Log for #openttdcoop on 16th December 2009:
Times are UTC Toggle Colours
00:00:28  <PublicServer> <VictorOfSweden> to MSH02
00:00:40  <PublicServer> <Puk> or bbh10 then 11 as you wish
00:01:29  <PublicServer> <VictorOfSweden> ooh.. but there's a SLH along the way
00:01:54  <PublicServer> <VictorOfSweden> not sure how to handle that
00:01:58  <PublicServer> <Chris Booth> move the ML
00:02:22  <PublicServer> <Puk> ok i'll give a try
00:03:00  <PublicServer> <Chris Booth> if you build a new left track
00:03:08  <PublicServer> <Chris Booth> then just mod the right tracks
00:06:40  *** Progman has quit IRC
00:07:35  <PublicServer> *** Chris Booth has left the game (connection lost)
00:13:04  <PublicServer> <Puk> okay
00:13:06  <PublicServer> <Puk> not over
00:13:17  <PublicServer> *** Sietse has joined spectators
00:13:38  *** Bobbysepp has quit IRC
00:14:03  *** mixrin has joined #openttdcoop
00:14:55  <PublicServer> <VictorOfSweden> how's it going with SLH03?
00:15:12  <PublicServer> <Puk> fighting but i might see something ^^
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00:15:25  <PublicServer> <VictorOfSweden> great
00:15:57  <Bobbysepp> !password
00:15:57  <PublicServer> Bobbysepp: router
00:16:35  <Bobbysepp> !password
00:16:35  <PublicServer> Bobbysepp: almond
00:17:00  <PublicServer> *** Bobbysepp joined the game
00:21:32  <PublicServer> <VictorOfSweden> the half to north wasn't needed?
00:21:37  <PublicServer> <Puk> no
00:21:42  <PublicServer> <Puk> it's only oil
00:21:45  <PublicServer> <VictorOfSweden> no trains using it?
00:22:00  <PublicServer> <Puk> nbope they're going south
00:22:05  <PublicServer> <Puk> to the rafeniry drop
00:22:07  <PublicServer> <VictorOfSweden> ok
00:22:32  <PublicServer> <Puk> still trying to figure out a way
00:22:36  <PublicServer> <VictorOfSweden> makes sense
00:22:36  <PublicServer> <Puk> to link
00:23:00  <PublicServer> <VictorOfSweden> ...SLH03 to MSH02?
00:23:03  <PublicServer> <Puk> MSH02
00:23:06  <PublicServer> <Puk> right
00:23:23  <PublicServer> <VictorOfSweden> that could be a challenge
00:23:30  <PublicServer> <VictorOfSweden> not a whole lot of space
00:24:36  <PublicServer> <Puk> more space
00:24:39  <PublicServer> <Puk> still tricky
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00:25:21  <PublicServer> <VictorOfSweden> i see a bottleneck
00:25:37  <PublicServer> <VictorOfSweden> southeastern part of MSH02
00:26:03  <PublicServer> <Puk> it's not here anymore
00:26:30  <PublicServer> <VictorOfSweden> eastbound
00:26:44  <PublicServer> <VictorOfSweden> between MSH02 and SLH03
00:27:04  <PublicServer> <Puk> I don't see :(
00:27:33  <PublicServer> <Puk> yeah true
00:27:40  <PublicServer> <Puk> for now it's not a problem
00:27:51  <PublicServer> <Puk> I'll first try to ge through the other one
00:28:05  <PublicServer> <VictorOfSweden> might want to consider it during construction
00:28:17  <PublicServer> <VictorOfSweden> idk
00:28:28  <PublicServer> <Puk> yeah but it's on the right
00:28:33  <PublicServer> <Puk> we got space
00:28:37  <PublicServer> <VictorOfSweden> true
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00:30:49  <sparrL> !playercount
00:30:49  <PublicServer> sparrL: Number of players: 4
00:31:07  <PublicServer> *** Bobbysepp has left the game (leaving)
00:32:13  <PublicServer> <Puk> *OH SHIT
00:32:16  <PublicServer> <Puk> XD
00:32:20  <PublicServer> <VictorOfSweden> you crashed the trains!
00:32:40  <PublicServer> <Puk> don't tell  :p
00:33:05  <PublicServer> <Puk> Rha did a mistake
00:33:40  <PublicServer> <VictorOfSweden> we all do
00:33:51  <PublicServer> <VictorOfSweden> i've managed to crash quite a few trains myself
00:33:54  <PublicServer> <VictorOfSweden> :P
00:34:11  <PublicServer> <VictorOfSweden> not on this server, though
00:34:13  <PublicServer> <Puk> ahah well, I feel better
00:34:19  <sparrL> be sure to put up a sign
00:34:26  <sparrL> i dunno if that's a rule, but it seems to be convention
00:34:30  <PublicServer> <VictorOfSweden> i have already
00:35:14  <sparrL> !password
00:35:14  <PublicServer> sparrL: solids
00:35:28  <PublicServer> <Puk> rha I've been fighting with those three hubs and all I get is a crash -_-
00:35:51  <PublicServer> *** sparr has left the game (connection lost)
00:35:58  <PublicServer> <VictorOfSweden> oh but SLH03 looks good to me now
00:36:06  <PublicServer> *** sparr joined the game
00:36:20  <PublicServer> <VictorOfSweden> sure looks a lot better than before
00:36:41  <PublicServer> <VictorOfSweden> with all the jams and all
00:37:20  <PublicServer> <sparr> puk, nice fix at SLH11
00:37:27  <PublicServer> <sparr> it didn't occur to me to add bridges like that
00:37:28  <PublicServer> <Puk> thx :)
00:37:48  <PublicServer> <sparr> theres a sync problem on the bridges you added, i'll fix
00:38:05  <PublicServer> <Puk> yeah I know I was kind of lazy I admit pp
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00:38:49  <yashkir> !password
00:38:49  <PublicServer> yashkir: solids
00:39:02  <PublicServer> *** Yashkir joined the game
00:39:30  <PublicServer> <Puk> don't forget the priority
00:39:57  <PublicServer> <Puk> nono
00:40:01  <PublicServer> <Puk> nono
00:40:11  <PublicServer> <Puk> it's a load balancer
00:40:12  <PublicServer> <sparr> was there a prio before?
