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		<id>https://wiki.openttdcoop.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Phazorx</id>
		<title>#openttdcoop wiki - User contributions [en]</title>
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		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/Special:Contributions/Phazorx"/>
		<updated>2026-05-14T10:39:18Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=MSRN&amp;diff=11312</id>
		<title>MSRN</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=MSRN&amp;diff=11312"/>
				<updated>2010-02-26T20:18:19Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: redirecting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Multipoint_Self-regulating_Network]]&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Timer_Based_Drop_Stations&amp;diff=11311</id>
		<title>Timer Based Drop Stations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Timer_Based_Drop_Stations&amp;diff=11311"/>
				<updated>2010-02-26T20:15:28Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For networks based on &amp;quot;indirect&amp;quot; train management and basically utilizing lost dummy trains w/o useful orders in schedule (Such as SRNW and MSRN) certain precautions need to be taken when it comes to station design. SRNW in general is used when as a delivery method for many pickups to single drop location and it's pickups station design based on measuring amount of cargo waiting proportional to dummy train capacity. It work perfectly but unfortunately it is not possible to reverse such approach for delivering cargo to multiple location, spreading trains across many drop points. &lt;br /&gt;
Following design can be used for this purpose in [[SRNW]] or [[MSRN]] used for distributing secondary cargo.&lt;br /&gt;
&lt;br /&gt;
Core feature of this design is usage of a timer train which runs on schedule via timing duration if it's stay at &amp;quot;timer&amp;quot; station. Depending on processing speed of industry station connects to, waiting time can be lowered or raised as needed during station usage. Unfortunately this design only works for single platform as is.&lt;br /&gt;
&lt;br /&gt;
[[File:TBDS.gif|center]]&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Timer_Based_Drop_Stations&amp;diff=11310</id>
		<title>Timer Based Drop Stations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Timer_Based_Drop_Stations&amp;diff=11310"/>
				<updated>2010-02-26T20:14:15Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For networks based on &amp;quot;indirect&amp;quot; train management and basically utilizing lost dummy trains w/o useful orders in schedule (Such as SRNW and MSRN) certain precautions need to be taken when it comes to station design. SRNW in general is used when as a delivery method for many pickups to single drop location and it's pickups station design based on measuring amount of cargo waiting proportional to dummy train capacity. It work perfectly but unfortunately it is not possible to reverse such approach for delivering cargo to multiple location, spreading trains across many drop points. &lt;br /&gt;
Following design can be used for this purpose in SRNW or MSRN used for distributing secondary cargo.&lt;br /&gt;
&lt;br /&gt;
Core feature of this design is usage of a timer train which runs on schedule via timing duration if it's stay at &amp;quot;timer&amp;quot; station. Depending on processing speed of industry station connects to, waiting time can be lowered or raised as needed during station usage. Unfortunately this design only works for single platform as is.&lt;br /&gt;
&lt;br /&gt;
[[File:TBDS.gif|center]]&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:TBDS.gif&amp;diff=11309</id>
		<title>File:TBDS.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:TBDS.gif&amp;diff=11309"/>
				<updated>2010-02-26T00:03:56Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Timer_Based_Drop_Stations&amp;diff=11308</id>
		<title>Timer Based Drop Stations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Timer_Based_Drop_Stations&amp;diff=11308"/>
				<updated>2010-02-26T00:03:31Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: Created page with 'Station design for SRNW and MSRN types of network   center'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Station design for SRNW and MSRN types of network&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:TBDS.gif|center]]&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:S8.png&amp;diff=11307</id>
		<title>File:S8.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:S8.png&amp;diff=11307"/>
				<updated>2010-02-25T13:56:28Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:S7.png&amp;diff=11306</id>
		<title>File:S7.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:S7.png&amp;diff=11306"/>
				<updated>2010-02-25T13:56:21Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:S6.png&amp;diff=11305</id>
		<title>File:S6.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:S6.png&amp;diff=11305"/>
				<updated>2010-02-25T13:56:14Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:S5.png&amp;diff=11304</id>
		<title>File:S5.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:S5.png&amp;diff=11304"/>
				<updated>2010-02-25T13:56:06Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:S4.png&amp;diff=11303</id>
		<title>File:S4.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:S4.png&amp;diff=11303"/>
				<updated>2010-02-25T13:55:59Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:S3.png&amp;diff=11302</id>
		<title>File:S3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:S3.png&amp;diff=11302"/>
				<updated>2010-02-25T13:55:53Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:S2.png&amp;diff=11301</id>
		<title>File:S2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:S2.png&amp;diff=11301"/>
				<updated>2010-02-25T13:55:31Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:S1.png&amp;diff=11300</id>
		<title>File:S1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:S1.png&amp;diff=11300"/>
				<updated>2010-02-25T13:54:56Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Multipoint_Self-regulating_Network&amp;diff=11299</id>
		<title>Multipoint Self-regulating Network</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Multipoint_Self-regulating_Network&amp;diff=11299"/>
				<updated>2010-02-25T13:23:31Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multi-point Self-regulating Network (MSRN) is an enhancement of SRNW design aimed to help with adapting SRNW concept to capacity oriented industry sets such as PBI, ECS or FIRS.&lt;br /&gt;
&lt;br /&gt;
[[File:MSRN-D.png|600px|thumb||Drop based MSRN]] &lt;br /&gt;
[[File:MSRN-P.png|600px|thumb||Pickup based MSRN]]&lt;br /&gt;
&lt;br /&gt;
Regular coopers approach with having  single processing point for cargo type is not suitable for setup where an industry can only deal with set amount of delivered input over time. There is also another complication - processing speed grows over time as well as fluctuates a bit which requires a lot of station and train management. MSRN is based on same principles as SRNW but takes extra steps to deal with multiple drop or pickup points. MSRN can be equally used for &amp;quot;many pickups to few drops&amp;quot; or for &amp;quot;few pickups to many drops&amp;quot; scenarios, differences being which station design is used where. Pickups can be same as for SRNW (or at least be based on same principles) while drops could be designed as suggested in [[Timer Based Drop Stations]]&lt;br /&gt;
&lt;br /&gt;
As name suggests main difference from regular SRNW is introduction of addition drop/pickup points along the way with possibility to bypass them in case if station is not ready (very important in case if it is a pickup). There still only one order for dummy trains - go from PRIMA, secondary or tertiary drops are just happen to be in a way of &amp;quot;already used&amp;quot; dummy trains as they try to get to it. At same time SRNW limitation of single cargo type per network still applies. For pickup oriented networks where MSRN acts as local distribution for secondary cargo it is important to make sure that additional pickup points have a way for trains to bypass them in case if there is not enough cargo, so instead of piling up they would eventually get to overflow depots, or be used at other pickups which actually need more dummies. For drop stations similar approach needs to be taken where which is detailed in Timer Based Drop Stations article Since general design of MSRN is very close to SRNW it is possible to start from multiple SRNWs and then later combine them into single MSRN by removing extra overflow loops/injections and adding bypasses. In theory, MSRN will be more efficient than segregated SRNWs it is based from, in terms of earnings and train usage since there will be less &amp;quot;empty&amp;quot; run time as trains have multiple chances to serve needed stations per complete loop. However extra caution should be applied to priorities and penalties making possible for trains to enter and additional drops as needed since guiding trains on MSRN becomes relatively complex issue for pathfinder. &lt;br /&gt;
&lt;br /&gt;
Capacity oriented industries also introduce another factor to be accounted for which is '''limited throughput'''. Meaning that at some point an industry reaches it's top processing speed and no more can be dropped or picked up there, this implies that while building comprehensive multi-lane &amp;quot;empty run&amp;quot; loop for trains that are returning back to primary station extra attention should be direct to how exactly the station can deal with such amount of trains and weather or no complex merging structures are advisable. In some cases [[FIFO-ML]] based loops could be used, with assumption that trains rather than sit in overflow buffer could be looping around for a long time before they find some job they can do, with line design similar to SML where trains shift to one of lanes as they loop which have exits to serviceable industries.&lt;br /&gt;
&lt;br /&gt;
[[File:LMSRN-D.png|800px|thumb|center|Larger MSRN-D]]&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Multipoint_Self-regulating_Network&amp;diff=11298</id>
		<title>Multipoint Self-regulating Network</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Multipoint_Self-regulating_Network&amp;diff=11298"/>
				<updated>2010-02-25T13:12:07Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multi-point Self-regulating Network (MSRN) is an enhancement of SRNW design aimed to help with adapting SRNW concept to capacity oriented industry sets such as PBI, ECS or FIRS.&lt;br /&gt;
&lt;br /&gt;
[[File:MSRN-D.png|600px|thumb||Drop based MSRN]] &lt;br /&gt;
[[File:MSRN-P.png|600px|thumb||Pickup based MSRN]]&lt;br /&gt;
&lt;br /&gt;
Regular coopers approach with having  single processing point for cargo type is not suitable for setup where an industry can only deal with set amount of delivered input over time. There is also another complication - processing speed grows over time as well as fluctuates a bit which requires a lot of station and train management. MSRN is based on same principles as SRNW but takes extra steps to deal with multiple drop or pickup points. MSRN can be equally used for &amp;quot;many pickups to few drops&amp;quot; or for &amp;quot;few pickups to many drops&amp;quot; scenarios, differences being which station design is used where. Pickups can be same as for SRNW (or at least be based on same principles) while drops could be designed as suggested in [[Timer Based Drop Stations]]&lt;br /&gt;
&lt;br /&gt;
As name suggests main difference from regular SRNW is introduction of addition drop/pickup points along the way with possibility to bypass them in case if station is not ready (very important in case if it is a pickup). There still only one order for dummy trains - go from PRIMA, secondary or tertiary drops are just happen to be in a way of &amp;quot;already used&amp;quot; dummy trains as they try to get to it. At same time SRNW limitation of single cargo type per network still applies. For pickup oriented networks where MSRN acts as local distribution for secondary cargo it is important to make sure that additional pickup points have a way for trains to bypass them in case if there is not enough cargo, so instead of piling up they would eventually get to overflow depots, or be used at other pickups which actually need more dummies. For drop stations similar approach needs to be taken where which is detailed in Timer Based Drop Stations article Since general design of MSRN is very close to SRNW it is possible to start from multiple SRNWs and then later combine them into single MSRN by removing extra overflow loops/injections and adding bypasses. In theory, MSRN will be more efficient than segregated SRNWs it is based from, in terms of earnings and train usage since there will be less &amp;quot;empty&amp;quot; run time as trains have multiple chances to serve needed stations per complete loop. However extra caution should be applied to priorities and penalties making possible for trains to enter and additional drops as needed since guiding trains on MSRN becomes relatively complex issue for pathfinder. &lt;br /&gt;
