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| {{Archive_PublicServer|Public Server Game 177|18.02.10-27.02.10| {{User|Combuster}}, {{User|PeterT}}, {{User|Mitooo}}, {{User|Sietse}}, {{User|mrcool}}, {{User|Thraxian}}, {{User|OwenS}}, {{User|V453000}}, {{User|roboboy}}, {{User|jondisti}}, {{User|ed__}}, {{User|Phazorx}}, {{User|Zerpa}}, {{User|Intexon}}, {{User|Sander_Buruma}}, {{User|Grim}}, {{User|Pirate87}}, {{User|Jorl17}}, {{User|Kenix}}, {{User|VictorOfSweden}}, {{User|Qanael}}, {{User|XeryusTC}}, {{User|SmatZ}} | [[Gametype:TGV_Concept]] | TL15 | 512x512 | r19163 [[GRF|#openttdcoop-GRF-Pack 7.3]] | A TGV concept game in a tropical setting. The mainline was 1x1 almost all the way round due to the long trains - there were no SLs, so only BBHs and MSHs were built, focusing on speed and avoiding interruptions as per the concept. The plan also called for independent food and water networks to supply desert towns, which ended up being far more complex than the main network itself. There was a variety of styles for the supply networks, from V's crazy TL1 "anthill" (pictured) to less hectic TL5 networks. The total population ended up around 720,000, with over 1100 trains in total and 2 cities over 100 thousand inhabitants. |177|File:PSG177.png|V's anthill of insanity. Look at those cute little trains toiling away! }} | | {{Archive_PublicServer|Public Server Game 177|18.02.10-27.02.10| {{User|Combuster}}, {{User|PeterT}}, {{User|Mitooo}}, {{User|Sietse}}, {{User|mrcool}}, {{User|Thraxian}}, {{User|OwenS}}, {{User|V453000}}, {{User|roboboy}}, {{User|jondisti}}, {{User|ed__}}, {{User|Phazorx}}, {{User|Zerpa}}, {{User|Intexon}}, {{User|Sander_Buruma}}, {{User|Grim}}, {{User|Pirate87}}, {{User|Jorl17}}, {{User|Kenix}}, {{User|VictorOfSweden}}, {{User|Qanael}}, {{User|XeryusTC}}, {{User|SmatZ}} | [[Gametype:TGV_Concept]] | TL15 | 512x512 | r19163 [[GRF|#openttdcoop-GRF-Pack 7.3]] | A TGV concept game in a tropical setting. The mainline was 1x1 almost all the way round due to the long trains - there were no SLs, so only BBHs and MSHs were built, focusing on speed and avoiding interruptions as per the concept. The plan also called for independent food and water networks to supply desert towns, which ended up being far more complex than the main network itself. There was a variety of styles for the supply networks, from V's crazy TL1 "anthill" (pictured) to less hectic TL5 networks. The total population ended up around 720,000, with over 1100 trains in total and 2 cities over 100 thousand inhabitants. |177|File:PSG177.png|V's anthill of insanity. Look at those cute little trains toiling away! }} |
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− | {{Archive_PublicServer|Public Server Game 176|09.02.10-18.02.10| {{User|ODM}}, {{User|Combuster}}, {{User|Mitooo}}, {{User|Fuco}}, {{User|^Spike^}}, {{User|Phazorx}}, {{User|Chris Booth}}, {{User|csuke}}, {{User|grim}}, {{User|Pirate87}}, {{User|Thraxian}}, {{User|V453000}}, {{User|sepp}}, {{User|Zerpa}} | [[Gametype:Cargo Concept|Boost]] | TL7 | 512x512 | r19145 [[GRF|#openttdcoop-GRF-Pack 7.3]] | Total boost game. As planned by Combuster, this game reached 100k goods production per month, being as good as the current record from PSG 121. The whole network had 4 parts called branches which were not connected with each other. Fail-safe SML was used to maintain the 4-6 line traffic. The drop was smartly splitted into multiple sawmill drop stations in on complex and trains were ordered by entrance and exit waypoints of the whole drop area, nicely balancing the productions of sawmills. 