00:40:16  <PublicServer> <Puk> yes
00:40:21  <PublicServer> <sparr> hmm, i didnt see
00:40:32  <PublicServer> <Puk> don't worry
00:40:37  <PublicServer> <Puk> it works smoothly now
00:41:02  <grim4593> !download win64
00:41:02  <PublicServer> grim4593:
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00:41:55  <PublicServer> <Puk> we can't fix too much
00:42:02  <PublicServer> <Puk> as there are jams somewhere else up there
00:42:11  <grim4593> !password
00:42:11  <PublicServer> grim4593: solids
00:42:12  <PublicServer> <sparr> southbound has other problems
00:42:21  <PublicServer> *** grim4593 joined the game
00:42:33  <PublicServer> <Puk> nono
00:42:37  <PublicServer> <Puk> the prio was one the ML
00:42:46  <PublicServer> <Puk> these are just sl
00:42:55  <PublicServer> <sparr> oh, this is confusing
00:42:55  <PublicServer> <Puk> they don't need any prio
00:43:00  <PublicServer> <sparr> having trouble tracking which are ML in here
00:43:11  <PublicServer> <Puk> don't worry it works just fine
00:43:27  <PublicServer> <Puk> let me sign the ml
00:44:58  <PublicServer> <sparr> lol @ rebuilding my track after you poofed it :-p
00:45:25  <PublicServer> <sparr> going ot put the prio between the ML tracks?
00:45:41  <PublicServer> <Puk> tyhere is already a prio
00:45:52  <PublicServer> <sparr> im obviously missing it
00:45:59  <PublicServer> <Puk> under the ML sign
00:46:12  <PublicServer> <sparr> oh, using the 2-way signs?
00:46:16  <PublicServer> <Puk> yes
00:46:17  <PublicServer> *** grim4593 has left the game (connection lost)
00:46:21  <PublicServer> <Puk> first exit signal then combo
00:46:21  <PublicServer> <sparr> ahh, i havent used that kind of prio
00:47:05  <grim4593> !password
00:47:05  <PublicServer> grim4593: spotty
00:47:17  <PublicServer> *** grim4593 joined the game
00:47:44  <PublicServer> <sparr> longer prio now, yes?
00:48:09  <PublicServer> <Puk> yeah but if you put signals on the sl
00:48:17  <PublicServer> <Puk> the load balancing won't work
00:48:31  <PublicServer> <sparr> ahh, ok, so you want a train to go to the right track if theres one on the left
00:48:38  <PublicServer> <Puk> yes :)
00:49:24  <PublicServer> <sparr> ok, thanks for the lesson
00:49:31  <PublicServer> <Puk> you're welcome :)
00:49:35  <PublicServer> <sparr> why dont we always use that kind of prio, instead of the extra-track kind?
00:49:46  <PublicServer> <Puk> they're longer
00:50:03  <PublicServer> <VictorOfSweden> g2g, cya!
00:50:07  <PublicServer> <sparr> cya victor
00:50:10  <PublicServer> <Puk> cya :)
00:50:20  <PublicServer> <Puk> Well they're longer but's not needed here
00:50:22  <PublicServer> *** VictorOfSweden has left the game (leaving)
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00:50:45  <PublicServer> <Puk> they're is so much traffic that the trains need to get in at a moment ^^
00:51:18  <PublicServer> <Puk> but's already 5 tiles long
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00:52:21  <PublicServer> <Sietse> train limit reached
00:52:28  <PublicServer> <sparr> north side of BBH04 has a small jam problem,
00:52:29  <PublicServer> <Puk> yes :(
00:52:48  <PublicServer> <Puk> yeah
00:53:01  <PublicServer> <Puk> Cause the north way is at it outmost capacity
00:53:31  <PublicServer> <Puk> and the north way of BBH14 ,needs to be doubled
00:53:42  <PublicServer> <Puk> If someone wants to take care of it
00:53:56  <PublicServer> <sparr> south side of BBH10 is a big bottleneck
00:53:59  <PublicServer> <sparr> inbound
00:54:10  <PublicServer> <Puk> yeah that's why
00:54:14  <PublicServer> <sparr> a lot of L_R left up there
00:54:28  <PublicServer> <Puk> that's why it should be doubled from BBH14 to BBH11 including BBH10
00:54:54  <PublicServer> <sparr> way outside my skills
00:55:10  <PublicServer> <Puk> give it  a try
00:56:45  <PublicServer> <sparr> might have to move a station to enlarge BBH11
00:57:11  <PublicServer> <Puk> yeah maybe
00:57:21  <PublicServer> <Puk> but we should first enlarge bbh14
00:57:41  <PublicServer> <sparr> bbh14 is huge
00:57:51  <PublicServer> <sparr> also, damn sutway!
