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		<id>https://wiki.openttdcoop.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tim</id>
		<title>#openttdcoop wiki - User contributions [en]</title>
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		<updated>2026-05-12T10:18:58Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_91_-_100&amp;diff=7921</id>
		<title>PublicServer:Archive - Games 91 - 100</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_91_-_100&amp;diff=7921"/>
				<updated>2008-05-25T15:52:26Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &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 95|17.05.08 - 23.05.08| {{User|BenTotterdell}}, {{User|Rob}}, {{User|tneo}}, {{User|pm}}, {{User|Mark}}, {{User|Satyap}}, {{User|Tim}}, (Add yourself)|[[Gametype:Cargo_Concept|Cargo]] |TL5 for primaries, TL9 for Goods/Food| 1024*256 Arctic|r13032 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]|In this game we had all trains going down a LLLL10RRRR ML. Included in the game were two refit area's, one at each end of the map. The goods/food trains refit from one to the other with every trip, and ran on a timetable. As a consequence we could reduce the amount of trains on the mainline, but maintain a high and smooth cargo delivery rate. During the start of the game there was confusion regarding station design. All stations were meant to be terminus, but that was not clearly signed, creating lot of confusion when several stations needed to rebuilt to conform to the plan. The problems were eventually solved, and the network ended running very smooth. |95|Image:PSG95.png|Showing a BBH that caused a lot of problems. In the upper right you can see one of the refit areas where empty food trains were refitted to pick up goods.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 94|11.05.08 - 17.05.08| {{User|Satyap}}, {{User|mixrin}}, {{User|Combuster}}, {{User|ninjamask}}, {{User|Rob}} (Add yourself)|[[Gametype:Cargo_Concept|Cargo]] |TL20 for ML trains, various for feeders| 1024*1024 Temperate|r13032 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]|In this game we had small feeders feeding the huge 20-Tile Mainline Trains. A misunderstanding in the beginning of the game, along with the unspecified engine to be used for the ML trains, lead to the ML being designed for a curve length of 4, and unable to handle the fastest engines. ''(The fastest engine would have taken about 8 engines to handle TL20, anyway, if not more.)'' The challenge of designing the stations for TL 20 was very difficult. Surges in traffic could easily overlaod the waiting space and block the ML. |94|Image:PSG942.png|Showing one of the feeders.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 93|30.04.08 - 11.05.08| {{User|Mark}}, {{User|mixrin}}, {{User|Addi}}, {{User|satyap}}, {{User|Rob}}, {{User|tneo}}, {{User|ninjamask}}, (Add yourself)|[[Gametype:Chaos Theory|Chaos]] + [[Gametype:Cargo_Concept|Cargo]] + Pax |Various ''(TL8 for inter-island transfer)'' | 256*2048 Temperate|r13016 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]|A game making use of a new concept in which players got their own piece of map to manage locally. Later on the areas were connected with a Mainline network. |93|Image:PSG93.png|Venice of the South-West: well-serviced town with a station squeezed into available space}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 92|27.04.08 - 30.04.08| {{User|Addi}}, {{User|Ammler}}, {{User|XeryusTC}}, {{User|Combuster}}, {{User|Skasi}}, {{User|boes}}, {{User|ninjamask}}, {{User|Ehtirno}}, {{User|Altaree}},  {{User|Rob}} (Add yourself)|[[Gametype:Cargo_Concept|Cargo]] |3 | 256*1024 Arctic (alpine)|r12906 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]|The next three tiles train with a big LLL RRR ring around the whole map and a LL RR line in the middle. There were never bottlenecks anywhere on the whole network since the beginning. Therefore would the network handle more trains, but the maximum of 1000 trains has been reached.|92|Image:PSG92.png|One of the two BBHs in the game}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 91|23.04.08 - 27.04.08| {{User|pm}}, {{User|Ammler}}, {{User|Mark}},  {{User|SmatZ}}, {{User|Combuster}}, {{User|XeryusTC}}, {{User|Rob}}, {{User|Altaree}}  (Add yourself)|[[Gametype:Cargo_Concept|Cargo]] |3 | 512*512 sub-tropic|r12805 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]|It was a massive game with a number of new players and in the end over 950 trains. The backbone consisted of two ML rings, one for empty, one for full trains. It proved fluent up to about 750 trains, after that jams started to show. - [http://www.openttdcoop.org/blog/2008/04/27/review-psg-91/ Review at blog] |91|Image:PSG91.png|Combined factory and refinery station, serving over 750 trains, 550 of them delivering stuff.}}&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_81_-_90&amp;diff=7527</id>
