https://wiki.openttdcoop.org/api.php?action=feedcontributions&user=Xahodo&feedformat=atom#openttdcoop wiki - User contributions [en]2024-03-28T10:58:31ZUser contributionsMediaWiki 1.25.2https://wiki.openttdcoop.org/index.php?title=User:Xahodo&diff=6657User:Xahodo2007-11-05T17:51:41Z<p>Xahodo: Changed preferences and specialism.</p>
<hr />
<div>'''Born:''' October 28th 1974<br />
<br />
'''Home:''' Gouda, The Netherlands.<br />
<br />
'''Email:''' xahodo [at] gmail [dot] com<br />
<br />
'''Started playing TTD:''' About 1994 I came across ttd. It never left my mind.<br />
<br />
'''Joined #openttdcoop:''' January 2005.<br />
<br />
'''Specialist on:''' Backbone junctions, renovating busy stations to increase capacity where there is no or little space to do so.<br />
<br />
'''Prefers:''' Chaotic construction, building and expanding the network as needed, without a particular plan in mind. Expanding/rebuilding busy stations and junctions considered impossible to expand.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=User:Xahodo&diff=6620User:Xahodo2007-11-01T22:24:28Z<p>Xahodo: </p>
<hr />
<div>'''Born:''' October 28th 1974<br />
<br />
'''Home:''' Gouda, The Netherlands<br />
<br />
'''Email:''' xahodo [at] gmail [dot] com<br />
<br />
'''Started playing TTD:''' About 1994 I came across ttd. It never left my mind.<br />
<br />
'''Joined #openttdcoop:''' January 2005.<br />
<br />
'''Specialist on:''' Load balancing, backbone junctions.<br />
<br />
'''Prefers:''' Chaotic construction, building and expanding the network as needed, without a particular plan in mind.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=Community:Members&diff=2014Community:Members2006-06-30T16:08:31Z<p>Xahodo: </p>
<hr />
<div>'''Active Members of #openttdcoop'''<br />
----<br />
<br />
*[[User:dp|dp]]<br />
*[[User:e1ko|e1ko]]<br />
*[[User:guru3|Guru3]]<br />
*[[User:Mucht|Mucht]]<br />
*[[User:Osai|Osai]]<br />
*[[User:StarLite|StarLite]]<br />
*[[User:thgergo|thgergo]]<br />
*[[User:valhallasw|valhallasw]]<br />
<br />
<br />
'''Inactive Members of #openttdcoop'''<br />
----<br />
<br />
*[[User:ottd-king|ottd-king]]<br />
*[[User:Roo|Roo]]<br />
*[[User:ShaggZ|ShaggZ]]<br />
*[[User:xahodo|xahodo]]<br />
<br />
<br />
<br />
'''Honorary Members of #openttdcoop'''<br />
----<br />
''<br />
*[[User:Brianetta|Brianetta]] (our amiable host who is responsible for making #openttdcoop to such a vital community it is today)<br />
*[[User:TrueLight|TrueLight]]<br />
<br />
<br />
<br />
<br />
'''Aspirants of #openttdcoop'''<br />
----<br />
<br />
*[[User:ChrisM|ChrisM]]<br />
*[[User:csuke|csuke]]<br />
*[[User:Hans|Hans]]<br />
*[[User:RichK|RichK]]<br />
*[[User:SerriaRomeo|SerriaRomeo]]<br />
*[[User:uLiKo|uLiKo]]<br />
''Note: "Aspirants" have Access to the Mainserver''<br />
<br />
<br />
<br />
'''The usual suspects around the Sandbox'''<br />
----<br />
<br />
*[[User:Cat666|Cat666]]<br />
*[[User:gryph|gryph]]<br />
*[[User:Nazirro|Nazirro]]<br />
*[[User:Thargor|Thargor]]<br />
*[[User:TMU|TMU]]<br />
*[[User:TorbenPaw|TorbenPaw]]<br />
*[[User:TrogdorX|TrogdorX]]<br />
*[[User:UnderBuilder|UnderBuilder]]<br />
''And of course all the others above!''</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=How_not_to_build&diff=1828How not to build2006-01-08T06:41:48Z<p>Xahodo: FIX: made the link to the savegame work.</p>
<hr />
<div>===How '''''not''''' to build...===<br />
<br />
Ok, so by now you've been told how to build in our games. We haven't settled on that building method for no reason. In here I'm going to explain you why, useing an old game I made together with a friend of mine (it's quite old and worked reasonably at the time, however now it doesn't).<br />
<br />
Start out with loading [[Image:Magnetic_Corp.%2C_30th_Dec_2090_CLI.sav]].<br />
<br />
Now, I'll explain what's wrong with it:<br />
* There is a jammed roundabout in there. It will keep jamming over, and over again.<br />
* There are a multitude of 2x45 degree turns in there and even some 90 degree turns, the resulting congestion is disastrous to the efficiency of the network as most trains slow down to a crawl to get through the bends.<br />
* No use of pre-signals, even where they should be used. Result: congestion and inefficient use of the stations which need it.<br />
* Huge switches in front of stations. Most of those stations aren't even RoRo! Result: a ''lot'' of congestion.<br />
* Huge stations which see lots of traffic... without proper load-balancing. The result: a huge queue of trains, which have to wait for a single train to enter the station.<br />
* There are some junctions which are too tight. Result: waiting trains to go over it. This might cause a mild seizure to the network.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=How_not_to_build&diff=1827How not to build2006-01-08T06:38:58Z<p>Xahodo: Creation... probably forgot about some things or worked them out incorrectly.</p>
<hr />
<div>===How '''''not''''' to build...===<br />
<br />
Ok, so by now you've been told how to build in our games. We haven't settled on that building method for no reason. In here I'm going to explain you why, useing an old game I made together with a friend of mine (it's quite old and worked reasonably at the time, however now it doesn't).<br />
<br />
Start out with loading [[Image:Magnetic_Corp.%2C_30th_Dec_2090_CLI.sav this]] savegame.<br />
<br />
Now, I'll explain what's wrong with it:<br />
* There is a jammed roundabout in there. It will keep jamming over, and over again.<br />
* There are a multitude of 2x45 degree turns in there and even some 90 degree turns, the resulting congestion is disastrous to the efficiency of the network as most trains slow down to a crawl to get through the bends.<br />
* No use of pre-signals, even where they should be used. Result: congestion and inefficient use of the stations which need it.<br />
* Huge switches in front of stations. Most of those stations aren't even RoRo! Result: a ''lot'' of congestion.<br />
* Huge stations which see lots of traffic... without proper load-balancing. The result: a huge queue of trains, which have to wait for a single train to enter the station.<br />
* There are some junctions which are too tight. Result: waiting trains to go over it. This might cause a mild seizure to the network.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=File:Magnetic_Corp.,_30th_Dec_2090_CLI.sav&diff=1826File:Magnetic Corp., 30th Dec 2090 CLI.sav2006-01-08T06:18:23Z<p>Xahodo: Example of a bad savegame, no cooop rules back then. (it's about 2 years old)
Used for "how not to build"</p>
<hr />
<div>Example of a bad savegame, no cooop rules back then. (it's about 2 years old)<br />
