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		<id>https://wiki.openttdcoop.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=V453000</id>
		<title>#openttdcoop wiki - User contributions [en]</title>
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		<updated>2026-05-14T13:45:58Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:PSG332.png&amp;diff=28465</id>
		<title>File:PSG332.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:PSG332.png&amp;diff=28465"/>
				<updated>2019-05-17T19:10:05Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_321_-_330&amp;diff=28464</id>
		<title>PublicServer:Archive - Games 321 - 330</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_321_-_330&amp;diff=28464"/>
				<updated>2019-05-17T19:09:38Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PublicServerArchiveMenu}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=332&lt;br /&gt;
|date= xx.04.18 - xx.04.19&lt;br /&gt;
|players= {{User|virtualrandomnumber}}, {{User|Hazzard}}, {{User|V453000}},  {{User|Arveen}},  {{User|tyteen}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=3&lt;br /&gt;
|mapsize=512x512 Temperate&lt;br /&gt;
|version=r27951 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=A fairly standard refit game using DB set and TL3 2x BR 182, where we managed to get almost 1800 trains running on the network.&lt;br /&gt;
|imagedescription=BBH 02, one of the places with biggest traffic.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=331&lt;br /&gt;
|date= 03.07.18 - xx.04.19&lt;br /&gt;
|players= {{User|bio}}, {{User|virtualrandomnumber}}, {{User|Jam35}}, {{User|eirc}}, {{User|Maraxus}}, {{User|Arveen}},  {{User|The_Saladman}}, {{User|codertux}}, {{User|dfceaef}}, {{User|Kolo}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=3&lt;br /&gt;
|mapsize=512x512 Temperate&lt;br /&gt;
|version=r27951 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=Well, as the only survivor of this PSG (as V called it) I (Arveen) declare this the possibly longest PSG ever. Started during summer 2018 and ending in spring 2019 a lot of construction, expansion and redesign has been done. Massive hubs overgrown small cities and 14 people died during a train accident near Nadingham (RIP 14 passengers on a cargo train).&lt;br /&gt;
|imagedescription=We sure like symmetric stuff.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=330&lt;br /&gt;
|date= 18.04.18 - 03.07.18&lt;br /&gt;
|players= {{User|Vinnie}}, {{User|AlphaSC}}, {{User|loeky}}, {{User|bio}}, {{User|virtualrandomnumber}}, {{User|V453000}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=3 &amp;amp; 5&lt;br /&gt;
|mapsize=512x256 Temperate&lt;br /&gt;
|version=r27951 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=TL3 in the east vs TL5 in the west. See in-game plan for details :)&lt;br /&gt;
|imagedescription=Some rails here.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=329&lt;br /&gt;
|date= 28.12.17 - 17.04.18&lt;br /&gt;
|players= {{User|V453000}}, {{User|Mark}}, {{User|Jam35}}, {{User|Bio}},  {{User|Arveen}}, {{User|Loeky}}, {{User|AlphaSC}}&lt;br /&gt;
|type=Tropic&lt;br /&gt;
|TL= 2&lt;br /&gt;
|mapsize=512x512&lt;br /&gt;
|version=r27951 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=As most FIRS games, a lot of planning is required to make the network construction go smoothly. We chose a plan where all of the engineering supplies would be distributed evenly to all primaries at a rate sufficient to make them reach maximum production. Only when they would all be at gung-ho and fully serviced, we would add more primaries. Turns out we only needed 2 primary industries of each type to cause massive traffic of 3430 slugs.&lt;br /&gt;
|imagedescription=The ES pickup, distributing ES evenly over all industries.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=328&lt;br /&gt;
|date= 23.10.17 - 28.12.17&lt;br /&gt;
|players= {{User|Loeky}}, {{User|Jam35}}, {{User|Deactivated}},  {{User|Arveen}}, {{User|John}}, {{User|V453000}}, {{User|Imutrainfolks}}, {{User|John}}, {{User|Mark}}&lt;br /&gt;
|type=Arctic&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=512x256&lt;br /&gt;
|version=r27951 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=Little arctic map to try out the awesome new BRIX. Original trainset's Lev3 Pegasus turned out to be tricky to work with on this small map. In the end we managed to have 750 trains running smoothly on a mostly LLL_RRR network.&lt;br /&gt;
|imagedescription=Boats, Trucks, and Trains}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=327&lt;br /&gt;
|date= 26.07.17 - 23.10.17&lt;br /&gt;
|players= {{User|Loeky}}, {{User|Jam35}}, {{User|Lejving}}, {{User|Maraxus}}, {{User|AzureSpeed|}}, {{User|Vinnie}}, {{User|Clockworker}}, {{User|Deactivated}},  {{User|Arveen}}&lt;br /&gt;
|type=Temperate&lt;br /&gt;
|TL= 3&lt;br /&gt;
|mapsize=512x512&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=Another nice game.&lt;br /&gt;
|imagedescription=BBH 01}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=326&lt;br /&gt;
|date= 02.04.17 - 26.07.17&lt;br /&gt;
|players= {{User|Loeky}}, {{User|Jam35}}, {{User|Lejving}}, {{User|Maraxus}}, {{User|AzureSpeed|}}, {{User|Vinnie}}, {{User|Clockworker}}, {{User|Deactivated}},  {{User|Arveen}}&lt;br /&gt;
|type=Toyland&lt;br /&gt;
|TL= 2&lt;br /&gt;
|mapsize=256x256&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A game to welcome BRIX 0.0.1. People built and kept expanding over months which lead the game to end with many trains.&lt;br /&gt;
|imagedescription=BRIX apparently doesn't stop people from building a lot of trains.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=325&lt;br /&gt;
|date= 30.01.17 - 02.04.17&lt;br /&gt;
|players= {{User|Jam35}}, {{User|Lejving}}, {{User|Maraxus}}, {{User|AzureSpeed|}}, {{User|Vinnie}}, {{User|Clockworker}}, {{User|Deactivated}}, {{User|Loeky}}&lt;br /&gt;
|type=YETI game utilizing PURR Barcode&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=256x512&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A nice game making use of the PURR/MEOW magic for conditional orders on a whole-map scale. Even though this game didn't grow to it's full potential, the system works quite nicely.&lt;br /&gt;
|imagedescription=A pickup station with 6 different colour patterns for 6 different outputs.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=324&lt;br /&gt;
|date= 14.01.17 - 30.01.17&lt;br /&gt;
|players={{User|V453000}}, {{User|Lejving}},  {{User|absolutis}}, {{User|zxbiohazardzx}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|happpy}}, {{User|TheRisen}}, {{User|AzureSpeed|}}, {{User|mari_kari|}}&lt;br /&gt;
|type=Standard cargo in Toyland&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=512x512&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= There was initially three plans which none of them felt just right, so V453000 took the best part of them all and created the winning plan. The games glory piece was the really big HELL secondary station {{User|V453000}} created, one of the biggest in PSG history. To add further to this we had a nice LLLL_RRRR system going with many good and creative MSHs which the CL 1,5 can take some credit for. Game ended with 2000 trains, capped Fizzy Drinks factory (9180), 8 lane hell and 8 lane drop!&lt;br /&gt;
|imagedescription=HELL!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=323&lt;br /&gt;
|date= 04.01.17 - 14.01.17&lt;br /&gt;
|players={{User|V453000}}, {{User|Lejving}},  {{User|absolutis}}, {{User|zxbiohazardzx}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|Cornelius}}, {{User|TheRisen}}, {{User|Mark}}&lt;br /&gt;
|type=Cargo Refit&lt;br /&gt;
|TL= 3&lt;br /&gt;
|mapsize=1024 x 256&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A simple 'snake' style network with refitting at each end and return stuff to SL drop. We got to 5 lines end to end and 2600+ trains before getting some laggy connections. Game ended slightly prematurely but still a nice game.&lt;br /&gt;
|imagedescription=Unfinished in the end but still impressive.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=322&lt;br /&gt;
|date= 27.12.16 - 04.01.17&lt;br /&gt;
|players={{User|Jam35}}, {{User|Lejving}}, {{User|zxbiohazardzx}}, {{User|V453000}}, {{User|Techinica}}, {{User|Deactivated}}, {{User|fleet75}}, {{User|TheRisen}}&lt;br /&gt;
|type=Simplified YETI&lt;br /&gt;
|TL= n/a (Many different)&lt;br /&gt;
|mapsize=256x512 Sub-arctic&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=An easygoing and short game for the end of 2016. Plan was chaos mode, so we utilized all modes of transportation (planes, ships, trains, rvs, trams). Happy new year!&lt;br /&gt;
|imagedescription=Station with nearly all modes of transportation}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=321&lt;br /&gt;
|date=04.12.16 - 27.12.16&lt;br /&gt;
|players={{User|Jam35}}, {{User|Lejving}}, {{User|zxbiohazardzx}}, {{User|lol}}, {{User|Techinica}}, {{User|Maraxus}}, {{User|Ethereal}}, {{User|mari}}, {{User|happpy}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL= 4 Maglev 'Get Heavy'&lt;br /&gt;
|mapsize=512x512 Arctic&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=A cargo game with two drops for most primaries. It was hoped that this would give a balanced network overall with traffic spreading in all directions fairly evenly. This worked to a certain degree with everything needing expansion before returning to expand the same, busier areas again. Some areas ultimately ending with 5 lines .The game was getting hard for some to join so it was ended.&lt;br /&gt;
|imagedescription=MSH 04}}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:Psg245_split_to_N.png&amp;diff=28458</id>
		<title>File:Psg245 split to N.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:Psg245_split_to_N.png&amp;diff=28458"/>
				<updated>2019-04-28T10:34:25Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Junctionary_-_Logic_and_Other&amp;diff=28457</id>
		<title>Junctionary - Logic and Other</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Junctionary_-_Logic_and_Other&amp;diff=28457"/>
				<updated>2019-04-28T10:34:09Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{JunctionaryLogicAndOtherMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
It is hard to describe [[logic]] shortly since it's very purpose is to do something extra. This section lists mechanisms and thingies that usually control trains somehow, and thus improve how our network works. Although there are for sure cases that are completely useless like train counters.&lt;br /&gt;
&lt;br /&gt;
{{JunctionaryTableHeader|headline=Logic and other constructions &amp;lt;font size=&amp;quot;small&amp;quot;&amp;gt;([[Logic|what is that?]])}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Junctionary|13/07/2008|[[Image:Lensort.jpg|center|140px|]]|Train Length Sorter|Sorts trains by their length. In this example trains longer than 5 cars (or 2 tiles)  will be sorted via the penalty, those of 5 cars or less through the non-penalty line. this is useful when trains of varying type use a station, and some platforms are shorter than others. It can also be used at junctions where there are two options of track, to move shorter trains onto a loop with tighter turns. Finally it may be used to seperate main line trains from local trains (assuming different train lengths). A local train may be forced onto a longer, slower loop to allow mainline trains to pass.|Audigex, original credit unknown.|}}&lt;br /&gt;
&lt;br /&gt;
{{Junctionary|16/12/2008|[[Image:psg121_MarkClock.png|center|140px|]]|Advanced Timer|An advanced timer which works with a certain cycle. Once the dummy train finishes the cycle, a train is released by the timer. However this has one crucial condition - if a train overflows, the whole cycle is cancelled and the counting starts again.|{{User|Mark}}|{{PublicServerGameSave|121}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Junctionary|11.01.11|[[Image:psg131_Compressor.png|center|140px|]]|'''Train packing'''|The so called compressor. Waits until a few trains are ready to go and then releases them very close together, allowing trains further down the line join. |{{User|Mark}}|{{PublicServerGameSave|131}} }}&lt;br /&gt;
&lt;br /&gt;
{{Junctionary|11.01.11|[[Image:psg180_flipflop.png|center|140px|]]|'''Flipflop'''|A typical flipflop splitting trains into 6 directions equally. |{{User|V453000}}|{{PublicServerGameSave|180}} }}&lt;br /&gt;
&lt;br /&gt;
{{Junctionary|11.01.11|[[Image:psg196_counter.png|center|140px|]]|'''Counter'''|A mechanism which counts how many trains have passed a certain spot. Completely useless for the network. |{{User|HDIEagle}}|{{PublicServerGameSave|196}} }}&lt;br /&gt;
&lt;br /&gt;
{{Junctionary|11.01.11|[[Image:psg200_comparer.png|center|140px|]]|'''Counter/comparer'''|This array of stations had a special overflow which counted which station gets the least amount of trains and released trains to that. Therefore there are logic mechanisms which count how many trains have passed (based on Mark's clock) and a mechanism which says which station had gotten X trains as the last one. |{{User|V453000}}|{{PublicServerGameSave|200}} }}&lt;br /&gt;
&lt;br /&gt;
{{Junctionary|11.01.11|[[Image:psg203_sparta.png|center|140px|]]|'''Long train abuse'''|This mechanism is meant to pack looong trains in just 3x3. It is very slow due to the effective more than 1xTL signal gap. |{{User|V453000}}|{{PublicServerGameSave|203}} }}&lt;br /&gt;
&lt;br /&gt;
{{Junctionary|11.01.11|[[Image:psg224_flipflop.png|center|140px|]]|'''Flipflop without memory'''|A very interesting way how to make a flipflop without memories, using the NOT gates swap their states. Unfortunately (probably) only usable for 1:1 split. |{{User|mfb}}|{{PublicServerGameSave|224}} }}&lt;br /&gt;
&lt;br /&gt;
{{Junctionary|16.10.12|[[Image:psg245_split_to_N.png|center|140px|]]|'''Even split to N'''|A split from 1 to N (here 7) tracks. Fairly easy to build, with full throughput and doesnot seem to break. |{{User|V453000}}|{{PublicServerGameSave|245}} }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:PSG331.png&amp;diff=28455</id>
		<title>File:PSG331.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:PSG331.png&amp;diff=28455"/>
				<updated>2019-04-24T18:53:57Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_321_-_330&amp;diff=28448</id>
		<title>PublicServer:Archive - Games 321 - 330</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_321_-_330&amp;diff=28448"/>
				<updated>2019-04-24T18:14:45Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PublicServerArchiveMenu}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=331&lt;br /&gt;
|date= 03.07.18 - xx.04.19&lt;br /&gt;
|players= {{User|bio}}, {{User|virtualrandomnumber}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=3&lt;br /&gt;
|mapsize=512x512 Temperate&lt;br /&gt;
|version=r27951 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=Write some description here.&lt;br /&gt;
|imagedescription=Some rails here.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=330&lt;br /&gt;
|date= 18.04.18 - 03.07.18&lt;br /&gt;
|players= {{User|Vinnie}}, {{User|AlphaSC}}, {{User|loeky}}, {{User|bio}}, {{User|virtualrandomnumber}}, {{User|V453000}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=3 &amp;amp; 5&lt;br /&gt;
|mapsize=512x256 Temperate&lt;br /&gt;
|version=r27951 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=TL3 in the east vs TL5 in the west. See in-game plan for details :)&lt;br /&gt;
|imagedescription=Some rails here.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=329&lt;br /&gt;
|date= 28.12.17 - 17.04.18&lt;br /&gt;
|players= {{User|V453000}}, {{User|Mark}}, {{User|Jam35}}, {{User|Bio}},  {{User|Arveen}}, {{User|Loeky}}, {{User|AlphaSC}}&lt;br /&gt;
|type=Tropic&lt;br /&gt;
|TL= 2&lt;br /&gt;
|mapsize=512x512&lt;br /&gt;
|version=r27951 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=As most FIRS games, a lot of planning is required to make the network construction go smoothly. We chose a plan where all of the engineering supplies would be distributed evenly to all primaries at a rate sufficient to make them reach maximum production. Only when they would all be at gung-ho and fully serviced, we would add more primaries. Turns out we only needed 2 primary industries of each type to cause massive traffic of 3430 slugs.&lt;br /&gt;
|imagedescription=The ES pickup, distributing ES evenly over all industries.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=328&lt;br /&gt;
|date= 23.10.17 - 28.12.17&lt;br /&gt;
|players= {{User|Loeky}}, {{User|Jam35}}, {{User|Deactivated}},  {{User|Arveen}}, {{User|John}}, {{User|V453000}}, {{User|Imutrainfolks}}, {{User|John}}, {{User|Mark}}&lt;br /&gt;
|type=Arctic&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=512x256&lt;br /&gt;
|version=r27951 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=Little arctic map to try out the awesome new BRIX. Original trainset's Lev3 Pegasus turned out to be tricky to work with on this small map. In the end we managed to have 750 trains running smoothly on a mostly LLL_RRR network.&lt;br /&gt;
|imagedescription=add image and description}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=327&lt;br /&gt;
|date= 26.07.17 - 23.10.17&lt;br /&gt;
|players= {{User|Loeky}}, {{User|Jam35}}, {{User|Lejving}}, {{User|Maraxus}}, {{User|AzureSpeed|}}, {{User|Vinnie}}, {{User|Clockworker}}, {{User|Deactivated}},  {{User|Arveen}}&lt;br /&gt;
|type=Temperate&lt;br /&gt;
|TL= 3&lt;br /&gt;
|mapsize=512x512&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=Another nice game.&lt;br /&gt;
|imagedescription=Yeah}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=326&lt;br /&gt;
|date= 02.04.17 - 26.07.17&lt;br /&gt;
|players= {{User|Loeky}}, {{User|Jam35}}, {{User|Lejving}}, {{User|Maraxus}}, {{User|AzureSpeed|}}, {{User|Vinnie}}, {{User|Clockworker}}, {{User|Deactivated}},  {{User|Arveen}}&lt;br /&gt;
|type=Toyland&lt;br /&gt;
|TL= 2&lt;br /&gt;
|mapsize=256x256&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A game to welcome BRIX 0.0.1. People built and kept expanding over months which lead the game to end with many trains.&lt;br /&gt;
|imagedescription=BRIX apparently doesn't stop people from building a lot of trains.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=325&lt;br /&gt;
|date= 30.01.17 - 02.04.17&lt;br /&gt;
|players= {{User|Jam35}}, {{User|Lejving}}, {{User|Maraxus}}, {{User|AzureSpeed|}}, {{User|Vinnie}}, {{User|Clockworker}}, {{User|Deactivated}}, {{User|Loeky}}&lt;br /&gt;
|type=YETI game utilizing PURR Barcode&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=256x512&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A nice game making use of the PURR/MEOW magic for conditional orders on a whole-map scale. Even though this game didn't grow to it's full potential, the system works quite nicely.&lt;br /&gt;
|imagedescription=A pickup station with 6 different colour patterns for 6 different outputs.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=324&lt;br /&gt;
|date= 14.01.17 - 30.01.17&lt;br /&gt;
|players={{User|V453000}}, {{User|Lejving}},  {{User|absolutis}}, {{User|zxbiohazardzx}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|happpy}}, {{User|TheRisen}}, {{User|AzureSpeed|}}, {{User|mari_kari|}}&lt;br /&gt;
|type=Standard cargo in Toyland&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=512x512&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= There was initially three plans which none of them felt just right, so V453000 took the best part of them all and created the winning plan. The games glory piece was the really big HELL secondary station {{User|V453000}} created, one of the biggest in PSG history. To add further to this we had a nice LLLL_RRRR system going with many good and creative MSHs which the CL 1,5 can take some credit for. Game ended with 2000 trains, capped Fizzy Drinks factory (9180), 8 lane hell and 8 lane drop!&lt;br /&gt;
|imagedescription=HELL!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=323&lt;br /&gt;
|date= 04.01.17 - 14.01.17&lt;br /&gt;
|players={{User|V453000}}, {{User|Lejving}},  {{User|absolutis}}, {{User|zxbiohazardzx}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|Cornelius}}, {{User|TheRisen}}, {{User|Mark}}&lt;br /&gt;
|type=Cargo Refit&lt;br /&gt;
|TL= 3&lt;br /&gt;
|mapsize=1024 x 256&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A simple 'snake' style network with refitting at each end and return stuff to SL drop. We got to 5 lines end to end and 2600+ trains before getting some laggy connections. Game ended slightly prematurely but still a nice game.&lt;br /&gt;
|imagedescription=Unfinished in the end but still impressive.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=322&lt;br /&gt;
|date= 27.12.16 - 04.01.17&lt;br /&gt;
|players={{User|Jam35}}, {{User|Lejving}}, {{User|zxbiohazardzx}}, {{User|V453000}}, {{User|Techinica}}, {{User|Deactivated}}, {{User|fleet75}}, {{User|TheRisen}}&lt;br /&gt;
|type=Simplified YETI&lt;br /&gt;
|TL= n/a (Many different)&lt;br /&gt;
|mapsize=256x512 Sub-arctic&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=An easygoing and short game for the end of 2016. Plan was chaos mode, so we utilized all modes of transportation (planes, ships, trains, rvs, trams). Happy new year!&lt;br /&gt;
|imagedescription=Station with nearly all modes of transportation}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=321&lt;br /&gt;
|date=04.12.16 - 27.12.16&lt;br /&gt;
|players={{User|Jam35}}, {{User|Lejving}}, {{User|zxbiohazardzx}}, {{User|lol}}, {{User|Techinica}}, {{User|Maraxus}}, {{User|Ethereal}}, {{User|mari}}, {{User|happpy}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL= 4 Maglev 'Get Heavy'&lt;br /&gt;
|mapsize=512x512 Arctic&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=A cargo game with two drops for most primaries. It was hoped that this would give a balanced network overall with traffic spreading in all directions fairly evenly. This worked to a certain degree with everything needing expansion before returning to expand the same, busier areas again. Some areas ultimately ending with 5 lines .The game was getting hard for some to join so it was ended.&lt;br /&gt;
|imagedescription=MSH 04}}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:PSG329.png&amp;diff=28436</id>
		<title>File:PSG329.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:PSG329.png&amp;diff=28436"/>
				<updated>2018-04-17T13:22:37Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_321_-_330&amp;diff=28435</id>
		<title>PublicServer:Archive - Games 321 - 330</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_321_-_330&amp;diff=28435"/>
				<updated>2018-04-17T13:21:02Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PublicServerArchiveMenu}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=329&lt;br /&gt;
|date= 28.12.17 - 17.04.18&lt;br /&gt;
|players= {{User|V453000}}, {{User|Mark}}, {{User|Jam35}}, {{User|Bio}},  {{User|Arveen}}, {{User|Loeky}}&lt;br /&gt;
|type=Tropic&lt;br /&gt;
|TL= 2&lt;br /&gt;
|mapsize=512x512&lt;br /&gt;
|version=r27951 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=As most FIRS games, a lot of planning is required to make the network construction go smoothly. We chose a plan where all of the engineering supplies would be distributed evenly to all primaries at a rate sufficient to make them reach maximum production. Only when they would all be at gung-ho and fully serviced, we would add more primaries. Turns out we only needed 2 primary industries of each type to cause massive traffic of 3430 slugs.&lt;br /&gt;
|imagedescription=The ES pickup, distributing ES evenly over all industries.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=328&lt;br /&gt;
|date= 23.10.17 - 28.12.17&lt;br /&gt;
|players= {{User|Loeky}}, {{User|Jam35}}, {{User|Deactivated}},  {{User|Arveen}}, {{User|John}}, {{User|V453000}}, {{User|Imutrainfolks}}, {{User|John}}, {{User|Mark}}&lt;br /&gt;
|type=Arctic&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=512x256&lt;br /&gt;
|version=r27951 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=Little arctic map to try out the awesome new BRIX. Original trainset's Lev3 Pegasus turned out to be tricky to work with on this small map. In the end we managed to have 750 trains running smoothly on a mostly LLL_RRR network.&lt;br /&gt;
|imagedescription=add image and description}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=327&lt;br /&gt;
|date= 26.07.17 - 23.10.17&lt;br /&gt;
|players= {{User|Loeky}}, {{User|Jam35}}, {{User|Lejving}}, {{User|Maraxus}}, {{User|AzureSpeed|}}, {{User|Vinnie}}, {{User|Clockworker}}, {{User|Deactivated}},  {{User|Arveen}}&lt;br /&gt;
|type=Temperate&lt;br /&gt;
|TL= 3&lt;br /&gt;
|mapsize=512x512&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=Another nice game.&lt;br /&gt;
|imagedescription=Yeah}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=326&lt;br /&gt;
|date= 02.04.17 - 26.07.17&lt;br /&gt;
|players= {{User|Loeky}}, {{User|Jam35}}, {{User|Lejving}}, {{User|Maraxus}}, {{User|AzureSpeed|}}, {{User|Vinnie}}, {{User|Clockworker}}, {{User|Deactivated}},  {{User|Arveen}}&lt;br /&gt;
|type=Toyland&lt;br /&gt;
|TL= 2&lt;br /&gt;
|mapsize=256x256&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A game to welcome BRIX 0.0.1. People built and kept expanding over months which lead the game to end with many trains.&lt;br /&gt;
|imagedescription=BRIX apparently doesn't stop people from building a lot of trains.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=325&lt;br /&gt;
|date= 30.01.17 - 02.04.17&lt;br /&gt;
|players= {{User|Jam35}}, {{User|Lejving}}, {{User|Maraxus}}, {{User|AzureSpeed|}}, {{User|Vinnie}}, {{User|Clockworker}}, {{User|Deactivated}}, {{User|Loeky}}&lt;br /&gt;
|type=YETI game utilizing PURR Barcode&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=256x512&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A nice game making use of the PURR/MEOW magic for conditional orders on a whole-map scale. Even though this game didn't grow to it's full potential, the system works quite nicely.&lt;br /&gt;
|imagedescription=A pickup station with 6 different colour patterns for 6 different outputs.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=324&lt;br /&gt;
|date= 14.01.17 - 30.01.17&lt;br /&gt;
|players={{User|V453000}}, {{User|Lejving}},  {{User|absolutis}}, {{User|zxbiohazardzx}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|happpy}}, {{User|TheRisen}}, {{User|AzureSpeed|}}, {{User|mari_kari|}}&lt;br /&gt;
|type=Standard cargo in Toyland&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=512x512&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= There was initially three plans which none of them felt just right, so V453000 took the best part of them all and created the winning plan. The games glory piece was the really big HELL secondary station {{User|V453000}} created, one of the biggest in PSG history. To add further to this we had a nice LLLL_RRRR system going with many good and creative MSHs which the CL 1,5 can take some credit for. Game ended with 2000 trains, capped Fizzy Drinks factory (9180), 8 lane hell and 8 lane drop!&lt;br /&gt;
|imagedescription=HELL!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=323&lt;br /&gt;
|date= 04.01.17 - 14.01.17&lt;br /&gt;
|players={{User|V453000}}, {{User|Lejving}},  {{User|absolutis}}, {{User|zxbiohazardzx}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|Cornelius}}, {{User|TheRisen}}, {{User|Mark}}&lt;br /&gt;
|type=Cargo Refit&lt;br /&gt;
|TL= 3&lt;br /&gt;
|mapsize=1024 x 256&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A simple 'snake' style network with refitting at each end and return stuff to SL drop. We got to 5 lines end to end and 2600+ trains before getting some laggy connections. Game ended slightly prematurely but still a nice game.&lt;br /&gt;
|imagedescription=Unfinished in the end but still impressive.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=322&lt;br /&gt;
|date= 27.12.16 - 04.01.17&lt;br /&gt;
|players={{User|Jam35}}, {{User|Lejving}}, {{User|zxbiohazardzx}}, {{User|V453000}}, {{User|Techinica}}, {{User|Deactivated}}, {{User|fleet75}}, {{User|TheRisen}}&lt;br /&gt;
|type=Simplified YETI&lt;br /&gt;
|TL= n/a (Many different)&lt;br /&gt;
|mapsize=256x512 Sub-arctic&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=An easygoing and short game for the end of 2016. Plan was chaos mode, so we utilized all modes of transportation (planes, ships, trains, rvs, trams). Happy new year!&lt;br /&gt;
|imagedescription=Station with nearly all modes of transportation}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=321&lt;br /&gt;
|date=04.12.16 - 27.12.16&lt;br /&gt;
|players={{User|Jam35}}, {{User|Lejving}}, {{User|zxbiohazardzx}}, {{User|lol}}, {{User|Techinica}}, {{User|Maraxus}}, {{User|Ethereal}}, {{User|mari}}, {{User|happpy}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL= 4 Maglev 'Get Heavy'&lt;br /&gt;
|mapsize=512x512 Arctic&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=A cargo game with two drops for most primaries. It was hoped that this would give a balanced network overall with traffic spreading in all directions fairly evenly. This worked to a certain degree with everything needing expansion before returning to expand the same, busier areas again. Some areas ultimately ending with 5 lines .The game was getting hard for some to join so it was ended.&lt;br /&gt;
|imagedescription=MSH 04}}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=28429</id>
		<title>User:V453000</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=28429"/>
				<updated>2017-11-10T20:37:15Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: /* BRIX Realism Is XXXX http://dev.openttdcoop.org/projects/rawr */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact: V453000 [at] openttdcoop [dot] org [[Category:Active Members]]&lt;br /&gt;
&lt;br /&gt;
I have been around openttdcoop for a long time, built a lot of stuff, made some plans, wrote a lot of blog/wiki articles. Now my number one activity is making NewGRFs. &lt;br /&gt;
&lt;br /&gt;
'''Blog article about my earlier times around OpenTTD'''&lt;br /&gt;
https://blog.openttdcoop.org/2013/09/04/my-openttd-story/&lt;br /&gt;
&lt;br /&gt;
= NewGRFs I make =&lt;br /&gt;
&lt;br /&gt;
== NUTS Unrealistic Train Set http://dev.openttdcoop.org/projects/nuts ==&lt;br /&gt;
&lt;br /&gt;
My first NewGRF was this pixel-drawn train set. I started working on it because of missing functionalities in other train sets at that time.&lt;br /&gt;
&lt;br /&gt;
That makes it very focused on functionality, so it lets you do all kinds of stuff like:&lt;br /&gt;
&lt;br /&gt;
* universal tracks allow autoreplacing between any track types&lt;br /&gt;
* works with any industry set&lt;br /&gt;
* allows for any refit&lt;br /&gt;
* huge variety of engines fits every network to the max&lt;br /&gt;
* recolouring for city networks&lt;br /&gt;
* vehicles expire sensibly&lt;br /&gt;
* coloured tracks useful for orientation in your tracks&lt;br /&gt;
&lt;br /&gt;
=== Related blog articles: ===&lt;br /&gt;
&lt;br /&gt;
'''Concept: NUTS as revolution among train sets?'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/10/18/nuts-revolution-among-train-sets/&lt;br /&gt;
&lt;br /&gt;
'''NUTS wiki announcement'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/01/12/nuts-unrealistic-train-set-wiki/&lt;br /&gt;
&lt;br /&gt;
'''NUTS 1st birthday'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/03/31/1st-nuts-birthday-is-here/&lt;br /&gt;
&lt;br /&gt;
'''NUTS 2nd birthday'''&lt;br /&gt;
https://blog.openttdcoop.org/2014/03/31/2nd-nuts-birthday/&lt;br /&gt;
&lt;br /&gt;
'''NUTS 5th birthday, 0.7.9 released'''&lt;br /&gt;
https://blog.openttdcoop.org/2017/04/01/brix-0-0-1-nuts-0-7-9-released/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== YETI Extended Towns &amp;amp; Industries http://dev.openttdcoop.org/projects/yeti ==&lt;br /&gt;
&lt;br /&gt;
