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		<updated>2026-05-14T14:06:47Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=History&amp;diff=1811</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=History&amp;diff=1811"/>
				<updated>2006-01-06T23:08:05Z</updated>
		
		<summary type="html">&lt;p&gt;Dp: added myself.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Very Beginnings==&lt;br /&gt;
&lt;br /&gt;
''#''openttdcoop started in late 2004/early 2005. guru3, ShaggZ, xahodo, Mucht and dp met up in the IRC channel of the OpenTTD community, #openttd on the freenode IRC network. There were many reasons for starting an all-seperate community dedicated for doing cooperative gameplay:&lt;br /&gt;
* Teamplay is fun&lt;br /&gt;
* Your gaming skills improve if you exchange your building styles in a non-competitive environment&lt;br /&gt;
* The mapcycle gets faster - you don't have to play on one map for days to complete it since many players are helping to build a network. Th&lt;br /&gt;
&lt;br /&gt;
guru3 started to host the first dedicated server. The early maps were 256x256 only since OTTD did not support bigmaps back then.&lt;br /&gt;
&lt;br /&gt;
==The Restructuring==&lt;br /&gt;
&lt;br /&gt;
After a period of little activity during the spring/summer period of 2005, most members of #openttdcoop got together again in September 2005. In the meantime, OpenTTD had seen heavy development, which allowed for the creation of many new strategies and styles.&lt;br /&gt;
&lt;br /&gt;
The community also decided to change and expand its own structure:&lt;br /&gt;
* There would be a Wiki instead of a webpage in order to improve information flow.&lt;br /&gt;
* There would be a definition of 'Membership' and a clear regulation on how to become a member&lt;br /&gt;
* There would be a unified appearence of #openttdcoop (signature for [http://tt-forums.net tt-forums], logo, etc.)&lt;br /&gt;
&lt;br /&gt;
Thanks to valhallasw, who hosts the wiki, guru3, who hosts our signature and most members and close-to-membership players, the goals above were completed.&lt;br /&gt;
&lt;br /&gt;
==The 'Finally-at-Home'-Period==&lt;br /&gt;
&lt;br /&gt;
One day Brianetta joined our community and offered us the possibility to host a dedicated server for our games. We gratefully agreed to his offer and are proud to have two servers online now:&lt;br /&gt;
* The mainserver which is restricted playground for members and thrusted players&lt;br /&gt;
* The Sandbox Server which is the playground for our upcoming players, learning platform and funpark at once.&lt;br /&gt;
&lt;br /&gt;
After setting up the dedicated servers many aspirants joined our community. ''#''openttdcoop is now well-structured and became a known part of the OpenTTD-Universe.&lt;/div&gt;</summary>
		<author><name>Dp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Talk:Gametypes&amp;diff=1690</id>
		<title>Talk:Gametypes</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Talk:Gametypes&amp;diff=1690"/>
				<updated>2006-01-03T21:56:59Z</updated>
		
		<summary type="html">&lt;p&gt;Dp: Back To Basics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Back To Basics ==&lt;br /&gt;
&lt;br /&gt;
I fully agree on the &amp;quot;back to basics&amp;quot; concept. We should also relax the rules a bit for these games, to make the game less deterministic and more fun and maybe also experimental. I'm looking forward to play this type of game soon. --[[User:Dp|Dp]] 22:56, 3 January 2006 (CET)&lt;/div&gt;</summary>
		<author><name>Dp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Dp&amp;diff=1689</id>
		<title>User:Dp</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Dp&amp;diff=1689"/>
				<updated>2006-01-03T21:40:16Z</updated>
		
		<summary type="html">&lt;p&gt;Dp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Born:''' 1985&lt;br /&gt;
&lt;br /&gt;
'''Home:''' germany&lt;br /&gt;
&lt;br /&gt;
'''Email:''' ask on irc&lt;br /&gt;
&lt;br /&gt;
'''Started playing TTD:''' dunno&lt;br /&gt;
&lt;br /&gt;
'''Joined #openttdcoop:''' january 2005&lt;br /&gt;
&lt;br /&gt;
'''Specialist on:''' watching&lt;br /&gt;
&lt;br /&gt;
'''Prefers:''' oldschool games&lt;/div&gt;</summary>
		<author><name>Dp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Dp&amp;diff=1686</id>
		<title>User:Dp</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Dp&amp;diff=1686"/>
				<updated>2006-01-03T20:30:08Z</updated>
		