		<title>PublicServer:Archive - Games 81 - 90</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_81_-_90&amp;diff=7527"/>
				<updated>2008-03-16T11:11:20Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{PublicServerArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 85|02.03.08 - 16.03.08|{{User|Tim}}, (Add yourself)|Gametype:Cargo + Some Pax |6 for Cargo and Pax, 3 for S-Bahn|512x512 Arctic|r12322 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7 beta-1]]|A standard Cargo setup with a passenger transport between two cities with S-Bahns and populations of about 100.000. The Norwegian Trainset was used, the Mainline started with two tracks each direction and was at some parts extended to 3 or even 4 tracks.|85|Image:PSG_85.PNG|The City of Tuomela and the surrounding assimilated Cities. You can see how it grew around the various stations, like the Paper Mill Pickup. }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 84|24.02.08 - 02.03.08|{{User|Addi}}, {{User|Mark}}, {{User|pm}}, {{User|tneo}}, {{User|SmatZ}}, {{User|VLengoc}}, {{User|Killian}} (Add yourself)|[[Gametype:ICE_SBahn|ICE S-Bahn]] |12 tiles electric rails asiastar for mainline, various TL for maglev s-bahn|512x512 Temperate|r12208 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack]]|A special map w/o any industry except some coal for the MM was used and seven 0 population cities which only grow after removal of some road(s) - but then at very high speed. Huge local s-bahns transferred to the ICE terminals which connected to a ML grid. The biggest towns grew to over half a million probably beating the overall record for the transported PAX.|84|Image:PSG84_final.png|ICE terminal and part of Mark's and Den's huge city with more than 585.000 inhabitants. }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 83|18.02.08 - 23.02.08|{{User|tneo}}, {{User|pm}},  {{User|hylje}}, {{User|VLengoc}}, {{User|Killian}}  (Add yourself)|[[Gametype:ICE_SBahn|ICE S-Bahn]] with maglev's|6 tiles for mainline, various for feeders|512x512 Temperate|r12208 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack]]|A game with some difficulties in there. It had a different setting for signalling and used LRRL which made it confusing at times. Also the low terraform ruling proved to be challenging for some. It turned out to be a very short game, due to the high amount of (new) active players.|83|Image:PSG83.png|A dense developed city area with the central station. }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 82|08.02.08 - 18.02.08|{{User|tneo}}, {{User|Kommer}}, {{User|DJ-Nekkid}}, {{User|pm}}, {{User|Addi}}, {{User|Jortuny}}, {{User|Mark}}, {{User|ODM}}, {{User|Kolbur}}, {{User|VLengoc}}, [[User:LordAzamath|LordAzamath]], {{User|Killian}}  (Add yourself)|[[Gametype:Cargo_Concept|Cargo]]|3 tiles|512x256 Artic|r12025 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack]]| A game making use of the SML concept on maglev tracks. The plan chosen had to drop/ pickup station on the West and East side. Initially we started with 3 ML's and ended up with 6 or more at some points. The game proved hard to get a clean network after the initial start up, but it was a nice game overall. |82|Image:PSG82.png|Showing one of the shifters used in the game to balance traffice over all lanes. }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 81|31.01.07 - 08.02.08|{{User|tneo}}, {{User|Kommer}}, {{User|Floffe}}, {{User|DJ-Nekkid}}, {{User|pm}}, {{User|mazen}}, {{User|Phoenix}}, {{User|Kolo}}, {{User|pmatt}} , {{User|Addi}}, {{User|Jortuny}}, {{User|fR4g}}, {{User|Thraxian}}, {{User|Mark}}, {{User|Tim}}, {{User|ODM}}, {{User|Matte}}, {{User|Kolbur}},  (Add yourself)|[[Gametype:Cargo_Concept|Cargo]]|5 tiles|1024x1024 Temperate|r12025 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack]]| This game was meant as a test for the new public server with an aim of 2000 trains running and every secondary industry producing about 10k our montly output. Layout was a square grid for the ML with a central factory and good drops at all corners as well as refinery and steel plant. Central factory and oil refinery with each 15k monthly output proved a real challange for the stations and also for the ML which were partly extended to LL__RRRRRR (factory to steel pickup) to cope with the load. Unfortunately the game was too huge for many clients |81|Image:psg81.png|Huge oil drop station designed by tneo, built by many.}}&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:PSG_85.PNG&amp;diff=7526</id>