&lt;br /&gt;
[[File:LMSRN-D.png|800px|thumb|center|Larger MSRN-D]]&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:LMSRN-D.png&amp;diff=11297</id>
		<title>File:LMSRN-D.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:LMSRN-D.png&amp;diff=11297"/>
				<updated>2010-02-25T13:12:01Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Multipoint_Self-regulating_Network&amp;diff=11296</id>
		<title>Multipoint Self-regulating Network</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Multipoint_Self-regulating_Network&amp;diff=11296"/>
				<updated>2010-02-25T13:11:10Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multi-point Self-regulating Network (MSRN) is an enhancement of SRNW design aimed to help with adapting SRNW concept to capacity oriented industry sets such as PBI, ECS or FIRS.&lt;br /&gt;
&lt;br /&gt;
[[File:MSRN-D.png|600px|thumb||Drop based MSRN]] &lt;br /&gt;
[[File:MSRN-P.png|600px|thumb||Pickup based MSRN]]&lt;br /&gt;
&lt;br /&gt;
Regular coopers approach with having  single processing point for cargo type is not suitable for setup where an industry can only deal with set amount of delivered input over time. There is also another complication - processing speed grows over time as well as fluctuates a bit which requires a lot of station and train management. MSRN is based on same principles as SRNW but takes extra steps to deal with multiple drop or pickup points. MSRN can be equally used for &amp;quot;many pickups to few drops&amp;quot; or for &amp;quot;few pickups to many drops&amp;quot; scenarios, differences being which station design is used where. Pickups can be same as for SRNW (or at least be based on same principles) while drops could be designed as suggested in [[Timer Based Drop Stations]]&lt;br /&gt;
&lt;br /&gt;
As name suggests main difference from regular SRNW is introduction of addition drop/pickup points along the way with possibility to bypass them in case if station is not ready (very important in case if it is a pickup). There still only one order for dummy trains - go from PRIMA, secondary or tertiary drops are just happen to be in a way of &amp;quot;already used&amp;quot; dummy trains as they try to get to it. At same time SRNW limitation of single cargo type per network still applies. For pickup oriented networks where MSRN acts as local distribution for secondary cargo it is important to make sure that additional pickup points have a way for trains to bypass them in case if there is not enough cargo, so instead of piling up they would eventually get to overflow depots, or be used at other pickups which actually need more dummies. For drop stations similar approach needs to be taken where which is detailed in Timer Based Drop Stations article Since general design of MSRN is very close to SRNW it is possible to start from multiple SRNWs and then later combine them into single MSRN by removing extra overflow loops/injections and adding bypasses. In theory, MSRN will be more efficient than segregated SRNWs it is based from, in terms of earnings and train usage since there will be less &amp;quot;empty&amp;quot; run time as trains have multiple chances to serve needed stations per complete loop. However extra caution should be applied to priorities and penalties making possible for trains to enter and additional drops as needed since guiding trains on MSRN becomes relatively complex issue for pathfinder. &lt;br /&gt;
&lt;br /&gt;
[[File:LMSRN-D.png|800px|thumb||Larger MSRN-D]]&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Multipoint_Self-regulating_Network&amp;diff=11295</id>
		<title>Multipoint Self-regulating Network</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Multipoint_Self-regulating_Network&amp;diff=11295"/>
				<updated>2010-02-25T12:53:36Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multi-point Self-regulating Network (MSRN) is an enhancement of SRNW design aimed to help with adapting SRNW concept to capacity oriented industry sets such as PBI, ECS or FIRS.&lt;br /&gt;
&lt;br /&gt;
Regular coopers approach with having  single processing point for cargo type is not suitable for setup where an industry can only deal with set amount of delivered input over time. There is also another complication - processing speed grows over time as well as fluctuates a bit which requires a lot of station and train management. MSRN is based on same principles as SRNW but takes extra steps to deal with multiple drop or pickup points. MSRN can be equally used for &amp;quot;many pickups to few drops&amp;quot; or for &amp;quot;few pickups to many drops&amp;quot; scenarios.&lt;br /&gt;
&lt;br /&gt;
[[File:MSRN-D.png|350px|thumb||Drop based MSRN]] [[File:MSRN-P.png|350px|thumb||Pickup based MSRN]]&lt;br /&gt;
&lt;br /&gt;
As name suggests main difference from regular SRNW is introduction of addition drop/pickup points along the way with possibility to bypass them in case if station is not ready (very important in case if it is a pickup). There still only one order for dummy trains - go from PRIMA, secondary or tertiary drops are just happen to be in a way of &amp;quot;already used&amp;quot; dummy trains as they try to get to it. At same time SRNW limitation of single cargo type per network still applies.&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:MSRN-P.png&amp;diff=11294</id>
		<title>File:MSRN-P.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:MSRN-P.png&amp;diff=11294"/>
				<updated>2010-02-25T12:52:10Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:MSRN-D.png&amp;diff=11293</id>
		<title>File:MSRN-D.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:MSRN-D.png&amp;diff=11293"/>
				<updated>2010-02-25T12:51:37Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Multipoint_Self-regulating_Network&amp;diff=11292</id>
		<title>Multipoint Self-regulating Network</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Multipoint_Self-regulating_Network&amp;diff=11292"/>
				<updated>2010-02-25T12:51:15Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: extention to SRNW concept&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multi-point Self-regulating Network (MSRN) is an enhancement of SRNW design aimed to help with adapting SRNW concept to capacity oriented industry sets such as PBI, ECS or FIRS.&lt;br /&gt;
&lt;br /&gt;
Regular coopers approach with having  single processing point for cargo type is not suitable for setup where an industry can only deal with set amount of delivered input over time. There is also another complication - processing speed grows over time as well as fluctuates a bit which requires a lot of station and train management. MSRN is based on same principles as SRNW but takes extra steps to deal with multiple drop or pickup points. MSRN can be equally used for &amp;quot;many pickups to few drops&amp;quot; or for &amp;quot;few pickups to many drops&amp;quot; scenarios.&lt;br /&gt;
&lt;br /&gt;
[[File:MSRN-D.png]] [[File:MSRN-p.png]]&lt;br /&gt;
&lt;br /&gt;
As name suggests main difference from regular SRNW is introduction of addition drop/pickup points along the way with possibility to bypass them in case if station is not ready (very important in case if it is a pickup). There still only one order for dummy trains - go from PRIMA, secondary or tertiary drops are just happen to be in a way of &amp;quot;already used&amp;quot; dummy trains as they try to get to it. At same time SRNW limitation of single cargo type per network still applies.&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Game_Proposals&amp;diff=11102</id>
		<title>Game Proposals</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Game_Proposals&amp;diff=11102"/>
				<updated>2010-01-09T21:14:53Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: updated blog acrticle and link for #1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Proposals for future games on Public Server===&lt;br /&gt;
&lt;br /&gt;
Please use the discussion page to ask questions or elaborate on the listed proposals.&lt;br /&gt;
# Phazorx proposal - [http://blog.openttdcoop.org/2007/11/02/roles-large-boats-and-shared-patch/ Roles, Large Boats and Shared patch]&lt;br /&gt;
# Very Plain Game&lt;br /&gt;
## Latest stable OpenTTD - currently 0.6.0&lt;br /&gt;
## NO grf's&lt;br /&gt;
## Rather small map&lt;br /&gt;
## Network plan - [[Gametype:Chaos_Theory]]&lt;br /&gt;
# One Cargo Game&lt;br /&gt;
## Very Large map&lt;br /&gt;
## Only one (two?) cargoes transported&lt;br /&gt;
# Immediate Chaos &lt;br /&gt;
## Increase initial cash amount&lt;br /&gt;
## No planning or voting stage - immediate building&lt;br /&gt;
## Goal: see what plan eventually develops to streamline network&lt;br /&gt;
#  Head to Head&lt;br /&gt;
## Use a head-to-head patch (or other method) to generate a map with two identical sides&lt;br /&gt;
## Split into two teams&lt;br /&gt;
### Members vs non-members&lt;br /&gt;
### Top two plans, teams based on how votes were cast&lt;br /&gt;
## Two companies - one for each map half, no interfering with other side&lt;br /&gt;
## Goal: see which plan/team makes the best (efficient, eyecandy, profitable) network&lt;br /&gt;
# Rewind&lt;br /&gt;
## Normal coop game (MM, planning, voting)&lt;br /&gt;
## At end of voting:&lt;br /&gt;
### Copy winning plan (screenshot, copy/paste tool)&lt;br /&gt;
### Reset map to initial savestate (pre-MM)&lt;br /&gt;
### (Optional) Reset money to accumulated value during MM stage&lt;br /&gt;
### Paste the plan back on the map in a non-obtrusive location&lt;br /&gt;
## Develop the network from the start using the chosen plan&lt;br /&gt;
## Goal: Using the original map (w/o MM terraform, industry/town growth) to develop the plan&lt;br /&gt;
# Zero Terraform&lt;br /&gt;
## Normal coop game (MM, planning, voting)&lt;br /&gt;
## No terraforming allowed.  Period.  During MM, planning, or final building&lt;br /&gt;
## Use small train (2TT) to allow 2x45 turns, or larger trains for more challenge&lt;br /&gt;
## Bridges and tunneling allowed, terrain permitting&lt;br /&gt;
## No raising land out of water (for oil rigs or long bridges) - have to use the terrain&lt;br /&gt;
## (Optional) No station-walking.  Use creative station layout to fit in the terrain&lt;br /&gt;
## Goal: Making the most from what you're given&lt;br /&gt;
# Flatland&lt;br /&gt;
## Normal coop game (MM, planning, voting)&lt;br /&gt;
## Special map used&lt;br /&gt;
### Completely Flat at 100m height (2 above sea level)&lt;br /&gt;
### Water at the edges, no lakes or rivers&lt;br /&gt;
### Randomized cities and industries&lt;br /&gt;
#Quick Game&lt;br /&gt;
##Small map (eg. 512x256)&lt;br /&gt;
##Cargo game&lt;br /&gt;
##Pre-planed ending condition&lt;br /&gt;
###Ending year, or&lt;br /&gt;
###Amount money gathered, or&lt;br /&gt;
###Every industry connected&lt;br /&gt;
##NO...&lt;br /&gt;
###...town growth&lt;br /&gt;
###...industry building&lt;br /&gt;
###...&lt;br /&gt;
##No or only minimal MM (4 station max)&lt;br /&gt;
#Preservation&lt;br /&gt;
##Goal is to provide good (or better) service to all industries&lt;br /&gt;
##Playable on Sub-Tropical&lt;br /&gt;
##Special Consideration: trains only allowed in desert&lt;br /&gt;
###Trucks must be used in lush (green) areas&lt;br /&gt;
###Train stations cannot even be walked into green areas&lt;br /&gt;
###Towns located deep in green areas may require busses for pax/mail service&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_161_-_170&amp;diff=11087</id>
		<title>PublicServer:Archive - Games 161 - 170</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_161_-_170&amp;diff=11087"/>
