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		<title>#openttdcoop wiki - User contributions [en]</title>
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		<updated>2026-05-12T10:22:14Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:GRF_scn_012010.jpg&amp;diff=11786</id>
		<title>File:GRF scn 012010.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:GRF_scn_012010.jpg&amp;diff=11786"/>
				<updated>2010-08-26T19:05:11Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Osqc&amp;diff=11694</id>
		<title>Osqc</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Osqc&amp;diff=11694"/>
				<updated>2010-07-27T18:40:59Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: /* Schedule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Official Page: [http://www.openttdcoop.org/osqc http://www.openttdcoop.org/osqc]&lt;br /&gt;
== The Idea ==&lt;br /&gt;
OSQC is the #openttdcoop Scenario Quest/Competition. The main idea is to solve the quests of a given scenario and to play it. Finding a creative and good solution is another key point, because after one month we are going to nominate a winner of the monthly #osqc. The Winner will be announced and the savegame archived in a Hall of Fame. The competitive factor encourages the players to show their best skills and think about the game. #openttdcoop is not only ‘building and playing together’, it is also high quality gaming at the bleeding edge of features and possibilities in OpenTTD.&lt;br /&gt;
&lt;br /&gt;
== Criteria for osqc ==&lt;br /&gt;
Rating range is from 10 (best) till 1 (worst)&lt;br /&gt;
* building skill (junctions, constructions, LB, stations, depots, network flow etc.)&lt;br /&gt;
* organisation (network layout, usage of different vehicle types, transporting)&lt;br /&gt;
* economy (transported cargo, income, number of trains/rvs/planes/ships, TL)&lt;br /&gt;
* tasks (how are the tasks of the quests solved)&lt;br /&gt;
* look&amp;amp;feel (low terraforming, eyecandy, beautiful constructions)&lt;br /&gt;
* personal opinion of the judge&lt;br /&gt;
* bad builder (usage of station walk, massive terraforming, low station ratings, train jams)&lt;br /&gt;
&lt;br /&gt;
=== Multipliers ===&lt;br /&gt;
* building skill = rating * 1,5&lt;br /&gt;
* organisation = rating * 1,0&lt;br /&gt;
* economy = rating * 1,0&lt;br /&gt;
* tasks = rating * 1,75&lt;br /&gt;
* look&amp;amp;feel = rating * 1,25&lt;br /&gt;
* personal opinion = rating * 0,5&lt;br /&gt;
* bad builder = (-10 + rating) * 0,75&lt;br /&gt;
&lt;br /&gt;
=== Final Calculation ===&lt;br /&gt;
[total sum of ratings by all judges] / [number of judges] = FINAL RATING&lt;br /&gt;
&lt;br /&gt;
== Schedule ==&lt;br /&gt;
{| class=&amp;quot;osqc_table&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | #&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Date&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Sign Up&lt;br /&gt;
{{osqc|1|&amp;quot;The Bottleneck&amp;quot;|01-01-2008 - 31-01-2008|[http://openttdcoop.ppcis.org/osqc Closed]}}&lt;br /&gt;
{{osqc|2|&amp;quot;The Pyramid&amp;quot;|27-07-2010 - 31-08-2010|[http://dev.openttdcoop.org/projects/osqc-pub/files Open]}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:OSQC_2010-01.jpg&amp;diff=11693</id>
		<title>File:OSQC 2010-01.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:OSQC_2010-01.jpg&amp;diff=11693"/>
				<updated>2010-07-27T16:18:15Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Basic_Junctions&amp;diff=10894</id>
		<title>Basic Junctions</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Basic_Junctions&amp;diff=10894"/>
				<updated>2009-10-30T09:54:15Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: Removed last red link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Sideline_stations|&amp;lt;&amp;lt; Sideline stations ]] | [[Mainline_Junctions| Mainline Junctions &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
In this part we build our first basic 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;
[[Image:BasicJuntions1.png|center|thumb|600px|A very basic [[Sideline_Hub|Sideline Hub]] - Note the lack of [[Balancing|load balancing]] ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We find several important things in the image above:&lt;br /&gt;
* A [[Basic_Networking|'''mainline''']] (also known as &amp;quot;Axis&amp;quot; goes from south to north (you can find it quite easy, mainlines have at least two tracks in each direction). The '''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;
* There are no [[Balancing|load balancers]] constructed for trains coming from the Sideline and entering the Mainline. The Loadbalancers will be explained later on.&lt;br /&gt;
* [[priorities|Priorities]] are missing on the mainline, so that trains entering the mainline slow down the trains on the mainline.&lt;br /&gt;
* Tunnels/ bridges are not doubled. Doubling is done based upon traffic load once a tunnel or bridge shows slowdowns for trains then it is needed to double. Unless it is a mainline or the tunnels/ bridges are longer then the distance between trains.&lt;br /&gt;
&lt;br /&gt;
[[Image:BasicJuntions2.png|center|thumb|480px|An early [[Balancing|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. A basic [[priorities|priority]] is used to accomplish this.&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;
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;
'''Name the HUB'''&amp;lt;br&amp;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;
[[Image:BasicJuntions3.png|center|thumb|357px|The signlist - click on a sign and you will get to the spot]]&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;
'''Things to keep in mind while constructing'''&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 passes a split. &lt;br /&gt;
[[Image:BasicJunction4.png|right|thumb|199px|The signals set as close as possible]]&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;
* '''You can get from each direction to any other direction!''' Since we want to make our railline expandable, we don't want to rethink all the old hubs in the future. It is better to build a hub with as many features as possible right at the start rather than heaving a headache in the future.&lt;br /&gt;
* '''A clean building style!''' You are not at your own - and this is probably the best thing about #openttdcoop! Unfortunately, most of us can't read your mind and therefore it is best to make a clean building style everyone understands. To be more concrete: don't do unnecessary tracks, make comments (by using signs) of your ideas. Signs do not cost anything at all - except some pressed keys on your keyboard.&lt;br /&gt;
* '''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 [[Max_Curve_Speed|speed-curves]].  ''Note: for larger trainlengths, the radius is always smaller than the trainlength.''&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 always has the highest priority!''' Keep this in your mind for the next chapters!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Sideline_stations|&amp;lt;&amp;lt; Sideline stations ]] | [[Mainline_Junctions| Mainline Junctions &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Obtaining_OpenTTD&amp;diff=10892</id>
		<title>Obtaining OpenTTD</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Obtaining_OpenTTD&amp;diff=10892"/>
				<updated>2009-10-30T09:44:52Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: Expanded article, removed reverence to any version number&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&amp;lt;center&amp;gt;Obtaining OpenTTD&amp;lt;/center&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
OpenTTD comes in a variety of versions. There is a stable version, which can be downloaded directly from the [http://www.openttd.org/en/ OpenTTD.org] homepage. And there are the so called nightlies, which consist of the latest build of the night before (hence the name). These nightlies are development snapshots with the latest features added into them. Servers of #openttdcoop always run on a nightly version of OpenTTD, though not always the latest. To get the correct version to join our servers use the [[IRC_Commands|IRC command]] !download &amp;lt;your operating system of choice&amp;gt; in chat and it will provide a download link for the corresponding version that is currently in use on that server.&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Basic_Junctions&amp;diff=10890</id>
		<title>Basic Junctions</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Basic_Junctions&amp;diff=10890"/>
				<updated>2009-10-29T20:30:49Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &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 basic 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;
[[Image:BasicJuntions1.png|center|thumb|600px|A very basic [[Sideline_Hub|Sideline Hub]] - Note the lack of [[Balancing|load balancing]] ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We find several important things in the image above:&lt;br /&gt;
* A [[Basic_Networking|'''mainline''']] (also known as &amp;quot;Axis&amp;quot; goes from south to north (you can find it quite easy, mainlines have at least two tracks in each direction). The '''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;
* There are no [[Balancing|load balancers]] constructed for trains coming from the Sideline and entering the Mainline. The Loadbalancers will be explained later on.&lt;br /&gt;
* [[priorities|Priorities]] are missing on the mainline, so that trains entering the mainline slow down the trains on the mainline.&lt;br /&gt;
* Tunnels/ bridges are not doubled. Doubling is done based upon traffic load once a tunnel or bridge shows slowdowns for trains then it is needed to double. Unless it is a mainline or the tunnels/ bridges are longer then the distance between trains.&lt;br /&gt;
&lt;br /&gt;
[[Image:BasicJuntions2.png|center|thumb|480px|An early [[Balancing|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. A basic [[priorities|priority]] is used to accomplish this.&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;
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;
'''Name the HUB'''&amp;lt;br&amp;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;
[[Image:BasicJuntions3.png|center|thumb|357px|The signlist - click on a sign and you will get to the spot]]&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;
'''Things to keep in mind while constructing'''&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 passes a split. &lt;br /&gt;
[[Image:BasicJunction4.png|right|thumb|199px|The signals set as close as possible]]&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;
* '''You can get from each direction to any other direction!''' Since we want to make our railline expandable, we don't want to rethink all the old hubs in the future. It is better to build a hub with as many features as possible right at the start rather than heaving a headache in the future.&lt;br /&gt;
* '''A clean building style!''' You are not at your own - and this is probably the best thing about #openttdcoop! Unfortunately, most of us can't read your mind and therefore it is best to make a clean building style everyone understands. To be more concrete: don't do unnecessary tracks, make comments (by using signs) of your ideas. Signs do not cost anything at all - except some pressed keys on your keyboard.&lt;br /&gt;
* '''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 [[Max_Curve_Speed|speed-curves]].  ''Note: for larger trainlengths, the radius is always smaller than the trainlength.''&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 always has 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>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Basic_Junctions&amp;diff=10888</id>
		<title>Basic Junctions</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Basic_Junctions&amp;diff=10888"/>
				<updated>2009-10-29T20:27:40Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: Removed most redlinks, not the navigation path, up to what we'll do with that&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 basic 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;
[[Image:BasicJuntions1.png|center|thumb|600px|A very basic [[Sideline_Hub|Sideline Hub]] - Note the lack of [[Balancing|load balancing]] ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We find several important things in the image above:&lt;br /&gt;
* A '''mainline''' (also known as &amp;quot;Axis&amp;quot; goes from south to north (you can find it quite easy, mainlines have at least two tracks in each direction). The '''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;
* There are no [[Balancing|load balancers]] constructed for trains coming from the Sideline and entering the Mainline. The Loadbalancers will be explained later on.&lt;br /&gt;
* [[priorities|Priorities]] are missing on the mainline, so that trains entering the mainline slow down the trains on the mainline.&lt;br /&gt;
* Tunnels/ bridges are not doubled. Doubling is done based upon traffic load once a tunnel or bridge shows slowdowns for trains then it is needed to double. Unless it is a mainline or the tunnels/ bridges are longer then the distance between trains.&lt;br /&gt;
&lt;br /&gt;
[[Image:BasicJuntions2.png|center|thumb|480px|An early [[Balancing|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. A basic [[priorities|priority]] is used to accomplish this.&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;
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;
'''Name the HUB'''&amp;lt;br&amp;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;
[[Image:BasicJuntions3.png|center|thumb|357px|The signlist - click on a sign and you will get to the spot]]&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;
'''Things to keep in mind while constructing'''&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 passes a split. &lt;br /&gt;
[[Image:BasicJunction4.png|right|thumb|199px|The signals set as close as possible]]&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;
* '''You can get from each direction to any other direction!''' Since we want to make our railline expandable, we don't want to rethink all the old hubs in the future. It is better to build a hub with as many features as possible right at the start rather than heaving a headache in the future.&lt;br /&gt;
* '''A clean building style!''' You are not at your own - and this is probably the best thing about #openttdcoop! Unfortunately, most of us can't read your mind and therefore it is best to make a clean building style everyone understands. To be more concrete: don't do unnecessary tracks, make comments (by using signs) of your ideas. Signs do not cost anything at all - except some pressed keys on your keyboard.&lt;br /&gt;