		<summary type="html">&lt;p&gt;Dp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Born:''' 1985&lt;br /&gt;
&lt;br /&gt;
'''Home:''' germany&lt;br /&gt;
&lt;br /&gt;
'''Email:''' ask on irc&lt;br /&gt;
&lt;br /&gt;
'''Started playing TTD:''' dunno&lt;br /&gt;
&lt;br /&gt;
'''Joined #openttdcoop:''' early 2005?&lt;br /&gt;
&lt;br /&gt;
'''Specialist on:''' watching&lt;br /&gt;
&lt;br /&gt;
'''Prefers:''' oldschool games&lt;/div&gt;</summary>
		<author><name>Dp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Membership&amp;diff=1392</id>
		<title>Membership</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Membership&amp;diff=1392"/>
				<updated>2005-12-21T21:03:38Z</updated>
		
		<summary type="html">&lt;p&gt;Dp: remove the evil underscores&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;center&amp;gt;Membership at #openttdcoop?&amp;lt;/center&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===The basic issue===&lt;br /&gt;
As a community founded in order to develop concepts for huge train networks in OTTD our networks nowadays are far more complex compared to the tracks we built at the very beginnings of #openttdcoop. Despite this positive development we have to face the problem that it is more and more challenging for new players to join us. Regarding this challenge we aim to support new players that try to join us as much as possible and tutor them ingame.&lt;br /&gt;
&lt;br /&gt;
===Our approach===&lt;br /&gt;
To achieve a good tutorial guidance ingame we decided to restructure our community a bit. From now on players will have a certain status. On the one hand there are members who know the rules, the usual tricks and concepts of our community. On the other hand there are the apprentice OTTD players who are very welcome to watch and build with us under the guidance of our active members. Since our active members want to play by themselves and we want to ensure a high quality tutorial help to our new members we decided to restrict the numer of apprentices in our games to one per full member playing. Therefore we frequently change our company password. Playing issues are discussed - as usual - in our [irc://irc.freenode.org/openttdcoop IRC channel].&lt;br /&gt;
&lt;br /&gt;
===Our members===&lt;br /&gt;
Current '''Members''' are: guru3, dp, Mucht, Roo, ShaggZ, StarLite, Xahodo, thgergo and ottd-king.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;center&amp;gt;How to become a member at #openttdcoop?&amp;lt;/center&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===Six steps to become a member===&lt;br /&gt;
'''First''' of all, be sure to join us in our IRC channel.&lt;br /&gt;
&lt;br /&gt;
'''Second''', be sure you know something about the very basics of OTTD. The [http://wiki.openttd.org/index.php OTTD Wiki] will help you on this. Basics are things like signaling, laying tracks, purchasing trains and so on. &lt;br /&gt;
&lt;br /&gt;
'''Third''', be sure to know what we are talking about. Therefore, read our [[Guides|Guides]] and the [[Ruleset|Rules]] page. &lt;br /&gt;
&lt;br /&gt;
The '''fourth''' step is joining us in our game after broadcasting your intention in our channel. You will build some additions to our network and see how we usually behave in our cooperative gameplay.&lt;br /&gt;
&lt;br /&gt;
'''Fifth''', you will be asked somewhen to make your own, alone-built 256*256 game with a massive train-network in our cooperative style. You should feel encouraged to develope your own ideas but the game should stick to our very basic rules. Please ensure to send us a savegame of your map with at least 150 trains stressing your network. &lt;br /&gt;
&lt;br /&gt;
'''Sixth''', if you send us your savegame the members of #openttdcoop will judge wether your playing style is mature enough to join us as a full member!&lt;/div&gt;</summary>
		<author><name>Dp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Trains&amp;diff=1310</id>
		<title>Trains</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Trains&amp;diff=1310"/>
				<updated>2005-10-29T22:13:12Z</updated>
		