In order to extend OpenTTD gameplay in functionality, the best way to go is NewGRF industries. (I do not want to code game scripts :P)&lt;br /&gt;
&lt;br /&gt;
YETI is systematic and different to any other - both functionally, and visually. Key features are:&lt;br /&gt;
&lt;br /&gt;
* 17 industries creating a 3-chain system&lt;br /&gt;
* Workers cargo - no random productions&lt;br /&gt;
* Cargo gets processed over time - dynamically&lt;br /&gt;
* 32bpp/ExtraZoom graphics, some with animations&lt;br /&gt;
&lt;br /&gt;
=== Related blog articles: ===&lt;br /&gt;
&lt;br /&gt;
'''First concept: YETI Extended towns and industries'''&lt;br /&gt;
https://blog.openttdcoop.org/2012/05/18/next-on-the-list-industries/&lt;br /&gt;
&lt;br /&gt;
''Advanced concept: YETI Extended towns and industries'''&lt;br /&gt;
https://blog.openttdcoop.org/2014/04/09/yeti-extended-towns-industries/&lt;br /&gt;
&lt;br /&gt;
'''YETI 0.0.1 release'''&lt;br /&gt;
https://blog.openttdcoop.org/2014/07/13/yetis-have-arrived/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== RAWR Absolute World Replacement http://dev.openttdcoop.org/projects/rawr ==&lt;br /&gt;
&lt;br /&gt;
And because I am quite happy with how the game works, yet I still want to create graphics, I started putting effort towards purely graphical replacement of game sprites.&lt;br /&gt;
&lt;br /&gt;
* no functions means you can use it as static NewGRF&lt;br /&gt;
* no functions means it can eventually become a base set easily&lt;br /&gt;
* parameters allow to force a landscape visually&lt;br /&gt;
* 32bpp/ExtraZoom graphics&lt;br /&gt;
&lt;br /&gt;
=== Related blog articles: ====&lt;br /&gt;
&lt;br /&gt;
'''RAWR 0.0.1 release blog'''&lt;br /&gt;
https://blog.openttdcoop.org/2015/01/27/rawr/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BRIX Realism Is XXXX http://dev.openttdcoop.org/projects/brix ==&lt;br /&gt;
&lt;br /&gt;
I was not happy enough with RAWR and it was easier to start a new project instead of continuing it, so I started BRIX.&lt;br /&gt;
&lt;br /&gt;
* no functionality means you can use it as static NewGRF&lt;br /&gt;
* 32bpp/ExtraZoom graphics&lt;br /&gt;
* fully functional 8bpp graphics&lt;br /&gt;
* available versions without 32bpp or extra zoom&lt;br /&gt;
* focus on x1 zoom level and clarity&lt;br /&gt;
* parameters to disable individual features&lt;br /&gt;
&lt;br /&gt;
=== Related blog articles: ===&lt;br /&gt;
&lt;br /&gt;
'''BRIX 0.0.1 Release'''&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2017/04/01/brix-0-0-1-nuts-0-7-9-released/&lt;br /&gt;
&lt;br /&gt;
'''BRIX 0.0.2 Release'''&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2017/10/23/brix-0-0-2-is-here/&lt;br /&gt;
&lt;br /&gt;
= [http://blog.openttdcoop.org/author/V453000/ My Blog Articles] =&lt;br /&gt;
&lt;br /&gt;
== Advanced Building Revues ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 01'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/09/611/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 02: Splits'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/25/advanced-building-revue-02-splits/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 03: Path to insanity'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/14/advanced-building-revue-03-path-to-insanity/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 04: Overflows'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 05: Sbahns and city networks'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/13/advanced-building-revue-05-sbahns-and-city-networks/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 06: Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/07/10/advanced-building-revue-06-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 07: Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/09/28/advanced-building-revue-07-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 08: Overflows II'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 09: SRNW Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/01/21/advanced-building-revue-09-self-regulating-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 10: Invisible Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/06/02/advanced-building-revue-10-invisible-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 11: Refit Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/02/16/advanced-building-revue-11-refit-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 12: Overflows III'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/06/28/advanced-building-revue-12-overflows-iii/&lt;br /&gt;
&lt;br /&gt;
== Game Reviews and Stuff ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Public server game 186 Review'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/11/public-server-game-186-review/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 13 - Timed SML'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/08/02/prozone-game-13-timed-aka-insane-sml/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 2013 -  Timed SML on steroids - absolute insanity'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creating Maps'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/10/16/creating-maps/&lt;br /&gt;
&lt;br /&gt;
'''Servicing and Autoreplace'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= My little concepts which never really got used =&lt;br /&gt;
&lt;br /&gt;
The used concepts are all over our junctionary and archives. :)&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/TLS|Train Length Splitters]]&lt;br /&gt;
&lt;br /&gt;
Want to split the various TLs on the network? You might find these useful.&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/PSML|Packed SML Concept]]&lt;br /&gt;
&lt;br /&gt;
An idea how to maximize SML efficiency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= My Ancient Savegames =&lt;br /&gt;
&lt;br /&gt;
Here you can download some of my savegames. There are four, TL5game is the oldest one and then it chronologically goes wit hTL3, TL1 and RV game. These games are much like my Top games as they were completely finished. The train games were finished when I just felt like it, the RV game ended when I reached my goal of 5000 vehicles with no jams. Enjoy it :)&lt;br /&gt;
&lt;br /&gt;
[[media:Devastation.sav|TL5 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:SmashAndDown.sav|TL3 Game]]&lt;br /&gt;
SLH01 - biggest junction on the map:&lt;br /&gt;
[[File:SnD1927.png|100px]]&lt;br /&gt;
[[file:SnD2080.png|100px]]&lt;br /&gt;
&lt;br /&gt;
[[media:MicroDrones.sav|TL1 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:CARnage4999.sav|RV Game]] - how to stuff 5000 RVs on a 256x256&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=28428</id>
		<title>User:V453000</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=28428"/>
				<updated>2017-11-10T09:29:13Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact: V453000 [at] openttdcoop [dot] org [[Category:Active Members]]&lt;br /&gt;
&lt;br /&gt;
I have been around openttdcoop for a long time, built a lot of stuff, made some plans, wrote a lot of blog/wiki articles. Now my number one activity is making NewGRFs. &lt;br /&gt;
&lt;br /&gt;
'''Blog article about my earlier times around OpenTTD'''&lt;br /&gt;
https://blog.openttdcoop.org/2013/09/04/my-openttd-story/&lt;br /&gt;
&lt;br /&gt;
= NewGRFs I make =&lt;br /&gt;
&lt;br /&gt;
== NUTS Unrealistic Train Set http://dev.openttdcoop.org/projects/nuts ==&lt;br /&gt;
&lt;br /&gt;
My first NewGRF was this pixel-drawn train set. I started working on it because of missing functionalities in other train sets at that time.&lt;br /&gt;
&lt;br /&gt;
That makes it very focused on functionality, so it lets you do all kinds of stuff like:&lt;br /&gt;
&lt;br /&gt;
* universal tracks allow autoreplacing between any track types&lt;br /&gt;
* works with any industry set&lt;br /&gt;
* allows for any refit&lt;br /&gt;
* huge variety of engines fits every network to the max&lt;br /&gt;
* recolouring for city networks&lt;br /&gt;
* vehicles expire sensibly&lt;br /&gt;
* coloured tracks useful for orientation in your tracks&lt;br /&gt;
&lt;br /&gt;
=== Related blog articles: ===&lt;br /&gt;
&lt;br /&gt;
'''Concept: NUTS as revolution among train sets?'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/10/18/nuts-revolution-among-train-sets/&lt;br /&gt;
&lt;br /&gt;
'''NUTS wiki announcement'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/01/12/nuts-unrealistic-train-set-wiki/&lt;br /&gt;
&lt;br /&gt;
'''NUTS 1st birthday'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/03/31/1st-nuts-birthday-is-here/&lt;br /&gt;
&lt;br /&gt;
'''NUTS 2nd birthday'''&lt;br /&gt;
https://blog.openttdcoop.org/2014/03/31/2nd-nuts-birthday/&lt;br /&gt;
&lt;br /&gt;
'''NUTS 5th birthday, 0.7.9 released'''&lt;br /&gt;
https://blog.openttdcoop.org/2017/04/01/brix-0-0-1-nuts-0-7-9-released/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== YETI Extended Towns &amp;amp; Industries http://dev.openttdcoop.org/projects/yeti ==&lt;br /&gt;
&lt;br /&gt;
In order to extend OpenTTD gameplay in functionality, the best way to go is NewGRF industries. (I do not want to code game scripts :P)&lt;br /&gt;
&lt;br /&gt;
YETI is systematic and different to any other - both functionally, and visually. Key features are:&lt;br /&gt;
&lt;br /&gt;
* 17 industries creating a 3-chain system&lt;br /&gt;
* Workers cargo - no random productions&lt;br /&gt;
* Cargo gets processed over time - dynamically&lt;br /&gt;
* 32bpp/ExtraZoom graphics, some with animations&lt;br /&gt;
&lt;br /&gt;
=== Related blog articles: ===&lt;br /&gt;
&lt;br /&gt;
'''First concept: YETI Extended towns and industries'''&lt;br /&gt;
https://blog.openttdcoop.org/2012/05/18/next-on-the-list-industries/&lt;br /&gt;
&lt;br /&gt;
''Advanced concept: YETI Extended towns and industries'''&lt;br /&gt;
https://blog.openttdcoop.org/2014/04/09/yeti-extended-towns-industries/&lt;br /&gt;
&lt;br /&gt;
'''YETI 0.0.1 release'''&lt;br /&gt;
https://blog.openttdcoop.org/2014/07/13/yetis-have-arrived/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== RAWR Absolute World Replacement http://dev.openttdcoop.org/projects/rawr ==&lt;br /&gt;
&lt;br /&gt;
And because I am quite happy with how the game works, yet I still want to create graphics, I started putting effort towards purely graphical replacement of game sprites.&lt;br /&gt;
&lt;br /&gt;
* no functions means you can use it as static NewGRF&lt;br /&gt;
* no functions means it can eventually become a base set easily&lt;br /&gt;
* parameters allow to force a landscape visually&lt;br /&gt;
* 32bpp/ExtraZoom graphics&lt;br /&gt;
&lt;br /&gt;
=== Related blog articles: ====&lt;br /&gt;
&lt;br /&gt;
'''RAWR 0.0.1 release blog'''&lt;br /&gt;
https://blog.openttdcoop.org/2015/01/27/rawr/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BRIX Realism Is XXXX http://dev.openttdcoop.org/projects/rawr ==&lt;br /&gt;
&lt;br /&gt;
I was not happy enough with RAWR and it was easier to start a new project instead of continuing it, so I started BRIX.&lt;br /&gt;
&lt;br /&gt;
* no functionality means you can use it as static NewGRF&lt;br /&gt;
* 32bpp/ExtraZoom graphics&lt;br /&gt;
* fully functional 8bpp graphics&lt;br /&gt;
* available versions without 32bpp or extra zoom&lt;br /&gt;
* focus on x1 zoom level and clarity&lt;br /&gt;
* parameters to disable individual features&lt;br /&gt;
&lt;br /&gt;
=== Related blog articles: ===&lt;br /&gt;
&lt;br /&gt;
'''BRIX 0.0.1 Release'''&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2017/04/01/brix-0-0-1-nuts-0-7-9-released/&lt;br /&gt;
&lt;br /&gt;
'''BRIX 0.0.2 Release'''&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2017/10/23/brix-0-0-2-is-here/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= [http://blog.openttdcoop.org/author/V453000/ My Blog Articles] =&lt;br /&gt;
&lt;br /&gt;
== Advanced Building Revues ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 01'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/09/611/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 02: Splits'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/25/advanced-building-revue-02-splits/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 03: Path to insanity'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/14/advanced-building-revue-03-path-to-insanity/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 04: Overflows'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 05: Sbahns and city networks'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/13/advanced-building-revue-05-sbahns-and-city-networks/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 06: Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/07/10/advanced-building-revue-06-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 07: Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/09/28/advanced-building-revue-07-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 08: Overflows II'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 09: SRNW Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/01/21/advanced-building-revue-09-self-regulating-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 10: Invisible Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/06/02/advanced-building-revue-10-invisible-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 11: Refit Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/02/16/advanced-building-revue-11-refit-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 12: Overflows III'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/06/28/advanced-building-revue-12-overflows-iii/&lt;br /&gt;
&lt;br /&gt;
== Game Reviews and Stuff ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Public server game 186 Review'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/11/public-server-game-186-review/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 13 - Timed SML'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/08/02/prozone-game-13-timed-aka-insane-sml/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 2013 -  Timed SML on steroids - absolute insanity'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creating Maps'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/10/16/creating-maps/&lt;br /&gt;
&lt;br /&gt;
'''Servicing and Autoreplace'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= My little concepts which never really got used =&lt;br /&gt;
&lt;br /&gt;
The used concepts are all over our junctionary and archives. :)&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/TLS|Train Length Splitters]]&lt;br /&gt;
&lt;br /&gt;
Want to split the various TLs on the network? You might find these useful.&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/PSML|Packed SML Concept]]&lt;br /&gt;
&lt;br /&gt;
An idea how to maximize SML efficiency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= My Ancient Savegames =&lt;br /&gt;
&lt;br /&gt;
Here you can download some of my savegames. There are four, TL5game is the oldest one and then it chronologically goes wit hTL3, TL1 and RV game. These games are much like my Top games as they were completely finished. The train games were finished when I just felt like it, the RV game ended when I reached my goal of 5000 vehicles with no jams. Enjoy it :)&lt;br /&gt;
&lt;br /&gt;
[[media:Devastation.sav|TL5 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:SmashAndDown.sav|TL3 Game]]&lt;br /&gt;
SLH01 - biggest junction on the map:&lt;br /&gt;
[[File:SnD1927.png|100px]]&lt;br /&gt;
[[file:SnD2080.png|100px]]&lt;br /&gt;
&lt;br /&gt;
[[media:MicroDrones.sav|TL1 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:CARnage4999.sav|RV Game]] - how to stuff 5000 RVs on a 256x256&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=28427</id>
		<title>User:V453000</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=28427"/>
				<updated>2017-11-10T09:27:40Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact: V453000 [at] openttdcoop [dot] org [[Category:Active Members]]&lt;br /&gt;
&lt;br /&gt;
I have been around openttdcoop for a long time, built a lot of stuff, made some plans, wrote a lot of blog/wiki articles. Now my number one activity is making NewGRFs. &lt;br /&gt;
&lt;br /&gt;
'''Blog article about my earlier times around OpenTTD'''&lt;br /&gt;
https://blog.openttdcoop.org/2013/09/04/my-openttd-story/&lt;br /&gt;
&lt;br /&gt;
= NewGRFs I make =&lt;br /&gt;
&lt;br /&gt;
== NUTS Unrealistic Train Set http://dev.openttdcoop.org/projects/nuts ==&lt;br /&gt;
&lt;br /&gt;
My first NewGRF was this pixel-drawn train set. I started working on it because of missing functionalities in other train sets at that time.&lt;br /&gt;
&lt;br /&gt;
That makes it very focused on functionality, so it lets you do all kinds of stuff like:&lt;br /&gt;
&lt;br /&gt;
* universal tracks allow autoreplacing between any track types&lt;br /&gt;
* works with any industry set&lt;br /&gt;
* allows for any refit&lt;br /&gt;
* huge variety of engines fits every network to the max&lt;br /&gt;
* recolouring for city networks&lt;br /&gt;
* vehicles expire sensibly&lt;br /&gt;
* coloured tracks useful for orientation in your tracks&lt;br /&gt;
&lt;br /&gt;
=== Related blog articles: ===&lt;br /&gt;
&lt;br /&gt;
'''Concept: NUTS as revolution among train sets?'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/10/18/nuts-revolution-among-train-sets/&lt;br /&gt;
&lt;br /&gt;
'''NUTS wiki announcement'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/01/12/nuts-unrealistic-train-set-wiki/&lt;br /&gt;
&lt;br /&gt;
'''NUTS 1st birthday'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/03/31/1st-nuts-birthday-is-here/&lt;br /&gt;
&lt;br /&gt;
'''NUTS 2nd birthday'''&lt;br /&gt;
https://blog.openttdcoop.org/2014/03/31/2nd-nuts-birthday/&lt;br /&gt;
&lt;br /&gt;
'''NUTS 5th birthday, 0.7.9 released'''&lt;br /&gt;
https://blog.openttdcoop.org/2017/04/01/brix-0-0-1-nuts-0-7-9-released/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== YETI Extended Towns &amp;amp; Industries http://dev.openttdcoop.org/projects/yeti ==&lt;br /&gt;
&lt;br /&gt;
In order to extend OpenTTD gameplay in functionality, the best way to go is NewGRF industries. (I do not want to code game scripts :P)&lt;br /&gt;
&lt;br /&gt;
YETI is systematic and different to any other - both functionally, and visually. Key features are:&lt;br /&gt;
&lt;br /&gt;
* 17 industries creating a 3-chain system&lt;br /&gt;
* Workers cargo - no random productions&lt;br /&gt;
* Cargo gets processed over time - dynamically&lt;br /&gt;
* 32bpp/ExtraZoom graphics, some with animations&lt;br /&gt;
&lt;br /&gt;
=== Related blog articles: ===&lt;br /&gt;
&lt;br /&gt;
'''First concept: YETI Extended towns and industries'''&lt;br /&gt;
https://blog.openttdcoop.org/2012/05/18/next-on-the-list-industries/&lt;br /&gt;
&lt;br /&gt;
''Advanced concept: YETI Extended towns and industries'''&lt;br /&gt;
https://blog.openttdcoop.org/2014/04/09/yeti-extended-towns-industries/&lt;br /&gt;
&lt;br /&gt;
'''YETI 0.0.1 release'''&lt;br /&gt;
https://blog.openttdcoop.org/2014/07/13/yetis-have-arrived/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== RAWR Absolute World Replacement http://dev.openttdcoop.org/projects/rawr ==&lt;br /&gt;
&lt;br /&gt;
And because I am quite happy with how the game works, yet I still want to create graphics, I started putting effort towards purely graphical replacement of game sprites.&lt;br /&gt;
&lt;br /&gt;
* no functions means you can use it as static NewGRF&lt;br /&gt;
* no functions means it can eventually become a base set easily&lt;br /&gt;
* parameters allow to force a landscape visually&lt;br /&gt;
* 32bpp/ExtraZoom graphics&lt;br /&gt;
&lt;br /&gt;
=== Related blog articles: ====&lt;br /&gt;
&lt;br /&gt;
'''RAWR 0.0.1 release blog'''&lt;br /&gt;
https://blog.openttdcoop.org/2015/01/27/rawr/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BRIX Realism Is XXXX http://dev.openttdcoop.org/projects/rawr ==&lt;br /&gt;
&lt;br /&gt;
I was not happy enough with RAWR and it was easier to start a new project instead of continuing it, so I started BRIX.&lt;br /&gt;
&lt;br /&gt;
* no functionality means you can use it as static NewGRF&lt;br /&gt;
* 32bpp/ExtraZoom graphics&lt;br /&gt;
* fully functional 8bpp graphics&lt;br /&gt;
* available versions without 32bpp or extra zoom&lt;br /&gt;
* focus on x1 zoom level and clarity&lt;br /&gt;
* parameters to disable individual features&lt;br /&gt;
&lt;br /&gt;
=== Related blog articles: ===&lt;br /&gt;
&lt;br /&gt;
'''BRIX 0.0.1 Release'''&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2017/04/01/brix-0-0-1-nuts-0-7-9-released/&lt;br /&gt;
&lt;br /&gt;
'''BRIX 0.0.2 Release'''&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2017/10/23/brix-0-0-2-is-here/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://blog.openttdcoop.org/author/V453000/ My Blog Articles] ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Building Revues ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 01'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/09/611/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 02: Splits'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/25/advanced-building-revue-02-splits/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 03: Path to insanity'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/14/advanced-building-revue-03-path-to-insanity/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 04: Overflows'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 05: Sbahns and city networks'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/13/advanced-building-revue-05-sbahns-and-city-networks/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 06: Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/07/10/advanced-building-revue-06-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 07: Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/09/28/advanced-building-revue-07-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 08: Overflows II'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 09: SRNW Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/01/21/advanced-building-revue-09-self-regulating-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 10: Invisible Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/06/02/advanced-building-revue-10-invisible-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 11: Refit Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/02/16/advanced-building-revue-11-refit-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 12: Overflows III'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/06/28/advanced-building-revue-12-overflows-iii/&lt;br /&gt;
&lt;br /&gt;
=== Game Reviews and Stuff ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Public server game 186 Review'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/11/public-server-game-186-review/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 13 - Timed SML'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/08/02/prozone-game-13-timed-aka-insane-sml/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 2013 -  Timed SML on steroids'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creating Maps'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/10/16/creating-maps/&lt;br /&gt;
&lt;br /&gt;
'''Servicing and Autoreplace'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== My little concepts which never really got used ==&lt;br /&gt;
&lt;br /&gt;
The used concepts are all over our junctionary and archives. :)&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/TLS|Train Length Splitters]]&lt;br /&gt;
&lt;br /&gt;
Want to split the various TLs on the network? You might find these useful.&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/PSML|Packed SML Concept]]&lt;br /&gt;
&lt;br /&gt;
An idea how to maximize SML efficiency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== My Savegames ==&lt;br /&gt;
&lt;br /&gt;
Here you can download some of my savegames. There are four, TL5game is the oldest one and then it chronologically goes wit hTL3, TL1 and RV game. These games are much like my Top games as they were completely finished. The train games were finished when I just felt like it, the RV game ended when I reached my goal of 5000 vehicles with no jams. Enjoy it :)&lt;br /&gt;
&lt;br /&gt;
[[media:Devastation.sav|TL5 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:SmashAndDown.sav|TL3 Game]]&lt;br /&gt;
SLH01 - biggest junction on the map:&lt;br /&gt;
[[File:SnD1927.png|100px]]&lt;br /&gt;
[[file:SnD2080.png|100px]]&lt;br /&gt;
&lt;br /&gt;
[[media:MicroDrones.sav|TL1 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:CARnage4999.sav|RV Game]] - how to stuff 5000 RVs on a 256x256&lt;br /&gt;
&lt;br /&gt;
'''One of the most insane games I have ever played'''&lt;br /&gt;
https://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=28426</id>
		<title>User:V453000</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=28426"/>
				<updated>2017-11-10T09:14:54Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact: V453000 [at] openttdcoop [dot] org [[Category:Active Members]]&lt;br /&gt;
&lt;br /&gt;
I have been around openttdcoop for a long time, built a lot of stuff, made some plans, wrote a lot of blog/wiki articles. Now my number one activity is making NewGRFs. &lt;br /&gt;
&lt;br /&gt;
= NewGRFs I make =&lt;br /&gt;
&lt;br /&gt;
== NUTS Unrealistic Train Set http://dev.openttdcoop.org/projects/nuts ==&lt;br /&gt;
&lt;br /&gt;
My first NewGRF was this pixel-drawn train set. I started working on it because of missing functionalities in other train sets at that time.&lt;br /&gt;
&lt;br /&gt;
That makes it very focused on functionality, so it lets you do all kinds of stuff like:&lt;br /&gt;
&lt;br /&gt;
* universal tracks allow autoreplacing between any track types&lt;br /&gt;
* works with any industry set&lt;br /&gt;
* allows for any refit&lt;br /&gt;
* huge variety of engines fits every network to the max&lt;br /&gt;
* recolouring for city networks&lt;br /&gt;
* vehicles expire sensibly&lt;br /&gt;
* coloured tracks useful for orientation in your tracks&lt;br /&gt;
&lt;br /&gt;
Related blog articles:&lt;br /&gt;
&lt;br /&gt;
'''Concept: NUTS as revolution among train sets?'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/10/18/nuts-revolution-among-train-sets/&lt;br /&gt;
&lt;br /&gt;
'''NUTS wiki announcement'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/01/12/nuts-unrealistic-train-set-wiki/&lt;br /&gt;
&lt;br /&gt;
'''NUTS 1st birthday'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/03/31/1st-nuts-birthday-is-here/&lt;br /&gt;
&lt;br /&gt;
'''NUTS 2nd birthday'''&lt;br /&gt;
https://blog.openttdcoop.org/2014/03/31/2nd-nuts-birthday/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== YETI Extended Towns &amp;amp; Industries http://dev.openttdcoop.org/projects/yeti ==&lt;br /&gt;
&lt;br /&gt;
In order to extend OpenTTD gameplay in functionality, the best way to go is NewGRF industries. (I do not want to code game scripts :P)&lt;br /&gt;
&lt;br /&gt;
YETI is systematic and different to any other - both functionally, and visually. Key features are:&lt;br /&gt;
&lt;br /&gt;
* 17 industries creating a 3-chain system&lt;br /&gt;
* Workers cargo - no random productions&lt;br /&gt;
* Cargo gets processed over time - dynamically&lt;br /&gt;
* 32bpp/ExtraZoom graphics, some with animations&lt;br /&gt;
&lt;br /&gt;
Related blog articles:&lt;br /&gt;
&lt;br /&gt;
'''First concept: YETI Extended towns and industries'''&lt;br /&gt;
https://blog.openttdcoop.org/2012/05/18/next-on-the-list-industries/&lt;br /&gt;
&lt;br /&gt;
''Advanced concept: YETI Extended towns and industries'''&lt;br /&gt;
https://blog.openttdcoop.org/2014/04/09/yeti-extended-towns-industries/&lt;br /&gt;
&lt;br /&gt;
'''YETI 0.0.1 release'''&lt;br /&gt;
https://blog.openttdcoop.org/2014/07/13/yetis-have-arrived/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== RAWR Absolute World Replacement http://dev.openttdcoop.org/projects/rawr ==&lt;br /&gt;
&lt;br /&gt;
And because I am quite happy with how the game works, yet I still want to create graphics, I started putting effort towards purely graphical replacement of game sprites.&lt;br /&gt;
&lt;br /&gt;
* no functions means you can use it as static NewGRF&lt;br /&gt;
* no functions means it can eventually become a base set easily&lt;br /&gt;
* parameters allow to force a landscape visually&lt;br /&gt;
* 32bpp/ExtraZoom graphics&lt;br /&gt;
&lt;br /&gt;
== What am I doing? ==&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/TLS|Train Length Splitters]]&lt;br /&gt;
&lt;br /&gt;
Want to split the various TLs on the network? You might find these useful.&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/PSML|Packed SML Concept]]&lt;br /&gt;
&lt;br /&gt;
An idea how to maximize SML efficiency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My Savegames&lt;br /&gt;
&lt;br /&gt;
Here you can download some of my savegames. There are four, TL5game is the oldest one and then it chronologically goes wit hTL3, TL1 and RV game. These games are much like my Top games as they were completely finished. The train games were finished when I just felt like it, the RV game ended when I reached my goal of 5000 vehicles with no jams. Enjoy it :)&lt;br /&gt;
&lt;br /&gt;
[[media:Devastation.sav|TL5 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:SmashAndDown.sav|TL3 Game]]&lt;br /&gt;
SLH01 - biggest junction on the map:&lt;br /&gt;
[[File:SnD1927.png|100px]]&lt;br /&gt;
[[file:SnD2080.png|100px]]&lt;br /&gt;
&lt;br /&gt;
[[media:MicroDrones.sav|TL1 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:CARnage4999.sav|RV Game]] - how to stuff 5000 RVs on a 256x256&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://blog.openttdcoop.org/author/V453000/ My Blog Articles] ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Building Revues ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 01'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/09/611/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 02: Splits'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/25/advanced-building-revue-02-splits/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 03: Path to insanity'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/14/advanced-building-revue-03-path-to-insanity/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 04: Overflows'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 05: Sbahns and city networks'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/13/advanced-building-revue-05-sbahns-and-city-networks/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 06: Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/07/10/advanced-building-revue-06-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 07: Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/09/28/advanced-building-revue-07-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 08: Overflows II'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 09: SRNW Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/01/21/advanced-building-revue-09-self-regulating-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 10: Invisible Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/06/02/advanced-building-revue-10-invisible-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 11: Refit Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/02/16/advanced-building-revue-11-refit-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 12: Overflows III'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/06/28/advanced-building-revue-12-overflows-iii/&lt;br /&gt;
&lt;br /&gt;
=== Game Reviews and Stuff ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Public server game 186 Review'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/11/public-server-game-186-review/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 13 - Timed SML'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/08/02/prozone-game-13-timed-aka-insane-sml/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 2013 -  Timed SML on steroids'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creating Maps'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/10/16/creating-maps/&lt;br /&gt;