* '''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 [[Max_Curve_Speed|speed-curves]].  ''Note: for larger trainlengths, the radius is always smaller than the trainlength.''&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 always has 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>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Signalling&amp;diff=10886</id>
		<title>Signalling</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Signalling&amp;diff=10886"/>
				<updated>2009-10-29T20:17:19Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: removed reveral to nightly and 0.5 version added a few lines, isn't much more to say...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{update}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Before you start to use Automatic Signalling or Signal Dragging you should check the signal density. You can change it in the Patch Settings -&amp;gt; Construction Tab or easily edit the drag_signals_density value in your openttd.cfg. Make sure the value is set to two.&amp;lt;br /&amp;gt;&lt;br /&gt;
== Basic Signalling ==&lt;br /&gt;
[[Image:Standard signal dragging.png|left|thumb|200px|Basic Signalling]]The first thing you should know is how use the basic signal dragging feature of OpenTTD: Build a signal (fastest Shortcut is A &amp;amp; S), left-click it and hold the button, drag it as far as you want to build signals. Release the button and the signals will be built. Very easy.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Automatic Signal Completion ==&lt;br /&gt;
[[Image:Automatic signal completion.png|right|thumb|200px|Automatic Signal Completion]]Now we are ready to build signals and know how to use the basic feature of dragging. We can go a step further. Again Build a signal and drag it. While you are dragging it a little bit press the CTRL button and release it. The track will be filled up with signals until a breakpoint which are existing signals on the track, stations and junctions.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Removing Signals ==&lt;br /&gt;
[[Image:Deleting signals.png|left|thumb|200px|Removing Signals]]It's also possible to remove Signals with the Automatic Completion feature. If you have build a track with signals, use the signal deletion function (Shortcut: A &amp;amp; S &amp;amp; R): click the signal, drag it while pressing the CTRL button and all the signals will be deleted. The breakpoints are stations and junctions.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Breakpoints ==&lt;br /&gt;
[[Image:Signalling breakpoints.png|right|thumb|200px|Breakpoints]]&lt;br /&gt;
Automatic Signal Completion won't stop at: '''Tunnels''' and '''Bridges'''&amp;lt;br /&amp;gt;&lt;br /&gt;
but stops at: Junctions, Stations and Existing Signals&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==Checking anyway==&lt;br /&gt;
After you have &amp;quot;signaled&amp;quot; a track, you should optimize signaling at tunnels, bridges and junctions, they need a signal right before or after the interruption. This will minimize train delays and therefor produce a better flow of traffic on high density networks.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Signalling&amp;diff=10885</id>
		<title>Signalling</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Signalling&amp;diff=10885"/>
				<updated>2009-10-29T20:17:03Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: removed reveral to nightly and 0.5 version added a few lines, isn't much more to say...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Before you start to use Automatic Signalling or Signal Dragging you should check the signal density. You can change it in the Patch Settings -&amp;gt; Construction Tab or easily edit the drag_signals_density value in your openttd.cfg. Make sure the value is set to two.&amp;lt;br /&amp;gt;&lt;br /&gt;
== Basic Signalling ==&lt;br /&gt;
[[Image:Standard signal dragging.png|left|thumb|200px|Basic Signalling]]The first thing you should know is how use the basic signal dragging feature of OpenTTD: Build a signal (fastest Shortcut is A &amp;amp; S), left-click it and hold the button, drag it as far as you want to build signals. Release the button and the signals will be built. Very easy.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Automatic Signal Completion ==&lt;br /&gt;
[[Image:Automatic signal completion.png|right|thumb|200px|Automatic Signal Completion]]Now we are ready to build signals and know how to use the basic feature of dragging. We can go a step further. Again Build a signal and drag it. While you are dragging it a little bit press the CTRL button and release it. The track will be filled up with signals until a breakpoint which are existing signals on the track, stations and junctions.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Removing Signals ==&lt;br /&gt;
[[Image:Deleting signals.png|left|thumb|200px|Removing Signals]]It's also possible to remove Signals with the Automatic Completion feature. If you have build a track with signals, use the signal deletion function (Shortcut: A &amp;amp; S &amp;amp; R): click the signal, drag it while pressing the CTRL button and all the signals will be deleted. The breakpoints are stations and junctions.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Breakpoints ==&lt;br /&gt;
[[Image:Signalling breakpoints.png|right|thumb|200px|Breakpoints]]&lt;br /&gt;
Automatic Signal Completion won't stop at: '''Tunnels''' and '''Bridges'''&amp;lt;br /&amp;gt;&lt;br /&gt;
but stops at: Junctions, Stations and Existing Signals&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==Checking anyway==&lt;br /&gt;
After you have &amp;quot;signaled&amp;quot; a track, you should optimize signaling at tunnels, bridges and junctions, they need a signal right before or after the interruption. This will minimize train delays and therefor produce a better flow of traffic on high density networks.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Removing_a_city&amp;diff=10829</id>
		<title>Removing a city</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Removing_a_city&amp;diff=10829"/>
				<updated>2009-10-25T13:57:04Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: rewrite of the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes when building the main line, side line or a station you come across some towns. Sometimes you have to remove them so there is more room for our networks. (Please note that this isn't cheap and only perform this when there enough money. Otherwise place a sign and wait until there is more money).&lt;br /&gt;
&lt;br /&gt;
Removing is done in several steps:&lt;br /&gt;
&lt;br /&gt;
==== Removing the first buildings ====&lt;br /&gt;
First check the rating of the authorities of the town. If it's '''Very Good''' or better start with removing some buildings like a football station, church or offices. These all need a rating of Very good or better. Removing a simple houses will be done later. Repeat the process until the rating drops to '''Appaling''', then move on to the next step.&lt;br /&gt;
&lt;br /&gt;
If you don't know which kind of building everything is, use the &amp;quot;Land area information tool&amp;quot;. It's the last button in the topside buttons bar (with pause, settings, save, map etc.). If you still don't know if a building can only be removed with Very good rating or higher start with the buildings that look the most expensive.&lt;br /&gt;
&lt;br /&gt;
==== Planting trees ====&lt;br /&gt;
You've been removing quite a bit and your rating has dropped to Appaling and local authorities will not allow further demolition. It's time to raise the town rating. &lt;br /&gt;
Remove everything in between a range of about 10 to 20 tiles from the town center (mind any laid out tracks, stations or purchased land). When you've removed everything from these tiles plant trees on the bare tiles. Just one tree per tile is enough (only drag and drop once). Repeat this until you have reached a '''Good''' or higher town rating and continue with the next step. Do not use the bribe option, which is expensive and will lead to being discovered and an unwilling town.&lt;br /&gt;
&lt;br /&gt;
==== Removing some (cheap) buildings ====&lt;br /&gt;
Now that your rating is increased to '''Good''' or better it is again time to remove buildings and roads. Start with removing houses at first and when that is not possible anymore try removing some roads. It appears that you can demolish up to 7/ 8 road pieces or 2 houses + 1 road tile at a time. When the town rating has dropped to '''Appaling''' again repeat the tree planting step. Do so until there are only buildings left that can't be removed (statues for instance).&lt;br /&gt;
&lt;br /&gt;
==== Removing the last buildings ====&lt;br /&gt;
If it wasn't a very big town, the result you have now must be only a few buildings left. Now it's time for the expensive part: '''Bribing'''. To save money, make sure your rating now is '''Good''' and if it is not the case plant some trees. Bribe to get an excellent or outstanding rating and remove the final buildings. If your ratings has dropped again try to increase it first by planting trees otherwise attempt another bribe. Now the town is removed completely. If town growth is turned on purchase the tiles around the center to prevent future growth, a rectangle of 10 by 10 tiles will do.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=City_grow_guide&amp;diff=10823</id>
		<title>City grow guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=City_grow_guide&amp;diff=10823"/>
				<updated>2009-10-25T13:01:25Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In some games it is needed to let a city grow to suite your needs. This is mostly done to drop goods or food, but in some games it is needed to let cities grow to transport passengers. There are a few things to think about when making a city grow. The following will make sure that your city will grow happily. &lt;br /&gt;
&lt;br /&gt;
* Build between 2 and 5 stations and place these stations &amp;quot;inside&amp;quot; the gray paved road area of the city-center. This can be a road vehicle or train station, whatever you prefer.  &lt;br /&gt;
* Service these stations frequently (as in once a month) and growth is encouraged. (Frequently servicing doesn't necessarily mean long trains, just that on a regular basis a pickup occurs.)&lt;br /&gt;
* Developing the road grid around the city yourself speeds up growth a bit.&lt;br /&gt;
* Helicopters give an extra impuls to city growth and can be very useful doing so.&lt;br /&gt;
&lt;br /&gt;
====Things to keep in mind:====&lt;br /&gt;
* Only the first 5 stations speed up growth, all others just generate extra passengers.&lt;br /&gt;
* You might want to extend the station spread (later in the game). When extending a station, make sure that the tile with the station name remains in the city center.&lt;br /&gt;
&lt;br /&gt;
====Climate specific conditions:====&lt;br /&gt;
* Temperate has no specific conditions, only goods can let the town grow faster. But total amount of passengers delivered to the town has the most impact.&lt;br /&gt;
* In artic games, where the city tile is above snow-level need montly food supply to grow. Food must be delivered before a passenger service will have impact on growth. &lt;br /&gt;
* Towns in tropical games, desert towns need water '''and''' food to grow. Non-desert towns require neither food nor water. Water needs to be delivered to a water tower (you might want to build one). Any amount of water satifies the need for water for that month. Excessive water supply does not increase the rate of growth, unlike food. Make sure to deliver it at least once a month food and (/ or) water. &lt;br /&gt;
&lt;br /&gt;
===Screenshots===&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:City-Growth-1970.png|left|thumb|350px|City started 1970. Small town right after a new game has started. ]]&lt;br /&gt;
|[[Image:City-Growth-Grey-paved-area.png|right|thumb|350px|Placing four stations inside the grey paved area and two busses servicing them.]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:City-Growth-1980.png|left|thumb|350px|City growth till 1980. Five stations in total three busses and one helicopter servicing. Town size multiplied by four.]]&lt;br /&gt;
|[[Image:City-Growth-1990.png|right|thumb|350px|City growth till 1990. Added two busses and one helicopter in 1982, in 1984 one additional busstop (Fraston Heights). Up to 1990 the town has grown to a small city with 5k population.]]&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
''(3x3 Road grid was development)''&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=City_grow_guide&amp;diff=10822</id>
		<title>City grow guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=City_grow_guide&amp;diff=10822"/>
				<updated>2009-10-25T12:59:04Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In some games it is needed to let a city grow to suite your needs. This is mostly done to drop goods or food, but in some games it is needed to let cities grow to transport passengers. There are a few things to think about when making a city grow. The following will make sure that your city will grow happily. &lt;br /&gt;
&lt;br /&gt;
* Build at least 2 and a maximum of 5 stations and place these stations &amp;quot;inside&amp;quot; the gray paved road area of the city-center. This can be a road vehicle or train station, whatever you prefer.  &lt;br /&gt;
* Service these stations frequently (as in once a month) and growth is encouraged. (Frequently servicing doesn't necessarily mean long trains, just that on a regular basis a pickup occurs.)&lt;br /&gt;
* Developing the road grid around the city yourself speeds up growth a bit.&lt;br /&gt;
* Helicopters give an extra impuls to city growth and can be very useful doing so.&lt;br /&gt;
&lt;br /&gt;
====Things to keep in mind:====&lt;br /&gt;
* Only the first 5 stations speed up growth, all others just generate extra passengers.&lt;br /&gt;
* You might want to extend the station spread (later in the game). When extending a station, make sure that the tile with the station name remains in the city center.&lt;br /&gt;
&lt;br /&gt;
====Climate specific conditions:====&lt;br /&gt;
* Temperate has no specific conditions, only goods can let the town grow faster. But total amount of passengers delivered to the town has the most impact.&lt;br /&gt;
