https://wiki.openttdcoop.org/api.php?action=feedcontributions&user=Imus&feedformat=atom#openttdcoop wiki - User contributions [en]2024-03-29T05:43:56ZUser contributionsMediaWiki 1.25.2https://wiki.openttdcoop.org/index.php?title=Ruleset&diff=14186Ruleset2013-03-19T18:49:05Z<p>Imus: /* Public Server */ minor grammar correction</p>
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<div>==Note==<br />
Rules are used to ease the cooperative gameplay. Do not think of rules as laws, being punished if you don't follow them, but rules as a cornerstone to play together.<br />
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Please note: individual games may have different rulesets. These rules are a default set, and in different games different rules may be needed - look at our [[Gametypes|Gametype-pages]] for further information.<br />
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=<center>Rules of our games</center>=<br />
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Playing in a team is very challenging. Imagine a team of skilled players who stick to their own individual playing style. If we want to set up a comprehensive and efficient transportation network we need to stick to certain rules. <br />
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These rules help us to understand what our teammates are doing. Also, it keeps us away from additional work caused by a lack of proper building style. If you want to join us, you are very welcome; but we request you to pay attention to our rules. <br />
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===Communication===<br />
* '''You should be on [[IRC]] in case we need to have a discussion for which in game chat is not sufficient.'''<br />
* We have no choice but to kick and/or ban players who are disruptive to the cooperative style of play, to make sure everyone can enjoy the game.<br />
* Try not to disrupt the whole network. If that's necessary, talk to everyone else; so they know what's going on.<br />
* Two people building in the same place is generally about as many as can be without a large amount of confusion. So communicate what and where you are doing something.<br />
* For the same reason in order to make communication easier: choose the same (or at least a recognisably similar) ingame name as your IRC nick.<br />
* If you have a special intention about something, use the ingame signs. Use them to comment out your ideas, like programmers use comments in their code. In fact, playing OTTD is like programming a system. <br />
* ''No Sign overkill is needed!'' If you see obsolete signs, delete them (if you are not sure, keep them).<br />
* Language is english (due to popular demand ;-) )<br />
* We '''always''' name our hubs and add the name of the builder on the sign to ease bugtracking and communication. Look at our [[Naming_conventions|naming conventions]].<br />
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===Game Start===<br />
Most games start with coal, because it's the resource with the best distance/profit margins. The route should go a reasonable distance (the further the better) in a (preferable) straight line. We will discuss where and how to start a game via IRC and work together to find a route that is both profitable and easy to expand. If none can be found a new map will be started. The start should be done by no more than 3 people at a time, to avoid confusion while establishing an initial profitable route.<br />
The company color is always orange. Don't question this. It leads to nothing at all ;-)<br />
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There is a very-short but very-meaningful [[Game_Start|Game Start Guide]]. Have a quick look at that, it says more than a thousand words.<br />
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===Construction===<br />
*Stick to our construction guides for a proper building style as long as a plan says something different. Therefore, ask some others ingame.<br />
*Avoid having a full loan like the plague. One loan unit is needed in case the total amount of money goes into the red. If this happens too much, the company can go bankrupt. So, it's good to have one loan unit to borrow on so that this doesn't happen.<br />
*No 90 degree turns! Trains can't take them due to our patch-settings.<br />
*No 2*45 degree curves, due to too high speed penalties. It should and can be avoided in 99.9% of all situations. Only at some less-frequented, bad-located stations, 2*45s are acceptable. This holds true also for "chaos style".<br />
*Stations are all equally long - depending on game type and strategy. Usually the smallest stations have 2 platforms but on larger games, like 1024x1024, you should stick to even larger stations - because of the long train running times there some queuings can occur.<br />
*Use the "[http://wiki.openttd.org/index.php/Railway_Stations#Ro-Ro Ro-Ro]" style. Terminus stations are acceptable for eyecandy as well as less-frequented stations or in difficult terrain.<br />
*On 2+/2+ lines ([[Guides:Glossary:Mainline|''Mainlines'']]) be sure to leave some spaces in between the two lanes (the more the better, depending on space restrictions).<br />
*We (well most of us) drive on the right side of the road, the trains should too ;-).<br />
