as well, and takes up just as much space.  The pictured station is 43 tiles wide, 39 if the PSB is omitted.  It does take up quite a bit of room.  All curves and signal gaps are optimized for TL 3.  It can be made shorter by omitting the bridges over tunnels, and continuing the diagonal track over the tunnel to the other exit.  This is at the theoretical expense of exiting trains stopping at waring for the exiting train from the neighbor platform to clear the track.  However, this seems unlikely since two trains cannot enter two adjacent platforms from the same direction at the same time, and therefore cannot exit two adjacent platforms in the same direction at the same time.  Curve and signal efficiency can also be sacrificed to save space.&lt;br /&gt;
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== Staggered Platforms ==&lt;br /&gt;
Today I saw the [http://www.openttdcoop.org/blog/2007/10/10/terminus-station-tutorial/#comment-2849 comment made by TheTiger] on the Osai Terminus Tutorial blog post.  I immediately thought it could apply to the ro-ro station above.  It seems like it should work very well, with a space savings of three tiles at seemingly not degradation in performance.  This is a quick build that is not signaled.  I was also playing with a different entry (necessitating a different exit) at the north side.  I have yet to try this layout in an actual game. &lt;br /&gt;
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[[Image:staggered.png]]&lt;br /&gt;
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== Flexibility ==&lt;br /&gt;
In practice I have noticed these layouts are better left for stations that have trains entering from both directions of the ML, such as a secondary industry drop.  At a station with all traffic serving the same route (secondary pickups), these stations would be used from a single direction only.  These layouts can also be used as a two entrance station with all traffic running the same direction from the ML, but it takes up far more space than more conventional two entrance layouts.  It also works well for stations serving two separate loops.  It allows for the two loops to share platforms without needing to mix traffic, see coal transfer in [[PublicServer:Archive_-_Games_101_-_110#gameid_103|PSG #103]] for a working example.&lt;/div&gt;</summary>
		<author><name>Andyp</name></author>	</entry>

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