* In artic games, where the city tile is above snow-level need montly food supply to grow. Food must be delivered before a passenger service will have impact on growth. &lt;br /&gt;
* Towns in tropical games, desert towns need water '''and''' food to grow. Non-desert towns require neither food nor water. Water needs to be delivered to a water tower (you might want to build one). Any amount of water satifies the need for water for that month. Excessive water supply does not increase the rate of growth, unlike food. Make sure to deliver it at least once a month food and (/ or) water. &lt;br /&gt;
&lt;br /&gt;
===Screenshots===&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:City-Growth-1970.png|left|thumb|350px|City started 1970. Small town right after a new game has started. ]]&lt;br /&gt;
|[[Image:City-Growth-Grey-paved-area.png|right|thumb|350px|Placing four stations inside the grey paved area and two busses servicing them.]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:City-Growth-1980.png|left|thumb|350px|City growth till 1980. Five stations in total three busses and one helicopter servicing. Town size multiplied by four.]]&lt;br /&gt;
|[[Image:City-Growth-1990.png|right|thumb|350px|City growth till 1990. Added two busses and one helicopter in 1982, in 1984 one additional busstop (Fraston Heights). Up to 1990 the town has grown to a small city with 5k population.]]&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
''(3x3 Road grid was development)''&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User_talk:Microshit&amp;diff=10211</id>
		<title>User talk:Microshit</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User_talk:Microshit&amp;diff=10211"/>
				<updated>2009-06-02T16:45:04Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's been a bit of discussion over this choice of nickname, if you intend to be a part of this (and likely other) community, I would recommend a change --[[User:KenjiE20|KenjiE20]] 20:54, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I agree --[[User:Tneo|Tneo]] 16:45, 2 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Terraforming&amp;diff=10182</id>
		<title>Terraforming</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Terraforming&amp;diff=10182"/>
				<updated>2009-05-27T13:29:14Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: Updated to reflect blog post&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Terraforming is a difficult thing in #openttdcoop games. Sometimes we try to build our networks as realistic as possible while making minimalistic changes to the landscape, instead using the existing geography of the mountains and valleys. In other games we flatten everything due to the most effective network construction like massive stations with big and fast entrances. Both ways of playing are in their own way interesting and therefore you should all styles of terraforming defined in this article.&lt;br /&gt;
&lt;br /&gt;
Before a game starts a !network plan will be created; things like train length, network layout, and the kind of game will be discussed and finally planned. One part of this discussion is the style of 'terraforming' that will be used and is given with all other information about the plan.&lt;br /&gt;
&lt;br /&gt;
=== No-Terraforming ===&lt;br /&gt;
We had a try on the late Public Server Game 59 where we tried to have No-Terraforming. And other than some few tricky problems by stationand Hub building that forced people to think outsite the box it all in all went rather painless ([[PublicServer:Archive#gameid_59|NO TERRAFORMING]] not working yet)&lt;br /&gt;
&lt;br /&gt;
=== Low-Terraforming ===&lt;br /&gt;
[[Image:TF_low.png|right|thumb|300px|Low terraforming]]&lt;br /&gt;
This terraforming style is often misunderstood and people mistake it for No-Terraforming. This style is the effective reversal to Coop-Terraforming. The network layout will be created according to the given landscape. You should use the existing mountains and valleys and create eye-candy tracks. The use of tunnels is quite important, because in reality trains often use tunnels instead of going over a mountain.&lt;br /&gt;
The aesthetics of the network is more important than the capacity and speed of the network. &lt;br /&gt;
&lt;br /&gt;
Sample game: [[MemberZone:Archive#gameid_08|Werkloze Desyncs, Inc.]]&lt;br /&gt;
&lt;br /&gt;
=== Medium terraforming ===&lt;br /&gt;
&lt;br /&gt;
The most used terraforming style and also the most unclear one in ways of what exactly is medium. With medium terraforming you don't flatten mountains to suit your building needs, but you terraform those tiles that are needed to obtain fluent networks that will not slow down trains.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[image:TF_med.png|left|250px|thumb|Medium terraforming]] [[image:TF_med-low.png|left|300px|thumb|Medium terraforming]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High terraforming ===&lt;br /&gt;
By far the most easy rule that is around. Also known as &amp;quot;free terraforming&amp;quot; and it allows you to terraform to your needs or pleasure. So you are free to flatten that mountain in order to build your station or network.&lt;br /&gt;
[[Image:TF_high.png|none|left|200px|thumb|Free style]]&lt;br /&gt;
&lt;br /&gt;
=== Coop-Terraforming ===&lt;br /&gt;
If playing with Coop-Terraforming a lot of landscaping can be done if it is needed for our network. The aesthetics of the network plays a role, but the functionality of the design is the most important thing. In fact it is more important to provide a network (with all its buildings: Hubs, Entrances, Exits, LB and so on) which has a high capacity and no jams instead of having an eye-candy like network. Either way you should keep the aesthetics of the network in mind. This is the one of the most used terraforming style on our servers; if nothing else is written or discussed, this style is implied.&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:Coop_terraforming.png|left|thumb|200px|Correct Terraforming]] [[Image:Wrong_terraforming.png|left|thumb|200px|This was too extreme.]]&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;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:TF_coop.png&amp;diff=10181</id>
		<title>File:TF coop.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:TF_coop.png&amp;diff=10181"/>
				<updated>2009-05-27T12:55:57Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:TF_high.png&amp;diff=10180</id>
		<title>File:TF high.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:TF_high.png&amp;diff=10180"/>
				<updated>2009-05-27T12:55:56Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:TF_med-low.png&amp;diff=10179</id>
		<title>File:TF med-low.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:TF_med-low.png&amp;diff=10179"/>
				<updated>2009-05-27T12:55:55Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:TF_med.png&amp;diff=10178</id>
		<title>File:TF med.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:TF_med.png&amp;diff=10178"/>
				<updated>2009-05-27T12:55:14Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:TF_low.png&amp;diff=10177</id>
		<title>File:TF low.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:TF_low.png&amp;diff=10177"/>
				<updated>2009-05-27T12:54:25Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=IRC_Commands&amp;diff=10164</id>
		<title>IRC Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=IRC_Commands&amp;diff=10164"/>
				<updated>2009-05-25T09:14:01Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: added !curve&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{update}}&lt;br /&gt;
In our channel #openttdcoop there are 2 bots active. One bot is called '''&amp;quot;publicserver&amp;quot;''' and whenever it is on IRC you know that there is a [[Public Server]] Game running. The second bot is called '''&amp;quot;Webster&amp;quot;''' which is giving us some additional features to the IRC channel itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''publicserver''' understands several commands and gives you the the ability to communicate with people on The Public Server via our IRC channel. Just type this command in your chatline. You can also send commands to publicserver by private message (/msg) if you do not wish to disturb the flow of the channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid black;&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border: 1px solid black;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#800000 ;&amp;quot; width=&amp;quot;25%&amp;quot; | Command&lt;br /&gt;
! style=&amp;quot;background:#800000 ;&amp;quot; width=&amp;quot;75%&amp;quot;| Description&lt;br /&gt;
{{IRC_Channel_Commands|!archive|Shows the link to our saved games archive}}&lt;br /&gt;
{{IRC_Channel_Commands|!blog|Shows the link to our blog}}&lt;br /&gt;
{{IRC_Channel_Commands|!companies|Lists the companies on the [[Public Server]] (should just be one)}}&lt;br /&gt;
{{IRC_Channel_Commands|!companycount|Tells you the number of companies in the game, mostly only one in our games though}}&lt;br /&gt;
{{IRC_Channel_Commands|!curve|Gives you a link that contains the speed/ curve length ratio}}&lt;br /&gt;
{{IRC_Channel_Commands|!date|Shows current game date}}&lt;br /&gt;
{{IRC_Channel_Commands|!download|Shows you the download links of the current OpenTTD version we use}}&lt;br /&gt;
{{IRC_Channel_Commands|!grf|Returns the URL of the [[GRF|GRF-Info-Page]]}}&lt;br /&gt;
{{IRC_Channel_Commands|!help|URL to access this help-page}}&lt;br /&gt;
{{IRC_Channel_Commands|!info|Shows game details.}}&lt;br /&gt;
{{IRC_Channel_Commands|!ip|Shows IP-Address and Port of the server}}&lt;br /&gt;
{{IRC_Channel_Commands|!junctionary|Show the link to our Junctionary}}&lt;br /&gt;
{{IRC_Channel_Commands|!password|Shows the actual password of the [[Public  Server]] in our channel}}&lt;br /&gt;
{{IRC_Channel_Commands|!playercount|Tells you how many people are playing on the [[Public Server]]}}&lt;br /&gt;
{{IRC_Channel_Commands|!players|Lists the people who are playing on the [[Public Server]], if any}}&lt;br /&gt;
{{IRC_Channel_Commands|!revision|The version of OpenTTD}}&lt;br /&gt;
{{IRC_Channel_Commands|!rss|Show the link to our RSS-feed}}&lt;br /&gt;
{{IRC_Channel_Commands|!save|Saves the game on [[Public Server]] }}&lt;br /&gt;
{{IRC_Channel_Commands|!svn|Shows the command to update the client via SVN}}&lt;br /&gt;
{{IRC_Channel_Commands|!url|Shows the link to the [[Public Server]] helppage}}&lt;br /&gt;
{{IRC_Channel_Commands|!version|The version of Autopilot}}&lt;br /&gt;
{{IRC_Channel_Commands|!wiki|Shows the link to our wiki}}&lt;br /&gt;
{{IRC_Channel_Commands|!rules|Shows the link to the playing rules of this server}}&lt;br /&gt;
{{IRC_Channel_Commands|!rcon &amp;lt;command&amp;gt;|Execute a command on the console (requires channel op)}}&lt;br /&gt;
{{IRC_Channel_Commands|!trains &amp;lt;number&amp;gt;|set max_trains to &amp;lt;number&amp;gt; (requires channel op)}}&lt;br /&gt;
{{IRC_Channel_Commands|!pause|pause the game (requires channel op)}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Webster''' logs our channel and gives you some other nice stuff: (prefix for commands: @)&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid black;&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border: 1px solid black;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#800000 ;&amp;quot; width=&amp;quot;25%&amp;quot; | Command&lt;br /&gt;
! style=&amp;quot;background:#800000 ;&amp;quot; width=&amp;quot;75%&amp;quot;| Description&lt;br /&gt;
{{IRC_Channel_Commands|@logs|Shows channel logs}}&lt;br /&gt;
{{IRC_Channel_Commands|@seen username|Shows, when a user was online last time and sends him a msg when returning}}&lt;br /&gt;
{{IRC_Channel_Commands|@tunnels &amp;lt;TrainLength&amp;gt; &amp;lt;TunnelLength&amp;gt;|Returns the amount of tunnels (or bridges) required for a distance of &amp;lt;TunnelLength&amp;gt; with trains of &amp;lt;TrainLength&amp;gt; e.g. &amp;quot;@tunnels 7 21&amp;quot;&amp;lt;br /&amp;gt;See [[IRC:Tunnels]]}}&lt;br /&gt;
{{IRC_Channel_Commands|@wiki &amp;lt;topic&amp;gt;|Displays a link to the wiki article covering the specified topic.  The topic must exist and be capitalized correctly for the link to be helpful.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:IRC]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Premade_Scenarios&amp;diff=10156</id>
		<title>Premade Scenarios</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Premade_Scenarios&amp;diff=10156"/>
				<updated>2009-05-22T11:17:46Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shall contain a collection of prepared scenarios which are ready to be launched on the public server or the ProZone.&lt;br /&gt;
&lt;br /&gt;
== Canadian Scenario (As an example) ==&lt;br /&gt;
Copy&amp;amp;paste this for making a new entry. Uploading: just click on the link next to savegame after creation of the entry (choose a proper filename)&lt;br /&gt;
 &lt;br /&gt;
'''Author''':      [[User:Pm|planetmaker]] 20:40, 11 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Description''': build a decent network in the Canadian prairie&lt;br /&gt;
&lt;br /&gt;
'''Map''': 512 x 1024 tiles, hilly with little water&lt;br /&gt;
&lt;br /&gt;
'''Climate''':  arctic&lt;br /&gt;
&lt;br /&gt;
'''Suitable playing style''': any, Cargo or PAX&lt;br /&gt;
&lt;br /&gt;
'''important grfs''': &lt;br /&gt;
* CanSet (incl. its industries)&lt;br /&gt;
* Canadian Townset&lt;br /&gt;
* North American Road set&lt;br /&gt;
* North American Town set&lt;br /&gt;
* Total Bridge Replacement set&lt;br /&gt;
* OpenGFX&lt;br /&gt;
* newwater&lt;br /&gt;
* new ships&lt;br /&gt;
* egrvts&lt;br /&gt;
* Aviators Aircrafts&lt;br /&gt;
&lt;br /&gt;
'''Savegame''': [[Media:Example.sav]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Pax-Senario ==&lt;br /&gt;
&lt;br /&gt;
'''Author''':      [[User:Hylkevd|Hylkevd]] 22:55, 8 Januari 2009&lt;br /&gt;
&lt;br /&gt;
Here's a senario I made: &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.gigasize.com/get.php?d=m5kjdxy5p6f &amp;lt;br&amp;gt;&lt;br /&gt;
Only some1 needs to upload it to this wiki, otherwise you have to use that annoying download site ;o&lt;br /&gt;
&lt;br /&gt;
'''Description''': Connect the city's&lt;br /&gt;
&lt;br /&gt;
'''Map''': 512 x 256 tiles&lt;br /&gt;
&lt;br /&gt;
'''Climate''':  Temparate&lt;br /&gt;
&lt;br /&gt;
'''Suitable playing style''': PAX&lt;br /&gt;
&lt;br /&gt;
Only Needs:&lt;br /&gt;