*Unless stated otherwise we keep terraforming as low as possible. Moving a few tiles for a station or a curve is OK, but carving out a valley to lay your Sideline is a no-no. Also see [[Terraforming|Terraforming]]<br />
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===Network Design===<br />
*Often, we build large mainlines (also known as 'Axis' - at least LL___RR or even more depending on the size of the map) and use them as backbones for all of the traffic. Everything is connected to those mainlines by the [[Line_hierarchy|standard line hierarchy]]. On the other hand, this can vary basing on a specific plan. Be sure to search for a sign called like "!Network plan" to gain further information. They may mention one of the proven [[Gametypes|concepts]] in order to avoid writing down everything anew.<br />
*We build sidelines (LR) that access the mainlines via [[Guides:Glossary:Sideline_Hub|Sideline Hubs]]. <br />
*Never ever connect a station directly to the mainline. This makes a fast mainline slow. Always connect a station via a sideline.<br />
*Try to minimize the number of sidelines. A sidelinehub is always a possible source of a jam or speed decrease. Just connect stations in a certain area via the same sideline.<br />
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===Trains===<br />
*At the very beginning of a map we try to agree on a train length. A certain trainlength needs a certain curve radius, therefore we try to avoid different lengths.<br />
*Shared orders are a must if more than one vehicle shares the same route. Ctrl+click while cloning trains. Exception: never ctrl+clone trains from trainyard<br />
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===Public Server===<br />
*The [[Public Server]] is a special case. Rules must be observed even more stringently than elsewhere.<br />
*The password for the [[Public Server]] is available only from [[IRC]]. You can query the password easily via an [[IRC Commands|IRC command]] at any time.<br />
*NEVER join the server twice. Ask others to join as well. It's a '''coop server''' - and you can hardly call playing by yourself co-operation.<br />
*If you plan to be AFK for some reasons, please leave or join spectactors.</div>Imushttps://wiki.openttdcoop.org/index.php?title=User:Imus&diff=13193User:Imus2012-08-23T14:01:28Z<p>Imus: add flag BE</p>
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<div>'''Born:''' 1989<br />
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'''Home:''' Merksplas, Belgium {{Flag|be}}<br />
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'''Started with TT:''' years ago with the original TTD running on DOS :)<br />
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'''openttdcoop since:''' PSG 192<br />
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'''Likes:''' large throughput, simplicity, learning new things<br />
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'''Dislikes:''' too much TF, trains taking long detours, PBS if presignals could do the same.</div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_Stations_-_All&diff=12772Junctionary - Stations - All2011-09-29T12:40:52Z<p>Imus: removed white space</p>
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<div><noinclude>{{JunctionaryStationsMenu}}</noinclude><br />
{{:Junctionary_-_Stations_-_Basic}}<br />
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{{:Junctionary_-_Stations_-_Special_Cases}}</div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_All_SLHs&diff=12771Junctionary - All SLHs2011-09-29T12:39:58Z<p>Imus: removed white space</p>
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<div><noinclude>{{JunctionarySLHMenu}}</noinclude><br />
{{:Junctionary_-_Old_SLH}}<br />
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{{:Junctionary_-_New_SLH}}</div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_All&diff=12770Junctionary - All2011-09-29T12:39:32Z<p>Imus: added slh's again ofter moving them to 2 groupes</p>
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<div>{{JunctionaryMenu}}<br />
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{{:Junctionary_-_Logic_and_Other}}</div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_SLHs&diff=12769Junctionary - SLHs2011-09-29T12:36:28Z<p>Imus: menu was wrong</p>
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<div><noinclude>{{JunctionarySLHMenu}}</noinclude><br />
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A sideline hub is a place where the main line junctions the side line. This means that we expect the side line giving priority to the main line and the side line has to be able to join any of the ML rails. A SLH is the easiest of our hubs to build. In general, their construction depends a lot on the shape of the main line - be it a straight ML, diagonal ML, corner ML or even spaces between ML lines matters. In the very old times there used to be built SLHs without priorities or without ability to join every ML rail. You can find those SLHs under Old SLHs and the proper rest can be found in the New SLH group.</div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_SLHs&diff=12768Junctionary - SLHs2011-09-29T12:35:58Z<p>Imus: slh's moved</p>
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<div><noinclude>{{JunctionaryMenu}}</noinclude><br />