		<title>File:PSG 85.PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:PSG_85.PNG&amp;diff=7526"/>
				<updated>2008-03-16T11:03:42Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: PSG #85 - Screenshot shows the City of Tuomela and the surrounding suburbs with the integradet stations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PSG #85 - Screenshot shows the City of Tuomela and the surrounding suburbs with the integradet stations.&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Basic_Junctions&amp;diff=7123</id>
		<title>Basic Junctions</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Basic_Junctions&amp;diff=7123"/>
				<updated>2008-02-09T11:00:57Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basic_Stations|&amp;lt;&amp;lt; Basic Stations ]] | [[Mainline_Junctions| Mainline Junctions &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
In this part we build our first junction (in #openttdcoop we always call it &amp;quot;hub&amp;quot;). Since we always build multi-track-junctions, a junction is a bit more complicated than you may have done it before. We try to build ''efficient'' and ''fast'' railways and therefore we need ''efficient'' and ''fast'' junctions as well. For the start we will analyse a so-called [[Sideline_Hub|Sideline Hub]] - or '''SLH''' for short.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:BasicJuntions1.png|center|thumb|600px|A very basic [[Sideline_Hub|Sideline Hub]] - Note the lack of [[Load_Balancers|load balancing]] ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We find several important things in the image above:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* A [[Mainline|'''mainline''']] (also known as &amp;quot;Axis&amp;quot; goes from south to north (you can find it quite easy, [[Mainline|mainlines]] have at least two tracks in each direction). The '''SLH''' has to connect a sideline to a mainline. This is the simplest case of a hub in our games. It is usually called '''&amp;quot;T-Hub&amp;quot;''' (just lean your head right and you will notice why). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that there '''should be''' some sort of [[Load_Balancers|load balancing]] for trains coming from the Sideline and enter the Mainline. The Loadbalancers will be explained later on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:BasicJuntions2.png|center|thumb|480px|An early [[Load_Balancers|Loadbalancer]] - recent concepts are far better but this one already improves the balancing somewhat]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the image above, you see the idea of the balancing: if a Mainline-track is used (which means: a train is on the part the Sideline-Train wants to enter) the signal state is red - and the Sideline-Train chooses the other Mainline-track.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But for now, let us come back to our topic - basic junctions.I know what you are thinking: &amp;quot;Why are they doing this weird things?&amp;quot;. The answer is: because it is the simplest thing in the end. Make a clean and intelligent building right from the start - it saves you and others later on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just imagine a game with 300+ trains and 100+ stations and every station has its own connection to a mainline with high traffic. All this entering/leaving trains will slow down other trains - it's some kind of chain reaction. [[Sideline_Hub|'''SLH's''']] are intended to be ''fast connection points'' from sidelines to mainlines. Traffic from stations are bundled to sidelines and via a SLH they are bundled to a massive mainline. This - in the end - ensures a fast and comprehensive network!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Every hub has a [[Naming_conventions|name]]!''' Not only because we are gifted writers but also because of finding all these hubs in the future. On a typical 512x512 map we end up with at least four &amp;quot;Backbone Hubs&amp;quot; (explained later on) and at least eight or even more Sideline Hubs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:BasicJuntions3.png|center|thumb|357px|The signlist - klick on a sign and you will get to the spot]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since #openttdcoop has something to deal with both communication and coordination it has proven that &amp;quot;Look at SLH 3&amp;quot; is easier to communicate rather than &amp;quot;Look at this hub east to the hub which is west of the eastern one&amp;quot;. This ought to be obvious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Close signaling!''' Always place signals as close as possible to a track split. This prevents unnecessary red-signal-times when a train moves over a split. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:BasicJunction4.png|center|thumb|199px|The signals set as close as possible]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Think big!''' Our trains have a certain length (depending on the current game). If it is too long to enter a Sideline it therefore blocks not only the Sideline itself but also the Mainline. On a good junction the Sideline-entry is long enough for one whole train to wait. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You can get from each direction to any other direction!''' Since we want to make our railline expandable, we don't want to rethink all the old hubs in the future. It is better to build a hub with as many features as possible right at the start rather than heaving a headache in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A clean building style!''' You are not at your own - and this is probably the best thing about #openttdcoop! Unfortunately, most of us can't read your mind and therefore it is best to make a clean building style everyone understands. To be more concrete: don't do unnecessary tracks, make comments (by using signs) of your ideas. Signs do not cost anything at all - except some pressed keys on your keyboard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Curve Radius'''. Depending on the game, we use a certain trainlength. Imaging a map with 3-tile-long-trains. This means: If you build curves with 3 tiles length each, the trains won't slow down! For monorail or maglev it's very important to remain at full speed. Just ask some experts around for the minimum radius for full speed-curves. ''Note: for larger trainlengths, you the radius is always smaller than the trainlength.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:BasicJunction5.png|center|thumb|650px|Different trainlengths afford different curve radiuses for full speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, one thing is left to say: '''the Mainline has always the highest priority!''' Keep this in your mind for the next chapters!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Basic_Stations|&amp;lt;&amp;lt; Basic Stations ]] | [[Mainline_Junctions| Mainline Junctions &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7122</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7122"/>
				<updated>2008-02-09T10:56:01Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Image:Comparison_of_Tilelengths.png|thumb|300px|Comparison of TLs 3; 3,5; 4; 4,5 and 5]]&lt;br /&gt;
Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
&lt;br /&gt;
[[Image:Diagonal_Comparison_of_Tilelengths.png|thumb|left|346px|Comparison of different Tilelengths on diagonal track]]&lt;br /&gt;
&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;br /&gt;
&lt;br /&gt;
However, this applies for straight tracks, if you look at diagonal tracks, the situation is almost the same. Here the trains with Tilelengths of 3,5 or 5,5 or 7,5... fit perfectly, while with TL 3 or 5 you have small gaps. Those are, however, still a lot smaller than those with TL 2 or 4 or 6.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7121</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7121"/>
				<updated>2008-02-09T10:54:25Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Image:Comparison_of_Tilelengths.png|thumb|300px|Comparison of TLs 3; 3,5; 4; 4,5 and 5]]&lt;br /&gt;
Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
&lt;br /&gt;
[[Image:Diagonal_Comparison_of_Tilelengths.png|thumb|left|346px|Comparison of different Tilelengths on diagonal track]]&lt;br /&gt;
&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;br /&gt;
&lt;br /&gt;
However, this applies for straight tracks, if you look at diagonal tracks, the situation is almost the same. Here the trains with Tilelengths of 3,5 or 5,5 or 7,5... fit perfectly, while with TL 3 or 5 you have small gaps. Those are, however, still a lot smaller than those with TL 2 or 4 or 6.&lt;br /&gt;
&lt;br /&gt;
[Category:Guides]&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7114</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7114"/>
				<updated>2008-02-03T22:27:29Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Image:Comparison_of_Tilelengths.png|thumb|300px|Comparison of TLs 3; 3,5; 4; 4,5 and 5]]&lt;br /&gt;
Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
&lt;br /&gt;
[[Image:Diagonal_Comparison_of_Tilelengths.png|thumb|left|346px|Comparison of different Tilelengths on diagonal track]]&lt;br /&gt;
&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;br /&gt;
&lt;br /&gt;