Some cool grfx :D&lt;br /&gt;
&lt;br /&gt;
== GameMenu Scenario ==&lt;br /&gt;
 &lt;br /&gt;
'''Author''':      [[User:Zuu]] 21 January 2009&lt;br /&gt;
&lt;br /&gt;
'''Description''': A map like the game menu&lt;br /&gt;
&lt;br /&gt;
'''Map''': 512 x 521 tiles, hilly with little water&lt;br /&gt;
&lt;br /&gt;
'''Climate''':  temperate&lt;br /&gt;
&lt;br /&gt;
'''Suitable playing style''': any, low terraform&lt;br /&gt;
&lt;br /&gt;
'''important grfs''': &lt;br /&gt;
bigger_depots.03&lt;br /&gt;
Long vehicles v4&lt;br /&gt;
TotalBridgeRenewalSet&lt;br /&gt;
UK Road set 1.1a&lt;br /&gt;
Generic Tramset&lt;br /&gt;
UK Renewal Train set v3.04&lt;br /&gt;
ISR 0.7.1(!)&lt;br /&gt;
&lt;br /&gt;
so... maybe add the newest ISR and all station sets(?) /pm Contact me for scenario with revised grfs. It's in my inbox ;) /pm&lt;br /&gt;
&lt;br /&gt;
Savegame: [http://ps.openttdcoop.org/public/save/uploads/GameMenuScenario.sav]&lt;br /&gt;
&lt;br /&gt;
== Estuary scenario ==&lt;br /&gt;
 &lt;br /&gt;
'''Author''':      [[User:ODM|ODM]]  19 May 2009&lt;br /&gt;
&lt;br /&gt;
'''Description''': A large city on an island in the middle of a rural industrious area.&lt;br /&gt;
&lt;br /&gt;
'''Map''': 512 x 512 tiles, smooth with bits of water.&lt;br /&gt;
&lt;br /&gt;
'''Climate''': temperate&lt;br /&gt;
&lt;br /&gt;
'''Suitable playing style''': Cargo&lt;br /&gt;
&lt;br /&gt;
'''important grfs''': &lt;br /&gt;
* Total Town Replacement&lt;br /&gt;
* 2CC trainset&lt;br /&gt;
* AV8 planes.&lt;br /&gt;
* grvts&lt;br /&gt;
&lt;br /&gt;
'''Savegame''': [http://ps.openttdcoop.org/public/save/uploads/estuary.sav estuary]&lt;br /&gt;
&lt;br /&gt;
==UK map (pax)==&lt;br /&gt;
&lt;br /&gt;
On the forums I found an UK map which is pretty nice. http://www.tt-forums.net/viewtopic.php?p=788981#p788981&lt;br /&gt;
--[[User:Tneo|Tneo]] 11:17, 22 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Premade_Scenarios&amp;diff=10155</id>
		<title>Premade Scenarios</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Premade_Scenarios&amp;diff=10155"/>
				<updated>2009-05-22T07:32:08Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shall contain a collection of prepared scenarios which are ready to be launched on the public server or the ProZone.&lt;br /&gt;
&lt;br /&gt;
== Canadian Scenario (As an example) ==&lt;br /&gt;
Copy&amp;amp;paste this for making a new entry. Uploading: just click on the link next to savegame after creation of the entry (choose a proper filename)&lt;br /&gt;
 &lt;br /&gt;
'''Author''':      [[User:Pm|planetmaker]] 20:40, 11 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Description''': build a decent network in the Canadian prairie&lt;br /&gt;
&lt;br /&gt;
'''Map''': 512 x 1024 tiles, hilly with little water&lt;br /&gt;
&lt;br /&gt;
'''Climate''':  arctic&lt;br /&gt;
&lt;br /&gt;
'''Suitable playing style''': any, Cargo or PAX&lt;br /&gt;
&lt;br /&gt;
'''important grfs''': &lt;br /&gt;
* CanSet (incl. its industries)&lt;br /&gt;
* Canadian Townset&lt;br /&gt;
* North American Road set&lt;br /&gt;
* North American Town set&lt;br /&gt;
* Total Bridge Replacement set&lt;br /&gt;
* OpenGFX&lt;br /&gt;
* newwater&lt;br /&gt;
* new ships&lt;br /&gt;
* egrvts&lt;br /&gt;
* Aviators Aircrafts&lt;br /&gt;
&lt;br /&gt;
'''Savegame''': [[Media:Example.sav]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Pax-Senario ==&lt;br /&gt;
&lt;br /&gt;
'''Author''':      [[User:Hylkevd|Hylkevd]] 22:55, 8 Januari 2009&lt;br /&gt;
&lt;br /&gt;
Here's a senario I made: &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.gigasize.com/get.php?d=m5kjdxy5p6f &amp;lt;br&amp;gt;&lt;br /&gt;
Only some1 needs to upload it to this wiki, otherwise you have to use that annoying download site ;o&lt;br /&gt;
&lt;br /&gt;
'''Description''': Connect the city's&lt;br /&gt;
&lt;br /&gt;
'''Map''': 512 x 256 tiles&lt;br /&gt;
&lt;br /&gt;
'''Climate''':  Temparate&lt;br /&gt;
&lt;br /&gt;
'''Suitable playing style''': PAX&lt;br /&gt;
&lt;br /&gt;
Only Needs:&lt;br /&gt;
Some cool grfx :D&lt;br /&gt;
&lt;br /&gt;
== GameMenu Scenario ==&lt;br /&gt;
 &lt;br /&gt;
'''Author''':      [[User:Zuu]] 21 January 2009&lt;br /&gt;
&lt;br /&gt;
'''Description''': A map like the game menu&lt;br /&gt;
&lt;br /&gt;
'''Map''': 512 x 521 tiles, hilly with little water&lt;br /&gt;
&lt;br /&gt;
'''Climate''':  temperate&lt;br /&gt;
&lt;br /&gt;
'''Suitable playing style''': any, low terraform&lt;br /&gt;
&lt;br /&gt;
'''important grfs''': &lt;br /&gt;
bigger_depots.03&lt;br /&gt;
Long vehicles v4&lt;br /&gt;
TotalBridgeRenewalSet&lt;br /&gt;
UK Road set 1.1a&lt;br /&gt;
Generic Tramset&lt;br /&gt;
UK Renewal Train set v3.04&lt;br /&gt;
ISR 0.7.1(!)&lt;br /&gt;
&lt;br /&gt;
so... maybe add the newest ISR and all station sets(?) /pm Contact me for scenario with revised grfs. It's in my inbox ;) /pm&lt;br /&gt;
&lt;br /&gt;
Savegame: [http://ps.openttdcoop.org/public/save/uploads/GameMenuScenario.sav]&lt;br /&gt;
&lt;br /&gt;
== Estuary scenario ==&lt;br /&gt;
 &lt;br /&gt;
'''Author''':      [[User:ODM|ODM]]  19 May 2009&lt;br /&gt;
&lt;br /&gt;
'''Description''': A large city on an island in the middle of a rural industrious area.&lt;br /&gt;
&lt;br /&gt;
'''Map''': 512 x 512 tiles, smooth with bits of water.&lt;br /&gt;
&lt;br /&gt;
'''Climate''': temperate&lt;br /&gt;
&lt;br /&gt;
'''Suitable playing style''': Cargo&lt;br /&gt;
&lt;br /&gt;
'''important grfs''': &lt;br /&gt;
* Total Town Replacement&lt;br /&gt;
* 2CC trainset&lt;br /&gt;
* AV8 planes.&lt;br /&gt;
* grvts&lt;br /&gt;
&lt;br /&gt;
'''Savegame''': [http://ps.openttdcoop.org/public/save/uploads/estuary.sav estuary]&lt;br /&gt;
&lt;br /&gt;
==UK map (pax)==&lt;br /&gt;
&lt;br /&gt;
On the forums I found an UK map which is pretty nice. http://www.tt-forums.net/viewtopic.php?p=788981#p788981&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_141_-_150&amp;diff=10152</id>
		<title>PublicServer:Archive - Games 141 - 150</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_141_-_150&amp;diff=10152"/>
				<updated>2009-05-18T12:06:05Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &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 141|08.05.09-15.05.09| {{User|tneo}}, {{User|planetmaker}}, {{User|gleeb}}, {{User|uliko}}, {{User|ODM}}, {{User|Chris_booth}}, {{User|Combuster}}, | [[Gametype:Cargo_Concept|Cargo]] |TL 5 | 512 x 256 Sub-Tropical | r16277 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
This game featured a central hub station with an LL_RR leg to either side, trains picked up at both ends of the legs. After delivering their cargo trains were heading for the nearest depot to be refitted. This way train amount required was less then usual and trains mostly didn't travel empty.|141|Image:PSG141.png| An oil pickup station initally used for the MM.}}&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_141_-_150&amp;diff=10151</id>
		<title>PublicServer:Archive - Games 141 - 150</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_141_-_150&amp;diff=10151"/>
				<updated>2009-05-18T12:05:18Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &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 141|08.05.09-15.05.09| {{User|tneo}}, {{User|planetmaker}}, {{User|gleeb}}, {{User|uliko}}, {{User|ODM}}, {{User|Chris Booth}}, {{User|Combuster}}, | [[Gametype:Cargo_Concept|Cargo]] |TL 5 | 512 x 256 Sub-Tropical | r16277 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
This game featured a central hub station with an LL_RR leg to either side, trains picked up at both ends of the legs. After delivering their cargo trains were heading for the nearest depot to be refitted. This way train amount required was less then usual and trains mostly didn't travel empty.|141|Image:PSG141.png| An oil pickup station initally used for the MM.}}&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_141_-_150&amp;diff=10150</id>
		<title>PublicServer:Archive - Games 141 - 150</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_141_-_150&amp;diff=10150"/>
				<updated>2009-05-18T12:04:08Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: Added description and users.&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 141|08.05.09-15.05.09| {{User|tneo}}, {{User|planetmaker}}, {{User|gleeb}}, {{User|uliko}}, {{User|ODM}}, {{User|Chris Booth}}, {{User|Combuster}}, | [[Gametype:Cargo_Concept|Cargo]] |TL 5 | 512 x 256 Sub-Tropical | r16277 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
This game featured a central hub station with an LL_RR leg to either side, trains picked up at both ends of the legs. After delivering their cargo trains were heading for the nearest depot to be refitted. This way train amount required was less then usual and trains mostly didn't travel empty.|141|Image:PSG141.PNG| An oil pickup station initally used for the MM.}}&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:PSG141.png&amp;diff=10149</id>
		<title>File:PSG141.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:PSG141.png&amp;diff=10149"/>
				<updated>2009-05-18T11:57:08Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: Oil pickup station&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oil pickup station&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=How_not_to_build&amp;diff=10141</id>
		<title>How not to build</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=How_not_to_build&amp;diff=10141"/>
				<updated>2009-05-15T11:51:57Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: Updated comment about the sample game to disable newgrf's&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Trains|&amp;lt;&amp;lt; Trains ]] | [[Guides| Back to Index &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
===How '''''not''''' to build...===&lt;br /&gt;
&lt;br /&gt;
Ok, so by now you've been told how to build in our games. We haven't settled on that building method for no reason. In here I'm going to explain you why, using an old game I made together with a friend of mine (it's quite old and worked reasonably at the time, however now it doesn't).&lt;br /&gt;
&lt;br /&gt;
Start out with loading [[Media:Magnetic_Corp.%2C_30th_Dec_2090_CLI.sav]].&lt;br /&gt;
&lt;br /&gt;
''With newer revisions the game will not run, if you have any newgrf's enabled. Disable them if you want to see the game in action.'''&lt;br /&gt;
&lt;br /&gt;
Now, I'll explain what's wrong with it:&lt;br /&gt;
* There is a jammed roundabout in there. It will keep jamming over, and over again.&lt;br /&gt;
* There are a multitude of 2x45 degree turns in there and even some 90 degree turns, the resulting congestion is disastrous to the efficiency of the network as most trains slow down to a crawl to get through the bends.&lt;br /&gt;
* No use of pre-signals, even where they should be used. Result: congestion and inefficient use of the stations which need it.&lt;br /&gt;
* Huge switches in front of stations. Most of those stations aren't even RoRo! Result: a ''lot'' of congestion.&lt;br /&gt;
* Huge stations which see lots of traffic... without proper load-balancing. The result: a huge queue of trains, which have to wait for a single train to enter the station.&lt;br /&gt;
* There are some junctions which are too tight. Result: waiting trains to go over it. This might cause a mild seizure to the network.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Trains|&amp;lt;&amp;lt; Trains ]] | [[Guides| Back to Index &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Talk:Main_Page/editcopy&amp;diff=10136</id>
		<title>Talk:Main Page/editcopy</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Talk:Main_Page/editcopy&amp;diff=10136"/>
				<updated>2009-05-13T13:58:38Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placing the suggestin here, to reference the following on the main page: http://www.openttdcoop.org/blog/2009/03/08/a-newbie-guide-to-openttdcoop/&lt;br /&gt;
--[[User:Tneo|Tneo]] 07:47, 13 May 2009 (UTC)&lt;br /&gt;
:how's that look? -- [[User:Thraxian|Thraxian]] 13:06, 13 May 2009 (UTC)&lt;br /&gt;
Looks good :) --[[User:Tneo|Tneo]] 13:58, 13 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=How_not_to_build&amp;diff=10134</id>
		<title>How not to build</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=How_not_to_build&amp;diff=10134"/>
				<updated>2009-05-13T13:23:11Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: /* How not to build... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Trains|&amp;lt;&amp;lt; Trains ]] | [[Guides| Back to Index &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
===How '''''not''''' to build...===&lt;br /&gt;
&lt;br /&gt;
Ok, so by now you've been told how to build in our games. We haven't settled on that building method for no reason. In here I'm going to explain you why, using an old game I made together with a friend of mine (it's quite old and worked reasonably at the time, however now it doesn't).&lt;br /&gt;
&lt;br /&gt;
Start out with loading [[Media:Magnetic_Corp.%2C_30th_Dec_2090_CLI.sav]].&lt;br /&gt;
&lt;br /&gt;
''With newer revisions the game will not run, but you can still open it. '''&lt;br /&gt;
&lt;br /&gt;
Now, I'll explain what's wrong with it:&lt;br /&gt;
* There is a jammed roundabout in there. It will keep jamming over, and over again.&lt;br /&gt;
* There are a multitude of 2x45 degree turns in there and even some 90 degree turns, the resulting congestion is disastrous to the efficiency of the network as most trains slow down to a crawl to get through the bends.&lt;br /&gt;
* No use of pre-signals, even where they should be used. Result: congestion and inefficient use of the stations which need it.&lt;br /&gt;
* Huge switches in front of stations. Most of those stations aren't even RoRo! Result: a ''lot'' of congestion.&lt;br /&gt;
* Huge stations which see lots of traffic... without proper load-balancing. The result: a huge queue of trains, which have to wait for a single train to enter the station.&lt;br /&gt;
* There are some junctions which are too tight. Result: waiting trains to go over it. This might cause a mild seizure to the network.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Trains|&amp;lt;&amp;lt; Trains ]] | [[Guides| Back to Index &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=How_not_to_build&amp;diff=10133</id>
		<title>How not to build</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=How_not_to_build&amp;diff=10133"/>
				<updated>2009-05-13T13:21:16Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: added comment about example game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Trains|&amp;lt;&amp;lt; Trains ]] | [[Guides| Back to Index &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