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A sideline hub is a place where the main line junctions the side line. This means that we expect the side line giving priority to the main line and the side line has to be able to join any of the ML rails. A SLH is the easiest of our hubs to build. In general, their construction depends a lot on the shape of the main line - be it a straight ML, diagonal ML, corner ML or even spaces between ML lines matters. In the very old times there used to be built SLHs without priorities or without ability to join every ML rail. You can find those SLHs under Old SLHs and the proper rest can be found in the New SLH group.</div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_New_SLHs&diff=12767Junctionary - New SLHs2011-09-29T12:35:30Z<p>Imus: moving the new slh's to their correct page</p>
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<div><noinclude>{{JunctionarySLHMenu}}</noinclude><br />
{{JunctionaryTableHeader<br />
|headline=New Sideline Hubs <font size="small">([[Sideline_Hub|what is that?]])<br />
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{{Junctionary|11.01.11|[[Image:psg191_SLH06.png|center|140px|]]|'''Diagonal SLH'''|A SLH on diagonal/mild corner ML showing how ridiculously small SLH it is possible to build. |{{User|Vitus}}|{{PublicServerGameSave|191}} }}<br />
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{{Junctionary|11.01.11|[[Image:psg204_SLH03.png|center|140px|]]|'''Fast joiner'''|SLH built with emphasis on exactly 1xTL waiting bays which allow to have full speed choices. (only westbound part) |{{User|V453000}}|{{PublicServerGameSave|204}} }}<br />
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{{Junctionary|11.01.11|[[Image:psg206_SLH03.png|center|140px|]]|'''Invisible SLH'''|An extremely compact hub using the technique called invisible because a big part of the hub is not visible at all - hidden in tunnels. |{{User|V453000}}|{{PublicServerGameSave|206}} }}<br />
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{{Junctionary|11.01.11|[[Image:psg206_SLH02.png|center|140px|]]|'''Classic SLH'''|A typical SLH with emphasis on system and order. |{{User|V453000}}|{{PublicServerGameSave|206}} }}<br />
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|}</div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_Old_SLHs&diff=12766Junctionary - Old SLHs2011-09-29T12:32:54Z<p>Imus: moving the old slh's to their correct page</p>
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<div><noinclude>{{JunctionarySLHMenu}}</noinclude><br />
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|headline=Old Sideline Hubs <font size="small">([[Sideline_Hub|what is that?]])<br />
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{{Junctionary|18.03.07|[[Image:Quigley_%26_Co.%2C_5._Mai_1975.png|center|140px|]]|'''T'''|"Fit-in-a-landscape"-SLH. It is a SLH since we didn't build real [[Mainline|Mainlines]] for cargo routes in this game. This SLH is small but leaves enough waiting space in every direction.|Mucht|[http://openttdcoop.ppcis.org/wiki/index.php/MemberZone:Archive#gameid_10 Swiss Inc. in the Archive]}}<br />
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{{Junctionary|19.03.07|[[Image:ClaustroTransport%2C_3._Jul_2117_-1.png|center|140px|]]|'''T'''|Nice SLH. Notice the absence of Loadbalencers but the implementation of Prioritizers. Large but fast. The X-Crossing in the bottom left corner is not good though.|Doke & Gamer|[http://openttdcoop.ppcis.org/blog/files/sandbox_archive/SandboxGame_26_Final.sav Download Savegame]}}<br />
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{{Junctionary|19.03.07|[[Image:ClaustroTransport%2C_3._Jul_2117.png|center|140px|]]|'''T'''|Nice SLH because of the small size. Trains can take it on full speed but there is slightly too less waiting space which causes trains waiting on red signals may block other tracks as well. Also, this is unbalanced and unprioritized.|hylje|[http://openttdcoop.ppcis.org/blog/files/sandbox_archive/SandboxGame_26_Final.sav Download Savegame]}}<br />
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{{Junctionary|19.03.07|[[Image:ClaustroTransport%2C_3._Jul_2117_-2.png|center|140px|]]|'''T'''|Easy to understand, easy to build, clean style and fast speed are the advantages here. No Loadbalancing/Priorisation.|hylje|[http://openttdcoop.ppcis.org/blog/files/sandbox_archive/SandboxGame_26_Final.sav Download Savegame]}}<br />
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{{Junctionary|19.03.07|[[Image:Gurkentransporte_%2704%2C_4._Aug_2181_-1.png|center|140px|]]|'''T'''|This one was possibly not easy to build due to its geographical position up on a hill. It gives the [[Mainline|Mainline]] traffic priorisation over the joining trains from the Sideline.|Walle|[http://openttdcoop.ppcis.org/blog/files/sandbox_archive/SandboxGame_16_Final.sav Download Savegame]}}<br />
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{{Junctionary|19.03.07|[[Image:Gurkentransporte_%2704%2C_4._Aug_2181.png|center|140px|]]|'''T'''|Fully prioritized [[Mainline]].|piratejerk & Walle|[http://openttdcoop.ppcis.org/blog/files/sandbox_archive/SandboxGame_16_Final.sav Download Savegame]}}<br />
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{{Junctionary|18.03.07|[[Image:Lewisworth_Transport%2C_12._Dez_2055.png|center|140px|]]|'''4-way'''|Long time ago, [[User:Xahodo|Xahodo]] built this 4-way SLH. Notice: this SLH is unbalanced.|Xahodo|[http://openttdcoop.ppcis.org/blog/files/memberzone_archive/MemberZone_01_Final.sav Download Savegame]}}<br />