				<updated>2010-01-06T07:36:58Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &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 170|21.12.09-30.12.09| {{User|Mark}}, {{User|^Spike^}}, {{User|Csuke}}, {{User|Technica}}, {{User|Sparr}}, {{User|V453000}}, {{User|Petert}}, {{User|Osai}}, {{User|Phazorx}} | [[Gametype:Cargo_Concept|Cargo]] | TL |  512x512 Temperate-Alpine| r18594 [[GRF|#openttdcoop-GRF-Pack 7.3]] | This game was all about wood. We had four wood drops along the map, one of them SRNW. The network got separated into two as the goods trains had their own and wood trains as well. In the late stages of the game, we had also trouble with cash, as the inflation went strange. SRNW with a subnetwork was tested as well as a &amp;quot;tightly packed&amp;quot; station exit.  |170|File:PSG170.png|Station exit compressing the trains together. For normal people: Just rails everywhere :P.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 169|11.12.09-21.12.09| {{User|Mark}}, {{User|Chris Booth}}, {{User|KenjiE20}}, {{User|Pm}}, {{User|Petert}}, {{User|^Spike^}}, {{User|Csuke}}, {{User|Zuu}}, {{User|V453000}}, {{User|Intexon}}, {{User|jondisti}}, {{User|Simonzzz}}, {{User|Yashkir}}, {{User|Technica}}, {{User|Sparr}}, {{User|puk}}, {{User|Hirundo}} | [[Gametype:Cargo_Concept|Cargo]] (Experimental PZ-like Plan) | TL3 |  512 x 512 Temperate| r18577 [[GRF|#openttdcoop-GRF-Pack 7.3]] | Quoting from Mark's plan itself, &amp;quot;Experimental pz-like plan&amp;quot;, &amp;quot;Mainlines start off with LR, expand when needed&amp;quot;. |169|File:PSG169.png|A twist to the PSG screenshots, a picture of the !! BUILDER'S BOARD, with nice eye-candy.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 168|03.12.09-11.12.09| {{User|Mark}}, {{User|Chris Booth}}, {{User|jondisti}}, {{User|Petert}}, {{User|Damalix}}, {{User|sepp}}, {{User|Techinica}}, {{User|Sietse}}, {{User|csuke}}, {{User|V453000}}, {{User|Kolo}}, {{User|sparr}} | [[Gametype:Cargo_Concept|Cargo]] | TL3 |  512 x 512 Arctic | r18400 [[GRF|#openttdcoop-GRF-Pack 7.3]] | A tightly confined network nestled in the valleys with a total of 10 BBHs and 11 SLHs |168|File:PSG168.png|A medium-sized BBH (09) created by Sietse. Notice how the tracks conform to the land, and terraforming is used very minimally.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 167|25.11.09-03.12.09| {{User|Gleeb}}, {{User|XeryusTC}}, {{User|SmatZ}}, {{User|Mark}}, {{User|Chris Booth}}, {{User|Petert}}, {{User|Sietse}}, {{User|FiCE}}, {{User|csuke}}, {{User|Sedontane}}, {{User|jondisti}}, {{User|^Spike^}} | [[Gametype:Cargo_Concept|Cargo]] | TL4 | 1024 x 512 Temperate | r18279 [[GRF|#openttdcoop-GRF-Pack 7.3]] | A massive game has to include massive hubs, and it did. Gleeb's plan won over Chris Booth's and the building started, the [[Mainline|LLLL_RRRR]] two way roundabout hub was the major part of the game, but it caused some jamming problems later in the game. The major cargo of the game was oil. One &amp;quot;Major Oil Pick up&amp;quot; produced a million litres a month. The [[Sideline|SL]] had to be expanded to LL RR to fit the need of the growing number of trains. The game ended with 1,000 trains. |167|File:PSG167.png|The Wood/Ore drops, and the Steel/Goods pickup, created by {{User|Chris Booth}} using a unique station which can be entered from both sides.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 166|17.11.09-25.11.09| {{User|Chris Booth}}, {{User|Gleeb}}, {{User|KenjiE20}}, {{User|Petert}}, {{User|csuke}}, {{User|Kalaidos}}, {{User|Mark}}, {{User|XeryusTC}}, {{User|A3aan}}, {{User|Dam}}, {{User|Barbaar}}, {{User|Damalix}}, {{User|jondisti}}, {{User| Kolo}}, {{User|Paul}}, {{User|raz}}, {{User|Thraxian}} | [[Gametype:Back_to_Basics|B2B]] | TL3 | 256 x 512 Sub-Tropic | r18081 [[GRF|#openttdcoop-GRF-Pack 7.3]] | A return of the B2B (back-to-basics) gamestyle, with an unexpectedly good result.|166|File:PSG166.png|The factory drop and pickup re-worked a total of 3 times}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 165|31.10.09-17.11.09| {{User|Chris Booth}}, {{User|tneo}}, {{User|Mark}}, {{User|Petert}}, {{User|^Spike^}}, {{User|csuke}}, {{User|A3aan}}, {{User|XeryusTC}}, {{User|planetmaker}}, {{User|Damalix}}, {{User|kais58}}, {{User|sepp}}, {{User|Gleeb}}, {{User|Xaroth}}  | [[Gametype:Cargo_Concept|Cargo]] | TL5 | 512 x 512 Temperate| r18081 [[GRF|#openttdcoop-GRF-Pack 7.3]]| A mountainous, free terraforming game, with one of the major goals to hit 1,000 trains, plan by tneo|165|File:PSG165.png|BBH01 by {{User|Chris Booth}}. An epicentre for the massive train network built}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 164|25.10.09-31.10.09| {{User|Mark}}, {{User|Chris Booth}}, {{User|ZarenorDarkstalker}}, {{User|Thraxian}}, {{User|^Spike^}}, {{User|pugi}}, {{User|DJNekkid}}, {{User|planetmaker}}, {{User|Nickman}}, {{User|XeryusTC}}, {{User|Damalix}}, {{User|Razaekel}}, {{User|Petert}} | [[Gametype:ICE_SBahn|PAX (SBahn)]] | TL7 | 1024 x 256 Temperate| r17847 [[GRF|#openttdcoop-GRF-Pack 7.3]]| A PAX game over a long stretch of map, connecting towns using the Japanese TrainSet.|164|File:PSG164.png|Nice view of the small and large island/sbahn/boat transfer (by Damalix and {{User|Mark}})}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 163|20.10.09-25.10.09| {{User|insulfrog}}, {{User|Chris Booth}}, {{User|Petert}}, {{User|ZarenorDarkstalker}}, {{User|Thraxian}}, {{User|atdt}}, {{User|Mark}}, {{User|jondisti}}, {{User|tneo}}, {{User|Gleeb}}, {{User|Spuuukie}}, {{User|pugi}}| [[Gametype:Cargo_Concept|Cargo]] | TL3 | 256 x 512 Temperate| r17847 [[GRF|#openttdcoop-GRF-Pack 7.3]]| An exciting mountainous game, led by {{User|insulfrog}} constructed over a period of 4-5 days made the map look covered head to toe, except for some small spaces containing no industries.  The beauty of the plan was it's simplicity.|163|File:PSG163.png|BBH 01 by Mark, what one could consider the structure of the entire network.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 162|11.10.09-20.10.09| {{User|Chris Booth}}, {{User|Thraxian}}, {{User|ZarenorDarkstalker}}, {{User|Petert}} | [[Gametype:Cargo_Concept|Cargo]] | TL3 | 512 x 1024 Temperate| r17814 [[GRF|#openttdcoop-GRF-Pack 7.3]]| It all started with a two-way SML ML loop with main stations on the corners and a single BBH on each edge.  Over 1650 trains later, most of the farms had closed - wood, coal, and oil became the chief exports.  Later in the game, balancing the loads on the sidelines became the challenge, as some sidelines were sparse while others were over capacity.  Shifting some stations from one mainline to another helped alleviate a lot of the congestion.|162|File:PSG162.png| One of several high-output wood stations}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 161|03.10.09-11.10.09| {{User|Chris Booth}}, {{User|DCritic}}, {{User|AlexanderB}}, {{User|Petert}}, {{User|Tussengas}}, {{User|tneo}}, {{User|^Spike^}}, {{User|Stoffe}} | [[Gametype:Cargo_Concept|Cargo]] &amp;amp; RV | TL7 | 128 x 2048 Temperate| r17687 [[GRF|#openttdcoop-GRF-Pack 7.3]]| Originally intended to be an RV-only game, the 2048 dimension made several players rethink that strategy.  Instead, local RV networks were connected by a backbone rail line.  2000 cars and 600 trains carried cargo as fast as they could - which wasn't very fast (iron trucks carried 19 tons each at 80km/h).   |161|File:PSG161.png| Don't drink and drive - you might get lost!}}&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User_talk:Phazorx&amp;diff=7841</id>
		<title>User talk:Phazorx</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User_talk:Phazorx&amp;diff=7841"/>
				<updated>2008-05-05T18:29:54Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: New page: Just felt like stating that i am still alive and not has fallen of face opf the earth... but i am still traveling overseas and have not been back home since december adctually. things are ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just felt like stating that i am still alive and not has fallen of face opf the earth... but i am still traveling overseas and have not been back home since december adctually. things are going not as well as expected but i am having fun in mean time, and hopefull my journey will end in due time and i'll be back spicing the games up with over the hill capacity specs and insane game plans :o)&lt;br /&gt;
I hope i'll be bale to swing by civilized part of the europe on my way back and may be even meet some of members may be? [[User:Phazorx|Phazorx]] 18:29, 5 May 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Talk:Shift_Mainlines&amp;diff=6699</id>
		<title>Talk:Shift Mainlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Talk:Shift_Mainlines&amp;diff=6699"/>
				<updated>2007-11-09T15:55:46Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The use of the terms shift lane and merge lane can be confusing with the frequent abbreviations SL and ML for sideline and mainline.  I changed most occurrences of SL and ML to sideline and mainline in this article to disambiguate, but we might want to come up with different terms for shift lane and merge lane. --[[User:Strstrep|Strstrep]] 16:35, 7 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
IMHO, the SML-style failes on heavy (!) traffic on the ML. The trains are spending to much time to switching the line, blocking other trains on these lines and blocking so the whole hub. And all this to free a line which can be joined by a Sideline. I guess this loadbalancer can be used until medium to medium-heavy traffic, not at heavy traffic. --[[User:Progman|Progman]] 16:18, 25 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
# I find it strange that a switching train blocks anything at all - perhaps bypass design is faulty, because trains switch only if there is a possibility, and if there isnt they maintain same lane, if one train made a wrong choice and got stuck while switching - it will be only one train that is affected and other will use bypass to maintain speed and use same lane. PS game #65 and continuation of that - RBC #03, show that high SML scales lineraly with addition of new lines, and both are under very heavy traffic on quite a few lanes, w/o trains blocking each other --[[User:Phazorx|Phazorx]] 15:55, 9 November 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Shift_Mainlines&amp;diff=6667</id>
		<title>Shift Mainlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Shift_Mainlines&amp;diff=6667"/>
				<updated>2007-11-05T23:34:15Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: iSML&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shift Mainline Premise==&lt;br /&gt;
''By [[user:Phazorx|PhazorX]], written up by [[user:OwenS|OwenS]], this is a development from the concept LBR mainlines''&lt;br /&gt;
[[Image:Shift_Mainline.png|thumb|right|200px|Design of a junction]]&lt;br /&gt;
Shift Mainlines are a new concept that has only recently been developed.&lt;br /&gt;
&lt;br /&gt;
Shift Mainlines remove much of the complexity of building junctions on a traditional mainline by only requiring that trains be injected into the outermost lanes. The design causes YAPF to prefer the inner lanes.  As such, if the inner lane is free, then YAPF will cause the train to shift right. &lt;br /&gt;
&lt;br /&gt;
Trains in the second innermost lane are shifted into the innermost lane first, to ensure trains in the outer lanes get a chance to shift into the inner lanes, and this is repeats getting further out for as many lanes as exist. The outer lane should now be mostly free, which should result in minimum waiting at prios by trains.&lt;br /&gt;
&lt;br /&gt;
This is especially good for games in which very fast trains are used, like the default Maglevs. Instead of holding up the flow, or requiring ridiculous prios, they instead go into the outer lane which should be mostly free. In addition, trains get a chance and will always try to move into a more inner lane to avoid them. &lt;br /&gt;
&lt;br /&gt;
This ensures that both flow and speed on the network are increased dramatically.&lt;br /&gt;
&lt;br /&gt;
{{R&amp;amp;D_header|Switch Mainlines}}&lt;br /&gt;
{{R&amp;amp;D_content|Use first implementation|PhazorX and OwenS|done|See above|claimed|Waiting for a plan to be chosen in public server game #44|unclaimed|Waiting for plan|N/A}}&lt;br /&gt;
{{R&amp;amp;D_footer}}&lt;br /&gt;
&lt;br /&gt;
===Shift Mainline Implementation===&lt;br /&gt;
&lt;br /&gt;
by [[User:Phazorx|Phazorx]] 03:49, 20 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
The save of the game is [http://openttdcoop.ppcis.org/blog/files/phazorx/ShiftML_test.sav available], it is based on [http://openttdcoop.ppcis.org/wiki/index.php/PublicServer:Archive_-_Games_41_-_50#gameid_44 Public Server Game #44].&lt;br /&gt;
&lt;br /&gt;
Shift Mainline, designed as expandable high capacity network backbone offers many  benefits while remaining easy to comprehend. The main idea is to separate lane switching and lane merging network constructions thus creating a maximum-speed, high-capacity train stream. As a byproduct it greatly simplifies SLH merger construction. By design, minimal width of Shift ML is 2 lanes. One of these lanes is arbitrarily selected as the '''merge lane''' and the other lanes are '''switch lanes'''. In order to permit sideline trains to enter the mainline without delays a new mainline network element is introduced - a '''switcher'''. Incentive for trains to switch lanes is created by placing station platforms in the way of a train, immediately following the intersection, allowing it to switch to station-free lane. The pathfinder sees the platform as an obstacle, assigning a significant penalty to the path, and, if possible, will choose a way to avoid it and switch lanes.  However in the case that it is not possible (exit to other lane is red) it would keep same lane.&lt;br /&gt;
&lt;br /&gt;