18 - Eighteen! lines of trains were flowing into the drop. Resulting in almost 1200 trains. |176|File:PSG176.png|The drop complex almost fitted into the one-out zoom screenshot! :D }} | + | {{Archive_PublicServer|Public Server Game 176|09.02.10-18.02.10| {{User|ODM}}, {{User|Combuster}}, {{User|Mitooo}}, {{User|Fuco}}, {{User|^Spike^}}, {{User|Phazorx}}, {{User|Chris Booth}}, {{User|csuke}}, {{User|grim}}, {{User|Pirate87}}, {{User|Thraxian}}, {{User|V453000}}, {{User|sepp}}, {{User|Zerpa}} | [[Gametype:Cargo Concept|Boost]] | TL7 | 512x512 | r19145 [[GRF|#openttdcoop-GRF-Pack 7.3]] | Total boost game. As planned by Combuster, this game reached 100k goods production per month, being as good as the current record from PSG 121. The whole network had 4 parts called branches which were not connected with each other. Fail-safe SML was used to maintain the 4-6 line traffic. The drop was smartly splitted into multiple sawmill drop stations in on complex and trains were ordered by entrance and exit waypoints of the whole drop area, nicely balancing the productions of sawmills. 20 - Twenty! lines of trains were flowing into the drop. Resulting in almost 1200 trains. |176|File:PSG176.png|The drop complex almost fitted into the one-out zoom screenshot! :D }} |
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| {{Archive_PublicServer|Public Server Game 175|02.02.10-09.02.10| {{User|V453000}}, {{User|Combuster}}, {{User|ODM}}, {{User|XeryusTC}}, {{User|Thraxian}}, {{User|Jondisti}}, {{User|Sietse}}, {{User|Techinica}}, {{User|Qanael}}, {{User|Intexon}}, {{User|MD}} | [[Gametype:Cargo Concept|Cargo]] | TL2-5 | 512x512 | r18985 [[GRF|#openttdcoop-GRF-Pack 7.3]] | This game had a very simple plan. One ML, completely no BBHs and only LLLL_RRRR at the largest point of the ML. Nothing interesting there. More interesting was that this game actually had not only two separate networks, but also two separate plans. The general one from V453000 and the more detailed one from Combuster, which served as a clever specification of our solution to the food transfering :). The first was just a network that supplied the Food Processing Plant. Then there was another nework - the food delivery. The goal was to deliver food to all towns that require food for town growth. We went for TL3 feeders of transfer stations and from the transfers food was delivered by TL2 trains to the towns. The delivery was more interesting task than it might seem. There were various types of delivery networks, but logic based splitters seemed to work best. The game ended with 1200 trains and Food processing plant at 27540 tonnes of food per month. |175|File:PSG175.png|Maxed production of FPP and interesting stations. }} | | {{Archive_PublicServer|Public Server Game 175|02.02.10-09.02.10| {{User|V453000}}, {{User|Combuster}}, {{User|ODM}}, {{User|XeryusTC}}, {{User|Thraxian}}, {{User|Jondisti}}, {{User|Sietse}}, {{User|Techinica}}, {{User|Qanael}}, {{User|Intexon}}, {{User|MD}} | [[Gametype:Cargo Concept|Cargo]] | TL2-5 | 512x512 | r18985 [[GRF|#openttdcoop-GRF-Pack 7.3]] | This game had a very simple plan. One ML, completely no BBHs and only LLLL_RRRR at the largest point of the ML. Nothing interesting there. More interesting was that this game actually had not only two separate networks, but also two separate plans. The general one from V453000 and the more detailed one from Combuster, which served as a clever specification of our solution to the food transfering :). The first was just a network that supplied the Food Processing Plant. Then there was another nework - the food delivery. The goal was to deliver food to all towns that require food for town growth. We went for TL3 feeders of transfer stations and from the transfers food was delivered by TL2 trains to the towns. The delivery was more interesting task than it might seem. There were various types of delivery networks, but logic based splitters seemed to work best. The game ended with 1200 trains and Food processing plant at 27540 tonnes of food per month. |175|File:PSG175.png|Maxed production of FPP and interesting stations. }} |