&lt;br /&gt;
'''Servicing and Autoreplace'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Related blog articles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2013/09/04/my-openttd-story/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2015/01/27/rawr/&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2017/04/01/brix-0-0-1-nuts-0-7-9-released/&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2017/10/23/brix-0-0-2-is-here/&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=28425</id>
		<title>User:V453000</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=28425"/>
				<updated>2017-11-10T09:07:20Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: /* My Blog Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact: V453000 [at] openttdcoop [dot] org [[Category:Active Members]]&lt;br /&gt;
&lt;br /&gt;
I have been around openttdcoop for a long time, built a lot of stuff, made some plans, wrote a lot of blog/wiki articles. Now my number one activity is making NewGRFs. &lt;br /&gt;
&lt;br /&gt;
= NewGRFs I make =&lt;br /&gt;
&lt;br /&gt;
== NUTS Unrealistic Train Set http://dev.openttdcoop.org/projects/nuts ==&lt;br /&gt;
&lt;br /&gt;
My first NewGRF was this pixel-drawn train set. I started working on it because of missing functionalities in other train sets at that time.&lt;br /&gt;
&lt;br /&gt;
That makes it very focused on functionality, so it lets you do all kinds of stuff like:&lt;br /&gt;
&lt;br /&gt;
* universal tracks allow autoreplacing between any track types&lt;br /&gt;
* works with any industry set&lt;br /&gt;
* allows for any refit&lt;br /&gt;
* huge variety of engines fits every network to the max&lt;br /&gt;
* recolouring for city networks&lt;br /&gt;
* vehicles expire sensibly&lt;br /&gt;
* coloured tracks useful for orientation in your tracks&lt;br /&gt;
&lt;br /&gt;
== YETI Extended Towns &amp;amp; Industries http://dev.openttdcoop.org/projects/yeti ==&lt;br /&gt;
&lt;br /&gt;
In order to extend OpenTTD gameplay in functionality, the best way to go is NewGRF industries. (I do not want to code game scripts :P)&lt;br /&gt;
&lt;br /&gt;
YETI is systematic and different to any other - both functionally, and visually. Key features are:&lt;br /&gt;
&lt;br /&gt;
* 17 industries creating a 3-chain system&lt;br /&gt;
* Workers cargo - no random productions&lt;br /&gt;
* Cargo gets processed over time - dynamically&lt;br /&gt;
* 32bpp/ExtraZoom graphics, some with animations&lt;br /&gt;
&lt;br /&gt;
== RAWR Absolute World Replacement http://dev.openttdcoop.org/projects/rawr ==&lt;br /&gt;
&lt;br /&gt;
And because I am quite happy with how the game works, yet I still want to create graphics, I started putting effort towards purely graphical replacement of game sprites.&lt;br /&gt;
&lt;br /&gt;
* no functions means you can use it as static NewGRF&lt;br /&gt;
* no functions means it can eventually become a base set easily&lt;br /&gt;
* parameters allow to force a landscape visually&lt;br /&gt;
* 32bpp/ExtraZoom graphics&lt;br /&gt;
&lt;br /&gt;
== What am I doing? ==&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/TLS|Train Length Splitters]]&lt;br /&gt;
&lt;br /&gt;
Want to split the various TLs on the network? You might find these useful.&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/PSML|Packed SML Concept]]&lt;br /&gt;
&lt;br /&gt;
An idea how to maximize SML efficiency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My Savegames&lt;br /&gt;
&lt;br /&gt;
Here you can download some of my savegames. There are four, TL5game is the oldest one and then it chronologically goes wit hTL3, TL1 and RV game. These games are much like my Top games as they were completely finished. The train games were finished when I just felt like it, the RV game ended when I reached my goal of 5000 vehicles with no jams. Enjoy it :)&lt;br /&gt;
&lt;br /&gt;
[[media:Devastation.sav|TL5 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:SmashAndDown.sav|TL3 Game]]&lt;br /&gt;
SLH01 - biggest junction on the map:&lt;br /&gt;
[[File:SnD1927.png|100px]]&lt;br /&gt;
[[file:SnD2080.png|100px]]&lt;br /&gt;
&lt;br /&gt;
[[media:MicroDrones.sav|TL1 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:CARnage4999.sav|RV Game]] - how to stuff 5000 RVs on a 256x256&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://blog.openttdcoop.org/author/V453000/ My Blog Articles] ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Building Revues ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 01'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/09/611/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 02: Splits'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/25/advanced-building-revue-02-splits/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 03: Path to insanity'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/14/advanced-building-revue-03-path-to-insanity/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 04: Overflows'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 05: Sbahns and city networks'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/13/advanced-building-revue-05-sbahns-and-city-networks/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 06: Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/07/10/advanced-building-revue-06-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 07: Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/09/28/advanced-building-revue-07-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 08: Overflows II'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 09: SRNW Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/01/21/advanced-building-revue-09-self-regulating-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 10: Invisible Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/06/02/advanced-building-revue-10-invisible-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 11: Refit Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/02/16/advanced-building-revue-11-refit-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 12: Overflows III'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/06/28/advanced-building-revue-12-overflows-iii/&lt;br /&gt;
&lt;br /&gt;
=== Game Reviews and Stuff ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Public server game 186 Review'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/11/public-server-game-186-review/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 13 - Timed SML'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/08/02/prozone-game-13-timed-aka-insane-sml/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 2013 -  Timed SML on steroids'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creating Maps'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/10/16/creating-maps/&lt;br /&gt;
&lt;br /&gt;
'''Servicing and Autoreplace'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Related blog articles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2013/03/31/1st-nuts-birthday-is-here/&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2013/01/12/nuts-unrealistic-train-set-wiki/&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2011/10/18/nuts-revolution-among-train-sets/&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2013/09/04/my-openttd-story/&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2014/03/31/2nd-nuts-birthday/&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2014/04/09/yeti-extended-towns-industries/&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2014/07/13/yetis-have-arrived/&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2015/01/27/rawr/&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2017/04/01/brix-0-0-1-nuts-0-7-9-released/&lt;br /&gt;
&lt;br /&gt;
https://blog.openttdcoop.org/2017/10/23/brix-0-0-2-is-here/&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_321_-_330&amp;diff=28424</id>
		<title>PublicServer:Archive - Games 321 - 330</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_321_-_330&amp;diff=28424"/>
				<updated>2017-10-23T21:31:25Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PublicServerArchiveMenu}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=327&lt;br /&gt;
|date= 26.07.17 - 23.10.17&lt;br /&gt;
|players= {{User|Loeky}}, {{User|Jam35}}, {{User|Lejving}}, {{User|Maraxus}}, {{User|AzureSpeed|}}, {{User|Vinnie}}, {{User|Clockworker}}, {{User|Deactivated}},  {{User|Arveen}}&lt;br /&gt;
|type=Temperate&lt;br /&gt;
|TL= 3&lt;br /&gt;
|mapsize=512x512&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=Another nice game.&lt;br /&gt;
|imagedescription=Yeah}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=326&lt;br /&gt;
|date= 02.04.17 - 26.07.17&lt;br /&gt;
|players= {{User|Loeky}}, {{User|Jam35}}, {{User|Lejving}}, {{User|Maraxus}}, {{User|AzureSpeed|}}, {{User|Vinnie}}, {{User|Clockworker}}, {{User|Deactivated}},  {{User|Arveen}}&lt;br /&gt;
|type=Toyland&lt;br /&gt;
|TL= 2&lt;br /&gt;
|mapsize=256x256&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A game to welcome BRIX 0.0.1. People built and kept expanding over months which lead the game to end with many trains.&lt;br /&gt;
|imagedescription=BRIX apparently doesn't stop people from building a lot of trains.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=325&lt;br /&gt;
|date= 30.01.17 - 02.04.17&lt;br /&gt;
|players= {{User|Jam35}}, {{User|Lejving}}, {{User|Maraxus}}, {{User|AzureSpeed|}}, {{User|Vinnie}}, {{User|Clockworker}}, {{User|Deactivated}}, {{User|Loeky}}&lt;br /&gt;
|type=YETI game utilizing PURR Barcode&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=256x512&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A nice game making use of the PURR/MEOW magic for conditional orders on a whole-map scale. Even though this game didn't grow to it's full potential, the system works quite nicely.&lt;br /&gt;
|imagedescription=A pickup station with 6 different colour patterns for 6 different outputs.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=324&lt;br /&gt;
|date= 14.01.17 - 30.01.17&lt;br /&gt;
|players={{User|V453000}}, {{User|Lejving}},  {{User|absolutis}}, {{User|zxbiohazardzx}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|happpy}}, {{User|TheRisen}}, {{User|AzureSpeed|}}, {{User|mari_kari|}}&lt;br /&gt;
|type=Standard cargo in Toyland&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=512x512&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= There was initially three plans which none of them felt just right, so V453000 took the best part of them all and created the winning plan. The games glory piece was the really big HELL secondary station {{User|V453000}} created, one of the biggest in PSG history. To add further to this we had a nice LLLL_RRRR system going with many good and creative MSHs which the CL 1,5 can take some credit for. Game ended with 2000 trains, capped Fizzy Drinks factory (9180), 8 lane hell and 8 lane drop!&lt;br /&gt;
|imagedescription=HELL!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=323&lt;br /&gt;
|date= 04.01.17 - 14.01.17&lt;br /&gt;
|players={{User|V453000}}, {{User|Lejving}},  {{User|absolutis}}, {{User|zxbiohazardzx}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|Cornelius}}, {{User|TheRisen}}, {{User|Mark}}&lt;br /&gt;
|type=Cargo Refit&lt;br /&gt;
|TL= 3&lt;br /&gt;
|mapsize=1024 x 256&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A simple 'snake' style network with refitting at each end and return stuff to SL drop. We got to 5 lines end to end and 2600+ trains before getting some laggy connections. Game ended slightly prematurely but still a nice game.&lt;br /&gt;
|imagedescription=Unfinished in the end but still impressive.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=322&lt;br /&gt;
|date= 27.12.16 - 04.01.17&lt;br /&gt;
|players={{User|Jam35}}, {{User|Lejving}}, {{User|zxbiohazardzx}}, {{User|V453000}}, {{User|Techinica}}, {{User|Deactivated}}, {{User|fleet75}}, {{User|TheRisen}}&lt;br /&gt;
|type=Simplified YETI&lt;br /&gt;
|TL= n/a (Many different)&lt;br /&gt;
|mapsize=256x512 Sub-arctic&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=An easygoing and short game for the end of 2016. Plan was chaos mode, so we utilized all modes of transportation (planes, ships, trains, rvs, trams). Happy new year!&lt;br /&gt;
|imagedescription=Station with nearly all modes of transportation}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=321&lt;br /&gt;
|date=04.12.16 - 27.12.16&lt;br /&gt;
|players={{User|Jam35}}, {{User|Lejving}}, {{User|zxbiohazardzx}}, {{User|lol}}, {{User|Techinica}}, {{User|Maraxus}}, {{User|Ethereal}}, {{User|mari}}, {{User|happpy}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL= 4 Maglev 'Get Heavy'&lt;br /&gt;
|mapsize=512x512 Arctic&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=A cargo game with two drops for most primaries. It was hoped that this would give a balanced network overall with traffic spreading in all directions fairly evenly. This worked to a certain degree with everything needing expansion before returning to expand the same, busier areas again. Some areas ultimately ending with 5 lines .The game was getting hard for some to join so it was ended.&lt;br /&gt;
|imagedescription=MSH 04}}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_321_-_330&amp;diff=28419</id>
		<title>PublicServer:Archive - Games 321 - 330</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_321_-_330&amp;diff=28419"/>
				<updated>2017-07-26T15:23:22Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PublicServerArchiveMenu}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=326&lt;br /&gt;
|date= 02.04.17 - 26.07.17&lt;br /&gt;
|players= {{User|Jam35}}, {{User|Lejving}}, {{User|Maraxus}}, {{User|AzureSpeed|}}, {{User|Vinnie}}, {{User|Clockworker}}, {{User|Deactivated}}, {{User|Loeky}}&lt;br /&gt;
|type=Toyland&lt;br /&gt;
|TL= 2&lt;br /&gt;
|mapsize=256x512&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A game to welcome BRIX 0.0.1. People built and kept expanding over months which lead the game to end with many trains.&lt;br /&gt;
|imagedescription=BRIX apparently doesn't stop people from building a lot of trains.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=325&lt;br /&gt;
|date= 30.01.17 - 02.04.17&lt;br /&gt;
|players= {{User|Jam35}}, {{User|Lejving}}, {{User|Maraxus}}, {{User|AzureSpeed|}}, {{User|Vinnie}}, {{User|Clockworker}}, {{User|Deactivated}}, {{User|Loeky}}&lt;br /&gt;
|type=YETI game utilizing PURR Barcode&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=256x512&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A nice game making use of the PURR/MEOW magic for conditional orders on a whole-map scale. Even though this game didn't grow to it's full potential, the system works quite nicely.&lt;br /&gt;
|imagedescription=A pickup station with 6 different colour patterns for 6 different outputs.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=324&lt;br /&gt;
|date= 14.01.17 - 30.01.17&lt;br /&gt;
|players={{User|V453000}}, {{User|Lejving}},  {{User|absolutis}}, {{User|zxbiohazardzx}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|happpy}}, {{User|TheRisen}}, {{User|AzureSpeed|}}, {{User|mari_kari|}}&lt;br /&gt;
|type=Standard cargo in Toyland&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=512x512&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= There was initially three plans which none of them felt just right, so V453000 took the best part of them all and created the winning plan. The games glory piece was the really big HELL secondary station {{User|V453000}} created, one of the biggest in PSG history. To add further to this we had a nice LLLL_RRRR system going with many good and creative MSHs which the CL 1,5 can take some credit for. Game ended with 2000 trains, capped Fizzy Drinks factory (9180), 8 lane hell and 8 lane drop!&lt;br /&gt;
|imagedescription=HELL!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=323&lt;br /&gt;
|date= 04.01.17 - 14.01.17&lt;br /&gt;
|players={{User|V453000}}, {{User|Lejving}},  {{User|absolutis}}, {{User|zxbiohazardzx}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|Cornelius}}, {{User|TheRisen}}, {{User|Mark}}&lt;br /&gt;
|type=Cargo Refit&lt;br /&gt;
|TL= 3&lt;br /&gt;
|mapsize=1024 x 256&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A simple 'snake' style network with refitting at each end and return stuff to SL drop. We got to 5 lines end to end and 2600+ trains before getting some laggy connections. Game ended slightly prematurely but still a nice game.&lt;br /&gt;
|imagedescription=Unfinished in the end but still impressive.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=322&lt;br /&gt;
|date= 27.12.16 - 04.01.17&lt;br /&gt;
|players={{User|Jam35}}, {{User|Lejving}}, {{User|zxbiohazardzx}}, {{User|V453000}}, {{User|Techinica}}, {{User|Deactivated}}, {{User|fleet75}}, {{User|TheRisen}}&lt;br /&gt;
|type=Simplified YETI&lt;br /&gt;
|TL= n/a (Many different)&lt;br /&gt;
|mapsize=256x512 Sub-arctic&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=An easygoing and short game for the end of 2016. Plan was chaos mode, so we utilized all modes of transportation (planes, ships, trains, rvs, trams). Happy new year!&lt;br /&gt;
|imagedescription=Station with nearly all modes of transportation}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=321&lt;br /&gt;
|date=04.12.16 - 27.12.16&lt;br /&gt;
|players={{User|Jam35}}, {{User|Lejving}}, {{User|zxbiohazardzx}}, {{User|lol}}, {{User|Techinica}}, {{User|Maraxus}}, {{User|Ethereal}}, {{User|mari}}, {{User|happpy}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL= 4 Maglev 'Get Heavy'&lt;br /&gt;
|mapsize=512x512 Arctic&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=A cargo game with two drops for most primaries. It was hoped that this would give a balanced network overall with traffic spreading in all directions fairly evenly. This worked to a certain degree with everything needing expansion before returning to expand the same, busier areas again. Some areas ultimately ending with 5 lines .The game was getting hard for some to join so it was ended.&lt;br /&gt;
|imagedescription=MSH 04}}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:PSG324.png&amp;diff=28418</id>
		<title>File:PSG324.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:PSG324.png&amp;diff=28418"/>
				<updated>2017-07-20T11:04:33Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: V453000 uploaded a new version of File:PSG324.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_321_-_330&amp;diff=28218</id>
		<title>PublicServer:Archive - Games 321 - 330</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_321_-_330&amp;diff=28218"/>
				<updated>2017-04-02T12:19:04Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PublicServerArchiveMenu}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=325&lt;br /&gt;
|date= 30.01.17 - 02.04.17&lt;br /&gt;
|players= {{User|Jam35}}, {{User|Lejving}}, {{User|Maraxus}}, {{User|AzureSpeed|}}, {{User|Vinnie}}, {{User|Clockworker}}, {{User|Deactivated}}, {{User|Loeky}}&lt;br /&gt;
|type=YETI game utilizing PURR Barcode&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=256x512&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A nice game making use of the PURR/MEOW magic for conditional orders on a whole-map scale. Even though this game didn't grow to it's full potential, the system works quite nicely.&lt;br /&gt;
|imagedescription=A pickup station with 6 different colour patterns for 6 different outputs.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=324&lt;br /&gt;
|date= 14.01.17 - 30.01.17&lt;br /&gt;
|players={{User|V453000}}, {{User|Lejving}},  {{User|absolutis}}, {{User|zxbiohazardzx}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|happpy}}, {{User|TheRisen}}, {{User|AzureSpeed|}}, {{User|mari_kari|}}&lt;br /&gt;
|type=Standard cargo in Toyland&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=512x512&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= There was initially three plans which none of them felt just right, so V453000 took the best part of them all and created the winning plan. The games glory piece was the really big HELL secondary station {{User|V453000}} created, one of the biggest in PSG history. To add further to this we had a nice LLLL_RRRR system going with many good and creative MSHs which the CL 1,5 can take some credit for. Game ended with 2000 trains, capped Fizzy Drinks factory (9180), 8 lane hell and 8 lane drop!&lt;br /&gt;
|imagedescription=HELL!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=323&lt;br /&gt;
|date= 04.01.17 - 14.01.17&lt;br /&gt;
|players={{User|V453000}}, {{User|Lejving}},  {{User|absolutis}}, {{User|zxbiohazardzx}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|Cornelius}}, {{User|TheRisen}}, {{User|Mark}}&lt;br /&gt;
|type=Cargo Refit&lt;br /&gt;
|TL= 3&lt;br /&gt;
|mapsize=1024 x 256&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A simple 'snake' style network with refitting at each end and return stuff to SL drop. We got to 5 lines end to end and 2600+ trains before getting some laggy connections. Game ended slightly prematurely but still a nice game.&lt;br /&gt;
|imagedescription=Unfinished in the end but still impressive.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=322&lt;br /&gt;
|date= 27.12.16 - 04.01.17&lt;br /&gt;
|players={{User|Jam35}}, {{User|Lejving}}, {{User|zxbiohazardzx}}, {{User|V453000}}, {{User|Techinica}}, {{User|Deactivated}}, {{User|fleet75}}, {{User|TheRisen}}&lt;br /&gt;
|type=Simplified YETI&lt;br /&gt;
|TL= n/a (Many different)&lt;br /&gt;
|mapsize=256x512 Sub-arctic&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=An easygoing and short game for the end of 2016. Plan was chaos mode, so we utilized all modes of transportation (planes, ships, trains, rvs, trams). Happy new year!&lt;br /&gt;
|imagedescription=Station with nearly all modes of transportation}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=321&lt;br /&gt;
|date=04.12.16 - 27.12.16&lt;br /&gt;
|players={{User|Jam35}}, {{User|Lejving}}, {{User|zxbiohazardzx}}, {{User|lol}}, {{User|Techinica}}, {{User|Maraxus}}, {{User|Ethereal}}, {{User|mari}}, {{User|happpy}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL= 4 Maglev 'Get Heavy'&lt;br /&gt;
|mapsize=512x512 Arctic&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=A cargo game with two drops for most primaries. It was hoped that this would give a balanced network overall with traffic spreading in all directions fairly evenly. This worked to a certain degree with everything needing expansion before returning to expand the same, busier areas again. Some areas ultimately ending with 5 lines .The game was getting hard for some to join so it was ended.&lt;br /&gt;
|imagedescription=MSH 04}}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:PSG325.png&amp;diff=28217</id>
		<title>File:PSG325.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:PSG325.png&amp;diff=28217"/>
				<updated>2017-04-02T12:18:08Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_321_-_330&amp;diff=28216</id>
		<title>PublicServer:Archive - Games 321 - 330</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_321_-_330&amp;diff=28216"/>
				<updated>2017-04-02T12:17:21Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PublicServerArchiveMenu}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=325&lt;br /&gt;
|date= 30.01.17 - 02.04.17&lt;br /&gt;
|players= {{User|Jam35}}, {{User|Lejving}}, {{User|Maraxus}}, {{User|AzureSpeed|}}, {{User|Vinnie}}, {{User|Clockworker}}, {{User|Deactivated}}, {{User|Loeky}}&lt;br /&gt;
|type=YETI game utilizing PURR Barcode&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=256x512&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A nice game making use of the PURR/MEOW magic for conditional orders on a whole-map scale. Even though this game didn't grow to it's full potential, the system works quite nicely.&lt;br /&gt;
|imagedescription=Stuff!}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=324&lt;br /&gt;
|date= 14.01.17 - 30.01.17&lt;br /&gt;
|players={{User|V453000}}, {{User|Lejving}},  {{User|absolutis}}, {{User|zxbiohazardzx}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|happpy}}, {{User|TheRisen}}, {{User|AzureSpeed|}}, {{User|mari_kari|}}&lt;br /&gt;
|type=Standard cargo in Toyland&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=512x512&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= There was initially three plans which none of them felt just right, so V453000 took the best part of them all and created the winning plan. The games glory piece was the really big HELL secondary station {{User|V453000}} created, one of the biggest in PSG history. To add further to this we had a nice LLLL_RRRR system going with many good and creative MSHs which the CL 1,5 can take some credit for. Game ended with 2000 trains, capped Fizzy Drinks factory (9180), 8 lane hell and 8 lane drop!&lt;br /&gt;
|imagedescription=HELL!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=323&lt;br /&gt;
|date= 04.01.17 - 14.01.17&lt;br /&gt;
|players={{User|V453000}}, {{User|Lejving}},  {{User|absolutis}}, {{User|zxbiohazardzx}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|Cornelius}}, {{User|TheRisen}}, {{User|Mark}}&lt;br /&gt;
|type=Cargo Refit&lt;br /&gt;
|TL= 3&lt;br /&gt;
|mapsize=1024 x 256&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A simple 'snake' style network with refitting at each end and return stuff to SL drop. We got to 5 lines end to end and 2600+ trains before getting some laggy connections. Game ended slightly prematurely but still a nice game.&lt;br /&gt;
|imagedescription=Unfinished in the end but still impressive.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=322&lt;br /&gt;
|date= 27.12.16 - 04.01.17&lt;br /&gt;
|players={{User|Jam35}}, {{User|Lejving}}, {{User|zxbiohazardzx}}, {{User|V453000}}, {{User|Techinica}}, {{User|Deactivated}}, {{User|fleet75}}, {{User|TheRisen}}&lt;br /&gt;
|type=Simplified YETI&lt;br /&gt;
|TL= n/a (Many different)&lt;br /&gt;
|mapsize=256x512 Sub-arctic&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=An easygoing and short game for the end of 2016. Plan was chaos mode, so we utilized all modes of transportation (planes, ships, trains, rvs, trams). Happy new year!&lt;br /&gt;
|imagedescription=Station with nearly all modes of transportation}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=321&lt;br /&gt;
|date=04.12.16 - 27.12.16&lt;br /&gt;
|players={{User|Jam35}}, {{User|Lejving}}, {{User|zxbiohazardzx}}, {{User|lol}}, {{User|Techinica}}, {{User|Maraxus}}, {{User|Ethereal}}, {{User|mari}}, {{User|happpy}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL= 4 Maglev 'Get Heavy'&lt;br /&gt;
|mapsize=512x512 Arctic&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=A cargo game with two drops for most primaries. It was hoped that this would give a balanced network overall with traffic spreading in all directions fairly evenly. This worked to a certain degree with everything needing expansion before returning to expand the same, busier areas again. Some areas ultimately ending with 5 lines .The game was getting hard for some to join so it was ended.&lt;br /&gt;
|imagedescription=MSH 04}}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_321_-_330&amp;diff=28215</id>
		<title>PublicServer:Archive - Games 321 - 330</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_321_-_330&amp;diff=28215"/>
				<updated>2017-04-02T12:09:42Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PublicServerArchiveMenu}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=325&lt;br /&gt;
|date= 30.01.17 - 02.04.17&lt;br /&gt;
|players= {{User|Lejving}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|AzureSpeed|}}&lt;br /&gt;
|type=YETI game utilizing PURR Barcode&lt;br /&gt;
|TL= 4&lt;br /&gt;
|mapsize=256x512&lt;br /&gt;
|version=r27742 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= &lt;br /&gt;
|imagedescription=Stuff!}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=324&lt;br /&gt;
|date= 14.01.17 - 30.01.17&lt;br /&gt;
|players={{User|V453000}}, {{User|Lejving}},  {{User|absolutis}}, {{User|zxbiohazardzx}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|happpy}}, {{User|TheRisen}}, {{User|AzureSpeed|}}, {{User|mari_kari|}}&lt;br /&gt;
|type=Standard cargo in Toyland&lt;br /&gt;
|TL= 5&lt;br /&gt;
|mapsize=512x512&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= There was initially three plans which none of them felt just right, so V453000 took the best part of them all and created the winning plan. The games glory piece was the really big HELL secondary station {{User|V453000}} created, one of the biggest in PSG history. To add further to this we had a nice LLLL_RRRR system going with many good and creative MSHs which the CL 1,5 can take some credit for. Game ended with 2000 trains, capped Fizzy Drinks factory (9180), 8 lane hell and 8 lane drop!&lt;br /&gt;
|imagedescription=HELL!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=323&lt;br /&gt;
|date= 04.01.17 - 14.01.17&lt;br /&gt;
|players={{User|V453000}}, {{User|Lejving}},  {{User|absolutis}}, {{User|zxbiohazardzx}}, {{User|Jam35}}, {{User|Maraxus}}, {{User|Cornelius}}, {{User|TheRisen}}, {{User|Mark}}&lt;br /&gt;
|type=Cargo Refit&lt;br /&gt;
|TL= 3&lt;br /&gt;
|mapsize=1024 x 256&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= A simple 'snake' style network with refitting at each end and return stuff to SL drop. We got to 5 lines end to end and 2600+ trains before getting some laggy connections. Game ended slightly prematurely but still a nice game.&lt;br /&gt;
|imagedescription=Unfinished in the end but still impressive.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=322&lt;br /&gt;
|date= 27.12.16 - 04.01.17&lt;br /&gt;
|players={{User|Jam35}}, {{User|Lejving}}, {{User|zxbiohazardzx}}, {{User|V453000}}, {{User|Techinica}}, {{User|Deactivated}}, {{User|fleet75}}, {{User|TheRisen}}&lt;br /&gt;
|type=Simplified YETI&lt;br /&gt;
|TL= n/a (Many different)&lt;br /&gt;
|mapsize=256x512 Sub-arctic&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=An easygoing and short game for the end of 2016. Plan was chaos mode, so we utilized all modes of transportation (planes, ships, trains, rvs, trams). Happy new year!&lt;br /&gt;
|imagedescription=Station with nearly all modes of transportation}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=321&lt;br /&gt;
|date=04.12.16 - 27.12.16&lt;br /&gt;
|players={{User|Jam35}}, {{User|Lejving}}, {{User|zxbiohazardzx}}, {{User|lol}}, {{User|Techinica}}, {{User|Maraxus}}, {{User|Ethereal}}, {{User|mari}}, {{User|happpy}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL= 4 Maglev 'Get Heavy'&lt;br /&gt;
|mapsize=512x512 Arctic&lt;br /&gt;
|version=r27680 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=A cargo game with two drops for most primaries. It was hoped that this would give a balanced network overall with traffic spreading in all directions fairly evenly. This worked to a certain degree with everything needing expansion before returning to expand the same, busier areas again. Some areas ultimately ending with 5 lines .The game was getting hard for some to join so it was ended.&lt;br /&gt;
|imagedescription=MSH 04}}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=27960</id>
		<title>User:V453000</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=27960"/>
				<updated>2015-05-14T19:37:47Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: /* RAWR Absolute World Replacement https://dev.openttdcoop.org/projects/rawr */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact: V453000 [at] openttdcoop [dot] org [[Category:Active Members]]&lt;br /&gt;
&lt;br /&gt;
I have been around openttdcoop for a long time, built a lot of stuff, made some plans, wrote a lot of blog/wiki articles. Now my number one activity is making NewGRFs. &lt;br /&gt;
&lt;br /&gt;
= NewGRFs I make =&lt;br /&gt;
&lt;br /&gt;
