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  • : [[Tutorial Savegame Stations|Stations]] • [[Tutorial Savegame Feeder|Feeder]] • [[Tutorial Savegame Tow : [[Road stations]]
    5 KB (618 words) - 07:15, 22 November 2013
  • * If you have a special intention about something, use the ingame signs. Use them to comment out yo ...ided 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".
    5 KB (880 words) - 04:15, 15 October 2019
  • ...o get an idea of the way coop-players play. Mostly they are used to find a special station or hub via the sign- or station list. ** The station names for the '''Main-Stations'''
    2 KB (289 words) - 18:11, 31 August 2010
  • '''Normal Signal''': It does not have any special alibity, it turns to red if the next signal block is blocked by any train. ...gnal A should be red...[[Image:Terminal1.png|270px|center|thumb|Problem at stations without Presignals]]
    3 KB (597 words) - 09:49, 17 December 2013
  • Special types of cargo games are [[refit]]-, [[SRNW]]- and [[SML]]-games. ...SG 222|222|A game with massive amount of hubs and also high amount of main stations due to many various industry types.|[[File:PSG222plan.png|200px]]}}
    1 KB (191 words) - 18:37, 5 December 2012
  • ...(coding), Prebral, Hyronymus, Bart, Nikola, Crotram, Pnaky (data supply). Special thanks to Michael Blunck ===Stations===
    52 KB (6,937 words) - 20:32, 26 September 2010
  • ...permission settings. Every registered user is now welcome to edit their [[Special:Mypage|user page]] and to discuss ideas on the talk page of every article. '''21.07.2006''': Due to some issues with the US-Stations-GRF we reworked our whole GRF-Set. We took the chance to implement the plan
    4 KB (674 words) - 10:22, 4 December 2013
  • ...(coding), Prebral, Hyronymus, Bart, Nikola, Crotram, Pnaky (data supply). Special thanks to Michael Blunck ===Stations===
    23 KB (3,268 words) - 11:07, 14 August 2008
  • ...n running between them. The first thing you need to do is add the both the stations to the order list. We usually begin the orders with the pickup station: ...nt area), it is possible for a primary industry to open up within the drop stations catchment area at a later point in the game. When this happens, and yes it
    17 KB (2,980 words) - 21:58, 20 January 2024
  • *Update: Industrial Stations Renewal v0.8.0 * Update: Industrial Stations Renewal v0.7.1
    8 KB (1,234 words) - 21:55, 26 September 2010
  • ## Special map used ##Special Consideration: trains only allowed in desert
    3 KB (407 words) - 16:12, 30 December 2012
  • ...and expanded to eventually use 5 entrance and exit lines, serving 19 coal stations. Items of note in this game include the Factory Island, Refinery Complex, a ...surrounding assimilated Cities. You can see how it grew around the various stations, like the Paper Mill Pickup. }}
    8 KB (1,203 words) - 22:25, 9 May 2013
  • ...(coding), Prebral, Hyronymus, Bart, Nikola, Crotram, Pnaky (data supply). Special thanks to Michael Blunck ===Stations===
    24 KB (3,385 words) - 13:29, 12 November 2008
  • : [[Tutorial Savegame Stations|Stations]] &bull; [[Tutorial Savegame Feeder|Feeder]] &bull; [[Tutorial Savegame Tow <div class="frontpage_bar"><div style="float: right;">[[Image|*]]</div>Stations and Junctions</div>
    5 KB (641 words) - 01:48, 22 January 2024
  • ...f editing in various places, including a total rebuild of one of the major stations at one point. ...g the S-Bahn in their own place, with a global network connecting the main stations. Even though the network layout was left undefined, good cooperation result
    8 KB (1,158 words) - 22:19, 9 May 2013
  • ...(coding), Prebral, Hyronymus, Bart, Nikola, Crotram, Pnaky (data supply). Special thanks to Michael Blunck ===Stations===
    51 KB (6,761 words) - 15:21, 8 March 2010
  • ...of Self-regulating network is to have an amount (eventually all) of pickup stations automatically used by one group of trains. 1. SL works as a ring, while the only way out of the SL is through pickup stations
    15 KB (2,585 words) - 07:32, 6 June 2016
  • Every vector defines a set of industries and a set of cargoes. The special case here is the Town vector, which must be loaded if any ECS is used. ..., the ECS houses are still very beta and so far only tourists and petrols stations seem to work.
