

       TTDPatch - The Transport Tycoon Deluxe Patch
     ================================================
     
     Version 1.9


Overview

1 Introduction
    What is TTDPatch?  What does it do?

2 Usage
    How to set up and use TTDPatch.

3 The Patches
    A detailed description and explanation of each patch.

4 Additional Reading
    Some in-depth information about various aspects of the 
    patch.

5 Other Stuff
    Whatever didn't fit in any of the previous chapters.


1 Introduction
**************

Overview

1.1 What does it do?
    A brief summary of how TTDPatch is useful.

1.2 Copyright and Copying
    Who made TTDPatch, and under what conditions are you allowed 
    to copy and use it.

1.3 Cheat Disclaimer
    When not to use TTDPatch.

1.4 Terminology and Notations
    Explaining some of the terms and notations used in this 
    manual.


1.1 What does it do?
====================

   TTDPatch is a program that modifies the way Transport Tycoon Deluxe
(TTD) works.  It offers many, many improvements in gameplay and offers
a different way of experiencing TTD.  Among the more popular options
are:

More, Better, Larger
     Have you ever been annoyed by the maximum number of vehicles, that
     you can only have 80 trains, and that there are only 690 vehicles
     available to all eight players?  No more!  Now you'll be able to
     own 240 trains, 240 road vehicles, 240 planes and 240 ships, and
     altogether up to 40,000 vehicles.  Also you can have larger
     stations, with up to 7 platforms, each with a length of up to 7
     squares, or even mammoth trains with up to 126 carriages.

New Signals
     Frustrated that building an efficient station is so hard?
     Pre-signals offer a new way to guide your trains and allow very
     small, yet efficient stations.  Also, a different way to handle
     the "non-stop" flag makes it easier and more efficient to give a
     train way points along its route, in the form of dummy 1x1
     stations.  These improvements allow the creation of large,
     interconnected rail networks that are very efficient.

In-game Cheats
     Just by placing a sign, you can change the year, your cash, renew
     all your carriages for better station ratings and so much more.
     Get this, you can even automatically convert all your tracks to
     monorail and maglev, so that you don't have to waste time
     converting them yourself!

Other conveniences,
     including refittable train engines, mixed stations with different
     types of trains, selectable station goods, more useful "full load"
     option, the ability to turn off the effects of curves and
     mountains, and much, much more.

   None of the above is compulsory, everything can be customized.  You
only play with the options that you like, and leave the rest turned
off.  Every one has different preferences, and this program tries to
account for that as much as possible.

   Just keep on reading, and you'll find out that you really want to
try this program.  And the best: it's totally free!  And that's because
I'm just a TTD nut who can't get enough, and I've been so annoyed with
the program at times that I just decided to fix it myself.  I think
I've been successful, but see for yourself.


1.2 Copyright and Copying
=========================

   This program and the accompanying documentation are Copyright (C)
1999-2002 by Josef Drexler.  TTDPatch is distributed under the terms of
the GNU general public license (GPL).  For more information please read
the GNU GPL page (http://www.fsf.org/copyleft/).  A copy of the license
should have come with the program in the file `COPYING', if not please
read the license (http://www.fsf.org/copyleft/gpl.html).

In particular, the standard warranty disclaimer applies:
BECAUSE THE PROGRAM IS SUPPLIED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW.  EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER
EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.

   IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR
DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL
DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM
(INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED
INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF
THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR
OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

The same things in English:
   * I own it.  It's mine.  Muahahaha!  (But I let you use it too.)

   * I can't guarantee that it works, or that it works correctly.

   * If it breaks, it's your fault.  But you do get to keep both pieces.

   * If it breaks something else, it's your fault too.

   * You can give it to your friends, or anyone else you wish, as long
     as you credit to whom credit is due.

   * You are free to offer the program on your web page.  All I ask for
     is that you give a link back to mine, so that your visitors can be
     sure that they have the latest version, and please mention that
     the program was made by Josef Drexler.

   * Don't complain to Microprose about any of this.  They can't help
     you.


1.3 Cheat Disclaimer
====================

   This program is a cheat program.  It will enable you to do things
that are not possible in the standard Transport Tycoon Deluxe.

   If you think your enjoyment of the game might be reduced by using
cheats, you should not use this program.  Personally, I like TTD much
more with some of the more annoying things removed, and the missing
things added.

   Any use of the sign cheat will mark your savegame permanently.  If
you intend to participate in a competition, you should not use them
(unless they are permitted), as this can easily be found out.  The rest
is more or less obvious to find out anyway.


1.4 Terminology and Notations
=============================

   This section aims to explain some words used in this manual, if they
might be ambiguous or not obvious.  Additionally, some of the notations
are explained.

DOS version
     The DOS version refers to the older version of TTD that runs in
     DOS, or in a DOS window.  Even if it runs under Windows, it is
     still the DOS version of TTD.

Windows version
     The Windows version is the more recent version of TTD.  It is a
     native Windows application that uses DirectX to communicate with
     the graphics and sound hardware.

Station
     A station is either a station complex or a station facility,
     depending on the context.

Station complex
     Several station facilities connected together such that they form
     a single unit.  A station complex can combine several different
     types of carriers.  The name, ratings and goods waiting are always
     stated for the whole station complex, not for each individual
     facility.

Station facility
     One of the parts that make up a station complex, it can be a train
     station, bus or truck terminal, airport, heliport or ship docks.

Vehicle
     Any mobile unit that you can buy individually, i.e. train engines
     and wagons, road vehicles, aircraft and ships.

Carrier
     A vehicle or consist that is able to transport a certain type of
     cargo, e.g. planes can be both passenger and mail carriers.

Engine
     The powered vehicle(s) present in every consist.  For trains the
     engine refers to only the train engine(s) without the wagons, for
     all others it refers the vehicle itself.

Consist
     An operational set of vehicles that are given commands together.
     It refers to the entire train including engine and wagons, or the
     bus, truck, aircraft or ship.  See also carrier.

   Some additional clarifications: A road, air, or water consist is a
single vehicle that functions as both engine and carrier.  A rail
consist is multiple vehicles including an engine and at least one
carrier.  Some engines are made of two vehicles and some engines are
also carriers.

Option
     An option is specified on TTDPatch's command line, to either
     select what patches should be applied (see switch) or to otherwise
     control how TTDPatch runs.

Patch
     A patch is a modification of TTD's behaviour, through TTDPatch.
     Can be activated using a switch.

Switch
     A switch is an option that selects what patches TTDPatch should
     apply.  It can be specified either as an option on the command
     line, or as an entry in the configuration file.

   Definition of notations:
<angle brackets>
     Angle brackets are placeholders, to be replaced by the actual data
     of your choice.  For example, the "Year" sign cheat is defined as
     Cht: Year <number>.  This means that you should replace <number>
     with the number of the year, e.g.  Cht: Year 2034.

[square brackets]
     Square brackets indicate an optional component.  For example, the
     "tracks" sign cheat is defined as Cht: <to> [<from>].  This means
     that <to> is mandatory and must always be specified, but [<from>]
     is optional.  As a result, both Cht: 1 and Cht: 1 2 are valid
     examples of the track cheat.


2 Usage
*******

Overview

2.1 Where to get it
    The official homepage of TTDPatch and related sites.

2.2 Installation
    How to install TTDPatch.

2.3 Upgrading to a newer version
    What you need to do if you're upgrading TTDPatch from an 
    earlier version.

2.4 Running it
    How to run TTDPatch.

2.5 Windows Version
    Differences between the DOS and Windows versions of TTD and 
    TTDPatch.

2.6 Language Selection
    How to choose TTDPatch's language.

2.7 Configuration File
    The file that tells TTDPatch what patches it should apply.

2.8 Command Line
    How to specify the patches directly on the command line.

2.9 Multiplayer Games
    What to look out for when playing multiplayer games with 
    TTDPatch.


2.1 Where to get it
===================

   The newest version of TTDPatch should always be available from the
TTDPatch home page (http://www.ttdpatch.com/).

If the page doesn't exist, it has probably moved.  That shouldn't
happen before at least the year 2004.  But even if or when it does, you
should still be able to find it in the Transport Tycoon Webring
(http://W.webring.com/webring?ring=ttweb;id=114;go).

   Because TTDPatch is distributed under the GPL, the source code is
available too, at `http://www.ttdpatch.com/src/'.  Please note that I
have not yet had the time to make sure that it compiles easily.  At the
moment it expects a very particular configuration and needs special
compilers and tools.  If you can't get it to compile, it might be best
to wait till I'm able to improve this situation.  Do feel free to
contact me about it, though.


2.2 Installation
================

   Simply uncompress the `zip' file into your TTD directory, this will
create four files:

`ttdpatch.exe'
     The TTDPatch executable.  Run this to play with TTDPatch.

`ttdpatch.txt'
     The TTDPatch manual, in ASCII text form.

`ttdpatch.grf'
     The TTDPatch graphics, in this version only the new pre-signals.

`COPYING'
     TTDPatch's licence, the GNU General Public Licence (GPL) the
     executable, this documentation and the GPL license.

   To uncompress it, you can use Winzip (http://www.winzip.com/), the
Info-Zip (ftp://ftp.freesoftware.com/pub/infozip/) unzip program, PKZIP
or any other program that knows how to handle `zip' files.  Note that
TTDPatch does not change any of TTD's files.  You can write-protect
`ttdx.exe' to be sure.  Instead, it will copy the old executable
(either `ttdx.exe' or `tycoon.exe') to `ttdload.ovl', and modify this
copy only.  You can switch between TTDPatch and the regular TTD at any
time, simply by choosing which program you run.  `ttdpatch.exe' is for
running with the patch, and the regular `ttdx.exe' or `tycoon.exe' for
when you want the original TTD.

   However, savegames that are saved while certain switches are
activated may be incompatible with versions not running this patch.
This also applies to scenarios created with the scenario editor.  For
more information please read section 3.5.


2.3 Upgrading to a newer version
================================

   If you had a copy of TTDPatch before, and are now upgrading to a
newer one, there are a few things that you should pay attention to.

   The first one is that TTDPatch may ask you to delete `ttdload.ovl',
because it has become outdated.  This file will then be generated again
the next time you run TTDPatch.  It is generally a good idea to delete
this file anyway.

   The second thing is that you probably want access to the new
options, but they are not in your configuration file.  To do this,
start TTDPatch with the following command line:
     ttdpatch -W ttdpatch.cfg

   This will tell TTDPatch to read your current configuration from
`ttdpatch.cfg', and write this configuration back, along with the new
options.  Then you can edit the new file, and change the options as you
like.


2.4 Running it
==============

   To start TTD with the patches enabled, simply run `ttdpatch.exe'.
At the first start, it will copy the old executable to `ttdload.ovl',
patch it, and then run it.  Additionally, it will create a
configuration file if none exists already.  These steps will be omitted
after the first start.

   You now need to have 8MB of free memory to run TTD, because of the
possibly larger number of vehicles.  This is true even if you don't use
the `morevehicles' switch.  However, with the new low memory option,
you can reduce this requirement to 2.5MB, at the expense of not being
able to have as many vehicles.

   If you are starting TTD from Windows 95, just change the shortcut
command line to run `ttdpatch.exe' instead of `tycoon.exe' or
`ttdx.exe', and append any of the options you would like to have.

   For the DOS version, you can pass any parameters to TTD, just add
them at the end of the ttdpatch command line.  This will in most cases
be the path to the CD drive, if your TTD runs only with the CD in the
drive.

Example:

     D:\Games\TTD> ttdpatch -av E:\

will run ttdpatch will all switches enabled, and tell TTD to look for
the CD in drive E:.  For an explanation of all switches and options,
please see section 2.8.  Alternatively, you can set the CDPath
directive in the configuration file to point to your CD drive, with the
line
     CDPath E:\
   in your `ttdpatch.cfg' file.


2.5 Windows Version
===================

   Recently, a Windows version of TTD has been released as part of the
Tycoon Collection available from Hasbro.  Since version 1.7, TTDPatch
supports this Windows version too.

   There are few differences between the DOS and Windows versions of
TTDPatch, and while this manual was written with the DOS version in
mind, everything should work the same in the Windows version.  The only
differences are the file names:

DOS            Windows
`ttdx.exe'     `gamegfx.exe'
`ttdpatch.exe' `ttdpatchW.exe'
`ttdload.ovl'  `ttdloadW.ovl'
`ttdpatch.grf' `ttdpatchW.grf'

The configuration file and options are the same for both versions, but
some switches work only in either the DOS or the Windows version.


2.6 Language Selection
======================

   TTDPatch supports a variety of languages.  Currently these languages
are available: Dutch, English, Finnish, French, German, Italian,
Norwegian, Polish, Russian and Spanish.

   TTDPatch will first try to automatically determine your language by
asking the operating system.  If you find that this doesn't work as
intended, there is another way, for example if you want a different
language than your operating system reports.

   Set either of the environment variables LANG or LANGUAGE to the
language you want.  If you select a language that TTDPatch doesn't
support it will complain, but also tell you the list of languages it
knows.

   For example, you can put the following line in the batch file which
runs TTD, or even in `C:\autoexec.bat' if you like:

     SET LANG=dutch

This would select the dutch language for the output of TTDPatch.


2.7 Configuration File
======================

   The configuration file tells TTDPatch which of the patches you want
to be enabled, and how.  It is simply a list of the patches, followed
by what you want it to do with this switch.

   If no configuration file is specified at the command line, that is,
if there is no `-C' option, TTDPatch will read the default
`ttdpatch.cfg'.  You can specify several configuration files, and they
will be read in the order you give them, but if you want TTDPatch to
read `ttdpatch.cfg' _and_ your file, you have to specify _both_.

   To change the configuration, simply open the file in any text
editor, like Notepad under Windows or Edit under DOS.

   The syntax of the configuration file is simple: all lines starting
with a letter define the value of an option, all others are ignored.
The line defining the option should have one of the following formats:

     servint 16000
     servint = 16000
     servint: 16000

You can add more spaces, or in the second and third case take them out.

   There are two kinds of switches, those that can only be on or off,
and those that can have a value.  For on/off switches (for example
`trainrefit', you can set them to any of `on, yes, y, 1' to turn them
on, or `off, no, n, 0' to turn them off.  Just writing the switch
without any parameter will turn it on.

   Switches with values, for example `servint', can be set to a value
within the allowable range, or any of the above on/off values.  If a
switch should have a value but doesn't, the value is set to the default
for that switch, which also happens if the given value is out of range.
You can turn a switch off by setting it to any of `off, no, n', but
not 0.

   You can also have TTDPatch write a customised configuration file
with the `-W' switch.  This useful for example to create a
configuration file in your language, if it is supported.  To convert
`ttdpatch.cfg', simply run TTDPatch with

     ttdpatch -W ttdpatch.cfg

The result of this is that the configuration file will be in the
selected language (see section 2.6), and you can read
and edit it easily.  It will also automatically add options that were
missing or misspelt in the original file.

   Since 1.8, the Windows version of TTDPatch converts all comments in
the configuration file to the local Windows code page.  If that code
page does not support all characters used in the selected language,
parts of the text may look wrong.  To override this behavior, set the
environment variable ACP ("ANSI Code Page") to the number of the code
page you want.  If you specify a code page that is not supported by the
Windows installation you're using, no conversion will take place and
thus comments will be written in the native DOS code page of the
selected language.

   For example, to rewrite `ttdpatch.cfg' as `new.cfg' in Russian using
the Windows Cyryllic code page, run the following three commands in
order:

     SET LANG=russian
     SET ACP=1251
     ttdpatchw -W new.cfg

(A simple way to do it in Windows is to put these commands in a batch
file and run it.)

   The DOS version of TTDPatch does not perform any code page
conversions.


2.8 Command Line
================

The command line is an alternative way of selecting the patches.  The
format of the command line is

     TTDPatch [-C cfg-file] [options] [CD Path] [-W cfg-file]

   The options can start with either a `-' (dash) or `/' (slash),
followed by the list of options.  All options can have another `-'
after them to turn them off, and if there's an option that takes a
parameter, the next option will be used as that value.

   Each option is given by either a single letter, or by a capital "X"
followed by a letter, e.g. -abcXaXbXc.  Note that all switches are case
sensitive, and distinguish between upper case and lower case.
Therefore, -g and -G are different switches.

   In addition to all the patch switches (see chapter 3), the
following options control operation of TTDPatch:

`-a'
     Turn on all patch switches except for "morevehicle" and "saveonly"

`-h'
     Show a brief help summarizing all available options.  Run
     `ttdpatch -h | more' if it scrolls by too fast.

`-v'
     Before running TTD, display a brief summary of what switches are
     active

`-C <file>'
     Select a different configuration file (see section 2.7)

`-W <file>'
     Write current configuration to this file

   If the `-C' option is given, the specified configuration file will be
read instead of the default `ttdpatch.cfg'.  You can use several
configuration files by having multiple `-C' switches, they will be read
in the order you supply them.