== NUTS Unrealistic Train Set http://dev.openttdcoop.org/projects/nuts ==&lt;br /&gt;
&lt;br /&gt;
My first NewGRF was this pixel-drawn train set. I started working on it because of missing functionalities in other train sets at that time.&lt;br /&gt;
&lt;br /&gt;
That makes it very focused on functionality, so it lets you do all kinds of stuff like:&lt;br /&gt;
&lt;br /&gt;
* universal tracks allow autoreplacing between any track types&lt;br /&gt;
* works with any industry set&lt;br /&gt;
* allows for any refit&lt;br /&gt;
* huge variety of engines fits every network to the max&lt;br /&gt;
* recolouring for city networks&lt;br /&gt;
* vehicles expire sensibly&lt;br /&gt;
* coloured tracks useful for orientation in your tracks&lt;br /&gt;
&lt;br /&gt;
== YETI Extended Towns &amp;amp; Industries http://dev.openttdcoop.org/projects/yeti ==&lt;br /&gt;
&lt;br /&gt;
In order to extend OpenTTD gameplay in functionality, the best way to go is NewGRF industries. (I do not want to code game scripts :P)&lt;br /&gt;
&lt;br /&gt;
YETI is systematic and different to any other - both functionally, and visually. Key features are:&lt;br /&gt;
&lt;br /&gt;
* 17 industries creating a 3-chain system&lt;br /&gt;
* Workers cargo - no random productions&lt;br /&gt;
* Cargo gets processed over time - dynamically&lt;br /&gt;
* 32bpp/ExtraZoom graphics, some with animations&lt;br /&gt;
&lt;br /&gt;
== RAWR Absolute World Replacement http://dev.openttdcoop.org/projects/rawr ==&lt;br /&gt;
&lt;br /&gt;
And because I am quite happy with how the game works, yet I still want to create graphics, I started putting effort towards purely graphical replacement of game sprites.&lt;br /&gt;
&lt;br /&gt;
* no functions means you can use it as static NewGRF&lt;br /&gt;
* no functions means it can eventually become a base set easily&lt;br /&gt;
* parameters allow to force a landscape visually&lt;br /&gt;
* 32bpp/ExtraZoom graphics&lt;br /&gt;
&lt;br /&gt;
== What am I doing? ==&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/TLS|Train Length Splitters]]&lt;br /&gt;
&lt;br /&gt;
Want to split the various TLs on the network? You might find these useful.&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/PSML|Packed SML Concept]]&lt;br /&gt;
&lt;br /&gt;
An idea how to maximize SML efficiency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My Savegames&lt;br /&gt;
&lt;br /&gt;
Here you can download some of my savegames. There are four, TL5game is the oldest one and then it chronologically goes wit hTL3, TL1 and RV game. These games are much like my Top games as they were completely finished. The train games were finished when I just felt like it, the RV game ended when I reached my goal of 5000 vehicles with no jams. Enjoy it :)&lt;br /&gt;
&lt;br /&gt;
[[media:Devastation.sav|TL5 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:SmashAndDown.sav|TL3 Game]]&lt;br /&gt;
SLH01 - biggest junction on the map:&lt;br /&gt;
[[File:SnD1927.png|100px]]&lt;br /&gt;
[[file:SnD2080.png|100px]]&lt;br /&gt;
&lt;br /&gt;
[[media:MicroDrones.sav|TL1 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:CARnage4999.sav|RV Game]] - how to stuff 5000 RVs on a 256x256&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://blog.openttdcoop.org/author/V453000/ My Blog Articles] ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Building Revues ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 01'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/09/611/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 02: Splits'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/25/advanced-building-revue-02-splits/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 03: Path to insanity'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/14/advanced-building-revue-03-path-to-insanity/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 04: Overflows'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 05: Sbahns and city networks'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/13/advanced-building-revue-05-sbahns-and-city-networks/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 06: Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/07/10/advanced-building-revue-06-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 07: Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/09/28/advanced-building-revue-07-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 08: Overflows II'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 09: SRNW Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/01/21/advanced-building-revue-09-self-regulating-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 10: Invisible Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/06/02/advanced-building-revue-10-invisible-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 11: Refit Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/02/16/advanced-building-revue-11-refit-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 12: Overflows III'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/06/28/advanced-building-revue-12-overflows-iii/&lt;br /&gt;
&lt;br /&gt;
=== Game Reviews and Stuff ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Public server game 186 Review'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/11/public-server-game-186-review/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 13 - Timed SML'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/08/02/prozone-game-13-timed-aka-insane-sml/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 2013 -  Timed SML on steroids'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creating Maps'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/10/16/creating-maps/&lt;br /&gt;
&lt;br /&gt;
'''Servicing and Autoreplace'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Related blog articles&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2013/03/31/1st-nuts-birthday-is-here/&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2013/01/12/nuts-unrealistic-train-set-wiki/&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2011/10/18/nuts-revolution-among-train-sets/&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=27959</id>
		<title>User:V453000</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=27959"/>
				<updated>2015-05-14T19:37:30Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact: V453000 [at] openttdcoop [dot] org [[Category:Active Members]]&lt;br /&gt;
&lt;br /&gt;
I have been around openttdcoop for a long time, built a lot of stuff, made some plans, wrote a lot of blog/wiki articles. Now my number one activity is making NewGRFs. &lt;br /&gt;
&lt;br /&gt;
= NewGRFs I make =&lt;br /&gt;
&lt;br /&gt;
== NUTS Unrealistic Train Set http://dev.openttdcoop.org/projects/nuts ==&lt;br /&gt;
&lt;br /&gt;
My first NewGRF was this pixel-drawn train set. I started working on it because of missing functionalities in other train sets at that time.&lt;br /&gt;
&lt;br /&gt;
That makes it very focused on functionality, so it lets you do all kinds of stuff like:&lt;br /&gt;
&lt;br /&gt;
* universal tracks allow autoreplacing between any track types&lt;br /&gt;
* works with any industry set&lt;br /&gt;
* allows for any refit&lt;br /&gt;
* huge variety of engines fits every network to the max&lt;br /&gt;
* recolouring for city networks&lt;br /&gt;
* vehicles expire sensibly&lt;br /&gt;
* coloured tracks useful for orientation in your tracks&lt;br /&gt;
&lt;br /&gt;
== YETI Extended Towns &amp;amp; Industries http://dev.openttdcoop.org/projects/yeti ==&lt;br /&gt;
&lt;br /&gt;
In order to extend OpenTTD gameplay in functionality, the best way to go is NewGRF industries. (I do not want to code game scripts :P)&lt;br /&gt;
&lt;br /&gt;
YETI is systematic and different to any other - both functionally, and visually. Key features are:&lt;br /&gt;
&lt;br /&gt;
* 17 industries creating a 3-chain system&lt;br /&gt;
* Workers cargo - no random productions&lt;br /&gt;
* Cargo gets processed over time - dynamically&lt;br /&gt;
* 32bpp/ExtraZoom graphics, some with animations&lt;br /&gt;
&lt;br /&gt;
== RAWR Absolute World Replacement https://dev.openttdcoop.org/projects/rawr ==&lt;br /&gt;
&lt;br /&gt;
And because I am quite happy with how the game works, yet I still want to create graphics, I started putting effort towards purely graphical replacement of game sprites.&lt;br /&gt;
&lt;br /&gt;
* no functions means you can use it as static NewGRF&lt;br /&gt;
* no functions means it can eventually become a base set easily&lt;br /&gt;
* parameters allow to force a landscape visually&lt;br /&gt;
* 32bpp/ExtraZoom graphics&lt;br /&gt;
&lt;br /&gt;
== What am I doing? ==&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/TLS|Train Length Splitters]]&lt;br /&gt;
&lt;br /&gt;
Want to split the various TLs on the network? You might find these useful.&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/PSML|Packed SML Concept]]&lt;br /&gt;
&lt;br /&gt;
An idea how to maximize SML efficiency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My Savegames&lt;br /&gt;
&lt;br /&gt;
Here you can download some of my savegames. There are four, TL5game is the oldest one and then it chronologically goes wit hTL3, TL1 and RV game. These games are much like my Top games as they were completely finished. The train games were finished when I just felt like it, the RV game ended when I reached my goal of 5000 vehicles with no jams. Enjoy it :)&lt;br /&gt;
&lt;br /&gt;
[[media:Devastation.sav|TL5 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:SmashAndDown.sav|TL3 Game]]&lt;br /&gt;
SLH01 - biggest junction on the map:&lt;br /&gt;
[[File:SnD1927.png|100px]]&lt;br /&gt;
[[file:SnD2080.png|100px]]&lt;br /&gt;
&lt;br /&gt;
[[media:MicroDrones.sav|TL1 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:CARnage4999.sav|RV Game]] - how to stuff 5000 RVs on a 256x256&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://blog.openttdcoop.org/author/V453000/ My Blog Articles] ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Building Revues ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 01'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/09/611/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 02: Splits'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/25/advanced-building-revue-02-splits/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 03: Path to insanity'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/14/advanced-building-revue-03-path-to-insanity/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 04: Overflows'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 05: Sbahns and city networks'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/13/advanced-building-revue-05-sbahns-and-city-networks/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 06: Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/07/10/advanced-building-revue-06-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 07: Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/09/28/advanced-building-revue-07-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 08: Overflows II'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 09: SRNW Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/01/21/advanced-building-revue-09-self-regulating-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 10: Invisible Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/06/02/advanced-building-revue-10-invisible-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 11: Refit Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/02/16/advanced-building-revue-11-refit-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 12: Overflows III'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/06/28/advanced-building-revue-12-overflows-iii/&lt;br /&gt;
&lt;br /&gt;
=== Game Reviews and Stuff ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Public server game 186 Review'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/11/public-server-game-186-review/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 13 - Timed SML'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/08/02/prozone-game-13-timed-aka-insane-sml/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 2013 -  Timed SML on steroids'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creating Maps'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/10/16/creating-maps/&lt;br /&gt;
&lt;br /&gt;
'''Servicing and Autoreplace'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Related blog articles&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2013/03/31/1st-nuts-birthday-is-here/&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2013/01/12/nuts-unrealistic-train-set-wiki/&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2011/10/18/nuts-revolution-among-train-sets/&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=27958</id>
		<title>User:V453000</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=27958"/>
				<updated>2015-05-14T18:53:20Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact: V453000 [at] openttdcoop [dot] org [[Category:Active Members]]&lt;br /&gt;
&lt;br /&gt;
=== STUFF I DO ===&lt;br /&gt;
&lt;br /&gt;
== NUTS Unrealistic Train Set ==&lt;br /&gt;
&lt;br /&gt;
As you might have heard, my biggest project is a train set shortcutted as NUTS. You can download it on the download content, the home of the train set however is at the devzone, including a wiki about a detailed usage of the set.&lt;br /&gt;
&lt;br /&gt;
http://dev.openttdcoop.org/projects/nuts&lt;br /&gt;
&lt;br /&gt;
Related blog articles&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2013/03/31/1st-nuts-birthday-is-here/&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2013/01/12/nuts-unrealistic-train-set-wiki/&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2011/10/18/nuts-revolution-among-train-sets/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What am I doing? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/TLS|Train Length Splitters]]&lt;br /&gt;
&lt;br /&gt;
Want to split the various TLs on the network? You might find these useful.&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/PSML|Packed SML Concept]]&lt;br /&gt;
&lt;br /&gt;
An idea how to maximize SML efficiency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My Savegames&lt;br /&gt;
&lt;br /&gt;
Here you can download some of my savegames. There are four, TL5game is the oldest one and then it chronologically goes wit hTL3, TL1 and RV game. These games are much like my Top games as they were completely finished. The train games were finished when I just felt like it, the RV game ended when I reached my goal of 5000 vehicles with no jams. Enjoy it :)&lt;br /&gt;
&lt;br /&gt;
[[media:Devastation.sav|TL5 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:SmashAndDown.sav|TL3 Game]]&lt;br /&gt;
SLH01 - biggest junction on the map:&lt;br /&gt;
[[File:SnD1927.png|100px]]&lt;br /&gt;
[[file:SnD2080.png|100px]]&lt;br /&gt;
&lt;br /&gt;
[[media:MicroDrones.sav|TL1 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:CARnage4999.sav|RV Game]] - how to stuff 5000 RVs on a 256x256&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://blog.openttdcoop.org/author/V453000/ My Blog Articles] ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Building Revues ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 01'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/09/611/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 02: Splits'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/25/advanced-building-revue-02-splits/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 03: Path to insanity'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/14/advanced-building-revue-03-path-to-insanity/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 04: Overflows'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 05: Sbahns and city networks'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/13/advanced-building-revue-05-sbahns-and-city-networks/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 06: Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/07/10/advanced-building-revue-06-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 07: Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/09/28/advanced-building-revue-07-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 08: Overflows II'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 09: SRNW Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/01/21/advanced-building-revue-09-self-regulating-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 10: Invisible Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/06/02/advanced-building-revue-10-invisible-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 11: Refit Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/02/16/advanced-building-revue-11-refit-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 12: Overflows III'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/06/28/advanced-building-revue-12-overflows-iii/&lt;br /&gt;
&lt;br /&gt;
=== Game Reviews and Stuff ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Public server game 186 Review'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/11/public-server-game-186-review/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 13 - Timed SML'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/08/02/prozone-game-13-timed-aka-insane-sml/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 2013 -  Timed SML on steroids'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creating Maps'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/10/16/creating-maps/&lt;br /&gt;
&lt;br /&gt;
'''Servicing and Autoreplace'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:PSG294.png&amp;diff=27951</id>
		<title>File:PSG294.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:PSG294.png&amp;diff=27951"/>
				<updated>2015-04-17T10:16:22Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_291_-_300&amp;diff=27950</id>
		<title>PublicServer:Archive - Games 291 - 300</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_291_-_300&amp;diff=27950"/>
				<updated>2015-04-17T10:11:34Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PublicServerArchiveMenu}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=294&lt;br /&gt;
|date=22.03.2015-17.04.15&lt;br /&gt;
|players={{User|Vinnie}}, {{User|Jam35}}, {{User|Sylf}}, {{User|Mark}}, {{User|V453000}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL5 SLUG&lt;br /&gt;
|mapsize=512x512 Tropic&lt;br /&gt;
|version=r27122 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=The game plan stated boost, but there was not really anything boosty about the game; it was a very nice SLUGYETI game though.&lt;br /&gt;
|imagedescription=A station specific for this game - a 3way split of YETI/machinery between same-chain primaries, plus pickups. :) }}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=293&lt;br /&gt;
|date=06.02.2015-22.03.15&lt;br /&gt;
|players={{User|o11c}}, {{User|Sylf}}, {{User|Vinnie}}, {{User|Jam35}}, {{User|Mark}}, {{User|Blaat32}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL5 Maglev 'Get Heavy'&lt;br /&gt;
|mapsize=256x256 Toyland RAWR&lt;br /&gt;
|version=r27122 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=Refit game with one-directional loop. Lots of mountains to test the new heightlevels and we ended with a little over 2000 trains.&lt;br /&gt;
|imagedescription=}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=292&lt;br /&gt;
|date=19.01.15- 06.02.2015&lt;br /&gt;
|players={{User|Hazzard}}, {{User|Sylf}}, {{User|bio}}, {{User|Jam35}}, {{User|V453000}},  {{User|BiG_MEECH}}, {{User|mfb}}, {{User|StarLite}}&lt;br /&gt;
|type=Cargo FIRS&lt;br /&gt;
|TL=TL2 Maglev 'MF Torture'&lt;br /&gt;
|mapsize=512 x 512 Temperate&lt;br /&gt;
|version=r27018 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description= Can someone who played this PSG write up some short summary, please?&lt;br /&gt;
|imagedescription=}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=291&lt;br /&gt;
|date=13.12.14-19.01.15&lt;br /&gt;
|players={{User|V453000}}, {{User|Sylf}}, {{User|bio}}, {{User|Jam35}}, {{User|Hazzard}}, {{User|britboy3456}}, {{User|StarLite}}, {{User|mfb}}, {{User|glevans2}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL7&lt;br /&gt;
|mapsize=512 x 256 Sub-Artic&lt;br /&gt;
|version=r27018 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=A mountainous game with the default industries and TL7 slugs.&lt;br /&gt;
|imagedescription=BBH 01}}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_271_-_280&amp;diff=26744</id>
		<title>PublicServer:Archive - Games 271 - 280</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_271_-_280&amp;diff=26744"/>
				<updated>2014-07-05T17:41:06Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PublicServerArchiveMenu}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=280&lt;br /&gt;
|date=13.6.2014-5.7.2014&lt;br /&gt;
|players={{User|V453000}}, {{User|Jam35}}, {{User|Sylf}}, {{User|Absolutis}}, {{User|Hazzard}}, {{User|bio}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL9&lt;br /&gt;
|mapsize=512 x 256 Sub-Tropic&lt;br /&gt;
|version=r26650[[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=Simple game aiming to cut down all the wood in the area, allowing everybody to design their wood cluster up to their liking. We did manage to cut down most of the wood, but the ML was still quite empty.&lt;br /&gt;
|imagedescription=Screenshot not yet here}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=279&lt;br /&gt;
|date=1.5.2014-13.6.2014&lt;br /&gt;
|players={{User|V453000}}, {{User|Jam35}}, {{User|Sylf}}, {{User|Maraxus}}, {{User|MrD2DG}}, {{User|AlphaSC}}, {{User|Godde}}, {{User|Hazzard}}, {{User|Grimalkin}}&lt;br /&gt;
|type=Cargo Refit&lt;br /&gt;
|TL=TL3&lt;br /&gt;
|mapsize=512 x 512 Temperate&lt;br /&gt;
|version=r26601[[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=Refit mayhem game with goods taken back to drops at sidelines. Started LL_RR and with some 3rd line expansions in various places we ended up with 1572 trains.&lt;br /&gt;
|imagedescription=Screenshot not yet here}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=278&lt;br /&gt;
|date=14.4.2014-1.5.2014&lt;br /&gt;
|players={{User|Mark}}, {{User|Jam35}}, {{User|AlphaSC}}, {{User|Firestar}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL3&lt;br /&gt;
|mapsize=512 x 512 Sub-Arctic&lt;br /&gt;
|version=r26436[[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=A simple gameplan with one drop featuring 464 trains was quickly built. Due to little interest this game was not finished.&lt;br /&gt;
|imagedescription=Screenshot not yet here}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=277&lt;br /&gt;
|date=31.3.2014-14.4.2014&lt;br /&gt;
|players={{User|V453000}}, {{User|Sylf}}, {{User|Jam35}}, {{User|Hazzard}}, {{User|AlphaSC}}, {{User|Vinnie}}, {{User|Maraxus}}, {{User|Big Meech}}, {{User|Happy Transport}}, {{User|Hijmani}}, {{User|Firestar}}, {{User|Mark}}&lt;br /&gt;
|type=Cargo/Chaos&lt;br /&gt;
|TL=TL3/Mixed&lt;br /&gt;
|mapsize=512 x 512 Temperate&lt;br /&gt;
|version=r26436[[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=Game for the celebration of NUTS' 2nd birthday. Chaos game which ended up as a structured network with some random side-networks.&lt;br /&gt;
|imagedescription=One of many BBH's in the game. Note the &amp;quot;invisble loco&amp;quot; trains}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=276&lt;br /&gt;
|date=12.3.2014-31.3.2014&lt;br /&gt;
|players={{User|V453000}}, {{User|Sylf}}, {{User|Jam35}}, {{User|Hazzard}}, {{User|Maraxus}}, {{User|Big Meech}}, {{User|Happy Transport}}, {{User|Hijmani}}, {{User|Firestar}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL4&lt;br /&gt;
|mapsize=512 x 256 Temperate&lt;br /&gt;
|version=r26436[[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=To be written. 973 trains.&lt;br /&gt;
|imagedescription=All the colours of the rainbow}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=275&lt;br /&gt;
|date=21.2.2014-12.3.2014&lt;br /&gt;
|players={{User|V453000}}, {{User|Sylf}}, {{User|Jam35}}, {{User|Hazzard}}, {{User|Absolutis}}, {{User|theholyduck}}, {{User|Tray}}, {{User|Benny}}&lt;br /&gt;
|type=PAX&lt;br /&gt;
|TL=TL5&lt;br /&gt;
|mapsize=512 x 256 Temperate&lt;br /&gt;
|version=r26315[[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=A very nice game which split the SRNW network in 2 halves where we attempted to grow both of them to about equal size.&lt;br /&gt;
|imagedescription=Slug York, the biggest city on the map}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=274&lt;br /&gt;
|date=31.1.2014-21.2.2014&lt;br /&gt;
|players={{User|V453000}}, {{User|Sylf}}, {{User|Edi__}}, {{User|Elyon}}, {{User|nicfer}}, {{User|theholyduck}}, {{User|Hazzard}}, {{User|Absolutis}}, {{User|Tray}}, {{User|gerpara}}, {{User|mfb}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL 2-8&lt;br /&gt;
|mapsize=512 x 512 Toyland&lt;br /&gt;
|version=r26315[[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=This was another Toyland game that failed.&lt;br /&gt;
|imagedescription=Love is in the tracks!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=273&lt;br /&gt;
|date=19.1.2014-31.1.2014&lt;br /&gt;
|players={{User|V453000}}, {{User|Sylf}}, {{User|ryx}}, {{User|Hazzard}}, {{User|Jam35}}, {{User|Djanxy}}, {{User|Palen}}, {{User|Zxbiohazardzx}}, {{User|tyteen4a03}}, {{User|theholyduck}}, {{User|edi__}}, {{User|mek42}}, {{User|mfb}}, {{User|NCommander}}, {{User|Niradiel}}, {{User|sim-al2}}, {{User|Tray}}, {{User|Volatar}}, {{User|nicfer}}&lt;br /&gt;
|type=Cargo Refit&lt;br /&gt;
|TL=TL 5&lt;br /&gt;
|mapsize=512 x 512 Temperate&lt;br /&gt;
|version=r26264[[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=This is not your typical wet dream.  We decided to play a refit game using the wetrail trains.  It was a quick game, but we still managed to pack just under 1100 trains on the map.  It is a watery map, and features several major constructs that are built directly on the water, using the canal cheats.&lt;br /&gt;
|imagedescription=Main stations and hubs are built around the water, like this side line hub.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=272&lt;br /&gt;
|date=2.1.2014-19.1.2014&lt;br /&gt;
|players={{User|V453000}}, {{User|Tray}}, {{User|mfb}}, {{User|Jam35}}, {{User|Hazzard}}, {{User|nicfer}}, {{User|ben1066}}, {{User|Benny}}, {{User|ryx}}, {{User|tyteen4a03}}, {{User|vladiano}}, {{User|Firestar}}, {{User|Mark}}, {{User|Sylf}}, {{User|Zxbiohazardzx}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL 4&lt;br /&gt;
|mapsize=512 x 256 Temperate&lt;br /&gt;
|version=r26193[[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=This game had TL4 (moderate length) fast maglev (not a great accel).  ML on this map was a single loop around the map.  In the end, the ML had 6 lines all around, serving about 770 trains.&lt;br /&gt;
|imagedescription=This game was loaded with some WTF-ness}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=271&lt;br /&gt;
|date=21.11.2013-2.1.2014&lt;br /&gt;
|players={{User|mfb}}, {{User|Vinnie}}, {{User|Maraxus}}, {{User|Jam35}}, {{User|Benny}}, {{User|Damalix}}, {{User|Djanxy}}, {{User|Hazzard}}, {{User|Zxbiohazardzx}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL 4&lt;br /&gt;
|mapsize=512 x 512 Arctic&lt;br /&gt;
|version=r25863 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=We newly used the monorail MEOW class from NUTS and tried to utilize the colourful rails on a rather classic network. The game ended with 1150 trains.&lt;br /&gt;
|imagedescription= BBH Wood with all the colours}}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_271_-_280&amp;diff=19409</id>
		<title>PublicServer:Archive - Games 271 - 280</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_271_-_280&amp;diff=19409"/>
				<updated>2014-03-12T21:49:45Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: 275&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PublicServerArchiveMenu}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=275&lt;br /&gt;
|date=21.2.2014-12.3.2014&lt;br /&gt;
|players={{User|V453000}}, {{User|Sylf}}, {{User|Jam35}}, {{User|Hazzard}}, {{User|Absolutis}}, {{User|theholyduck}}, {{User|Tray}}&lt;br /&gt;
|type=PAX&lt;br /&gt;
|TL=TL5&lt;br /&gt;
|mapsize=512 x 256 Temperate&lt;br /&gt;
|version=r26315[[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=A very nice game which split the SRNW network in 2 halves where we attempted to grow both of them to about equal size.&lt;br /&gt;
|imagedescription=One of the towns on the map}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=274&lt;br /&gt;
|date=31.1.2014-21.2.2014&lt;br /&gt;
|players={{User|V453000}}, {{User|Sylf}}, {{User|Edi__}}, {{User|Elyon}}, {{User|nicfer}}, {{User|theholyduck}}, {{User|Hazzard}}, {{User|Absolutis}}, {{User|Tray}}, {{User|gerpara}}, {{User|mfb}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL 2-8&lt;br /&gt;
|mapsize=512 x 512 Toyland&lt;br /&gt;
|version=r26315[[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=This was another Toyland game that failed.&lt;br /&gt;
|imagedescription=Love is in the tracks!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=273&lt;br /&gt;
|date=19.1.2014-31.1.2014&lt;br /&gt;
|players={{User|V453000}}, {{User|Sylf}}, {{User|ryx}}, {{User|Hazzard}}, {{User|Jam35}}, {{User|Djanxy}}, {{User|Palen}}, {{User|biohazzard}}, {{User|tyteen4a03}}, {{User|theholyduck}}, {{User|edi__}}, {{User|mek42}}, {{User|mfb}}, {{User|NCommander}}, {{User|Niradiel}}, {{User|sim-al2}}, {{User|Tray}}, {{User|Volatar}}, {{User|nicfer}}&lt;br /&gt;
|type=Cargo Refit&lt;br /&gt;
|TL=TL 5&lt;br /&gt;
|mapsize=512 x 512 Temperate&lt;br /&gt;
|version=r26264[[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=This is not your typical wet dream.  We decided to play a refit game using the wetrail trains.  It was a quick game, but we still managed to pack just under 1100 trains on the map.  It is a watery map, and features several major constructs that are built directly on the water, using the canal cheats.&lt;br /&gt;
|imagedescription=Main stations and hubs are built around the water, like this side line hub.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=272&lt;br /&gt;
|date=2.1.2014-19.1.2014&lt;br /&gt;
|players={{User|V453000}}, {{User|Tray}}, {{User|mfb}}, {{User|Jam35}}, {{User|Hazzard}}, {{User|nicfer}}, {{User|ben1066}}, {{User|Benny}}, {{User|ryx}}, {{User|tyteen4a03}}, {{User|vladiano}}, {{User|Firestar}}, {{User|Mark}}, {{User|Sylf}}, {{User|Zxbiohazardzx}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL 4&lt;br /&gt;
|mapsize=512 x 256 Temperate&lt;br /&gt;
|version=r26193[[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=This game had TL4 (moderate length) fast maglev (not a great accel).  ML on this map was a single loop around the map.  In the end, the ML had 6 lines all around, serving about 770 trains.&lt;br /&gt;
|imagedescription=This game was loaded with some WTF-ness}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=271&lt;br /&gt;
|date=21.11.2013-2.1.2014&lt;br /&gt;
|players={{User|mfb}}, {{User|Vinnie}}, {{User|Maraxus}}, {{User|Jam35}}, {{User|Benny}}, {{User|Damalix}}, {{User|Djanxy}}, {{User|Hazzard}}, {{User|Zxbiohazardzx}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL 4&lt;br /&gt;
|mapsize=512 x 512 Arctic&lt;br /&gt;
|version=r25863 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=We newly used the monorail MEOW class from NUTS and tried to utilize the colourful rails on a rather classic network. The game ended with 1150 trains.&lt;br /&gt;
|imagedescription= BBH Wood with all the colours}}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:PSG271.png&amp;diff=16922</id>
		<title>File:PSG271.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:PSG271.png&amp;diff=16922"/>
				<updated>2014-01-02T17:50:36Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_271_-_280&amp;diff=16919</id>
		<title>PublicServer:Archive - Games 271 - 280</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_271_-_280&amp;diff=16919"/>