00:57:52  <PublicServer> <Puk> but cloaged on the north wya
00:59:14  <PublicServer> <Sietse> there are already 2 paths going north
00:59:30  <PublicServer> <sparr> just making sure ythe southmost bridges being built arent too long
00:59:31  <PublicServer> <Puk> yeah ut look at the end of the bridges
00:59:44  <PublicServer> <Sietse> they are merged after the bridges
00:59:49  <PublicServer> <Sietse> so why those new bridges?
01:00:00  <PublicServer> <Puk> it was enough at the beginning
01:00:08  <PublicServer> <Puk> but the traffic kept increasing
01:00:17  <PublicServer> *** Yashkir has left the game (leaving)
01:00:21  <PublicServer> <Sietse> bridges are sufficient
01:00:36  <PublicServer> <Sietse> just not-merge here needs to have separate lines
01:00:38  <PublicServer> <sparr> just need to keep the RR as RR after the bridges
01:00:44  <PublicServer> <sparr> instead of merging into just R for BBH10
01:00:48  <PublicServer> *** grim4593 has left the game (connection lost)
01:00:48  <PublicServer> <Sietse> it is in place already
01:00:56  <PublicServer> <sparr> BBH14 north exit is RR
01:01:01  <PublicServer> <sparr> but BBH10 south entrance is R
01:01:46  <PublicServer> <Sietse> omg
01:01:56  <PublicServer> <sparr> Puk is building the bridges, not me
01:02:08  <PublicServer> <Sietse> drunk?
01:02:15  <PublicServer> <sparr> Puk, talk to us?
01:02:26  <PublicServer> <Puk> tired ^^
01:02:37  <PublicServer> <Puk> just fixed so much hubs that i tired
01:02:54  <PublicServer> *** Sietse has joined spectators
01:04:29  <PublicServer> <sparr> going to have sync problems, fix later i guess?
01:06:58  <PublicServer> <sparr> too  tight
01:07:04  <PublicServer> <Puk> slows
01:08:10  <PublicServer> <Puk> ok now let's think
01:09:02  <PublicServer> <sparr> ok
01:09:05  <PublicServer> <sparr> have to split right
01:09:18  <PublicServer> <sparr> and go across to the east then turn north along the existing curve
01:09:37  <PublicServer> <sparr> and the northbound cloverleaf exit towards east has to split more
01:09:54  <PublicServer> <sparr> use the westbound bridges as a splitter?
01:10:07  <PublicServer> <Puk> try it
01:10:30  <PublicServer> <sparr> err, i guess we aren't adding that extra track yet
01:11:20  <PublicServer> <Puk> we shouldn't link the line we're working on
01:11:28  <PublicServer> <sparr> ok
01:11:35  <PublicServer> <sparr> gonna break it back by BBH10
01:11:49  <PublicServer> <Puk> i diud it
01:11:50  <PublicServer> <Puk> already
01:11:57  <PublicServer> <Puk> yeah thx
01:13:21  <PublicServer> <sparr> how about splitting the new eastbound track there at BBH11
01:13:36  <PublicServer> <sparr> two bridges, across the south side of the hub, along the north side of the mountain
01:13:39  <PublicServer> <sparr> some TF required
01:13:49  <PublicServer> <Puk> wanna give it a try ?
01:14:05  <PublicServer> <sparr> sure, take opposite ends?
01:14:11  <PublicServer> <sparr> you want to build the bridges or move the station?
01:14:22  <PublicServer> <sparr> or merge before the station?
01:14:33  <PublicServer> <Puk> look ?
01:14:34  <PublicServer> <Puk> a loop ?
01:14:36  <PublicServer> <sparr> you build the bridges, i'll start at chunbourne cross transfer
01:14:39  <PublicServer> <Puk> the other way ?
01:14:50  <PublicServer> <sparr> loop would be a lot longer than the existing part
01:14:54  <PublicServer> <sparr> not many trains would take it
01:15:03  <PublicServer> <sparr> learned that lesson when you fixed my long loop earlier
01:15:16  <PublicServer> <Puk> lol yeah but you didn't use
01:15:18  <PublicServer> <Puk> presignals
01:15:21  <PublicServer> <Puk> ^^
01:15:45  <PublicServer> <Puk> Let's try your solution
01:16:03  <PublicServer> <sparr> like that, ish
01:16:06  <PublicServer> <sparr> different bridge :)
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01:17:58  <PublicServer> <sparr> BBH11 northbound is going to have to be doubled soon too
01:18:04  <PublicServer> <sparr> and then, and then, and then...
01:18:05  <PublicServer> <Puk> sure
01:18:05  <PublicServer> <sparr> :)
01:18:45  <PublicServer> <sparr> pretend you didnt see that
01:18:58  <PublicServer> <sparr> why so many bridges?