   In addition, if you have given a CD Path, if will be passed to TTD
and tell it where it should go looking for the CD.  (This only applies
to the DOS version.)

   And finally, after you have set all your switches the way you like
them, you can tell TTDPatch to write them to your own configuration
file (or `ttdpatch.cfg' for that matter) by using the `-W' switch.  With
this, TTDPatch will create a commented file that has all the switches
set as they are when the `-W' is encountered on the command line.

   If you need a short reminder of all options, run `ttdpatch -h' which
will show a short summary of all command line switches.  If it's too
much to fit on your screen, try `ttdpatch -h|more'.

A few examples to explain how the command line works:

     ttdpatch -an- -i 90 -v
    will start TTDPatch will all switches enabled (`a') except for the
new non-stop handling (`n-') which is turned off.  The default service
interval is set to 90 days (`-i 90'), and before running TTD, all
switches will be displayed to verify they are the way you want (`-v').

     ttdpatch -C mycfg.cfg
 will use the file `mycfg.cfg' instead of the default `ttdpatch.cfg' to
set the patches.

     ttdpatch -C mycfg.cfg -f- -W mycfg.cfg
 This will read `mycfg.cfg', disable train refitting, and write the new
configuration back to `mycfg.cfg' and then run TTD.


2.9 Multiplayer Games
=====================

One of the more fun aspects of TTD is playing a multiplayer game
against an actual human opponent, which is a nice change from the
brain-damaged computer players.  Now the question is, how does this
work with TTDPatch?

   For the most part, TTDPatch works well in network games if you pay
attention to these issues:
   * Both versions of TTDPatch must be identical.

   * Both configurations of TTDPatch must be identical

   * Some options of TTDPatch are unsafe in multiplayer games

   * Multiplayer mode is very unstable under Windows 2000/XP

   In practice, it's easiest to set up TTDPatch on one of the
computers, and then copy both the `ttdpatch.exe' and `ttdpatch.cfg'
files to the other computer without changing them.  If both copies
aren't exactly the same, it's very likely that the multiplayer game
will become desynchronised, and basically split into two separate games
that are not linked anymore.

   Note that under Windows 2000/XP, the game will crash or lock up if
one of the player buys a vehicles that is not a railroad vehicle, and
under some other circumstances.  This is probably because of changes in
DirectPlay that makes TTD incompatible with these operating systems.

   Additionally, it is impossible to use patches that require the
`Ctrl' key, because this key cannot be transmitted via the networking
protocol TTD uses, and therefore two different things happen on the two
computers.  As a result the game becomes desynchronized and may crash.
The only exception to this is using the `Ctrl' key for selecting the
station size when placing a new station.

   Here is tentative list of what switches do or do not work in
multiplayer.  It is based on various emails by a few people, and since
I've never tried it myself I can't vouch for the correctness.  Peruse
at your own risk ...

Switches that work well:
     keepsmallairport, largestations, loadtime, longbridges,
     mammothtrains, moreairports, nonstop, presignals, rvqueueing,
     selectgoods, spread

Switches that don't work (crashes or loss of synchronization):
     multihead, debtmax

Switches that have no effect:
     enginespersist, morevehicles

   Any switches not listed here either have not been tested, or I have
received no reports about how they work in multiplayer games.  All
feedback welcome, please submit corrections or additions if you can!


3 The Patches
*************

Overview

3.1 Train Refitting
    Enable the refitting of trains in depots

3.2 New Default Service Interval
    Set default service interval for new engines to the given 
    number of days.

3.3 New Non-stop Handling
    Trains do not stop at stations where ``non-stop'' is 
    selected

3.4 Sign Cheats
    Enable the sign cheats.

3.5 Increased Number of Vehicles
    Allow more vehicles in the game.

3.6 New Curve and Mountain Handling
    Make trains faster on mountains and in curves.

3.7 More consists
    Allow more than 80 trains, planes, road vehicles and ships.

3.8 Larger Station Spread
    Allow a station complex to occupy a larger area.

3.9 Longer Stations/More Platforms
    Makes it possible to build train stations with a maximum 
    size of 7x7

3.10 New load/unload time calculation
    A more realistic calculation of load/unload time.

3.11 Mammoth Trains
    Attach up to 126 wagons to a train.

3.12 Pre-signals
    An improved signalling technique for very efficient networks 
    and stations

3.13 Turn off inflation
    All prices remain at the current level, applies to both 
    costs and income.

3.14 Faster Debt Management
    Borrow or repay the maximum amount of debt with a single 
    mouse click.

3.15 Persistent Engines
    Keep active engines in the purchase list.

3.16 Full load for any type of cargo
    The ``full load'' will be satisfied for any cargo type.

3.17 Selectable station cargo
    Choose what type of cargo should appear at a station.

3.18 Office towers accept food
    In the arctic and tropical climates, office towers will 
    accept food.

3.19 Extra Dynamite
    Allow the removal of more city roads and bridges.

3.20 Keep Small Airports
    It will always be possible to build small airports.

3.21 Long Bridges
    Set the maximum length of a bridge to 127 squares.

3.22 AI Boost
    Increase the AI recursion depth.

3.23 Multi-headed Engines
    Buy additional engines for a train.

3.24 Road Vehicle Queueing
    Road vehicles wait at an occupied station.

3.25 Low Memory Version
    For computers with less memory.

3.26 General Fixes
    Many small improvements.

3.27 More Airports
    Build more than two airports per city.

3.28 Plane Crash Control
    Determine under what circumstances planes may crash.

3.29 Bribe Option
    Add a bribe option to the local authority menu.

3.30 Show Vehicle Speed
    In the vehicle window, show the current speed.

3.31 Autorenewal of old vehicles
    Automatically renew vehicles when they reach their maximum 
    age.

3.32 Rebuild ttdpatch.ovl on every run
    Rebuilds `ttdpatch.ovl' even when it is valid.

3.33 Windows 2000/XP compatibility
    Makes the Windows version of TTD compatible with Windows 
    2000/XP.

3.34 Load Entry in the Disk Menu
    Adds a ``load game'' option to the in-game disk menu.

3.35 Feeder Service
    Allows feeder service operation: unload cargo at a station 
    that would accept them

3.36 Go To Depot
    Add depots to vehicle orders

3.37 New Ships
    New ship models and optionally new ship graphics

3.38 Subsidiaries
    Manage subsidiary companies

3.39 Move Error Popups
    Move red error popup windows into a corner

3.40 Gradual Loading
    Gradually load and unload vehicles

3.41 Disaster selection
    Select which disasters may occur

3.42 Signal wait times
    Adjust the time a train waits at a red signal

3.43 More news items
    Generate news items for more events

   This chapter contains a detailed description of each patch.  At the
beginning of each section is a line with the configuration file
directive for that switch, followed by the corresponding command line
option.


3.1 Train Refitting
===================

   trainrefit, -f

   Since a few of the train engines come with a passenger or mail
compartment, they were not very useful for other types of cargo because
the "Full Load" switch could not be used.  This has changed now with
the fullloadany switch, but even so, train refitting may still make
sense.

   By enabling Train Refitting, you can now refit those engines just
like planes to carry whatever cargo you choose.  Only mail and oil are
not an option yet, just like with the planes.  (This might change in
the future).

   If enabled, it replaces the "Reverse Train" button with a "Refit
Train" button whenever the train window is opened while the train is in
a depot, but only for those engines that really have a cargo capacity.
For all others, there is no change.  In order to reverse the direction
of a train instead of refitting it, just open the window while the
train is not in a depot, where the direction cannot be reversed anyway.
The status of this button does not change until the window is closed
and opened again, even if the train leaves the depot.

   Refitting is permanent, and stays even after the option is disabled,
until the engine is sold or refitted again.


3.2 New Default Service Interval
================================

   servint, -i

   If you think that the train behaviour is annoying when it comes to
service, because they keep going the wrong way looking for a depot,
just set "Vehicle Breakdowns" to none, and enable this option.  This
will set the default service interval to 50 years, and no train will
ever try to enter a depot again.  You might also want to have a look at
the Cht: ServInt sign cheat.

   You can give a different number to set all default intervals to 90
days for example, if you'd rather have them go to the depot more often.

   Note that this only works for new engines that are bought while the
switch is enabled.  Use the sign cheat to modify already existing
engines.


3.3 New Non-stop Handling
=========================

   nonstop, -n

   In order to get around the problem of trains not finding their
correct routes in an elaborate network, it is useful to give them
various "way points" or "checkpoints" along the route.  These way
points are dummy 1x1 stations that are then put on the train's schedule.
That way you can force a train to take a certain path, when it would
normally take a different, probably longer route.

   The disadvantage is that normally these checkpoints have to be as
long as the train to be efficient, and the train stops at them, which
introduces an unnecessary delay.

   By using this switch, you can now include these checkpoints in the
route, and set them to non-stop.  That way, the train will travel to
them, but never stop or even just slow down, and will instead continue
at its full speed.  This even works if the checkpoint is only a single
square large.

   All stations without "non-stop" will behave as if they had the
original "non-stop" set, i.e.  the train will stop only at stations on
its command list and none it encounters along the way.

   This will apply for all trains, so do not use this if you have many
routes which make use of the "non-stop" flag, because you will have to
remove that flag from all those trains, or if you want your trains to
stop at intermediate stations as well and don't want to change all the
commands.

   Note that there are two sign cheats, Cht: AllNonStop and
Cht: NoNonStop which can be used to modify the schedules of all your
trains if you decide to start (or stop) using this switch.

   With this switch, the regular TTD title screen will break, because
the monorail train does not stop at two dummy station on either side of
the road.  As a result, the road vehicles won't stop in time and there
will be collisions.  To fix this, you can download an improved title
screen from the TTDPatch website.


3.4 Sign Cheats
===============

   signcheats, -s

   cheatscost, -Xo

   Sign cheats are a number of new in-game cheats which are activated
by placing a sign and naming it Cht: <name of the cheat> <parameters>.
If the cheat was successful, the sign name will show a tick mark at the
end, otherwise it will show an X.

   For a verbose description of the sign cheats, please see section 4.1.

   Normally, the sign cheats do not cost anything, and can be used at
any time.  With the cheatscost option however, some of the cheats (at
this time, only "Tracks" and "Renew") will cost the appropriate amount
of money.  In that case, you can append a question mark to the cheat,
in order to see how much it will cost before actually using the sign
cheat. For example Cht: Tracks 2 ? will tell you how much it would cost
to convert your tracks to Maglev technology.

   Once a sign has been placed and activated, i.e. if it has the tick
mark or X, you can immediately remove or rename it again, the cheat
will still remain active.

   A note to international players: The English DOS versions of TTD use
a `QWERTY' keyboard even if your local keyboard layout is different.
If you have trouble finding the ``:'' key, it's to the right of the `L'
key.  Press shift and the key right to the `L', and there you go!

   It may also swap some keys, depending on your local layout.  If many
cases, `y' and `z' will be swapped.  So please check if what you've
typed is what appears in the sign name.


3.5 Increased Number of Vehicles
================================

   morevehicles, -x

   reducedsave, -o

   In many games, it is easy to reach the maximum number of vehicles at
850.  And 160 of these are reserved for other animated objects and
steam or smoke plumes, so that the remaining 690 vehicles have to be
shared by all human and computer players.  And planes even count twice,
because they carry both passengers and mail.  (Helicopters count as
three vehicles, because their rotor is also a vehicle...)   This means
that it is easy to run out of vehicles in games with many opponents.

   This switch enables you to increase that maximum number, to more
than 40,000 if you like.  If you consider that there are only 65,536
squares in the map, it's obvious that this is more than enough.
Vehicle memory is allocated in blocks of 850, and you specify the
number of these blocks as a parameter to morevehicles.  For example,
morevehicles 2 allows you to buy 2 times 690 vehicles, or 1380
vehicles, plus 320 reserved vehicles.  Giving a factor of "1" is the
same as not specifying this switch at all, and the maximum factor you
can give is 40.

   It is usually best to leave this switch set to an as small value as
possible, and only increase the factor when you actually run out of
vehicles.  The reason for this is that this switch is not easily
reversible, as opposed to all the other switches.  Once a game has been
saved with this switch set to a particular number, it can only be
loaded with this switch set to the same (or a higher) number, or TTD
will crash while trying to load it.  Games saved with an increased
number of vehicles will also get a slightly different filename.
Normally, your savegames are of the form `trt00.sv1', with morevehicles
set they will instead be `trp00.sv1'.  This will prevent them from being
loaded by plain, unpatched TTD which would crash anyway.

   The other disadvantage is that it tends to make a game slower, and
quite a bit with a factor greater ten or so.

   It is always possible to load a smaller number of vehicles, so your
old savegames can still be loaded.  The program will simply fill the
array with unused slots.

   However, the program will behave strangely if you try to load more
vehicles than set by this switch.  In that case, you will first get a
warning message and the game will be paused immediately, because it is
likely that you will have many train crashes and other problems.

   Whenever you save, the complete array will be saved, so you cannot
use this savegame on a non-patched version of TTD anymore.  This is
especially important for the scenario editor, which is basically using
the same savegames, so anything created with the editor while the total
number is increased will not work on a non-patched TTD.

   The only way around this is to reduce the array again by using the
`reducedsave' switch, which takes as an option a factor that specifies
how many blocks of vehicles should be saved.  Use this switch with
extreme caution, it often results in loss of trains and other vehicles
that are beyond the original limit.  Even trains that are only partly
beyond the limit -- i.e.  some of the wagons are and some aren't --
will be completely lost.  And this is true _not only_ for the savegame,
but _for the running game as well_.  This means that the trains will be
deleted from the current game while the save is in progress.  Only use
this if you don't really care that all the vehicles make it into the
savegame, and you should not overwrite older savegames while this
switch is activated, to be able to go back to the full number of trains.

   All in all, this switch is pretty powerful, but also somewhat tricky
to use.  Experiment at your own risk, and keep backup copies of the
original games if they are important to you.


3.6 New Curve and Mountain Handling
===================================

   curves, -c

   mountains, -m

   TTD does not take into account the differences in the various train
technologies.  For example, the real Maglev trains do not have the same
problems in curves and on hills as the traditional trains do; they can
have a much smaller curve radius or pass the same curve at a much
higher speed.  When travelling across hills, they can have more power
than on flat land, so that their speed decrease is often negligible.
This is why I created this switch to correct that.  In fact, this is
why I started making TTDPatch, because otherwise you need too many
bridges and tunnels and other normally unnecessary stuff to create an
efficient network.

   It also circumvents another bug, namely that there can be no signals
inside tunnels.  This makes larger tunnels rather useless, because it
interrupts the flow of trains that have to wait until a train has
completely left a tunnel.  Thus, one has to either level the mountain
(if there's no way around) which is ugly and costly, or lay the tracks
on top of the mountain, which considerably slows down the trains as
well.  Until now that is, because now trains have no disadvantage when
going over the mountain.

   The `mountain' and `curve' switches allow to select which type of
trains will use a higher speed on mountains and in curves.  There are
two steps of acceleration; the first one being simply higher speed and
the second one doesn't slow down the train at all.  This can be
especially useful if you have many "clover-leaf" type crossings, where
you have to have a few bridges.

   The argument to `mountain' and `curve' is a bit coded, two-digit
number, where the first digit selects the trains with higher speed, and
the second one those with full speed on curves or mountains.

   The coding is this:

   * 1 = Doesn't apply to normal trains

   * 2 = Doesn't apply to monorail trains

   * 4 = Doesn't apply to maglevs

   Just add the numbers to get the bit coded values.  Thus, the digits
used as parameter can be for example

   * 0 = it applies to all types of trains

   * 1 = monorail and maglev only

   * 3 = only for maglevs (3 = 1+2)

   * 7 = no trains at all (7 = 1+2+4)

   Other combinations are possible, if you should want to use them.

   "Full speed" overrides "Faster Speed", if both are enabled for a
particular type of train.

   For example, 13 would then make monorails take curves or mountains
faster, and maglevs don't slow down at all except in tight curves.


3.7 More consists
=================

   planes, -p ; roadvehs, -r ; ships, -b ; trains, -t

   The total number of trains and road vehicles allowed among all
players in one game is arbitrarily limited to 80, ships to 50 and
planes to 40.  These limits are "soft" limits, meaning that they are
enforced by counting the trains and making sure you don't have too many.
The "hard" limit is 255-15=240, which cannot be exceeded because of the
way trains are numbered.  The soft limit is probably only there for
performance reasons, or maybe a silly design decision.

   With this switch, it is now possible to have up to 240 trains,
plane, ships and road vehicles among all players.

   Note that the total number of commands is not increased, nor is the
total number of customised train names.  There can in total only be
5000 commands, which in the default configuration translates to 25
commands per train etc.  However, if you set all limits to 240, you can
on average only have about 5 commands per train.  An individual train
can have up to 25, but then some have to have less than 5.  The game
will not allow to have more, so that you might run out of commands
instead of trains.