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{{Junctionary|07.07.07|[[Image:Coop_and_Co.%2C_10th_Nov_2015.png|center|140px|]]|'''4-way'''|[[User:strstrep|strstrep]] built this 4-way SLH to service most of the stations on the old moneymaker line in the game. Note that this SLH is unbalanced (no access to 2nd ML) |[[User:strstrep|strstrep]]|Public Server Game #46 (not available yet)}}<br />
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{{Junctionary|11.01.11|[[Image:psg186_SLH06.png|center|140px|]]|'''Corner SLH'''|This hub is based on directions each connection has. Four connections(west split, eastbound join, east split, westbound join), four directions(NE, SW, NW and splitting to east, SE). |{{User|V453000}}|{{PublicServerGameSave|186}} }}<br />
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|}</div>Imushttps://wiki.openttdcoop.org/index.php?title=Talk:Junctionary_-_SLHs&diff=12765Talk:Junctionary - SLHs2011-09-29T12:20:19Z<p>Imus: Created page with "TODO list: edit the pictograms (V is working on that?) move all the SLHs to their correct page."</p>
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<div>TODO list:<br />
edit the pictograms (V is working on that?)<br />
move all the SLHs to their correct page.</div>Imushttps://wiki.openttdcoop.org/index.php?title=Template:JunctionarySLHMenu&diff=12764Template:JunctionarySLHMenu2011-09-29T12:08:24Z<p>Imus: fixed names of new pages</p>
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<div>{|class="junctionary_menu" cellpadding="0" cellspacing="0"<br />
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<noinclude><br />
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<div><noinclude>{{JunctionarySLHMenu}}</noinclude></div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_Old_SLH&diff=12763Junctionary - Old SLH2011-09-29T12:07:48Z<p>Imus: moved Junctionary - Old SLH to Junctionary - Old SLHs: consistence with other pages</p>
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<div>#REDIRECT [[Junctionary - Old SLHs]]</div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_New_SLHs&diff=12760Junctionary - New SLHs2011-09-29T12:07:17Z<p>Imus: moved Junctionary - New SLH to Junctionary - New SLHs: consistence with other pages</p>
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<div><noinclude>{{JunctionarySLHMenu}}</noinclude></div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_New_SLH&diff=12761Junctionary - New SLH2011-09-29T12:07:17Z<p>Imus: moved Junctionary - New SLH to Junctionary - New SLHs: consistence with other pages</p>
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<div>#REDIRECT [[Junctionary - New SLHs]]</div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_All_SLHs&diff=12759Junctionary - All SLHs2011-09-29T12:03:49Z<p>Imus: fixed missing :</p>
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<div><noinclude>{{JunctionarySLHMenu}}</noinclude><br />
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{{:Junctionary_-_Old_SLH}}<br />
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{{:Junctionary_-_New_SLH}}</div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_All_SLHs&diff=12758Junctionary - All SLHs2011-09-29T12:03:19Z<p>Imus: Created page with "<noinclude>{{JunctionarySLHMenu}}</noinclude> {{Junctionary_-_Old_SLH}} {{Junctionary_-_New_SLH}}"</p>
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<div><noinclude>{{JunctionarySLHMenu}}</noinclude><br />
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<div><noinclude>{{JunctionarySLHMenu}}</noinclude></div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_Old_SLHs&diff=12756Junctionary - Old SLHs2011-09-29T12:01:34Z<p>Imus: creation of Old SLH page</p>
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<div><noinclude>{{JunctionarySLHMenu}}</noinclude></div>Imushttps://wiki.openttdcoop.org/index.php?title=Template:JunctionarySLHMenu&diff=12755Template:JunctionarySLHMenu2011-09-29T12:00:53Z<p>Imus: creation of SLH menu</p>
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<div>{|class="junctionary_menu" cellpadding="0" cellspacing="0"<br />
|-<br />
!colspan="2"|[[SLHs|SLHs]]<br />
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|[[Image:All_BBHs.png|75px]]<br />
|[[Junctionary_-_All_SLHs|View all SLHs]]<br />
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|[[Junctionary_-_Old_SLH|Old SLHs]]<br />
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<noinclude><br />
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[[Category:Templates]]<br />
</noinclude></div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_Logic_and_Other&diff=12746Junctionary - Logic and Other2011-09-29T11:27:14Z<p>Imus: Undo revision 12744 by Imus (talk)</p>
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<div><noinclude>{{JunctionaryLogicAndOtherMenu}}</noinclude><br />
It is hard to describe logic shortly since it's very purpose is to do something extra. In this section can be found mechanisms and thingies that usually control trains somehow, and thus improve how our network works. Although there are for sure even cases that are completely useless like train counters.<br />
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{{JunctionaryTableHeader|headline=Logic and other constructions <font size="small">([[Logic|what is that?]])}}<br />