Used for "how not to build"</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=Guides&diff=1825Guides2006-01-08T05:38:18Z<p>Xahodo: ADD: added a section on how *not* to build</p>
<hr />
<div>=<center>The #openttdcoop Glossary</center>=<br />
<br />
<br />
If you are new to #openttdcoop (or an old member and having a bad memory) you should look at the [[Guides:Glossary|#openttdcoop Glossary]] to have a look at the expressions we created during our careers.<br />
<br />
----<br />
<br />
<br />
<br />
<br />
<br />
=<center>An illustrated guide to proper building</center>=<br />
To help our new members and for reference, we have written a number of guides that will help you to understand how our games work. It is recommended that you read them in the order listed below.<br />
<br />
<br />
==Part 1: Basic Stations==<br />
First, we will start building a simple station. Before we start we want to make clear that our construction style is expandable in the future. Therefore, we construct huge mainlines and connect sidelines to this mainlines. Stations are ALWAYS connected to sidelines.<br />
<br />
[[Guides:Basic Stations]]<br />
<br />
==Part 2: Basic Junctions==<br />
In this part we build the first junction (in #openttdcoop we always call it "hub"). Since we always build multi-track-junctions, a junction is a bit more complicated than it seems at first. Since we want to build efficient and fast railway networks, we need efficient and fast junctions as well. For the start we will analyse a so-called "Side Line Hub" (or "SLH" for short).<br />
<br />
[[Guides:Basic Junctions]]<br />
<br />
==Part 3: Mainline Junctions==<br />
After building the first hubs in part 2, you will probably notice that our mainlines may sometimes cross each other. Since we always build a comprehensive network and always avoid dead-end lines, there is a point in the game where a so-called "Backbone Hub" is needed.<br />
<br />
[[Guides:Mainline Junctions]]<br />
<br />
==Part 4: Networking==<br />
After being able to build all this nice little hubs we return to some basics. Actually we demand you to do something very important before you start to build: just think about what you are doing. In the ruleset you probably read about our intention to build a comprehensive network. In a typical 512*512 game we have developed a certain networking-style.<br />
<br />
[[Guides:Networking]]<br />
<br />
==Part 5: Trains==<br />
Trains are a sensible part of OTTD. On this page, we just intend to make some short statements that help you building them for large networks like #openttdcoop's.<br />
<br />
[[Guides:Trains]]<br />
<br />
==Part 6: How not to build a network==<br />
This guide is purely to show what happens when all the coop rules on building are blatantly ignored.<br />
<br />
[[Guides:How_not_to_build]]<br />
<br />
----<br />
<br />
=<center>A Presignal Guide</center>= (under construction)<br />
A guide for newbies, about presignals. But not only for beginners, there is a lot complex things to do with presignals. If you know how the presignals works, you should skip the "basics" Part.<br />
<br />
<br />
==Part 1: Basics==<br />
The Presignal Basics is explained here: how they work, how they behave, and how does work a terminal station, and whats the use of the combo presignal.<br />
<br />
[[Guides:Basics]]<br />
<br />
==Part 2: Oneway or twoway Presignals==<br />
Signals have two sides. In the basics part, the other side wasn`t important, since trains can`t turn back, etc. etc... But in more complex things, a badly placed twoway Combo Presignal can make errors in your network.<br />
<br />
[[Guides:Oneway or twoway]]<br />
<br />
==Part 3: Priorities==<br />
When you have to connect two tracks into one, the most used track should have more priority than the lesser-used track. <br />
In this Part, junctions with priority is showed.<br />
<br />
[[Guides:Priorities]]<br />
<br />
==Part 4: Level Balancers==<br />
How to make presignals on a Level Balancer.<br />
<br />
[[Guides:Level Balancers]]<br />
<br />
==Part 5: Complex Junctions==<br />
<br />
[[Guides:Complex Junctions]]<br />
<br />
----<br />
<br />
=<center>Altering the world around you</center>=<br />
<br />
==Part 1: Removing a city==<br />
Sometimes cities get in the way of building a [[Guides:Glossary:Mainline|mainline]] or something else. Here's how to get rid of it.<br />
<br />
[[Guides:Removing a city]]<br />
<br />
==Part 2: Dodging unremovables==<br />
Often times antennaes on top of mountains, lighthouses on the shore, or just an industry in the wrong spot get in the way. The ways to get around this are explained here.<br />
<br />
[[Guides:Dodging unremovables]]<br />
<br />
----<br />
<br />
=<center>A very short Guide to Cooperation</center>=<br />
<br />
How to coordinate the work of many players in one company.<br />
<br />
[[Guides:Cooperation]]</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=Mainline_Junctions&diff=1824Mainline Junctions2006-01-08T04:49:21Z<p>Xahodo: FIX: puncutation</p>
<hr />
<div>After building the first hubs in [[Guides:Basic_Junctions|Part 2]], you will probably notice that our mainlines may sometimes cross each other. Since we always build a comprehensive network and always avoid dead-end lines, there is a point in the game where a so-called "Backbone Hub" is needed (remember to name the hub as described before). To see what we talk about, look at this [[:image:BBH.png|example of a Backbone Hub]].<br />
<br />
Let us analyse this one:<br />
<br />
* A mainline is built from east to west (if you read the previous pages carefully you should already know where east and west are). Be careful: this mainline has a temporary solution: we usually don't build tunnels on mainlines (since we can't signal tunnels!). This town has got to move to ... somewhere else in the close future. Also, we do not use bridges or something else. But let us leave this drawbacks beside and move the focus back on the BBH itself.<br />
* Again, we have a T-Hub but this time it is slightly different: we do not connect a sideline (LR) to a mainline (LL___RR) but a mainline to a mainline. If you want to know where and why we want to do this, be welcome to look at PART 4 of this guide.<br />
* Mainlines enjoy the highest priority in the whole network. Mainlines are intended to be fast and hosting trains in order to go over long distances. Therefore, we try to avoid slowing down these trains on mainlines (remember: money has something to do with time and time is money!). In the end we come to the conclusion: Backbone Hubs have to be as fast as ever possible! As shown in our tutorial picture, there are no tight curves or major slopes. It is - as already shown - signaled as close as possible to avoid delays (not completely done in our example).<br />