Merge lane is used for entering sideline traffic, it requires full sized priority window to reduce/eliminate chance of mainline being blocked. Ideally - any entering sideline train should be going full speed at time when end of it passes tracks intersection point, hence acceleration room is needed.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' making lengthy acceleration part past choice point within merger is not recommended since it would mean sideline trains catching up to end of previous mainline train and slowing down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A switcher allows mainline trains, going full speed, to switch lanes in order to give more room for sideline trains entering at next SLH. Switcher helps to move trains to lanes furthest from the merge lane. Switch only affects 2 lanes and is priority-based - a train should switch '''only''' if there is room for entry without disrupting that lane's traffic. Since all trains are going at or near full speed, the priority window design for the switcher is based exclusively on train length and in general should be TL + link length + 2 signal lengths i.e. 10 tiles for TL:5 or 12 for TL:7. Longer oncoming traffic detection window will not help in any way and can only force trains to wait for longer gaps between trains and increase sideline wait time. In order to avoid deadlocks created by change is situation after a train has decided to switch lane. The '''bypass''' splits from ML lane exactly TL + 1 tiles after the entry switch signal, this would prevent trains from using bypass for any other reasons than passing stuck train.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' reducing the part of the link between entry and exit-to-other-lane signals will minimize chance of one train getting stuck for a while after making the wrong choice.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' entry signal for lane-switching part is not necessary and can be removed for eliminating chance of slowing down second train if it is following another train to closely (if both exit signals are red, the entry will be red too, making signal distance twice the size and delaying the second train). Second advantage is that you can make bypass at least 1 tile smaller (possible to make it 2 tiles shorter). Sad, that sometimes other players will &amp;quot;fix&amp;quot; your shifter with a entry light and so the line is blocked. :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any SLH within SML concept would consist of 3 parts: splitter, switcher group, and merger.  The order is relevant, since first trains should exit the mainline, then shuffle to make more room on merge lane and then sideline trains enter merge lane as conditions permit. The splitter part is a regular all-lane splitter.&lt;br /&gt;
 &lt;br /&gt;
'''Note:''' as the capacity of the mainline can be rapidly increased, it is recommended to make longer exit ramps at the splitter for lowering the chance of exiting strains blocking each other and the mainline.&lt;br /&gt;
&lt;br /&gt;
====Two lane mainline====&lt;br /&gt;
[[Image:SML2-SLH.PNG|thumb|200px|SLH]]&lt;br /&gt;
[[Image:SML2-Shifter.PNG|thumb|200px|Shifter]]&lt;br /&gt;
This is a very simple case and a relatively weak solution, but it can be done very fast, making the network functional earlier in game. Spacing mainline lanes one tile apart will make it much easier to integrate switchers and is generally recommended for SML. The shifter can and should be placed as close as possible to the merger. The red platform indicates a penalty station for forcing trains to switch away from the merge lane, and the white one is to deprioritize bypass. The example pictures are intended for TL:5 which is evident in the 10-tile priority window and 6 tiles between bypass and link track junctions. Merger prio is usually a result of experimentation with given track type, engine, train length and weight. For adequately-powered medium-speed trains it is around 2-3 train lengths.  Please refer to the [http://openttdcoop.ppcis.org/blog/2007/04/28/non-blocking-sl-to-ml-mergers/ non-blocking mergers] blog article for an in-depth explanation of lengths of the prio and the acceleration track.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Three lane implementation and further expansion====&lt;br /&gt;
[[Image:SML3-SLHa.PNG|thumb|right|200px|Fast SLH]]&lt;br /&gt;
[[Image:SML3-SLHb.PNG|thumb|right|200px|Slow SLH]]&lt;br /&gt;
[[Image:SML3-2xShifter.PNG|thumb|right|200px|Shifter Tandem]]&lt;br /&gt;
Three-lane (and wider) SML inherits the same principles of the two-lane plan, and usually is the result of traffic growth. At some point in time, two-lane SML will not be enough for the amount of trains and the need for expansion will become apparent. Adding a third lane would imply: laying a lot of tracks, adding exit ramps and putting an extra switcher before current switcher-merger for all SLHs. The merger is not touched and the upgrade can be easily done on the fly without stopping traffic. Empirical tests show that a merger balancing between several lanes is less efficient that one with a queue of trains waiting to enter a single merge lane and I would not recommend expanding the merge lanes along with the mainline in any way. For every added lane to the mainline, a new switcher shifting traffic toward a new lane should be created. This merger should also be placed before existing ones to amplify the effect of multiple lanes and promptly free up the merge lane. In case of three lanes, 1 being the merge lane, 2 the middle lane (formerly the only shift lane) and 3 the last lane: when lane 3 is added, a new switcher is created between 2 and 3 placed earlier on the train path than the switcher between 1 and 2.  This would shift trains from lane 2, freeing it up for trains shifting from lane 1 further down the road. This same principle applies to every following lane.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Usage &amp;amp; Expandability====&lt;br /&gt;
Unfortunately, SML as-is does not simplify BBH design, meaning they would be prone to be bottlenecks unless are designed with extra capacity in advance. This implies that loop based networks without any BBHs are best cases for SML. However, it does not mean that regular star, cross or any other  layouts are more problematic, they are just as complex as usual while rest of network elements are easier. Reducing the number of BBHs and designing them capable of dealing with expandable mainlines is the key to ease of expandability. Despite unbalanced nature of the network tests proved that it does not create any statistically significant bias in lane preference of trains. Simple SLH design encourages using that element often and in general it is a good idea, one SLH per 100 tiles of ML track is probably as often as recommended. Tighter packing might affect expandability when switcher groups grow close to splitter or splitters would be right after previous SLH. Separation of merger lane and rest the of the traffic as well as deprioritizing SL traffic makes SML more tolerant for faster trains such as maglevs. However in case of very fast trains, such as the default maglev, the question of power becomes more crucial: while being extremely fast, these trains tend to be not very powerful for these speeds and with &amp;quot;realistic acceleration&amp;quot; enabled, it takes a lot of time for these trains to gain maximum speed. This dramatically affects merger priority window design making it extremely large. In the test case I replaced chimaeras with pegasus maglev engines. For oil or lumber tropical cargo 7 tile trains weigh around 1000t, requiring 60000hp to accelerate reasonably well.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=0 cellspacing=5&lt;br /&gt;
|- &lt;br /&gt;
! Engine type  !! Quantity !! Total Power !! Full Weight !! Capacity !! Max Speed !! Acceleration Distance &lt;br /&gt;
|-&lt;br /&gt;
| Chimaera || 1x2 || 20000hp || 882t || 444,000L oil || 643km/h || 59 tiles&lt;br /&gt;
|-&lt;br /&gt;
| Chimaera || 2x2 || 40000hp || 910t || 370,000L oil || 643km/h || 23 tiles&lt;br /&gt;
|-&lt;br /&gt;
| Chimaera || 3x2 || 60000hp || 938t || 296,000L oil || 643km/h || 15 tiles&lt;br /&gt;
|-&lt;br /&gt;
| Pegasus || 4 || 60000hp || 1130t || 370,000L oil || 482km/h || 11 tiles&lt;br /&gt;
|-&lt;br /&gt;
| Chimaera || 1x2 || 20000hp || 536t || 336,000L rubber || 643km/h || 30 tiles&lt;br /&gt;
|-&lt;br /&gt;
| Chimaera || 2x2 || 40000hp || 590t || 280,000L rubber || 643km/h || 15 tiles&lt;br /&gt;
|-&lt;br /&gt;
| Pegasus || 3 || 45000hp || 709t || 308,000L rubber || 482km/h || 9 tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' when adding a new lane to SML, it is least disruptive to add the track in the OPPOSITE direction of train travel.  This way, trains taking the new track will not have to stop at the end of the mainline where your construction is taking place.&lt;br /&gt;
&lt;br /&gt;
====Resume====&lt;br /&gt;
{{R&amp;amp;D_header| Shift Mainline }}&lt;br /&gt;
{{R&amp;amp;D_content| Conceptualy different ML layout with aim on expandability and simplicity of design | Phazorx | done) | See above | checked | Test case based on PS Game #44 | done | 4 Lane Shift ML between two massive stations 2000 tiles apart, carrying 950 trains | Applicable to certain games; Large cargo games will benefit the most}}&lt;br /&gt;
{{R&amp;amp;D_footer}}&lt;br /&gt;
&lt;br /&gt;
Pending research: Expandable BBH and station entrance design to meet structural requirements of SML.&lt;br /&gt;
&lt;br /&gt;
===Inside-out Shift Mainline (two-way)===&lt;br /&gt;
[[User:Phazorx|Phazorx]] 23:34, 5 November 2007 (UTC)&lt;br /&gt;
[[Image:iSML1.png|thumb|left|300px|Inside Out SML 1+1]]&lt;br /&gt;
[[Image:iSML2.png|thumb|right|300px|Inside Out SML 2+2]]&lt;br /&gt;
[[Image:iSML3.png|thumb|right|300px|Inside Out SML 3+3]]&lt;br /&gt;
Loop design of SML along with benefit of ease of use has limitations enforced by loop idea - it is a necessary to complete a full loop journey for any train route (a complete start to end and back to start route would use 100% of the loop). That adds to travel time and reduces overall capacity of the network in some cases. A two-way loop would address this limitation at cost of added hub and station design complexity.&lt;br /&gt;
&lt;br /&gt;
In order to maintain scalability of mainline while offering reduced travel distance which comes with two way hubs following design is recommended: Inner lanes of both directions are deignated as merge lanes and more lanes are addded outwards as needed. The images on right side show examples for full balanced, multiple lane, both directional hubs. Which are extreme cases of complexity and in reality it is more feasible to have half hubs that exit from one and join another direction. That usualy would require network plan that is compartibale with such separation of directions. Inner merge lanes would have incoming sidelines (in case if areas from both sides of ML need to be connected - combined sidelines) and other lanes of ML could either jump over SL or work their way around the merge point.&lt;br /&gt;
&lt;br /&gt;
If from start point some precautions are taken and parts of hub structureal elements are spaced acrodingly - it would be relatively easy to expand them as time goes w/o disrupting existing ML functionality. It is also important to leave space in the middle at least 2 tiles between directions so it is possible to create devices at same time on both directions. &lt;br /&gt;
&lt;br /&gt;
Stations connected to such ML would require special attention too, in most cases trains coming from one direction should be returned onto ML heading the other. Easiest functional station would have 2 independant parts for each direction. On the other hand - a shared solution with 2 alternative exits that preferably do not block each other will work fine as well. Combination of above (some shared + some per direction dedicated) is also possible.&lt;br /&gt;
&lt;br /&gt;
==Situation switcher==&lt;br /&gt;
''Concept by [[user:XeryusTC|XeryusTC]]''&lt;br /&gt;
[[Image:Shift_mainline.png|thumb|right|200px|Alternate design]]&lt;br /&gt;
Don't use stations to force trains on other lines, use the current situation instead. This type of shifting forces a train on line A to go to line B when there is no upcoming train AND there is a train joining the mainline on line A at that moment.&lt;br /&gt;
Prio 1 should be considered as a normal prio but doesn't have to be as long to prevent the train from joining when there are upcoming trains. Prio 2 only has to be as long as the TL plus enough space to allow the train on line A to go over the 2 tile diagonal switch line. This way no train will ever block the other line while switching when all trains are at top speed.&lt;br /&gt;
&lt;br /&gt;
The benefit of this approach is that you don't force trains to go onto the other line under usual circumstances, you will get a properly balanced ML. You also don't need to have a big priority line for every lane as in a normal balancer, but 2 smaller ones instead.&lt;br /&gt;
&lt;br /&gt;
{{R&amp;amp;D_header|XeryusTC's switcher}}&lt;br /&gt;
{{R&amp;amp;D_content|Use first implementation|XeryusTC|done|See above|wip|First implementation build, waiting for trains to go over it|claimed|Testing|Will be taken a look at later}}&lt;br /&gt;
{{R&amp;amp;D_footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:ISML3.png&amp;diff=6665</id>
		<title>File:ISML3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:ISML3.png&amp;diff=6665"/>
