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You can think of them as block signals but better. The only consideration you have is that anywhere you place a signal must be a place where a train can safely wait without blocking other traffic. So if your trains are 7 tiles long don't have a signal after a junction closer than that.
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# ? Mar 3, 2013 13:50 |
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# ? Apr 26, 2024 17:56 |
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Is this a good use for pre signals? I never can work out the best way to lay out terminus stations:
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# ? Mar 3, 2013 14:33 |
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Metrication posted:Is this a good use for pre signals? I never can work out the best way to lay out terminus stations: I'd probably use Path signals, because any train entering or exiting a platform - and they'll move slowly with the sharp turns - is going to prevent any other train from entering the complex. Better would be to set it up something like:
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# ? Mar 3, 2013 14:43 |
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Does anyone play with AI? I feel like because I'm still getting used to this game, I don't want anyone else loving with my poo poo, even if it's a 1024x1024 map and I have a ton of room. Is it actually fun to outdo/outlast competitors? Also, does anyone else think up the most vulgar and extremely childish names for their company/CEO?
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# ? Mar 3, 2013 18:17 |
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Rupert Buttermilk posted:Does anyone play with AI? I feel like because I'm still getting used to this game, I don't want anyone else loving with my poo poo, even if it's a 1024x1024 map and I have a ton of room. Is it actually fun to outdo/outlast competitors? Rupert Buttermilk posted:Also, does anyone else think up the most vulgar and extremely childish names for their company/CEO?
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# ? Mar 3, 2013 18:36 |
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I like playing with AI sometimes just to add a little bit of life to the world, but it does tend to ruin your setups occasionally with annoyingly placed bridges or something. Plus a lot of them absolutely clog the roads with ridiculous numbers of vehicles. I kind of wish there was an option somewhere that would allow you to demolish stuff built by the AI even if they were still in the game. I've found that NoCAB seems to be the most competent all-around AI I've tried, but it sometimes does some weird annoying stuff like building a ton of truck stations in one place that don't do anything (As in, a single station where it's just []). The Cheshire Cat fucked around with this message at 00:56 on Mar 4, 2013 |
# ? Mar 4, 2013 00:51 |
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kingturnip posted:I'd probably use Path signals, because any train entering or exiting a platform - and they'll move slowly with the sharp turns - is going to prevent any other train from entering the complex. If the exit signal is red, a train leaving from a platform will block access to all platforms to the right of it unnecessarily. The exit signal should be a train's length away from the last point of potential conflict to avoid this happening. The cost to this is slightly reduced throughput, which can be mitigated with an extra exit lane or two - if that doesn't sort it, you probably want to be doing crazy throats with tunnels and poo poo anyway.
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# ? Mar 4, 2013 16:51 |
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Something like this, you mean? (I missed a couple of signals, but you get the idea). I'd certainly never claim to be great at OpenTTD, but I've rarely had trouble with a setup like that. And when I do, and it happens regularly, it's a sign I should probably try converting the station to RoRo.
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# ? Mar 4, 2013 19:39 |
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kingturnip posted:Something like this, you mean? (I missed a couple of signals, but you get the idea). Yeah, I do the same thing but with tunnels, and yeah, it's probably the best thing you can manage without a RoRo or other crazy stuff.
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# ? Mar 4, 2013 20:30 |
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Something that's always been bugging me, when I start out and am making a coal-powerplant "money maker", is it better to have the train wait for a full load, or just take whatever is available? Sometimes when I'm starting out the coal mines don't put out a lot, and the trains end up sitting there, even if I do something goofy like a 3-car coal train. I finally tried the passenger airline money-maker, and wow. I don't think I could build enough airplanes. Is one or two appropriate or should I build more to try to keep up with the demand of 1500 passengers and 700 bags of mail?
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# ? Mar 14, 2013 21:23 |
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YF19pilot posted:Something that's always been bugging me, when I start out and am making a coal-powerplant "money maker", is it better to have the train wait for a full load, or just take whatever is available? Sometimes when I'm starting out the coal mines don't put out a lot, and the trains end up sitting there, even if I do something goofy like a 3-car coal train. Full load is the received wisdom - it helps push up production and cargo transported.
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# ? Mar 14, 2013 21:32 |
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YF19pilot posted:Something that's always been bugging me, when I start out and am making a coal-powerplant "money maker", is it better to have the train wait for a full load, or just take whatever is available? Sometimes when I'm starting out the coal mines don't put out a lot, and the trains end up sitting there, even if I do something goofy like a 3-car coal train. I may be wrong about this but I think the operating cost of your vehicles are reduced by a lot when they're stopped in a station, so when you set the train to full load you're not wasting that much money and you get to make up for it (and the loss of value on timed goods) by making the long trip with the most bang for your buck (operating cost). Even if that's not true you should probably just use full load anyway, that's how pretty much everyone on the server does it except for something like passengers where you'll just be losing money anyway and you need the happy passengers to grow the cities.