* Since a train typically has a route (notice: not order list!) like Station XY - Sideline Hub YZ - Backbone Hub ZA - Sideline Hub AB - Station BC, it has already the possibility to access both (i.g.: all) tracks of the mainline via the Sideline Hubs (remember: for SLH's we said: always connect every possibility!) we do not need to connect each track of one mainline to each track of the other mainline - which simplifies the whole thing a lot! You only need to connect the inner line of one mainline to the inner line of the other mainline and so one. Feel free to study our tutorial picture some minutes and you'll find out what we mean.<br />
* The best start if you want to build a BBH is to move the tracks of one direction some spaces to have more space in between the tracks. You'll soon notice that this is a quite helpful trick.<br />
<br />
'''Additional comments by Xahodo:'''<br />
* Always split before you join tracks, otherwise you might be creating a roundabout or (even worse) a cloverleaf junction. These junction types will jam once they see enough traffic from several directions.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=Guides&diff=1823Guides2006-01-08T04:47:28Z<p>Xahodo: FIX: punctuation</p>
<hr />
<div>=<center>The #openttdcoop Glossary</center>=<br />
<br />
<br />
If you are new to #openttdcoop (or an old member and having a bad memory) you should look at the [[Guides:Glossary|#openttdcoop Glossary]] to have a look at the expressions we created during our careers.<br />
<br />
----<br />
<br />
<br />
<br />
<br />
<br />
=<center>An illustrated guide to proper building</center>=<br />
To help our new members and for reference, we have written a number of guides that will help you to understand how our games work. It is recommended that you read them in the order listed below.<br />
<br />
<br />
==Part 1: Basic Stations==<br />
First, we will start building a simple station. Before we start we want to make clear that our construction style is expandable in the future. Therefore, we construct huge mainlines and connect sidelines to this mainlines. Stations are ALWAYS connected to sidelines.<br />
<br />
[[Guides:Basic Stations]]<br />
<br />
==Part 2: Basic Junctions==<br />
In this part we build the first junction (in #openttdcoop we always call it "hub"). Since we always build multi-track-junctions, a junction is a bit more complicated than it seems at first. Since we want to build efficient and fast railway networks, we need efficient and fast junctions as well. For the start we will analyse a so-called "Side Line Hub" (or "SLH" for short).<br />
<br />
[[Guides:Basic Junctions]]<br />
<br />
==Part 3: Mainline Junctions==<br />
After building the first hubs in part 2, you will probably notice that our mainlines may sometimes cross each other. Since we always build a comprehensive network and always avoid dead-end lines, there is a point in the game where a so-called "Backbone Hub" is needed.<br />
<br />
[[Guides:Mainline Junctions]]<br />
<br />
==Part 4: Networking==<br />
After being able to build all this nice little hubs we return to some basics. Actually we demand you to do something very important before you start to build: just think about what you are doing. In the ruleset you probably read about our intention to build a comprehensive network. In a typical 512*512 game we have developed a certain networking-style.<br />
<br />
[[Guides:Networking]]<br />
<br />
==Part 5: Trains==<br />
Trains are a sensible part of OTTD. On this page, we just intend to make some short statements that help you building them for large networks like #openttdcoop's.<br />
<br />
[[Guides:Trains]]<br />
<br />
----<br />
<br />
=<center>A Presignal Guide</center>= (under construction)<br />
A guide for newbies, about presignals. But not only for beginners, there is a lot complex things to do with presignals. If you know how the presignals works, you should skip the "basics" Part.<br />
<br />
<br />
==Part 1: Basics==<br />
The Presignal Basics is explained here: how they work, how they behave, and how does work a terminal station, and whats the use of the combo presignal.<br />
<br />
[[Guides:Basics]]<br />
<br />
==Part 2: Oneway or twoway Presignals==<br />
Signals have two sides. In the basics part, the other side wasn`t important, since trains can`t turn back, etc. etc... But in more complex things, a badly placed twoway Combo Presignal can make errors in your network.<br />
<br />
[[Guides:Oneway or twoway]]<br />
<br />
==Part 3: Priorities==<br />
When you have to connect two tracks into one, the most used track should have more priority than the lesser-used track. <br />
In this Part, junctions with priority is showed.<br />
<br />
[[Guides:Priorities]]<br />
<br />
==Part 4: Level Balancers==<br />
How to make presignals on a Level Balancer.<br />
<br />
[[Guides:Level Balancers]]<br />
<br />
==Part 5: Complex Junctions==<br />
<br />
[[Guides:Complex Junctions]]<br />
<br />
----<br />
<br />
=<center>Altering the world around you</center>=<br />
<br />
==Part 1: Removing a city==<br />
Sometimes cities get in the way of building a [[Guides:Glossary:Mainline|mainline]] or something else. Here's how to get rid of it.<br />
<br />
[[Guides:Removing a city]]<br />
<br />
==Part 2: Dodging unremovables==<br />
Often times antennaes on top of mountains, lighthouses on the shore, or just an industry in the wrong spot get in the way. The ways to get around this are explained here.<br />
<br />
[[Guides:Dodging unremovables]]<br />
<br />
----<br />
<br />
=<center>A very short Guide to Cooperation</center>=<br />
<br />
How to coordinate the work of many players in one company.<br />
<br />
[[Guides:Cooperation]]</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=Guides&diff=1822Guides2006-01-08T04:45:39Z<p>Xahodo: FIX: less clumsy choice of words, punctuation</p>
<hr />
<div>=<center>The #openttdcoop Glossary</center>=<br />
<br />
<br />
If you are new to #openttdcoop (or an old member and having a bad memory) you should look at the [[Guides:Glossary|#openttdcoop Glossary]] to have a look at the expressions we created during our careers.<br />
<br />
----<br />
<br />
<br />
<br />
<br />
<br />
=<center>An illustrated guide to proper building</center>=<br />
To help our new members and for reference, we have written a number of guides that will help you to understand how our games work. It is recommended that you read them in the order listed below.<br />