				<updated>2014-01-02T17:48:28Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: 271&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PublicServerArchiveMenu}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=271&lt;br /&gt;
|date=21.11.2013-2.1.2014&lt;br /&gt;
|players={{User|mfb}}, {{User|Vinnie}}, {{User|Maraxus}}, {{User|Jam35}}, {{User|Benny}}, {{User|Damalix}} {{User|Djanxy}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL 4&lt;br /&gt;
|mapsize=512 x 512 Arctic&lt;br /&gt;
|version=r25863 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=We newly used the monorail MEOW class from NUTS and tried to utilize the colourful rails on a rather classic network. The game ended with 1150 trains.&lt;br /&gt;
|imagedescription= BBH Wood with all the colours}}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Template:PublicServerArchiveMenu&amp;diff=16916</id>
		<title>Template:PublicServerArchiveMenu</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Template:PublicServerArchiveMenu&amp;diff=16916"/>
				<updated>2014-01-02T17:47:51Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;gamearchive_menu&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive|Public Server Archive]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive|II]]'''&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
![[PublicServer:Archive_-_All_Games|List all Games]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_All_Games|II]]'''--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Hall_of_Fame|Hall of Fame]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Hall_of_Fame|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_271_-_280|Games 271 - 280]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_271_-_280|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_261_-_270|Games 261 - 270]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_261_-_270|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_251_-_260|Games 251 - 260]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_251_-_260|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_241_-_250|Games 241 - 250]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_241_-_250|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_231_-_240|Games 231 - 240]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_231_-_240|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_221_-_230|Games 221 - 230]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_221_-_230|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_211_-_220|Games 211 - 220]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_211_-_220|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_201_-_210|Games 201 - 210]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_201_-_210|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_191_-_200|Games 191 - 200]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_191_-_200|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_181_-_190|Games 181 - 190]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_181_-_190|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_171_-_180|Games 171 - 180]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_171_-_180|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_161_-_170|Games 161 - 170]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_161_-_170|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_151_-_160|Games 151 - 160]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_151_-_160|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_141_-_150|Games 141 - 150]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_141_-_150|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_131_-_140|Games 131 - 140]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_131_-_140|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_121_-_130|Games 121 - 130]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_121_-_130|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_111_-_120|Games 111 - 120]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_111_-_120|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_101_-_110|Games 101 - 110]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_101_-_110|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_91_-_100|Games 091 - 100]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_91_-_100|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_81_-_90|Games 081 - 090]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_81_-_90|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_71_-_80|Games 071 - 080]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_71_-_80|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_61_-_70|Games 061 - 070]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_61_-_70|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_51_-_60|Games 051 - 060]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_51_-_60|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_41_-_50|Games 041 - 050]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_41_-_50|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_31_-_40|Games 031 - 040]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_31_-_40|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_21_-_30|Games 021 - 030]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_21_-_30|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_11_-_20|Games 011 - 020]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_11_-_20|II]]'''&lt;br /&gt;
|-&lt;br /&gt;
![[PublicServer:Archive_-_Games_01_-_10|Games 001 - 010]]&lt;br /&gt;
|width=&amp;quot;4px&amp;quot;|'''[[PublicServer:Archive_-_Games_01_-_10|II]]'''&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- Put it in the template Category !--&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Merging_Tracks&amp;diff=16418</id>
		<title>Merging Tracks</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Merging_Tracks&amp;diff=16418"/>
				<updated>2013-12-04T11:11:54Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: /* Hint: Marking where trains stop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Written by {{User|V453000}}''&lt;br /&gt;
&lt;br /&gt;
There are many misleading names to this, I will however call them Merging with a sub-case of Joining.  I will try to explain not just how to call these things, but also how they work, why are they necessary and what to consider when building them.&lt;br /&gt;
&lt;br /&gt;
This page is an explanation of merger theory and basics, for real game examples see the [[Junctionary_-_Mergers|junctionary]]. (Recommended after reading this page)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many screenshots on this page are taken from this example savegame which also includes some signs with explanations. It is recommended to obtain it. Saved with r25071, Swedish Rails 0.7.4 and NUTS Unrealistic Train Set 0.4.7 both available on BaNaNaS.&lt;br /&gt;
&lt;br /&gt;
'''All of the things are constructed for trains long 3 tiles!'''&lt;br /&gt;
&lt;br /&gt;
[[file:Merging.sav]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
[[Image:Mergers_basic.png|right|400px|]]&lt;br /&gt;
=== What is a merger? ===&lt;br /&gt;
A merger is a place where some amount of lines reduces to a smaller count. Most typically used in all kinds of [[hub]]s, they (or their look-alikes) can also be used as [[Junctionary_-_Stations|station]] exits, station entrances and/or just as standalone mergers without a hub (rare cases).&lt;br /&gt;
&lt;br /&gt;
[[Image:Mergers_NoChoice.png|right|400px]]&lt;br /&gt;
===The purpose===&lt;br /&gt;
The logic for people who do not know about proper Merging yet is theory that line A will have about 50% traffic going this way while line C will also have about 50%, therefore logically they give 100% in line 1, and the same applies for B + D = 2.&lt;br /&gt;
The important thing to note is that the percentages are not entirely wrong, but they are first of all only theoretically expected traffic, and second – average theoretically expected traffic. With perfect randomness, trains will indeed go like that, but in a normal game they will not.&lt;br /&gt;
One of the problems is that you cannot even expect the traffic correctly in the long term. Just slight changes or even expansions at some other hub will most likely mean that trains will come on different lines and in different ratios.&lt;br /&gt;
Whenever trains come from multiple tracks and are meant to exit in multiple tracks, they need to be able to choose their exit in order to make all exiting tracks used effectively. This choice happens in a Merger.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
It is important to call things not just with an unified name, but also with a name which intuitively signifies what are we talking about.&lt;br /&gt;
&lt;br /&gt;
====Merger====&lt;br /&gt;
is the general name for the mess where tracks X output as tracks Y.&lt;br /&gt;
&lt;br /&gt;
====Joiner====&lt;br /&gt;
is a specific case of merging where one direction gets priority, can also be called SLH-style merge.&lt;br /&gt;
&lt;br /&gt;
====Choice====&lt;br /&gt;
is the option given to trains to choose from the output tracks in a way that no matter from which input tracks do trains come, the input will not jam until all output tracks are full.&lt;br /&gt;
&lt;br /&gt;
====Input tracks====&lt;br /&gt;
or entrance, also substituted with incoming tracks and similar terms, are tracks which go to the merger.&lt;br /&gt;
&lt;br /&gt;
====Output====&lt;br /&gt;
outgoing tracks or exit are the reduced amount of tracks which leave the merger.&lt;br /&gt;
&lt;br /&gt;
====Direction====&lt;br /&gt;
is the stack of tracks which all go to the same destination, like a LLLL is a direction consisting of 4 lines.&lt;br /&gt;
&lt;br /&gt;
====Line====&lt;br /&gt;
also rail or track is just one of the few (or many!) inside a direction.&lt;br /&gt;
It is absolutely essential to treat all tracks of the same direction equally as they are in theory the same and traffic on each line can be completely random, totalling a maximum of the throughput of the whole Direction, regardless where the traffic actually is.&lt;br /&gt;
&lt;br /&gt;
====Priority / check====&lt;br /&gt;
A very crucial component of many points where tracks merge are [[priorities]]. As one of the first logic mechanisms our players learn, 99% of them understand it as trains A giving way to trains B, also explainable as trains B are prioritized over A, and that trains B are more valuable than A.&lt;br /&gt;
That however is not true, the priority is like a check, or a question when trains ask „Which track is free?“ “Which track can I join?“.“&lt;br /&gt;
A good example is a common question „How long should a priority be?“. The priority needs to be long enough to be able to detect if there is traffic and eventually not disrupt the traffic on the chosen line too much in case train joins that line. At the same time it needs to be short enough to let trains join frequently and efficiently enough enough. Saying an exact value is not related only to the type of trains, but also to the type of merger. If we have a SLH joiner which expects that the ML will not be slowed down, prio can be longer. If we have a check if the line is 100% full in a BBH merger, the prio will probably need to be very short.&lt;br /&gt;
Look out for examples at each of the shown mergers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mergers_42innerOuter.png|Typical merger.&lt;br /&gt;
File:Mergers_joiner.png|Joiner, also SLH-styled merger.&lt;br /&gt;
File:Mergers_choice.png|Choice to one of the outputs.&lt;br /&gt;
File:Mergers_input.png|Input tracks.&lt;br /&gt;
File:Mergers_output.png|Output tracks.&lt;br /&gt;
File:Mergers_direction.png|Direction.&lt;br /&gt;
File:Mergers_line.png|Line.&lt;br /&gt;
File:Mergers_prio.png|Priority check.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will often see other words which I will mention here but I strongly recommend not to use them as they are majorly misleading.&lt;br /&gt;
&lt;br /&gt;
'''Balancing''', Balancer or Balanced traffic is probably the most used, and the worst term in this case. Most people then take Mergers as a mechanism which has an aim to spread traffic evenly over output lines, which is false.&lt;br /&gt;
&lt;br /&gt;
'''Mixing''' is not as bad but it seems to imply that the logic which line goes where is random, causing some confusion as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==General Merger Logic==&lt;br /&gt;
The most important part of a merger is the logical way how it works. This is the method of which lines get which choices and why. I will try to go through the general logic from the simplest, towards more complicated – pretending that we are expanding in the process.&lt;br /&gt;
Lets take a simple example to start.&lt;br /&gt;
&lt;br /&gt;
===3-&amp;gt;2===&lt;br /&gt;
The simplest possible merger is 3-&amp;gt;2 so let’s see what options we have there.&lt;br /&gt;
&lt;br /&gt;
====All to All====&lt;br /&gt;
The first and always valid option is to give all lines the Choice to join any exiting line. The problem obviously is that the many connections cause things to be large, for the cost of reliability.&lt;br /&gt;
&lt;br /&gt;
====1-&amp;gt;2====&lt;br /&gt;
We have another way how to deal with traffic here however. If trains from track C choose from any of the other two lines A or B, they will always find their place.&lt;br /&gt;
We need to add Checks to each of the line to detect if a train can join there or not. This is because lines A and B have no choice so if trains from C just joined them at their free will, one of them would probably start jamming.&lt;br /&gt;
Of course when that jamming would occur, trains would automatically move from jamming A to B, but only within the capabilities of C – A would still remain slow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mergers_32AlltoAll.png|All to all&lt;br /&gt;
File:Mergers_32InnerOuter.png|1-&amp;gt;2 for one of the lines&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4-&amp;gt;2===&lt;br /&gt;
If we look at something like 4-&amp;gt;2 which is only a little bit different from 3-&amp;gt;2, we can apply the same logic as before.&lt;br /&gt;
While all to all gives all possible choices, we cannot do a 1-&amp;gt;2 anymore as it turned into 2 lines choosing from 2 outputs. And we will do exactly that, each of the two gets both choices.&lt;br /&gt;
To make this more space efficient, it is a good idea to make the lines inside get choices – so we have less rail crossings in total. That is what I call the Inner Mix.	&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mergers_42AlltoAll.png|All to all&lt;br /&gt;
File:Mergers_42InnerOuter.png|2 of the lines choose from the other 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Expanding more===&lt;br /&gt;
Adding more inputs is simple, all-to-all just gets the same thing done more, where the inner mix suddenly gets 3-&amp;gt;2 inside.&lt;br /&gt;
Note that this 3-&amp;gt;2 works differently than a standalone merger as each of the 3 needs both choices. If there would be just a 3-&amp;gt;2 made of 1-&amp;gt;2, it would mean that 2 of the inputs are forced without choice, therefore if traffic came from all those lines, it would inevitably jam.&lt;br /&gt;
&lt;br /&gt;
Adding an output changes a lot more though as it gives us a lot more options.&lt;br /&gt;
First of them could be that the inner lines just get an additional choice. Outer lines are happy as they are, and if they get full, trains from the inner lines can join the new third output.&lt;br /&gt;
This can be insufficient for example if the choices to the new line are bridges, or just longer gaps – they might not be able to populate the new line fully.&lt;br /&gt;
In such cases we just need to improve the choice throughput by doubling bridges or making unbridged choice with agressive signalling.&lt;br /&gt;
&lt;br /&gt;
Another possibility would be reverse logic, where we would tell the outer lines „if trains need to join from the inner lines, try to send outer lines to the new line. Note that we removed the priorities as all trains have some choices. This solution can get messy, but is relatively effective.&lt;br /&gt;
In case of all-to-all we need to add a lot of new choices, usually resulting in a complete rebuild. (unless the design has some free spots for the expansion) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mergers_43AlltoAll.png|Added output, All to all&lt;br /&gt;
File:Mergers_43InnerOuter.png|Added output, Inner choice&lt;br /&gt;
File:Mergers_43InnerOuterExtra.png|Added output, Inner choice &amp;quot;escapes&amp;quot; for outer&lt;br /&gt;
File:Mergers_52InnerOuter.png|Added input, Inner choice&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When we add even further, like output of 4 lines, we still follow the same logic, but with more lines. Same for the input. Lets just look at a few bigger examples.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Speed of the merger==&lt;br /&gt;
While logical sense makes trains choose from lines and defines how the merger as a whole works, you might have noticed that there arent oh so many things to consider regarding the logic what is connected to what.&lt;br /&gt;
The fun starts when you want to make the merger work well. There are many things to consider regarding throughput, let’s attempt to have a look at some of them.&lt;br /&gt;
A lot of this is very related to throughput questions in general, described for example in ABR 07 Stations&lt;br /&gt;
&lt;br /&gt;
===Waiting bays / spots / spaces===&lt;br /&gt;
As trains are obviously expected to stop in some spots, we need to make sure that stopped (waiting) trains do not block the access to the other choices as we want trains to choose a different line if the first one is full (and train is waiting for that line).&lt;br /&gt;
It becomes a lot more interesting when trains can stop at various locations, which is usually the case.&lt;br /&gt;
&lt;br /&gt;
====Waiting bay length====&lt;br /&gt;
The waiting bays should always attempt to be as quick as possible, which requires agressive (dense) signalling. That however does not mean it means signals can be everywhere. You still need to be very careful about where trains can stop, for which it is very useful to mark those spots with entry signals and univ rail.&lt;br /&gt;
[[File:Mergers_WaitingBays_length.png|none|200px]]&lt;br /&gt;
&lt;br /&gt;
====Waiting bay usage====&lt;br /&gt;
Note that waiting bays are necessary everywhere. For every choice of trains going somewhere they need to have the option of having a safe spot where they could eventually wait without blocking other traffic.&lt;br /&gt;
In some cases it can be okay to apply PBS instead of the additional waiting bay for the price of throughput.&lt;br /&gt;
It is however absolutely unacceptable to use block signals which lead to the same place without waiting bays as they can stop at wrong spots. This was typically used in some of the old games with combo signals.&lt;br /&gt;
Both trains waiting for the choice – as soon as it turns green, both trains start at the same time and one of then gets stuck there until the second train is able to move.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mergers_PBSbays.png|Dual waiting bays with PBS.&lt;br /&gt;
File:Mergers_Prebays.png|Dual waiting bays with Pre-signals.&lt;br /&gt;
File:Mergers_Prechoice.png|Choice with combo signals.&lt;br /&gt;
File:Mergers_Prechoice_stuck.png|Stuck choice with combo signals.&lt;br /&gt;
File:Mergers_Combobays.png|Combo signals to same block, stuck.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hint: Marking where trains stop====&lt;br /&gt;
As entry signal has only one job – to stop trains when pre-signal input is red – it can also sign the point where trains are meant to stop without the pre-signals. I use that to highlight those important spots as you can see in this image.&lt;br /&gt;
Probably the best way to mark things is by PURR colours.&lt;br /&gt;
[[File:Mergers_Marking.png|thumb|none|200px|Clearly visible where trains are supposed to stop can be helpful.]]&lt;br /&gt;
&lt;br /&gt;
==Choice reactivity==&lt;br /&gt;
The waiting bay needs to be long enough, but the shorter it is, the better. When  only one train is able to wait for one line, it means that the second train will already react and try to choose some other line. For that reason it is always better to make shorter waiting bays (but long enough to accomodate a train).&lt;br /&gt;
It is typical for people to try building this in order not to move with the main line. Under whatever circumstances, the main line are just tracks too – do not be afraid to move with them!&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mergers_Split_3bays.png|Unnecessarily long choice for 3 trains.&lt;br /&gt;
File:Mergers_Split_moveML.png|Do not be afraid to move the ML!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Split signalling==&lt;br /&gt;
When splitting traffic into multiple choices, we always need some sort of check if there is any choice green.  For that we have following options: Pre-signals, PBS with 1-way signals, 2-way pre-signals, PBS with 2-way signals&lt;br /&gt;
&lt;br /&gt;
====One-way pre-signals====&lt;br /&gt;
are always the best option as they make trains choose their path quickly and easily (because the exit firstred penalty is like 40 000)(firstred penalty is the penalty a signal has when right in front of the train, and when the signal is red). At the same time they will not divert a lost train which is nice as it shows there is some missing connection somewhere.&lt;br /&gt;
&lt;br /&gt;
====PBS leading into 1-way signals====&lt;br /&gt;
is a bit space efficient, but as the normal signal firstred penalty is rather low, PBS can have some serious problems with choosing the right path, and some choices can seem to be ignored completely. This can be fixed with PBS leading into 2-way signals.&lt;br /&gt;
&lt;br /&gt;
====2-way pre-signals and PBS leading into 2-way signals====&lt;br /&gt;
both work almost the same way, they reliably choose from any of the options, but the 2-way signals can cause trains to get lost if your network has missing connections. (Not all Lines from a Direction have the same destination chances at splits)&lt;br /&gt;
As missing connections should not happen in the first place, 2-way signals are acceptable and sometimes necessary, but where it is possible it is good to have 1-way pre-signals so we could uncover the eventual missing connections at the mergers. With 2-ways trains just get lost and turn around somewhere going through some ro-ro station which is a lot harder to notice.&lt;br /&gt;
&lt;br /&gt;
====PBS and prio entry-signals====&lt;br /&gt;
the PBS sees the state of the priority when choosing – instead of choosing based on the state of the waiting bays. With this it is possible to make trains try to join the emptier lines even more. A downside of this is that the throughput of each choice gets to be very low so it is only affordable on main station exits or SLHs. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mergers_Split_pre1.png|1 way pre-signals are standard&lt;br /&gt;
File:Mergers_Split_PBS1.png|PBS into 1-way signals is bad&lt;br /&gt;
File:Mergers_Split_PBS2.png|PBS needs 2-way signals to choose well&lt;br /&gt;
File:Mergers_Split_pre2.png|2 way pre-signals should not be necessary&lt;br /&gt;
File:Mergers_Split_PBS2wayentry.png|Advanced choosing for less throughput on choices&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Split layout==&lt;br /&gt;
The most important point which defines how quickly it all works is the first split – the place where the merger technically starts for that line.&lt;br /&gt;
&lt;br /&gt;
===Unified split===&lt;br /&gt;
The best option is to have all choices available at the first split.&lt;br /&gt;
&lt;br /&gt;
===High throughput choice===&lt;br /&gt;
It is however possible to make one of the split parts have sufficient throughput to populate choices going from there. This requires agressive signalling or double bridges.&lt;br /&gt;
Double bridges are not quite a good solution as it makes evil mode possible to happen, and gives more waiting spaces so it takes longer for trains to „realize“ they should try other choices instead.&lt;br /&gt;
Usually having each bridge lead to a different choice is already a better solution, but this is an option as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mergers_Split_Unified.png|Splitting all from one tile is fastest.&lt;br /&gt;
File:Mergers_Split_Signals.png|Allowing high throughput through the choice to make the next 2 choices well available.&lt;br /&gt;
File:Mergers_Split_Bridges.png|Increasing throughput by bridges can be helpful when necessary.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Merging point(s)==&lt;br /&gt;
Significant improvements can also come from correctly investigating how do the trains merge together. Let’s give a few examples.&lt;br /&gt;
&lt;br /&gt;
====One spot====&lt;br /&gt;
The best and most powerful result is to have trains join at only one (possibly prioritized) spot. That means all trains going to this line have about the same chance to join, and eventually disturb traffic on that line only once.&lt;br /&gt;
&lt;br /&gt;
====Sequence – priority====&lt;br /&gt;
What is very simple to do is a series of joins onto a single line, prioritizing each of them.&lt;br /&gt;
The problem is that trains downstream will have a lot harder time joining than trains in the first spot, simply because all the choices for them are already checked first by other trains.&lt;br /&gt;
&lt;br /&gt;
====Sequence – no priority====&lt;br /&gt;
If we remove priority checks, we do not solve the problem but we get a different result. In this case the last line has the easiest time joining the line because it has 50:50 chance to join in relation to all others.&lt;br /&gt;
&lt;br /&gt;
====Sequence – small priority====&lt;br /&gt;
A middle way is a priority so short that it does not really make it too hard for any trains. Often used at station exits as station exits usually have many lines out and this design is very simple and repeatable.&lt;br /&gt;
&lt;br /&gt;
====Tree structure====&lt;br /&gt;
As one spot can only take three rails maximum, other lines also need to be joining somewhere, so they just join on the other choices.&lt;br /&gt;
&lt;br /&gt;
====Downhill merge====&lt;br /&gt;
In some games it is very effective to abuse gravity and help trains accelerate in the merging point. This can improve the output of the merger drastically. Especially effective with weak trains, with strong trains you will barely see any difference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mergers_join_unified.png|Joining the line once is best&lt;br /&gt;
File:Mergers_join_sequence_prio.png|Sequential join with prio is sub-optimal&lt;br /&gt;
File:Mergers_join_sequence_noprio.png|Sequential join without prio is not the best either&lt;br /&gt;
File:Mergers_join_sequence_smallprio.png|Sequential join with small prio works nicely&lt;br /&gt;
File:Mergers_join_tree.png|Merging lines together equally works great for BBH mergers&lt;br /&gt;
File:Mergers_join_downhill.png|Using gravity to your advantage can drastically increase output capacity. From psg213&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Bridges (also tunnels) and evil mode==&lt;br /&gt;
There exists a so-called [[evil mode]] which is an action when trains endlessly slow each other down in a cycle on doubled bridges. Evil mode itself does not happen without a reason, it needs a slowdown – and slowdowns can happen in merges when trains join lines. That is why it is a thing to consider when building them, which has various solutions.&lt;br /&gt;
&lt;br /&gt;
====Self-unblockable bridges====&lt;br /&gt;
If you build bridges with standard block signals, they should be able to unblock themselves if evil mode happens. This is not a perfect solution, but helps greatly. Of course the eventual priority has to be adapted to that as you cannot use any entry check on the bridges (cant use PBS, nor entry signal to stop trains when both bridges are full).&lt;br /&gt;
When both bridges are full, the third train will just go to one of them. There is a 50-50 chance that it will go to the „wrong“ bridge, therefore making the bridges work as a single bridge for a while, and reseting them.&lt;br /&gt;
&lt;br /&gt;
====Full priority====&lt;br /&gt;
Another option is to give priority to the bridges and hope that it does not do evil. This however has negative drawbacks like too long priority which causes less trains to join the line – while it still can cause the bridges to evilmode and jam. If you can get away with it and not face evil mode, it works too – but is a lot more dangerous especially with trains with mediocre acceleration.&lt;br /&gt;
&lt;br /&gt;
====Prio to unbridged lines====&lt;br /&gt;
If we choose from lines which do not have bridges, we automatically cannot get evil mode on those lines.&lt;br /&gt;
&lt;br /&gt;
====No doubled bridges====&lt;br /&gt;
If we have a split to two bridges, we can make each of the bridges lead to a different line. With that we reach a point where evil mode does not really happen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mergers_bridges_pre.png|Pre-signals on slowed bridges keep evil mode.&lt;br /&gt;
File:Mergers_bridges_PBS.png|PBS on slowed bridges keep evil mode.&lt;br /&gt;
File:Mergers_bridges_basic.png|Basic signals on slowed bridges can deal with evil mode.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mergers_bridges_shortprio.png|If the bridges can deal with it, we can use shorter priority.&lt;br /&gt;
File:Mergers_bridges_longprio.png|When bridges are fragile, they need long priority.&lt;br /&gt;
File:Mergers_joiner.png|Not bridging the prioritized line overcomes this problem entirely.&lt;br /&gt;
File:Mergers_bridges_nodouble.png|Making no double bridges requires adapting the hub in general. From psg 255&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Advanced Networking]]&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=New_Main_Page&amp;diff=16394</id>
		<title>New Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=New_Main_Page&amp;diff=16394"/>
				<updated>2013-12-04T10:48:20Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
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&lt;div&gt;{{update}}&lt;br /&gt;
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: [[IRC Commands]] &amp;amp;bull; [[IRC Highlighting]]&lt;br /&gt;
; [[Teamspeak]]&lt;br /&gt;
; [[GRF|#openttdcoop GRF Pack]]&lt;br /&gt;
: [[GRF Table Current|Current GRF Table]] &amp;amp;bull; [[GRF History|Version History]]&lt;br /&gt;
: [[GRF Dev Guide|Development Guide]] &amp;amp;bull; [[GRF Table (Trunk)|Development Table]]&lt;br /&gt;
; [[Server Administration]] &amp;amp;bull; [[Autopilot]] &amp;amp;bull; [[Autostart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;frontpage_box&amp;quot; |&lt;br /&gt;
&amp;lt;div class=&amp;quot;frontpage_bar&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;[[Image|*]]&amp;lt;/div&amp;gt;Community Info&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
We are maintaining [[Special:Statistics|{{NUMBEROFARTICLES}}]] [[Special:Allpages|articles]]!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;margin-left: 2em;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;See...[[Special:Recentchanges|Recent changes]] | [[Special:Newpages|New pages]] | [[Special:Wantedpages|Missing pages]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
; [http://www.openttdcoop.org/blog #openttdcoop Blog]&lt;br /&gt;
; [[Membership|Becoming an #openttdcoop Member]]&lt;br /&gt;
: Join the cooperative building community!&lt;br /&gt;
; [[Users|User List]]&lt;br /&gt;
: See the list of current members and active players&lt;br /&gt;
; [[History|History of #openttdcoop]]&lt;br /&gt;
; [[Contact|Contact Info]]&lt;br /&gt;