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# ? Mar 14, 2013 21:40 |
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Do people use full load for passengers? I never do that because it would cause vehicles to bunch up even worse than they do now. I really wish there was an effective way to manage distance between trains and buses and stuff without something as complicated (and dull) as the current timetable management.
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# ? Mar 14, 2013 21:42 |
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In vanilla TTD the running cost of the train was fixed whether it was moving or not, and we deducted quarterly. Somewhere in the patches it changed to how it is now where running costs are constantly being deducted, and running costs are very low when the train is stopped. So in that regard it's cheaper to wait for full load, but in vanilla it didn't matter. What does matter in both is the station rating algorithm. The higher the station rating the more cargo you're going to get from a resource. Station rating is partly determined on the age of the vehicles, but it's mostly about presence. When a vehicle is there loading, the rating goes up, and continues to go up for a little while after the vehicle leaves, and then starts to go down. If you don't do a full load, you're not spending very much time making the rating go higher, which means you're not going to be getting much cargo overall. When you full load, you're not only saving money on running costs, but you're also increasing the amount of cargo the resource will deliver to your station. Moral of the story: wait for full load. Except passengers don't be that guy.
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# ? Mar 14, 2013 22:40 |
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YF19pilot posted:I finally tried the passenger airline money-maker, and wow. I don't think I could build enough airplanes. Is one or two appropriate or should I build more to try to keep up with the demand of 1500 passengers and 700 bags of mail? Naw, just have enough planes to pay for your trains.
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# ? Mar 14, 2013 22:45 |
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Tie your airport to a huge passenger rail station and make even more money! Works well if you want to get the mail moved, too, since mail piles up much worse than passengers at airports.
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# ? Mar 15, 2013 00:37 |
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I loved the cargodist patch in Chili's patch pack, so sad we've moved on
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# ? Mar 15, 2013 01:24 |
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FISHMANPET posted:I loved the cargodist patch in Chili's patch pack, so sad we've moved on You can get a much updated version of cargodist here: http://bundles.openttdcoop.org/cargodist/
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# ? Mar 15, 2013 10:34 |
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YF19pilot posted:Something that's always been bugging me, when I start out and am making a coal-powerplant "money maker", is it better to have the train wait for a full load, or just take whatever is available? Sometimes when I'm starting out the coal mines don't put out a lot, and the trains end up sitting there, even if I do something goofy like a 3-car coal train. The only down side I've found in the early game regarding waiting for a full load is if you manage to have too many hoppers and have breakdowns turned on. Your train will sit so long that it exceeds whatever its maintenance interval is and break down as soon as it leaves the station. If you keep the number of cars at a reasonable level and have a depot on the back end of the station it's a moot point, however.
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# ? Mar 15, 2013 14:20 |
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I'm currently running OpenTTD 'vanilla' at the moment, until I get the full hang of things. Which I think I got now that I'm pulling in something like $2 million in income a year with some money-maker routes. I'm doing some easy-peasy things to get the hang of it all, but I'm now getting to the point of more money then I know what to do with. With that said, what are the advantages of electric rail vs. coal/diesel? Also, is there a way to make this work better: The purple is where I want to start installing a passenger line, probably with at least 2 trains. Coal is grey, Orange is iron ore, and blue is hauling steel, livestock, grain, and goods (two of those four also haul mail). Right now it seems to handle the 12 trains that pass through okay enough, but they still seem to occasionally get in each others' ways. I want to turn this into something that will allow the trains to go to/from the main line onto their depot lines with minimal stoppage, etc.
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# ? Mar 19, 2013 00:52 |
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I'm not an OpenTTD expert or anything, but I would recommend eliminating all those intersections with bridges or tunnels. I'm not sure how much this is considered cheating, but I typically always turn off breakdowns/maintenance so you don't have a breakdown backing up all your trains. Later in the game electric trains are an order of magnitude faster than diesel ones and I typically use those for passenger lines.
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# ? Mar 19, 2013 01:12 |
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Yeah, lately I've been segregating my cargo and passenger/mail service into separate lines My passenger/mail trains are usually Engine-mail-mail-coach-coach-coach-coach-coach-coach-coach-coach-mail-mail-engine makes upgrading to the push/pull electrics later on easier and acceleration is pretty decent.