<br />
<br />
==Part 1: Basic Stations==<br />
First, we will start building a simple station. Before we start we want to make clear that our construction style is expandable in the future. Therefore, we construct huge mainlines and connect sidelines to this mainlines. Stations are ALWAYS connected to sidelines.<br />
<br />
[[Guides:Basic Stations]]<br />
<br />
==Part 2: Basic Junctions==<br />
In this part we build the first junction (in #openttdcoop we always call it "hub"). Since we always build multi-track-junctions, a junction is a bit more complicated than it seems at first. Since we want to build efficient and fast railway networks, we need efficient and fast junctions as well. For the start we will analyse a so-called "Side Line Hub" (or "SLH" for short).<br />
<br />
[[Guides:Basic Junctions]]<br />
<br />
==Part 3: Mainline Junctions==<br />
After building the first hubs in part 2 you will probably notice that our mainlines may sometimes cross each other. Since we always build a comprehensive network and always avoid dead-end lines there is a point in the game where a so-called "Backbone Hub" is needed.<br />
<br />
[[Guides:Mainline Junctions]]<br />
<br />
==Part 4: Networking==<br />
After being able to build all this nice little hubs we return to some basics. Actually we demand you to do something very important before you start to build: just think about what you are doing. In the ruleset you probably read about our intention to build a comprehensive network. In a typical 512*512 game we have developed a certain networking-style.<br />
<br />
[[Guides:Networking]]<br />
<br />
==Part 5: Trains==<br />
Trains are a sensible part of OTTD. On this page, we just intend to make some short statements that help you building them for large networks like #openttdcoop's.<br />
<br />
[[Guides:Trains]]<br />
<br />
----<br />
<br />
=<center>A Presignal Guide</center>= (under construction)<br />
A guide for newbies, about presignals. But not only for beginners, there is a lot complex things to do with presignals. If you know how the presignals works, you should skip the "basics" Part.<br />
<br />
<br />
==Part 1: Basics==<br />
The Presignal Basics is explained here: how they work, how they behave, and how does work a terminal station, and whats the use of the combo presignal.<br />
<br />
[[Guides:Basics]]<br />
<br />
==Part 2: Oneway or twoway Presignals==<br />
Signals have two sides. In the basics part, the other side wasn`t important, since trains can`t turn back, etc. etc... But in more complex things, a badly placed twoway Combo Presignal can make errors in your network.<br />
<br />
[[Guides:Oneway or twoway]]<br />
<br />
==Part 3: Priorities==<br />
When you have to connect two tracks into one, the most used track should have more priority than the lesser-used track. <br />
In this Part, junctions with priority is showed.<br />
<br />
[[Guides:Priorities]]<br />
<br />
==Part 4: Level Balancers==<br />
How to make presignals on a Level Balancer.<br />
<br />
[[Guides:Level Balancers]]<br />
<br />
==Part 5: Complex Junctions==<br />
<br />
[[Guides:Complex Junctions]]<br />
<br />
----<br />
<br />
=<center>Altering the world around you</center>=<br />
<br />
==Part 1: Removing a city==<br />
Sometimes cities get in the way of building a [[Guides:Glossary:Mainline|mainline]] or something else. Here's how to get rid of it.<br />
<br />
[[Guides:Removing a city]]<br />
<br />
==Part 2: Dodging unremovables==<br />
Often times antennaes on top of mountains, lighthouses on the shore, or just an industry in the wrong spot get in the way. The ways to get around this are explained here.<br />
<br />
[[Guides:Dodging unremovables]]<br />
<br />
----<br />
<br />
=<center>A very short Guide to Cooperation</center>=<br />
<br />
How to coordinate the work of many players in one company.<br />
<br />
[[Guides:Cooperation]]</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=Ruleset&diff=1821Ruleset2006-01-08T04:39:02Z<p>Xahodo: ADD: explain why games start with coal.</p>
<hr />
<div>==Note==<br />
Rules are used to ease the cooperative gameplay. Do not think of rules as laws, beeing punished if you don't follow them, but rules as a keypoint to play together.<br />
<!-- "keypoint" wouldn't "cornerstone" be a better word? Not sure, that's why I didn't implement it --><br />
<br />
Please note: individual games may have different rulesets. These rules are a default set, and in different games different rules may be needed.<br />
<br />
=<center>Rules of our games</center>=<br />
<br />
<br />
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 />
<br />
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 />
<br />
===Communication===<br />
* You should be 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 />
<!-- Not sure if this sentence is needed, uncomment if it actually is needed:<br />
That's the point after all. --><br />
* Two people building in the same place is generally about as many as can be without a large ammount of confusion. So communicate what and where you are doing something.<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 />
* Language is english (due to popular demand ;-) )<br />
* We usually name our hubs; the first hub in a game with a sign "Hub 1", and so on. This makes communication about routing simpler.<br />
<br />
===Game Start===<br />
Games always start with coal, because it's the resource with the best distance/profit margins. The route should go a reasonable distance in a straight line. We should all discuss the start in IRC and all 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 />
<br />
===Construction===<br />
*Stick to our construction guides for a proper building style.<br />
*Avoid having a full loan like the plauge. 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 />
*Signals every 3rd rail. It may look bad but tests have proven it is the most effective.<br />
*No 90 degree turns; make everything nice and smooth. This works better and acceleration math makes it go faster.<br />
*No 2*45 degree curves, due to too high speed penalties with the new train acceleration.<br />
*Stations are 5 blocks long, and almost always 2 platforms wide. Actually, there is rarely a need of more then that.<br />
*Avoid building diagonal tracks. You know why.<br />
*Use the "[http://wiki.openttd.org/index.php/Stations#Ro-Ro Ro-Ro]" style train stations whenever possible.<br />
*On 2+/2+ lines be sure to leave three spaces between the two lanes (LL___RR).<br />
*We (well most of us) drive on the right side of the road, the trains should too ;-).<br />