   The same limit applies to the train names, but it is not as
important, unless you can't live without your trains all having their
own name, and I don't know the exact number of names possible either.

   This switch is reversible, and only applies to new engines.  If you
turn it off while you have 150 trains, you will still be able to keep
those, but you won't be able to buy any new ones.

   Note that on the command line you can specify the values for all
switches at once using -trpb 240 for example.


3.8 Larger Station Spread
=========================

   spread, -e

   Use this to get rid of that pesky "Station too spread out" message.
Usually the maximum distance between any part of a station is 11
squares, which can be too small if you try to combine a large airport
with a large train station (especially an extended one).  A more useful
number is 20 for example, and the upper limit is 255, which is the size
of the world, to make it work just like in the original TT.

   This also makes it possible to have several detached station
facilities, by "walking" them away from the main terminal.  For
example, you could build a train station, and attach a bus station.
Then, you attach a truck loading bay to the bus station, away from the
train station.  When you now remove the bus station, your station will
be in two separate pieces.  The next step is to place the bus station
on the opposite side of the truck loading bay, and repeat this process
for as long as you like.  Then, you can build an airport that belongs
to the same station as the train terminal, but is in fact many squares
away from it.


3.9 Longer Stations/More Platforms
==================================

   largestations, -l

   When you use this, you don't have to bulldoze stations anymore to
add extra tracks.  Just select the same platform length, move your
cursor with the new platforms next to the old station, and place them.
That way you can even get up to 7 platforms.

   The length can also be increased, to up to 7 squares length, using
the same process, but choose the same number of platforms and the
additional length, to get platforms up to 7 squares long.

   Since version 1.6, you can even have a full size station of 7x7
squares, by holding down the `Ctrl' key when clicking on the number of
platforms or their length.  Note that it _looks_ like the wrong button
has been pressed, but this ugliness is necessary for now.  Simply look
at the station's footprint before you place it to make sure that it is
the desired size.

   Because the added parts will look as if they were placed alone, the
station design is now up to you.  You can have a two-platform station
that looks like two one-platform stations, or alternate roofed and
non-roofed sections, if you like that.  Just alternate between adding 1
and 2 platforms to the station to get this.

   And most importantly, this allows you to have different kinds of
trains in one station.  Just add a platform of a different type to have
railroad, monorail and maglev platforms in a single station.

   Note that if either the platform length is different, or the total
number of tracks would be greater than 7, or the position doesn't match
then you will see the old message "Too close to train station", not a
more appropriate message.


3.10 New load/unload time calculation
=====================================

   loadtime, -q

   In the original algorithm used to calculate how much time a trains
spends in getting loaded/unloaded, there are two major bugs.

   First, while loading time depends only on the _amount_ of cargo,
unloading depends on the _type_ of cargo as well.  Passengers will be
unloaded instantly, while valuables will take forever.  This does not
make sense, it must be a bug.

   Second, this time is multiplied by the number of cars sticking out
of the station.  If there are four cars sticking out, you'd have to
wait five times as long, which doesn't make any sense either.

   In this improved calculation, unloading time is again based on the
amount of cargo and takes the same time as loading it.  The bigger
change though, is that the program assumes that for example a length
four station can serve up to eight cars at the same time.  This would
mean that the time it takes to load/unload two cars is the same as for
four or eight cars.  This makes sense, because why would you want to
build a large station if it can't effectively handle more than one car
at the same time?

   Also, the problem with cars sticking out is alleviated in two ways.
The reasonable assumption behind them is the following: the train
enters the station and gets as many cars loaded/unloaded as possible in
one go.  The engine will in most cases not be a part of this and can be
ignored because it doesn't carry any cargo.  If not all cars were able
to fit in the station, the train will move the next set of cars in and
have those unloaded.  This will continue until the train is done.

   A short summary:

   * Engines don't count if they don't carry any cargo

   * First part of cargo gets loaded, and the time is independent of
     number of cars involved

   * If there are more cars than station can handle, the second set is
     loaded, and takes the same time

   * If there are still some cars left, those get loaded, and so on
     until everything is loaded.

   To make it even clearer, here is a list for a length three station
which can handle up to six cars at the same time.  The engine is
assumed not to be a cargo-carrying engine:

Train length   Load/unload time (arbitrary units)
Eng.+1 car     1
Eng.+5 cars    1
Eng.+6 cars    1
Eng.+7 cars    2
Eng.+11 cars   2
Eng.+12 cars   2
Eng.+13 cars   3
Eng.+18 cars   3
Eng.+19 cars   4
and so on...   

   I find this to be a very reasonable calculation that makes sense and
is realistic.  If you don't, then you can always turn it off.

   The unit time depends only on the average amount of cargo in each
car.  For example, if all cars are only half full (on average), it will
only take half as much time.

   However, the time it takes now for one single car is longer than
previously.  This switch was not meant to speed up loading/unloading but
rather make it more sensible.  "1" load time here is approximately the
time it previously took to load six to eight cars.


3.11 Mammoth Trains
===================

   mammothtrains, -z

   If you use this switch, there is no real limit to how many cars your
trains can have.  Well, there is a limit, but 127 cars is just so much
that it won't matter.  Really.  Trust me.  Especially since it would
take ages to buy such a train...

   This is meant to be able to fully use length five (or seven) stations
with the above switch.  Now you can have a double-headed engine _and_
ten cars and still load it without penalty.  If you intend to buy
really long trains, you should really enable the improved load time
calculation or the train will be in the station _forever_.

   You still won't see more than ten cars in the depot, but they'll be
visible once the train leaves the depot.  This means that if you want
to rearrange your train, you'll have to work in reverse, adding cars at
the front of the trains.

   The depot also behaves slightly different, because when a new train
only used to attach at most nine cars to it, now it will take all that
are available (up to 127).  This means that you shouldn't try to
upgrade two trains at the same time, because one of them might get all
the cars which could cause a headache.

   Another thing is that this can make the layout process of a station
very challenging.  Even though you may not get a penalty (or at least
not as much) for a bit of train sticking out of the station, the cars
will still be there and block tracks and cause signals to remain red.
If you don't leave enough space at the entrance of a station, there
will be a major traffic jam.

   And, most importantly, if you have a _really_ long train, try not to
make it go atop any mountains.  Although, surprisingly, even a fully
loaded 126 car train, at a total weight of around 7000 tons, made it.
It was only moving with a few MPH, but it's still amazing (and not very
realistic) that it made it eventually.

   So, I suggest you don't go over about 20 cars or so, except maybe
for a bit of fun.  You can even make a train go through itself without
crashing...


3.12 Pre-signals
================

   presignals, -w

   extpresignals, -Xw

   These switches introduce a new type of signal to TTD, the
"pre-signal."  This signal is in some sense similar to an advance
signal, but it's not quite the same.  For a detailed description of how
pre-signals work and in what cases they are useful, please see *Note
Pre-signals (detailed)::.

   The idea is quite simple: a pre-signal shows a green light if, and
only if, one of the exit signals from the block behind it shows a green
light.  This means that trains will only enter the pre-signal block if
there is a green exit.  As a result, the block will only be entered for
short times and trains will leave it immediately, allowing for a very
efficient layout.  This is particularly useful for station entrances,
but can also be applied in other cases.

   The presignals switch activates _automatic_ pre-signal
configurations.  Using this options, your signals will be converted to
pre-signals and pre-signal exits whenever a train enter a block that
qualifies as an automatic pre-signal block.  For a definition of what
this needs to look like, please see section 4.2.
Whenever you modify the block (i.e. add rails, remove them, etc.), the
automatic signals will revert to regular signals.  Note that in no case
will your manual settings (see below) be modified.

   With extpresignals, you will be able to _manually_ modify each
signal, and force it to be either a pre-signal or a plain signal, no
matter whether it is in a valid automatic pre-signal block.  The way to
change them is the same as switching between one-way and two-way
signals, but you hold down the `Ctrl' key while doing so.  That is, you
select the "buy signal" option from the railway menu, press the `Ctrl'
key, and click on the signal you want to change.  Its appearance should
change as a result, and you can verify the setting by using the query
tool.

   You can also remove your manual selection by choosing "buy signal"
and the bulldozer, and then clicking on the signal while holding
`Ctrl'.  In other words, you do as if you would remove a signal from
the track, but with the `Ctrl' key pressed.

   You can also specify both options, in which case you will get
automatic signals but can override them using the manual selection.

   Please read section 4.2 for a more detailed
description of how pre-signals work and what types of setups are useful.


3.13 Turn off inflation
=======================

   noinflation, -I

   This switch turns off inflation.  However, it only works from the
point it was turned on into the future, and doesn't undo any previous
inflation.  Prices stay at their current amount, but they won't
increase anymore.  This affects everything, income, purchases and
maintenance/running costs, and for all players too.

   Use this if you frequently have too much money which causes the
amount of cash to go to negative values, because without inflation
you'll get much less money.

   Another benefit is that often computer players starting late will
have difficulties starting their businesses because of inflation.  A
single engine will often cost more than they can get credit, and they
will never be able to build anything as a result.  Using this switch,
prices stay the same and the competition will always be able to get
started.

   Note that you still pay the same amount of interest, so now interest
is much more important than if inflation is turned on.


3.14 Faster Debt Management
===========================

   debtmax, -L

   When borrowing or repaying a loan, you can hold down the `Ctrl' key
to borrow/repay the maximum amount possible, as opposed to having to
click the button 1001 times.  This is only limited by the amount of
cash you have or the maximum loan possible.


3.15 Persistent Engines
=======================

   enginespersist, -P

   There are some problems with engines becoming obsolete.  For
example, there are no more helicopters available after about 2050 so
heliports become obsolete too, or you might want to have a particular
engine even though there are newer ones, maybe because it is relatively
cheap but sufficient for a certain purpose.

   Or perhaps you want to be able to buy steam engines in 2000, which
would cruise along scenic mountain ranges... (thanks to Wolfgang Preiss
for that idea!)

   What this patch does is not to let any engines in use become
obsolete.  Any engine that exists in the game can always be purchased.
With this and Cht: Year, you can basically continue a savegame playing
forever.

   Also, the reliability remains at the peak, with the reasonable
assumption that if you still have it, you'll also have some engineers
who know how to repair it, right?  An engine doesn't just get less
reliable because it has been designed a hundred years ago.  It might
not be up to par in all the specifications, but why should it suddenly
start to deteriorate even if you just bought it?

   Only after the last of its kind have been sold will it start to
deteriorate, and eventually disappear, because nobody knows how to
build and properly repair them anymore.  If you really want to hang on
to some engine, make sure you always have one in stock, maybe in a
depot somewhere.  It just needs to exist, it doesn't have to run at all.

   This patch will also re-enable the purchases of engines that you
still have but can't buy anymore.


3.16 Full load for any type of cargo
====================================

   fullloadany, -F

   Basically fixing the same bug as the train refit option does, this
makes full load behave a bit differently.  Instead of waiting for every
car to be full, now if there's any type of cargo that's full will mean
that the train leaves the station.

   So, if you have a train that transports passengers, mail and
valuables, you can set it to full load and it will leave when any of
those reach their maximum capacities.  This also works for planes, so
that they leave when either mail or passenger compartments are full.

   However, it is no longer possible to enforce a complete full load
for mixed cargo trains.


3.17 Selectable station cargo
=============================

   selectgoods, -G

   Sometimes you may want to build two stations at a busy factory, one
for deliveries of steel etc. and one to pick up the goods.  The problem
is that normally goods will appear at both of the stations, making this
setup rather useless.

   With this patch, no goods will appear until a carrier for tha
particular type of cargo has arrived.

   Think of the factory manager being very mistrusting.  He won't send
any cargo to your station until he's sure it'll be picked up, because
he's afraid that it might spoil.  This means that you have to prove it
your capabilities by showing him your carrier.

   So, if you just make sure that no goods trains ever enter your
delivery station, you'll never see any goods there, and you won't get
bad ratings for not picking them up.  This is easier to do with the new
non-stop handling, because that way no train will stop at the station
if it isn't on the schedule.  On the other hand, the pickup station
will only ever see goods, even if there's a coal mine nearby, which
might have its own station.

   However, if only a single train tries to pick up goods at the
delivery, or coal at the goods station, they'll continue to appear
forever, so be careful.  The only way to reset this is by using the
Cht: ResetStation cheat.


3.18 Office towers accept food
==============================

   officefood, -O

   In the tropic and arctic climates, the office towers by default
accept passengers, mail and goods.  This sometimes prevents a city from
growing further, because it doesn't accept food at all.

   With this switch, all the office towers accept an amount of food
that is calculated by (passengers+goods)/4, rounded down.  So an office
tower accepting 4/8 passengers and 1/8 goods would accept 1/8 food too.

   Note that this doesn't show up in the query tool, but it is taken
into account when determining what a station will accept.


3.19 Extra Dynamite
===================

   extradynamite, -D

   This switch makes your dynamite more powerful.  With it, you can
remove all of the city roads, even those that the city normally forbids
you to destroy.  These forbidden roads are the ones that connect to
more than one other piece of road, i.e. the middle piece in a longer
street or intersections.

   Now you can remove even those if your rating is at least "mediocre",
otherwise the city will refuse to let you bring dynamite anywhere near
the roads.  You can also remove city bridges if your rating is at least
"excellent".

   Of course, going against the local authorities' wishes does not
exactly endear you to them.  In fact, your rating will go down by an
amount equivalent to the removal of a few trees if you destroy a road
that is not an end piece, and by even more if you destroy a city
bridge.  So you should only do this if you must, and try to remove as
few forbidden roads as possible by carefully planning ahead what you
want to tear down.

   In the future it will probably enable you to remove even more stuff,
like opponent's roads, headquarters and so on, but that doesn't work
yet.


3.20 Keep Small Airports
========================

   keepsmallairport, -k

   With this option, you can always build small airports, even if you
don't have any planes that can land there anymore.  But at least
helicopters can land safely, and it allows more helicopters than a
heliport, as well as being able to service them.

   Since version 1.7, the computer players will no longer build these
small airports, and then buy large jet planes that will crash almost
immediately.  However, they can still build small airports, and then
send a jet plane from a big airport to the small airport, where it will
still crash.  Computer players are very ruthless, and also very stupid.

   If this is a problem for you, a solution is to use the
"planecrashcontrol" switch to either reduce these crashes to the normal
level, or turn off plane crashes entirely.


3.21 Long Bridges
=================

   longbridges, -B

   With this switch, it is possible to build bridges up to 127 squares
long.  At a steep price of course.  This is possible for all bridges
that could previously be built with a maximum length of 20.  These are
the wooden bridges, steel suspension bridges and the tubular steel
bridge.  The other bridges aren't extensible and keep their maximum
length.


3.22 AI Boost
=============

   aiboost, -A

   This switch is deprecated, and does not work as intended.  Do not
use it.

   With this switch it is possible to try and make the AI slightly more
intelligent.  However it is currently of limited use, and large values
(greater 5 or so) can make the game very sluggish, or in fact even stop
it completely.  Don't activate this unless you know that it can lock up
the game.

   This works by modifying the so-called "recursion factor" in the
game.  This determines how far ahead a computer tries to look.
However, the time spent doing this increases exponentially with that
factor, and that's why you should be very cautious in increasing it.

   If a too large value is selected, it may easily happen that the
computer stops responding, because a route evaluation is suddenly
taking several hours when normally it would be done in a few
milliseconds.  And since these evaluations happen frequently, even
reasonably small increases are noticeable in small, but frequent pauses.

   This switch is more of an experiment than it is useful, since any
reasonable changes doesn't seem to affect the computers' stupidity,
they still build they same brain-damaged routes no matter what you try.
So, feel free to play with this switch, but don't expect any large
effects to happen.


3.23 Multi-headed Engines
=========================

   multihead, -M

   This switch makes it possible to add extra engines to a train.  This
can be especially useful in the early game, or in mountainous terrain.
The extra engines increase the total power available to accelerate the
train, but of course they also add weight.  This means that extra
engines only make sense if they weigh much less than the total weight
of the train, otherwise they are a waste of money.

   Another small benefit of additional engines is that they increase the
maximum speed slightly.  The first additional engine adds 20%, the next
one 10%, and a third extra engines add another 5%.  After that you
don't get any benefits from adding more engines.  The amount of this
increase (in percent) is an option to the switch, the default is 35% in
total.  If you want the game to be more realistic, you should probably
disable the speed increase using multihead 0.  Otherwise, the parameter
can be anything between 0 and 100, in which case the additional engines
add 4/7, 2/7 and 1/7 of that amount, respectively.

   Now the big question is, how do you buy these additional engines?
Here, the answer is once more the magic `Ctrl' key.  Simply open a
depot with a train in it, and select the engine to buy.  Now, before
you click on the "Purchase" button, hold down the `Ctrl' key, then
click the button.  This creates a new engine that behaves sort of like
a carriage, in that you can place it anywhere on the train.  If you
have the train info window open, you can see how the train power and
speed changes if you add or remove engines.