However, this applies for straight tracks, if you look at diagonal tracks, the situation is almost the same. Here the trains with Tilelengths of 3,5 or 5,5 or 7,5... fit perfectly, while with TL 3 or 5 you have small gaps. Those are, however, still a lot smaller than those with TL 2 or 4 or 6.&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7113</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7113"/>
				<updated>2008-02-03T22:26:37Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Image:Comparison_of_Tilelengths.png|thumb|300px|Comparison of TLs 3; 3,5; 4; 4,5 and 5]]&lt;br /&gt;
Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
&lt;br /&gt;
[[Image:Diagonal_Comparison_of_Tilelengths.png|thumb|left|346px|Diagonal Comparison of the same TLs]]&lt;br /&gt;
&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;br /&gt;
&lt;br /&gt;
However, this applies for straight tracks, if you look at diagonal tracks, the situation is almost the same. Here the trains with Tilelengths of 3,5 or 5,5 or 7,5... fit perfectly, while with TL 3 or 5 you have small gaps. Those are, however, still a lot smaller than those with TL 2 or 4 or 6.&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7112</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7112"/>
				<updated>2008-02-03T22:26:21Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Image:Comparison_of_Tilelengths.png|thumb|300px|Comparison of TLs 3; 3,5; 4; 4,5 and 5]]&lt;br /&gt;
Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
&lt;br /&gt;
[[Image:Diagonal_Comparison_of_Tilelengths.png|thumb|346px|Diagonal Comparison of the same TLs]]&lt;br /&gt;
&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;br /&gt;
&lt;br /&gt;
However, this applies for straight tracks, if you look at diagonal tracks, the situation is almost the same. Here the trains with Tilelengths of 3,5 or 5,5 or 7,5... fit perfectly, while with TL 3 or 5 you have small gaps. Those are, however, still a lot smaller than those with TL 2 or 4 or 6.&lt;br /&gt;
&lt;br /&gt;
[[Image:Diagonal_Comparison_of_Tilelengths.png|thumb|346px|Diagonal Comparison of the same TLs]]&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7111</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7111"/>
				<updated>2008-02-03T22:25:28Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Image:Comparison_of_Tilelengths.png|thumb|300px|Comparison of TLs 3; 3,5; 4; 4,5 and 5]]&lt;br /&gt;
Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;br /&gt;
&lt;br /&gt;
However, this applies for straight tracks, if you look at diagonal tracks, the situation is almost the same. Here the trains with Tilelengths of 3,5 or 5,5 or 7,5... fit perfectly, while with TL 3 or 5 you have small gaps. Those are, however, still a lot smaller than those with TL 2 or 4 or 6.&lt;br /&gt;
&lt;br /&gt;
[[Image:Diagonal_Comparison_of_Tilelengths.png|thumb|346px|Diagonal Comparison of the same TLs]]&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7108</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7108"/>
				<updated>2008-02-03T00:34:18Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Image:Comparison_of_Tilelengths.png|thumb|300px|Comparison of TLs 3; 3,5; 4; 4,5 and 5]]&lt;br /&gt;
Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Diagonal_Comparison_of_Tilelengths.png|thumb|346px|Diagonal Comparison of the same TLs]]&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7107</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7107"/>
				<updated>2008-02-03T00:34:04Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Image:Comparison_of_Tilelengths.png|thumb|300px|Comparison of TLs 3; 3,5; 4; 4,5 and 5]]&lt;br /&gt;
Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Diagonal_Comparison_of_Tilelengths.png|Thumb|346px|Diagonal Comparison of the same TLs]]&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7106</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7106"/>
				<updated>2008-02-03T00:33:27Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Image:Comparison_of_Tilelengths.png|thumb|300px|Comparison of TLs 3; 3,5; 4; 4,5 and 5]]&lt;br /&gt;
Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Diagonal_Comparison_of_Tilelengths.png|thumb|300px|Diagonal Comparison of the same TLs]]&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7105</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7105"/>
				<updated>2008-02-03T00:33:06Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Image:Comparison_of_Tilelengths.png|thumb|300px|Comparison of TLs 3; 3,5; 4; 4,5 and 5]]&lt;br /&gt;
Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Diagonal_Comparison_of_Tilelengths.png|Thumb|300px|Diagonal Comparison of the same TLs]]&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Diagonal_Comparison_of_Tilelengths.png&amp;diff=7104</id>
		<title>File:Diagonal Comparison of Tilelengths.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Diagonal_Comparison_of_Tilelengths.png&amp;diff=7104"/>