				<updated>2007-11-05T20:00:28Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:ISML2.png&amp;diff=6664</id>
		<title>File:ISML2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:ISML2.png&amp;diff=6664"/>
				<updated>2007-11-05T19:58:04Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:ISML1.png&amp;diff=6663</id>
		<title>File:ISML1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:ISML1.png&amp;diff=6663"/>
				<updated>2007-11-05T19:57:41Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Talk:Station_Cache&amp;diff=6537</id>
		<title>Talk:Station Cache</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Talk:Station_Cache&amp;diff=6537"/>
				<updated>2007-10-12T17:12:55Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: Phazorx's $.02 on &amp;quot;caching&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm personaly realy against any caching idea in general. If it comes to a point when there are few trains waiting to enter a station it means one of few things:&lt;br /&gt;
# For small station which has already all platform busy with trainswhat are waiting to be laoded it means there are too many trains.&lt;br /&gt;
# For large station which has empty platforms but trains unable to get to them promptly enough it means that entrance is not optimal and trains block each other as they approch/break into platform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
either of these siatuation is to be dealt with, but caching is not the right solution. If there are too many trains you remove them, if station needs improvements - you deal with that accordingly.&lt;br /&gt;
&lt;br /&gt;
Another thing is having an enterable depot at any point on side lines - these depots will be picked by servicing trains which might block each other and station entrance, get sidetracked onto inefficient lines and decreese performance, block mainlines with depot entering lineup or any combination of above. These are very undesireable and need to be avoided.&lt;br /&gt;
&lt;br /&gt;
As I stated meny times before - any train within network should be either moving towards pcikup/drop/transfer station at speed as close as possible to maxium, or be loading somewhere (not waited to be loaded, but actualy loading). This is my understaning of train amnagement and effiency in general - trains must never wait, and network elements should not be designed in any way that promotes unnecessary waiting.&lt;br /&gt;
&lt;br /&gt;
[[User:Phazorx|Phazorx]] 17:12, 12 October 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=RoundBasedCoop&amp;diff=6495</id>
		<title>RoundBasedCoop</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=RoundBasedCoop&amp;diff=6495"/>
				<updated>2007-10-05T15:23:04Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: /* Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok, here it is, based on my draft [[AmmlersRoundBased]]&lt;br /&gt;
(this is still draft too, but without my name ;)&lt;br /&gt;
See [http://openttdcoop.ppcis.org/wiki/index.php/Talk:RoundBasedCoop discussion page] for talk about and post your own thoughts.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
# Do only download if you really like to play now.&lt;br /&gt;
# Do respect our rules from this wiki.&lt;br /&gt;
# Downloading is allowed for everybody&lt;br /&gt;
# To reupload a save, you should be at least listed on our [[Community:Members|Userspage]] (editing rights are needed)&lt;br /&gt;
# Do ask on IRC, if there are others who like to join you on YOUR server. (Dunno, if its possible, but should be tried.)&lt;br /&gt;
# Immediately, upload if you have finished a part, at least about every 5 years.&lt;br /&gt;
# Add comments to your upload, like&lt;br /&gt;
- when started/finished&lt;br /&gt;
- whats done&lt;br /&gt;
- what should be done next&lt;br /&gt;
- any problems&lt;br /&gt;
- etc.&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
&lt;br /&gt;
# [[Image:RBC001.sav]] (Based on [http://openttdcoop.ppcis.org/wiki/index.php/PublicServer:Archive_-_Games_01_-_10#gameid_09 PS Game 9]) Year: 2102 Status: free&lt;br /&gt;
# [[Image:RBC002.sav]] (Based on [http://openttdcoop.ppcis.org/wiki/index.php/PublicServer:Archive_-_Games_41_-_50#gameid_49 PS Game 49]) Year: 2330 Status: free (last played [[user:Phazorx|Phazorx]] 18-07-2007)&lt;br /&gt;
# [[Image:RBC003.sav]] (Based on [http://openttdcoop.ppcis.org/wiki/index.php/PublicServer:Archive_-_Games_61_-_70#gameid_65 PS Game 65]) Year: 2321 Status: free (last played [[user:Phazorx|Phazorx]] 05-10-2007)&lt;br /&gt;
&lt;br /&gt;
=== Status: ===&lt;br /&gt;
*free: nobody is playing it atm, you could download and play (run it as MP with your own PW, you can share it over IRC then)&lt;br /&gt;
*&amp;lt;username&amp;gt;: save is downloaded from &amp;lt;username&amp;gt;, please ask on IRC for joining his server, if possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My idea now is, to begin a game on SB i.e. with size 1024x1024 which can be continued on private clients/server...&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:RBC003.sav&amp;diff=6494</id>
		<title>File:RBC003.sav</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:RBC003.sav&amp;diff=6494"/>
				<updated>2007-10-05T15:22:43Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=RoundBasedCoop&amp;diff=6493</id>
		<title>RoundBasedCoop</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=RoundBasedCoop&amp;diff=6493"/>
				<updated>2007-10-05T14:42:24Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: /* Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok, here it is, based on my draft [[AmmlersRoundBased]]&lt;br /&gt;
(this is still draft too, but without my name ;)&lt;br /&gt;
See [http://openttdcoop.ppcis.org/wiki/index.php/Talk:RoundBasedCoop discussion page] for talk about and post your own thoughts.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
# Do only download if you really like to play now.&lt;br /&gt;
# Do respect our rules from this wiki.&lt;br /&gt;
# Downloading is allowed for everybody&lt;br /&gt;
# To reupload a save, you should be at least listed on our [[Community:Members|Userspage]] (editing rights are needed)&lt;br /&gt;
# Do ask on IRC, if there are others who like to join you on YOUR server. (Dunno, if its possible, but should be tried.)&lt;br /&gt;
# Immediately, upload if you have finished a part, at least about every 5 years.&lt;br /&gt;
# Add comments to your upload, like&lt;br /&gt;
- when started/finished&lt;br /&gt;
- whats done&lt;br /&gt;
- what should be done next&lt;br /&gt;
- any problems&lt;br /&gt;
- etc.&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
&lt;br /&gt;
# [[Image:RBC001.sav]] (Based on [http://openttdcoop.ppcis.org/wiki/index.php/PublicServer:Archive_-_Games_01_-_10#gameid_09 PS Game 9]) Year: 2102 Status: free&lt;br /&gt;
# [[Image:RBC002.sav]] (Based on [http://openttdcoop.ppcis.org/wiki/index.php/PublicServer:Archive_-_Games_41_-_50#gameid_49 PS Game 49]) Year: 2330 Status: free (last played [[user:Phazorx|Phazorx]] 18-07-2007)&lt;br /&gt;
&lt;br /&gt;
# [[Image:RBC003.sav]] (Based on [http://openttdcoop.ppcis.org/wiki/index.php/PublicServer:Archive_-_Games_61_-_70#gameid_65 PS Game 65]) Year: 2321 Status: free (last played [[user:Phazorx|Phazorx]] 05-10-2007)&lt;br /&gt;
&lt;br /&gt;
=== Status: ===&lt;br /&gt;
*free: nobody is playing it atm, you could download and play (run it as MP with your own PW, you can share it over IRC then)&lt;br /&gt;
*&amp;lt;username&amp;gt;: save is downloaded from &amp;lt;username&amp;gt;, please ask on IRC for joining his server, if possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My idea now is, to begin a game on SB i.e. with size 1024x1024 which can be continued on private clients/server...&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Talk:Coopetition_ServerSettings&amp;diff=6457</id>
		<title>Talk:Coopetition ServerSettings</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Talk:Coopetition_ServerSettings&amp;diff=6457"/>
				<updated>2007-09-30T01:25:22Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: update for coopetition cfg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suggested changes to make it more up to date:&lt;br /&gt;
&lt;br /&gt;
 Allow removal of town pre-owned roads etc - on&lt;br /&gt;
 YAPF for trains - on&lt;br /&gt;
 YAPF for RVs - on&lt;br /&gt;
 Allow drive-through road stops on town owned roads - on&lt;br /&gt;
 Allow multiple similar industries per town - on&lt;br /&gt;
&lt;br /&gt;
[[User:Phazorx|Phazorx]] 01:25, 30 September 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_61_-_70&amp;diff=6454</id>
		<title>PublicServer:Archive - Games 61 - 70</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_61_-_70&amp;diff=6454"/>
				<updated>2007-09-30T00:29:00Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &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 65|24.09.07 - 29.09.07|{{User|Mark}}, {{User|LittleMikey}},{{User| Kommer}}, {{User|Phazorx}},{{User| Kolo}}, {{User|Thraxian}}, {{User|skol}}, {{User|Sedontane}}, {{User|grim}}, {{User|DeGhost}}, {{User|fr4g}}, {{User|AntB}}, {{User|hylje}} (add yourself)|[[Gametype:Cargo_Concept|Cargo]] |7 tiles|1024x1024|r11152 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set 6 beta]]| Chosen Dual SML plan set the limits pretty high and with standard 500 trains network was hardly even used. Following necesary move to more powerfull server (thanks to {{User|Ammler}} for hosting) some parts of the network shown signs of stress '''after''' reaching 1500 trains mark. Overall very well developed game, some things still left to conenct but average PC can barely play this with reasonable speed already.|65|image:Coopers Unlimited, 26th Apr 2234.png| North west corner of the map, factory drop (a bit left from the center) serviced by more than 500 trains. Goods pickup on far left visited by ~200 trains, making £600,000 per trip. Most of trains are spending 80% of their time moving from and to stations.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 64|20.09.07 - 24.09.07|{{User|Mark}}, {{User|LittleMikey}},{{User| Kommer}}, {{User|Phazorx}},{{User| N101}}, {{User| Thraxian}}, {{User|Gamer}}, {{User|thgergo}}, {{User| Ammler}}, {{User| XeryusTC}}, {{User| raWt}}, {{User| StamtZ}}, {{User| Grim4593}} (add yourself)|[[Gametype:Cargo_Concept|Cargo]] |5/2 tiles|256x256|rr11118 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set 6 beta]]| This Game was a Challenge right from the start. Players choosing a unusal network plan, this game had many puzzeling elements to the game running a west and east network supplying each other with the raw goods, multiple train lengths. this network was a challenge. |64|image:Bells and Whistles, 4th Jan 2189.png| The Main West Station Loading Raw Materials From The East.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 63|16.09.07 - 20.09.07|{{User|Mark}}, {{User|Little Mikey}}, {{User|Progman}},{{User| Kommer}}, {{User|Phazorx}},{{User| Shader}}, {{User| Thraxian}}, {{User|Gamer}}, {{User|thgergo}}, (add yourself)|[[Gametype:Cargo_Concept|Cargo]] |5 tiles|512x512|rr11118 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set 6 beta]]| One big main loop that serviced a factory, sawmill and oil refinery. Three separate main lines that service 1/3rd of the map and are connected to the main loop|63|Image:Great Plains Rail, 11th Jun 2080.png|}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 62|09.09.07 - 16.09.07|{{User|Mark}}, {{User|Little Mikey}}, {{User|Sian}},{{User| Kommer}}, {{User|thgergo}},{{User| Shader}}, {{User|N101}},{{User| Thraxian}}, {{User|AntB}}(add yourself)|[[Gametype:|??]] / [[Gametype:|??]]|7 tiles|512x512|rr11086 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set]]| 3 islands. Neatly joined up, having many bridges did cause some congestion and queue's which slowed trains to a halt.   |62|Image:Islanders_Ltd.%2C_17th_Oct_2220.png|}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 61|03.09.07 - 09.09.07|(add yourself)|[[Gametype:TGV_Concept|TGV]] / [[Gametype:Chaos_Theory|Chaos]]|8 tiles|???x???|r11047 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set]]| Breakdowns were enabled.  Early on, the ML became a parking lot for broken down trains.  Later, redundant lines were added to compensate.  Players were harder to find, as this nightly build generated desync errors early and often. |61|Image:Desync_Transport%2C_9th_May_2099.png|}}&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_61_-_70&amp;diff=6453</id>
		<title>PublicServer:Archive - Games 61 - 70</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_61_-_70&amp;diff=6453"/>