   A slight complication arises for the engines that normally come with
two heads, like the Asiastar for example.  In this case, when you buy
an engine, you'll only buy a single one and not both.  Then, using the
`Ctrl' key, you can buy a second or even a third engine.  Note that the
maximum speed given in the purchase window is the one for a two engine
train.  This means that if you only buy one engine of the Asiastar, it
will actually be slower than what is stated in the window.  Only adding
a second Asiastar engine will raise the maximum speed to the normal
value.

   For these types of trains, the `Ctrl' key also has another function.
It selects which way an engine faces.  If you move an engine around in
the depot while holding down `Ctrl', it will face one way.  If you move
it without holding `Ctrl', it will face the other way.

   One small bug with this patch is that the additional engines don't
smoke or emit sparks.  Only the first engine will do that, but I'm
working on a fix.


3.24 Road Vehicle Queueing
==========================

   rvqueueing, -R

   Have you ever wondering why these stupid truck drivers just turn
around when they arrive at a busy station?  Why don't they just wait
till it's their turn?

   In order to fix this behaviour, simply enable this switch.  Now
trucks (and buses) will wait at the entrance of the station, and enter
the station as soon as a loading bay is available.  This has two
advantages.  First, it means that the trucks don't go and run around in
loops.  Second, it makes a station much more orderly, and actually
reduces the amount of traffic jams that occur at a station's entrance.
This will also help you gauge how many trucks you need on a certain
route.  If too many trucks are waiting at a station, that means that
you should remove some from this route.

   One problem with this is that vehicles may still "stack up" if they
wait too long, making several vehicles occupy a single piece of the
road.  This might cause a traffic jam, and will also mess up the order
in which they arrive at the station.  To avoid this, make sure that you
don't send too many vehicles to a loading loading bay or bus station.

   This patch was contributed by Marcin Grzegorczyk.


3.25 Low Memory Version
=======================

   lowmemory, -Z

   Using this option, it is now possible to run TTDPatch on computers
that have only 4 MB of memory.  Without it, TTDPatch needs at least 9
MB to run.  The only disadvantage of this option is that it reduces the
increased vehicle array (-x) to at most a factor of 2.

   This option has no effect on the Windows version of TTDPatch.


3.26 General Fixes
==================

   generalfixes, -g

   This setting is a combination of several small patches.  They are
combined because there is only a limited supply of command line
letters, so that things that are unlikely to be turned off by anyone
are all included in this option.

Here's what this option fixes since version 1.7 of TTDPatch:

   * Oil field acceptance bug.  In TTD, all oil fields should accept
     passengers and mail, however some don't, and this is fixed now.

   * Vehicle listing with more than 129 vehicles.  It used to be
     impossible to select any vehicles with higher numbers, instead TTD
     was opening the vehicle window for the first vehicle. (Note, the
     same bug still exists in the depot train list, but who has more
     than 129 trains in a single depot?)

   * Airplane crashes no longer make one of the terminals unusable.

   * Oil field stations will be removed when the oil field closes down.

   * The "Play Scenario" option used to crash TTD if the loaded scenario
     contained running road vehicles.  This is fixed now.  (Such
     scenarios are now easy to create by importing saved games into the
     scenario editor; see section 3.34.)

     Note that although you may be able to change the side of road for
     vehicles to drive on while they're already running, it is not a
     good idea since some of them may get stuck at stations.  Make this
     choice in the main menu, before playing the scenario.

   * Screenshot hotkeys (Ctrl-S and Ctrl-G) work now in the Windows
     version and the screenshots have a correct colour palette.  This
     particular fix is also applied when the "win2k" switch is turned
     on.


   In the future, more fixes may join this category, but that's all for
now.  (All fixes contributed by Marcin Grzegorczyk, except for the
screenshot fixes which were done by Norman Rasmussen.)


3.27 More Airports
==================

   moreairports, -J

   Normally, you can only build two airports within a city's area of
influence.  Lobbying by powerful Transport Tycoons has led the
politicians to allow this option, though.  However, the population is
still upset by all the noise so you cannot build an unlimited number of
airports, even with this option.

   So how many can you build then?  The basic idea is the concept of
"noise units".  In total, you are allowed to have up to nine noise
units per city.  And here's how many noise units the different types of
airports use up:

Type        Noise       Maximum number per city
            units       
Small       2           4
airport                 
Large       3           3
airport                 
Heliport    1           9

   Of course you can also combine the types, and just add up the noise
units.  For example, you can now build one large airport, two small
ones, and still two heliports, because that adds up to exactly nine
noise units.


3.28 Plane Crash Control
========================

   planecrashcontrol, -Xc

   Using this switch you can determine under what circumstances planes
may crash, as well as the probability of this happening.

   The switch takes a value, which is bit-coded.  Simply add up any of
the following values to control plane crashes:

Bit         Value       Effect
0           1           Normal plane crashes are turned off if disasters
                        are turned off  in the Difficulty Settings window
                        in TTD.  This does not affect crashes that occur
                        when a jet plane tries to land on a small airport
                        -- i.e. those crashes are not "normal".
1           2           Jet planes landing on small airports don't crash
                        if disasters are turned off.
2           4           Normal plane crashes occur only when a plane
                        lands after a breakdown, but then they are four
                        times more likely than normally.  If this option
                        is specified together with the next one, it
                        affects all plane crashes, not just normal ones.
3           8           Jets landing on small airports have the normal
                        crash probability.
4           16          All normal plane crashes are turned off,
                        regardless of other settings.
5           32          Jets landing on small airports never crash,
                        regardless of other settings.

   For example, with planecrashcontrol 5 normal plane crashes occur
only when a plane is broken down, and only if disasters are turned on;
planecrashcontrol 48 disables plane crashes altogether.

   With this switch turned off, the normal crash probability is about 1
in 1500; for jet planes landing on small airports, the probability of a
crash is 1 in 20.

   (This patch provided by Marcin Grzegorczyk.)


3.29 Bribe Option
=================

   bribe, -Xb

   This switch adds a bribe option to the local authority menu.  Using
this option will increase your local authority rating by one level,
unless the rating is very appalling, in which case it might take
several bribes.  There is a 7% chance of getting caught by a regional
investigator, which will reduce the rating to "poor", and bar you from
interacting with the local authority for six months.

   The cost of the bribe depends on various factors.  If you have lots
of cash, it will be more expensive, as it will be for a larger city.
However, if you already provide a good service to the citizens by
transporting lots of passengers and mail, the cost of the bribe will be
reduced.


3.30 Show Vehicle Speed
=======================

   showspeed, -Xs

   With this switch, the vehicle window will show the current speed in
the status bar.  This is not really useful, but it is nice for
comparing two engines with respect to power and maximum speed.  For
example, if you have a hilly terrain, this might help you choose between
an engine with a high speed but low power, and one with a lower speed
but more power.


3.31 Autorenewal of old vehicles
================================

   autorenew, -Xa

   forceautorenew, -XA

   Using the switch "autorenew", all vehicles will be automatically
renewed the given number of months before (or after) they reach the
maximum age.  Note that they will be replaced by an identical vehicle,
it is not (yet?) possible to change the engine type.  Vehicles with an
obsolete engine will not be renewed.

   Normally, with "autorenew", the vehicles will be renewed at the next
service, or whenever they enter a depot.  If you also enable
"forceautorenew", they will be sent to a depot and renewed immediately,
as soon as they are too old.  Setting "autorenew" without
"forceautorenew" will not work properly if you are also using the new
service intervals, in which case a vehicle will never go to the service
where it would be renewed.

   The value given with either of these switches determines the number
of months _after_ the maximum age when they are renewed.  This value
can be negative, in which case vehicles will be renewed _before_ they
reach the maximum age.  Since you get the first warning of a vehicle
getting too old a year before it reaches the maximum age, you have the
following options for the value of this switch:

   * less than -12 months: you will get no messages, all vehicles are
     renewed

   * between -12 and 0 months: you get the message once, so that you
     have time to manually replace a vehicle

   * more than 1 month: you get several messages warning you to replace
     the vehicle

   The default value is -6, which means that after the first warning,
you have half a year to manually replace the vehicle, otherwise it will
be renewed with the same vehicle type.  If you do get the second
warning, it means that something is going wrong: the vehicle could not
be renewed and you should pay more attention to it.

   The way this renewal works is that when it is time to renew a
vehicle, and if you have enough money to actually do the renewal, it
will start looking for a depot, as if it were going for a standard
maintenance.  However, in addition to the maintenance, the vehicle
(actually, the entire consist) is also renewed automatically, and the
cost is deducted from your account.  Afterwards, the vehicle continues
its regular schedule, it even keeps the cargo if it had any.


3.32 Rebuild ttdpatch.ovl on every run
======================================

   forcerebuildovl, -Xr

   This option causes TTDPatch to always rebuild the `ttdpatch.ovl'
file from scratch, even if it is already valid.  This is useful if you
modify the TTD executable regulary, for example using TTD Alter (see
section 5.4).  With this option, the changes will be integrated
into the version that TTDPatch uses, without the need for a batch file
to clear `ttdpatch.ovl' or manually delete it.


3.33 Windows 2000/XP compatibility
==================================

   win2k, -2

   This switch applies some patches that make the Windows version of
TTD compatible with Windows 2000/XP.  It was contributed by Norman
Rasmussen.

   With this switch turned on, you simply run TTDPatch under Windows
2000 or XP, and it should work.  You may have to delete the
`ttdpatchw.ovl' file if you tried to run an earlier version of TTDPatch.

   You might need to turn on Windows 95 compatibility mode for
`ttdpatchw.exe' and/or the TTD executable `gamegfx.exe', if you want to
run in full-screen mode.  Note that on Windows 2000, sometimes turning
on Windows 95 compatibility mode doesn't help.  In this case, you need
to run the application compatibility tool `apcompat' (from the Windows
2000 CD) with the following command line:
     apcompat -v 5 -xttdpatchw.exe
   For more information on Windows 2000, please read the Microsoft
support article
(http://support.microsoft.com/default.aspx?scid=kb;EN-US;q279792) on
this subject.


3.34 Load Entry in the Disk Menu
================================

   diskmenu, -Xm

   This switch will change the gray bar in TTD's disk menu to show a
"load game" entry.  This way, you don't have to quit the current game
to be able to load a new game.

   It also changes the scenario editor to show a "load game" option in
the disk menu as well.  In addition, this entry will change to "save
game" when you hold down the `Ctrl' key.  This way, you can load a
savegame in the editor, make some changes, and save it back as a
savegame.  Note that there are some minor problems that can occur if you
do this, such as towns taking over ownership of all road-railroad level
crossings.  To correct this afterwards, you have to use the
"OwnCrossings" sign cheat.

   Note that it is not possible to save a scenario as a savegame unless
it has been played as a savegame before.  The reason for this is that
otherwise, no companies have been founded, and effectively you are not
a player in the game.  Even your mouse is disabled!  So, only save a
game as a savegame that you actually loaded as a savegame too!


3.35 Feeder Service
===================

   feederservice, -Xf

   This switch allows you to operate a feeder service, that is a
service which transports cargo from one station to another, where it is
not delivered but rather left for another carrier.  An example would be
a bus that transports passengers from the city to an airport, where
they are then picked up and transported to a different city by a plane.

   To make use of this switch, you have to select the "unload" option
in the first carrier's orders, which will force it to not deliver its
cargo but rather add it to the station's cargo list.  This works with
as many carriers in a chain as you would like.

   In addition, this patch improves how carrier profit is calculated.
Normally, all carriers in such a chain contribute to the revenue, but
only the final carrier gets credited with positive profit, all others
get negative profit through their running costs.  With this patch, all
carriers get appropriate profit depending on how fast and how far they
transport cargo.

   This also works with a chain of more than two carriers, although in
that case the final carriers get less and less of their fair share of
the profit, because the cargo is on its way for a longer time, leading
to smaller profit.

   Note that only the very last carrier in a chain will actually
generate income.  Only a successful delivery will give you money, the
profits in-between are only for accounting purposes, they do not
actually contribute to your bottom line.  The main reason for this
profit calculation is the company performance ratings, which take into
account the carrier with the _least_ profit.  If you have feeder
services without this patch, that will of course mean the least profit
of all but the last carriers in the chain is negative, even though
every carrier actually does help generate revenue.

   If you temporarily take over another company using the subsidiary
management of Cht: PlayerID, the feeder service option is only active
in your original company, and not in the computer company you're
managing temporarily.  The reason for this is that computer players
turn on the "Unload" option in almost all of their services, which
means they would all be considered feeder services and not earn any
money.


3.36 Go To Depot
================

   gotodepot, -Xd

   This switch allows you to add depots to a vehicle's orders.  When
adding a new order, you can simply click on a depot (or hangar) to send
the vehicle there as part of the schedule.

   You can use this to force servicing at a station entrance, so that
trains are less likely to break down inside the station.  You can also
use depots as crude waypoints by sending trains to a specific location.
This is also very useful for ships, where you can now use depots
instead of buoys.

   These depot orders come in two variations: always or only after the
service interval.  You choose between the two variations by clicking on
the "Full load" button in the vehicle orders.  If a vehicle is ordered
to always go to a certain depot, it will go there everytime it comes to
that entry in the schedule.  However, if you choose the "service only"
option, the vehicle will ignore that order unless its service interval
has expired.  Note that it will skip the order as soon as it leaves the
previous station, so if the service interval expires while the train is
on the way, it won't go to the depot until the next rotation of the
schedule.  You can work around this by placing a waypoint station (see
section 3.3) just in front of the depot.

   Additionally, whenever a vehicle has any depot on its order list, it
will never try to go to any other depot.  It will always go to that
particular depot, which means it won't get lost looking for another
depot or run around in circles.


3.37 New Ships
==============

   newships, -S

   If you're bored with the selection of ships that TTD has to offer,
this switch is right for you!  It changes the list of ships to a much
greater variety, with higher capacity ships, more specialized ships and
more refitting options.  And if you download the new ship graphics from
the TTDPatch homepage (http://www.ttdpatch.com/), they will even look
different.

   The new graphics were drawn by Michael Blunck.  If you want more
info on the ships, for example what real world ships they were modeled
after, please visit his website (http://www.patagonia.de.vu/ttd/).

   Many of these new ships will be animated while they're being loaded
or unloaded.  For the best results, you should also enable the
"gradualloading" switch, which will make this animation smoother.
Without gradual loading, you may not be able to see all stages of
loading or unloading.

   You may experience small glitches in the way the big ships like the
passenger liner are displayed.  These ships are so big that they take
TTD's graphics engine to the limit, which sometimes causes slight
problems in the way they look.  For the most part, they will look fine,
though.

   Here is a list of the ships available if you use this switch:
   * Oil tanker

   * Liquefied natural gas (LNG) tanker.  In the game, its cargo is
     still oil, you'll just have to imagine that it really carries
     natural gas instead of oil.

   * Ferry, same as before but now it can be refitted to carry mail.

   * Passenger liner.  A cruise on this high-capacity ship is the dream
     of every passenger!

   * Hovercraft (same as before)

   * Reefer, carrying refrigerated cargo such as food or fruit.

   * Livestock carrier, a high-capacity ship especially built to cater
     to the needs of live animals.

   * General cargo vessel, an all-purpose freighter.

   * Bulk freighter, carries bulk goods such as grain, ore or coal.

   * Container carrier, for transporting many crates of goods, food or
     fruit.

   * Piece goods carrier, a high-capacity ship that carries wood, steel,
     paper or rubber barrels.

   Each of these ships has a customized name taken from its real-world
equivalent.  Note that if you're using custom vehicle names for TTD's
original ships, those names will override the new ship names.  If that
is the case, just go back to the default names again.

   If you activate this switch and load an existing savegame (as
opposed to starting a new game), not all new ships will be available,
because some of the new ships are Toyland ships.  In that case, use the
Cht: ReloadEngines (and possibly Cht: AllEngines) sign cheats to make
them available.


3.38 Subsidiaries
=================

   subsidiaries, -XS

   Normally, there is little incentive to buy shares of another
company, except for buying it out entirely.  Even if you own 75% of the
shares, you get none of the profit, you get no control over the company
and it's as if you didn't own any shares at all.

   Using the new subsidiary management however, you can manage a
company that you own 75% of.  Once you own 75% of a company, you can
open its player info window, and the usual "View HQ" button will become
a "Manage" button instead.  If you click this button, you temporarily
switch companies, and can now build new services, remove services or do
anything else you want.

   When you're done managing the subsidiary, you can open your own
player window, and click the "Manage" button there to return control to
your own company.

   Note that after you manage another company, the computer AI will
take over the management of that company, and it may do with it what it
wants as well.  This means that you should try not to build confusing
(to the AI) train routes or services, because it may decide that they
are unprofitable and remove them again.