===How '''''not''''' to build...===&lt;br /&gt;
&lt;br /&gt;
Ok, so by now you've been told how to build in our games. We haven't settled on that building method for no reason. In here I'm going to explain you why, using an old game I made together with a friend of mine (it's quite old and worked reasonably at the time, however now it doesn't).&lt;br /&gt;
&lt;br /&gt;
Start out with loading [[Magnetic_Corp.%2C_30th_Dec_2090_CLI.sav]].&lt;br /&gt;
&lt;br /&gt;
''With newer revisions the game will not run, but you can still open it. '''&lt;br /&gt;
&lt;br /&gt;
Now, I'll explain what's wrong with it:&lt;br /&gt;
* There is a jammed roundabout in there. It will keep jamming over, and over again.&lt;br /&gt;
* There are a multitude of 2x45 degree turns in there and even some 90 degree turns, the resulting congestion is disastrous to the efficiency of the network as most trains slow down to a crawl to get through the bends.&lt;br /&gt;
* No use of pre-signals, even where they should be used. Result: congestion and inefficient use of the stations which need it.&lt;br /&gt;
* Huge switches in front of stations. Most of those stations aren't even RoRo! Result: a ''lot'' of congestion.&lt;br /&gt;
* Huge stations which see lots of traffic... without proper load-balancing. The result: a huge queue of trains, which have to wait for a single train to enter the station.&lt;br /&gt;
* There are some junctions which are too tight. Result: waiting trains to go over it. This might cause a mild seizure to the network.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Trains|&amp;lt;&amp;lt; Trains ]] | [[Guides| Back to Index &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Trains&amp;diff=10114</id>
		<title>Trains</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Trains&amp;diff=10114"/>
				<updated>2009-05-13T09:54:59Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: gramar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Networking|&amp;lt;&amp;lt; Networking ]] | [[Orders| Orders &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Trains are a sensible part of OTTD. On this page, we just intend to make some short statements that help you building them for large networks like #openttdcoop's.&lt;br /&gt;
&lt;br /&gt;
* '''Use SHARED ORDERS''' (CTRL+click on an existing train with the same order) for trains on the same route! This is probably the most important thing you have to care about. If you want to make a change for a route you just need to change the order and every train which shares this order will apply the change.&lt;br /&gt;
* '''Do not use waypoints anymore'''. Since the new pathfinding was implemented the trains behave quite smart and find the best way by themselves. A typical order list has only to consist of two orders &amp;quot;Goto Station XY + Full Load&amp;quot; and &amp;quot;Goto Station YZ&amp;quot; where it will unload (note: no need for an unload order!).&lt;br /&gt;
* Before we start the work on a map, we most/y agree to a unified, certain train length.&lt;br /&gt;
* In some games, '''train depots''' are used. These are small areas with all the train types to be used in the game already pre-created and sorted into the right train group. All you need to do is to copy one of those trains (''just copy'', no CTRL-click for shared orders, since the trains in the depot don't have orders!) and give them your orders. If you find such a depot in the game, ''do not create'' your own new trains.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Networking|&amp;lt;&amp;lt; Networking ]] | [[Orders| Orders &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Networking&amp;diff=10113</id>
		<title>Networking</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Networking&amp;diff=10113"/>
				<updated>2009-05-13T09:52:15Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: added text and pbs depot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mainline_Junctions|&amp;lt;&amp;lt; Mainline Junctions ]] | [[Trains| Trains &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After being able to build all these nice little hubs we return to some basics. Actually we demand you to do something very important before you start to build: just '''think about what you are doing!''' In the ruleset you probably read about our intention to build a comprehensive network. In a typical 512*512 game we have developed a certain networking-style. But do not misunderstand this: we do not want you to end up saying &amp;quot;Those guys are always just doing the same with all those strict rules...&amp;quot;. We do not build networks one like the other! We always try to improve our building style and so the style changes. &lt;br /&gt;
&lt;br /&gt;
The challenge is to invent new Network Concepts on the strategic level and new junctions/ stations etc. on the more detailed level of the game. Therefore, our games are not about doing the same things all the time but about keeping reliable network concepts and upgrade them with new ideas. But instead of writing so much about the theory we should get back and analyze a typical network of #openttdcoop. &lt;br /&gt;
&lt;br /&gt;
[[Image:BasicNetwork.png|thumb|800px|center|Network overview]]&lt;br /&gt;
&lt;br /&gt;
* On the map we see the 2x2 mainlines. On a 512*512 map we somtimes build some kind of &amp;quot;box&amp;quot; at the edges of the map. They provide some kind of a framework to our upcoming plans (note: on this screenshot only the southeastern part of the map is shown).&lt;br /&gt;
* Since mines/ factories/ plants/ farms located in the center of the map are far of this &amp;quot;framework&amp;quot; of mainlines, a mainline through the center is needed. It usually leads to a giant cloverleaf in the center of the map (note: we usually try to avoid cloverleafs due to their liability to jam). On our screenshot this &amp;quot;cross&amp;quot; of central mainlines is not yet completed but you already see the central west-east axis.&lt;br /&gt;
* Already shown in this screenshot: two Sideline Hubs at the &amp;quot;Eastern Axis&amp;quot;. You probably notice the two sidelines originating at the two SLH's and the connected stations to the sidelines.&lt;br /&gt;
* If you ask yourself &amp;quot;Why the hell can't they build straight lines?!&amp;quot; there is an easy explaination for this: In OTTD, there are various landmark which can't be moved. Antennas (really evil things on hills), factories/ plants/ farms/ mines, churches (removable after some bribes -&amp;gt; expensive!) are other landmarks.&lt;br /&gt;
* This &amp;quot;crossed box&amp;quot; has proven to be a reliable concept on 512*512 maps but we are always searching for new ideas - and if we play on larger (or smaller) maps, we need a whole new concept.&lt;br /&gt;
&lt;br /&gt;
==Depots==&lt;br /&gt;
The next picture is all about depots. Since we have a massive comprehensive network of railroad tracks we have trains going all along from one side of the map to the other side and back again. Despite break-downs are disabled in our standard configuration (if you ever operated more than 100 trains on a huge network in one game you know why) there is some train developement going on in the game. Therefore, we have to upgrade trains from time to time at a railroad depot. Since we have a massive comprehensive network of railroad tracks we have trains going all along from one side of the map to the other side and back again. We can't simply build depots somewhere on the map on sidelines or even next to a station because if we do so, a &amp;quot;goto depot&amp;quot;-order will cause trains going to the nearest depot - which means: most likely jamming sidelines or stations. You probably have to trust us this time: this is a serious issue!&lt;br /&gt;
&lt;br /&gt;
Mucht developed a &amp;quot;Service Center&amp;quot; in order to build depots on the mainline.&lt;br /&gt;
[[Image:ServiceCenter.png|thumb|center|800px|Service Center]]&lt;br /&gt;
&lt;br /&gt;
By making use of a [[PBS|Path Based Signal]] it is possible to have two trains at the same time enter the depots.&lt;br /&gt;
[[image:PBS_depot.png|thumb|center|800px|PBS depot]]&lt;br /&gt;
&lt;br /&gt;
Notice:&lt;br /&gt;
&lt;br /&gt;
* A train enters a depot quite slow. You have to implement some space so the train does not jam up the mainline because it enters the depot. If you look at the example picture you see some space for slowdown and even more space intended as acceleration area for the train.&lt;br /&gt;
* You always need a depot for every track at the mainline - if you try to save some money you risk trains moving straight forward to the next possibility to make a turn-around (which is, in a well-built network a station-area) and therefore jaming up the network instead of avoiding jams.&lt;br /&gt;
* Trains leaving the depot have to give priority to the mainline.&lt;br /&gt;
* Even name your service center. You know why.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Mainline_Junctions|&amp;lt;&amp;lt; Mainline Junctions ]] | [[Trains| Trains &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:PBS_depot.png&amp;diff=10112</id>
		<title>File:PBS depot.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:PBS_depot.png&amp;diff=10112"/>
				<updated>2009-05-13T09:45:00Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: PBS depot example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PBS depot example&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Mainline_Junctions&amp;diff=10111</id>
		<title>Mainline Junctions</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Mainline_Junctions&amp;diff=10111"/>
				<updated>2009-05-13T09:29:11Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: Updated image and text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basic_Junctions|&amp;lt;&amp;lt; Basic Junctions ]] | [[Networking| Networking &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After building the first hubs in [[Basic_Junctions|Part 2]], you will probably notice that our mainlines may sometimes cross each other. Since we always build a comprehensive network and try to avoid dead-end lines, there is a point in the game where a so-called &amp;quot;Backbone Hub&amp;quot; is needed (remember to name the hub as described before). To see what we talk about, look at this: &lt;br /&gt;
&lt;br /&gt;
[[Image:BBH.png|center|thumb|600px|Example of a [[Backbone_Hub|Backbone Hub]] ]]&lt;br /&gt;
&lt;br /&gt;
Let us analyse this one:&lt;br /&gt;
&lt;br /&gt;
* A mainline is built from east to west (if you read the previous pages carefully you should already know where east and west are). Be careful: this mainline has a temporary solution: the tunnels and bridges are all single for example purposes.&lt;br /&gt;
* Again, we have a T-Hub but this time it is slightly different: we do not connect a sideline (LR) to a mainline (LL___RR) but a mainline to a mainline. &lt;br /&gt;
* Mainlines enjoy the highest priority in the whole network. Mainlines are intended to be fast and hosting trains in order to go over long distances. Therefore, we try to avoid slowing down these trains on mainlines (remember: money has something to do with time and time is money!). In the end we come to the conclusion: Backbone Hubs have to be as fast as ever possible! As shown in our tutorial picture, there are no tight curves or major slopes. It is - as already shown - signaled as close as possible to avoid delays.&lt;br /&gt;
* Since a train typically has a route (notice: not order list!) like Station XY - Sideline Hub YZ - Backbone Hub ZA - Sideline Hub AB - Station BC, it has already the possibility to access both (i.g.: all) tracks of the mainline via the Sideline Hubs (remember: for SLH's we said: always connect every possibility!) we do not need to connect each track of one mainline to each track of the other mainline - which simplifies the whole thing a lot! You only need to connect the inner line of one mainline to the inner line of the other mainline and so one. Feel free to study our tutorial picture some minutes and you'll find out what we mean.&lt;br /&gt;
* The best start if you want to build a BBH is to move the tracks of one direction some spaces to have more space in between the tracks. You'll soon notice that this is a quite helpful trick.&lt;br /&gt;
* Always split before you join tracks, otherwise you might be creating a roundabout or (even worse) a cloverleaf junction. These junction types will jam once they see enough traffic from several directions.&lt;br /&gt;
* Don't  mix that with join before split which has to be avoided by any means!&lt;br /&gt;
* In this example there is no load balancing, something you will see in our games.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Basic_Junctions|&amp;lt;&amp;lt; Basic Junctions ]] | [[Networking| Networking &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:BBH.png&amp;diff=10110</id>
		<title>File:BBH.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:BBH.png&amp;diff=10110"/>
				<updated>2009-05-13T09:21:07Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: uploaded a new version of &amp;quot;Image:BBH.png&amp;quot;: New version of example BBH that complies with building guidelines.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A BackBoneHub (BBH).&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:BBH.png&amp;diff=10109</id>
		<title>File:BBH.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:BBH.png&amp;diff=10109"/>
				<updated>2009-05-13T09:19:00Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: uploaded a new version of &amp;quot;Image:BBH.png&amp;quot;: New version of example BBH that complies with building guidelines.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A BackBoneHub (BBH).&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Basic_Junctions&amp;diff=10108</id>
		<title>Basic Junctions</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Basic_Junctions&amp;diff=10108"/>
				<updated>2009-05-13T08:51:56Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: edited the page, added info and some rewriting of parts.&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 basic 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;
[[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;
* 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;
* There are no [[Load_Balancers|load balancers]] constructed for trains coming from the Sideline and entering the Mainline. The Loadbalancers will be explained later on.&lt;br /&gt;