				<updated>2007-09-30T00:28:11Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &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 65|24.09.07 - 29.09.07|{{User|Mark}}, {{User|LittleMikey}},{{User| Kommer}}, {{User|Phazorx}},{{User| Kolo}}, {{User|Thraxian}}, {{User|skol}}, {{User|Sedontane}}, {{User|grim}}, {{User|DeGhost}}, {{User|[fr4g]}}, {{User|AntB}}, {{User|hylje}} (add yourself)|[[Gametype:Cargo_Concept|Cargo]] |7 tiles|1024x1024|r11152 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set 6 beta]]| Chosen Dual SML plan set the limits pretty high and with standard 500 trains network was hardly even used. Following necesary move to more powerfull server (thanks to {{User|Ammler}} for hosting) some parts of the network shown signs of stress '''after''' reaching 1500 trains mark. Overall very well developed game, some things still left to conenct but average PC can barely play this with reasonable speed already.|65|image:Coopers Unlimited, 26th Apr 2234.png| North west corner of the map, factory drop (a bit left from the center) serviced by more than 500 trains. Goods pickup on far left visited by ~200 trains, making £600,000 per trip. Most of trains are spending 80% of their time moving from and to stations.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 64|20.09.07 - 24.09.07|{{User|Mark}}, {{User|LittleMikey}},{{User| Kommer}}, {{User|Phazorx}},{{User| N101}}, {{User| Thraxian}}, {{User|Gamer}}, {{User|thgergo}}, {{User| Ammler}}, {{User| XeryusTC}}, {{User| raWt}}, {{User| StamtZ}}, {{User| Grim4593}} (add yourself)|[[Gametype:Cargo_Concept|Cargo]] |5/2 tiles|256x256|rr11118 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set 6 beta]]| This Game was a Challenge right from the start. Players choosing a unusal network plan, this game had many puzzeling elements to the game running a west and east network supplying each other with the raw goods, multiple train lengths. this network was a challenge. |64|image:Bells and Whistles, 4th Jan 2189.png| The Main West Station Loading Raw Materials From The East.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 63|16.09.07 - 20.09.07|{{User|Mark}}, {{User|Little Mikey}}, {{User|Progman}},{{User| Kommer}}, {{User|Phazorx}},{{User| Shader}}, {{User| Thraxian}}, {{User|Gamer}}, {{User|thgergo}}, (add yourself)|[[Gametype:Cargo_Concept|Cargo]] |5 tiles|512x512|rr11118 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set 6 beta]]| One big main loop that serviced a factory, sawmill and oil refinery. Three separate main lines that service 1/3rd of the map and are connected to the main loop|63|Image:Great Plains Rail, 11th Jun 2080.png|}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 62|09.09.07 - 16.09.07|{{User|Mark}}, {{User|Little Mikey}}, {{User|Sian}},{{User| Kommer}}, {{User|thgergo}},{{User| Shader}}, {{User|N101}},{{User| Thraxian}}, {{User|AntB}}(add yourself)|[[Gametype:|??]] / [[Gametype:|??]]|7 tiles|512x512|rr11086 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set]]| 3 islands. Neatly joined up, having many bridges did cause some congestion and queue's which slowed trains to a halt.   |62|Image:Islanders_Ltd.%2C_17th_Oct_2220.png|}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 61|03.09.07 - 09.09.07|(add yourself)|[[Gametype:TGV_Concept|TGV]] / [[Gametype:Chaos_Theory|Chaos]]|8 tiles|???x???|r11047 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set]]| Breakdowns were enabled.  Early on, the ML became a parking lot for broken down trains.  Later, redundant lines were added to compensate.  Players were harder to find, as this nightly build generated desync errors early and often. |61|Image:Desync_Transport%2C_9th_May_2099.png|}}&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_61_-_70&amp;diff=6452</id>
		<title>PublicServer:Archive - Games 61 - 70</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_61_-_70&amp;diff=6452"/>
				<updated>2007-09-30T00:21:18Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &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 65|24.09.07 - 29.09.07|{{User|Mark}}, {{User|LittleMikey}},{{User| Kommer}}, {{User|Phazorx}},{{User| Kolo}}, {{User|Thraxian}}, {{User|skol}}, {{User|Sedontane}}, {{User|Grim4593}} (add yourself)|[[Gametype:Cargo_Concept|Cargo]] |7 tiles|1024x1024|r11152 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set 6 beta]]| Choosen Dual SML plan set the limits pretty high and with standard 500 trains network was hardly even used. After the move to move powerfull server (thanks to {{User|Ammler}} for hosting) some parts of network shown signs of stress '''after''' reaching 1500 trains mark. Overall very well developed game, some things still left to conenct but average PC can barely play this with reasonable speed already.|65|image:Coopers Unlimited, 26th Apr 2234.png| North west corner of the map, factory drop (a bit left from the center) serviced by more than 500 trains. Goods pickup on far left visited by ~200 trains, making £600,000 per trip. Most of trains are spending 80% of their time moving from and to stations.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 64|20.09.07 - 24.09.07|{{User|Mark}}, {{User|LittleMikey}},{{User| Kommer}}, {{User|Phazorx}},{{User| N101}}, {{User| Thraxian}}, {{User|Gamer}}, {{User|thgergo}}, {{User| Ammler}}, {{User| XeryusTC}}, {{User| raWt}}, {{User| StamtZ}}, {{User| Grim4593}} (add yourself)|[[Gametype:Cargo_Concept|Cargo]] |5/2 tiles|256x256|rr11118 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set 6 beta]]| This Game was a Challenge right from the start. Players choosing a unusal network plan, this game had many puzzeling elements to the game running a west and east network supplying each other with the raw goods, multiple train lengths. this network was a challenge. |64|image:Bells and Whistles, 4th Jan 2189.png| The Main West Station Loading Raw Materials From The East.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 63|16.09.07 - 20.09.07|{{User|Mark}}, {{User|Little Mikey}}, {{User|Progman}},{{User| Kommer}}, {{User|Phazorx}},{{User| Shader}}, {{User| Thraxian}}, {{User|Gamer}}, {{User|thgergo}}, (add yourself)|[[Gametype:Cargo_Concept|Cargo]] |5 tiles|512x512|rr11118 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set 6 beta]]| One big main loop that serviced a factory, sawmill and oil refinery. Three separate main lines that service 1/3rd of the map and are connected to the main loop|63|Image:Great Plains Rail, 11th Jun 2080.png|}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 62|09.09.07 - 16.09.07|{{User|Mark}}, {{User|Little Mikey}}, {{User|Sian}},{{User| Kommer}}, {{User|thgergo}},{{User| Shader}}, {{User|N101}},{{User| Thraxian}}, {{User|AntB}}(add yourself)|[[Gametype:|??]] / [[Gametype:|??]]|7 tiles|512x512|rr11086 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set]]| 3 islands. Neatly joined up, having many bridges did cause some congestion and queue's which slowed trains to a halt.   |62|Image:Islanders_Ltd.%2C_17th_Oct_2220.png|}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 61|03.09.07 - 09.09.07|(add yourself)|[[Gametype:TGV_Concept|TGV]] / [[Gametype:Chaos_Theory|Chaos]]|8 tiles|???x???|r11047 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set]]| Breakdowns were enabled.  Early on, the ML became a parking lot for broken down trains.  Later, redundant lines were added to compensate.  Players were harder to find, as this nightly build generated desync errors early and often. |61|Image:Desync_Transport%2C_9th_May_2099.png|}}&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Coopers_Unlimited,_26th_Apr_2234.png&amp;diff=6451</id>
		<title>File:Coopers Unlimited, 26th Apr 2234.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Coopers_Unlimited,_26th_Apr_2234.png&amp;diff=6451"/>
				<updated>2007-09-30T00:20:26Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: North west corner of the map, factory drop (a bit left from the center) serviced by more than 500 trains. Goods pickup on far left visited by ~200 trains, making £600,000 per trip. Most of trains are spending 80% of their time moving from and to stations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;North west corner of the map, factory drop (a bit left from the center) serviced by more than 500 trains. Goods pickup on far left visited by ~200 trains, making £600,000 per trip. Most of trains are spending 80% of their time moving from and to stations.&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_61_-_70&amp;diff=6450</id>
		<title>PublicServer:Archive - Games 61 - 70</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_61_-_70&amp;diff=6450"/>
				<updated>2007-09-29T21:27:15Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: added game 65&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 65|24.09.07 - 29.09.07|{{User|Mark}}, {{User|LittleMikey}},{{User| Kommer}}, {{User|Phazorx}},{{User| Kolo}}, {{User|Thraxian}}, {{User|skol}}, {{User|Sedontane}}, {{User|Grim4593}} (add yourself)|[[Gametype:Cargo_Concept|Cargo]] |7 tiles|1024x1024|r11152 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set 6 beta]]| Choosen Dual SML plan set the limits pretty high and with standard 500 trains network was hardly even used. After the move to move powerfull server (thanks to {{User|Ammler}} for hosting) some parts of network shown signs of stress '''after''' reaching 1500 trains mark. Overall very well developed game, some things still left to conenct but average PC can barely play this with reasonable speed already.|65|image:Coopers Unlimited, 26th Apr 2234.png| The Main West Station Loading Raw Materials From The East.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 64|20.09.07 - 24.09.07|{{User|Mark}}, {{User|LittleMikey}},{{User| Kommer}}, {{User|Phazorx}},{{User| N101}}, {{User| Thraxian}}, {{User|Gamer}}, {{User|thgergo}}, {{User| Ammler}}, {{User| XeryusTC}}, {{User| raWt}}, {{User| StamtZ}}, {{User| Grim4593}} (add yourself)|[[Gametype:Cargo_Concept|Cargo]] |5/2 tiles|256x256|rr11118 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set 6 beta]]| This Game was a Challenge right from the start. Players choosing a unusal network plan, this game had many puzzeling elements to the game running a west and east network supplying each other with the raw goods, multiple train lengths. this network was a challenge. |64|image:Bells and Whistles, 4th Jan 2189.png| The Main West Station Loading Raw Materials From The East.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 63|16.09.07 - 20.09.07|{{User|Mark}}, {{User|Little Mikey}}, {{User|Progman}},{{User| Kommer}}, {{User|Phazorx}},{{User| Shader}}, {{User| Thraxian}}, {{User|Gamer}}, {{User|thgergo}}, (add yourself)|[[Gametype:Cargo_Concept|Cargo]] |5 tiles|512x512|rr11118 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set 6 beta]]| One big main loop that serviced a factory, sawmill and oil refinery. Three separate main lines that service 1/3rd of the map and are connected to the main loop|63|Image:Great Plains Rail, 11th Jun 2080.png|}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 62|09.09.07 - 16.09.07|{{User|Mark}}, {{User|Little Mikey}}, {{User|Sian}},{{User| Kommer}}, {{User|thgergo}},{{User| Shader}}, {{User|N101}},{{User| Thraxian}}, {{User|AntB}}(add yourself)|[[Gametype:|??]] / [[Gametype:|??]]|7 tiles|512x512|rr11086 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set]]| 3 islands. Neatly joined up, having many bridges did cause some congestion and queue's which slowed trains to a halt.   |62|Image:Islanders_Ltd.%2C_17th_Oct_2220.png|}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 61|03.09.07 - 09.09.07|(add yourself)|[[Gametype:TGV_Concept|TGV]] / [[Gametype:Chaos_Theory|Chaos]]|8 tiles|???x???|r11047 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set]]| Breakdowns were enabled.  Early on, the ML became a parking lot for broken down trains.  Later, redundant lines were added to compensate.  Players were harder to find, as this nightly build generated desync errors early and often. |61|Image:Desync_Transport%2C_9th_May_2099.png|}}&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Guides:Glossary&amp;diff=6438</id>
		<title>Guides:Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Guides:Glossary&amp;diff=6438"/>
				<updated>2007-09-24T06:40:57Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: /* S */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
The Glossary contains definitions for all words used in cooperative games&lt;br /&gt;
&lt;br /&gt;
===A===&lt;br /&gt;
*[[Mainline|Axis]]&lt;br /&gt;
&lt;br /&gt;
===B===&lt;br /&gt;
&lt;br /&gt;
*[[Backbone Hub|Backbone Hub (BBH)]]&lt;br /&gt;
===C===&lt;br /&gt;
&lt;br /&gt;
*[[Cashmaker|Cashmaker]]&lt;br /&gt;
*[[Copy orders|Copy Orders]]&lt;br /&gt;
===G===&lt;br /&gt;
&lt;br /&gt;
*[[Ghetto Style Hubs|Ghetto Style Hub]]&lt;br /&gt;
*[[GRF|GRF]]&lt;br /&gt;
&lt;br /&gt;
===H===&lt;br /&gt;
&lt;br /&gt;
*[[Hub|Hub]]&lt;br /&gt;
&lt;br /&gt;
===I===&lt;br /&gt;
&lt;br /&gt;
*[[IRC|IRC]]&lt;br /&gt;
*[[IRC Highlighting|IRC Highlighting]]&lt;br /&gt;
*[[IRC Commands|IRC Channel Commands]]&lt;br /&gt;
&lt;br /&gt;
===J===&lt;br /&gt;
*[[Jargon]] (more words used for communications) &lt;br /&gt;
===L===&lt;br /&gt;
&lt;br /&gt;
*[[Line hierarchy]]&lt;br /&gt;
*[[Loadbalancer|Loadbalancer]]&lt;br /&gt;
*[[Load Balancing|Level Balancing]]&lt;br /&gt;
&lt;br /&gt;
===M===&lt;br /&gt;
&lt;br /&gt;
*[[Mainline|Mainline (ML)]]&lt;br /&gt;
*[[Cashmaker|Moneymaker (MM)]]&lt;br /&gt;
&lt;br /&gt;
===N===&lt;br /&gt;
&lt;br /&gt;
*[[Naming_conventions|Naming Conventions]]&lt;br /&gt;