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{{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.|}}<br />
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{{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}} }}<br />
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{{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}} }}<br />
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{{Junctionary|11.01.11|[[Image:psg180_flipflop.png|center|140px|]]|'''Flipflop'''|A typical flipflop splitting trains into 6 directions equally. |{{User|V453000}}|{{PublicServerGameSave|180}} }}<br />
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{{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}} }}<br />
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{{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}} }}<br />
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{{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}} }}<br />
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|}</div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_All&diff=12745Junctionary - All2011-09-29T11:25:40Z<p>Imus: added explanations and titels for better layout</p>
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{{:Junctionary_-_Logic_and_Other}}</div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_Logic_and_Other&diff=12744Junctionary - Logic and Other2011-09-29T10:36:12Z<p>Imus: added <noinclude> to the explanation</p>
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<div><noinclude>{{JunctionaryLogicAndOtherMenu}}</noinclude><br />
<noinclude>It is hard to describe logic shortly since it's very purpose is to do something extra. In this section can be found mechanisms and thingies that usually control trains somehow, and thus improve how our network works. Although there are for sure even cases that are completely useless like train counters.</noinclude><br />
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{{JunctionaryTableHeader|headline=Logic and other constructions <font size="small">([[Logic|what is that?]])}}<br />
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{{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.|}}<br />
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{{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}} }}<br />
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{{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}} }}<br />
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{{Junctionary|11.01.11|[[Image:psg180_flipflop.png|center|140px|]]|'''Flipflop'''|A typical flipflop splitting trains into 6 directions equally. |{{User|V453000}}|{{PublicServerGameSave|180}} }}<br />
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{{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}} }}<br />
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{{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}} }}<br />
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{{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}} }}<br />
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|}</div>Imushttps://wiki.openttdcoop.org/index.php?title=Junctionary_-_Mergers_-_All&diff=12743Junctionary - Mergers - All2011-09-29T10:09:32Z<p>Imus: </p>
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<div><noinclude>{{JunctionaryMergersMenu}}</noinclude><br />
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{{:Junctionary_-_Mergers_-_LL_output}}<br />
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{{:Junctionary_-_Mergers_-_LLL_output}}<br />
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{{:Junctionary_-_Mergers_-_LLLL}}<br />
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{{:Junctionary_-_Mergers_-_more}}</div>Imushttps://wiki.openttdcoop.org/index.php?title=User:Imus&diff=12727User:Imus2011-09-28T14:20:34Z<p>Imus: </p>
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<div>'''Born:''' 1989<br />
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'''Home:''' Merksplas, Belgium<br />
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'''Started with TT:''' years ago with the original TTD running on DOS :)<br />
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'''openttdcoop since:''' PSG 192<br />
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'''Likes:''' large throughput, simplicity, learning new things<br />
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'''Dislikes:''' too much TF, trains taking long detours, PBS if presignals could do the same.</div>Imushttps://wiki.openttdcoop.org/index.php?title=User:Imus&diff=12726User:Imus2011-09-28T14:14:53Z<p>Imus: creation of my userpage</p>
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<div>'''Born:''' 1989<br />
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'''Home:''' Merksplas, Belgium<br />
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'''Started with TT:''' years ago with the original TTD running on DOS :)<br />
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'''openttdcoop since:''' PSG 192<br />
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'''Likes:''' large throughput, simplicity, learning new things<br />
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'''Dislikes:''' too much TF, trains taking long detours</div>Imus