* [[priorities|Priorities]] are missing on the mainline, so that trains entering the mainline slow down the trains on the mainline.&lt;br /&gt;
* Tunnels/ bridges are not doubled. Doubling is done based upon traffic load once a tunnel or bridge shows slowdowns for trains then it is needed to double. Unless it is a mainline or the tunnels/ bridges are longer then the distance between trains.&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. A basic [[priorities|priority]] is used to accomplish this.&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;
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;
'''Name the HUB'''&amp;lt;br&amp;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;
[[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;
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;
'''Things to keep in mind while constructing'''&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 passes a split. &lt;br /&gt;
[[Image:BasicJunction4.png|right|thumb|199px|The signals set as close as possible]]&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;
* '''You can get from each direction to any other direction!''' Since we want to make our railline expandable, we don't want to rethink all the old hubs in the future. It is better to build a hub with as many features as possible right at the start rather than heaving a headache in the future.&lt;br /&gt;
* '''A clean building style!''' You are not at your own - and this is probably the best thing about #openttdcoop! Unfortunately, most of us can't read your mind and therefore it is best to make a clean building style everyone understands. To be more concrete: don't do unnecessary tracks, make comments (by using signs) of your ideas. Signs do not cost anything at all - except some pressed keys on your keyboard.&lt;br /&gt;
* '''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 [[Max_Curve_Speed|speed-curves]].  ''Note: for larger trainlengths, the radius is always smaller than the trainlength.''&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 always has 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>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tneo&amp;diff=10107</id>
		<title>User:Tneo</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tneo&amp;diff=10107"/>
				<updated>2009-05-13T08:18:37Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just to let you know: &lt;br /&gt;
&lt;br /&gt;
;Things I like during a (coop) game:&lt;br /&gt;
:- Challenging maps and plans&lt;br /&gt;
:- Working with the terrain, although this might be less efficient&lt;br /&gt;
:- Low terraforming&lt;br /&gt;
&lt;br /&gt;
;Things I don't like during a (coop) game:&lt;br /&gt;
:- Flattening terrain to suite your needs&lt;br /&gt;
:- Deleting water&lt;br /&gt;
:- Not sticking to the plan&lt;br /&gt;
&lt;br /&gt;
'''Joined OpenTTDCoop:''' October 2007&amp;lt;br&amp;gt;&lt;br /&gt;
'''Member since:''' January 2008 &lt;br /&gt;
{{flag|nl}}&lt;br /&gt;
[[Category:Active Members]]&lt;br /&gt;
==Page created:==&lt;br /&gt;
[[User:Tneo/City-grow-guide]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Max_Curve_Speed&amp;diff=10106</id>
		<title>Max Curve Speed</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Max_Curve_Speed&amp;diff=10106"/>
				<updated>2009-05-13T07:58:00Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: added expand tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CL3 - 168 km/h&lt;br /&gt;
&lt;br /&gt;
CL4 - 196 km/h&lt;br /&gt;
&lt;br /&gt;
CL5 - 217 km/h&lt;br /&gt;
&lt;br /&gt;
CL6 - 228 km/h&lt;br /&gt;
&lt;br /&gt;
{{expand|per train speed and rail type more detailed info|may 2009}}&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Talk:Main_Page/editcopy&amp;diff=10105</id>
		<title>Talk:Main Page/editcopy</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Talk:Main_Page/editcopy&amp;diff=10105"/>
				<updated>2009-05-13T07:47:55Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: New page: Placing the suggestin here, to reference the following on the main page: http://www.openttdcoop.org/blog/2009/03/08/a-newbie-guide-to-openttdcoop/ --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placing the suggestin here, to reference the following on the main page: http://www.openttdcoop.org/blog/2009/03/08/a-newbie-guide-to-openttdcoop/&lt;br /&gt;
--[[User:Tneo|Tneo]] 07:47, 13 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Copy_orders&amp;diff=10103</id>
		<title>Copy orders</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Copy_orders&amp;diff=10103"/>
				<updated>2009-05-12T07:15:54Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: minor text edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's useful to copy orders if you have vehicles that all have the same route. For example you have 10 airplanes and have to set them to 10 airfields. It's boring to look for the air fields over and over again.&lt;br /&gt;
&lt;br /&gt;
To copy the orders of a vehicle you simple click on Go To in the orders screen (Note: The vehicle must have no orders on that moment) and click on the vehicle where you want to copy the orders from.&lt;br /&gt;
&lt;br /&gt;
On #openttdcoop we don't use this kind of copying orders but we use [[Shared_Orders|Shared Orders]]. We use this because we have several trains to each station following the same route. If you move the one station and you have like 10 trains it is tedious job to change them. Using [[Shared_Orders|shared orders]] is a '''must''' on our games.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_131_-_140&amp;diff=10097</id>
		<title>PublicServer:Archive - Games 131 - 140</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_131_-_140&amp;diff=10097"/>
				<updated>2009-05-11T14:57:28Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: added players to PSG140&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{PublicServerArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 140|30.04.09-08.05.09| {{User|Chris booth}}, {{User|Avdg}},  {{User|tneo}},  {{User|Ammler}},  {{User|Mark}},  {{User|Thijs}},  {{User|KenjiE20}} | [[Gametype:ICE_SBahn|ICE + S-Bahn]] |TL 11 &amp;amp; Various| 512 x 512 Temperate | r16251 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
This game stated with 4 towns with 0 population. We had to generate city plans that included ICE lines and SBanh lines. {{User | Mark}}'s plan won which meant we had to and a clockwise outer ring with 4 one way central main lines. This means that each city had 4 ICE transfer station. We had some very nice SBahn idea appear in this game and 2 very large cities, Marks city had 800,000 population peaking at arround 900,000 and Thijis had over 1,000,000 population in the end. The game end with over 1400 trains.&lt;br /&gt;
|140|Image:PSG140.PNG| This is a screen shot of Thijs S-Bahn}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 139|23.04.09-30.04.09| {{User|KenjiE20}}, {{User|ODM}}  | Cargo + PAX |TL| Map Type and Size | r16055 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
2 large rivers devided this map, the lead into the Nord and Oest Sea's, most plans seemed to focus arround deviding the map into 2 distinc areas. the final game we had to transport PAX and Cargo arround the map.&lt;br /&gt;
'''//If you played please extend'''&lt;br /&gt;
|139|Image:PSG139.PNG| Picture Caption}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 138|15.04.09-23.04.09|{{User|planetmaker}},{{User|Mitooo}} | [[Gametype:ICE_SBahn|ICE + S-Bahn]] |8| 256*2048 Temperate | r16055 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
A stretched map with a full pax network. Around 230 ICE trains connect the 4 main terminals on the 4 main islands. The terminals are fed by local S-Bahn, trams and buses. From north to south straight through everything is the TL64 Beast maglev, making an almost impossible 15 million a year.&lt;br /&gt;
|138|Image:PSG138.PNG| Rindston, the biggest city in the game.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 137|08.04.09-15.04.09|{{User|RMJ}}, {{User|Tuz}} | [[Gametype:Cargo_Concept|Cargo]] |10| 512*512 Sub-Tropical | r16055 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
An ambitious plan by RMJ, where all cargo is delivered to a single station in the middle of the map. The raws were picked up from two large primary wings. In the end the network held 800 trains in good flow. &lt;br /&gt;
|137|Image:PSG137.PNG| The huge main drop station.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 136|31.03.09-08.04.09|{{User|tneo}} | [[Gametype:Cargo_Concept|Cargo]] | 5 | 512*1024 Temperate | r15906 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
A large map generated using the original generator and no newgrfs were used in this game to get the &amp;quot;oldskool&amp;quot; feeling. At about 1000 trains the outer ring of the network started to slow down and a 5th lane was added which kept the network running smoothly even with more than 1200 trains. &lt;br /&gt;
|136|Image:PSG136.PNG| This Picture shows the Iron and Goods Drop and the Steel Pickup.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 135|27.03.09-31.03.09| | [[Gametype:Chaos_Theory|Chaos]] | 5 | 256x256 Temperate | r15712 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
Another ECS map, again with all vectors loaded. ECS combined with a chaos theory plan turned out surprisingly clean and all trains were moving smoothly in the end.&lt;br /&gt;
|135|Image:PSG135.PNG| Add screenie + description}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 134|14.03.09-27.03.09| {{User|ODM}}, {{User|KenjiE20}}, {{User|Narc}}, {{User|Progman}}, {{User | Chris booth}}| [[Gametype:Cargo Concept|Cargo Concept]] | 14, 7 and some less common used ones | 1024x1024 Temperate | r15712 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
Once again an ambitious plan, loading all the ECS vectors. Every vector was built seperately with its own plan, with freight being transfered between them on a huge circular mainline. &lt;br /&gt;
In the end we managed to transport nearly all the cargos defined by ECS and running nearly a 1000 trains on the network. The ECS combined with the large map size sadly prevented players from joining in the end but all in all it was a good game and a decent introduction to the world of ECS.&lt;br /&gt;
|134|Image:PSG134.PNG| The Wood Vector Transfer, one of the busiest stations in the game, by narc and Chris Booth.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 133|1.03.09-14.03.09| {{User|narc}}, {{User|Tuz}}, {{User|Bennythen00b}} | [[Gametype:Cargo Concept|Cargo Concept]] | 7 | 256x1024 Arctic | r15654 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
We picked a very ambitious plan for this map -- two parallel 4x4 mainlines with SML, with the drop/pickup stations at the loose ends of the mainlines. However, building the four BBHs took a very long time, and the plan also changed several times to remove some of the trickier requirements, such as &amp;quot;no mainline above the snowline&amp;quot;, which was producing some very uneven mainlines that couldn't be properly connected with SLHs. In the end, some major rebuilds were required for the north-western stations to cope with the load. This game also tested the feasibility of using GRFs from [http://wiki.openttd.org/wiki/index.php/Bananas BaNaNaS], which turned out not to prevent anyone from joining (though often they needed help finding them).&lt;br /&gt;
|133|Image:PSG133.png| BBH North-West, the first and most expansive BBH, but looking quite pretty. }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 132|26.02.09-01.03.09| {{User|Avdg}}, {{User|narc}}, {{User|Tuz}}, {{User|planetmaker}}, {{User|Combuster}} | [[Gametype:Subsidiaries|Holding &amp;amp; Subsidiaries Concept]] (pax only) | 3-8 local, 15 for ICE | 512x1024 Temperate | r15591 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
The map was divided into 15 provinces, which players then assigned themselves to. A mainline was also built to shuttle the passengers around the provinces. Sadly, the map proved too big (so people didn't have much chance to cooperate in building their provinces), and a bug with the Japan Train Set made the game unplayable for most.&lt;br /&gt;
|132|Image:PSG132.png| Capital City's ICE terminal, featuring a sea of mail. }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 131|21.02.09-26.02.09| {{User|Mark}}, {{User|db48x}}, {{User|narc}}, {{User|Combuster}}, {{User|Mortomes}}, {{User|Wouterr}}, {{User|planetmaker}}, {{User|Tuz}} (as cyril), {{User|Avdg}}, {{User|KenjiE20}}, {{User|ODM}}, {{User|Sedontane}}, {{User|Mazen}}, {{User|Kolo}} {{user|Bennythen00b}} | [[Gametype:Cargo Concept|Cargo Concept]] (food and water only) | 2, 6, and 24 | 1024x512 Sub-Tropical | r15495 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
The map featured four separate cargo networks looping around in opposite directions: two for fruit/maize trains, a third for water trains, and a fourth for the massive (TL24) food trains. The most major problem with the plan was the difficulty people had in connecting everything up properly.&lt;br /&gt;
|131|Image:PSG131.png| The map's oddest feature, the so-called &amp;quot;compressors&amp;quot;. The first one was built by {{User|Mark}}, the rest were added (and refined) over time. }}&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_131_-_140&amp;diff=10096</id>
		<title>PublicServer:Archive - Games 131 - 140</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_131_-_140&amp;diff=10096"/>
				<updated>2009-05-11T14:23:44Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: added myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{PublicServerArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 140|30.04.09-08.05.09| {{User|Chris booth}}, {{User|Avdg}},  {{User|tneo}} | [[Gametype:ICE_SBahn|ICE + S-Bahn]] |TL 11 &amp;amp; Various| 512 x 512 Temperate | r16251 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
This game stated with 4 towns with 0 population. We had to generate city plans that included ICE lines and SBanh lines. {{User | Mark}}'s plan won which meant we had to and a clockwise outer ring with 4 one way central main lines. This means that each city had 4 ICE transfer station. We had some very nice SBahn idea appear in this game and 2 very large cities, Marks city had 800,000 population peaking at arround 900,000 and Thijis had over 1,000,000 population in the end. The game end with over 1400 trains.&lt;br /&gt;