3.39 Move Error Popups
======================

   moveerrorpopup, -E

   If you are annoyed by the red error messages always popping up in
the middle of the screen where you are working, you can enable this
switch, and it will move error messages to a corner of the screen,
where they will be less intrusive.


3.40 Gradual Loading
====================

   gradualloading, -Xg

   Normally, when a consist arrives at a station, all of its cargo is
unloaded and the new cargo is loaded instantly, and then it sits there
waiting for a few seconds.

   With this switch, all loading and unloading processes are changed so
that they occur gradually.  Instead of loading or unloading everything
at once, only 5-10 units of cargo per vehicle are loaded or unloaded at
a time.  This means that you can watch your train window and see how
the cargo gets loaded or unloaded.  This is especially useful for the
new ship graphics, which are capable of showing different loading
states.  Without this switch, you'll probably never see how the ships
are being loaded or unloaded.

   Another useful property of this switch is that trains can have some
carriages being loaded while others are still being unloaded.  This can
sometimes speed up the loading and unloading in a train station.  Also,
a vehicle will not leave the station while there is still cargo
available for loading, no matter what the setting of the "full load"
option is.  This is true even if the new cargo appears when the vehicle
is already being loaded, the new cargo will just be loaded as well,
until the consist is full or no more cargo is available for loading.

   Note that the gradual loading switch requires that the loadtime
switch is active too, and will always activate it if you haven't
already done so.  It also changes the loading time by making it cargo
type specific, meaning that one type of cargo can be done with loading
but another still has more cargo to be loaded or unloaded.  Because of
this, sometimes train can take a bit longer to load if you have an
uneven number of carriages for each cargo type.


3.41 Disaster selection
=======================

   disasters, -XD

   This switch allows you to select or deselect specific types of
disasters that may occur in the game.  It only applies if disasters are
enabled in the difficulty settings.  For example, you can use this to
turn off UFO disasters because they're unrealistic.

   It takes a parameter that is a bit-coded value, simply add up the
values of the following entries:

Bit         Value       Disaster type
0           1           Zeppelin crash
1           2           Small UFO
2           4           Refinery explosion
3           8           Factory explosion
4           16          Large UFO
5           32          Small submarine
6           64          Large submarine
7           128         Coal mine subsidence

   Plane crashes are not affected by these settings, for changing them
please see section 3.28.  Also, the submarines are not
really disasters, they are just handled by TTD in the same way so they
are included here for completeness sake.

   This patch was contributed by Marcin Grzegorczyk.


3.42 Signal wait times
======================

   -X1, signal1waittime

   -X2, signal2waittime

   These two switches allow you to select how long a train waits at a
red signal, either a one-way signal or a two-way signal.  Both take a
parameter between zero and 254 that is the maximum number of days to
wait, or the value 255 for waiting indefinitely.

   Normally, a train waits approximately 41 days at a red one-way
signal and 15 days at a red two-way signal, after which it turns around
and tries to find an alternative route.  If you are sure that the
signal will turn green eventually, you can tell all trains to wait a
longer time, or to wait forever.

   This patch was contributed by Marcin Grzegorczyk.


3.43 More news items
====================

   -N, morenews

   After enabling this switch, TTD will generate news items for
additional events.  As of TTDPatch version 1.9, the only additional
news item is the destruction of a large UFO.  Future versions of the
patch will probably add more news items, for example for lost vehicles.

   This patch was contributed by Marcin Grzegorczyk.


4 Additional Reading
********************

Overview

4.1 Sign Cheats (detailed)
    A detailed description of all sign cheats

4.2 Pre-signals (detailed)
    In-depth information about pre-signals and useful setups

4.3 Frequently Asked Questions
    Look here if you have a question

4.4 Translating TTDPatch
    How you can translate TTDPatch into your language.

4.5 Custom in-game texts
    Translating the new in-game texts

4.6 Need more help?
    The mailing list, and other sources of help.

4.7 Version History
    What feature was added when?

4.8 Error Messages
    An explanation of all the error messages.

4.9 Version Trouble
    What if TTDPatch doesn't recognize your version of TTD.


4.1 Sign Cheats (detailed)
==========================

Overview

4.1.1 Money Cheat
    Change how much money you have

4.1.2 Year Cheat
    Change the current year

4.1.3 Automatic Track Conversion
    Convert track to monorail, maglev

4.1.4 Cheat Detection
    Find out what cheats were used in a game

4.1.5 Road/railroad crossing owner bugfix
    Regain ownership of your track/road crossings

4.1.6 Train car renewal
    Renew all train cars for better ratings

4.1.7 Train non-stop command modifications
    Set all commands to ``non-stop'' (or not)

4.1.8 Service interval changes
    Change the service interval of all your vehicles

4.1.9 Station reset
    Reset cargo, acceptance and ratings of all stations

4.1.10 Purchase list modifications
    Add or remove engines from the list of vehicles for purchase

4.1.11 Update Engine Data
    Load updated engine data

4.1.12 Pre-signal removal
    Remove all pre-signal setups, or only automatic ones

4.1.13 Ghost station removal
    Remove ghost stations

4.1.14 Switching companies/players
    Switch control to a different company or player

4.1.15 Clear unload option
    Remove unload option from all orders


4.1.1 Money Cheat
-----------------

   Cht: Money <number>

   Sets your cash to the number, given in British pounds.  For example,
with Cht: Money 1000000 as a sign name you will have one million pounds.
Depending on what currency you have selected, you may of course end up
having more than the amount you entered.


4.1.2 Year Cheat
----------------

   Cht: Year <number>

   Changes the current year, and this works in both directions.  Now you
can start your game in the year 2030 with all the Maglevs available, or
change it back from 2070 when time stops.  The year can be anything
from 1920 to 2098, although years after 2072 or so won't work correctly
because time stops somewhere around then.  Also, this really sets the
date to one or two days before that year, so that the year change can
be processed properly.

   It also updates the age and service intervals of all vehicles, lest
all of your vehicles go to the depot after increasing the year, because
they have suddenly aged many years in a few seconds.

   Also it's a good idea to activate the "persistent engines" patch, or
you might run out of engines to buy, because their lifetimes are too
short by default.

   With this switch and persistent engines, it is possible to have a
game that lasts infinitely long, because you can always go back a
hundred years when you hit the 2070's, where TTD normally stops
counting.

   You might also use this to get your score once you are bored with the
current game and don't want to go on till 2050.


4.1.3 Automatic Track Conversion
--------------------------------

   Cht: Tracks <to> [<from>] [?]

   This will change all the tracks that are currently the `from' type
(or all if `from' is not given) to the new type set by `to'.  The types
are 0=Railroad, 1=Monorail, 2=Maglev.

   So, for example Cht: Tracks 2 1 will change all your monorail tracks
to maglevs, or Cht: Tracks 1 would convert everything to monorail.

   Also, all the trains of that type will be converted as well,
otherwise they would blow up because they are on the wrong track.
(Guess how long it took me to figure that out...)

   If the "CheatsCost" switch is enabled, this cheat will calculate the
cost for all replacements, and deduct it from your bank account.  Use
the question mark to inquire about the cost without actually activating
the cheat.


4.1.4 Cheat Detection
---------------------

   Cht: Used

   Use this to show which of the sign cheats have been used in the
current game.  It is intended for competitions where the use of some of
the sign cheats is not allowed.  The value is a hexadecimal bit mask of
the following hexadecimal bit values:

Bit Value  Cheat
0   1      Money
1   2      Year
2   4      Tracks
3   8      Used
4   10     OwnCrossing
5   20     Renew
6   40     DumpMemory (obsolete)
7   80     AllNonStop
8   100    NoNonStop
9   200    ServInt
10  400    ResetStation
11  800    AllEngines
12  1000   ClearPreSig
13  2000   RemoveEngines
14  4000   ClearGhosts

   The value 8 for the "used" cheat will always be present because you
have to use the cheat to see it, after all.


4.1.5 Road/railroad crossing owner bugfix
-----------------------------------------

   Cht: OwnCrossing

   There's a bug in TTD that causes road/railroad crossing to be taken
over by the local authorities, I think when they build a road over your
railroad tracks.  This also occurs when you import a savegame to the
scenario editor, and then load it back as a savegame.

   If this bug occurs, you'll be able to remove the road instead of the
tracks.  The tracks will belong to the city and can't be removed.  The
road will belong to the city as well.

   Using this cheat, all these crossings will be given back to you, so
that you can remove the tracks, but not the road (unless that really
was yours, which shouldn't have triggered the bug).

   If you've already removed the road, you have to put it back there for
this to work.  This cheat only affects crossings, nothing else.

   The tracks will always be owned by the first human player, because
ownership information is lost completely and the correct owner can't be
determined.  A future version of the patch will fix this by tracing
back the railroad track to determine whose tracks they really are.


4.1.6 Train car renewal
-----------------------

   Cht: Renew [?]

   It would be a good idea to frequently renew the rolling stock, mostly
train cars, because the age of them affects station ratings.  (It's the
difference between the year they are built and the current year that
counts).  Problem is that, like upgrading all tracks, it is a very
tedious process.  This cheat will make this easier.  It changes the age
of all carriages to zero, sets the "year built" to the current year and
updates their value to the current price.

   Note that this does not affect the engines, only the carriages.  To
renew the engines you will still have to send them to a depot.

   If the "CheatsCost" switch is enabled, this cheat will calculate the
cost for all replacements, and deduct it from your bank account.  Use
the question mark to inquire about the cost without actually activating
the cheat.


4.1.7 Train non-stop command modifications
------------------------------------------

   Cht: NoNonStop

   With this you can remove the "non-stop" flag from the commands of
all your trains.  It is useful to do when you turn on the new non-stop
handling for example.

   Cht: AllNonStop

   This switch sets all your trains' commands to "non-stop", when you
don't want to use the new non-stop handling anymore.


4.1.8 Service interval changes
------------------------------

   Cht: ServInt <days> [<types> [<ai>]]

   With this cheat you can modify the service interval of all existing
vehicles.  It will be set to the given number of days.

   If you specify a second number, it will determine what type of
vehicle you want to change.  It is a bit-coded number, with the bits
meaning the following:

Bit Value  Vehicle type
0   1      Trains
1   2      Road Vehicles
2   4      Ships
3   8      Aircraft

   Simply add all the values for the types of vehicles that you want to
modify.

   If you specify a third number (and it is not zero), you can tell
TTDPatch to modify the other players' vehicles as well.


4.1.9 Station reset
-------------------

   Cht: ResetStation [<all>]

   This sign cheat allows you to reset all stations to a state as if
they had just been built.  This can be useful if some industries close
down and the cargo rating drops to zero, in which case this type of
cargo will be removed from the list, along with all others.  It is also
useful in conjunction with the "selectgoods" patch, because it also
resets which goods will appear at a station, in case you want to
rearrange the goods across different stations.

   If you just name the sign Cht: Resetstation, then only your stations
will be affected.  However, if you add a "1", as in Cht: Resetstation 1,
then it will affect all players, even the computer players.


4.1.10 Purchase list modifications
----------------------------------

   Cht: AllEngines

   This will make it possible to purchase all engines and wagons
available in the current climate, if they have been introduced already.
Use this if you can't buy some engines because you forgot to turn on
persistent engines.

   Note that it will not make engines available, which have yet to be
introduced.  If you want to have those engines too, you need to use the
Year cheat first.  The AllEngines cheat is only intended for games in
which some of the engines have expired already, not for those where
they aren't available _yet_.

   Cht: RemoveEngines

   As the name would imply, this cheat is the exact opposite to the
above cheat.  Namely, it removes all engines from the list of engines
that can be bought, unless the engine is currently in use.  In that
respect, it behaves a lot like persistent engines, except that the
engines are removed immediately and not only after they get too old.
Train wagons are not affected.

   Those engines that have yet to be introduced will be available at
the time of their introduction, that is, the RemoveEngines cheat does
not affect an engine until it was available for purchasing.


4.1.11 Update Engine Data
-------------------------

   Cht: ReloadEngines

   Normally, it is not possible to change a vehicle's date of
introduction or the climates in which it is available in a savegame.
All such changes (for example using TTD Alter or the "newships" switch)
are only available after starting a new game.

   With this sign cheat however, all values are reloaded and all
modifications are included in the current game.  Note that this may
also cause some engines to disappear if they are outdated.  None of the
wagons, and none of the engines you are currently using will disappear,
though.  If an engine disappears that you would like to be available,
you may use the Cht: AllEngines cheat to make all engines available.


4.1.12 Pre-signal removal
-------------------------

   Cht: ClearPreSig [<all>]

   This clears pre-signal setups and reverts signals back to the normal
type.  If <all> is specified and non-zero, the cheat clears all
pre-signals, even manual ones.  Otherwise, only automatic pre-signals
will be reset.

   Note that if automatic pre-signals are enabled, the signals will be
converted to pre-signals again when a train enters the corresponding
block, as long as they are a valid automatic pre-signal block (see
section 4.2).


4.1.13 Ghost station removal
----------------------------

   Cht: ClearGhosts

   Previous versions of TTDPatch (before 1.8) had a bug that sometimes
caused the creation of "ghost" train stations.  These are either
station buildings on the map without an associated station sign, or
station signs where the train station did not exist.

   This cheat will correct both problems.  The first case will be
converted to plain tracks, so that these can then be removed.  (They
can't be removed automatically in case there are trains on these
tiles.)  The second case will lose the train facility, and turn into a
gray sign that eventually disappears, if the train terminal was the
only facility.

   Note: Always save your game before using this cheat, because it
might remove stations that look alright, but are in fact ghost
stations.  If you find a station gets removed that you want to keep,
place an additional facility right next to it (e. g. a bus station),
and re-build the station after using this cheat.


4.1.14 Switching companies/players
----------------------------------

   Cht: PlayerID <num> [<temp>]

   Note: this sign cheat has largely been superceded by the new
subsidiary management.

   You can switch control to a different company or player using this
cheat.  The parameter is the number of the player, ranging from 0 to 7.
If the company doesn't exist or is another human player (in
multiplayer games), the cheat will fail, otherwise you now own a
different company.

   If you specify <temp> and it is not zero, the company is only taken
over temporarily, and you can switch back using Cht: PlayerID with no
parameters, or with your original company ID as the number.  Without
<temp>, the takeover is permanent, which means that the computer AI
will take over your old company.

   If you intend to switch back to your old company, make sure that you
do a temporary takeover, otherwise the computer may shut down several
of your lines, or waste money by building some of its brain-damaged
routes.

   You may also find it easier to switch temporarily by using the
subsidiary management (see section 3.38).


4.1.15 Clear unload option
--------------------------

   Cht: NoUnload

   When taking over an AI company using either Cht: PlayerID or the
subsidiary management, you will notice that most of their services use
the unload command on all orders, even though it is unnecessary.  As a
result, all of these services will be considered to be feeder services
(see section 3.35) if you have enabled them.  This means that
they will not earn any money and no cargo will ever reach a final
destination.

   This cheat will remove the unload command from all orders, so that
you can take over an AI company without having to go through all orders
manually.


4.2 Pre-signals (detailed)
==========================

Overview

4.2.1 How pre-signals work
    Detailed information about the prinicples behind pre-signals

4.2.2 Automatic pre-signal blocks
    How to set up automatic pre-signal blocks

4.2.3 Specific examples of useful pre-signal setups
    Terminus station, through station and overflow loops

   Usually, making an efficient station where all trains can go to all
platforms is very difficult, because if all platforms are in use, the
trains randomly choose one and wait till the train occupying it leaves.
If that train is set to "full load" this may take a long time, the
station will be blocked until that train leaves.  One workaround is to
have "overflow" tracks, where the train goes if everything is full.
While this works, it makes the train run all the time while waiting for
a platform.  This is very inefficient, and it takes up a lot of space
which might be an issue especially for a city station.

   These new pre-signals on the other hand work similar to what is also
often called "home signals" or "entrance signals".  The regular TTD
signals are called "block signals", because they always indicate
whether the block protected by them is occupied, no matter where the
train actually wants to go.


4.2.1 How pre-signals work
--------------------------

   TTDPatch's pre-signals work differently, more like most real-life
station signals, or similar to advance signals.  They state whether a
train can enter a station by looking if there is a free platform, not
just by looking the entrance is clear.

   The basic principle is very simple: a pre-signal shows a green light
if, and only if, there is a green exit from the block behind it (or if
there are _no_ exits at all).  In the context of a station entrance,
for example, this means that trains will enter the entrance only when
there is at least one platform it can go to.  If there isn't, it will
wait in front of the pre-signal, and not block the station entrance.

   This simple principle can allow you to build very efficient yet
simple stations, but first you have to understand how.  The next few
sections attempt to explain in more detail what the different types of
signals

   With these signals, is quite easy to have a small and yet very
efficient station without the usual problems you get with busy
stations, because now trains will be able to queue in front of a
station, and get to the platforms in the order that they've arrived in.