		<summary type="html">&lt;p&gt;Dp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trains are a sensible part of OTTD. On this page, we just intend to make some short statements that help you building them for large networks like #openttdcoop's.&lt;br /&gt;
&lt;br /&gt;
* Trains always have 8 cars. No more, no less. This is because of our stations of length 10. Later in the game some trains are developed which have two power cars. Since we do not want to readjust the amount of cars all the time we stick to 8 cars in our games.&lt;br /&gt;
* Use SHARED ORDERS (CTRL+click on an existing train with the same order) for trains on the same route! This is probably the most important thing you have to care about. If you want to make a change for a route you just need to change the order and every train which shares this order will apply the change.&lt;br /&gt;
* Do not use waypoints anymore. Since the new pathfinding was implemented the trains behave quite smart and find the best way by themselves. A typical order list has only to consist of two orders &amp;quot;Goto Station XY + Full Load&amp;quot; and &amp;quot;Goto Station YZ&amp;quot; where it will unload (note: no need for an unload order!).&lt;/div&gt;</summary>
		<author><name>Dp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Networking&amp;diff=1309</id>
		<title>Networking</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Networking&amp;diff=1309"/>
				<updated>2005-10-29T22:12:35Z</updated>
		
		<summary type="html">&lt;p&gt;Dp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After being able to build all this nice little hubs we return to some basics. Actually we demand you to do something very important before you start to build: just think about what you are doing. In the ruleset you probably read about our intention to build a comprehensive network. In a typical 512*512 game we have developed a certain networking-style. But do not misunderstand this: we do not want you to end up saying &amp;quot;this guys are always just doing the same with all that strict rules ....&amp;quot;: we do not build networks one like the other! We always try to improve our building style and so the style changes. The challenge is to invent new network concepts on the strategic level and new junctions/stations etc on the more detailed level of the game. Therefore, our game is not about doing the same things all the time but about keeping reliable network concepts and upgrade them with new ideas. But instead of writing so much theoretical things we should get back and analyze a [[:image:BasicNetwork.png|typical network of #openttdcoop]].&lt;br /&gt;
&lt;br /&gt;
* On the map we see the 2x2 mainlines. On a 512*512 map we usually build some kind of &amp;quot;box&amp;quot; at the edges of the map. We occassionally name them &amp;quot;Northern Axis&amp;quot;, &amp;quot;Southern Axis&amp;quot;, &amp;quot;Eastern Axis&amp;quot; and &amp;quot;Western Axis&amp;quot;. They provide some kind of a framework to our upcoming plans (note: on this screenshot only the southwestern part of the map is shown).&lt;br /&gt;
* Since mines/factories/plants/farms located in the center of the map are far of this &amp;quot;framework&amp;quot; of mainlines, a mainline through the center is needed. It usually leads to a giant cloverleaf in the center of the map (note: we usually try to avoid cloverleafs due to their liability to jam). On our screenshot this &amp;quot;cross&amp;quot; of central mainlines is not yet completed but you already see the central west-east axis.&lt;br /&gt;
* Already shown in this screenshot: two Sideline Hubs at the &amp;quot;Eastern Axis&amp;quot;. You probably notice the two sidelines originating at the two SLH's (remember: NEVER EVER build a dead-end-line!) and the connected stations to the sidelines.&lt;br /&gt;
* If you ask yourself &amp;quot;why the hell can't they build straight lines?!&amp;quot; there is an easy explaination for this: In OTTD, there are various landmark which can't be moved. Antennas (=really evil things on hills), factories/plants/farms/mines, churches (removable after some bribes -&amp;gt; expensive as hell!) are such landmarks.&lt;br /&gt;
* This &amp;quot;crossed box&amp;quot; has proven to be a reliable concept on 512*512 maps but we are always searching for new ideas - and if we play on larger (or smaller) maps, we need a whole new concept. Unfortunately, it has shown that 1024*1024 are not yet suitable for network games (but maybe will be in the near future)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The next picture is all about depots. Since we have a massive comprehensive network of railroad tracks we have trains going all along from one side of the map to the other side and back again. Despite break-downs are disabled in our standard configuration (if you ever operated more than 100 trains on a huge network in one game you know why) there is some train developement going on in the game. Therefore, we have to upgrade trains from time to time at a railroad depot. Since we have a massive comprehensive network of railroad tracks we have trains going all along from one side of the map to the other side and back again. We can't simply build depots somewhere on the map on sidelines or even next to a station because if we do so, a &amp;quot;goto depot&amp;quot;-order will cause trains going to the nearest depot - which means: most likely jamming sidelines or stations. You probably have to trust us this time: this is a serious issue!&lt;br /&gt;
&lt;br /&gt;
Mucht developed &amp;quot;Service Center&amp;quot; in order to build depots on the mainline [[:image:ServiceCenter.png|as shown here]].&lt;br /&gt;
&lt;br /&gt;
Notice:&lt;br /&gt;
&lt;br /&gt;
* A train enters a depot quite slow. You have to implement some space so the train does not jam up the mainline because it enters the depot. If you look at the example picture you see some space for slowdown and even more space intended as acceleration area for the train.&lt;br /&gt;
* You always need a depot for every track at the mainline - if you try to save some money you risk trains moving straight forward to the next possibility to make a turn-around (which is, in a well-built network a station-area) and therefore jaming up the network instead of avoiding jams.&lt;br /&gt;
* Even name your service center. You know why.&lt;/div&gt;</summary>
		<author><name>Dp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:ServiceCenter.png&amp;diff=1308</id>
		<title>File:ServiceCenter.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:ServiceCenter.png&amp;diff=1308"/>
				<updated>2005-10-29T22:10:41Z</updated>
		