|140|Image:PSG140.PNG| This is a screen shot of Thijs S-Bahn}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 139|23.04.09-30.04.09| {{User|KenjiE20}}, {{User|ODM}}  | Cargo + PAX |TL| Map Type and Size | r16055 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
2 large rivers devided this map, the lead into the Nord and Oest Sea's, most plans seemed to focus arround deviding the map into 2 distinc areas. the final game we had to transport PAX and Cargo arround the map.&lt;br /&gt;
'''//If you played please extend'''&lt;br /&gt;
|139|Image:PSG139.PNG| Picture Caption}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 138|15.04.09-23.04.09|{{User|planetmaker}},{{User|Mitooo}} | [[Gametype:ICE_SBahn|ICE + S-Bahn]] |8| 256*2048 Temperate | r16055 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
A stretched map with a full pax network. Around 230 ICE trains connect the 4 main terminals on the 4 main islands. The terminals are fed by local S-Bahn, trams and buses. From north to south straight through everything is the TL64 Beast maglev, making an almost impossible 15 million a year.&lt;br /&gt;
|138|Image:PSG138.PNG| Rindston, the biggest city in the game.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 137|08.04.09-15.04.09|{{User|RMJ}}, {{User|Tuz}} | [[Gametype:Cargo_Concept|Cargo]] |10| 512*512 Sub-Tropical | r16055 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
An ambitious plan by RMJ, where all cargo is delivered to a single station in the middle of the map. The raws were picked up from two large primary wings. In the end the network held 800 trains in good flow. &lt;br /&gt;
|137|Image:PSG137.PNG| The huge main drop station.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 136|31.03.09-08.04.09|{{User|tneo}} | [[Gametype:Cargo_Concept|Cargo]] | 5 | 512*1024 Temperate | r15906 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
A large map generated using the original generator and no newgrfs were used in this game to get the &amp;quot;oldskool&amp;quot; feeling. At about 1000 trains the outer ring of the network started to slow down and a 5th lane was added which kept the network running smoothly even with more than 1200 trains. &lt;br /&gt;
|136|Image:PSG136.PNG| This Picture shows the Iron and Goods Drop and the Steel Pickup.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 135|27.03.09-31.03.09| | [[Gametype:Chaos_Theory|Chaos]] | 5 | 256x256 Temperate | r15712 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
Another ECS map, again with all vectors loaded. ECS combined with a chaos theory plan turned out surprisingly clean and all trains were moving smoothly in the end.&lt;br /&gt;
|135|Image:PSG135.PNG| Add screenie + description}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 134|14.03.09-27.03.09| {{User|ODM}}, {{User|KenjiE20}}, {{User|Narc}}, {{User|Progman}}, {{User | Chris booth}}| [[Gametype:Cargo Concept|Cargo Concept]] | 14, 7 and some less common used ones | 1024x1024 Temperate | r15712 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
Once again an ambitious plan, loading all the ECS vectors. Every vector was built seperately with its own plan, with freight being transfered between them on a huge circular mainline. &lt;br /&gt;
In the end we managed to transport nearly all the cargos defined by ECS and running nearly a 1000 trains on the network. The ECS combined with the large map size sadly prevented players from joining in the end but all in all it was a good game and a decent introduction to the world of ECS.&lt;br /&gt;
|134|Image:PSG134.PNG| The Wood Vector Transfer, one of the busiest stations in the game, by narc and Chris Booth.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 133|1.03.09-14.03.09| {{User|narc}}, {{User|Tuz}}, {{User|Bennythen00b}} | [[Gametype:Cargo Concept|Cargo Concept]] | 7 | 256x1024 Arctic | r15654 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
We picked a very ambitious plan for this map -- two parallel 4x4 mainlines with SML, with the drop/pickup stations at the loose ends of the mainlines. However, building the four BBHs took a very long time, and the plan also changed several times to remove some of the trickier requirements, such as &amp;quot;no mainline above the snowline&amp;quot;, which was producing some very uneven mainlines that couldn't be properly connected with SLHs. In the end, some major rebuilds were required for the north-western stations to cope with the load. This game also tested the feasibility of using GRFs from [http://wiki.openttd.org/wiki/index.php/Bananas BaNaNaS], which turned out not to prevent anyone from joining (though often they needed help finding them).&lt;br /&gt;
|133|Image:PSG133.png| BBH North-West, the first and most expansive BBH, but looking quite pretty. }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 132|26.02.09-01.03.09| {{User|Avdg}}, {{User|narc}}, {{User|Tuz}}, {{User|planetmaker}}, {{User|Combuster}} | [[Gametype:Subsidiaries|Holding &amp;amp; Subsidiaries Concept]] (pax only) | 3-8 local, 15 for ICE | 512x1024 Temperate | r15591 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
The map was divided into 15 provinces, which players then assigned themselves to. A mainline was also built to shuttle the passengers around the provinces. Sadly, the map proved too big (so people didn't have much chance to cooperate in building their provinces), and a bug with the Japan Train Set made the game unplayable for most.&lt;br /&gt;
|132|Image:PSG132.png| Capital City's ICE terminal, featuring a sea of mail. }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 131|21.02.09-26.02.09| {{User|Mark}}, {{User|db48x}}, {{User|narc}}, {{User|Combuster}}, {{User|Mortomes}}, {{User|Wouterr}}, {{User|planetmaker}}, {{User|Tuz}} (as cyril), {{User|Avdg}}, {{User|KenjiE20}}, {{User|ODM}}, {{User|Sedontane}}, {{User|Mazen}}, {{User|Kolo}} {{user|Bennythen00b}} | [[Gametype:Cargo Concept|Cargo Concept]] (food and water only) | 2, 6, and 24 | 1024x512 Sub-Tropical | r15495 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
The map featured four separate cargo networks looping around in opposite directions: two for fruit/maize trains, a third for water trains, and a fourth for the massive (TL24) food trains. The most major problem with the plan was the difficulty people had in connecting everything up properly.&lt;br /&gt;
|131|Image:PSG131.png| The map's oddest feature, the so-called &amp;quot;compressors&amp;quot;. The first one was built by {{User|Mark}}, the rest were added (and refined) over time. }}&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_131_-_140&amp;diff=10054</id>
		<title>PublicServer:Archive - Games 131 - 140</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_131_-_140&amp;diff=10054"/>
				<updated>2009-05-05T06:31:18Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: Added myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{PublicServerArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 138|15.04.09-23.04.09|{{User|planetmaker}} | [[Gametype:ICE_SBahn|ICE + S-Bahn]] |8| 256*2048 Temperate | r16055 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
A stretched map with a full pax network. Around 230 ICE trains connect the 4 main terminals on the 4 main islands. The terminals are fed by local S-Bahn, trams and buses. From north to south straight through everything is the TL64 Beast maglev, making an almost impossible 15 million a year.&lt;br /&gt;
|138|Image:PSG138.PNG| Rindston, the biggest city in the game.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 137|08.04.09-15.04.09| | [[Gametype:Cargo_Concept|Cargo]] |10| 512*512 Sub-Tropical | r16055 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
An ambitious plan by RMJ, where all cargo is delivered to a single station in the middle of the map. The raws were picked up from two large primary wings. In the end the network held 800 trains in good flow. &lt;br /&gt;
|137|Image:PSG137.PNG| The huge main drop station.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 136|31.03.09-08.04.09|{{User|tneo}} | [[Gametype:Cargo_Concept|Cargo]] | 5 | 512*1024 Temperate | r15906 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
A large map generated using the original generator and no newgrfs were used in this game to get the &amp;quot;oldskool&amp;quot; feeling. At about 1000 trains the outer ring of the network started to slow down and a 5th lane was added which kept the network running smoothly even with more than 1200 trains. &lt;br /&gt;
|136|Image:PSG136.PNG| This Picture shows the Iron and Goods Drop and the Steel Pickup.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 135|27.03.09-31.03.09| | [[Gametype:Chaos_Theory|Chaos]] | 5 | 256x256 Temperate | r15712 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
Another ECS map, again with all vectors loaded. ECS combined with a chaos theory plan turned out surprisingly clean and all trains were moving smoothly in the end.&lt;br /&gt;
|135|Image:PSG135.PNG| Add screenie + description}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 134|14.03.09-27.03.09| {{User|ODM}}, {{User|KenjiE20}}, {{User|Narc}}, {{User|Progman}}, {{User | Chris booth}}| [[Gametype:Cargo Concept|Cargo Concept]] | 14, 7 and some less common used ones | 1024x1024 Temperate | r15712 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
Once again an ambitious plan, loading all the ECS vectors. Every vector was built seperately with its own plan, with freight being transfered between them on a huge circular mainline. &lt;br /&gt;
In the end we managed to transport nearly all the cargos defined by ECS and running nearly a 1000 trains on the network. The ECS combined with the large map size sadly prevented players from joining in the end but all in all it was a good game and a decent introduction to the world of ECS.&lt;br /&gt;
|134|Image:PSG134.PNG| The Wood Vector Transfer, one of the busiest stations in the game, by narc and Chris Booth.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 133|1.03.09-14.03.09| {{User|narc}}, {{User|Tuz}}, {{User|Bennythen00b}} | [[Gametype:Cargo Concept|Cargo Concept]] | 7 | 256x1024 Arctic | r15654 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
We picked a very ambitious plan for this map -- two parallel 4x4 mainlines with SML, with the drop/pickup stations at the loose ends of the mainlines. However, building the four BBHs took a very long time, and the plan also changed several times to remove some of the trickier requirements, such as &amp;quot;no mainline above the snowline&amp;quot;, which was producing some very uneven mainlines that couldn't be properly connected with SLHs. In the end, some major rebuilds were required for the north-western stations to cope with the load. This game also tested the feasibility of using GRFs from [http://wiki.openttd.org/wiki/index.php/Bananas BaNaNaS], which turned out not to prevent anyone from joining (though often they needed help finding them).&lt;br /&gt;
|133|Image:PSG133.png| BBH North-West, the first and most expansive BBH, but looking quite pretty. }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 132|26.02.09-01.03.09| {{User|Avdg}}, {{User|narc}}, {{User|Tuz}}, {{User|planetmaker}}, {{User|Combuster}} | [[Gametype:Subsidiaries|Holding &amp;amp; Subsidiaries Concept]] (pax only) | 3-8 local, 15 for ICE | 512x1024 Temperate | r15591 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
The map was divided into 15 provinces, which players then assigned themselves to. A mainline was also built to shuttle the passengers around the provinces. Sadly, the map proved too big (so people didn't have much chance to cooperate in building their provinces), and a bug with the Japan Train Set made the game unplayable for most.&lt;br /&gt;
|132|Image:PSG132.png| Capital City's ICE terminal, featuring a sea of mail. }}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 131|21.02.09-26.02.09| {{User|Mark}}, {{User|db48x}}, {{User|narc}}, {{User|Combuster}}, {{User|Mortomes}}, {{User|Wouterr}}, {{User|planetmaker}}, {{User|Tuz}} (as cyril), {{User|Avdg}}, {{User|KenjiE20}}, {{User|ODM}}, {{User|Sedontane}}, {{User|Mazen}}, {{User|Kolo}} {{user|Bennythen00b}} | [[Gametype:Cargo Concept|Cargo Concept]] (food and water only) | 2, 6, and 24 | 1024x512 Sub-Tropical | r15495 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
The map featured four separate cargo networks looping around in opposite directions: two for fruit/maize trains, a third for water trains, and a fourth for the massive (TL24) food trains. The most major problem with the plan was the difficulty people had in connecting everything up properly.&lt;br /&gt;
|131|Image:PSG131.png| The map's oddest feature, the so-called &amp;quot;compressors&amp;quot;. The first one was built by {{User|Mark}}, the rest were added (and refined) over time. }}&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tneo&amp;diff=9855</id>
		<title>User:Tneo</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tneo&amp;diff=9855"/>
				<updated>2009-04-15T19:16:35Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just to let you know: &lt;br /&gt;
&lt;br /&gt;
;Things I like during a (coop) game:&lt;br /&gt;
:- Challenging maps and plans&lt;br /&gt;
:- Working with the terrain, although this might be less efficient&lt;br /&gt;
:- Low terraforming&lt;br /&gt;
&lt;br /&gt;
;Things I don't like during a (coop) game:&lt;br /&gt;
:- Flattening terrain to suite your needs&lt;br /&gt;
:- Deleting water&lt;br /&gt;
:- Not sticking to the plan&lt;br /&gt;
&lt;br /&gt;
'''Joined OpenTTDCoop:''' October 2007&amp;lt;br&amp;gt;&lt;br /&gt;
'''Member since:''' January 2008 {{flag|nl}}&lt;br /&gt;
[[Category:Active Members]]&lt;br /&gt;
==Page created:==&lt;br /&gt;
[[User:Tneo/City-grow-guide]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Thraxian/NewUsers&amp;diff=9854</id>
		<title>User:Thraxian/NewUsers</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Thraxian/NewUsers&amp;diff=9854"/>
				<updated>2009-04-15T19:14:51Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: /* Active Members ({{PAGESINCATEGORY:Active Members}}) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Active Members ({{PAGESINCATEGORY:Active Members}})==&lt;br /&gt;
{{#dpl:&lt;br /&gt;
 |category=Active Members&lt;br /&gt;
 |include={flag}:1&lt;br /&gt;
 |table=class=sortable,Name,Country&lt;br /&gt;
 |tablerow= {{flag|%%}},&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Thraxian/NewUsers&amp;diff=9853</id>
		<title>User:Thraxian/NewUsers</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Thraxian/NewUsers&amp;diff=9853"/>