   Note that pre-signals _do not_ change _where_ a train goes, only
_when_.  You cannot use them to tell trains where to go, instead you
should use waypoints for that (see section 3.3).

Types of signals
----------------

   In the context of pre-signals, there are four different types of
signals: plain signals, pre-signals, pre-signal exits, and combo
signals.

Type       Appearance                       Function
Plain      Single green light, no bar       normal
signals                                     
Pre-signalsDouble green light, horizontal   Entrance to a pre-signal
           yellow bar                       block
Exits      Double green light, vertical     Exit from a pre-signal
           gray bar                         block
Combo      Double green light, vertical     Between two pre-signal
           yellow bar                       blocks

   Pre-signals and combo signals are the only signals that really
_behave_ differently, the exits only affect how the other signals
behave.

   Pre-signals will show a green light if any of the exits or combo
signals behind it show green.  They prevent a train from entering a
block unless it can leave it quickly.  A pre-signal with no exit
signals will _always_ show red, even if there are other, non-exit
signals that would allow a train to leave the block.  The pre-signal
only considers actual exit signal when deciding whether to go green or
remain red.  Pre-signals can be either one-way or two-way signals, but
will usually be one-ways.

   Pre-signal exits are signals leading away from the pre-signal block,
and should normally be two-way signals, so as to give the train a
choice.  If they were one-way signals, the trains would all attempt to
go to what they consider the "best" choice, even if there are other
green signals they could go to as well.  Therefore, an exit will in
almost all cases have to be a two-way signal.

   Combo signals are a combination of both pre-signals and exits.  They
serve as exit to a prior pre-signal, but are a pre-signal themselves.
As such, they are to be placed between two pre-signal blocks, so that
trains can go to the additional exits behind a combo signal if they
need to, but the blocks are still separate and allow a train in each
block.  Please see below for a specific example.  Note that combo
signals are not as useful as they should be, because they currently
have some limitations.  In the case where all exits are blocked, and
trains are waiting at both pre-signal blocks, both trains will start
moving when an exit becomes available, but of course there is only one
platform, so one train ends up waiting in the pre-signal block.


4.2.2 Automatic pre-signal blocks
---------------------------------

   With automatic pre-signal setups enabled (see section 3.12),
all signal blocks that satisfy the following conditions will be
converted to pre-signal blocks:

  1. At least one one-way signal going in

  2. At least two two-way signals

  3. At least one of these two-way signals leads to a block with
     another one-way signal going out, or an end-of-line.

   If these three conditions are met, the one-way signals from
condition 1 will be turned into a pre-signal, and the two-way signal(s)
satisfying condition 3 will be turned into pre-signal exits.  All other
signals are left as they are, in particular, non-conforming two-way
signals will not be converted.


4.2.3 Specific examples of useful pre-signal setups
---------------------------------------------------

4.2.3.1 The through station
...........................

   (sometimes called "roro" or roll on/roll off station)

   Such a station should be built like this:

   (View the pretty-print or HTML versions for nicer graphics)

                 --<>-========->--
                /--<>-========->--\
      In ---->-----<>-========->----->----  Out
             1  \--<>-========->--/  4
                 --<>-========->--
                   2           3
     
     Legend: -- / \  Tracks;
             <>      Two-way signal
             >       One-way signal to the right
             =       Station platforms
             1..4    Signal labels

   There are four sets of signals involved, labelled 1 to 4.  Signal 1
is the pre-signal, and only go green if any of the exit signals 2 are
green.  Signals 3 are those letting the trains out of the station.
Finally, signal 4 terminates the exit block.

   The following conditions have to be met for this to qualify for
automatic conversion.  Note that if you convert it manually, it will
work like you might expect.

  1. Signal 1 must be a one-way signal leading into the station.  This
     is the pre-signal.

  2. All of signals 2 must be two-way signals.  There have to be at
     least two of these.  (Otherwise pre-signals are useless.)

  3. All of signals 3 must be one-way signals leading out of the station

   Also, even though not shown in the figure,

   * There can be more than one of signal 1

   * There can be more than one of signal 4 (or none, or a two-way)

   * You don't have to follow the actual track layout, it can go in any
      direction you like.  It doesn't even have to be at a station.

   If conditions two and three are only met for part of the signals, it
will work neither as it should, nor as it did before pre-signals.
Those signals will not be converted to exits, so the pre-signal will
not consider them when deciding to go green.

   To repair the red signal, you'll have to replace the offending
signal.  Make sure you stop any trains waiting at it or a crash would
be likely.

4.2.3.2 The terminus station
............................

              3  -<>-=========
      Out ----<-X-<>-=========
       In ---->-X-<>-=========
              1  -<>-=========
                  2
     
     Legend: X       Crossover track layout (from everywhere to everywhere)
             Rest as above

   This very compact layout of a station is often useful in a city,
where there is not enough space for a full roro station.  Here, the
same conditions apply as in the previous case, and there can also be
more than one of signals 1 and 3.

   You can even combine both types of stations, i.e.  have some of the
platforms go through and others end.

4.2.3.3 Improved overflow loops
...............................

   These improved overflow loops are useful at the entrance of a busy
station, where you need to prevent traffic backup into the main line.

                       (a)
       In -----<>------------------->-
             \-<>-.           .->-/ 1
               5  |           | 6
                  |           |
                  |  7      7 |
                  `-->------>-'
                       (b)

   Here, (a) is the usual way to the station, and it's used if there's
no train waiting.  Make sure that your longest train will fit entirely
on (a) to make this work.  If there is already a train waiting, other
trains will take route (b) and line up at signal 6.  You can make (b)
as long as you like.  It should have a few one-way signals 7 along the
way to allow several trains to line up.

   A few important points:

   * Signal 1 is the pre-signal leading into the station

   * Signals 5 have to be two-way, or all trains will want to use route
     (a)

   * Route (b) can either cut into route (a) before signal 1, or lead
     directly   into the station.  I recommend the above setup
     (connecting before signal 1)   because that way all trains will
     use the overflow if it is in use.    Otherwise trains will be able
     to take the shortcut even though they should   line up at the end
     of route (b).

   * Signal 6 has to be a one-way signal, as does signal 1.

   * If you put a one-way signal before signal 5, it will be a
     pre-signal

   This has a few advantages over a regular overflow loop.  First, the
trains only have to use it once before lining up at signal 6 and don't
continue to loop until a platform is available.  Also, even if the
station is full, at least one more train will not have to use it, only
if two or more trains are waiting will it be used.  Third, one of the
waiting trains will enter the station as soon as a platform is free,
without having to complete a loop because it already is waiting at the
station entrance.  And lastly, the trains will be served in the order
that they arrive in.  In an overflow loop, there is no guarantee that a
train will not loop indefinitely at a very busy station, just because
newly arriving trains steal into the platforms.

4.2.3.4 Example savegame
........................

   Many aspects of pre-signalling can be confusing to those new to it.
To help with the understanding, I have created a demonstration with a
small savegame that you can download
(http://www.ttdpatch.com/presig.zip).  Please make sure that it won't
overwrite one of your savegames.  The save file is `trt56.sv1', so if
you already have that file, make a copy of it.  It features both a
through station and a terminus station, and has two improved overflow
loops.

   I encourage you to test this savegame with the pre-signal switch
disabled, too, so you can see the difference it makes, and try
different numbers of trains (as low as 7 maybe) by sending them to the
depot, and more or fewer platforms at both stations.


4.3 Frequently Asked Questions
==============================

Why does something suddenly not work?  Why does the game not behave like it used to?
     This is probably because a feature of the patch changes the way
     the game works.  If you want to find out why it does this, and how
     you're supposed to take advantage of the changes, you'll just have
     to find the entry in the manual that explains it.

     The easiest way to do this is to look in the index for key words
     look through the table of contents for hints.

     If you can't find it at all, try turning off all switches in
     `ttdpatch.cfg' until the problem disappears.

     Finally, if you still can't figure it out, it might of course be a
     bug in the patch.  In that case, please contact the author (see
     section 5.1) and tell him.

How do I run TTD/TTDPatch on Windows NT/2000/XP?
     Please read section 3.33

I get an error message about opening a COM port.
     This error message means that you have the DOS version of TTD, and
     are trying to run it on Windows NT, 2000 or XP. Currently there is
     no known way of doing that, only the Windows version of TTD runs
     on these operating system, and only if you follow the above
     instructions. You can tell the difference between the versions by
     a "Fish UK" logo with a fish on the title screen, which only
     appears in the Windows version. If you don't see this logo, you
     have the wrong version of TTD.  Unfortunately the Windows version
     is very hard to find in shops, so you may have some trouble trying
     to buy it.

How do I make a configuration file?
     Since TTDPatch version 1.8, a default configuration file is
     created if you run TTDPatch without any options and no
     `ttdpatch.cfg' file exists.  Then you can simply edit this file
     and set the options as you like.

     Other ways of making a configuration file:

        * Get the configuration tool from the TTDPatch website, choose
          the switches you want, and then save it as `ttdpatch.cfg'.

        * Have TTDPatch make one for you. In a DOS command line, enter
          the following.

          For the DOS version:
               ttdpatch -a -W ttdpatch.cfg

          For the Windows version:
               ttdpatchw -a -W ttdpatch.cfg

          This will also run TTDPatch with the new configuration, so
          that you can test whether it works.

How do I change the configuration?
     If you already have a configuration file (if not, see above), you
     can simply edit it in any text editor. In Windows, run Notepad and
     open `ttdpatch.cfg' in your TTD directory. In DOS, run Edit and do
     the same. Then simply change what you like, and save the file
     again.

I get the message: "Unable to access Transport Tycoon Deluxe CD!"
     If this is the Windows version of TTD, please read section 3.33.

     If, however, you have the DOS version, this means that you have
     not told TTDPatch where to find the TTD CD. The most likely reason
     is that you have not set up a configuration yet. To correct this,
     please follow the steps in the FAQ above, "How do I make a
     configuration file?"

     If you do have a configuration file and this error persists, it
     means that you need to modify the configuration file to set the CD
     path. To do this, either use one of the configuration tools or
     simply go to your TTD directory, and open ttdpatch.cfg in a text
     editor like Notepad. Go find the line that begins with `CDPath',
     and change it to read CDPath D:\ where D: is your CD drive.

     One more way to solve this is to copy all missing files from your
     CD to the TTD directory. Simply copy everything that's not already
     on your hard disk and it should work.  Then you can play TTD even
     without the CD.

I installed TTDPatch but none of the patches work!
     There can be several reasons why this would be the case.

        * You are still running the unpatched TTD. If that's the case,
          you have to run TTDPatch instead. Remember, TTDPatch has to
          do the patching every time it is started, simply installing
          it is not enough.

        * If you run TTD from a batch file (e.g. `ttdx.bat'), simply
          edit that file to run ttdpatch.exe instead of ttdx.exe. If on
          the other hand you have a Windows shortcut, edit that
          shortcut to run ttdpatch.exe.

        * You have not set up a configuration yet. By default, all of
          TTDPatch's switches are turned off. To correct this, please
          follow the steps in the FAQ above, "How do I make a
          configuration file?"

How do I place a sign?
     The sign that you need for using the sign cheats is in the "trees"
     menu icon. Simply click and hold your mouse button on that icon,
     and choose the "place sign" option.  Note that this is _not_ the
     same type of sign as you get when buying a square.  None of the
     other types of signs will work.

Are you still working on TTDPatch?
     When is the next version going to come out?
     Yes, I am still working on TTDPatch, but only sporadically due to
     other commitments. I simply find it difficult to find the time to
     work on TTDPatch, which means that new versions might take a
     relatively long time to come out. But, eventually they will, so
     don't lose hope. Don't hold your breath either. If you would like
     to be notified of new versions by email, please sign up to the
     TTDPatch Announcements mailing list.


4.4 Translating TTDPatch
========================

   TTDPatch is available in a variety of languages.  To choose a
language, please refer to section 2.6.

   It is very easy to add more languages.  I just need people who are
willing to translate either the program texts and the documentation, or
both.  For translating the program output, download the program texts
(http://www.ttdpatch.com/src/ttdptlng.zip) for all languages that
TTDPatch has been translated to.  Please change only the text that is in
double quotes, the comments should remain the way they are, to make
things easier for me.

   I'm using Texinfo (http://texinfo.org/) for the manual itself, which
makes it possible to have a single file that can easily be converted
into a pretty-print file (Postscript or PDF) as well as HTML for online
documentation and a nicely formatted plain text file.  If you want to
translate the documentation, it would help if you know Texinfo, but
it's pretty easy to figure out, so you shouldn't have a problem
translating it.

   If you have any questions about this or would like to help translate
it, please feel free to <email me at jdrexler@uwo.ca.>

   You can get the current version of the manual in Texinfo format from
the TTDPatch source code page (http://www.ttdpatch.com/src/manual.zip).

   For translating TTD itself, Varga Csaba has written the excellent
TTD Translator (http://www.csucsposta.hu/csaboka/ttdtrans.htm).


4.5 Custom in-game texts
========================

   TTDPatch adds several new messages that are displayed in the game,
for example the bribe messages.  TTDPatch includes translations of
these in all languages that TTD is available in.  However, you may have
used the TTD Translator described in the previous section, in which
case your TTD is in a language that is not available with TTDPatch.  As
a result, the in-game texts will be in English, not your language.

   It is now possible to translate these in-game texts to your own
language by using the `mkpttxt.exe' program distributed with TTDPatch.
Simply run this program once, and it will create a file called
`ttdpttxt.txt', which contains all in-game text strings.

   To translate it, open it in a Windows editor like Notepad, or any
other editor that is capable of using the ISO-8859-1 character set.
Follow the instructions at the beginning of the file, and translate the
entries.  Then, simply run `mkpttxt.exe' again, and it will create the
file `ttdpttxt.dat', which will automatically be loaded by TTDPatch if
it is present in the TTD directory.

   If you would like to distribute your translations, please distribute
the `ttdpttxt.txt' and not `ttdpttxt.dat', because the latter uses an
internal format of TTDPatch that may change from time to time.  If the
format changes, people who have the `.txt' file can simply run an
updated version of `mkpttxt.exe', which isn't possible with the `.dat'
file.


4.6 Need more help?
===================

   So, you have tried TTDPatch and it didn't work like it should?  You
need some help getting it to work?

Here are some options for getting help:
   * The section 4.3 above might answer your
     question

   * The mailing list archies.  Both mailing lists (see below) have a
     web-based archive which you can search to see if it helps with
     your question: the TTDPatch archive
     (http://joesbox.cjb.net/lists/ttdpatch/) and the TTDPatch
     announcements archive
     (http://joesbox.cjb.net/lists/ttdpatch-announce/).

   You really need to ask someone a question?

   If it isn't very urgent, you can contact me at the address given in
section 5.1.  However, I have been pretty busy recently,
so it may take days or even a week or two till you get a reply.

   It's probably a better way to ask a question at a public forum.  If
you like Usenet, you can go to the <alt.games.microprose.transport-tyc>
newsgroup and ask there.

   There are also two mailings lists for TTDPatch.  One is a general
topic list for questions, comments and so on.  The other is for
announcements only.  I will announce all further versions, or perhaps
serious bugs and other important stuff.

   To subscribe, send a message to <Majordomo@ttdpatch.com>, with the
following in the message _body_:

     subscribe <list name>
     end

Here, the list name is either "ttdpatch" or "ttdpatch-announce".  You
only need to subscribe to one of the lists, because all announcements
are copied to the "ttdpatch" list as well.

   By sending your question to the list it is more likely that you get
a fast answer, because more people than just me are reading it.