01:19:05  <PublicServer> <Puk> the other juncytion
01:19:13  <PublicServer> <sparr> ??
01:19:27  <PublicServer> <sparr> thats already handled isn't it?
01:19:40  <PublicServer> <Puk> yeah but it's merging too much in my opinion
01:19:43  <PublicServer> <sparr> ahh, k
01:19:48  <PublicServer> <sparr> your way is good prep for LL_RR later :)
01:20:26  <PublicServer> <sparr> all that TF makes the bridges look kinda silly
01:20:45  <PublicServer> <Puk> true ^^
01:20:55  <PublicServer> <sparr> looked good when we started!  :)
01:21:06  <PublicServer> <sparr> plenty of room to expand the junction later
01:22:04  <PublicServer> <sparr> ready to open it?
01:22:09  <PublicServer> <Puk> yep
01:22:14  <PublicServer> <sparr> ok, fix your break too
01:22:35  <PublicServer> <sparr> done
01:22:35  <PublicServer> <Puk> thx
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01:23:12  <PublicServer> <sparr> moved the jam to the northeast side of BBH11  :)
01:23:21  <PublicServer> <Puk> that's better ^^
01:23:36  <PublicServer> <sparr> now, double BBH11 to MSH03b to BBH03
01:23:41  <PublicServer> <sparr> at BBH03 they split, jam ends there
01:23:46  <PublicServer> <sparr> half go north, half go east
01:24:17  <PublicServer> <sparr> i am going to start at BBH03
01:24:24  <PublicServer> <sparr> have to leave soonish though
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01:24:31  <PublicServer> <Puk> me too
01:25:10  <PublicServer> <sparr> probably end up moving the northbound lanes of BBH11 to MSH03b to the east side of the stations
01:25:19  <PublicServer> <sparr> is is bad to have stations in the middle of a BBH?
01:25:28  <PublicServer> <Puk> well
01:25:31  <PublicServer> <Puk> that's messy
01:25:36  <PublicServer> <Puk> it probably to rework that
01:25:46  <PublicServer> <Puk> during the BBH modification
01:26:03  <PublicServer> <sparr> ok, will leave that for someone else, or when i have a lot more time
01:26:31  <PublicServer> <Puk> yeah me too
01:26:32  <PublicServer> <Puk> Tired :p
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01:30:42  <PublicServer> <Puk> have to go to sleep
01:30:44  <PublicServer> <Puk> See you ;)
01:30:51  <PublicServer> <Puk> Was a pleasure building with you ^^
01:30:56  <PublicServer> <sparr> ditto
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01:31:24  <PublicServer> *** Puk has left the game (connection lost)
01:31:24  <PublicServer> *** Game paused (not enough players)
01:31:38  <PublicServer> *** sparr has left the game (leaving)
01:31:57  <sparrL> so much for that plan :)
01:36:18  <sparrL> see if any other folks from this hemisphere show up for some building tonight
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01:42:39  <PublicServer> <Sietse> all asleep....
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02:07:29  <sparrL> !playercount
02:07:29  <PublicServer> sparrL: Number of players: 1
02:07:41  <sparrL> on the one hand i am sad i can't play
02:07:54  <sparrL> on the other, i am happy that i have the best excuse for leaving the bypass i was building unfinished :)
02:09:37  <sietse> I am here
02:10:06  <sparrL> i dont think 2 is enough?
02:10:31  <sietse> it is
02:12:33  <sparrL> !password
02:12:33  <PublicServer> sparrL: demote
02:14:23  <sparrL> !password
02:14:23  <PublicServer> sparrL: demote
02:14:37  <PublicServer> *** sparr joined the game
02:15:57  <PublicServer> *** Sietse has joined company #1
02:16:46  <PublicServer> <sparr> thanks for being awake :)
02:16:51  <PublicServer> <Sietse> heheh
02:16:56  <PublicServer> <Sietse> 3.16 AM here :)
02:17:25  <PublicServer> <sparr> grr @ backwards tracks
02:17:34  <PublicServer> <sparr> SLH13 has some RL
02:17:40  <PublicServer> <sparr> instead of LR
02:27:40  <PublicServer> <sparr> whats the type of station for a coal mine?
02:28:18  <PublicServer> <sparr> nm, mineral silo
02:28:21  <PublicServer> <Sietse> ok :)
02:29:10  <PublicServer> <sparr> have to move a station to enlarge BBH11
02:29:58  <PublicServer> <Sietse> kinda lacking space there
02:30:16  <PublicServer> <sparr> next big upgrade here will require filling the lake or flattening the mountain
02:30:27  <PublicServer> <sparr> or going around the lake
02:31:09  <PublicServer> <Sietse> but flow is fine there
02:31:28  <PublicServer> <sparr> the east-most northbound lane is temporary
02:31:42  <PublicServer> <sparr> it bypasses MSH03b completely
02:31:49  <PublicServer> <sparr> and only merges one way at BBH03
02:31:58  <PublicServer> <sparr> i built it just to un-jam while i do the harder parts
02:32:15  <PublicServer> <Sietse> but no need for a second line imho
02:32:24  <PublicServer> <Sietse> not jamming at all atm
02:32:28  <PublicServer> <sparr> heh, ask Puk if you don't believe, there were massive jams
02:32:49  <PublicServer> <sparr> X and Y signs were one track before i started here
02:33:00  <PublicServer> <sparr> but X isn't right, it needs to be moved in, and connected to other hubs
02:33:07  <PublicServer> <sparr> when X didn't exist, Y got jammed a lot
02:33:45  <PublicServer> <Sietse> hmmm
02:34:01  <PublicServer> <sparr> im moving X over towards Y so the hub is more compact
02:34:18  <PublicServer> <Sietse> doesn't seem that busy
02:34:28  <PublicServer> <sparr> now watch :)
02:35:02  <PublicServer> <Sietse> hehe
02:35:12  <PublicServer> <Sietse> 3 -> 1 is too much there
02:35:13  <PublicServer> <sparr> small sample, gets a lot worse the longer we leave it like that
02:35:24  <PublicServer> <Sietse> agree :)
02:39:46  <PublicServer> <Sietse> brb, getting some food
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02:44:11  <PublicServer> <sparr> i wonder how long various loops are on our network
02:44:24  <PublicServer> <sparr> when you break a track and force a train to detour...  how far does it have to go before it tries again?