; [[#openttdcoop Wiki:Sandbox|Sandbox]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-right: 10px; text-align: right; font-style: italic; font-size: 85%;&amp;quot;&amp;gt;Changes for the main page can be proposed [[Main Page/editcopy|here]].&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Quickstart&amp;diff=16010</id>
		<title>Quickstart</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Quickstart&amp;diff=16010"/>
				<updated>2013-11-27T09:10:27Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: cleanup of stages etc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quickstart for #openttdcoop Public Server&lt;br /&gt;
&lt;br /&gt;
This page will tell you how to join, and what to expect when you are playing on the public server.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''! Be sure to read through the entire page.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
If you were pointed here, and ask questions about things covered here, it is likely you'll be sent back here again.&lt;br /&gt;
&lt;br /&gt;
== The Essentials ==&lt;br /&gt;
&lt;br /&gt;
The following articles are considered basic essential knowledge necessary for joining #openttdcoop games:&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.openttd.org/OpenTTD OpenTTD Manual]&lt;br /&gt;
*[[Public Server]]&lt;br /&gt;
*[[:Category:IRC|IRC]]&amp;lt;br /&amp;gt;In addition to just connecting to the IRC channel, it would be wise to pay attention to the 'topic', as it is often updated with FAQ info about the current game on the Public Server.&amp;lt;br /&amp;gt;The topic is usually shown in the main chat window upon channel joining, and at the top of the chat window in most GUI clients.&lt;br /&gt;
*[[Cooperation]]&lt;br /&gt;
*[[Ruleset]]&lt;br /&gt;
*[[Guides:Glossary|Glossary]]&lt;br /&gt;
*[[Jargon]]&lt;br /&gt;
*[[Communication]]&lt;br /&gt;
&lt;br /&gt;
== Game Progression ==&lt;br /&gt;
&lt;br /&gt;
It is important to know what stage the game is in when you join.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;openttdcoop games progress in ''stages''. You can usually see the current stage from the 3rd part of the IRC topic (e.g. &amp;quot;Stage: Planning&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
#'''Stage: Moneymaker (MM)'''&amp;lt;br /&amp;gt;Quick and dirty set-ups for making lots of money to fund plans and main construction. Usually aircraft, but often this stage is skipped by cheating the money. See also:  [[Moneymaker]].&lt;br /&gt;
#'''Stage: Planning'''&amp;lt;br /&amp;gt;Each player that wants to set up a plan cordons off a space and signs it with &amp;quot;!plan /{name}&amp;quot;. See also: [[Planning]].&lt;br /&gt;
#'''Stage: (Planning &amp;amp;) Voting'''&amp;lt;br /&amp;gt;After a few plans have been created, voting commences. A voting board is set up, and people sign their name for the plan they like the most.&amp;lt;br /&amp;gt;New plans can still be added during this stage.&amp;lt;br /&amp;gt;This stage lasts until there is a clear winner, either by obvious vote count, or, if voting is close after a long time, declared by common agreement between active members.&lt;br /&gt;
#'''Stage: Building'''&amp;lt;br /&amp;gt;Everyone pitches in and starts building the required backbone sections to make up the core of the network (as per the accepted plan). Placement signs and purchased land are often used to help mark complex sections.&amp;lt;br /&amp;gt;See [[Basic Networking]], [[Guides]], [[Junctionary]] (for ideas) and most of the rest of the wiki for everything else. Or, when in doubt, ask.&lt;br /&gt;
#'''Stage: Finalising'''&amp;lt;br /&amp;gt;Finally, once everything is connected, and jams have been removed (for the most part), and everyone starts to get mildly bored, the game gets finalised. Any major problems are fixed, nothing new is added. (Think 'feature-freeze' in software development.)&amp;lt;br /&amp;gt;This stage lasts until an archive entry is made and a new game is picked, agreed on and uploaded and the server updated.&lt;br /&gt;
&lt;br /&gt;
== Getting In Game ==&lt;br /&gt;
&lt;br /&gt;
Now that the basics are out of the way, you'll want to get in-game:&lt;br /&gt;
&lt;br /&gt;
;Join IRC: Jump into the channel and make yourself known. Use the same nick ingame and in IRC.&lt;br /&gt;
;Get correct OpenTTD version: Get the right [http://wiki.openttd.org//Nightly_build nightly]. The topic will tell you which revision we're currently using (e.g. &amp;quot;PSG #123 (r****)&amp;quot;). Alternatively you can use the !dl [[IRC Commands|Bot Commands]] in IRC to obtain a direct download links (Pick one as appropriate):&amp;lt;pre width=&amp;quot;50%&amp;quot;&amp;gt;!dl lin|lin64|osx|win32|win64|win9x&amp;lt;/pre&amp;gt;&amp;lt;br /&amp;gt;See the !dl command for further options, one interesting could be the [http://users.tt-forums.net/ottdau AutoUpdater] under Win32.&lt;br /&gt;
;Get NewGRFs: Get the [http://wiki.openttdcoop.org/GRF #openttdcoop grfpack] and obtain any missing NewGRFs from the ingame [http://content.openttd.org content download]. [[Image:BaNaNas.png|thumb|200px|How to get BaNaNaS content ]]&amp;lt;br /&amp;gt;Be sure to access the online content '''from the multiplayer lobby''' as depicted to the right.&amp;lt;br /&amp;gt;Doing this will request GRF versions that match those on the server and not the latest ones, as normally done from the Main Menu button.&lt;br /&gt;
;Choose ingame nick: Set your player name, you can do this in the top right of the server browser, or if you forget to, by pressing the 'tilde' key ( ` - it's to the left of 1, above tab, although this may vary according to keyboard layouts ) and using &amp;lt;br /&amp;gt;&amp;lt;pre width=50%&amp;gt;name MyName --e.g. name Bob&amp;lt;/pre&amp;gt;Please use similar name between IRC and in-game, such that anyone can easily associate you in IRC and you in the game.&lt;br /&gt;
;Obtain password: On connection to the server, you can join as a regular player, or as a spectator ('''recommended''' if you're brand new to coop). Both options will prompt you for a password.&amp;lt;br /&amp;gt; Use &amp;lt;pre width=&amp;quot;40%&amp;quot;&amp;gt;!password&amp;lt;/pre&amp;gt; in IRC to get the password you need in order to join our server.;Join server: You can find our server on the advertised servers list, or directly by using 'Add Server' and entering &amp;quot;ps.openttdcoop.org&amp;quot;&lt;br /&gt;
;Read signs: Before you do anything else, be sure to read the signs as soon as you join the server -- they will list any specific tasks, goals and quirks for that game.&lt;br /&gt;
&lt;br /&gt;
=== Optional Client Settings ===&lt;br /&gt;
&lt;br /&gt;
These are completely optional, common, client specific settings tweaks, which are '''highly recommend''' to follow our &amp;quot;style&amp;quot; easier&lt;br /&gt;
&lt;br /&gt;
* Advanced Settings&lt;br /&gt;
** Interface&lt;br /&gt;
*** Display options&lt;br /&gt;
**** Show a measurement tooltip -&amp;gt; '''Set On''', useful for talk about TL / CL&lt;br /&gt;
**** Show reserved tracks -&amp;gt; '''Set On''', for observing or debugging PBS junctions&lt;br /&gt;
*** Show finances window at the end of the year -&amp;gt; '''Set Off''', if this gets in the way (i.e. Train management with lots of windows)&lt;br /&gt;
*** Quick creation of vehicle orders -&amp;gt; '''Set On''' keeps the 'Go To' button selected when building orders (mostly personal preference)&lt;br /&gt;
*** Default rail type -&amp;gt; '''Most Used''', once the main network starts to get built, this will avoid you building the wrong rail type&lt;br /&gt;
*** Keep building tools active after use -&amp;gt; '''Set On''', keeps things like depots/stations selected (again mostly personal preference)&lt;br /&gt;
** Construction&lt;br /&gt;
*** Signals&lt;br /&gt;
**** Enable the signal GUI -&amp;gt; '''Set On''', gives a pop-up when the signal tool is selected (again mostly personal preference vs. hotkeys)&lt;br /&gt;
**** When dragging, place signals every -&amp;gt; '''2 tiles''', actually this is '''mandatory''' rather than optional, placed here as a reminder&lt;br /&gt;
** Vehicles&lt;br /&gt;
*** New orders are 'non-stop' by default -&amp;gt; '''Set On''', highly '''required''' for avoiding bad orders&lt;br /&gt;
&lt;br /&gt;
* Under options in-game&lt;br /&gt;
** Transparency options&lt;br /&gt;
*** Provides a toolbar for quickly toggling visibility&lt;br /&gt;
*** Use the green box beneath to set invisible / translucency&lt;br /&gt;
** Competitor signs and names displayed (for showing sign while spectating)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.openttdcoop.org/blog/2009/03/08/a-newbie-guide-to-openttdcoop/ A Newbie Guide To #openttdcoop] - A good guide to how to start getting involved with the #openttdcoop games&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=GRF&amp;diff=16007</id>
		<title>GRF</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=GRF&amp;diff=16007"/>
				<updated>2013-11-27T09:02:16Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: /* GRFs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{GrfMenu}}&lt;br /&gt;
== GRFs ==&lt;br /&gt;
GRFs are small extensions to OTTD's graphics and gameplay. A GRF could be a new bridge type, a whole new trainset or a new cargo type. #openttdcoop is using a [[GRF Table|compilation]] of GRFs to make our gameplay even more addictive.&lt;br /&gt;
&lt;br /&gt;
newGRFs are to be placed in&lt;br /&gt;
* C:\My Documents\newgrf (Windows 95, 98, ME) &lt;br /&gt;
* C:\Documents and Settings\&amp;lt;username&amp;gt;\My Documents\OpenTTD\newgrf (Windows 2000, XP) &lt;br /&gt;
* C:\Users\&amp;lt;username&amp;gt;\Documents\OpenTTD\newgrf (Windows Vista, 7) &lt;br /&gt;
* ~/.openttd/newgrf (Linux, BSD) &lt;br /&gt;
* ~/Documents/OpenTTD/newgrf (OSX) &lt;br /&gt;
as mentioned on http://wiki.openttd.org/Newgrf&lt;br /&gt;
&lt;br /&gt;
==#openttdcoop NewGRF package==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
'''New Version available!''' ([http://www.openttdcoop.org/blog/2008/03/23/openttdcoop-newgrf-package-version-70-released/ Read nice article about.])&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;amp;#35;openttdcoop uses a certain set of additional GRFs. You will both need them to play on the [[Public Server]] as well on the [[Pro Zone]]. To ease things up, we packed the GRFs needed into one single file. &lt;br /&gt;
The GRFs used will depend on the current game, and can often be gotten through BaNaNaS, the in-game content download system, accessible by clicking the GRF Settings button in the Game Info section of the server list. &lt;br /&gt;
If you are still missing GRFs, try [[#Download|downloading]] the most recent GRF pack put together by the community here at &amp;amp;#35;openttdcoop, being sure to unzip them into the newgrf folder in the folder you installed the game to.&lt;br /&gt;
&lt;br /&gt;
The GRFs, which are included or used [[GRF_Table|are listed here (GRF Table)]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
It is very well possible, you will still have NewGRF conflicts while you try to join our server or loading a archive game, please use [http://bananas.openttd.org BaNaNaS] for the missing ones&lt;br /&gt;
We won't update our pack that often anymore, since you can download the newest versions directly from the ingame [http://wiki.openttd.org/Content_Service content service].&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Hint: If the page does reload again, try another format...&lt;br /&gt;
&lt;br /&gt;
===Version 8.0 (2010-08-04)===&lt;br /&gt;
{{GRFPackDL|8.0|17|19|22}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
====Legacy from 8.0====&lt;br /&gt;
=====to 7.3=====&lt;br /&gt;
If you like still to join servers with version 7.3 installed.&lt;br /&gt;
{{GRFPackDL|8.0_legacy7.3|0.1|0.1|0.1}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=====to 7.0=====&lt;br /&gt;
If you like still to join servers with version 7.0 installed.&lt;br /&gt;
{{GRFPackDL|7.2_legacy7.0|3.5|4|5}}&lt;br /&gt;
=====to 7-beta1=====&lt;br /&gt;
If you like still to join servers with version 7-beta1 installed.&lt;br /&gt;
{{GRFPackDL|7.2_legacy7-beta1|4.5|5|6}}&lt;br /&gt;
=====to 6=====&lt;br /&gt;
If you like still to join servers with version 6 installed.&lt;br /&gt;
{{GRFPackDL|7.2_legacy6|4|4.5|6}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also [http://www.openttdcoop.org/newgrfs/ browse the download directory].&lt;br /&gt;
&lt;br /&gt;
Check the [[GRF History]] for details on the changes.&lt;br /&gt;
&lt;br /&gt;
===Suggestions and updates for next Versions===&lt;br /&gt;
Would you like to see a special GRF (set) or somthing else in the next versions?&lt;br /&gt;
Please, post your suggestions on the [[Talk:GRF|discussion page]].&lt;br /&gt;
&lt;br /&gt;
Please also tell us if there is an update for an included GRF available at the [[Talk:GRF|discussion page]] or send an email to [mailto:info@openttdcoop.org info@openttdcoop.org].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Non #openttdcoop Servers, which also use our pack ===&lt;br /&gt;
You will find all servers, using our pack at [[GRF Users]]. If you are playing on a server which is not listed there, please inform us: [mailto:info@openttdcoop.org info@openttdcoop.org]&lt;br /&gt;
&lt;br /&gt;
=== Base GRFs and Sound ===&lt;br /&gt;
You need the Base GRFs and a Sounds file for the game, the original base graphics from TTD aren't available for free, still. But you can get replacment graphics and sound from here:&lt;br /&gt;
*[http://dev.openttdcoop.org/projects/opengfx OpenGFX (graphics)]&lt;br /&gt;
*[http://dev.openttdcoop.org/projects/opensfx OpenSFX (sounds)]&lt;br /&gt;
*[http://dev.openttdcoop.org/projects/openmsx OpenMSX (music)]]&lt;br /&gt;
check the readme to find location for installation&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:GRF]]&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Main_Page&amp;diff=15977</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Main_Page&amp;diff=15977"/>
				<updated>2013-11-22T07:15:44Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; cellspacing=&amp;quot;5&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;div style=&amp;quot;width: 75%; margin: auto; background:#f5faff; border: 1px solid #AAA;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background:#f5faff; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the #openttdcoop wiki,&amp;lt;br&amp;gt;the definitive source for cooperative building and design of transportation networks.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;height: 100px;&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;width: 100%; margin: auto; text-align: center; border: none;&amp;quot;&lt;br /&gt;
| [[Image:#openttdcoop logo.png|175px|#openttdcoop]] &lt;br /&gt;
| [[Image:OpenTTD logo.png|175px|OpenTTD]] &lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;frontpage_box&amp;quot; |&lt;br /&gt;
&amp;lt;div class=&amp;quot;frontpage_bar&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;[[Image|*]]&amp;lt;/div&amp;gt;Getting Started&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
; [[Quickstart]]&lt;br /&gt;
; [[Obtaining OpenTTD]]&lt;br /&gt;
: [http://nightly.openttd.org Nightly Builds]&lt;br /&gt;
: [[GRF|#openttdcoop GRF Pack]]&lt;br /&gt;
; [[Tutorial Savegame|#openttdcoop Tutorial]]&lt;br /&gt;
: [http://www.openttdcoop.org/wiki/images/6/6a/Tutorial.sav Download Savegame]&lt;br /&gt;
: [[Tutorial Savegame Mainline|Mainline]] &amp;amp;bull; [[Tutorial Savegame Sideline|Sideline]]&lt;br /&gt;
: [[Tutorial Savegame Stations|Stations]] &amp;amp;bull; [[Tutorial Savegame Feeder|Feeder]] &amp;amp;bull; [[Tutorial Savegame Towns|Towns]]&lt;br /&gt;
; [[Cooperation]]&lt;br /&gt;
; [[Ruleset|Building Guidelines]]&lt;br /&gt;
; [[Communication]]&lt;br /&gt;
; [[Glossary]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;frontpage_box&amp;quot; |&lt;br /&gt;
&amp;lt;div class=&amp;quot;frontpage_bar&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;[[Image|*]]&amp;lt;/div&amp;gt;Basic Building Concepts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
; [[Game Start]]&lt;br /&gt;
: [[Planning]] &amp;amp;bull; [[Moneymaker]]&lt;br /&gt;
; [[Line hierarchy|Basic Networking]] &lt;br /&gt;
: [[Mainline]] &amp;amp;bull; [[Sideline]] &amp;amp;bull; [[Signalling]]&lt;br /&gt;
: [[SLH]] &amp;amp;bull; [[Priority]]&lt;br /&gt;
: [[Road stations]]&lt;br /&gt;
; [[Guides:Presignals|Pre-signals]] &amp;amp;bull; [[Max_Curve_Speed|Curves (CL)]]&lt;br /&gt;
; [[Terraforming]]&lt;br /&gt;
; [[Orders]]&lt;br /&gt;
: [[Copy orders|Copying Orders]] &amp;amp;bull; [[Shared Orders]]&lt;br /&gt;
; [[Game_types|Game types]]&lt;br /&gt;
: [[Cargo]] &amp;amp;bull; [[PAX]] &amp;amp;bull; [[Chaos]] &amp;amp;bull; [[Refit]] &amp;amp;bull; [[SRNW]] &amp;amp;bull; [[SML]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;frontpage_box&amp;quot; |&lt;br /&gt;
&amp;lt;div class=&amp;quot;frontpage_bar&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;[[Image|*]]&amp;lt;/div&amp;gt;Advanced Building Concepts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
; [[Junctionary]]  &lt;br /&gt;
: [[Junctionary - BBHs|BBH]] &amp;amp;bull; [[Junctionary - SLHs|SLH]] &amp;amp;bull; [[Junctionary - Stations|Stations]] &amp;amp;bull; [[Junctionary_-_Mergers|Mergers]] &amp;amp;bull; [[Junctionary_-_City_Networks|City Networks]] &amp;amp;bull; [[Junctionary_-_Logic_and_Other|Logic and Other]]&lt;br /&gt;
; [[:Category:Advanced Networking|Advanced Networking]]&lt;br /&gt;
: [[BBH]] &amp;amp;bull; [[Main station|Main stations]] &amp;amp;bull; [[MSH]] &amp;amp;bull; [[Merging_Tracks|Merging Tracks]]&lt;br /&gt;
; [[Shift_Mainlines|SML (Shift Mainlines)]]&lt;br /&gt;
; [[Self-regulating Network]]s&lt;br /&gt;
; [[Sbahn|S-Bahns]]&lt;br /&gt;
; [[Two-way-Signals|Two way signals]]&lt;br /&gt;
; [[Logic|Logic]]&lt;br /&gt;
;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Advanced_Building_Revue|Advanced Building Revue (ABR)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;frontpage_box&amp;quot; |&lt;br /&gt;
&amp;lt;div class=&amp;quot;frontpage_bar&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;[[Image|*]]&amp;lt;/div&amp;gt;Technical Info&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
; [[Servers|#openttdcoop Servers]]&lt;br /&gt;
: [[Public Server | (PS) Public Server]] ([[PublicServer:Archive|Archive]])&lt;br /&gt;
: [[Pro Zone | (PZ) ProZone Server]] ([[ProZone:Archive|Archive]])&lt;br /&gt;
: [[Member Zone| (MZ) Member Server]] ([[MemberZone:Archive|Archive]])&lt;br /&gt;
: [[Coopetition|Coopetition Server]] &amp;amp;bull; [[Dev Server|Patched Server]]&lt;br /&gt;
; [[IRC]]&lt;br /&gt;
: [[IRC Commands]] &amp;amp;bull; [[IRC Highlighting]]&lt;br /&gt;
; [[Teamspeak]]&lt;br /&gt;
; [[GRF|#openttdcoop GRF Pack]]&lt;br /&gt;
: [[GRF Table Current|Current GRF Table]] &amp;amp;bull; [[GRF History|Version History]]&lt;br /&gt;
: [[GRF Dev Guide|Development Guide]] &amp;amp;bull; [[GRF Table (Trunk)|Development Table]]&lt;br /&gt;
; [[Server Administration]] &amp;amp;bull; [[Autopilot]] &amp;amp;bull; [[Autostart]]&lt;br /&gt;
; [[Soap]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;frontpage_box&amp;quot; |&lt;br /&gt;
&amp;lt;div class=&amp;quot;frontpage_bar&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;[[Image|*]]&amp;lt;/div&amp;gt;Development&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
; [[Gametypes]]&lt;br /&gt;
: [[Gametype:ICE SBahn|ICE/SBahn]] &amp;amp;bull; [[Gametype:Chaos Theory|Chaos]] &amp;amp;bull; [[Gametypes|more...]]&lt;br /&gt;
: [[Game Proposals|Proposals for Future Gametypes]]&lt;br /&gt;
; [[Map Preparation| Preparing good maps]] | [[Premade Scenarios| Proposed and prepared future games]]&lt;br /&gt;
; [[:Category:Coopetition|Coopetition]]&lt;br /&gt;
; [[OSQC|Scenario Quest/Competition (OSQC)]]&lt;br /&gt;
; [[WWOTTDGD|WorldWide OpenTTD Game Day (WWOTTDGD)]]&lt;br /&gt;
; [[Webbased configurator | Web-based Configurator]]&lt;br /&gt;
; [[:Category:Research|Current Research Projects]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;frontpage_box&amp;quot; |&lt;br /&gt;
&amp;lt;div class=&amp;quot;frontpage_bar&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;[[Image|*]]&amp;lt;/div&amp;gt;Community Info&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
We are maintaining [[Special:Statistics|{{NUMBEROFARTICLES}}]] [[Special:Allpages|articles]]!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;margin-left: 2em;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;See...[[Special:Recentchanges|Recent changes]] | [[Special:Newpages|New pages]] | [[Special:Wantedpages|Missing pages]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
; [http://www.openttdcoop.org/blog #openttdcoop Blog]&lt;br /&gt;
; [[Membership|Becoming an #openttdcoop Member]]&lt;br /&gt;
: Join the cooperative building community!&lt;br /&gt;
; [[Users|User List]]&lt;br /&gt;
: See the list of current members and active players&lt;br /&gt;
; [[History|History of #openttdcoop]]&lt;br /&gt;
; [[Contact|Contact Info]]&lt;br /&gt;
; [[#openttdcoop Wiki:Sandbox|Sandbox]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-right: 10px; text-align: right; font-style: italic; font-size: 85%;&amp;quot;&amp;gt;Changes for the main page can be proposed [[Main Page/editcopy|here]].&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Quickstart/Stable&amp;diff=15944</id>
		<title>Quickstart/Stable</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Quickstart/Stable&amp;diff=15944"/>
				<updated>2013-11-15T13:59:16Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Quickstart for the Stable competition server.&lt;br /&gt;
&lt;br /&gt;
==SAFETY HINT==&lt;br /&gt;
Server restarts when is the right time to do it (when map is full or people get bored). Questions when exactly that happens are considered evil!&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* The goals of this server are manifold:&lt;br /&gt;
** To test new releases of game.&lt;br /&gt;
** To test new versions of and new additions to the NewGRFs.&lt;br /&gt;
** To allow newcomers to the game to learn how it works while enjoying themselves.&lt;br /&gt;
&lt;br /&gt;
The goal is also to pose a challenge, so certain things available in the normal game have been made all but impossible here, to see people use their heads and indeed learn how things work best.  Anyone can use planes to transport stuff across the map, it requires no more intelligence than a rock needs to stay in place.  Boats, similarly, require little effort in planning, normally.  On this server they are either hard to come by or impossible to maintain.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
*Keep it fair&lt;br /&gt;
**Do not block other players&lt;br /&gt;
**Do not intentionally sabotage&lt;br /&gt;
**Respect general [http://wiki.openttd.org/Multiplayer_Rules Multiplayer rules]&lt;br /&gt;
**Do not use &amp;quot;teleports&amp;quot;, that is, if station spread is (accidentally) left high, link two remote places by stations near maximum spread with a short commute between them.&lt;br /&gt;
*Be friendly, Play friendly&lt;br /&gt;
**This means not just behave in a kind way, but we are also used to sabotage others as low as possible.&lt;br /&gt;
**As a result, you should attempt to build as far from anyone else as possible.&lt;br /&gt;
**If you have to build close to others, try to approach near their smaller stations, not large junctions.&lt;br /&gt;
**Golden rule: Communicate!&lt;br /&gt;
*Stealing and competiton&lt;br /&gt;
**Generally No stealing and no competition&lt;br /&gt;
**Ask if you want to service an industry or town serviced by another player&lt;br /&gt;
*Towns&lt;br /&gt;
**Do not destroy towns on the map. However if a town becomes a major obstacle near your big station/junction, it is allowed.&lt;br /&gt;
**When you are growing large towns, make sure most of the passengers are taken to inter-city transports. Otherwise the city is &amp;quot;just local&amp;quot; and only wastes cpu, without any use for your network.&lt;br /&gt;
**When growing a town, make sure majority of the buildings are covered. Otherwise you are growing it for no use. An indicator of satisfactory transport is around 50% transported passengers per month (or more).&lt;br /&gt;
*Keep the terraform to a minimum&lt;br /&gt;
**See [[Terraforming#Low-Terraforming|the Low TF page]] for examples&lt;br /&gt;
*Please, oh please, use the chat system! You can start a chat by pressing &amp;quot;Enter&amp;quot; and entering text&lt;br /&gt;
*Use decent nick, no vulgar/inappropriate nick names&lt;br /&gt;
**You can change your nick via the console (press the key to the left of '1' to open it). Type: &amp;lt;code&amp;gt;name &amp;lt;new-name&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
**You can also use the !name &amp;lt;newname&amp;gt; command&lt;br /&gt;
*Ask for an admin to mediate, if you have issues with another player&lt;br /&gt;
&lt;br /&gt;
==Version==&lt;br /&gt;
We use a stable or testing version, download it from [http://openttd.org/download-testing openttd.org]&lt;br /&gt;
&lt;br /&gt;
==Recommended==&lt;br /&gt;
*[http://wiki.openttd.org/OpenTTD OpenTTD Manual]&lt;br /&gt;
*[[IRC]] on [irc://irc.oftc.net/openttdcoop.stable/ #openttdcoop.stable]&amp;lt;br /&amp;gt;&lt;br /&gt;
*:In addition to just connecting to the IRC channel, it would be wise to pay attention to the 'topic', as it is often updated with FAQ info about the current game on the Stable Server.&amp;lt;br /&amp;gt;The topic is usually shown in the main chat window upon channel joining, and at the top of the chat window in most GUI clients. ([http://irc.openttdcoop.org:6677/?channels=openttdcoop,openttdcoop.stable Webchat])&lt;br /&gt;
*http://wiki.openttdcoop.org/GRF Sometimes we might happen to make a game with especially nice newGRF configuration without limiting ourselves to the online content. It is recommended to obtain the #openttdcoop newGRF pack so you don't miss those games!&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:V453000/PSML&amp;diff=15368</id>
		<title>User:V453000/PSML</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:V453000/PSML&amp;diff=15368"/>
				<updated>2013-11-06T06:54:05Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Packed Shifter MainLine===&lt;br /&gt;
&lt;br /&gt;
This article/ text/ thing is all mostly a concept as I have not enough time/ patience / what ever else to test it alone. Please note that some of the information posted might be wrong. I will try to avoid them but at this state of development, anything can happen ;) . Anyways, enjoy your reading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are savegames that I used while developing the stuff... I will not post screenshots but I will just order you to look things up the savegames as there are no screenshots for the things yet because even the savegames contain just a concept :p&lt;br /&gt;
&lt;br /&gt;
[[media:PSML01.sav|Savegame01]]&lt;br /&gt;
&lt;br /&gt;
[[media:PSML02.sav|Savegame02]]&lt;br /&gt;
&lt;br /&gt;
===The goal===&lt;br /&gt;
&lt;br /&gt;
This setup of network is trying to make the ML tracks filled with trains as possible (packed). The mean how to gain this is based on SML concept, enhanced for the: Hybrid Shifters, Fail-safe joins, Heart Timer and some other additions as shown below. Example for TL5: The goal is to have 5tile gaps between each train, not having any empty positions and keeping all gaps the same.&lt;br /&gt;
&lt;br /&gt;
===How should it look?===&lt;br /&gt;
&lt;br /&gt;
All of the idea is based on releasing all trains from all SLs at a certain time (let's call it Release Period for now), on certain place(s) (Timed SL exit) and of course - after some shifting of the previously joined trains.&lt;br /&gt;
&lt;br /&gt;
==The Heart TImer==&lt;br /&gt;
&lt;br /&gt;
This is a mechanism controlling all of the SL exits along the map. I think it is best used with LevA Gator with parameter 3500 (my settings) and just make a loop where just a little piece releases the trains. The releasing time must be very short as we need it to be precise as much as possible.&lt;br /&gt;
&lt;br /&gt;
==Release Period==&lt;br /&gt;
&lt;br /&gt;
This is a thing that connects the whole network together. It is a timer that launches all trains leaving any sideline at the same time onto the ML. This gives every train an exact position on the ML, allowing to shift exactly into packed formations. The Heart Timer does this job.&lt;br /&gt;
&lt;br /&gt;
==Timed SL exit==&lt;br /&gt;
&lt;br /&gt;
This is the exact place where the train can be released from the SL exit. I have used a very primitive solution that also fails quite a lot as it allows two trains at a time to leave. Needs improvement. I believe some logic mechanism will fix that.&lt;br /&gt;
&lt;br /&gt;
==Packing Hybrid Shifters==&lt;br /&gt;
&lt;br /&gt;
The thing I already wrote a wiki page about ... just without the word Packing... if we used the original version, the shifter would allow trains to break their set positions and therefore unpack the line they are shifting to. So there is just added the &amp;quot;insurance logic condition&amp;quot; which makes train shift just behind one that already is on the line. Also, the question is if we really need the big Hybrids which take so much space and do not have to improve the network so much in this case. I think the fail-safe shifters should do fine but the Hybrids are just a bit of an extra insurance that more gaps on ML will be packed. On the other hand if we used Fail-Safes only, there could MUCH more SL exits, resulting in more ML shifts, which could also lead to greater packing.&lt;br /&gt;
&lt;br /&gt;
==ML Look==&lt;br /&gt;
&lt;br /&gt;
As we want to keep an exact position of not just trains on one line but on multiple lines with relation to each other, we need to make ALL ML LINES SYNCED. This means, the whole ML must be straight (as the simpliest solution) or in the curves must be made a synchronizer which would make all lines synced.&lt;br /&gt;
&lt;br /&gt;
===Basic Conclusion===&lt;br /&gt;
&lt;br /&gt;
This concept seems quite powerful to me, especiall with Lev4 Chimaera I tried it with. I has huge restrictions to the building of the network though. Many things must be exactly for the trains you are using as we are using their acceleration, length and also a desired gap. This must be tested by try-fail method probably. With this is connected a fact that we need only one cargotype on one ML. OR we need to make trains behave the same (== acceleration, == length, == weigth). For example Iron Ore and Grain wagons have about the same weigth, resulting in very similar accelerations. Best is to use just one cargotype though. Next not-so-good point is that the SL exits can not have high capacity as the releasing timer unpacks the SL. This can be fixed with making each SL only for a small area (either play on a streched map so each SL has not much of space OR use the fail-safe shifters in order to make SL exits more often, resulting in less traffic on each). &lt;br /&gt;
I believe we will reach very nice results with this and I am looking forward to testing :)&lt;br /&gt;
&lt;br /&gt;
If you want to ask about anything or just kick me another idea, just do so on the IRC, I will be very pleased for sure :)&lt;br /&gt;
&lt;br /&gt;
Idea realized in:&lt;br /&gt;
'''ProZone Game 13 - Timed SML'''&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2010/08/02/prozone-game-13-timed-aka-insane-sml/&lt;br /&gt;
&lt;br /&gt;
http://wiki.openttdcoop.org/ProZone:Archive_-_Games_11_-_20#gameid_13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ultra mayhem mode in:&lt;br /&gt;
'''ProZone Game 2013 - the PZG13 successor'''&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/&lt;br /&gt;
&lt;br /&gt;
http://wiki.openttdcoop.org/ProZone:Archive_-_Games_21_-_30#gameid_2013&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=15365</id>
		<title>User:V453000</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=15365"/>