		<summary type="html">&lt;p&gt;Dp: A service center.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A service center.&lt;/div&gt;</summary>
		<author><name>Dp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:BasicNetwork.png&amp;diff=1306</id>
		<title>File:BasicNetwork.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:BasicNetwork.png&amp;diff=1306"/>
				<updated>2005-10-29T22:09:18Z</updated>
		
		<summary type="html">&lt;p&gt;Dp: A basic network layout.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A basic network layout.&lt;/div&gt;</summary>
		<author><name>Dp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Guides&amp;diff=1305</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Guides&amp;diff=1305"/>
				<updated>2005-10-29T22:05:51Z</updated>
		
		<summary type="html">&lt;p&gt;Dp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To help our new members and for reference we have written a number of guides that will help you to understand how our games work. It is recommended that you read them in the order listed below.&lt;br /&gt;
&lt;br /&gt;
* [[Guides:Basic Stations|Part 1: Basic Stations]]&lt;br /&gt;
* [[Guides:Basic Junctions|Part 2: Basic Junctions]]&lt;br /&gt;
* [[Guides:Mainline Junctions|Part 3: Mainline Junctions]]&lt;br /&gt;
* [[Guides:Networking|Part 4: Networking]]&lt;br /&gt;
* [[Guides:Trains|Part 5: Trains]]&lt;/div&gt;</summary>
		<author><name>Dp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Mainline_Junctions&amp;diff=1301</id>
		<title>Mainline Junctions</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Mainline_Junctions&amp;diff=1301"/>
				<updated>2005-10-29T22:03:05Z</updated>
		