&lt;br /&gt;
===P===&lt;br /&gt;
&lt;br /&gt;
*[[Pax|Pax]]&lt;br /&gt;
*[[Priorities|Priority Line]]&lt;br /&gt;
&lt;br /&gt;
===S===&lt;br /&gt;
&lt;br /&gt;
*[[Server_Administration|Server Administration]]&lt;br /&gt;
*[[Shared Orders|Shared Orders]]&lt;br /&gt;
*[[Sideline|Sideline]]&lt;br /&gt;
*[[Sideline Hub|Sideline Hub (SLH)]]&lt;br /&gt;
*[[SML|Shift Mainline (SML)]]&lt;br /&gt;
&lt;br /&gt;
===T===&lt;br /&gt;
&lt;br /&gt;
*[[Terraforming|Terraforming]]&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Bells_and_Whistles,_4th_Jan_2189.png&amp;diff=6432</id>
		<title>File:Bells and Whistles, 4th Jan 2189.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Bells_and_Whistles,_4th_Jan_2189.png&amp;diff=6432"/>
				<updated>2007-09-24T02:45:18Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_61_-_70&amp;diff=6431</id>
		<title>PublicServer:Archive - Games 61 - 70</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_61_-_70&amp;diff=6431"/>
				<updated>2007-09-24T02:43:24Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: &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 64|20.09.07 - 24.09.07|{{User|Mark}}, {{User|Little Mikey}}, {{User|Progman}},{{User| Kommer}}, {{User|Phazorx}},{{User| N101}}, {{User| Thraxian}}, {{User|Gamer}}, {{User|thgergo}}, {{Ammler| N101}}, {{User| XeryusTC}} (add yourself)|[[Gametype:Cargo_Concept|Cargo]] |5/2 tiles|256x256|rr11118 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set 6 beta]]| TBD |64|image:Bells and Whistles, 4th Jan 2189.png|}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 63|16.09.07 - 20.09.07|{{User|Mark}}, {{User|Little Mikey}}, {{User|Progman}},{{User| Kommer}}, {{User|Phazorx}},{{User| Shader}}, {{User| Thraxian}}, {{User|Gamer}}, {{User|thgergo}}, (add yourself)|[[Gametype:Cargo_Concept|Cargo]] |5 tiles|512x512|rr11118 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set 6 beta]]| One big main loop that serviced a factory, sawmill and oil refinery. Three separate main lines that service 1/3rd of the map and are connected to the main loop|63|Image:Great Plains Rail, 11th Jun 2080.png|}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 62|09.09.07 - 16.09.07|{{User|Mark}}, {{User|Little Mikey}}, {{User|Sian}},{{User| Kommer}}, {{User|thgergo}},{{User| Shader}}, {{User|N101}},{{User| Thraxian}}, (add yourself)|[[Gametype:|??]] / [[Gametype:|??]]|7 tiles|512x512|rr11086 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set]]| 3 islands. Neatly joined up, having many bridges did cause some congestion and queue's which slowed trains to a halt.   |62|Image:Islanders_Ltd.%2C_17th_Oct_2220.png|}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 61|03.09.07 - 09.09.07|(add yourself)|[[Gametype:TGV_Concept|TGV]] / [[Gametype:Chaos_Theory|Chaos]]|8 tiles|???x???|r11047 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set]]| Breakdowns were enabled.  Early on, the ML became a parking lot for broken down trains.  Later, redundant lines were added to compensate.  Players were harder to find, as this nightly build generated desync errors early and often. |61|Image:Desync_Transport%2C_9th_May_2099.png|}}&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_61_-_70&amp;diff=6430</id>
		<title>PublicServer:Archive - Games 61 - 70</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_61_-_70&amp;diff=6430"/>
				<updated>2007-09-24T02:38:20Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: adding #64&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 64|20.09.07 - 24.09.07|{{User|Mark}}, {{User|Little Mikey}}, {{User|Progman}},{{User| Kommer}}, {{User|Phazorx}},{{User| N101}}, {{User| Thraxian}}, {{User|Gamer}}, {{User|thgergo}}, {{Ammler| N101}}, {{User| XeryusTC}} (add yourself)|[[Gametype:Cargo_Concept|Cargo]] |5/2 tiles|256x256|rr11118 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set 6 beta]]| TBD |64|TBD|}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 63|16.09.07 - 20.09.07|{{User|Mark}}, {{User|Little Mikey}}, {{User|Progman}},{{User| Kommer}}, {{User|Phazorx}},{{User| Shader}}, {{User| Thraxian}}, {{User|Gamer}}, {{User|thgergo}}, (add yourself)|[[Gametype:Cargo_Concept|Cargo]] |5 tiles|512x512|rr11118 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set 6 beta]]| One big main loop that serviced a factory, sawmill and oil refinery. Three separate main lines that service 1/3rd of the map and are connected to the main loop|63|Image:Great Plains Rail, 11th Jun 2080.png|}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 62|09.09.07 - 16.09.07|{{User|Mark}}, {{User|Little Mikey}}, {{User|Sian}},{{User| Kommer}}, {{User|thgergo}},{{User| Shader}}, {{User|N101}},{{User| Thraxian}}, (add yourself)|[[Gametype:|??]] / [[Gametype:|??]]|7 tiles|512x512|rr11086 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set]]| 3 islands. Neatly joined up, having many bridges did cause some congestion and queue's which slowed trains to a halt.   |62|Image:Islanders_Ltd.%2C_17th_Oct_2220.png|}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 61|03.09.07 - 09.09.07|(add yourself)|[[Gametype:TGV_Concept|TGV]] / [[Gametype:Chaos_Theory|Chaos]]|8 tiles|???x???|r11047 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set]]| Breakdowns were enabled.  Early on, the ML became a parking lot for broken down trains.  Later, redundant lines were added to compensate.  Players were harder to find, as this nightly build generated desync errors early and often. |61|Image:Desync_Transport%2C_9th_May_2099.png|}}&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Talk:GRF&amp;diff=6208</id>
		<title>Talk:GRF</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Talk:GRF&amp;diff=6208"/>
				<updated>2007-08-31T00:37:22Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: added new monorail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=New suggestions=&lt;br /&gt;
&lt;br /&gt;
==New==&lt;br /&gt;
===Dutch station set===&lt;br /&gt;
[http://www.tt-forums.net/viewtopic.php?f=26&amp;amp;t=23638&amp;amp;p=620622#p620622]&lt;br /&gt;
&lt;br /&gt;
I just released an alpha version so we could play with it :).&lt;br /&gt;
&lt;br /&gt;
===Yet another new cantilever bridge===&lt;br /&gt;
[http://www.tt-forums.net/download.php?id=72951 download]&lt;br /&gt;
&lt;br /&gt;
http://www.grfcrawler.tt-forums.net/grf/169/aab.PNG&lt;br /&gt;
&lt;br /&gt;
This bridge are not static, but there is a static version of this bridge too, but you cant build it very long.&lt;br /&gt;
I suggest use nonstatic this time...&lt;br /&gt;
This completly replaces the second cantilever bridge with new graphic, a possible lengths &lt;br /&gt;
coded, drawn by --[[User:Thgergo|Thgergo]] 23:01, 20 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Link to thread? --[[User:Ammler|Ammler]] 23:45, 22 August 2007 (UTC)&lt;br /&gt;
[http://www.tt-forums.net/viewtopic.php?p=586773#p586773 a link to the thread]--[[User:Thgergo|Thgergo]] 21:18, 25 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Capacity/price multipler tool for Michael Blunck`s newships===&lt;br /&gt;
[http://www.tt-forums.net/download.php?id=76970 download]&lt;br /&gt;
You need to place this grf upon the newships.grf to take effect on the capacities, price modifications are always executed&lt;br /&gt;
&lt;br /&gt;
1st parameter:&lt;br /&gt;
&lt;br /&gt;
-multiples capacity, and loading speed&lt;br /&gt;
&lt;br /&gt;
-uses value 5, when this parameter is not set.&lt;br /&gt;
&lt;br /&gt;
2nd parameter:&lt;br /&gt;
&lt;br /&gt;
-multiples the puchase cost and running cost&lt;br /&gt;
&lt;br /&gt;
-adjustments only are *2, *4, *8 and so on...&lt;br /&gt;
&lt;br /&gt;
-uses the value of the first parameter, when this parameter is not set.&lt;br /&gt;
&lt;br /&gt;
And the maximum multiplication is 64, any parameters bigger than 64 will be recuded to 64.&lt;br /&gt;
&lt;br /&gt;
Happy massive cargo shipping!&lt;br /&gt;
&lt;br /&gt;
coded, by --[[User:Thgergo|Thgergo]] 23:01, 20 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I would prefer a link like this: http://www.tt-forums.net/viewtopic.php?p=619506#p619506 (no direct donload links please) Thgergo, I think you are also welcome to make your own wikipages for your GRFs. (Easier to maintain than a forum thread.) --[[User:Ammler|Ammler]] 23:57, 22 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Capacity/price multipler tool for newships nfo]] here its nfo if you want to know how its working:)--[[User:Thgergo|Thgergo]] 21:48, 25 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Generic Road Vehicle Set===&lt;br /&gt;
Trucks/Buses: http://www.tt-forums.net/viewtopic.php?t=33415&lt;br /&gt;
Trams: http://www.tt-forums.net/viewtopic.php?t=32441&lt;br /&gt;
&lt;br /&gt;
===New Tram Tracks [version 0.3 (2007/07/15)]===&lt;br /&gt;
http://www.tt-forums.net/viewtopic.php?p=605580&lt;br /&gt;
===North American Roads Set [current version v0.5a (27 July 2007)]===&lt;br /&gt;
http://grfcrawler.tt-forums.net/details.php?do=details&amp;amp;id=176&lt;br /&gt;
===Combined Roadset===&lt;br /&gt;
http://tt-forums.net/viewtopic.php?p=418169&lt;br /&gt;
===Modified Building Costs===&lt;br /&gt;
http://users.tt-forums.net/pikka/wiki/index.php/Modified_Building_Costs&lt;br /&gt;
(for coopetition i.e.)&lt;br /&gt;
===Industrial Stations Renewal (test version available!)===&lt;br /&gt;
http://www.tt-forums.net/viewtopic.php?t=27112 (noted for future)&lt;br /&gt;
===New monorail graffic===&lt;br /&gt;
Mr. Hunt's new monorails by George Zernebok and Marcel&lt;br /&gt;
http://george.zernebok.net/newgrf/newgrf.html [http://george.zernebok.net/download/NewMonorailMrHuntW.rar download]&lt;br /&gt;
&lt;br /&gt;
==Updates==&lt;br /&gt;
===US Set v0.87.1===&lt;br /&gt;
[http://www.as-st.com/ttd/newusa/index.html US-Set Homepage]&lt;br /&gt;
[http://www.tt-forums.net/viewtopic.php?f=26&amp;amp;t=8754&amp;amp;hilit=UsSet TT-Forum] &lt;br /&gt;
(Version in GRF-Pack: 0.86)&lt;br /&gt;
===Aviators Aircraft (av8)===&lt;br /&gt;
http://www.pikkarail.com/ttdp/av8/ to 1.331&lt;br /&gt;
(1.33)&lt;br /&gt;
===Narrow Gauge rails v0.92===&lt;br /&gt;
http://www.tt-forums.net/viewtopic.php?t=19888&lt;br /&gt;
===Serbian rail set===&lt;br /&gt;
http://www.tt-forums.net/viewtopic.php?p=225245&lt;br /&gt;
(Also Narrow Gauge Set should be compatible now.)&lt;br /&gt;
===Canadian Stations Set: Updated 27/07/07 - v0.3b===&lt;br /&gt;
http://www.tt-forums.net/viewtopic.php?p=394317#p394317&lt;br /&gt;
&lt;br /&gt;
==Update: new water v0.4c==&lt;br /&gt;
the new water grf has been updated&lt;br /&gt;
[http://www.tt-forums.net/viewtopic.php?p=363717#363717]&lt;br /&gt;
[[User:Osai|Osai]] 20:07, 26 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Newwater isn't really OTTD compatible, thats why I removed it from our pack... --[[User:Ammler|Ammler]] 14:21, 18 June 2007 (UTC)&lt;br /&gt;
http://openttdcoop.ppcis.org/blog/files/downloads/grfpacks/screens/newwater.png&lt;br /&gt;
&lt;br /&gt;
==New: Some bonus scenery==&lt;br /&gt;
http://users.tt-forums.net/ttdur/ttdur.htm&lt;br /&gt;
&lt;br /&gt;
http://users.tt-forums.net/ttdur/img/newdocks.gif&lt;br /&gt;
&lt;br /&gt;
[http://users.tt-forums.net/ttdur/files/docksw.zip Freight Docks]&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://users.tt-forums.net/ttdur/img/mainhq.gif&lt;br /&gt;
&lt;br /&gt;
[http://users.tt-forums.net/ttdur/files/mainhqw.zip Main HQ]&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://users.tt-forums.net/ttdur/img/transmitter.gif&lt;br /&gt;
&lt;br /&gt;
[http://users.tt-forums.net/ttdur/files/transmitterw.zip Modern Transmitter]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Phazorx|Phazorx]] 00:08, 20 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
=These suggestions are already included:=&lt;br /&gt;
==New: Canadian Stations ==&lt;br /&gt;
More stations is always a good eyecandy move...&lt;br /&gt;
&lt;br /&gt;
[http://www.tt-forums.net/viewtopic.php?t=22947 TTF thread]&lt;br /&gt;
&lt;br /&gt;
[[User:Phazorx|Phazorx]] 06:44, 19 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
==cantilever11w.grf==&lt;br /&gt;
http://grfcrawler.tt-forums.net/grf/162/renewal3.PNG&lt;br /&gt;
&lt;br /&gt;
[http://www.tt-forums.net/viewtopic.php?p=586773#586773 tt-forums thread]&lt;br /&gt;
This is my cantilever bridge replacement, replaces the cantilever bridge sprites. Compatible with total town replacement set 3 bridges, since this is only a simple sprite swap, so this grf can be used as an user dependent static grf. Compatible with newbridges.grf too, but only the second bridge will be replaced, and it will shine in green:) We could use this grf if you like it...--[[User:Thgergo|Thgergo]] 12:20, 28 May 2007 &lt;br /&gt;
(UTC) Unfortunetly OTTD detect this as an unsafe static grf, it doesnt like the narrow gauge code in my grf... For static use I can provide a cutted version to use it for static.--[[User:Thgergo|Thgergo]] 20:26, 4 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
==newbridges.grf==&lt;br /&gt;
[http://www.tt-forums.net/viewtopic.php?t=7583&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 Newbridges TT-Forums Thread]&lt;br /&gt;