				<updated>2009-04-15T19:14:29Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: /* Active Members ({{PAGESINCATEGORY:Active Members}}) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Active Members ({{PAGESINCATEGORY:Active Members}})==&lt;br /&gt;
{{#dpl:&lt;br /&gt;
 |category=Active Members&lt;br /&gt;
 |include={flag}:1&lt;br /&gt;
 |table=class=sortable,Name,Country&lt;br /&gt;
 |tablerow= {{flag|nl.gif}},&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:Tneo&amp;diff=9850</id>
		<title>User:Tneo</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:Tneo&amp;diff=9850"/>
				<updated>2009-04-15T19:12:03Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just to let you know: &lt;br /&gt;
&lt;br /&gt;
;Things I like during a (coop) game:&lt;br /&gt;
:- Challenging maps and plans&lt;br /&gt;
:- Working with the terrain, although this might be less efficient&lt;br /&gt;
:- Low terraforming&lt;br /&gt;
&lt;br /&gt;
;Things I don't like during a (coop) game:&lt;br /&gt;
:- Flattening terrain to suite your needs&lt;br /&gt;
:- Deleting water&lt;br /&gt;
:- Not sticking to the plan&lt;br /&gt;
&lt;br /&gt;
'''Joined OpenTTDCoop:''' October 2007&amp;lt;br&amp;gt;&lt;br /&gt;
'''Member since:''' January 2008&lt;br /&gt;
[[Category:Active Members]]&lt;br /&gt;
==Page created:==&lt;br /&gt;
[[User:Tneo/City-grow-guide]]&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_121_-_130&amp;diff=9472</id>
		<title>PublicServer:Archive - Games 121 - 130</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_121_-_130&amp;diff=9472"/>
				<updated>2009-01-30T13:45:26Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: Added wiki referral link&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 127|12.01.09-29.01.09|{{User|planetmaker}}, {{User|tneo}}, | [[Gametype:Cargo_Concept|Cargo Concept]]| 8 &amp;amp; 16 |512x1024 Alpine|r15235 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
The network in this game consisted of two separate networks, short (8 tiles) e-rail trains used one network while 16-tile long maglev trains distributed goods. The plan chosen involved [[Terraforming|coop-style terraforming]], though this didn't work out as intended which caused the game to be a bit in-active, also the Alpine climate newgrf caused strange clusters of industries at some places.&lt;br /&gt;
|127|Image:PSG127.png|Add screenshot and description}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 126|09.01.09-12.01.09|{{User|Combuster}}, {{User|valhallasw}}, {{User|damalix}}, {{User|Freiksenet}}, {{User|Hylkevd}}, {{User|AntB}}, {{User|Mucht}}, {{User|OwenS}} | [[Gametype:Chaos_Theory|Chaos]] &amp;amp; [[Gametype:ICE_SBahn|ICE S-Bahn]] | 11 |256x1024 Temperate|r14996 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
Chaos Theory got refurbished and applied in this game. The map was divided into provinces with individual players building and managing the S-Bahn in their own place, with a global network connecting the main stations. Even though the network layout was left undefined, good cooperation resulted in a nice network with well over a thousand vehicles. Highlight of this game is the invention of the C-Bahn, which proved extremely effective at transporting passengers within the town.&lt;br /&gt;
|126|Image:PSG126.png|A nice area created by {{User|thgergo}} with an SBAHN system, trams and busses, unluckily the airport didn't start servicing before the game was finished. Though this reminds me a bit of Tokyo as the thematic of this game was Japan and we used Japan-NewGrfs}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 125|01.01.09-09.01.09|{{User|Combuster}}, {{User|valhallasw}}, {{User|StarLite}}, {{User|Elske}},  {{User|damalix}},  {{User|Freiksenet}}, {{User|Hylkevd}}, {{User|andyp}}, {{User|AntB}}, {{User|einKarl}}, {{User|SmatZ}} | [[Gametype:Cargo_Concept| Cargo Concept]] |5 / 7 / 20|512x512 Temperate|r14922 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
A scenario proposed by progman where all cargo should be brought to a city on a remote island. A plan was developed employing advanced techniques like SML and variable trainlengths. During the game the SML turned out to be very handy when parts of the ML needed upgraded from 3 lanes to 6 in some locations.&lt;br /&gt;
|125|Image:PSG125.png|The largest station in the game}} &lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 124|29.12.08-01.01.09|{{User|Mark}}, {{User|XeryusTC}}, {{User|valhallasw}}, {{User|StarLite}}, {{User|Elske}},  {{User|flexd}}, {{User|Roujin}}, {{User|Hylkevd}} | [[Gametype:Cargo_Concept| Cargo Concept]] |3|512x512 Temperate|r14768 [[GRF|#openttdcoop-GRF-Pack 7.2]]|An old skool type game with Huge TF allowed, Short TL, maglev &amp;amp; 20 billion starting cash. No time was wasted and the network quickly came together. The game reached over 1700 trains before some people had trouble joining.|124|Image:PSG124.png|1 of the bigger stations in the game}} &lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 123|24.12.08-29.12.08|{{User|planetmaker}}, {{User|tneo}}, {{User|Mark}}, {{User|XeryusTC}}, {{User|valhallasw}}, {{User|StarLite}}, {{User|Elske}}, {{User|flexd}} | [[Gametype:Cargo_Concept| Cargo Concept]] |5|512x1024 Northpole|r14768 [[GRF|#openttdcoop-GRF-Pack 7.2]]|{{User|planetmaker}} provided a special christmas scenario for this game. The initial 4-lane wide ML soon started to show signs of stress and was extended to 6R_3L at places. No very advanced techniques this game but lots of fully-loaded mainlines and spectaculair hubs to admire.&lt;br /&gt;
|123|Image:PSG123.png|Santa's Home}} &lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 122|18.12.08-24.12.08|{{User|SmatZ}}, {{User|planetmaker}}, {{User|tneo}}, {{User|andyp}}, {{User|StarLite}}, {{User|OwenS}} | [[Gametype:Cargo_Concept| Cargo Concept]] + PAX |5|2048x256 Subtropical|r14660 [[GRF|#openttdcoop-GRF-Pack 7.2]]|The map featured two towns seperated by a rift &amp;quot;The Wall&amp;quot; in the middle which couldn't be tunneled or bridged. Goods and pax needed to be transported across as the cities needed to be grown to 100k population each. A SML-style network with two transfer stations at each side was developed. We ended with over a 1000 trains and 200 ships. In the end network capacity was reached and spurious jams started to show.&lt;br /&gt;
|122|Image:PSG122.png|Sheffield station serving over 500 trains. Using conditional orders allowed to pass by using full load and use this station as drop and pickup at the same time without having empty trains traveling around.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 121|13.12.08-18.12.08|{{User|SmatZ}}, {{User|Bennythen00b}}, {{User|Mark}}, {{User|ODM}}, {{User|Osai}}, {{User|Kirov}} | [http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/ Self-Regulating Network], [[Gametype:Cargo_Concept| Cargo Concept]]|5|512x512 Temperate|r14660 [[GRF|#openttdcoop-GRF-Pack 7.2]]|The goal of was to transport enough grain and livestock to produce 100,000 crates of goods per month.[http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/]. Later in the game we were limited by OTTD production limit of secondaries, which is roughly 2295 per industry tile per month. For factories, it means 27,540 crates of goods per month - so we had to build four factories and balance them well. We managed to accomplish our goal in 2177.&lt;br /&gt;
The self-regulating game concept was very interesting, there were many clever ideas how to make the best (in means of effectivity, niceness, speed, ...) self-regulating loops and stations.&lt;br /&gt;
The the [http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/ blog entry] for more information.&lt;br /&gt;
|121|Image:PSG121.png|Our central drop station with factories, at the point where we hit the 100k goal. The factories are fed by an amazing 21 fully-loaded Mainlines.}}&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_121_-_130&amp;diff=9471</id>
		<title>PublicServer:Archive - Games 121 - 130</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_121_-_130&amp;diff=9471"/>
				<updated>2009-01-30T13:43:09Z</updated>
		
		<summary type="html">&lt;p&gt;Tneo: &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 127|12.01.09-29.01.09|{{User|planetmaker}}, {{User|tneo}}, | [[Gametype:Cargo_Concept|Cargo Concept]]| 8 &amp;amp; 16 |512x1024 Alpine|r15235 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
The network in this game consisted of two separate networks, short (8 tiles) e-rail trains used one network while 16-tile long maglev trains distributed goods. The plan chosen involved coop-style terraforming, though this didn't work out as intended which caused the game to be a bit in-active, also the Alpine climate newgrf caused strange clusters of industries at some places.&lt;br /&gt;
|127|Image:PSG127.png|Add screenshot and description}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 126|09.01.09-12.01.09|{{User|Combuster}}, {{User|valhallasw}}, {{User|damalix}}, {{User|Freiksenet}}, {{User|Hylkevd}}, {{User|AntB}}, {{User|Mucht}}, {{User|OwenS}} | [[Gametype:Chaos_Theory|Chaos]] &amp;amp; [[Gametype:ICE_SBahn|ICE S-Bahn]] | 11 |256x1024 Temperate|r14996 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
Chaos Theory got refurbished and applied in this game. The map was divided into provinces with individual players building and managing the S-Bahn in their own place, with a global network connecting the main stations. Even though the network layout was left undefined, good cooperation resulted in a nice network with well over a thousand vehicles. Highlight of this game is the invention of the C-Bahn, which proved extremely effective at transporting passengers within the town.&lt;br /&gt;
|126|Image:PSG126.png|A nice area created by {{User|thgergo}} with an SBAHN system, trams and busses, unluckily the airport didn't start servicing before the game was finished. Though this reminds me a bit of Tokyo as the thematic of this game was Japan and we used Japan-NewGrfs}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 125|01.01.09-09.01.09|{{User|Combuster}}, {{User|valhallasw}}, {{User|StarLite}}, {{User|Elske}},  {{User|damalix}},  {{User|Freiksenet}}, {{User|Hylkevd}}, {{User|andyp}}, {{User|AntB}}, {{User|einKarl}}, {{User|SmatZ}} | [[Gametype:Cargo_Concept| Cargo Concept]] |5 / 7 / 20|512x512 Temperate|r14922 [[GRF|#openttdcoop-GRF-Pack 7.3]]|&lt;br /&gt;
A scenario proposed by progman where all cargo should be brought to a city on a remote island. A plan was developed employing advanced techniques like SML and variable trainlengths. During the game the SML turned out to be very handy when parts of the ML needed upgraded from 3 lanes to 6 in some locations.&lt;br /&gt;
|125|Image:PSG125.png|The largest station in the game}} &lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 124|29.12.08-01.01.09|{{User|Mark}}, {{User|XeryusTC}}, {{User|valhallasw}}, {{User|StarLite}}, {{User|Elske}},  {{User|flexd}}, {{User|Roujin}}, {{User|Hylkevd}} | [[Gametype:Cargo_Concept| Cargo Concept]] |3|512x512 Temperate|r14768 [[GRF|#openttdcoop-GRF-Pack 7.2]]|An old skool type game with Huge TF allowed, Short TL, maglev &amp;amp; 20 billion starting cash. No time was wasted and the network quickly came together. The game reached over 1700 trains before some people had trouble joining.|124|Image:PSG124.png|1 of the bigger stations in the game}} &lt;br /&gt;
&lt;br /&gt;
{{Archive_PublicServer|Public Server Game 123|24.12.08-29.12.08|{{User|planetmaker}}, {{User|tneo}}, {{User|Mark}}, {{User|XeryusTC}}, {{User|valhallasw}}, {{User|StarLite}}, {{User|Elske}}, {{User|flexd}} | [[Gametype:Cargo_Concept| Cargo Concept]] |5|512x1024 Northpole|r14768 [[GRF|#openttdcoop-GRF-Pack 7.2]]|{{User|planetmaker}} provided a special christmas scenario for this game. The initial 4-lane wide ML soon started to show signs of stress and was extended to 6R_3L at places. No very advanced techniques this game but lots of fully-loaded mainlines and spectaculair hubs to admire.&lt;br /&gt;
|123|Image:PSG123.png|Santa's Home}} &lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 122|18.12.08-24.12.08|{{User|SmatZ}}, {{User|planetmaker}}, {{User|tneo}}, {{User|andyp}}, {{User|StarLite}}, {{User|OwenS}} | [[Gametype:Cargo_Concept| Cargo Concept]] + PAX |5|2048x256 Subtropical|r14660 [[GRF|#openttdcoop-GRF-Pack 7.2]]|The map featured two towns seperated by a rift &amp;quot;The Wall&amp;quot; in the middle which couldn't be tunneled or bridged. Goods and pax needed to be transported across as the cities needed to be grown to 100k population each. A SML-style network with two transfer stations at each side was developed. We ended with over a 1000 trains and 200 ships. In the end network capacity was reached and spurious jams started to show.&lt;br /&gt;
|122|Image:PSG122.png|Sheffield station serving over 500 trains. Using conditional orders allowed to pass by using full load and use this station as drop and pickup at the same time without having empty trains traveling around.}}&lt;br /&gt;
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{{Archive_PublicServer|Public Server Game 121|13.12.08-18.12.08|{{User|SmatZ}}, {{User|Bennythen00b}}, {{User|Mark}}, {{User|ODM}}, {{User|Osai}}, {{User|Kirov}} | [http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/ Self-Regulating Network], [[Gametype:Cargo_Concept| Cargo Concept]]|5|512x512 Temperate|r14660 [[GRF|#openttdcoop-GRF-Pack 7.2]]|The goal of was to transport enough grain and livestock to produce 100,000 crates of goods per month.[http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/]. Later in the game we were limited by OTTD production limit of secondaries, which is roughly 2295 per industry tile per month. For factories, it means 27,540 crates of goods per month - so we had to build four factories and balance them well. We managed to accomplish our goal in 2177.&lt;br /&gt;
The self-regulating game concept was very interesting, there were many clever ideas how to make the best (in means of effectivity, niceness, speed, ...) self-regulating loops and stations.&lt;br /&gt;
The the [http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/ blog entry] for more information.&lt;br /&gt;
|121|Image:PSG121.png|Our central drop station with factories, at the point where we hit the 100k goal. The factories are fed by an amazing 21 fully-loaded Mainlines.}}&lt;/div&gt;</summary>
		<author><name>Tneo</name></author>	</entry>

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