				<updated>2013-11-06T06:38:33Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact: V453000 [at] openttdcoop [dot] org [[Category:Active Members]]&lt;br /&gt;
&lt;br /&gt;
'''Date of birth:''' 1st January 1920 (29. 6. 1990 in real)&lt;br /&gt;
&lt;br /&gt;
'''Location:''' Temperate Climate (Liberec, Czech Republic)&lt;br /&gt;
&lt;br /&gt;
'''TT since:''' childhood of course&lt;br /&gt;
&lt;br /&gt;
'''OpenTTDCoop since:''' hard to say as I dont remember since when I just watched savegames, just watched PSGs and since when I actually started building :|&lt;br /&gt;
&lt;br /&gt;
'''Strengths:''' wtf?&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:''' englysh, abilities with IRC and wiki account :p&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Most dangerous with:''' Sparta, Technoviking, beer, SLUGs&lt;br /&gt;
&lt;br /&gt;
'''Loves:''' Madness, insanity, weirdness, ... did I forget anything?&lt;br /&gt;
&lt;br /&gt;
'''Likes:''' challenging tasks, developing new things, being original and creative&lt;br /&gt;
&lt;br /&gt;
'''Dislikes:''' long trains and badly accelerating, narrow maps, aircraft, ships&lt;br /&gt;
&lt;br /&gt;
'''Hates''': dumb drivers, not having beer nearby&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''I wish a nice time to everyone playing OpenTTD! Especially with us.'''&lt;br /&gt;
&lt;br /&gt;
== NUTS Unrealistic Train Set ==&lt;br /&gt;
&lt;br /&gt;
As you might have heard, my biggest project is a train set shortcutted as NUTS. You can download it on the download content, the home of the train set however is at the devzone, including a wiki about a detailed usage of the set.&lt;br /&gt;
&lt;br /&gt;
http://dev.openttdcoop.org/projects/nuts&lt;br /&gt;
&lt;br /&gt;
Related blog articles&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2013/03/31/1st-nuts-birthday-is-here/&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2013/01/12/nuts-unrealistic-train-set-wiki/&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2011/10/18/nuts-revolution-among-train-sets/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What am I doing? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/TLS|Train Length Splitters]]&lt;br /&gt;
&lt;br /&gt;
Want to split the various TLs on the network? You might find these useful.&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/PSML|Packed SML Concept]]&lt;br /&gt;
&lt;br /&gt;
An idea how to maximize SML efficiency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My Savegames&lt;br /&gt;
&lt;br /&gt;
Here you can download some of my savegames. There are four, TL5game is the oldest one and then it chronologically goes wit hTL3, TL1 and RV game. These games are much like my Top games as they were completely finished. The train games were finished when I just felt like it, the RV game ended when I reached my goal of 5000 vehicles with no jams. Enjoy it :)&lt;br /&gt;
&lt;br /&gt;
[[media:Devastation.sav|TL5 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:SmashAndDown.sav|TL3 Game]]&lt;br /&gt;
SLH01 - biggest junction on the map:&lt;br /&gt;
[[File:SnD1927.png|100px]]&lt;br /&gt;
[[file:SnD2080.png|100px]]&lt;br /&gt;
&lt;br /&gt;
[[media:MicroDrones.sav|TL1 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:CARnage4999.sav|RV Game]] - how to stuff 5000 RVs on a 256x256&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://blog.openttdcoop.org/author/V453000/ My Blog Articles] ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Building Revues ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 01'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/09/611/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 02: Splits'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/25/advanced-building-revue-02-splits/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 03: Path to insanity'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/14/advanced-building-revue-03-path-to-insanity/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 04: Overflows'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 05: Sbahns and city networks'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/13/advanced-building-revue-05-sbahns-and-city-networks/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 06: Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/07/10/advanced-building-revue-06-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 07: Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/09/28/advanced-building-revue-07-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 08: Overflows II'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 09: SRNW Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/01/21/advanced-building-revue-09-self-regulating-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 10: Invisible Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/06/02/advanced-building-revue-10-invisible-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 11: Refit Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/02/16/advanced-building-revue-11-refit-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 12: Overflows III'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/06/28/advanced-building-revue-12-overflows-iii/&lt;br /&gt;
&lt;br /&gt;
=== Game Reviews and Stuff ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Public server game 186 Review'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/11/public-server-game-186-review/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 13 - Timed SML'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/08/02/prozone-game-13-timed-aka-insane-sml/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 2013 -  Timed SML on steroids'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creating Maps'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/10/16/creating-maps/&lt;br /&gt;
&lt;br /&gt;
'''Servicing and Autoreplace'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_261_-_270&amp;diff=15359</id>
		<title>PublicServer:Archive - Games 261 - 270</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_261_-_270&amp;diff=15359"/>
				<updated>2013-11-04T17:31:23Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PublicServerArchiveMenu}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=269&lt;br /&gt;
|date=14.10.2013-4.11.2013&lt;br /&gt;
|players={{User|V453000}}, {{User|Mark}}, {{User|mfb}}, {{User|Vinnie}}, ... check&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL 3&lt;br /&gt;
|mapsize=512 x 512 Temperate&lt;br /&gt;
|version=r25863 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=Steel was split by flipflops after the steel pickup.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=268&lt;br /&gt;
|date=29.9.2013-14.10.2013&lt;br /&gt;
|players={{User|V453000}}, {{User|mfb}}, ... check&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL 3&lt;br /&gt;
|mapsize=512 x 512 Arctic&lt;br /&gt;
|version=r25734 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=A simple cross as plan, with drops at all four ends and a massive hub in the center. As a 4-way hub with 7L_7R on each side, this is by far the most massive hub we have built so far. It occupies about 128x128 tiles and all 1500 trains used it.&lt;br /&gt;
|imagedescription=The central hub}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=267&lt;br /&gt;
|date=7.9.2013-29.9.2013&lt;br /&gt;
|players={{User|Jam35}}, {{User|V453000}}, {{User|mfb}}, {{User|Mark}}, {{User|LoPo}}, {{User|Sylf}}, {{User|Maraxus}}, {{User|MrD2DG}}, {{User|RexConnors}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL 3&lt;br /&gt;
|mapsize=512 x 256 Temperate&lt;br /&gt;
|version=r25734 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=A monorail network (I Choose Noise from NUTS) with a simple layout. Goods were delivered to 22 towns on the map. 800 trains filled the network and many lines got extended to LLLRRR.&lt;br /&gt;
|imagedescription=The factory area}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=266&lt;br /&gt;
|date=31.8.2013-7.9.2013&lt;br /&gt;
|players={{User|Jam35}}, {{User|V453000}}, {{User|Mark}}, {{User|LoPo}}, {{User|Sylf}}, {{User|Dom}}, {{User|nicfer}}, {{User|RTM}}, {{User|Anson}}, {{User|Big_Meech}}, {{User|iTKerry}}, {{User|jrambo}}, {{User|Maraxus}}, {{User|MrD2DG}}, {{User|RexConnors}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL 2&lt;br /&gt;
|mapsize=256 x 256 Toyland/Mars&lt;br /&gt;
|version=r25734 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=This game proves the strong vitality of the slugs.  We have 1000 slugs crossing each others' paths everywhere on the map, keeping themselves busy, defying the space radiation and any other harsh condition they face.  The network design itself is simple in concept - a circle in the middle, attach hubs accordingly.  Secondaries were taken to two drops each - this was the unique feature of the plan, but the construction of the network isn't much different from others.  We still have nice LLL_RRR ring and one main station line with LLLL_RRRR in the final stage of the game.  Behold the SLUGS!&lt;br /&gt;
|imagedescription= This shows most of the main circle in the middle and nice number of hubs attached to it..}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=265&lt;br /&gt;
|date=14.8.2013-31.8.2013&lt;br /&gt;
|players={{User|V453000}}, {{User|Mark}}, {{User|mfb}}, {{User|LoPo}}, {{User|Sylf}}, {{User|Jam35}}, {{User|Dom}}, {{User|nicfer}}, {{User|RTM}}, {{User|Anson}}&lt;br /&gt;
|type=PAX&lt;br /&gt;
|TL=TL 5 &lt;br /&gt;
|mapsize=512 x 512 Temperate&lt;br /&gt;
|version=r25734 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=Althought the game started with the &amp;quot;The day I die&amp;quot; ICE locomotives(TL5/CL3), after some time it was decided the go for RAINBOW-SLUGS as ICE trains. The main line was a sight for sore eyes; with all the colourfull and different slug trains. In addition some nice S-Bahn constructions can be found all over the map. Finnishing with almost 900 trains and a world pop. a bit over 500.000.&lt;br /&gt;
|imagedescription= One of the Larger Cities found on the map; where not even a single tile was terraformed.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=264&lt;br /&gt;
|date=9.8.2013-14.8.2013&lt;br /&gt;
|players={{User|V453000}}, {{User|Mark}}, {{User|mfb}}, {{User|LoPo}}, {{User|Jam35}}, {{User|Anson}}, {{User|Gash}}, {{User|Slicey}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL 10 (&amp;amp; various SL transfers)&lt;br /&gt;
|mapsize=512 x 512 Sub-Tropical&lt;br /&gt;
|version=r25627 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=The large TL/CL meant it was convenient to build transfer stations at sidelines with some nice results. Perhaps the challenging nature of ML expansion was a factor, but this game didn't seem to gather much interest and it was decided to move on at the 800 train mark.&lt;br /&gt;
|imagedescription=4 way CL10 BBH :).}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=263&lt;br /&gt;
|date=16.07.2013-9.8.2013&lt;br /&gt;
|players={{User|V453000}}, {{User|Mark}}, {{User|Vinnie}}, {{User|Sylf}}, {{User|mfb}}, {{User|Maraxus}}, {{User|Jam35}}, {{User|scshunt}}, {{User|Steverov}}, {{User|Tray}}, {{User|phatmatt}}, {{User|dino}}, {{User|ZestyLemons}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL 4&lt;br /&gt;
|mapsize=512 x 512 Arctic&lt;br /&gt;
|version=r25627 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=With the new PURR Universal Rainbow Rails, we tried to make an organic game which would keep memory of what was built when. Unfortunately we did not get to the last stage of building green before declaring the game to be over.&lt;br /&gt;
|imagedescription=One of the rainbow places of the network.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=262&lt;br /&gt;
|date=27.06.2013 - 16.07.2013&lt;br /&gt;
|players={{User|Vinnie}}, {{User|Sylf}}, {{User|mfb}}, {{User|V453000}}, {{User|Maraxus}}, {{User|Anson}}, {{User|ZxBiohazardZx}}, {{User|scshunt}}, {{User|Steverov}}, {{User|fonsinchen}}&lt;br /&gt;
|type=Cargo Cargodist&lt;br /&gt;
|TL=TL 5&lt;br /&gt;
|mapsize=512 x 512 Arctic&lt;br /&gt;
|version=r25575 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=This game we experimented some more with cargodist. We made the trains refit to their secondary and then drop their cargo in each of the 8 SLH drops before returning to their primary. A nice idea but in practice we encountered problems with conditional orders that either break cargodist links or do not fully unload cargo. Many trains were driving around empty with minimal (e.g half of one car full) loads. Because of these problems the interest in this particular game became to low to continue. So we ended with a little over 666 trains. &lt;br /&gt;
|imagedescription=One of the SLHs in the network}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=261&lt;br /&gt;
|date=11.06.2013 - 27.06.2013&lt;br /&gt;
|players={{User|Sylf}}, {{User|mfb}}, {{User|LoPo}}, {{User|Maraxus}}, {{User|Vinnie}}, {{User|Brumi}}, {{User|ZxBiohazardZx}}, {{User|scshunt}}, {{User|fonsinchen}}&lt;br /&gt;
|type=Pax Cargodist&lt;br /&gt;
|TL=TL 5&lt;br /&gt;
|mapsize=512 x 512 Temperate&lt;br /&gt;
|version=r25385 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=We tried the brand new feature that was committed to OpenTTD trunk lately - cargo distribution.  We started by coop's standard ICE/SBahn networks.  Most players were puzzled by how passengers decided on their destinations and their routes.  And many didn't bother to try to solve the cargo balance issue too seriously.  Players quickly lost interest in this game, so we're abandoning this game incomplete.&lt;br /&gt;
|imagedescription=The network of train connections, most of them are served well}}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Self-regulating_Network&amp;diff=15257</id>
		<title>Self-regulating Network</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Self-regulating_Network&amp;diff=15257"/>
				<updated>2013-10-02T09:25:19Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Purpose ==&lt;br /&gt;
The idea of Self-regulating network is to have an amount (eventually all) of pickup stations automatically used by one group of trains.&lt;br /&gt;
&lt;br /&gt;
That way we can manage just one train group and service all industries in question automatically - regardless how much each of them produces.&lt;br /&gt;
&lt;br /&gt;
There are many deviations and extra usages of SRNW as you will be able to read down below.&lt;br /&gt;
== Technical Requirements ==&lt;br /&gt;
To get to know SRNW it is important to be aware of features like 2-way eol and mechanisms related to that, like pathfinder trap.&lt;br /&gt;
&lt;br /&gt;
http://wiki.openttdcoop.org/Two-way-Signals&lt;br /&gt;
&lt;br /&gt;
Note: Sometimes implicit orders can create serious problems and the train order lists need to be filled with 255 orders in order to prevent creation of implicit orders!&lt;br /&gt;
&lt;br /&gt;
== Sideline waypoint SRNW ==&lt;br /&gt;
This is the most basic SRNW design and it is recommended to start with it as the other designs require knowledge of the basics. The basic SRNW will have those key segments:&lt;br /&gt;
&lt;br /&gt;
1. SL works as a ring, while the only way out of the SL is through pickup stations&lt;br /&gt;
&lt;br /&gt;
2. Trains use a waypoint order to be able to load in any of the stations they could possibly end up in, and to make them &amp;quot;want&amp;quot; to go through the stations.&lt;br /&gt;
&lt;br /&gt;
3. As trains do not have a (full load) order in the stations - as they do not have any station orders - we need to make sure that trains get fully loaded. That is solved by various SRNW stations [[Junctionary_-_Stations_-_SRNW|(see junctionary)]] , most typically using dummy trains.'''&lt;br /&gt;
&lt;br /&gt;
After the SL exit there can happen any other order, but most typically an unpload order.&lt;br /&gt;
&lt;br /&gt;
[[File:Basic_SRNW.jpg|500px|thumb|center|Basic SRNW concept.]]&lt;br /&gt;
&lt;br /&gt;
In the beginnings of SRNW, in public server game 121 and later on 149, we used waypoints which made a border of a SL as a closed mechanism, and trains would regulate over the industries connected to that sideline.&lt;br /&gt;
As a specific, every SL typically has an overflow which needs to be controlled by some sort of logic, be it timer, on-demand release or clock which detects how long has no train overflown.&lt;br /&gt;
===Overflow Release Conditions===&lt;br /&gt;
We generally recognize 3 main types of overflow release. Using a '''timer interval'''. Timer is probably the easiest way how to add any overflow control, you have to set it's trigger interval manually though.&lt;br /&gt;
Secondly there is the option to''' detect whether there are any free waiting bays''', and releasing trains there eventually. This generally gets to a problem where you release multipler trains towards one waiting bay, because it mostly does not detect trains which are on the way towards the waiting bay.&lt;br /&gt;
A good solution could be a '''clock''' - which is made to detect whether any trains have overflown in the last period of time, and eventually release a new train into the circuit if none has overflown. This can work sub-optimally if there is a lot of train waves.&lt;br /&gt;
The clock is red all the time, until all the memories become red - by the little running train making a complete loop without being interrupted. Interruption occurs by resetting all memories to green whenever a train overflows.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SRNW_Timer.png|A simple timer which blocks trains until going for the next order, usually set by a timetable.&lt;br /&gt;
File:SRNW_On_Demand_Release.png|Waiting bay detection for a SL, just like in overflow stations.&lt;br /&gt;
File:Mark_Clock.png|Mark's clock&lt;br /&gt;
File:SRNW_121orders.png|Typical SRNW orders. Pay special attention to the missing non-stop on the SL Exit order.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Archive_ExamplePS|PSG 121|121|The first really large scale SRNW game with a lot of experiments with stations. Many self-regulating twin-sidelines with 2 cargoes used on each.|[[File:SRNW_PSG121plan.png|200px]]}}&lt;br /&gt;
{{Archive_ExamplePS|PSG 149|149|Another attempt to make a system of multiple sidelines consisting of 2 cargoes.|[[File:SRNW_PSG149plan.png|200px]]}}&lt;br /&gt;
{{Archive_ExamplePS|PSG 172|172|Trying to build a SRNW using 4 cargoes, having a separate network for each cargo. We also noticed that massive stations create huge train waves which can be a problem.|[[File:SRNW_PSG172plan.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
== Orderless SRNW ==&lt;br /&gt;
Later on we tried to use SRNW globally so that trains would not regulate only within a single SL, but on the whole map. To reach absolute universalness of trains, we gave trains no orders (psg157 orders have no real role). That brought immense amount of new complications of constructing splits which tell trains where to actually go. This instance of self-regulation is limited to doing only one thing - pickup and drop at stations which supply/require the cargo. We also only did this with a single cargo type as that would require more split logic.&lt;br /&gt;
'''ML-&amp;gt;SL Split''' is a necessary mechanism which forces trains into the waiting bay if the bay is empty. Also note the necessity of fail-safe mechanism as the 2-way entry signal on the ML could get red at any time, possibly deadlocking a train.&lt;br /&gt;
The biggest problem with orderless trains is that their pathfinding is extremely unpredictable as even 2way eol can easily break.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SRNW_157flipflop.png|Flipflop to direct ML traffic.&lt;br /&gt;
File:SRNW_157split.png|A counting splitter which forces every 8th train to split.&lt;br /&gt;
File:SRNW_180split.png|Forced split when waiting bay is empty, with fail-safe mechanism to avoild deadlocks.&lt;br /&gt;
File:SRNW_180trap.png|Pathfinder traps neccesary to make 2way eol work with orderless trains.&lt;br /&gt;
File:SRNW_PSG180orders.png|This SRNW has complicated orders.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Archive_ExamplePS|PSG 157|157|A specific passenger game which made trains split in equal ratios into all 16 ICE stations on the map, using flipflops, counter splits and similar logic mechanisms.|[[File:SRNW_PSG157plan.png|200px]]}}&lt;br /&gt;
{{Archive_ExamplePS|PSG 180|180|Truly global self-regulation split in two halves, each having access all sidelines, furtherly split in North/South drop using flipflops, so both ML ends had the same traffic coming out from the drop towards ML-&amp;gt;SL splits. The split also helped to get rid of massive train waves from large synchronized stations.|[[File:SRNW_PSG180plan.png|200px]]}}&lt;br /&gt;
{{Archive_ExamplePS|PSG 199|199|A system of 8 rings which overflow into the n+1th, and stay within the ring if they succeed loading.|[[File:SRNW_PSG199plan.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
== Conditional Order SRNW ==&lt;br /&gt;
&lt;br /&gt;
We also tried to make a self-regulating network where trains would evaluate what to do based on what percentage of cargo they randomly collected. This is rather typically done in passenger games but we also tried it with cargo.&lt;br /&gt;
&lt;br /&gt;
Closely related to this is also a technique of orders by which you can cycle the conditional orders, so that until a train is 100% full, it will be lost. This creates the same effect as orderless trains and can cause some serious issues with directing trains - unless trains go only in a loop of stations, nowhere else - but you still need them to go somewhere else to unload/transfer the cargo they collected. There is a closer article about this, but the technique is not very usable.&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2010/12/17/a-different-srnw-sl-concept/&lt;br /&gt;
&lt;br /&gt;
'''Another option''' is to make waypoints in a sequence and check train load after each waypoint. This can be necessary for refit SRNW because you still need to have some orders moving to tell trains when to refit - not just an unreachable order which would be &amp;quot;stuck&amp;quot;.&lt;br /&gt;
We did exactly this in pzg 22 where each SL had four waypoints on the ML, and on the SL exit. Each SL was a shortcut to the waypoint (as ML waypoint was heavily penalized) so trains prefered to try to pick the SL when empty (heading to that waypoint).&lt;br /&gt;
&lt;br /&gt;
Once they reached that waypoint, a conditional order check was made:&lt;br /&gt;
If train was full, it went directly to drop - ignoring all following sidelines.&lt;br /&gt;
If it was empty, it just continued trying to join a SL and load there.&lt;br /&gt;
&lt;br /&gt;
Obviously after that you are free to use any orders you want - so we used refit to complete the process, and then the trains tried to load primary cargo again.&lt;br /&gt;
Trains which failed to load the primary cargo on all four SLs went to refit to the next cargo in the cycle.&lt;br /&gt;
All of this allowed for 8 primary cargoes to be serviced, plus their products.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SRNW_200orders.png|The orders are rather simple, when the train reaches the end of the loop, it decides what to do.&lt;br /&gt;
File:SRNW_pzg22orders.png|A bit longer order list; trains making decisions at checkpoints (waypoints).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Archive_ExamplePS|PSG 200|200|As one of the many things we did in this game, we tried SRNW loop with using conditional orders.|[[File:SRNW_200conditionals.png|200px]]}}&lt;br /&gt;
{{Archive_ExamplePS|PSG 230|230|One of the stations had a feeder with especially simple conditional orders which even have the exact stations in orders.|[[File:SRNW_230conditionals.png|200px]]}}&lt;br /&gt;
{{Archive_ExamplePZ|PZG 22|22|A network which did literally everything with just one train group.|[[File:SRNW_pzg22conditionals.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
== TL1 Leader / Timed SRNW ==&lt;br /&gt;
There were also attempts to make multi-cargo SRNW by making trains go in a certain pattern behind each other, so we would then be able to distinguis cargo type just by counting the TL1 indicator trains which created the spots.&lt;br /&gt;
It was also tried with timing the trains instead of creating spots for real trains by TL1 separators.&lt;br /&gt;
&lt;br /&gt;
There is a detailed article available on the blog: http://blog.openttdcoop.org/2012/07/07/orderless-multi-cargo-srnw-my-first-article/&lt;br /&gt;
&lt;br /&gt;
Timing the trains is also a possibility http://wiki.openttdcoop.org/images/f/f5/SRNW_NoOrders1_LoPo.sav&lt;br /&gt;
&lt;br /&gt;
This concept can however be done much simplier just by Unreachable waypoints below.&lt;br /&gt;
&lt;br /&gt;
== Unreachable waypoint SRNW ==&lt;br /&gt;
The concept of this kind of SRNW is having trains chase a destination which they can never reach, but they still see the path to it through pathfinder traps.&lt;br /&gt;
First off, unreachable waypoint SRNW was just a concept for psg207 which would make SML work as a SRNW mechanism - making trains want to go towards the center of the circle, able to split there, but never able to reach the waypoint thanks to pf traps.&lt;br /&gt;
Later on we realized that trains heading towards a waypoint can be very easily directed, allowing for a very feasible multi-cargo SRNW and global SRNWs in general, which we also tried in psg 223. We found out that this idea completely overthrows Orderless SRNW due to vastly reduced complications and increased amount of possibilities. This concept was furtherly re-applied in psg239 where we did it with a total of 7 cargoes.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SRNW_207trap.png|Trains believe they can find beer through the inner ring of the SML.&lt;br /&gt;
File:SRNW_223split.png|Two separate splits for ore and coal, each having it's own waypoint.&lt;br /&gt;
File:SRNW_239split.png|A split which only makes trains splits if they are required by a certain cargo type.&lt;br /&gt;
File:SRNW_207orders.png|Trains heading towards station they can never reach. With 255 orders to prevent implicit order creation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Archive_ExamplePS|PSG 207|207|Unique usage of SML, turning it into a SRNW where trains use the inner ring &amp;quot;bait&amp;quot; as exit, making sure trains will not be able to exit the ML until they manage to get to the inner ring - which adds distance and randomness to the splitting towards various ICE stations.|[[File:SRNW_PSG207plan.png|200px]]}}&lt;br /&gt;
{{Archive_ExamplePS|PSG 223|223|Two-cargo SRNW which directs trains based on two waypoints which could never be reached.|[[File:SRNW_PSG223plan.png|200px]]}}&lt;br /&gt;
{{Archive_ExamplePS|PSG 239|239|Having 7 cargoes brings some new problems as it is inconvenient to separate all 7 cargoes at each SL split, we even tried to make some splits which would be able to all that at once.|[[File:SRNW_PSG239plan.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Refit SRNW ==&lt;br /&gt;
&lt;br /&gt;
When it comes to multi-cargo SRNW, we wanted not only to have a few separate groups of trains running on the same network, each group taking care of their own primaries. We wanted to have all trains be able to adapt to what cargo is needed to be transported on that SL.&lt;br /&gt;
Therefore we did a series of conditional orders and refits, refitting until trains find cargo to load. This is typically done by having a waypoint like &amp;quot;Fruit Check&amp;quot;.  When trains go through the waypoint, they look if they have loaded or not - by conditional orders. If they did not load, they apparently need to refit and try again with another cargo. If they did load, they just proceed towards the drop. Making the &amp;quot;0% load&amp;quot; check behind a reverser is important in order to make trains prefer going towards the loading station (this could also be solved by massive penalties but reversers are more reliable).&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SRNW_214check.png|The decision point, did the train exit station and is full, or did it pass around empty and needs refit to next cargo?&lt;br /&gt;
File:SRNW_214orders.png|Typical train orders for refit SRNW. If empty, refit to next cargo.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Archive_ExamplePS|PSG 214|214|Every SL has one group of trains which is able to take care of all the 4 cargoes there, no matter how much of which cargo is available.|[[File:SRNW_PSG214plan.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gametypes]]&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Self-regulating_Network&amp;diff=15254</id>
		<title>Self-regulating Network</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Self-regulating_Network&amp;diff=15254"/>
				<updated>2013-10-02T09:22:59Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Purpose ==&lt;br /&gt;
The idea of Self-regulating network is to have an amount (eventually all) of pickup stations automatically used by one group of trains.&lt;br /&gt;
&lt;br /&gt;
That way we can manage just one train group and service all industries in question automatically - regardless how much each of them produces.&lt;br /&gt;
&lt;br /&gt;
There are many deviations and extra usages of SRNW as you will be able to read down below.&lt;br /&gt;
== Technical Requirements ==&lt;br /&gt;
To get to know SRNW it is important to be aware of features like 2-way eol and mechanisms related to that, like pathfinder trap.&lt;br /&gt;
&lt;br /&gt;
http://wiki.openttdcoop.org/Two-way-Signals&lt;br /&gt;
&lt;br /&gt;
Note: Sometimes implicit orders can create serious problems and the train order lists need to be filled with 255 orders in order to prevent creation of implicit orders!&lt;br /&gt;
&lt;br /&gt;
== Sideline waypoint SRNW ==&lt;br /&gt;
This is the most basic SRNW design and it is recommended to start with it as the other designs require knowledge of the basics. The basic SRNW will have those key segments:&lt;br /&gt;
&lt;br /&gt;
1. SL works as a ring, while the only way out of the SL is through pickup stations&lt;br /&gt;
&lt;br /&gt;
2. Trains use a waypoint order to be able to load in any of the stations they could possibly end up in, and to make them &amp;quot;want&amp;quot; to go through the stations. There are many ways how to build one, for more info see http://wiki.openttdcoop.org/Junctionary_-_Stations_-_SRNW&lt;br /&gt;
&lt;br /&gt;
3. As trains do not have a (full load) order in the stations - as they do not have any station orders - we need to make sure that trains get fully loaded. That is solved by various SRNW stations (see junctionary), most typically using dummy trains.'''&lt;br /&gt;
&lt;br /&gt;
After the SL exit there can happen any other order, but most typically an unpload order.&lt;br /&gt;
&lt;br /&gt;
[[File:Basic_SRNW.jpg|500px|thumb|center|Basic SRNW concept.]]&lt;br /&gt;
&lt;br /&gt;
In the beginnings of SRNW, in public server game 121 and later on 149, we used waypoints which made a border of a SL as a closed mechanism, and trains would regulate over the industries connected to that sideline.&lt;br /&gt;
As a specific, every SL typically has an overflow which needs to be controlled by some sort of logic, be it timer, on-demand release or clock which detects how long has no train overflown.&lt;br /&gt;
===Overflow Release Conditions===&lt;br /&gt;
We generally recognize 3 main types of overflow release. Using a '''timer interval'''. Timer is probably the easiest way how to add any overflow control, you have to set it's trigger interval manually though.&lt;br /&gt;
Secondly there is the option to''' detect whether there are any free waiting bays''', and releasing trains there eventually. This generally gets to a problem where you release multipler trains towards one waiting bay, because it mostly does not detect trains which are on the way towards the waiting bay.&lt;br /&gt;