&lt;br /&gt;
I saw a screenshot of OTTD with newbridges - I guess it could work.&lt;br /&gt;
&lt;br /&gt;
[http://www.tt-forums.net/viewtopic.php?p=203935#203935 Parameter Settings]&lt;br /&gt;
&lt;br /&gt;
[[User:Mucht|Mucht]] 08:58, 21 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NARS ==&lt;br /&gt;
&lt;br /&gt;
[http://www.pikkarail.com/ttdp/nars/download.htm North Aamerican Renewal Set] as weaker alternative to DB --[[User:Phazorx|Phazorx]] 04:16, 22 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Long Vehicels==&lt;br /&gt;
http://george.zernebok.net/newgrf/newgrf.html#lv --[[User:Ammler|Ammler]] 20:37, 29 April 2007 (UTC)&lt;br /&gt;
http://george.zernebok.net/logo.png&lt;br /&gt;
&lt;br /&gt;
==New Ships==&lt;br /&gt;
http://www.ewetel.net/~michael.blunck/ttd/download.html&lt;br /&gt;
&lt;br /&gt;
for eye candy games, more or less like the 2 planesets --[[User:Ammler|Ammler]] 20:45, 29 April 2007 (UTC)&lt;br /&gt;
http://grfcrawler.tt-forums.net/grf/3/newships75.png&lt;br /&gt;
&lt;br /&gt;
==Mars Set==&lt;br /&gt;
http://george.zernebok.net/newgrf/t2m/newtoyland.html&lt;br /&gt;
&lt;br /&gt;
Good replacement for the toyland climate, i think it looks better than the origainal toyland --[[User:Thgergo|thgergo]] 20:45, 29 April 2007 (UTC) http://george.zernebok.net/newgrf/img/mars.png&lt;br /&gt;
&lt;br /&gt;
See my screen:&lt;br /&gt;
http://openttdcoop.ammler.ch/pub/samba/screens/t2m.png&lt;br /&gt;
--[[User:Ammler|Ammler]] 14:31, 1 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
You got a dos version Ammler, that doesn't work with OTTD [[User:XeryusTC|XeryusTC]] 16:44, 1 May 2007 (UTC) Confirmed by --[[User:Thgergo|Thgergo]] 16:46, 1 May 2007 (UTC) too.&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=RoundBasedCoop&amp;diff=5881</id>
		<title>RoundBasedCoop</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=RoundBasedCoop&amp;diff=5881"/>
				<updated>2007-07-21T06:26:51Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: /* Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok, here it is, based on my draft [[AmmlersRoundBased]]&lt;br /&gt;
(this is still draft too, but without my name ;)&lt;br /&gt;
See [http://openttdcoop.ppcis.org/wiki/index.php/Talk:RoundBasedCoop discussion page] for talk about and post your own thoughts.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
# Do only download if you really like to play now.&lt;br /&gt;
# Do respect our rules from this wiki.&lt;br /&gt;
# Downloading is allowed for everybody&lt;br /&gt;
# To reupload a save, you should be at least listed on our [[Community:Members|Userspage]] (editing rights are needed)&lt;br /&gt;
# Do ask on IRC, if there are others who like to join you on YOUR server. (Dunno, if its possible, but should be tried.)&lt;br /&gt;
# Immediately, upload if you have finished a part, at least about every 5 years.&lt;br /&gt;
# Add comments to your upload, like&lt;br /&gt;
- when started/finished&lt;br /&gt;
- whats done&lt;br /&gt;
- what should be done next&lt;br /&gt;
- any problems&lt;br /&gt;
- etc.&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
&lt;br /&gt;
# [[Image:RBC001.sav]] (Based on [http://openttdcoop.ppcis.org/wiki/index.php/PublicServer:Archive_-_Games_01_-_10#gameid_09 PS Game 9]) Year: 2102 Status: free&lt;br /&gt;
# [[Image:RBC002.sav]] (Based on [http://openttdcoop.ppcis.org/wiki/index.php/PublicServer:Archive_-_Games_41_-_50#gameid_49 PS Game 49]) Year: 2330 Status: free (last played [[user:Phazorx|Phazorx]] 18-07-2007)&lt;br /&gt;
&lt;br /&gt;
=== Status: ===&lt;br /&gt;
*free: nobody is playing it atm, you could download and play (run it as MP with your own PW, you can share it over IRC then)&lt;br /&gt;
*&amp;lt;username&amp;gt;: save is downloaded from &amp;lt;username&amp;gt;, please ask on IRC for joining his server, if possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My idea now is, to begin a game on SB i.e. with size 1024x1024 which can be continued on private clients/server...&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=RoundBasedCoop&amp;diff=5779</id>
		<title>RoundBasedCoop</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=RoundBasedCoop&amp;diff=5779"/>
				<updated>2007-07-15T11:22:52Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: /* Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok, here it is, based on my draft [[AmmlersRoundBased]]&lt;br /&gt;
(this is still draft too, but without my name ;)&lt;br /&gt;
See [http://openttdcoop.ppcis.org/wiki/index.php/Talk:RoundBasedCoop discussion page] for talk about and post your own thoughts.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
# Do only download if you really like to play now.&lt;br /&gt;
# Do respect our rules from this wiki.&lt;br /&gt;
# Downloading is allowed for everybody&lt;br /&gt;
# To reupload a save, you should be at least listed on our [[Community:Members|Userspage]] (editing rights are needed)&lt;br /&gt;
# Do ask on IRC, if there are others who like to join you on YOUR server. (Dunno, if its possible, but should be tried.)&lt;br /&gt;
# Immediately, upload if you have finished a part, at least about every 5 years.&lt;br /&gt;
# Add comments to your upload, like&lt;br /&gt;
- when started/finished&lt;br /&gt;
- whats done&lt;br /&gt;
- what should be done next&lt;br /&gt;
- any problems&lt;br /&gt;
- etc.&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
&lt;br /&gt;
# [[Image:RBC001.sav]] (Based on [http://openttdcoop.ppcis.org/wiki/index.php/PublicServer:Archive_-_Games_01_-_10#gameid_09 PS Game 9]) Year: 2102 Status: free&lt;br /&gt;
# [[Image:RBC002.sav]] (Based on [http://openttdcoop.ppcis.org/wiki/index.php/PublicServer:Archive_-_Games_41_-_50#gameid_49 PS Game 49]) Year: 2162 Status: [[user:Phazorx|Phazorx]]. Available at s:phazorx.no-ip.org, r:10532, pw:coop&lt;br /&gt;
&lt;br /&gt;
=== Status: ===&lt;br /&gt;
*free: nobody is playing it atm, you could download and play (run it as MP with your own PW, you can share it over IRC then)&lt;br /&gt;
*&amp;lt;username&amp;gt;: save is downloaded from &amp;lt;username&amp;gt;, please ask on IRC for joining his server, if possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My idea now is, to begin a game on SB i.e. with size 1024x1024 which can be continued on private clients/server...&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=RoundBasedCoop&amp;diff=5767</id>
		<title>RoundBasedCoop</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=RoundBasedCoop&amp;diff=5767"/>
				<updated>2007-07-15T00:42:08Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: /* Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok, here it is, based on my draft [[AmmlersRoundBased]]&lt;br /&gt;
(this is still draft too, but without my name ;)&lt;br /&gt;
See [http://openttdcoop.ppcis.org/wiki/index.php/Talk:RoundBasedCoop discussion page] for talk about and post your own thoughts.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
# Do only download if you really like to play now.&lt;br /&gt;
# Do respect our rules from this wiki.&lt;br /&gt;
# Downloading is allowed for everybody&lt;br /&gt;
# To reupload a save, you should be at least listed on our [[Community:Members|Userspage]] (editing rights are needed)&lt;br /&gt;
# Do ask on IRC, if there are others who like to join you on YOUR server. (Dunno, if its possible, but should be tried.)&lt;br /&gt;
# Immediately, upload if you have finished a part, at least about every 5 years.&lt;br /&gt;
# Add comments to your upload, like&lt;br /&gt;
- when started/finished&lt;br /&gt;
- whats done&lt;br /&gt;
- what should be done next&lt;br /&gt;
- any problems&lt;br /&gt;
- etc.&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
&lt;br /&gt;
# [[Image:RBC001.sav]] (Based on SB Game 9) Year: 2102 Status: free&lt;br /&gt;
# [[Image:RBC002.sav]] (Based on PS Game 49) Year: 2133 Status: {user:Phazorx|Phazorx}. Available at s:phazorx.no-ip.org, r:10532, pw:coop&lt;br /&gt;
&lt;br /&gt;
=== Status: ===&lt;br /&gt;
*free: nobody is playing it atm, you could download and play (run it as MP with your own PW, you can share it over IRC then)&lt;br /&gt;
*&amp;lt;username&amp;gt;: save is downloaded from &amp;lt;username&amp;gt;, please ask on IRC for joining his server, if possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My idea now is, to begin a game on SB i.e. with size 1024x1024 which can be continued on private clients/server...&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=RoundBasedCoop&amp;diff=5766</id>
		<title>RoundBasedCoop</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=RoundBasedCoop&amp;diff=5766"/>
				<updated>2007-07-15T00:41:26Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: /* Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok, here it is, based on my draft [[AmmlersRoundBased]]&lt;br /&gt;
(this is still draft too, but without my name ;)&lt;br /&gt;
See [http://openttdcoop.ppcis.org/wiki/index.php/Talk:RoundBasedCoop discussion page] for talk about and post your own thoughts.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
# Do only download if you really like to play now.&lt;br /&gt;
# Do respect our rules from this wiki.&lt;br /&gt;
# Downloading is allowed for everybody&lt;br /&gt;
# To reupload a save, you should be at least listed on our [[Community:Members|Userspage]] (editing rights are needed)&lt;br /&gt;
# Do ask on IRC, if there are others who like to join you on YOUR server. (Dunno, if its possible, but should be tried.)&lt;br /&gt;
# Immediately, upload if you have finished a part, at least about every 5 years.&lt;br /&gt;
# Add comments to your upload, like&lt;br /&gt;
- when started/finished&lt;br /&gt;
- whats done&lt;br /&gt;
- what should be done next&lt;br /&gt;
- any problems&lt;br /&gt;
- etc.&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
&lt;br /&gt;
# [[Image:RBC001.sav]] (Based on SB Game 9) Year: 2102 Status: free&lt;br /&gt;
# [[Image:RBC002.sav]] (Based on PS Game 49) Year: 2133 Status: {{user:Phazorx|Phazorx}}. Available at s:phazorx.no-ip.org, r:10532, pw:coop&lt;br /&gt;
&lt;br /&gt;
=== Status: ===&lt;br /&gt;
*free: nobody is playing it atm, you could download and play (run it as MP with your own PW, you can share it over IRC then)&lt;br /&gt;
*&amp;lt;username&amp;gt;: save is downloaded from &amp;lt;username&amp;gt;, please ask on IRC for joining his server, if possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My idea now is, to begin a game on SB i.e. with size 1024x1024 which can be continued on private clients/server...&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=RoundBasedCoop&amp;diff=5765</id>
		<title>RoundBasedCoop</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=RoundBasedCoop&amp;diff=5765"/>
				<updated>2007-07-15T00:40:54Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: /* Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok, here it is, based on my draft [[AmmlersRoundBased]]&lt;br /&gt;
(this is still draft too, but without my name ;)&lt;br /&gt;
See [http://openttdcoop.ppcis.org/wiki/index.php/Talk:RoundBasedCoop discussion page] for talk about and post your own thoughts.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
# Do only download if you really like to play now.&lt;br /&gt;
# Do respect our rules from this wiki.&lt;br /&gt;
# Downloading is allowed for everybody&lt;br /&gt;
# To reupload a save, you should be at least listed on our [[Community:Members|Userspage]] (editing rights are needed)&lt;br /&gt;
# Do ask on IRC, if there are others who like to join you on YOUR server. (Dunno, if its possible, but should be tried.)&lt;br /&gt;
# Immediately, upload if you have finished a part, at least about every 5 years.&lt;br /&gt;
# Add comments to your upload, like&lt;br /&gt;
- when started/finished&lt;br /&gt;
- whats done&lt;br /&gt;
- what should be done next&lt;br /&gt;
- any problems&lt;br /&gt;
- etc.&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
&lt;br /&gt;
# [[Image:RBC001.sav]] (Based on SB Game 9) Year: 2102 Status: free&lt;br /&gt;
# [[Image:RBC002.sav]] (Based on PS Game 49) Year: 2133 Status: {user:Phazorx|Phazorx}. Available at s:phazorx.no-ip.org, r:10532, pw:coop&lt;br /&gt;
&lt;br /&gt;
=== Status: ===&lt;br /&gt;
*free: nobody is playing it atm, you could download and play (run it as MP with your own PW, you can share it over IRC then)&lt;br /&gt;
*&amp;lt;username&amp;gt;: save is downloaded from &amp;lt;username&amp;gt;, please ask on IRC for joining his server, if possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My idea now is, to begin a game on SB i.e. with size 1024x1024 which can be continued on private clients/server...&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:RBC002.sav&amp;diff=5764</id>
		<title>File:RBC002.sav</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:RBC002.sav&amp;diff=5764"/>
				<updated>2007-07-15T00:40:23Z</updated>
		
		<summary type="html">&lt;p&gt;Phazorx: original 2133&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;original 2133&lt;/div&gt;</summary>
		<author><name>Phazorx</name></author>	</entry>

	</feed>