				<updated>2008-02-03T00:30:27Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7103</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7103"/>
				<updated>2008-02-03T00:22:38Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Image:Comparison_of_Tilelengths.png|thumb|300px|Comparison of TLs 3; 3,5; 4; 4,5 and 5]]&lt;br /&gt;
Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Community:Members&amp;diff=7102</id>
		<title>Community:Members</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Community:Members&amp;diff=7102"/>
				<updated>2008-02-03T00:21:42Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Active Members of #openttdcoop [14]==&lt;br /&gt;
*{{User|Adm.Spock|nl}}&lt;br /&gt;
*{{User|Ammler|ch}} '''(Admin)'''&lt;br /&gt;
*{{User|dihedral|de}}&lt;br /&gt;
*{{User|Hylje|fi}}&lt;br /&gt;
*{{User|Kommer|nl}} '''(Admin)'''&lt;br /&gt;
*{{User|Mucht|at}} '''(Admin)'''&lt;br /&gt;
*{{User|Osai|de}} '''(Admin)'''&lt;br /&gt;
*{{User|Phazorx|iru}} '''(Admin)'''&lt;br /&gt;
*{{User|Progman|de}}&lt;br /&gt;
*{{User|thgergo|hu}}&lt;br /&gt;
*{{User|tneo|nl}}&lt;br /&gt;
*{{User|Thraxian|us}}&lt;br /&gt;
*{{User|valhallasw|nl}}, BOFH, Wiki-god and mainly werkloos '''(Admin)'''&lt;br /&gt;
*{{User|XeryusTC|nl}}, Chairman of the #openttdcoop stupidness committee '''(Admin)'''&lt;br /&gt;
''Note: Admins have shell access to our servers''&lt;br /&gt;
&lt;br /&gt;
==Currently Inactive Members of #openttdcoop [7]==&lt;br /&gt;
*{{User|dp|de}}&lt;br /&gt;
*{{User|e1ko|cz}}&lt;br /&gt;
*{{User|Guru3|se}}&lt;br /&gt;
*{{User|ottd-king|uk}}&lt;br /&gt;
*{{User|Piratejerk|ca}}&lt;br /&gt;
*{{User|StarLite|nl}}&lt;br /&gt;
*{{User|xahodo|nl}}&lt;br /&gt;
&lt;br /&gt;
==Honorary Members of #openttdcoop [2]==&lt;br /&gt;
*{{User|Brianetta|uk}} (our amiable host who is responsible for making #openttdcoop to such a vital community it is today) '''(Admin)'''&lt;br /&gt;
*{{User|TrueLight|nl}} (for being a bugfixer over  ... a long time ;-)  )&lt;br /&gt;
&lt;br /&gt;
==The usual suspects around the Public Server [46]==&lt;br /&gt;
*{{User|Addi|ch}}&lt;br /&gt;
*{{User|Alendo|no}}&lt;br /&gt;
*{{User|AntB|uk}}&lt;br /&gt;
*{{User|Bob27|us}}&lt;br /&gt;
*{{User|Cipri|nl}}&lt;br /&gt;
*{{User|Dark_Link|se}}&lt;br /&gt;
*{{User|DJNekkid|no}}&lt;br /&gt;
*{{User|Doke|de}}&lt;br /&gt;
*{{User|Dopefish|de}}&lt;br /&gt;
*{{User|EmiT|cz}}&lt;br /&gt;
*{{User|Farden|fr}}&lt;br /&gt;
*{{User|Floffe|se}}&lt;br /&gt;
*{{User|Franco|hu}}&lt;br /&gt;
*{{User|Gamer|nl}}&lt;br /&gt;
*{{User|Godde|no}}&lt;br /&gt;
*{{User|itsnotvalid|hk}}&lt;br /&gt;
*{{User|Jinx|be}}&lt;br /&gt;
*{{User|Juustro|fi}}&lt;br /&gt;
*{{User|Kejhic|cz}}&lt;br /&gt;
*{{User|Kolbur|de}}&lt;br /&gt;
*{{User|Kolo|pl}}&lt;br /&gt;
*{{User|Kul|nl}}&lt;br /&gt;
*{{User|LittleMikey|au}}&lt;br /&gt;
*{{User|LordAzamath|ee}}&lt;br /&gt;
*{{User|Mark|nl}}&lt;br /&gt;
*{{User|MDGrein|se}}&lt;br /&gt;
*{{User|MooUK|uk}}&lt;br /&gt;
*{{User|N101|au}}&lt;br /&gt;
*{{User|Nitehawk|us}}&lt;br /&gt;
*{{User|Phil|uk}}&lt;br /&gt;
*{{User|Phoenix the II|nl}}&lt;br /&gt;
*{{User|Pikita|uk}}&lt;br /&gt;
*{{User|RaWt|no}}&lt;br /&gt;
*{{User|Red|us}}&lt;br /&gt;
*{{User|RMJ|dk}}&lt;br /&gt;
*{{User|Sedontane|uk}}&lt;br /&gt;
*{{User|Shader|pl}}&lt;br /&gt;
*{{User|S m w|de}}&lt;br /&gt;
*{{User|Stoffe|se}}&lt;br /&gt;
*{{User|Spectre100|us}}&lt;br /&gt;
*{{User|strstrep|us}}&lt;br /&gt;
*{{User|thomashauk|uk}}&lt;br /&gt;
*{{User|Tim|de}}&lt;br /&gt;
*{{User|Volny|cz}}&lt;br /&gt;
*{{User|Walle|be}}&lt;br /&gt;
*{{User|welterde|de}}&lt;br /&gt;
*{{User|Zuu|se}}&lt;br /&gt;
''And of course all the others above!''&lt;br /&gt;
&lt;br /&gt;
===== Exsuspects [20]=====&lt;br /&gt;
*{{User|Alanin|de}}&lt;br /&gt;
*{{User|ChrisM|de}}&lt;br /&gt;
*{{User|csuke|uk}}&lt;br /&gt;
*{{User|eJoJ|no}}&lt;br /&gt;
*{{User|Green-devil|dk}}&lt;br /&gt;
*{{User|Hans|nl}}&lt;br /&gt;
*{{User|hdp|us}}&lt;br /&gt;
*{{User|Ichi|nl}}&lt;br /&gt;
*{{User|Ihmemies|fi}}&lt;br /&gt;
*{{User|John|sk}}&lt;br /&gt;
*{{User|Nazirro|pl}}&lt;br /&gt;
*{{User|OwenS|uk}}&lt;br /&gt;
*{{User|RichK|uk}}&lt;br /&gt;
*{{User|SerriaRomeo|us}}&lt;br /&gt;
*{{User|Sian|dk}}&lt;br /&gt;
*{{User|Skasi|at}}&lt;br /&gt;
*{{User|Skidd13|de}}&lt;br /&gt;
*{{User|Teddy|no}}&lt;br /&gt;
*{{User|UnderBuilder|ar}}&lt;br /&gt;
*{{User|Zavior|fi}}&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim&amp;diff=7101</id>
		<title>User:Tim</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim&amp;diff=7101"/>
				<updated>2008-02-03T00:20:34Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About Me==&lt;br /&gt;
&lt;br /&gt;
'''Born:''' 01.07.1988&lt;br /&gt;
&lt;br /&gt;
'''Home:''' Bornheim (between Bonn &amp;amp; Cologne), Germany {{flag|de}}&lt;br /&gt;