02:44:54  <PublicServer> <Sietse> hehe
02:45:08  <PublicServer> <Sietse> most often the next main station
02:45:37  <PublicServer> <sparr> i broke Puk's little backwards-track star for a bit to expand BBH11, and then unbroke it and it took 40 seconds before a train came in
02:45:54  <PublicServer> <Sietse> hehehe
02:46:02  <PublicServer> <Sietse> nice experiment :)(
02:47:41  <PublicServer> <sparr> oops
02:47:46  <PublicServer> <sparr> forgot to double a bridge in a MSH
02:50:26  <JinGleeBell> tsk
02:51:01  <PublicServer> <Sietse> MSH stupid anyway :)
02:51:52  <JinGleeBell> no u
02:53:48  <FiCE> !password
02:53:48  <PublicServer> FiCE: coughs
02:54:14  <PublicServer> *** FiCE joined the game
02:54:15  <PublicServer> <sparr> morning FiCE
02:55:01  <PublicServer> <FiCE> hi
02:55:37  <PublicServer> <Sietse> train limitreached...
02:57:00  <PublicServer> <sparr> X interesection for ML in a BBH...  bad
02:57:17  <PublicServer> <sparr> have a bridge split and a ML merge that want to be in the same place :(
02:57:30  <PublicServer> <Sietse> ouch
02:58:15  <PublicServer> <sparr> could take the easy way out and merge before the BBH
02:58:26  <PublicServer> <sparr> but then what i am doing now has to be re-done when the BBH is expanded
03:09:00  <PublicServer> <sparr> slowly getting used to the larger projects
03:09:05  <PublicServer> <Sietse> heheeh
03:09:22  <PublicServer> <sparr> i THINK im done with northbound RR from BBH11 to BBH03
03:10:00  <PublicServer> <Sietse> you should be more confident :)
03:10:12  <PublicServer> <sparr> nah, surely someone will come fix all my signal mistakes
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03:14:39  <PublicServer> <sparr> at BBH02 theres a sign "sync problem"...  WB trains there dont split between the tunnels evenly because of the load balancer on the west side
03:14:51  <PublicServer> <sparr> trains taking the south tunnel can't continue west on the north track
03:15:20  <JinGleeBell> So fix it.
03:15:24  <JinGleeBell> Or !sign it
03:15:33  <JinGleeBell> Preferably, fix it
03:15:45  <PublicServer> <sparr> causing a jam back 1/4 of the map width to MSH01a
03:16:05  <PublicServer> <sparr> only fix i can see is to break the load balancer
03:16:24  <PublicServer> <Sietse> it is not a sync problem
03:16:45  <PublicServer> <sparr> youre right, it's not, but it looked like one at first
03:16:48  <PublicServer> <Sietse> the tunnels were the balancer before
03:16:53  <PublicServer> <sparr> the problem is they arent splitting between the tunnels evenly
03:17:08  <PublicServer> <Sietse> so balancing twice is hit, so post balance can be removed
03:17:19  <PublicServer> <Sietse> may I?
03:17:35  <PublicServer> <sparr> please
03:17:57  <PublicServer> <sparr> same problem
03:18:07  <PublicServer> <sparr> the trains arent going to split to the tunnels evenly if you keep them split after
03:18:11  <PublicServer> <sparr> you have to join those two tunnels
03:18:20  <PublicServer> <Sietse> not really
03:18:54  <PublicServer> <sparr> at sign XXX trains will back up waiting for the right/north tunnel
03:19:17  <PublicServer> <Sietse> just signed
03:19:41  <PublicServer> <sparr> looks to be flowing better now
03:19:50  <PublicServer> <Sietse> no presignals were used
03:19:56  <PublicServer> <sparr> will take a few minutes for the jam to clear
03:20:30  <PublicServer> <Sietse> although I don't see the point in balancing that
03:20:40  <PublicServer> <sparr> nor I, was "balanced" when i got here
03:21:05  <PublicServer> <sparr> wasnt an issue until we doubled the northbound line from MSH01a to BBH02
03:21:16  <PublicServer> <Sietse> ok
03:21:30  <PublicServer> <sparr> jam seems to be clear
03:21:47  <PublicServer> <Sietse> North choice is the root of all evil :)
03:22:22  <PublicServer> <sparr> there are 3 tunnels feeding the southern westbound line out of BBH02 and 1 tunnel feeding the northern
03:22:33  <PublicServer> <sparr> plus one non-tunnel line each
03:22:34  <PublicServer> <Sietse> yep
03:22:53  <PublicServer> <sparr> balancing that will continue to be a matter of which lines have the most trains
03:22:58  <PublicServer> <Sietse> look at !choice sign
03:23:10  <PublicServer> <sparr> hmm
03:23:16  <PublicServer> <Sietse> always one path is chosen
03:23:25  <PublicServer> <sparr> good observation
03:23:28  <PublicServer> <Sietse> making join at Y a problem
03:23:50  <PublicServer> <Sietse> and thus balance half traffic is cheating :)
03:23:59  <PublicServer> <Sietse> using those tunnels
03:24:53  <PublicServer> <Sietse> changed it now
03:25:05  <PublicServer> <Sietse> made signal gaps to even it out a little bit
03:25:06  <PublicServer> <sparr> what did you change?