*Never build industries until the entire map is connected. This is because the max industry limit could be reached accidently, which would prevent the building of a necessary industry such as a factory or oil refinery.<br />
<br />
===Network Design===<br />
*The entire network is connected. Nothing off to the side.<br />
*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.<br />
*We build sidelines (LR) that access the mainlines via Hubs. <br />
*Never, ever build dead-end lines (mainlines or sidelines that end at a station). It's a capital sin to do this to a mainline. If you do this at a sideline, it's a lot of work for us to fix it. Dead-end lines lead to uncomprehensive networks, and makes connections to further station via the same sideline unnecessary difficult, slow and/or clumsy.<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 />
<br />
===Trains===<br />
<!-- The following rule may be obsolete by now --><br />
*Trains are engine + 8 cars. This makes it easy to upgrade.<br />
*Shared orders are a must if more than one vehicle shares the same route.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=Guides&diff=1819Guides2006-01-08T04:11:30Z<p>Xahodo: FIX: punctuation</p>
<hr />
<div>=<center>The #openttdcoop Glossary</center>=<br />
<br />
<br />
If you are new to #openttdcoop (or an old member and having a bad memory) you should look at the [[Guides:Glossary|#openttdcoop Glossary]] to have a look at the expressions we created during our careers.<br />
<br />
----<br />
<br />
<br />
<br />
<br />
<br />
=<center>An illustrated guide to proper building</center>=<br />
To help our new members and for reference, we have written a number of guides that will help you to understand how our games work. It is recommended that you read them in the order listed below.<br />
<br />
<br />
==Part 1: Basic Stations==<br />
First, we will start building a simple station. Before we start we want to make clear that our construction style is expandable in the future. Therefore, we construct huge mainlines and connect sidelines to this mainlines. Stations are ALWAYS connected to sidelines.<br />
<br />
[[Guides:Basic Stations]]<br />
<br />
==Part 2: Basic Junctions==<br />
In this part we build the first junction (in #openttdcoop we always call it "hub"). Since we always build multi-track-junctions, a junction is a bit more complicated than it seems on the first look. Since we want to build efficient and fast railways we need efficient and fast junctions as well. For the start we will analyse a so-called "Side Line Hub" (or "SLH" for short).<br />
<br />
[[Guides:Basic Junctions]]<br />
<br />
==Part 3: Mainline Junctions==<br />
After building the first hubs in part 2 you will probably notice that our mainlines may sometimes cross each other. Since we always build a comprehensive network and always avoid dead-end lines there is a point in the game where a so-called "Backbone Hub" is needed.<br />
<br />
[[Guides:Mainline Junctions]]<br />
<br />
==Part 4: Networking==<br />
After being able to build all this nice little hubs we return to some basics. Actually we demand you to do something very important before you start to build: just think about what you are doing. In the ruleset you probably read about our intention to build a comprehensive network. In a typical 512*512 game we have developed a certain networking-style.<br />
<br />
[[Guides:Networking]]<br />
<br />
==Part 5: Trains==<br />
Trains are a sensible part of OTTD. On this page, we just intend to make some short statements that help you building them for large networks like #openttdcoop's.<br />
<br />
[[Guides:Trains]]<br />
<br />
----<br />
<br />
=<center>A Presignal Guide</center>= (under construction)<br />
A guide for newbies, about presignals. But not only for beginners, there is a lot complex things to do with presignals. If you know how the presignals works, you should skip the "basics" Part.<br />
<br />
<br />
==Part 1: Basics==<br />
The Presignal Basics is explained here: how they work, how they behave, and how does work a terminal station, and whats the use of the combo presignal.<br />
<br />
[[Guides:Basics]]<br />
<br />
==Part 2: Oneway or twoway Presignals==<br />
Signals have two sides. In the basics part, the other side wasn`t important, since trains can`t turn back, etc. etc... But in more complex things, a badly placed twoway Combo Presignal can make errors in your network.<br />
<br />
[[Guides:Oneway or twoway]]<br />
<br />
==Part 3: Priorities==<br />
When you have to connect two tracks into one, the most used track should have more priority than the lesser-used track. <br />
In this Part, junctions with priority is showed.<br />
<br />
[[Guides:Priorities]]<br />
<br />
==Part 4: Level Balancers==<br />
How to make presignals on a Level Balancer.<br />
<br />
[[Guides:Level Balancers]]<br />
<br />
==Part 5: Complex Junctions==<br />
<br />
[[Guides:Complex Junctions]]<br />
<br />
----<br />
<br />
=<center>Altering the world around you</center>=<br />
<br />
==Part 1: Removing a city==<br />
Sometimes cities get in the way of building a [[Guides:Glossary:Mainline|mainline]] or something else. Here's how to get rid of it.<br />
<br />
[[Guides:Removing a city]]<br />
<br />
==Part 2: Dodging unremovables==<br />
Often times antennaes on top of mountains, lighthouses on the shore, or just an industry in the wrong spot get in the way. The ways to get around this are explained here.<br />
<br />
[[Guides:Dodging unremovables]]<br />
<br />
----<br />
<br />
=<center>A very short Guide to Cooperation</center>=<br />
<br />
How to coordinate the work of many players in one company.<br />
<br />
[[Guides:Cooperation]]</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=Ruleset&diff=1818Ruleset2006-01-08T04:09:03Z<p>Xahodo: FIX: Choice of words, grammar.</p>
<hr />
<div>==Note==<br />
Rules are used to ease the cooperative gameplay. Do not think of rules as laws, beeing punished if you don't follow them, but rules as a keypoint to play together.<br />
<!-- "keypoint" wouldn't "cornerstone" be a better word? Not sure, that's why I didn't implement it --><br />
<br />
Please note: individual games may have different rulesets. These rules are a default set, and in different games different rules may be needed.<br />
<br />
=<center>Rules of our games</center>=<br />
<br />
<br />
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 />
<br />
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 />
<br />
===Communication===<br />
* You should be 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 />
<!-- Not sure if this sentence is needed, uncomment if it actually is needed:<br />