4.7 Version History
===================

Version  Changes
V1.9     Go to Depot
10/xx/02 New ship models and graphics
         Cht: PlayerID supports switching temporarily
         Subsidiary management
         Move red error popup windows into a corner
         Gradual loading/unloading
         Signal wait times
         Disaster selection
         Distinction between forced and regular auto-renewal
         News items generated for more events
         Custom in-game texts
         Cht: NoUnload
         Cht: ReloadEngines
         Lots of bug fixes again...
V1.8.1   Multiheaded Steam and Diesel engines smoke properly
07/24/02 Cht: PlayerID
         Feeder service
         Added Hungarian, Italian and Spanish translations
         Pre-signals without signals are green now
         Screenshots work in the Windows version too
         Many bugfixes: Ctrl key, Clearghosts, etc.
V1.8     Add extended command line options (-X...)
03/11/02 Plane crash control (by Marcin)
         Bribe option
         Show current vehicle speed
         Sign cheats optionally cost money
         New signal graphics for pre-signals
         More complex pre-signal setups
         Autorenew: automatically renew old vehicles
         Crash logger for crashes of the DOS version
         Windows 2000/XP compatibility for the Windows version
         Savegames with more vehicles now get a `trp' filename
         Add load option to the disk menu
         City bridges can be removed
         Cht: AllEngines, Cht: RemoveEngines, Cht: ClearPreSig
         Multihead option now has an optional speedup parameter
         Convert source code from C++ to C (by Marcin)
         ... and many, many bug fixes
V1.7     TTDPatch supports the Windows version of TTD
02/24/01 Trains with additional engines for more power
         TTDPatch can swap out and leave more memory to TTD
         A low memory version that only needs 2.5 MB
         Road vehicles queue up at the station
         Cht: resetstation
         More airports allowed per city
         Many, many bug fixes
         Now patching `ttdload.ovl', not `ttdload.exe'
         TTDPatch is now distributed under the terms of the GPL
V1.6     Several bug fixes in the cfg file, etc.
07/15/00 Keep small airports around
         Fixed eternal servicing after 2055
         Build 7x7 station with `Ctrl'
         Longer bridges, up to half the map length
         Multiplayer: Cheats only affect player placing signs
         Bulldoze all city roads
         Boost AI, set recursion factor
         Cht: AllNonStop and Cht: NoNonStop
         Cht: ServInt
         Automatic language selection and support for English,
             Dutch, French, German and Italian.
V1.5.1   Configuration file support
10/16/99 Convert source code to C++
         Convert docs to Texinfo
         Framework for multiple language support
V1.5     Turn off inflation
09/04/99 Office towers in Tropic/Arctic accept food too
         Longer stations (up to 7 squares)
         Borrow/Repay maximum amount by holding `Ctrl' key
         The default service interval is selectable
         Cht: DumpMemory for saving uncompressed
         Pre-signals no longer experimental
         Persistent engines won't become obsolete if in use
         Full load for any cargo type, not the whole train
         Selectable station goods
         Fixed Cht: OwnCrossing (I think...)
V1.4.3   This was just a bug fix beta version, no real release
08/16/99 Fixed `-trpb' and `-x', they were broken (except when using
         `-a') since V1.4
V1.4.2   Three new versions supported: German, French and Spanish
08/12/99 
V1.4.1   `-w' switch for pre-signals now actually works
07/31/99 (no need to use `-a' anymore)
V1.4     More multiplayer support (now also for `-l')
07/29/99 Improved algorithm to calculate load/unload times
         Mammoth trains up to 127 cars
         Cht: Renew and Cht: Owncrossing
         Pre-signals supported but still experimental
         All switches must be entered in lowercase letters   now, to
         allow for future switches.  Sorry for the   inconvenience but
         I'm running out of letters...
V1.3     Fixed "ghost train" bug
07/16/99 Added multiplayer support
V1.2     Enable CD-only version of TTD by passing the CD   drive
         parameter to TTDPatch
06/06/99 Stations extensible to up to 7 equal platforms
V1.1     Now also supports version V2.01.119 with a file size of 496601
         bytes.
06/03/99 
V1.0     First version, supports TTD V2.01.119, with an executable file
         size of 496543 bytes.
05/30/99 


4.8 Error Messages
==================

Can't write to TTDLOAD.OVL, is it read-only?
     This happens after copying the TTD executable to `ttdload.ovl',
     when TTDPatch tries to patch this copy.  Most likely it is set to
     read-only.

Copy error - file doesn't exist.
     When TTDPatch tried to copy the old executable to `ttdload.ovl',
     something went wrong and nothing was copied.  You can try to copy
     it yourself and run TTDPatch again.  It will then try to work with
     this copy instead, and not copy the file itself.

Could find neither TYCOON.EXE nor TTDX.EXE.
     You probably started TTDPatch from the wrong directory.  The
     original executable has to be in the current directory.

Could not determine program version.
     This means that TTDPatch couldn't find out what version of TTD you
     are using, and thus cannot patch it.  This can only be fixed by
     sending your executable to the maintainer of TTDPatch.  It's most
     likely that it actually isn't TTD but something else.

Couldn't install code loader - try to delete TTDLOAD.OVL.
     TTDPatch found some problem in `ttdload.ovl' and couldn't patch it.
     You can try to delete `ttdload.ovl' so that TTDPatch creates it
     again, hopefully correct this time.  Otherwise there is some
     problem with your TTD executable.

Invalid original segment length.
     This message indicates that something is wrong with the
     `ttdload.ovl'.  Try deleting that file, so that TTDPatch can
     create it again, hopefully correctly this time.

This is not Transport Tycoon Deluxe.
     TTDPatch noticed that you don't have TTD, but rather something
     else.  The standard Transport Tycoon maybe.  TTDPatch will only
     work with versions of Transport Tycoon Deluxe.

Unrecognised .EXE format.
     `tycoon.exe' is not an executable file.  This should not happen,
     unless you copied or renamed something else to `tycoon.exe'.

Version has too many numbers!
     While trying to find out version of TTD, the program got confused
     because it found more than the usual three numbers.  This can only
     be fixed by sending your executable to the maintainer of TTDPatch.

Create process failed.
     This happens in the Windows version of TTDPatch, when it is unable
     to start TTD.  The reason can be that TTD is not installed
     properly, or that `ttdloadW.ovl' is outdated.  Please try deleting
     `ttdloadW.ovl' first, and see if it helps.  If not, check whether
     TTD runs without the patch.  If it doesn't, you may have to
     re-install.  One other possibility is a conflict with another
     program or not enough system resources.  Try shutting down all
     other programs before running TTDPatch.


4.9 Version Trouble
===================

   This section should now be of no relevance, since all versions of
TTD that I know of are supported by TTDPatch.  But if you're interested
anyway, read on.

   TTDPatch will have to know the locations of code that has to be
patched.  This will usually be a table that has to be compiled into the
program to make it work.

   If the version of TTD you are using is not known to TTDPatch, it
will tell you so and offer the option to try and start anyway.
However, this is a bit tricky, and may result in the program locking
up, or causing a protection violation.  Depending on your operating
system, this may lead to complete hang of the computer.  So, don't try
this if you have any important programs running in the background.

   These are the versions that are known to work:

               File size   
Language       DOS         Windows
American       496,543     1,695,744
English        496,601     1,696,256
German         499,583     1,699,328
French         505,759     1,707,008
Spanish        506,237     1,707,520


5 Other Stuff
*************

Overview

5.1 Contact Information
    How to contact the author of TTDPatch.

5.2 Future Plans
    What might be included in a future version of the patch.

5.3 Impossible Changes
    Things that are often asked for but cannot be done.

5.4 Other Tools
    Programs related to TTDPatch, or otherwise useful for TTD.

5.5 Real Maglevs
    If you want to know what Maglevs are.

5.6 Acknowledgements
    Who helped in making TTDPatch.

5.7 Closing Words
    Useless trivialities because I couldn't think of anything 
    better to say.


5.1 Contact Information
=======================

   Please do not hesitate to email me your opinion about this program,
or any bugs or typos you may find, or suggestions about what to put
into the next version of the program.  If you have trouble getting it
to run please tell me the version number of your TTD (as shown in the
"About" box) and of TTDPatch.  The output of TTDPatch would also be
helpful.

   You can also use the mailing lists described in the above section if
you like.

   My preferred email address is <jdrexler@uwo.ca>.  This should remain
active until at least 2004.  If I don't reply at that address, you
could try <Josef_Drexler@hotmail.com>, though I don't check that very
often at the moment, because about 99.9% of the messages are spam
anyway...

   I can also sometimes be found in the TTD newsgroup
<alt.games.microprose.transport-tyc>.

   And if you still can't get a hold on me, just try to scream very
loudly, I might just hear it...

   Then again, maybe not.


5.2 Future Plans
================

   Here are some things I am considering to include in future versions,
in no particular order.  For some reason this list keeps getting longer
and longer, no matter how much I try to implement, there are always
more new ideas than I can handle.

   First those that appear to be a bit easier to do, but there are
still far too many to promise that anything will be in any particular
version:

   * Make station coverage depend on size of station, especially
     increase coverage of large airports

   * More options for refitting aircraft, allow changing relative sizes
     of passengers and mail compartments, refit each compartment
     individually

   * Make combined pre-signals more useful

   * Include depots in some useful way in pre-signal setups

   * Allow AI roads to be bulldozed to clear up their excessive use of
     space

   * Allow the HQ to be bulldozed so it can be relocated

   * Max loan should depend on company value too

   * Make it possible to place more than one tree, both for lumber
     mills and improved city ratings (note this is fairly easy now by
     importing a savegame into the scenario editor, see section 3.34)

   * Slow down time and/or make it possible to build during pause

   * Load carriers in the order that they arrive at a station

   * Cht: Engine to change all train engines into a specific type, or
     maybe for planes etc.  as well.  Maybe only change a specific
     engine?  Maybe not at all, because it seems to be rather difficult.

   * Even larger stations; maybe there is a way to have even more than 7
     platforms and be longer than 7 squares

   * Restrict full speed at mountains to at most one height level (for
     "mountains" switch)

   * Allow more graphics, so that every engine and plane can have its
     own design.  This seems more likely now that the graphics files
     can be modified (see section 5.4)

   * Signals in tunnels and on bridges, possibly invisible and/or
     automatically placed

   * Allow stations at different height levels to be combined

   * Allow the display of dates after 2070 and automatically roll-over
     so that time never stops even without using the "Cht: Year" cheat

   * Change industry output: raise it/lower it for all or a single type

   * When selling a train engine, sell all wagons too if Ctrl is pressed

   * Make it possible to restrict which switches may be used in a
     competition for example

   * Modified plane breakdowns: crash instead of becoming slower, but
     of course much more rarely.  Try to crash them not at the airport
     maybe

   * Sort vehicle lists, by number, profit, last year's profit, perhaps
     even by the schedule

   * Allow all engines to be facing either direction, not only those
     that are normally dual-headed

   * Allow more than one of each type of industry per town

   * Better stock market, get part of the profit, get money for selling
     stock, better company value calculation.  When a company you hold
     at 75% goes bankrupt, only pay 25% to buy it.

   * Link several vehicles' orders, so that they only need to entered
     once for all vehicles that have an identical route

   * Make faster ships possible (currently max. is 127 km/h)

   * Prevent all industry closings in "stable" economic climate

   * Much higher production limits to really make use of the improved
     rail networks

   * Retain names and service intervals when selling an engines and
     then buying a new one

   * Improved path finding for trains and ships

   * In the year 2002, remove almost all European currencies and
     introduce the Euro currency

   * Make cities grow faster and bigger

   * Improved physics on mountains and plains, currently the speed and
     acceleration model is not realistic.  Instead of a constant force,
     it should be larger at small speeds and decrease as the train gets
     faster (to mimic gear ratios)

   * Hydroplanes that can land on water and use the ship docks

   * Cht: Subsidy to force a new subsidy

   * Faster scrolling with Ctrl-Shift

   * More hotkeys, one for bulldozer and one for dynamite for example

   * Road vehicle/train collisions: make road vehicles invincible to
     crashes, or make trains have a breakdown after a collision, or
     link road signals to train signals so they go red quicker when a
     train approaches

   * Disable particular vehicle types for the AI, so they can not build
     road vehicles etc.

   * Make tenders for steam engines (needs new graphics too)

   * Make "fulloadany" be optional for each vehicle type (e.g., not
     planes)

   * Improve station ratings with respect to age of carriages.  For
     example, three years maximum is ridiculous, it should perhaps be
     decreasing only between 10 and 20 years.  Or possibly make train
     maintenances refurbish all carriages so that they lose their age
     penalty.

   * Link several stations' ratings and cargo, to simulate several
     facilities of each type in a station.

   * Cargo payment rates should follow supply and demand rules

   * Make economy fluctuations smoother, e.g. changes or +/- 10%, but
     more often. +/- 50% should be rare.

   * Minimum load, specify that a carrier should not leave unless at
     least x% of it is full.  This will probably only apply to "full
     load".

   * Make planes have limited fuel supply and limited range, depending
     on plane size


   Please tell me how much you would like to see one thing or the
other, it's very hard to guess what other people think is important.


5.3 Impossible Changes
======================

   This is a list of things I'm regularly asked to do, but which are
either impossible to do, or at least an awful lot of work:

   * Higher bridges.  Complication: TTD has no provision to store the
     height of a bridge, it is always implicitly one, nor can the
     graphics engine display them.

   * Diagonal bridges or tunnels, for the same reason.

   * More industries from different climates, e.g. oil rigs in the
     arctic climate.  This can't be done because there can only be a
     limited number of different industries per climate, and it's
     impossible to add more.

   * More stations or more depots.

     Both stations and depots have an ID value that is stored in a
     single byte in memory.  Because of this, the IDs can only go up to
     255, allowing at most 256 stations or depots.  For stations, a
     couple of the ID values have special meanings, so that only 250
     stations are possible.

     However, because they are stored in a byte, it is not possible to
     have more stations or depots than 255.  It is all but impossible
     to change the ID to use a word value, which would be required to
     do that.

     Changing the number of vehicles on the other hand was less
     difficult because they were already stored in a word value, which
     can take values up to 65535.

   * Joining more than one of each station facility type in a single
     station, e.g.  two bus joined stations.  While it is possible to
     place those on the map, the internal station structure can only
     hold the position of one of each facility type.  Therefore the
     vehicles would only use one of them as well.  In addition this
     would eventually turn into a ghost station.

   * Larger airports (more runways).  It's possible, but would involve
     recoding the whole aircraft movement scheme of an airport.  It's
     too much work right now.  Maybe if enough people bug me about it I
     might do it though.  If/when I do it, I'd add another runway at
     the other side of the airport, and separate them into
     landing/departing runways.  This should work nicely, but it is
     still a lot of work.

   * Larger maps.  This is all but impossible, because the whole program
     assumes a coordinate has 8 bits for each direction, totalling a
     256x256 grid.

   * A patch for the original Transport Tycoon.  I have worked on
     TTDPatch for almost six years now, and asking me to duplicate that
     work for TT original is just a little bit unreasonable.

   * More players in multiplayer games.  This would need a full re-write
     of TTD's multiplayer networking protocol.  That's pretty much
     impossible without having the source, and even then it would be a
     huge amount of work.


5.4 Other Tools
===============

   I have made a program which can be used to modify TTD's graphics.
It will convert the `.GRF' file into a `.PCX' file which you can edit
with your favourite graphics program.  Then you can convert it back and
have TTD use your own graphics set.  In addition, you can use it to edit
`ttdpatch.grf' if you want to modify the look of pre-signals.  You can
find GrfCodec at `http://www.ttdpatch.com/grfcodec/'

It is still more or less in beta stage and may not work correctly in
all cases, though.

   Another very useful tool is TTD Alter.  This lets you edit the
engines and bridges and other stuff, to make them faster, better,
bigger, whatever.  It is quite useful even in combination with
TTDPatch.  Unfortunately it doesn't work with the Windows version of
TTD and the author doesn't develop it anymore.

   You can find it at the TTDAlter home page
(http://www.goase.com/ttdalter.htm).

Note that there are some complications when you want to use both
TTDAlter and TTDPatch, but nothing serious.  The problem is that
TTDAlter modifies `TTDX.EXE', but TTDPatch uses `TTDLOAD.OVL'.
Therefore, you need to have TTDPatch recreate the `TTDLOAD.OVL' file.
The easiest way to do this is to use the "forcerebuildovl" switch,
which causes TTDPatch to read the altered values every time it starts
up.

   Alternatively, you can do this simply by deleting `TTDLOAD.OVL' every
time you run TTD Alter.  If you write the following to a `.BAT' file,
you can use that to run TTDAlter and automatically delete the necessary
file:

     @echo off
     C:
     cd \games\ttdlx\ttdalter
     start /w ttdalter
     D:
     cd \games\ttdlx
     del ttdload.ovl

   Of course you'll have to replace the directories with where you have
installed TTDAlter and TTD.  You can leave out the lines with the drive
letters if both programs are on the same drive.

   Then simply run this file and TTD Alter and TTDPatch should work
nicely hand-in-hand.


5.5 Real Maglevs
================

   So, you've been building maglev routes and buying maglev trains all
the time in TTD.  Did you know that there are actual maglevs running,
that you can even test ride?  One of them is the German "Transrapid"
system, which uses static magnetic levitation (maglev) to travel
without any moving parts.  There is more information about it at the
Transrapid home page (http://www.transrapid.de/en/), and even though it
resembles TTD's monorail more than its maglev, it is in fact a maglev.

   Another maglev train that is still under development is the Japanese
MLX, which you can find at the home page
(http://www.rtri.or.jp/rd/maglev/html/english/maglev_frame_E.html).
This one relies on dynamic magnetic levitation, which means that it
will only levitate once it is fast enough.  It appears that this is
what TTD's maglev is modelled after, because it also has the guide
rails at the side of the tracks, and TTD's Chimera seems to be very
similar to the MLU002N test vehicle.