    3 KB (506 words) - 13:04, 16 April 2009
  • ...utomatic packer, which makes them special. Last but not least, most of our stations are usually enhanced by some nice eyecandy, some actually having more candy
    659 B (102 words) - 08:04, 7 November 2013
  • ...u're lucky; you only have to connect it to the eastbound ML. The only main stations that are further down the mainline are a Steel Drop and a Goods Drop. These BBH04 is up next. As you can see, the only stations further west of BBH04 are the Food Drop and the Goods Drop. Both food and g
    5 KB (942 words) - 08:35, 4 December 2013
  • ...est case based on PS Game #44 | done | 4 Lane Shift ML between two massive stations 2000 tiles apart, carrying 950 trains | Applicable to certain games; Large Stations connected to such ML would require special attention too, in most cases trains coming from one direction should be ret
    22 KB (3,721 words) - 17:51, 28 November 2012
  • A Shift Mainline, or SML, is a special type of [[Mainline]] used in coop games. SML behaves almost identically to ...e penalties may be built as stations (trains should use non-stop orders if stations are used), reverse PBS signals, or any other construction that would force
    6 KB (1,044 words) - 09:35, 4 December 2013
  • ...riety of different one and two-sided sideline hubs, not to mention various stations. The game ended with about 1200 trains, LLL_RRR in most places and roughly ...accelerate so slowly in compare with their top speed) we had to make some special choices. Chronologically first of those was a convention of no tunnels/brid
    8 KB (1,310 words) - 22:26, 1 September 2012
  • ...e all hubs of a fairly simple structure while forcing very interesting and special compositions and designs. Another idea was to have an almost random network ...even get to the central backbone. As for other primaries, we had two main stations divided by kind of wagons used - Liquids Drop, and Solid Things Drop, which
    11 KB (1,629 words) - 22:09, 9 May 2013
  • ...nctionaryTableHeader|headline=Pickup Stations <font size="small">([[Pickup Stations|what is that?]])}} ...2.2009|[[Image:psg219_steelpickup.png|center|140px|]]|'''Overflow'''|A bit special overflow on a balanced station. Using block pre-signals to give some priori
    2 KB (286 words) - 00:46, 16 February 2012
  • {{JunctionaryTableHeader|headline=Drop Stations <font size="small">([[Drop Stations|what is that?]])}} ...y|03.12.2009|[[Image:psg170_packer.png|center|140px|]]|'''Packer Exit'''|A special drop station featuring a packer based on using slow bridges to get trains i
    7 KB (902 words) - 18:17, 5 December 2012
  • ...onaryTableHeader|headline=Combined Stations <font size="small">([[Combined Stations|what is that?]])}} ...9_spoke05.png|center|140px|]]|'''Tunnel bypass'''|This transfer station is special by the bypass for ML trains which is situated in tunnels under station. |{{
    5 KB (648 words) - 21:49, 15 February 2012
  • ...tionaryTableHeader|headline=Special Stations <font size="small">([[Special Stations|what is that?]])}}
    5 KB (707 words) - 18:19, 5 December 2012
  • ...er.png|center|140px|]]|'''Counter/comparer'''|This array of stations had a special overflow which counted which station gets the least amount of trains and re
    4 KB (573 words) - 19:05, 11 August 2019
  • * region 0 has no special road design ...3406a/src/date_type.h#L32] = 3700 ticks, or 50 days ago. Up to 5 different stations are counted, everything above that is useless.
    12 KB (2,163 words) - 22:48, 10 January 2020
  • ...to use overflows on all pickups so we would always have trains loading at stations. Unfortunately a bit too many primaries were connected so we ended up not r |imagedescription=Typical stations in PSG 240 - most of them were disconnected later, to focus on a few indust
    9 KB (1,392 words) - 06:54, 20 July 2013
  • ...aths invisible to trains. Hence the abundant use of reversers and terminus stations. We ended the game with the main loops having 7 lines and 1100 trains. ...supplies. Apart from that there appeared various primary stations, double-stations for farms, or even clusters of industries. All in all this game was very in
    9 KB (1,355 words) - 21:53, 9 May 2013
  • A special gate to produce absolute red: A train in a signal block instead of a red pr === SRNW stations ===
    7 KB (1,228 words) - 21:16, 27 August 2019
  • ...is the Intercity network which interchanges passengers between various ICE stations. ICE is usually based a lot around growing towns and creating local network ...games are generally using many groups of trains which go between each two stations, therefore it is necessary to name and group trains properly.
    5 KB (844 words) - 08:31, 20 July 2018
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