		<summary type="html">&lt;p&gt;Dp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After building the first hubs in [[Guides:Basic_Junctions|Part 2]] you will probably notice that our mainlines may sometimes cross each other. Since we always build a comprehensive network and always avoid dead-end lines there is a point in the game where a so-called &amp;quot;Backbone Hub&amp;quot; is needed (remember to name the hub as described before). To see what we talk about, look at this [[:image:BBH.png|example of a Backbone Hub]].&lt;br /&gt;
&lt;br /&gt;
Let us analyse this one:&lt;br /&gt;
&lt;br /&gt;
* A mainline is built from east to west (if you read the previous pages carefully you should already know where east and west are). Be careful: this mainline has a temporary solution: we usually don't build tunnels on mainlines (since we can't signal tunnels!). This town has got to move to ... somewhere else in the close future. Also, we do not use bridges or something else. But let us leave this drawbacks beside and move the focus back on the BBH itself.&lt;br /&gt;
* Again, we have a T-Hub but this time it is slightly different: we do not connect a sideline (LR) to a mainline (LL___RR) but a mainline to a mainline. If you want to know where and why we want to do this, be welcome to look at PART 4 of this guide.&lt;br /&gt;
* Mainlines enjoy the highest priority in the whole network. Mainlines are intended to be fast and hosting trains in order to go over long distances. Therefore, we try to avoid slowing down these trains on mainlines (remember: money has something to do with time and time is money!). In the end we come to the conclusion: Backbone Hubs have to be as fast as ever possible! As shown in our tutorial picture, there are no tight curves or major slopes. It is - as already shown - signaled as close as possible to avoid delays (not completely done in our example).&lt;br /&gt;
* Since a train typically has a route (notice: not order list!) like Station XY - Sideline Hub YZ - Backbone Hub ZA - Sideline Hub AB - Station BC, it has already the possibility to access both (i.g.: all) tracks of the mainline via the Sideline Hubs (remember: for SLH's we said: always connect every possibility!) we do not need to connect each track of one mainline to each track of the other mainline - which simplifies the whole thing a lot! You only need to connect the inner line of one mainline to the inner line of the other mainline and so one. Feel free to study our tutorial picture some minutes and you'll find out what we mean.&lt;br /&gt;
* The best start if you want to build a BBH is to move the tracks of one direction some spaces to have more space in between the tracks. You'll soon notice that this is a quite helpful trick.&lt;/div&gt;</summary>
		<author><name>Dp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:BBH.png&amp;diff=1300</id>
		<title>File:BBH.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:BBH.png&amp;diff=1300"/>
				<updated>2005-10-29T22:00:23Z</updated>
		
		<summary type="html">&lt;p&gt;Dp: A BackBoneHub (BBH).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A BackBoneHub (BBH).&lt;/div&gt;</summary>
		<author><name>Dp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Basic_Junctions&amp;diff=1299</id>
		<title>Basic Junctions</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Basic_Junctions&amp;diff=1299"/>
				<updated>2005-10-29T21:58:32Z</updated>
		
		<summary type="html">&lt;p&gt;Dp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this part we build the first junction (in #openttdcoop we always call it &amp;quot;hub&amp;quot;). Since we always build multi-track-junctions, a junction is a bit more complicated than it seems on the first look. Since we want to build efficient and fast railways we need efficient and fast junctions as well. For the start we will analyse a so-called  &amp;quot;[[:image:SLH.png|Side Line Hub]]&amp;quot; (or &amp;quot;SLH&amp;quot; for short).&lt;br /&gt;
&lt;br /&gt;
We find several important things here:&lt;br /&gt;
&lt;br /&gt;
* A mainline (also known as &amp;quot;Axis&amp;quot; goes from south to north (you can find it quite easy, mainlines have at least two tracks in each direction). The sidelinehub has to connect a sideline to a mainline. This is the simplest case of a hub in our games. It is usually called &amp;quot;T-Hub&amp;quot; (just lean your head right and you will notice why).&lt;br /&gt;
* I know what you are thinking: &amp;quot;Why are they doing this weird things?&amp;quot;. The answer is: because it easy the simplest thing in the end. Just imagine a game with 300+ trains and 100+ stations and every station has its own connection to a mainline with high traffic. All this entering/leaving trains will slow down other trains - it's some kind of chain reaction. Hubs are intended to be fast connection points from sidelines to mainlines. Traffic from stations are bundled to sidelines and via a Sideline Hub they are bundled to a massive mainline. This ensures a fast and comprehensive network since we have fast connections between sidelines and mainlines.&lt;br /&gt;
* Every hub has a name! Not only because we are gifted writers but also because of finding all these hubs in the future. On a typical 512x512 map we end up with at least five &amp;quot;Backbone Hubs&amp;quot; (explained later on) and at least 12 or even more Sideline Hubs. Since #openttdcoop has something to deal with both communication and coordination it has proven that &amp;quot;Look at SLH 3&amp;quot; is easier to communicate rather than &amp;quot;Look at this hub east to the hub which is west of the eastern one&amp;quot;. This ought to be obvious.&lt;br /&gt;
* Close signaling. Always place signals as close as possible to a track split. This prevents unnecessary red-signal-times when a train moves over a split.&lt;br /&gt;
* Think big! Our trains have a length of 10 spaces. If it is too long for a byline it therefore blocks not only the byline itself but also the mainline. On a good junction the byline is long enough for one whole train to wait. The Hub on in the picture is a quite compact one - but despite of its small size it has all it needs!&lt;br /&gt;
* You can get from each direction to any other direction. Since we want to make our railline expandable, we don't want to rethink all the old hubs in the future. It is better to build a hub with as many features as possible right at the start rather than heaving a headache in the future.&lt;br /&gt;
* A clean building style. You are not at your own (and this is probably the best thing about #openttdcoop). Unfortunately, most of us can't read your mind and therefore it is best to make a clean building style everyone understands. To be more concrete: don't do unnecessary tracks, make comments (by using signs) of your ideas. Signs do not cost anything at all - except some pressed keys on your keyboard.&lt;br /&gt;
* Last but not least: the mainline has always the highest priority! As you see in our example, the mainline goes straight, no slope, no curve, just straight.&lt;/div&gt;</summary>
		<author><name>Dp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:SLH.png&amp;diff=1298</id>
		<title>File:SLH.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:SLH.png&amp;diff=1298"/>
				<updated>2005-10-29T21:56:50Z</updated>
		