5.6 Acknowledgements
====================

Major contributors to the TTDPatch code:

Marcin Grzegorczyk  Many contributions to TTDPatch, in particular
                    the `generalfixes' section, `rvqueueing' and
                    `planecrashcontrol', but also lots 	and lots of
                    other bug fixes
Norman Rasmussen    The Windows 2000/NT/XP compatibility patches

TTDPatch translations:

Language       Translator
Danish         Kenneth Vestergaard Schmidt (up to 1.6)
Dutch          Remon Pel (up to 1.6), Jan Willem van Dormolen
               (since 1.7)
English        (myself)
Finnish        Vesku (up to 1.6)
French         Re'mi Denis Courmont (up to 1.6), Edo (from 1.8.1)
German         (myself)
Hungarian      Gyo"rgy "Saiyan" Mu"ller (since 1.8.1)
Italian        Jack VanderCloud (up to 1.6), Lorenzo F. (from
               1.8.1)
Norwegian      Hilanmo Terje (up to 1.6), Tor Inge Johannessen
               (from 1.9)
Polish         Marek Majkowski and Marcin Grzegorczyk
Russian        Yuri Burawtsow
Spanish        John Bernal


5.7 Closing Words
=================

   Well, what can I say more?  Congratulations on reading everything
I've written, if you've really gotten that far really by reading it,
and not just cheating...

   I hope you will enjoy TTDPatch, I've certainly done my best to
ensure that you will.


Index
*****

* -2:                                    3.33  Windows 2000/XP compatibility
* -A:                                    3.22  AI Boost
* -a:                                    2.8  Command Line
* -B:                                    3.21  Long Bridges
* -b:                                    3.7  More consists
* -c:                                    3.6  New Curve and Mountain Handling
* -C:                                    2.8  Command Line
* -D:                                    3.19  Extra Dynamite
* -E:                                    3.39  Move Error Popups
* -e:                                    3.8  Larger Station Spread
* -F:                                    3.16  Full load for any type of cargo
* -f:                                    3.1  Train Refitting
* -g:                                    3.26  General Fixes
* -G:                                    3.17  Selectable station cargo
* -h:                                    2.8  Command Line
* -I:                                    3.13  Turn off inflation
* -i:                                    3.2  New Default Service Interval
* -J:                                    3.27  More Airports
* -k:                                    3.20  Keep Small Airports
* -L:                                    3.14  Faster Debt Management
* -l:                                    3.9  Longer Stations/More Platforms
* -M:                                    3.23  Multi-headed Engines
* -m:                                    3.6  New Curve and Mountain Handling
* -N:                                    3.43  More news items
* -n:                                    3.3  New Non-stop Handling
* -O:                                    3.18  Office towers accept food
* -o:                                    3.5  Increased Number of Vehicles
* -P:                                    3.15  Persistent Engines
* -p:                                    3.7  More consists
* -q:                                    3.10  New load/unload time calculation
* -R:                                    3.24  Road Vehicle Queueing
* -r:                                    3.7  More consists
* -S:                                    3.37  New Ships
* -s:                                    3.4  Sign Cheats
* -t:                                    3.7  More consists
* -v:                                    2.8  Command Line
* -w:                                    3.12  Pre-signals
* -W:                                    2.8  Command Line
* -x:                                    3.5  Increased Number of Vehicles
* -X1:                                   3.42  Signal wait times
* -X2:                                   3.42  Signal wait times
* -XA:                                   3.31  Autorenewal of old vehicles
* -Xa:                                   3.31  Autorenewal of old vehicles
* -Xb:                                   3.29  Bribe Option
* -Xc:                                   3.28  Plane Crash Control
* -XD:                                   3.41  Disaster selection
* -Xd:                                   3.36  Go To Depot
* -Xf:                                   3.35  Feeder Service
* -Xg:                                   3.40  Gradual Loading
* -Xm:                                   3.34  Load Entry in the Disk Menu
* -Xo:                                   3.4  Sign Cheats
* -Xr:                                   3.32  Rebuild ttdpatch.ovl on every run
* -XS:                                   3.38  Subsidiaries
* -Xs:                                   3.30  Show Vehicle Speed
* -Xw:                                   3.12  Pre-signals
* -Z:                                    3.25  Low Memory Version
* -z:                                    3.11  Mammoth Trains
* acknowledgements:                      5.6  Acknowledgements
* ACP:                                   2.7  Configuration File
* adding engines:                        4.1.10  Purchase list modifications
* additional reading:                    4  Additional Reading
* AI boost:                              3.22  AI Boost
* aiboost:                               3.22  AI Boost
* AllEngines:                            4.1.10  Purchase list modifications
* AllNonStop:                            4.1.7  Train non-stop command modifications
* automatic pre-signal blocks:           4.2.2  Automatic pre-signal blocks
* automatic pre-signals:                 3.12  Pre-signals
* automatic track conversion:            4.1.3  Automatic Track Conversion
* autorenew:                             3.31  Autorenewal of old vehicles
* autorenewal of old vehicles:           3.31  Autorenewal of old vehicles
* bribe:                                 3.29  Bribe Option
* bribe option:                          3.29  Bribe Option
* bridges:                               3.21  Long Bridges
* bulldoze roads, bridges:               3.19  Extra Dynamite
* carrier:                               1.4  Terminology and Notations
* cfg:                                   2.7  Configuration File
* cheat detection:                       4.1.4  Cheat Detection
* cheat disclaimer:                      1.3  Cheat Disclaimer
* cheatscost:                            3.4  Sign Cheats
* checkpoints:                           3.3  New Non-stop Handling
* clear unload option:                   4.1.15  Clear unload option
* ClearGhosts:                           4.1.13  Ghost station removal
* ClearPreSig:                           4.1.12  Pre-signal removal
* closing words:                         5.7  Closing Words
* code page:                             2.7  Configuration File
* combo signal:                          4.2.1  How pre-signals work
* command line:                          2.8  Command Line
* complex, station:                      1.4  Terminology and Notations
* configuration file <1>:                2.8  Command Line
* configuration file:                    2.7  Configuration File
* consist:                               1.4  Terminology and Notations
* contact information:                   5.1  Contact Information
* converting tracks:                     4.1.3  Automatic Track Conversion
* copyright and copying:                 1.2  Copyright and Copying
* create process failed:                 4.8  Error Messages
* curves:                                3.6  New Curve and Mountain Handling
* custom in-game texts:                  4.5  Custom in-game texts
* date cheat:                            4.1.2  Year Cheat
* debtmax:                               3.14  Faster Debt Management
* detecting cheats:                      4.1.4  Cheat Detection
* disaster selection:                    3.41  Disaster selection
* disasters:                             3.41  Disaster selection
* diskmenu:                              3.34  Load Entry in the Disk Menu
* DOS version <1>:                       2.5  Windows Version
* DOS version:                           1.4  Terminology and Notations
* downloading:                           2.1  Where to get it
* dynamite:                              3.19  Extra Dynamite
* email address:                         5.1  Contact Information
* engine:                                1.4  Terminology and Notations
* engine data:                           4.1.11  Update Engine Data
* enginespersist:                        3.15  Persistent Engines
* error messages:                        4.8  Error Messages
* exit signal:                           4.2.1  How pre-signals work
* extpresignals:                         3.12  Pre-signals
* extra dynamite:                        3.19  Extra Dynamite
* extradynamite:                         3.19  Extra Dynamite
* facility, station:                     1.4  Terminology and Notations
* faster debt management:                3.14  Faster Debt Management
* feeder service:                        3.35  Feeder Service
* feederservice:                         3.35  Feeder Service
* forceautorenew:                        3.31  Autorenewal of old vehicles
* forcerebuildovl:                       3.32  Rebuild ttdpatch.ovl on every run
* frequently asked questions:            4.3  Frequently Asked Questions
* full load for any type of cargo:       3.16  Full load for any type of cargo
* fullloadany:                           3.16  Full load for any type of cargo
* future plans:                          5.2  Future Plans
* general fixes:                         3.26  General Fixes
* generalfixes:                          3.26  General Fixes
* ghost station removal:                 4.1.13  Ghost station removal
* go to depot:                           3.36  Go To Depot
* gotodepot:                             3.36  Go To Depot
* gradual loading:                       3.40  Gradual Loading
* gradualloading:                        3.40  Gradual Loading
* graphics changes:                      5.4  Other Tools
* GRFCodec:                              5.4  Other Tools
* how pre-signals work:                  4.2.1  How pre-signals work
* impossible changes:                    5.3  Impossible Changes
* increased number of vehicles:          3.5  Increased Number of Vehicles
* inflation:                             3.13  Turn off inflation
* installation:                          2.2  Installation
* introduction:                          1  Introduction
* keep small airports:                   3.20  Keep Small Airports
* keepsmallairport:                      3.20  Keep Small Airports
* keyboard:                              3.4  Sign Cheats
* LANG, LANGUAGE:                        2.6  Language Selection
* language selection:                    2.6  Language Selection
* larger station spread:                 3.8  Larger Station Spread
* largestations:                         3.9  Longer Stations/More Platforms
* load entry in the disk menu:           3.34  Load Entry in the Disk Menu
* loadtime:                              3.10  New load/unload time calculation
* long bridges:                          3.21  Long Bridges
* longbridges:                           3.21  Long Bridges
* longer stations/more platforms:        3.9  Longer Stations/More Platforms
* low memory version:                    3.25  Low Memory Version
* lowmemory:                             3.25  Low Memory Version
* mailing lists:                         4.6  Need more help?
* mammoth trains:                        3.11  Mammoth Trains
* mammothtrains:                         3.11  Mammoth Trains
* manual pre-signals:                    3.12  Pre-signals
* modifying graphics:                    5.4  Other Tools
* Money:                                 4.1.1  Money Cheat
* money cheat:                           4.1.1  Money Cheat
* more airports:                         3.27  More Airports
* more consists:                         3.7  More consists
* more news items:                       3.43  More news items
* more station platforms:                3.9  Longer Stations/More Platforms
* moreairports:                          3.27  More Airports
* morenews:                              3.43  More news items
* morevehicles:                          3.5  Increased Number of Vehicles
* mountains:                             3.6  New Curve and Mountain Handling
* move error popups:                     3.39  Move Error Popups
* moveerrorpopup:                        3.39  Move Error Popups
* multi-headed engines:                  3.23  Multi-headed Engines
* multihead:                             3.23  Multi-headed Engines
* multiplayer games:                     2.9  Multiplayer Games
* need more help?:                       4.6  Need more help?
* new curve and mountain handling:       3.6  New Curve and Mountain Handling
* new default service interval:          3.2  New Default Service Interval
* new load/unload time calculation:      3.10  New load/unload time calculation
* new non-stop handling:                 3.3  New Non-stop Handling
* new ships:                             3.37  New Ships
* newsgroups:                            4.6  Need more help?
* newships:                              3.37  New Ships
* noinflation:                           3.13  Turn off inflation
* noise units:                           3.27  More Airports
* non-stop command <1>:                  4.1.7  Train non-stop command modifications
* non-stop command:                      3.3  New Non-stop Handling
* NoNonStop:                             4.1.7  Train non-stop command modifications
* nonstop:                               3.3  New Non-stop Handling
* notations:                             1.4  Terminology and Notations
* NoUnload:                              4.1.15  Clear unload option
* number of vehicles:                    3.7  More consists
* office towers accept food:             3.18  Office towers accept food
* officefood:                            3.18  Office towers accept food
* Oil field acceptance:                  3.26  General Fixes
* option:                                1.4  Terminology and Notations
* options:                               2.8  Command Line
* other stuff:                           5  Other Stuff
* other tools:                           5.4  Other Tools
* overflow loops:                        4.2.3  Specific examples of useful pre-signal setups
* OwnCrossing:                           4.1.5  Road/railroad crossing owner bugfix
* patch:                                 1.4  Terminology and Notations
* patches:                               3  The Patches
* persistent engines:                    3.15  Persistent Engines
* plane crash control:                   3.28  Plane Crash Control
* planecrashcontrol:                     3.28  Plane Crash Control
* planes:                                3.7  More consists
* PlayerID:                              4.1.14  Switching companies/players
* pre-signal removal:                    4.1.12  Pre-signal removal
* pre-signal types:                      4.2.1  How pre-signals work
* pre-signals:                           3.12  Pre-signals
* pre-signals (detailed):                4.2  Pre-signals (detailed)
* presignals:                            3.12  Pre-signals
* purchase list:                         3.15  Persistent Engines
* purchase list modifications:           4.1.10  Purchase list modifications
* real maglevs:                          5.5  Real Maglevs
* rebuild ttdpatch.ovl on every run:     3.32  Rebuild ttdpatch.ovl on every run
* reducedsave:                           3.5  Increased Number of Vehicles
* refitting:                             3.1  Train Refitting
* ReloadEngines:                         4.1.11  Update Engine Data
* remove roads, bridges:                 3.19  Extra Dynamite
* RemoveEngines:                         4.1.10  Purchase list modifications
* removing all pre-signals:              4.1.12  Pre-signal removal
* Renew:                                 4.1.6  Train car renewal
* renew old vehicles:                    3.31  Autorenewal of old vehicles
* renewing train cars:                   4.1.6  Train car renewal
* ResetStation:                          4.1.9  Station reset
* reverse train:                         3.1  Train Refitting
* road vehicle queueing:                 3.24  Road Vehicle Queueing
* road/railroad crossing owner bugfix:   4.1.5  Road/railroad crossing owner bugfix
* roadvehs:                              3.7  More consists
* roro station:                          4.2.3  Specific examples of useful pre-signal setups
* running it:                            2.4  Running it
* rvqueueing:                            3.24  Road Vehicle Queueing
* Screenshots:                           3.26  General Fixes
* selectable station cargo:              3.17  Selectable station cargo
* selectgoods:                           3.17  Selectable station cargo
* service interval:                      3.2  New Default Service Interval
* service interval changes:              4.1.8  Service interval changes
* ServInt:                               4.1.8  Service interval changes
* servint:                               3.2  New Default Service Interval
* ships:                                 3.7  More consists
* show vehicle speed:                    3.30  Show Vehicle Speed
* showspeed:                             3.30  Show Vehicle Speed
* sign cheats:                           3.4  Sign Cheats
* sign cheats (detailed):                4.1  Sign Cheats (detailed)
* signal wait times:                     3.42  Signal wait times
* signal1waittime:                       3.42  Signal wait times
* signal2waittime:                       3.42  Signal wait times
* signals:                               3.12  Pre-signals
* signcheats:                            3.4  Sign Cheats
* small airports:                        3.20  Keep Small Airports
* source code:                           2.1  Where to get it
* specific examples of useful pre-signal setups: 4.2.3  Specific examples of useful pre-signal setups
* spread:                                3.8  Larger Station Spread
* station:                               1.4  Terminology and Notations
* station complex:                       1.4  Terminology and Notations
* station facility:                      1.4  Terminology and Notations
* station reset:                         4.1.9  Station reset
* subsidiaries:                          3.38  Subsidiaries
* supported versions:                    4.9  Version Trouble
* switch:                                1.4  Terminology and Notations
* switches:                              3  The Patches
* switching companies/players:           4.1.14  Switching companies/players
* terminology and notations:             1.4  Terminology and Notations
* terminus station:                      4.2.3  Specific examples of useful pre-signal setups
* the patches:                           3  The Patches
* through station:                       4.2.3  Specific examples of useful pre-signal setups
* track conversion:                      4.1.3  Automatic Track Conversion
* Tracks:                                4.1.3  Automatic Track Conversion
* train car renewal:                     4.1.6  Train car renewal
* train non-stop command modifications:  4.1.7  Train non-stop command modifications
* train refitting:                       3.1  Train Refitting
* trainrefit:                            3.1  Train Refitting
* trains:                                3.7  More consists
* translating TTDPatch:                  4.4  Translating TTDPatch
* TTD Alter <1>:                         5.4  Other Tools
* TTD Alter:                             4.1.11  Update Engine Data
* ttdpatch.cfg:                          2.7  Configuration File
* turn off inflation:                    3.13  Turn off inflation
* update engine data:                    4.1.11  Update Engine Data
* upgrading to a newer version:          2.3  Upgrading to a newer version
* usage:                                 2  Usage
* Used:                                  4.1.4  Cheat Detection
* vehicle:                               1.4  Terminology and Notations
* vehicle speed:                         3.30  Show Vehicle Speed
* vehicles <1>:                          3.7  More consists
* vehicles:                              3.5  Increased Number of Vehicles
* version history:                       4.7  Version History
* version trouble:                       4.9  Version Trouble
* warranty:                              1.2  Copyright and Copying
* way points:                            3.3  New Non-stop Handling
* what does it do?:                      1.1  What does it do?
* where to get it:                       2.1  Where to get it
* win2k:                                 3.33  Windows 2000/XP compatibility
* Windows 2000/XP compatibility:         3.33  Windows 2000/XP compatibility
* Windows version <1>:                   2.5  Windows Version
* Windows version:                       1.4  Terminology and Notations
* Year:                                  4.1.2  Year Cheat
* year cheat:                            4.1.2  Year Cheat