That's the point after all. --><br />
* Two people building in the same place is generally about as many as can be without a large ammount of confusion. So communicate what and where you are doing something.<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 />
* Language is english (due to popular demand ;-) )<br />
* We usually name our hubs; the first hub in a game with a sign "Hub 1", and so on. This makes communication about routing simpler.<br />
<br />
===Game Start===<br />
Games always start with coal. The route should go a reasonable distance in a straight line. We should all discuss the start in IRC and all 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 />
<br />
<br />
===Construction===<br />
*Stick to our construction guides for a proper building style.<br />
*Avoid having a full loan like the plauge. 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 />
*Signals every 3rd rail. It may look bad but tests have proven it is the most effective.<br />
*No 90 degree turns; make everything nice and smooth. This works better and acceleration math makes it go faster.<br />
*No 2*45 degree curves, due to too high speed penalties with the new train acceleration.<br />
*Stations are 5 blocks long, and almost always 2 platforms wide. Actually, there is rarely a need of more then that.<br />
*Avoid building diagonal tracks. You know why.<br />
*Use the "[http://wiki.openttd.org/index.php/Stations#Ro-Ro Ro-Ro]" style train stations whenever possible.<br />
*On 2+/2+ lines be sure to leave three spaces between the two lanes (LL___RR).<br />
*We (well most of us) drive on the right side of the road, the trains should too ;-).<br />
*Never build industries until the entire map is connected. This is because the max industry limit could be reached accidently, which would prevent the building of a necessary industry such as a factory or oil refinery.<br />
<br />
===Network Design===<br />
*The entire network is connected. Nothing off to the side.<br />
*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.<br />
*We build sidelines (LR) that access the mainlines via Hubs. <br />
*Never, ever build dead-end lines (mainlines or sidelines that end at a station). It's a capital sin to do this to a mainline. If you do this at a sideline, it's a lot of work for us to fix it. Dead-end lines lead to uncomprehensive networks, and makes connections to further station via the same sideline unnecessary difficult, slow and/or clumsy.<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 />
<br />
===Trains===<br />
<!-- The following rule may be obsolete by now --><br />
*Trains are engine + 8 cars. This makes it easy to upgrade.<br />
*Shared orders are a must if more than one vehicle shares the same route.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=Ruleset&diff=1817Ruleset2006-01-08T03:59:12Z<p>Xahodo: Grammar, phrasing, choice of words, spelling. Some comments.</p>
<hr />
<div>==Note==<br />
Rules are used to ease up a cooperative gameplay. Do not think of rules as beeing punished if you don't follow them but rules as a keypoint to play together.<br />
<br />
Please note individual games may have different rulesets. These rules are a standard set, and in different games different rules may be needed.<br />
<br />
<br />
=<center>Rules of our games</center>=<br />
<br />
<br />
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 />
<br />
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 />
<br />
===Communication===<br />
* You should be 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 />
<!-- Not sure if this sentence is needed, uncomment if it actually is needed:<br />
That's the point after all. --><br />
* Two people building in the same place is generally about as many as can be without a large ammount of confusion. So communicate what and where you are doing something.<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 />
* Language is english (due to popular demand ;-) )<br />
* We usually name our hubs; the first hub in a game with a sign "Hub 1", and so on. This makes communication about routing simpler.<br />
<br />
===Game Start===<br />
Games always start with coal. The route should go a reasonable distance in a straight line. We should all discuss the start in IRC and all 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 />
<br />
<br />
===Construction===<br />
*Stick to our construction guides for a proper building style.<br />
*Avoid having a full loan like the plauge. 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 />
*Signals every 3rd rail. It may look bad but tests have proven it is the most effective.<br />
*No 90 degree turns; make everything nice and smooth. This works better and acceleration math makes it go faster.<br />
*No 2*45 degree curves, due to too high speed penalties with the new train acceleration.<br />
*Stations are 5 blocks long, and almost always 2 platforms wide. Actually, there is rarely a need of more then that.<br />
*Avoid building diagonal tracks. You know why.<br />
*Use the "[http://wiki.openttd.org/index.php/Stations#Ro-Ro Ro-Ro]" style train stations whenever possible.<br />
*On 2+/2+ lines be sure to leave three spaces between the two lanes (LL___RR).<br />
*We (well most of us) drive on the right side of the road, the trains should too ;-).<br />
*Never build industries until the entire map is connected. This is because the max industry limit could be reached accidently, which would prevent the building of a necessary industry such as a factory or oil refinery.<br />
<br />
===Network Design===<br />
*The entire network is connected. Nothing off to the side.<br />
*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.<br />
*We build sidelines (LR) that access the mainlines via Hubs. <br />
*Never, ever build dead-end lines (mainlines or sidelines that end at a station). It's a capital sin to do this to a mainline. If you do this at a sideline, it's a lot of work for us to fix it. Dead-end lines lead to uncomprehensive networks, and makes connections to further station via the same sideline unnecessary difficult, slow and/or clumsy.<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 />
<br />
===Trains===<br />
<!-- The following rule may be obsolete by now --><br />
*Trains are engine + 8 cars. This makes it easy to upgrade.<br />
*Shared orders are a must if more than one vehicle shares the same route.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=Main_Page&diff=1816Main Page2006-01-08T02:52:06Z<p>Xahodo: Reorganised some text, corrected some grammar and spelling.</p>
<hr />
<div>[[Image:1000.png|thumb|250px|left|We had our 1000'th hit on the Main Page!]]<br />