03:25:21  <PublicServer> <sparr> oh, forced 50/50?
03:25:32  <PublicServer> <Sietse> no, more like 90/10 I think :)
03:25:41  <PublicServer> <sparr> im going to shorten the tracks at BBH01 and see if that has an effect
03:27:09  <PublicServer> <Sietse> balance removed
03:32:05  <PublicServer> <sparr> i shortened BBH01
03:32:09  <PublicServer> <sparr> doesnt seem to have much effect
03:32:28  <JinGleeBell> Rarely does.
03:32:59  <PublicServer> <sparr> prettier now, imho :)
03:33:44  <JinGleeBell> Pretty is always good
03:35:05  <PublicServer> <sparr> at BBH04 the path is again much shorter for the outside track
03:35:30  <PublicServer> <Sietse> hmm
03:35:40  <PublicServer> <sparr> also, jams at BBH04
03:35:41  <PublicServer> *** FiCE has left the game (leaving)
03:35:48  <PublicServer> <sparr> small ones
03:38:37  <PublicServer> <sparr> lol @ split/unsplit/split :)
03:38:58  <JinGleeBell> O.o
03:38:59  <PublicServer> <Sietse> where?
03:39:11  <PublicServer> <sparr> i mean where you just cleared
03:39:16  <PublicServer> <sparr> trains had two chances to go left
03:39:48  <PublicServer> <sparr> new design allows you to force split westbound traffic without unintentially diverting southbound traffic, right?
03:40:36  <PublicServer> <Sietse> yes
03:40:43  <PublicServer> <Sietse> that was an encountered problem
03:40:43  <PublicServer> <sparr> how about you put a prio on the two north-side westbound bridges, so that the westbound-from-the-north trains are forced to take the south westbound track?
03:40:59  <PublicServer> <Sietse> need to be longer
03:41:07  <PublicServer> <Sietse> atm yes
03:41:32  <PublicServer> <Sietse> that waiting space need to increase to TL
03:41:37  <PublicServer> <sparr> prio all the way back to the split
03:41:47  <PublicServer> <Sietse> no
03:41:54  <PublicServer> <Sietse> prio for bridges
03:41:54  <PublicServer> <sparr> :(
03:42:01  <PublicServer> <Sietse> that is just a force
03:42:23  <PublicServer> <sparr> my idea was, if a train is on either bridge, then the incoming south/west bound train should go under the bridges
03:47:00  <PublicServer> <sparr> the intermittent jam we are seeing....
03:47:16  <PublicServer> <sparr> comes from "!signal problem" sometimes
03:47:34  <PublicServer> <sparr> theres a mis-signalled tunnel there
03:47:50  <PublicServer> <sparr> also from jams in BBH04
03:48:04  <PublicServer> <Sietse> changed signalling
03:51:42  <PublicServer> <Sietse> I think I am finally done at BBH02
03:52:00  <PublicServer> <sparr> looks a lot better now
03:52:06  <PublicServer> <sparr> and smaller as a bonus :)
03:52:25  <PublicServer> <Sietse> bonus?>
03:53:15  <PublicServer> <sparr> BBH04 has jams in many directions
03:53:19  <PublicServer> <sparr> small ones, but recurring a lot
03:53:46  <PublicServer> <sparr> it's "just" a LL_RR T junction :)
03:53:47  <PublicServer> <Sietse> I first check if BBH02 is solved
03:54:19  <PublicServer> <Sietse> seems no
03:54:28  <PublicServer> <Sietse> so*
03:54:47  <PublicServer> <Sietse> all entrances / exits are finally flowing like it should
03:55:26  <PublicServer> <Sietse> next project :)
03:55:28  <JinGleeBell> Until you look away.
03:55:43  <PublicServer> <sparr> BBH04 is a harder project
03:55:45  <PublicServer> <Sietse> most likely yes =P
03:55:47  <PublicServer> <sparr> less free space between tracks to work
03:56:50  <PublicServer> <sparr> BBH04 N -> W has no access to the southern W track
04:09:13  <PublicServer> <Sietse> I think the capacity is too low between BBH04 and BBH14
04:09:30  <PublicServer> <Sietse> northbound
04:11:54  <PublicServer> <sparr> LL_RRR?
04:12:03  <PublicServer> <Sietse> yep
04:12:16  <PublicServer> <Sietse> major change....