		<summary type="html">&lt;p&gt;Dp: A so called SideLineHub (SLH).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A so called SideLineHub (SLH).&lt;/div&gt;</summary>
		<author><name>Dp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:BasicStation.png&amp;diff=1294</id>
		<title>File:BasicStation.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:BasicStation.png&amp;diff=1294"/>
				<updated>2005-10-29T21:50:00Z</updated>
		
		<summary type="html">&lt;p&gt;Dp: A typical station in the #openttdcoop-style.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A typical station in the #openttdcoop-style.&lt;/div&gt;</summary>
		<author><name>Dp</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Main_Page&amp;diff=1287</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Main_Page&amp;diff=1287"/>
				<updated>2005-10-29T21:37:03Z</updated>
		
		<summary type="html">&lt;p&gt;Dp: fixed my nick&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;center&amp;gt;OpenTTD Cooperative Gameplay&amp;lt;/center&amp;gt;==&lt;br /&gt;
===What?===&lt;br /&gt;
There is not much to say about this site. Look around and you'll see what it is about. We're a group of players (some what expanding) that enjoy playing [http://www.openttd.org OpenTTD] cooperatively rather than competively. Playing OTTD in a cooperative way means bringing new challenges to the game. Cooperation is, in fact, more challenging for good players because you have to coordinate and communicate with your teammates to create an efficient transportation system. This means we all share the same company, the same resources, and build a really big network. The important thing is we have fun doing this, playing with the game like designing crazy hubs (good old [[:Image:Bermuda.png|Bermuda Hub]]!) and efficient stations. &lt;br /&gt;
Playing in a cooperative way also means to learn from one another. Good players share their experiences with Newbies but on the other side even the most skilled OTTD-players may learn some tricks from their teammates. &lt;br /&gt;
&lt;br /&gt;
===Who?===&lt;br /&gt;
We are a group of players who found together in the main channel for OTTD - #openttd on the Freenode IRC network. The usual suspects at #openttdcoop are: guru3, ShaggZ, Mucht, StarLite, dp, sulai, thgergo, Xahodo, Flow- and valhallasw, who hosts this wiki. &lt;br /&gt;
&lt;br /&gt;
===Where?===&lt;br /&gt;
Well, as the name suggests, we have an IRC channel on the FreeNode IRC network. It's [irc://irc.freenode.org/openttdcoop #openttdcoop]. We have several temporary servers at this moment, so please come by on [irc://irc.freenode.org/openttdcoop #openttdcoop] for more information. [[Servers]] will also contain a list of servers.&lt;br /&gt;
&lt;br /&gt;
===How?===&lt;br /&gt;
We communicate extensively in both IRC and in game chat to coordinate our efforts as well as possible. This high ammount of communication, in addition to predefined building specifications... Well, we just all get along and work together and get stuff built. Just have a look at this wiki, as it delivers information about our building style, about efficient construction layouts etc.&lt;br /&gt;
&lt;br /&gt;
===May I join you?===&lt;br /&gt;
The first answer is: definitely yes! Since our community atracts more and more players we reworked our whole concept for this community. Please read our [[Membership|membership information page]] for more details.&lt;/div&gt;</summary>
		<author><name>Dp</name></author>	</entry>

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