A good solution could be a '''clock''' - which is made to detect whether any trains have overflown in the last period of time, and eventually release a new train into the circuit if none has overflown. This can work sub-optimally if there is a lot of train waves.&lt;br /&gt;
The clock is red all the time, until all the memories become red - by the little running train making a complete loop without being interrupted. Interruption occurs by resetting all memories to green whenever a train overflows.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SRNW_Timer.png|A simple timer which blocks trains until going for the next order, usually set by a timetable.&lt;br /&gt;
File:SRNW_On_Demand_Release.png|Waiting bay detection for a SL, just like in overflow stations.&lt;br /&gt;
File:Mark_Clock.png|Mark's clock&lt;br /&gt;
File:SRNW_121orders.png|Typical SRNW orders. Pay special attention to the missing non-stop on the SL Exit order.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Archive_ExamplePS|PSG 121|121|The first really large scale SRNW game with a lot of experiments with stations. Many self-regulating twin-sidelines with 2 cargoes used on each.|[[File:SRNW_PSG121plan.png|200px]]}}&lt;br /&gt;
{{Archive_ExamplePS|PSG 149|149|Another attempt to make a system of multiple sidelines consisting of 2 cargoes.|[[File:SRNW_PSG149plan.png|200px]]}}&lt;br /&gt;
{{Archive_ExamplePS|PSG 172|172|Trying to build a SRNW using 4 cargoes, having a separate network for each cargo. We also noticed that massive stations create huge train waves which can be a problem.|[[File:SRNW_PSG172plan.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
== Orderless SRNW ==&lt;br /&gt;
Later on we tried to use SRNW globally so that trains would not regulate only within a single SL, but on the whole map. To reach absolute universalness of trains, we gave trains no orders (psg157 orders have no real role). That brought immense amount of new complications of constructing splits which tell trains where to actually go. This instance of self-regulation is limited to doing only one thing - pickup and drop at stations which supply/require the cargo. We also only did this with a single cargo type as that would require more split logic.&lt;br /&gt;
'''ML-&amp;gt;SL Split''' is a necessary mechanism which forces trains into the waiting bay if the bay is empty. Also note the necessity of fail-safe mechanism as the 2-way entry signal on the ML could get red at any time, possibly deadlocking a train.&lt;br /&gt;
The biggest problem with orderless trains is that their pathfinding is extremely unpredictable as even 2way eol can easily break.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SRNW_157flipflop.png|Flipflop to direct ML traffic.&lt;br /&gt;
File:SRNW_157split.png|A counting splitter which forces every 8th train to split.&lt;br /&gt;
File:SRNW_180split.png|Forced split when waiting bay is empty, with fail-safe mechanism to avoild deadlocks.&lt;br /&gt;
File:SRNW_180trap.png|Pathfinder traps neccesary to make 2way eol work with orderless trains.&lt;br /&gt;
File:SRNW_PSG180orders.png|This SRNW has complicated orders.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Archive_ExamplePS|PSG 157|157|A specific passenger game which made trains split in equal ratios into all 16 ICE stations on the map, using flipflops, counter splits and similar logic mechanisms.|[[File:SRNW_PSG157plan.png|200px]]}}&lt;br /&gt;
{{Archive_ExamplePS|PSG 180|180|Truly global self-regulation split in two halves, each having access all sidelines, furtherly split in North/South drop using flipflops, so both ML ends had the same traffic coming out from the drop towards ML-&amp;gt;SL splits. The split also helped to get rid of massive train waves from large synchronized stations.|[[File:SRNW_PSG180plan.png|200px]]}}&lt;br /&gt;
{{Archive_ExamplePS|PSG 199|199|A system of 8 rings which overflow into the n+1th, and stay within the ring if they succeed loading.|[[File:SRNW_PSG199plan.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
== Conditional Order SRNW ==&lt;br /&gt;
&lt;br /&gt;
We also tried to make a self-regulating network where trains would evaluate what to do based on what percentage of cargo they randomly collected. This is rather typically done in passenger games but we also tried it with cargo.&lt;br /&gt;
&lt;br /&gt;
Closely related to this is also a technique of orders by which you can cycle the conditional orders, so that until a train is 100% full, it will be lost. This creates the same effect as orderless trains and can cause some serious issues with directing trains - unless trains go only in a loop of stations, nowhere else - but you still need them to go somewhere else to unload/transfer the cargo they collected. There is a closer article about this, but the technique is not very usable.&lt;br /&gt;
&lt;br /&gt;
http://blog.openttdcoop.org/2010/12/17/a-different-srnw-sl-concept/&lt;br /&gt;
&lt;br /&gt;
'''Another option''' is to make waypoints in a sequence and check train load after each waypoint. This can be necessary for refit SRNW because you still need to have some orders moving to tell trains when to refit - not just an unreachable order which would be &amp;quot;stuck&amp;quot;.&lt;br /&gt;
We did exactly this in pzg 22 where each SL had four waypoints on the ML, and on the SL exit. Each SL was a shortcut to the waypoint (as ML waypoint was heavily penalized) so trains prefered to try to pick the SL when empty (heading to that waypoint).&lt;br /&gt;
&lt;br /&gt;
Once they reached that waypoint, a conditional order check was made:&lt;br /&gt;
If train was full, it went directly to drop - ignoring all following sidelines.&lt;br /&gt;
If it was empty, it just continued trying to join a SL and load there.&lt;br /&gt;
&lt;br /&gt;
Obviously after that you are free to use any orders you want - so we used refit to complete the process, and then the trains tried to load primary cargo again.&lt;br /&gt;
Trains which failed to load the primary cargo on all four SLs went to refit to the next cargo in the cycle.&lt;br /&gt;
All of this allowed for 8 primary cargoes to be serviced, plus their products.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SRNW_200orders.png|The orders are rather simple, when the train reaches the end of the loop, it decides what to do.&lt;br /&gt;
File:SRNW_pzg22orders.png|A bit longer order list; trains making decisions at checkpoints (waypoints).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Archive_ExamplePS|PSG 200|200|As one of the many things we did in this game, we tried SRNW loop with using conditional orders.|[[File:SRNW_200conditionals.png|200px]]}}&lt;br /&gt;
{{Archive_ExamplePS|PSG 230|230|One of the stations had a feeder with especially simple conditional orders which even have the exact stations in orders.|[[File:SRNW_230conditionals.png|200px]]}}&lt;br /&gt;
{{Archive_ExamplePZ|PZG 22|22|A network which did literally everything with just one train group.|[[File:SRNW_pzg22conditionals.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
== TL1 Leader / Timed SRNW ==&lt;br /&gt;
There were also attempts to make multi-cargo SRNW by making trains go in a certain pattern behind each other, so we would then be able to distinguis cargo type just by counting the TL1 indicator trains which created the spots.&lt;br /&gt;
It was also tried with timing the trains instead of creating spots for real trains by TL1 separators.&lt;br /&gt;
&lt;br /&gt;
There is a detailed article available on the blog: http://blog.openttdcoop.org/2012/07/07/orderless-multi-cargo-srnw-my-first-article/&lt;br /&gt;
&lt;br /&gt;
Timing the trains is also a possibility http://wiki.openttdcoop.org/images/f/f5/SRNW_NoOrders1_LoPo.sav&lt;br /&gt;
&lt;br /&gt;
This concept can however be done much simplier just by Unreachable waypoints below.&lt;br /&gt;
&lt;br /&gt;
== Unreachable waypoint SRNW ==&lt;br /&gt;
The concept of this kind of SRNW is having trains chase a destination which they can never reach, but they still see the path to it through pathfinder traps.&lt;br /&gt;
First off, unreachable waypoint SRNW was just a concept for psg207 which would make SML work as a SRNW mechanism - making trains want to go towards the center of the circle, able to split there, but never able to reach the waypoint thanks to pf traps.&lt;br /&gt;
Later on we realized that trains heading towards a waypoint can be very easily directed, allowing for a very feasible multi-cargo SRNW and global SRNWs in general, which we also tried in psg 223. We found out that this idea completely overthrows Orderless SRNW due to vastly reduced complications and increased amount of possibilities. This concept was furtherly re-applied in psg239 where we did it with a total of 7 cargoes.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SRNW_207trap.png|Trains believe they can find beer through the inner ring of the SML.&lt;br /&gt;
File:SRNW_223split.png|Two separate splits for ore and coal, each having it's own waypoint.&lt;br /&gt;
File:SRNW_239split.png|A split which only makes trains splits if they are required by a certain cargo type.&lt;br /&gt;
File:SRNW_207orders.png|Trains heading towards station they can never reach. With 255 orders to prevent implicit order creation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Archive_ExamplePS|PSG 207|207|Unique usage of SML, turning it into a SRNW where trains use the inner ring &amp;quot;bait&amp;quot; as exit, making sure trains will not be able to exit the ML until they manage to get to the inner ring - which adds distance and randomness to the splitting towards various ICE stations.|[[File:SRNW_PSG207plan.png|200px]]}}&lt;br /&gt;
{{Archive_ExamplePS|PSG 223|223|Two-cargo SRNW which directs trains based on two waypoints which could never be reached.|[[File:SRNW_PSG223plan.png|200px]]}}&lt;br /&gt;
{{Archive_ExamplePS|PSG 239|239|Having 7 cargoes brings some new problems as it is inconvenient to separate all 7 cargoes at each SL split, we even tried to make some splits which would be able to all that at once.|[[File:SRNW_PSG239plan.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Refit SRNW ==&lt;br /&gt;
&lt;br /&gt;
When it comes to multi-cargo SRNW, we wanted not only to have a few separate groups of trains running on the same network, each group taking care of their own primaries. We wanted to have all trains be able to adapt to what cargo is needed to be transported on that SL.&lt;br /&gt;
Therefore we did a series of conditional orders and refits, refitting until trains find cargo to load. This is typically done by having a waypoint like &amp;quot;Fruit Check&amp;quot;.  When trains go through the waypoint, they look if they have loaded or not - by conditional orders. If they did not load, they apparently need to refit and try again with another cargo. If they did load, they just proceed towards the drop. Making the &amp;quot;0% load&amp;quot; check behind a reverser is important in order to make trains prefer going towards the loading station (this could also be solved by massive penalties but reversers are more reliable).&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SRNW_214check.png|The decision point, did the train exit station and is full, or did it pass around empty and needs refit to next cargo?&lt;br /&gt;
File:SRNW_214orders.png|Typical train orders for refit SRNW. If empty, refit to next cargo.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Archive_ExamplePS|PSG 214|214|Every SL has one group of trains which is able to take care of all the 4 cargoes there, no matter how much of which cargo is available.|[[File:SRNW_PSG214plan.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gametypes]]&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Junctionary_-_Mergers&amp;diff=15188</id>
		<title>Junctionary - Mergers</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Junctionary_-_Mergers&amp;diff=15188"/>
				<updated>2013-09-06T07:12:13Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{JunctionaryMergersMainMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mergers are the most important part of backbone hubs and often decide the way how such a hub works. There are quite a few ways how to make a merger. With increasing number of output lines the merger building varies a lot, so it is divided by this aspect.&lt;br /&gt;
&lt;br /&gt;
Detailed explanation of merging tracks can be found here http://wiki.openttdcoop.org/Merging_Tracks&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=15137</id>
		<title>User:V453000</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=User:V453000&amp;diff=15137"/>
				<updated>2013-08-25T07:20:58Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact: V453000 [at] openttdcoop [dot] org [[Category:Active Members]]&lt;br /&gt;
&lt;br /&gt;
'''Date of birth:''' 1st January 1920 (29. 6. 1990 in real)&lt;br /&gt;
&lt;br /&gt;
'''Location:''' Temperate Climate (Liberec, Czech Republic)&lt;br /&gt;
&lt;br /&gt;
'''TT since:''' childhood of course&lt;br /&gt;
&lt;br /&gt;
'''OpenTTDCoop since:''' hard to say as I dont remember since when I just watched savegames, just watched PSGs and since when I actually started building :|&lt;br /&gt;
&lt;br /&gt;
'''Strengths:''' wtf?&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:''' englysh, abilities with IRC and wiki account :p&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Most dangerous with:''' Sparta, Technoviking, beer, SLUGs&lt;br /&gt;
&lt;br /&gt;
'''Loves:''' Madness, insanity, weirdness, ... did I forget anything?&lt;br /&gt;
&lt;br /&gt;
'''Likes:''' challenging tasks, developing new things, being original and creative&lt;br /&gt;
&lt;br /&gt;
'''Dislikes:''' long trains and badly accelerating, narrow maps, aircraft, ships&lt;br /&gt;
&lt;br /&gt;
'''Hates''': dumb drivers, not having beer nearby&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''I wish a nice time to everyone playing OpenTTD! Especially with us.'''&lt;br /&gt;
&lt;br /&gt;
== NUTS Unrealistic Train Set ==&lt;br /&gt;
&lt;br /&gt;
As you might have heard, my biggest project is a train set shortcutted as NUTS. You can download it on the download content, the home of the train set however is at the devzone, including a wiki about a detailed usage of the set.&lt;br /&gt;
&lt;br /&gt;
http://dev.openttdcoop.org/projects/nuts&lt;br /&gt;
&lt;br /&gt;
Related blog articles&lt;br /&gt;
http://blog.openttdcoop.org/2013/03/31/1st-nuts-birthday-is-here/&lt;br /&gt;
http://blog.openttdcoop.org/2013/01/12/nuts-unrealistic-train-set-wiki/&lt;br /&gt;
http://blog.openttdcoop.org/2011/10/18/nuts-revolution-among-train-sets/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What am I doing? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/TLS|Train Length Splitters]]&lt;br /&gt;
&lt;br /&gt;
Want to split the various TLs on the network? You might find these useful.&lt;br /&gt;
&lt;br /&gt;
[[User:V453000/PSML|Packed SML Concept]]&lt;br /&gt;
&lt;br /&gt;
An idea how to maximize SML efficiency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My Savegames&lt;br /&gt;
&lt;br /&gt;
Here you can download some of my savegames. There are four, TL5game is the oldest one and then it chronologically goes wit hTL3, TL1 and RV game. These games are much like my Top games as they were completely finished. The train games were finished when I just felt like it, the RV game ended when I reached my goal of 5000 vehicles with no jams. Enjoy it :)&lt;br /&gt;
&lt;br /&gt;
[[media:Devastation.sav|TL5 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:SmashAndDown.sav|TL3 Game]]&lt;br /&gt;
SLH01 - biggest junction on the map:&lt;br /&gt;
[[File:SnD1927.png|100px]]&lt;br /&gt;
[[file:SnD2080.png|100px]]&lt;br /&gt;
&lt;br /&gt;
[[media:MicroDrones.sav|TL1 Game]]&lt;br /&gt;
&lt;br /&gt;
[[media:CARnage4999.sav|RV Game]] - how to stuff 5000 RVs on a 256x256&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://blog.openttdcoop.org/author/V453000/ My Blog Articles] ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Building Revues ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 01'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/09/611/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 02: Splits'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/03/25/advanced-building-revue-02-splits/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 03: Path to insanity'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/14/advanced-building-revue-03-path-to-insanity/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 04: Overflows'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 05: Sbahns and city networks'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/13/advanced-building-revue-05-sbahns-and-city-networks/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 06: Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/07/10/advanced-building-revue-06-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 07: Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/09/28/advanced-building-revue-07-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 08: Overflows II'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 09: SRNW Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/01/21/advanced-building-revue-09-self-regulating-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 10: Invisible Hubs'''&lt;br /&gt;
http://blog.openttdcoop.org/2011/06/02/advanced-building-revue-10-invisible-hubs/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 11: Refit Stations'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/02/16/advanced-building-revue-11-refit-stations/&lt;br /&gt;
&lt;br /&gt;
'''Advanced Building Revue 12: Overflows III'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/06/28/advanced-building-revue-12-overflows-iii/&lt;br /&gt;
&lt;br /&gt;
=== Game Reviews and Stuff ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Public server game 186 Review'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/06/11/public-server-game-186-review/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 13 - Timed SML'''&lt;br /&gt;
http://blog.openttdcoop.org/2010/08/02/prozone-game-13-timed-aka-insane-sml/&lt;br /&gt;
&lt;br /&gt;
'''ProZone Game 2013 -  Timed SML on steroids'''&lt;br /&gt;
http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creating Maps'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/10/16/creating-maps/&lt;br /&gt;
&lt;br /&gt;
'''Servicing and Autoreplace'''&lt;br /&gt;
http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_261_-_270&amp;diff=15086</id>
		<title>PublicServer:Archive - Games 261 - 270</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_261_-_270&amp;diff=15086"/>
				<updated>2013-08-09T16:09:21Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PublicServerArchiveMenu}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=263&lt;br /&gt;
|date=16.07.2013-9.8.2013&lt;br /&gt;
|players={{User|V453000}}, {{User|Mark}}, {{User|Vinnie}}, {{User|Sylf}}, {{User|mfb}}, {{User|Maraxus}}, {{User|Jam35}}, {{User|scshunt}}, {{User|Steverov}}, {{User|Tray}}, {{User|phatmatt}}, {{User|dino}}, {{User|ZestyLemons}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL 4&lt;br /&gt;
|mapsize=512 x 512 Artic&lt;br /&gt;
|version=r25627 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=With the new PURR Universal Rainbow Rails, we tried to make an organic game which would keep memory of what was built when. Unfortunately we did not get to the last stage of building green before declaring the game to be over.&lt;br /&gt;
|imagedescription=One of the rainbow places of the network.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=262&lt;br /&gt;
|date=27.06.2013 - 16.07.2013&lt;br /&gt;
|players={{User|Vinnie}}, {{User|Sylf}}, {{User|mfb}}, {{User|V453000}}, {{User|Maraxus}}, {{User|Anson}}, {{User|ZxBiohazardZx}}, {{User|scshunt}}, {{User|Steverov}}, {{User|fonsinchen}}&lt;br /&gt;
|type=Cargo Cargodist&lt;br /&gt;
|TL=TL 5&lt;br /&gt;
|mapsize=512 x 512 Artic&lt;br /&gt;
|version=r25575 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=This game we experimented some more with cargodist. We made the trains refit to their secondary and then drop their cargo in each of the 8 SLH drops before returning to their primary. A nice idea but in practice we encountered problems with conditional orders that either break cargodist links or do not fully unload cargo. Many trains were driving around empty with minimal (e.g half of one car full) loads. Because of these problems the interest in this particular game became to low to continue. So we ended with a little over 666 trains. &lt;br /&gt;
|imagedescription=One of the SLHs in the network}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=261&lt;br /&gt;
|date=11.06.2013 - 27.06.2013&lt;br /&gt;
|players={{User|Sylf}}, {{User|mfb}}, {{User|LoPo}}, {{User|Maraxus}}, {{User|Vinnie}}, {{User|Brumi}}, {{User|ZxBiohazardZx}}, {{User|scshunt}}, {{User|fonsinchen}}&lt;br /&gt;
|type=Pax Cargodist&lt;br /&gt;
|TL=TL 5&lt;br /&gt;
|mapsize=512 x 512 Temperate&lt;br /&gt;
|version=r25385 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=We tried the brand new feature that was committed to OpenTTD trunk lately - cargo distribution.  We started by coop's standard ICE/SBahn networks.  Most players were puzzled by how passengers decided on their destinations and their routes.  And many didn't bother to try to solve the cargo balance issue too seriously.  Players quickly lost interest in this game, so we're abandoning this game incomplete.&lt;br /&gt;
|imagedescription=The network of train connections, most of them are served well}}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=File:PSG263.png&amp;diff=15083</id>
		<title>File:PSG263.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=File:PSG263.png&amp;diff=15083"/>
				<updated>2013-08-09T16:06:42Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_261_-_270&amp;diff=15080</id>
		<title>PublicServer:Archive - Games 261 - 270</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=PublicServer:Archive_-_Games_261_-_270&amp;diff=15080"/>
				<updated>2013-08-09T16:01:51Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PublicServerArchiveMenu}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=263&lt;br /&gt;
|date=16.07.2013-9.8.2013&lt;br /&gt;
|players=, {{User|V453000}}, {{User|Mark}}, {{User|Vinnie}}, {{User|Sylf}}, {{User|mfb}}, {{User|Maraxus}}, {{User|Jam35}}, {{User|scshunt}}, {{User|Steverov}}, {{User|Tray}}, {{User|phatmatt}}, {{User|dino}}, {{User|ZestyLemons}}&lt;br /&gt;
|type=Cargo&lt;br /&gt;
|TL=TL 4&lt;br /&gt;
|mapsize=512 x 512 Artic&lt;br /&gt;
|version=r25627 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=With the new PURR Universal Rainbow Rails, we tried to make an organic game which would keep memory of what was built when. Unfortunately we did not get to the last stage of building green before declaring the game to be over.&lt;br /&gt;
|imagedescription=One of the rainbow places of the network.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=262&lt;br /&gt;
|date=27.06.2013 - 16.07.2013&lt;br /&gt;
|players={{User|Vinnie}}, {{User|Sylf}}, {{User|mfb}}, {{User|V453000}}, {{User|Maraxus}}, {{User|Anson}}, {{User|ZxBiohazardZx}}, {{User|scshunt}}, {{User|Steverov}}, {{User|fonsinchen}}&lt;br /&gt;
|type=Cargo Cargodist&lt;br /&gt;
|TL=TL 5&lt;br /&gt;
|mapsize=512 x 512 Artic&lt;br /&gt;
|version=r25575 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=This game we experimented some more with cargodist. We made the trains refit to their secondary and then drop their cargo in each of the 8 SLH drops before returning to their primary. A nice idea but in practice we encountered problems with conditional orders that either break cargodist links or do not fully unload cargo. Many trains were driving around empty with minimal (e.g half of one car full) loads. Because of these problems the interest in this particular game became to low to continue. So we ended with a little over 666 trains. &lt;br /&gt;
|imagedescription=One of the SLHs in the network}}&lt;br /&gt;
&lt;br /&gt;
{{Archive PublicServer&lt;br /&gt;
|id=261&lt;br /&gt;
|date=11.06.2013 - 27.06.2013&lt;br /&gt;
|players={{User|Sylf}}, {{User|mfb}}, {{User|LoPo}}, {{User|Maraxus}}, {{User|Vinnie}}, {{User|Brumi}}, {{User|ZxBiohazardZx}}, {{User|scshunt}}, {{User|fonsinchen}}&lt;br /&gt;
|type=Pax Cargodist&lt;br /&gt;
|TL=TL 5&lt;br /&gt;
|mapsize=512 x 512 Temperate&lt;br /&gt;
|version=r25385 [[GRF|#openttdcoop-GRF-Pack 8.0]]&lt;br /&gt;
|description=We tried the brand new feature that was committed to OpenTTD trunk lately - cargo distribution.  We started by coop's standard ICE/SBahn networks.  Most players were puzzled by how passengers decided on their destinations and their routes.  And many didn't bother to try to solve the cargo balance issue too seriously.  Players quickly lost interest in this game, so we're abandoning this game incomplete.&lt;br /&gt;
|imagedescription=The network of train connections, most of them are served well}}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=ProZone:Archive_-_Games_21_-_30&amp;diff=15074</id>
		<title>ProZone:Archive - Games 21 - 30</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=ProZone:Archive_-_Games_21_-_30&amp;diff=15074"/>
				<updated>2013-08-06T18:07:20Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{ProZoneArchiveMenu}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Archive_ProZone|Pro Zone Game 2013|13.1.13-16.4.13| {{User|V453000}}, minions ( {{User|Vinnie}}, {{User|mfb}}, {{User|Maraxus}}, {{User|Ryton}}, {{User|Jam35}}, {{User|tycoondemon}} ) | [[Gametype:Cargo|Cargo]] |TL5| 256 x 1024 Sub-Tropic |r25627|#openttdcoop-GRF Pack8.0| A major update to ProZoneGame 13 - one of the most concept-specific games, making the concept not only work again, but also work better! The game ended with 5000 trains and 204 624 goods per month produced. More can be found at http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/ |2013|Image:ProZone2013screenshot.png| Mayhem.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_ProZone|Pro Zone Game 23|13.1.13-16.4.13| {{User|V453000}}, minions ( {{User|mfb}}, {{User|LoPo}}, {{User|Tray}}, {{User|Dom}}, {{User|Vinnie}} ) | [[Gametype:Cargo|Cargo]] |TL5| 256 x 256 Sub-Arctic |r25186|#openttdcoop-GRF Pack8.0| More of making my typical game, with the rules I use for my own games, and the playing style I personally use. From 1920 to about 2100, the network turned into a true Slug Nest which I consider quite a definition of how exactly I like to play when I play my own games, and also a demonstration of one of the many things NUTS actually allows - CL1 lets me focus on network structure instead of layout, and lets track density be truly high. Also, thanks to all who participated :) |23|Image:ProZone23screenshot.png| One of the rail clutters, this one near coal drop, showing the power of CL1.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_ProZone|Pro Zone Game 22|12.11.12-13.1.13| {{User|V453000}}, {{User|mfb}}, {{User|LoPo}}, {{User|Sylf}}, {{User|Sturmi}}, {{User|Maraxus}}, {{User|Tray}} | [[Gametype:Cargo|Cargo]] |TL2|128 x 512 Temperate |r24784|#openttdcoop-GRF Pack8.0| After a sane game last time, we chose something a bit more of the insane world. We constructed a Self regulating network with just one group of trains which serviced 8 different cargo types by refit. To keep trains on the ML correctly we also had to use various waypoints as checks for load percentage. Complicated idea executed relatively simply, with a great gain of 8-cargo SRNW, including taking care of products like goods, food and steel. The network started with 2 lines, but some expanding got out of hand and we ended up with 8 lines and 2000 trains on this tiny map. |22|Image:ProZone22screenshot.png| SL N 04 was one of the nicer sidelines, showing all of it's features in this screenshot, including the check waypoints.}}&lt;br /&gt;
&lt;br /&gt;
{{Archive_ProZone|Pro Zone Game 21|4.11.12-12.11.12| {{User|V453000}}, {{User|mfb}}, {{User|LoPo}}, {{User|Sylf}}, {{User|Ammler}}, {{User|Vinnie}}, {{User|Ben Totterdell}}, {{User|Sturmi}}, {{User|Maraxus}}, {{User|Tray}}, {{User|dwarf}}, {{User|Dom}} | [[Gametype:Cargo|Cargo]] |TL3|512 x 512 Temperate |r24673|#openttdcoop-GRF Pack8.0| A completely peaceful game where absolutely nothing happened, we only rerouted some goods traffic after porting the game from the Public Server. After that we did just a few small expansions where we totally did not rebuild whole junctions or dried lakes out. We would never ever build a 4way junction instead of two 3-ways as it could cause the 4way to cover around 100x100 area. Above all, we absolutely hate trains so we would be massively ashamed if we ever reached 3000 trains running on our network with just occasional jams, but nothing serious in the end. Luckily this game did not end up as absolute brainmelting hell all over the map. Link to the original public server game: http://wiki.openttdcoop.org/PublicServer:Archive_-_Games_241_-_250#gameid_246 |21|Image:ProZone21.png| BBH01 was one of the busier parts of the network, but the traffic was still not even noticeable. This image does not contain any rails.}}&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Template:PZG2013&amp;diff=15071</id>
		<title>Template:PZG2013</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Template:PZG2013&amp;diff=15071"/>
				<updated>2013-08-06T10:32:43Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;[[ProZone:Archive_-_Games_21_-_30#gameid_2013]]&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
This template creates a link to the archive entry of a ProZone Game. The first parameter is the number of the game. The optional second parameter is the text of the link.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;{{PZG|2}}&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; generates {{PZG|2}}&lt;br /&gt;
custom template for pzg2013&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Template:Archive_RecordsPZ2013&amp;diff=15068</id>
		<title>Template:Archive RecordsPZ2013</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Template:Archive_RecordsPZ2013&amp;diff=15068"/>
				<updated>2013-08-06T10:31:15Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style = &amp;quot;border: 1px solid black; margin: 5px; 0px;&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|style = &amp;quot;border-bottom: 1px solid black; background: #00ff00;&amp;quot; align=&amp;quot;center&amp;quot; width=&amp;quot;20%&amp;quot; |{{{1}}}&lt;br /&gt;
|style = &amp;quot;border-bottom: 1px solid black;&amp;quot; align=&amp;quot;left&amp;quot; | '''Download:''' {{#if:{{{alt-link|}}}|[{{{alt-link}}}  Pro Zone Game {{{2}}} Final]|[http://www.openttdcoop.org/files/prozone_archive/ProZoneGame_2013_Final.sav  Pro Zone Game {{{2}}} Final]}} / {{PZG2013|{{{2}}}|Archive entry for this game}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|{{{3}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Template:PZG2013&amp;diff=15065</id>
		<title>Template:PZG2013</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Template:PZG2013&amp;diff=15065"/>
				<updated>2013-08-06T10:31:01Z</updated>
		
		<summary type="html">&lt;p&gt;V453000: Created page with &amp;quot;&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;PZG{{{1}}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt; This template creates a link to the archive entry of a P...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;[[ProZone:Archive_-_Games_21-30#gameid_{{{1}}}|{{{2|PZG{{{1}}}}}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
This template creates a link to the archive entry of a ProZone Game. The first parameter is the number of the game. The optional second parameter is the text of the link.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;{{PZG|2}}&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; generates {{PZG|2}}&lt;br /&gt;
custom template for pzg2013&lt;/div&gt;</summary>
		<author><name>V453000</name></author>	</entry>

	</feed>