&lt;br /&gt;
'''Email:''' tim@rehms.net&lt;br /&gt;
&lt;br /&gt;
'''Started playing TTD:''' I really can't remember when exactly, but i guess i was about eight years old... &lt;br /&gt;
&lt;br /&gt;
'''First Contact with #openttdcoop:''' November 2007 - Public Server Game #70, i just loved it, 700 Trains on a 256x256 map, my favourite Game until today :-)&lt;br /&gt;
&lt;br /&gt;
'''Specialist on:''' Finding &amp;amp; Fixing minor Issues, rebuilding a whole Hub because it would look better if it were one tile to the right...&lt;br /&gt;
&lt;br /&gt;
'''Prefers:''' Tilelenght 3 or 5, small &amp;amp; crowded maps, symmetric and good-looking layouts of stations, networks...&lt;br /&gt;
&lt;br /&gt;
'''Dislikes:''' Even Tilelengths, Huge Towns (in-Game...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub-Pages==&lt;br /&gt;
* [[User:Tim/Tilelength| About Tilelengths]]&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim&amp;diff=7100</id>
		<title>User:Tim</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim&amp;diff=7100"/>
				<updated>2008-02-03T00:19:41Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About Me==&lt;br /&gt;
&lt;br /&gt;
'''Born:''' 01.07.1988&lt;br /&gt;
&lt;br /&gt;
'''Home:''' Bornheim (between Bonn &amp;amp; Cologne), Germany {{flag|de}}&lt;br /&gt;
&lt;br /&gt;
'''Email:''' tim[at]rehms[dot]net&lt;br /&gt;
&lt;br /&gt;
'''Started playing TTD:''' I really can't remember when exactly, but i guess i was about eight years old... &lt;br /&gt;
&lt;br /&gt;
'''First Contact with #openttdcoop:''' November 2007 - Public Server Game #70, i just loved it, 700 Trains on a 256x256 map, my favourite Game until today :-)&lt;br /&gt;
&lt;br /&gt;
'''Specialist on:''' Finding &amp;amp; Fixing minor Issues, rebuilding a whole Hub because it would look better if it were one tile to the right...&lt;br /&gt;
&lt;br /&gt;
'''Prefers:''' Tilelenght 3 or 5, small &amp;amp; crowded maps, symmetric and good-looking layouts of stations, networks...&lt;br /&gt;
&lt;br /&gt;
'''Dislikes:''' Even Tilelengths, Huge Towns (in-Game...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub-Pages==&lt;br /&gt;
* [[User:Tim/Tilelength| About Tilelengths]]&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim&amp;diff=7099</id>
		<title>User:Tim</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim&amp;diff=7099"/>
				<updated>2008-02-03T00:19:21Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Born:''' 01.07.1988&lt;br /&gt;
&lt;br /&gt;
'''Home:''' Bornheim (between Bonn &amp;amp; Cologne), Germany {{flag|de}}&lt;br /&gt;
&lt;br /&gt;
'''Email:''' tim[at]rehms[dot]net&lt;br /&gt;
&lt;br /&gt;
'''Started playing TTD:''' I really can't remember when exactly, but i guess i was about eight years old... &lt;br /&gt;
&lt;br /&gt;
'''First Contact with #openttdcoop:''' November 2007 - Public Server Game #70, i just loved it, 700 Trains on a 256x256 map, my favourite Game until today :-)&lt;br /&gt;
&lt;br /&gt;
'''Specialist on:''' Finding &amp;amp; Fixing minor Issues, rebuilding a whole Hub because it would look better if it were one tile to the right...&lt;br /&gt;
&lt;br /&gt;
'''Prefers:''' Tilelenght 3 or 5, small &amp;amp; crowded maps, symmetric and good-looking layouts of stations, networks...&lt;br /&gt;
&lt;br /&gt;
'''Dislikes:''' Even Tilelengths, Huge Towns (in-Game...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub-Pages==&lt;br /&gt;
* [[User:Tim/Tilelength| About Tilelengths]]&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7098</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7098"/>
				<updated>2008-02-03T00:13:42Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Image:Comparison_of_Tilelengths.png|thumb|300px|Comparison of TLs 3; 3,5; 4; 4,5 and 5]]&lt;br /&gt;
Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7097</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7097"/>
				<updated>2008-02-03T00:12:17Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Image:Comparison_of_Tilelengths.png|thumb|Comparison of TLs 3; 3,5; 4; 4,5 and 5]]&lt;br /&gt;
Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7096</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7096"/>
				<updated>2008-02-03T00:11:59Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Image:Comparison_of_Tilelengths.png|thumb|Comparison of TLs 3; 3,5; 4; 4,5 and 5]]Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7095</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7095"/>
				<updated>2008-02-03T00:11:26Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Image:Comparison_of_Tilelengths.png|thumb|Comparison of TLs 3,; 3,5; 4; 4,5 and 5]]Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7094</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7094"/>