04:12:19  <PublicServer> <sparr> wont be too hard at BBH04, lots of free space on the NE side
04:12:32  <PublicServer> <Sietse> water :)
04:12:43  <PublicServer> <sparr> water is a lot easier to deal with than mountains
04:12:56  <PublicServer> <sparr> much harder at BBH14, cities!
04:13:07  <PublicServer> <Sietse> they can be removed :)
04:13:53  <JinGleeBell> Tear them down.
04:13:55  <JinGleeBell> PROGRESS
04:14:04  <PublicServer> <Sietse> I see another issue though
04:14:29  <PublicServer> <Sietse> BBH14 has no connectio from S -> W for both lines
04:14:45  <PublicServer> <Sietse> it does, sleeping :)
04:14:55  <PublicServer> <sparr> time for me to get out of here
04:15:10  <PublicServer> <sparr> will work on those later
04:15:10  <PublicServer> <Sietse> I should go to bed aswell
04:15:13  <PublicServer> <sparr> thanks for the help and advice
04:15:20  <PublicServer> <Sietse> you too
04:15:23  <PublicServer> <Sietse> ciao
04:15:31  <PublicServer> *** Sietse has left the game (leaving)
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07:58:43  <sparrL> !playercount
07:58:43  <PublicServer> sparrL: Number of players: 0
07:58:45  <sparrL> :(
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08:32:54  <planetmaker> !dl
08:32:54  <PublicServer> planetmaker: !dl autostart|autottd|autoupdate|lin|lin64|osx|win32|win64|win9x
08:33:09  <planetmaker> !dl autoupdate
08:33:09  <PublicServer> planetmaker:
08:36:35  <sparrL> good morning planetmaker :)
08:36:53  <planetmaker> moin :-)
08:38:43  <sparrL> i must go to sleep.  puk, sieste, and myself did some track doubling overnight, around BBH01 BBH02 BBH04, and BBH11 -> MSH03b -> BBH03,
08:38:54  <sparrL> BBH14 seems to have the most jams currently
08:39:00  <sparrL> also, I believe we are at the train limit
08:39:39  <sparrL> BBH04 to BBH14 may need to have another northbound track added, making it LL_RRR
08:40:29  * sparrL may be able to stay up for a bit longer...
08:43:22  <planetmaker> he... :-)
08:43:36  <planetmaker> much to do in that game, I guess :-)
08:43:38  <planetmaker> !info
08:43:38  <PublicServer> planetmaker: #:1(Orange) Company Name: 'Drinfingley Market Transport'  Year Founded: 1970  Money: 4201236323  Loan: 0  Value: 4208237707  (T:750, R:1, P:3, S:54) unprotected
08:44:36  <sparrL> it is going to end up having some very big hubs
08:45:09  <sparrL> i foresee a partial LLLL_RRRRR to LLL_RR / LL_RRR T-junction in at least one place
08:45:41  <sparrL> if the train limit is increased to the full potential of the industries
08:46:22  <sparrL> a few places the BBHs are expanding to encompass nearby MSH and SLH and SCs
08:46:42  <sparrL> but that is for people with far more practice at big networks than i have...
08:46:52  <sparrL> guess i will see what comes of it later
08:47:01  * sparrL sleeps
08:50:52  <planetmaker> nice dreams then :-)
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09:55:57  <bartavelle> yo
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10:43:14  <dihedral> mornigns
10:43:22  <dihedral> someone want to select a nice font?
10:43:23  <Webster> Title: (at
10:43:26  <dihedral> (a free one!)
10:43:57  <dihedral> must also look good at a small size, and include a #
10:50:19  <dihedral> reason being:
10:53:27  <dihedral> planetmaker, ^
10:53:31  <dihedral> click ^^
10:56:11  * dihedral cheers for activity :-P
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11:55:52  <planetmaker> he, nice one, dihedral :-)
11:55:57  <planetmaker> New version of openttdlib?
11:56:07  <planetmaker> or just the font?
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12:00:53  <Puk> !password
12:00:53  <PublicServer> Puk: sprout
12:01:10  <PublicServer> *** Puk joined the game
12:02:37  <dihedral> planetmaker, i want to add this banner stuff to openttdlib
12:04:00  <KenjiE20> dihedral: you know about the broken clients in lib?
12:04:08  <dihedral> ...
12:04:15  <dihedral> you know about version 3.1?
12:04:29  <dihedral> and that clients are not available since a long time now
12:05:08  <KenjiE20> ah
12:06:50  <KenjiE20> didn't realise it was an old thing, since there's no mention of it on cubes
12:07:21  <dihedral> added   support for the new NETWORK_COMPANY_INFO_VERSION (5)
12:07:27  <dihedral> in the changelog
12:08:35  <KenjiE20> oh, ottd doesn't provide since then?
12:08:57  <dihedral> :-)
12:10:35  <dihedral> one could easily crash servers with that packet :-P
12:10:49  <dihedral> just add 11 players with long nicks, and query
12:10:50  <dihedral> boom
12:11:08  <dihedral> server down
12:11:45  <dihedral> planetmaker, the screenshot is one of your ps games :-)
12:11:55  <planetmaker> I figured ;-)
12:12:00  <dihedral>
12:12:11  <planetmaker> Is it regularily updated (e.g. taken from the game) or "just" a screeny hard-coded?