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# ? Mar 19, 2013 04:53 |
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Separating everything is more efficient, but also less entertaining!
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# ? Mar 19, 2013 13:03 |
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Entropist posted:Separating everything is more efficient, but also less entertaining! I'll be honest, watching a spontaneous drag race between two trains on the double-rails I've got set up is probably the coolest thing.
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# ? Mar 19, 2013 13:27 |
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YF19pilot posted:is there a way to make this work better: Try to get rid of 'tight' 90 degree turns as they really slow trains down. Ideally, have the diagonal section half the length of the longest train that'll be on that stretch of track. Also, it's already been suggested that you get rid of intersections. Having a train come to a complete stop isn't ideal. If you're tight for space on the ground, try having tracks above/below.
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# ? Mar 19, 2013 13:36 |
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Just to give you a place to reference, the OpenTTD Wiki has some really good examples of junctions and station layouts to get you started.
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# ? Mar 19, 2013 15:05 |
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Once you think about it logically it's fairly straight forward to design your own junctions that are just as fast as those ones but not as compact. On most maps compact junctions aren't really needed anyway because the maps are huge.
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# ? Mar 19, 2013 16:02 |
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Yeah, that's why I said to get him started. My junctions tend to be pretty huge as well, once I get a decent network up and running. I was just putting it out there as a place to draw ideas from, not to copy wholesale.
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# ? Mar 19, 2013 17:07 |
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YF19pilot posted:I'll be honest, watching a spontaneous drag race between two trains on the double-rails I've got set up is probably the coolest thing. ...if you have a road cutting across the tracks with a constant stream of buses
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# ? Mar 19, 2013 17:48 |
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Okay, decided to use the new GRFs you guys have supplied. Having issues with loading the NARS and UK Railway Set. Can these two be loaded together? If yes, in what order? Edit: UK Roadset is also giving me the error "Another readset is active" Here is a screenshot of the GRFs I'm trying to load: CovfefeCatCafe fucked around with this message at 03:23 on Mar 20, 2013 |
# ? Mar 20, 2013 03:13 |
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YF19pilot posted:Okay, decided to use the new GRFs you guys have supplied. Having issues with loading the NARS and UK Railway Set. Can these two be loaded together? If yes, in what order? Total Town Renewal has its own roadset which is why you're getting that error. Personally I think it's the nicest looking one, it changes over time as well which is nice. If you want to use UK roadset then you can turn off the TTRS one off in its settings. Also I would remove UK renewal Set as it has been superseded by the UK Railway Set (UKRS2 in your list there). Also you'll probably want eGRVTS2 instead of version 1. Metrication fucked around with this message at 11:47 on Mar 20, 2013 |
# ? Mar 20, 2013 11:12 |
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I started playing OTTD about a year ago and just focused on getting the interface elements down with bus and plane routes and got a bit sidetracked before learning how to use the signalling system. I've started up again and just built what I think to be a valid, albeit very inefficient coal route consisting of a one-way loop with a three track station on either end. I wanted to make sure it was working and that I understood the pre-signal set-up with a simple trunk/branch/leaf system. Everything seems to be working. My main question is the one-way signals. I don't believe that many are necessary, but possibly that regular placement is prudent as things grow and get more complicated. Additionally, they are always red except for when the engine of a train hits it. It flashes green and then goes back to red. Is that the expected behavior? I know the way I routed track into the station in the first pic is dumb, but again, I didn't think it all the way through at first and really just wanted to test the system. I made sure that one train behaved normally and then threw three more on the track to test and it pretty much queues all three up at the coal mine while the fourth waits and then sends one off and lets the other move in. Finally, I know it matters for airports and bus stops, but does it matter how much of the coverage area is on a coal mine as far as output, or as long as one square is touching, is it considered covered?
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# ? Mar 22, 2013 01:30 |
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If it's covered enough that you get product from an industry then it's covered entirely. You can't end up partially covered.