				<updated>2008-02-03T00:10:49Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Bild:Comparison_of_Tilelengths.png|thumb|Comparison of TLs 3,; 3,5; 4; 4,5 and 5]]Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7093</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7093"/>
				<updated>2008-02-03T00:10:07Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
[[Bild:Comparison of Tilelengths.png|thumb|Comparison of TLs 3,; 3,5; 4; 4,5 and 5]]Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Comparison_of_Tilelengths.png&amp;diff=7092</id>
		<title>File:Comparison of Tilelengths.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Comparison_of_Tilelengths.png&amp;diff=7092"/>
				<updated>2008-02-03T00:05:12Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7091</id>
		<title>User:Tim/Tilelength</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim/Tilelength&amp;diff=7091"/>
				<updated>2008-02-02T23:58:58Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: New page: ==Introduction== Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three ca...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Whenever starting a new game, one of the first settings to be chosen is the used tilelength for your trains. This length can vary from supersmall trains with only three carriages (which would be tilelength 2) to huge mammoth trains with more than 20 carriages, which would make a tilelength greater than 10...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Odd Tilelengths are better than Even Ones==&lt;br /&gt;
Most people probably play with the Patch-Option &amp;quot;When Dragging, place Signals every:  X Tiles&amp;quot; set to 2, accordingly there will always be one tile with a signal on it, one without one, one with a signal and so on.  In #openttdcoop games, this is an undiscussed standard. As we do not want to change this setting, we should see how we can fit the tilelength of our trains to it. A common situation is that one or more trains are waiting before a station which is currently full. Those waiting trains could jam back until the mainline of our network and block it. The jammed part of the mainline would jam too and block other parts of the mainline, until the mess is complete. To avoid a situation like this, you can take various measures like expanding the jammed station or the waiting space before it. But just by choosing an odd tilelength, you can already ease the situation.&lt;br /&gt;
If you look at the picture to the right, you will see that with &amp;quot;Place signals every 2 Tiles&amp;quot;, trains with different tilelengths use the given space quite differently. While the trains with &amp;quot;natural odd&amp;quot; Tilelengths (3 and 5) have almost no space between them, the trains with other Tilelengths such as 3,5; 4 or 4,5 have quite some space between them - space which could be used more efficiently! However, to achieve that, you would have to place a signal each 5 tiles (with the example of Tilelength 4), which you can't do with the patch-setting of  &amp;quot;Place signals every 2 Tiles&amp;quot;, you would have to set this setting to either 5 or 1, both are not very satisfying solutions.&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tim&amp;diff=7090</id>
		<title>User:Tim</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tim&amp;diff=7090"/>
				<updated>2008-02-02T23:11:32Z</updated>
		
		<summary type="html">&lt;p&gt;Tim: New page: '''Born:''' 01.07.1988  '''Home:''' Bornheim (between Bonn &amp;amp; Cologne), Germany {{flag|de}}  '''Email:''' tim[at]rehms[dot]net  '''Started playing TTD:''' I really can't remember when exact...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Born:''' 01.07.1988&lt;br /&gt;
&lt;br /&gt;
'''Home:''' Bornheim (between Bonn &amp;amp; Cologne), Germany {{flag|de}}&lt;br /&gt;
&lt;br /&gt;
'''Email:''' tim[at]rehms[dot]net&lt;br /&gt;
&lt;br /&gt;
'''Started playing TTD:''' I really can't remember when exactly, but i guess i was about eight years old... &lt;br /&gt;
&lt;br /&gt;
'''First Contact with #openttdcoop:''' November 2007 - Public Server Game #70, i just loved it, 700 Trains on a 256x256 map, my favourite Game until today :-)&lt;br /&gt;
&lt;br /&gt;
'''Specialist on:''' Finding &amp;amp; Fixing minor Issues, rebuilding a whole Hub because it would look better if it were one tile to the right...&lt;br /&gt;
&lt;br /&gt;
'''Prefers:''' Tilelenght 3 or 5, small &amp;amp; crowded maps, symmetric and good-looking layouts of stations, networks...&lt;br /&gt;
&lt;br /&gt;
'''Dislikes:''' Even Tilelengths, Huge Towns (in-Game...)&lt;/div&gt;</summary>
		<author><name>Tim</name></author>	</entry>

	</feed>