<center><font size="5">'''Welcome to #openttdcoop'''</font></center><br />
<br />
We're a group of players (some what expanding) that enjoy playing [http://www.openttd.org OpenTTD] cooperatively rather than competively. Playing OpenTTD in a cooperative way means bringing new challenges to the game. This means we all share the same company, the same resources, and build a really big network. Which is, in fact, more of a challenge for experienced players. The important thing is that we have fun doing this, playing with the game like designing crazy hubs (good old [[:Image:Bermuda.png|Bermuda Hub]]!) or highly efficient stations. Playing in a cooperative way also means to learn from one another. Good players share their experiences with Newbies but on the other side even the most skilled OTTD-players |may learn some tricks from their teammates. <br />
<br />
If you want to get in touch with our community, '''be sure to join us in our IRC channel'''. If you are not familiar with IRC you can find some information in our [[Guides|Guides]]. <br />
<br />
----<br />
<br />
<br />
<br />
<br />
<br />
{| cellspacing="3" class="mainpagetable" align="center"<br />
|- valign="top" <br />
|width="33%"|<br />
<center><br />
<font size="3">'''[[History|History of ''#''openttdcoop]]'''</font><br />
<br />
''#''openttdcoop group of players who found together in the main channel for OTTD - ''#''openttd on the Freenode IRC network. See this page for a short history of this community and what we intend to do in the future.<br />
</center><br />
|width="33%"|<br />
<center><br />
<font size="3">'''[[Guides|Guides]]'''</font><br />
<br />
Have a look on our Guides, which may help you in almost every way. There are pages about using IRC as well as building tutorials and a Glossary on terms and expressions you will need to know if you play with us.<br />
</center><br />
|width="33%"|<br />
<center><br />
<font size="3">'''[[Membership|Membership]]'''</font><br />
<br />
You are familiar with our gameplay? Want to join us on our Sandbox server, or you are already there and intend to become a full member of our community? Look at the page explaining the #openttdcoop [[Membership|membership]].<br />
</center><br />
<br />
<br />
|- valign="top"<br />
|width="33%"|<br />
<br />
<center><br />
<font size="3">'''[[Ruleset|Ruleset]]'''</font><br />
<br />
If you want to cooperate in a efficient way you have to formulate some very basic [[Ruleset|rules]]. These rules are concerning both building styles and communication issues. They are neither very strict, nor associated with consequences; so do not fear them, just follow them as our very basic guidelines.<br />
</center><br />
|width="33%"|<br />
<br />
<center><br />
<font size="3">'''[[Community:Members|Userpages]]'''</font><br />
<br />
See our [[Community:Members|memberpages]] to get an idea who we are, where we live and where our weak points are.<br />
<br />
</center><br />
|width="33%"|<br />
<br />
<center><br />
<font size="3">'''[[Servers|Servers]]'''</font><br />
<br />
As far as you are familiar with the basic terms of our community (because you already read the [[Guides|Guides]] and joined us on IRC) you are very welcome to join us on our [[Sandbox_Server|Sandbox Server]]. <br />
</center><br />
|}<br />
<br />
{| cellspacing="3" class="mainpagetable" align="center"<br />
|- valign="top" <br />
|width="90%" colspan="1"|<br />
<center><font size="3">'''Pages of interests'''</font></center><br />
<br />
You might be interested in our savegame archives. Choose between:<br />
<br />
* [[Mainserver:Archive|The Mainserver Archive]] for saves of our [[Main_Server|main server]] where members and trusted players enjoy their games<br />
* [[Sandbox:Archive|The Sandbox Archive]] for saves of our [[Sandbox_Server|Sandbox server]] where our upcoming members start off.<br />
<br />
|}</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=History&diff=1809History2006-01-06T22:58:14Z<p>Xahodo: FIX: Spelling, grammar, word choice, layout.</p>
<hr />
<div>==The Very Beginnings==<br />
<br />
''#''openttdcoop started in late 2004/early 2005. guru3, ShaggZ, xahodo and Mucht met up in the IRC channel of the OpenTTD community, #openttd on the freenode IRC network. There were many reasons for starting an all-seperate community dedicated for doing cooperative gameplay:<br />
* Teamplay is fun<br />
* Your gaming skills improve if you exchange your building styles in a non-competitive environment<br />
* The mapcycle gets faster - you don't have to play on one map for days to complete it since many players are helping to build a network. Th<br />
<br />
guru3 started to host the first dedicated server. The early maps were 256x256 only since OTTD did not support bigmaps back then.<br />
<br />
==The Restructuring==<br />
<br />
After a period of little activity during the spring/summer period of 2005, most members of #openttdcoop got together again in September 2005. In the meantime, OpenTTD had seen heavy development, which allowed for the creation of many new strategies and styles.<br />
<br />
The community also decided to change and expand its own structure:<br />
* There would be a Wiki instead of a webpage in order to improve information flow.<br />
* There would be a definition of 'Membership' and a clear regulation on how to become a member<br />
* There would be a unified appearence of #openttdcoop (signature for [http://tt-forums.net tt-forums], logo, etc.)<br />
<br />
Thanks to valhallasw, who hosts the wiki, guru3, who hosts our signature and most members and close-to-membership players, the goals above were completed.<br />
<br />
==The 'Finally-at-Home'-Period==<br />
<br />
One day Brianetta joined our community and offered us the possibility to host a dedicated server for our games. We gratefully agreed to his offer and are proud to have two servers online now:<br />
* The mainserver which is restricted playground for members and thrusted players<br />
* The Sandbox Server which is the playground for our upcoming players, learning platform and funpark at once.<br />
<br />
After setting up the dedicated servers many aspirants joined our community. ''#''openttdcoop is now well-structured and became a known part of the OpenTTD-Universe.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=File:4_to_4_load-balancing.png&diff=1769File:4 to 4 load-balancing.png2006-01-06T17:23:49Z<p>Xahodo: An example of 4 tracks to 4 tracks load balancing.</p>
<hr />
<div>An example of 4 tracks to 4 tracks load balancing.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=File:Track_switcher.png&diff=1739File:Track switcher.png2006-01-05T02:42:53Z<p>Xahodo: This simply switches tracks.</p>