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# ? Mar 22, 2013 02:31 |
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PapFinn posted:I started playing OTTD about a year ago and just focused on getting the interface elements down with bus and plane routes and got a bit sidetracked before learning how to use the signalling system. I've started up again and just built what I think to be a valid, albeit very inefficient coal route consisting of a one-way loop with a three track station on either end. I wanted to make sure it was working and that I understood the pre-signal set-up with a simple trunk/branch/leaf system. Everything seems to be working. My main question is the one-way signals. I don't believe that many are necessary, but possibly that regular placement is prudent as things grow and get more complicated. Additionally, they are always red except for when the engine of a train hits it. It flashes green and then goes back to red. Is that the expected behavior? I think you are using path signals instead of normal one-way signals. You can toggle the normal signals between two-way and one-way in each direction by clicking on them once installed. Most of your track should be lined with these signals, which stay green all the time unless a train is occupying the block ahead of the signal. Save the path signals for station and junction management. Path signals (the ones with the white square and red dot on them in case it is not clear) remain red until a train comes and secures a clear path ahead, at which they turn green and the train passes through. They allow two trains to be in the same "block" (the space along one or multiple tracks between signals) so long as each train has a clear path through. This comes into play with junctions and station layouts and can improve efficiency in some situations. One simple example is a terminus station (ie: enter and exit from one side only). Imagine you have a train (T1) that wants to enter the station. A second train (T2) is just leaving the station from slot #2, heading in the other direction. You can use a single path signal (denoted by the * in front of T1) to handle all aspects of the junction. The ^ on the exit path is a normal one-way signal on on the right side of the track (as viewed along the direction of travel). The angle brackets (<,>) show direction of travel of the track and trains. code:
quote:I know the way I routed track into the station in the first pic is dumb, but again, I didn't think it all the way through at first and really just wanted to test the system. I made sure that one train behaved normally and then threw three more on the track to test and it pretty much queues all three up at the coal mine while the fourth waits and then sends one off and lets the other move in. For your 3-way entry station, you can rip out the pre-signals and just use a single path signal at the entrance. I would also have the incoming mainline branch into three and have these paths lead directly into the station. I'm not sure how the top or right-most station slot would get used the way things are in your picture, because what should be an entry path (where the depot is) goes in the opposite direction. Something like this would work (^ are normal one-way signals, all on the right side of the track, * are path signals, and > shows the direction of travel but is not an actual item in-game) code:
quote:Finally, I know it matters for airports and bus stops, but does it matter how much of the coverage area is on a coal mine as far as output, or as long as one square is touching, is it considered covered? Each building in a city has its own resources, so the more buildings your airports/bus stops touch, the more people/mail/etc. you can grab. Coal mines and other standalone resources are just one building, so touching any part of it will give you the full amount of resources. Be aware that one or two squares within the building may not supply the good, but as long as you get one of the squares which does supply the resource you get all of the available resources.
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# ? Mar 22, 2013 03:18 |
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For anyone needing the current version that will actually connect to servers I've updated and uploaded it for your consumption, as it looks like the link in the OP is using some beta version or who knows, which will not connect to multiplayer servers. OpenTTD - Trains! Yay!(windows 64bit) Maybe update the links in the OP - I saw your updated versions later in the thread but the ones in the OP do not work. Also is the server still active? Shows as offline. ModeSix fucked around with this message at 04:03 on Mar 22, 2013 |
# ? Mar 22, 2013 03:58 |
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ModeSix posted:For anyone needing the current version that will actually connect to servers I've updated and uploaded it for your consumption, as it looks like the link in the OP is using some beta version or who knows, which will not connect to multiplayer servers. The OP was a special build we were using, but then switched to mainline based on a vote of random people who happened to be in the thread. I should update that. I will bring the server back up (in a few hours.) I don't really monitor it, so if openttd crashes I don't really notice for a while. Someone feel free to PM me if it goes down and I don't notice.
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# ? Mar 23, 2013 23:38 |
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Quick question. I just noticed two "language issues" with the newGRFs. In the vanilla OTTD, when purchasing trains from the depot, where it should say "New Rail Vehicles" it says "Fart"; and when ordering vehicle replacements from the list menus, instead of saying "Rail Vechiles" in one part, it says "Penis". Is there a way to change that?
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# ? Mar 27, 2013 21:21 |
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That gave me a genuine laugh, holy poo poo. This would only happen to goons.
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# ? Mar 27, 2013 22:05 |
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YF19pilot posted:Quick question. I just noticed two "language issues" with the newGRFs. In the vanilla OTTD, when purchasing trains from the depot, where it should say "New Rail Vehicles" it says "Fart"; and when ordering vehicle replacements from the list menus, instead of saying "Rail Vechiles" in one part, it says "Penis". Is there a way to change that?
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# ? Mar 27, 2013 22:34 |
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# ? Apr 26, 2024 17:56 |
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SupSuper posted:Can NewGRFs change standard game strings? I would first change the language or check the language files in case they somehow got modded, if not clear out your NewGRFs and reintroduce them one-by-one until you find the culprit. edit: Definitely a NewGRF. Will find out which one soon. edit2: It's "pjpetracks". Which is funny considering that's one of my favorite NewGRFs at the moment. CovfefeCatCafe fucked around with this message at 23:22 on Mar 27, 2013 |
# ? Mar 27, 2013 23:01 |