<hr />
<div>This simply switches tracks.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=File:Station_entry_load-balancer.png&diff=1738File:Station entry load-balancer.png2006-01-05T02:14:18Z<p>Xahodo: An example of a station load balancer. Kept small for simplicities sake.</p>
<hr />
<div>An example of a station load balancer. Kept small for simplicities sake.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=File:2_to_2_load-balancer.png&diff=1737File:2 to 2 load-balancer.png2006-01-05T01:19:40Z<p>Xahodo: 4 tracks to 2 balancing, more complicated as the previous one.</p>
<hr />
<div>4 tracks to 2 balancing, more complicated as the previous one.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=File:1_to_2_load-balancer.png&diff=1736File:1 to 2 load-balancer.png2006-01-04T23:51:27Z<p>Xahodo: An example of 1 track being provided a choice of 2 tracks to mix with.</p>
<hr />
<div>An example of 1 track being provided a choice of 2 tracks to mix with.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=Mainline_Junctions&diff=1680Mainline Junctions2006-01-03T01:34:40Z<p>Xahodo: </p>
<hr />
<div>After building the first hubs in [[Guides:Basic_Junctions|Part 2]] you will probably notice that our mainlines may sometimes cross each other. Since we always build a comprehensive network and always avoid dead-end lines there is a point in the game where a so-called "Backbone Hub" is needed (remember to name the hub as described before). To see what we talk about, look at this [[:image:BBH.png|example of a Backbone Hub]].<br />
<br />
Let us analyse this one:<br />
<br />
* A mainline is built from east to west (if you read the previous pages carefully you should already know where east and west are). Be careful: this mainline has a temporary solution: we usually don't build tunnels on mainlines (since we can't signal tunnels!). This town has got to move to ... somewhere else in the close future. Also, we do not use bridges or something else. But let us leave this drawbacks beside and move the focus back on the BBH itself.<br />
* Again, we have a T-Hub but this time it is slightly different: we do not connect a sideline (LR) to a mainline (LL___RR) but a mainline to a mainline. If you want to know where and why we want to do this, be welcome to look at PART 4 of this guide.<br />
* Mainlines enjoy the highest priority in the whole network. Mainlines are intended to be fast and hosting trains in order to go over long distances. Therefore, we try to avoid slowing down these trains on mainlines (remember: money has something to do with time and time is money!). In the end we come to the conclusion: Backbone Hubs have to be as fast as ever possible! As shown in our tutorial picture, there are no tight curves or major slopes. It is - as already shown - signaled as close as possible to avoid delays (not completely done in our example).<br />
* Since a train typically has a route (notice: not order list!) like Station XY - Sideline Hub YZ - Backbone Hub ZA - Sideline Hub AB - Station BC, it has already the possibility to access both (i.g.: all) tracks of the mainline via the Sideline Hubs (remember: for SLH's we said: always connect every possibility!) we do not need to connect each track of one mainline to each track of the other mainline - which simplifies the whole thing a lot! You only need to connect the inner line of one mainline to the inner line of the other mainline and so one. Feel free to study our tutorial picture some minutes and you'll find out what we mean.<br />
* The best start if you want to build a BBH is to move the tracks of one direction some spaces to have more space in between the tracks. You'll soon notice that this is a quite helpful trick.<br />
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'''Additional comments by Xahodo:'''<br />
* Always split before you join tracks, otherwise you might be creating a roundabout or (even worse) a cloverleaf junction. These junction types will jam once they see enough traffic from several directions.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=User:Xahodo&diff=1679User:Xahodo2006-01-03T00:59:57Z<p>Xahodo: </p>
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<div>'''Born:''' October 28th 1974<br />
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'''Home:''' Gouda, The Netherlands<br />
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'''Email:''' vanarot [at] hotmail [dot] com<br />
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'''Started playing TTD:''' About 1994 I came across ttd. It never left my mind.<br />
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'''Joined #openttdcoop:''' From the top of my head: somewhere during fall 2004.<br />
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'''Specialist on:''' Load balancing, backbone junctions.<br />
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'''Prefers:''' Chaotic construction, building and expanding the network as needed, without a particular plan in mind.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=File:Coop_Christmas_Final_Save.sav&diff=1402File:Coop Christmas Final Save.sav2005-12-27T01:48:03Z<p>Xahodo: Well, the same savegame as on the forums. This savegame was made on servershutdown of the Christmas Coop Server.</p>
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<div>Well, the same savegame as on the forums. This savegame was made on servershutdown of the Christmas Coop Server.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=File:Chaos.sav&diff=1379File:Chaos.sav2005-12-14T19:26:59Z<p>Xahodo: #openttdcoop nightmare savegame.
This game shows how it's /not/ supposed to be done.</p>
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<div>#openttdcoop nightmare savegame.<br />
This game shows how it's /not/ supposed to be done.</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=File:4_way_2x2_junction_example.png&diff=1352File:4 way 2x2 junction example.png2005-11-05T18:30:06Z<p>Xahodo: a proposal for a 4 way 2x2 junction. It has some space for load balancing (not implemented, for clarity).</p>
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<div>a proposal for a 4 way 2x2 junction. It has some space for load balancing (not implemented, for clarity).</div>Xahodohttps://wiki.openttdcoop.org/index.php?title=File:Prarshaw_Ridge_Transport,_6th_Jul_2011.sav&diff=1349File:Prarshaw Ridge Transport, 6th Jul 2011.sav2005-11-04T03:53:07Z<p>Xahodo: Coal station finished, unhappy about exit load balancing.</p>
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<div>Coal station finished, unhappy about exit load balancing.</div>Xahodo