12:12:45  <planetmaker> would be cool to have a new banner per game ;-)
12:13:00  <dihedral> it takes an image and mangles with it each time, however servers don't take screenshots ;-)
12:13:12  <dihedral> but if you upload one.....
12:13:25  <dihedral> does not have to have the correct size, it will crop it if it's too big
12:13:48  <planetmaker> hm, true. I guess one could kinda script imagemagic to put in the PSG number or so on a random selction of a few pngs.
12:14:23  <dihedral> if the psg number is available somewhere... should not be a prob
12:14:35  *** bartaway is now known as bartavelle
12:14:44  <dihedral> what i also kinda loke is using a screenshot of the minimap ^^
12:15:01  <planetmaker> well... in the channel topic and also AP logs to a file which bears the PSG number in it.
12:15:12  <dihedral> there you go then
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13:09:36  <Ammler> brianetta had once a server which took screens from current game
13:09:57  <Ammler> dunno, if it needed a patch to the server, but I guess not.
13:10:18  <Ammler> planetmaker: dihedral ^
13:12:05  <dihedral> Ammler, that used to be a 'feature' of a dedicated server
13:12:26  <planetmaker> but it got removed?
13:12:28  <dihedral> which was the reason why running a server with res 0,0 was faster than with res 540,480
13:12:38  <dihedral> yep, sure did
13:12:46  <dihedral> there was a patch somewhere, to introduce it again
13:12:55  <dihedral> but it also caused issues
13:13:09  <dihedral> i.e. there were a few weeks when running with 0,0 caused a crash, and 1,1 did not
13:13:26  <planetmaker> right...
13:13:35  <dihedral> and then there was a bug where servers died due do sound something, because it was on tile 0
13:13:38  <dihedral> stuff like that
13:18:07  <dihedral> + for a nice banner, you want to have more controll than just any screenshot
13:19:09  <Ammler> well, you could use "special signs" :-)
13:19:47  <dihedral> you can do what you like with as many patches as you like :-P
13:19:51  <dihedral> hihi
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13:20:12  <Ammler> one more patch wouldn't hurt :-P
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13:22:25  <dihedral> or add a client that does that job for you :-P
13:22:40  <V453000> !players
13:22:41  <PublicServer> V453000: There are currently no clients connected to the server
13:23:44  <V453000> !password
13:23:44  <PublicServer> V453000: breded
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13:24:36  <planetmaker> he... I wouldn't want more patches... the loging patch is IMO enough
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14:01:46  <dihedral> hello lord after math
14:01:51  <dihedral> :-P
14:03:18  <LordAzamath> oh oh hai 2hedrAL
14:03:38  <LordAzamath> does aza mean after?
14:03:46  <LordAzamath> :D
14:03:55  *** LordAzamath is now known as Madi
14:03:57  *** Madi is now known as Madis
14:04:17  <Madis> that name is better
14:08:14  <planetmaker> in no language I know. Your usual nick reminds me of some kind of demon ;-)
14:09:40  <dihedral> demon or daemon :-P
14:09:50  <dihedral> how about lord other math :-P
14:10:04  <dihedral> aza = other (with strong german accent) :P
14:10:32  <dihedral> i find 'after' easier pronounceable than 'aza' :-P
14:13:44  <Puk> AZA is the name of the American Zoo and Aquarium Association :)
14:13:56  <Madis> well you could pronounce the z in it as in zebra
14:14:27  <Madis> and anyhoo, I like my own name better, than the lordazamath, which I came up with... a lot years ago
14:15:02  <Puk> Well, it could also mean : Of or pertaining to a substituted nitrogen atom within a cyclic compound. which is of course meaningful :)
14:15:05  <Madis> and Madis doesn't sound like a demon :D
14:15:39  <Puk> Or an old twisted Vampyre Lord :o
14:15:55  <dihedral> hihi elMad
14:15:58  <dihedral> :-D
14:16:08  <dihedral> as in to keep the L from Lord :-P
14:19:20  <Puk> Bu then, it would sounds like The Mad
14:19:48  <Puk> Which is kind of related to the twisted vampyre lord
14:23:35  <planetmaker> mad is happening?
14:24:14  <Madis> I AM MAD
14:24:34  <Madis> N' GO PLAI HL2 NAO
14:24:38  <Madis> BAI
14:25:02  <Madis> pfft, nobody saying bai to me :(
14:25:02  <Puk> o_O
14:25:04  <Madis> :'(
14:25:16  <Puk> What is BAI ?
14:25:38  <Madis> bai as in not hai
14:26:05  <dihedral> i think elMad means 'bye' ;-)
14:26:06  <Puk> Hai ?
14:26:13  <Madis> hai as in hey
14:26:17  <Puk> Well ok
14:26:19  <Madis> and bai as in bye
14:26:26  <Puk> Alright ! :p
14:26:53  <Puk> And by HL2, you meant Half Life 2.... ? ^^
14:26:55  <Madis> but nobody told bai/bye so I'll go emocut in the corner now
14:27:06  <Madis> yeh that's right
14:27:12  <Puk> Gothic has something more dramatic :)
14:27:16  <Madis> started playing it from beginning again
14:27:20  <Puk> *gothicut
14:27:29  <planetmaker> Hello Madis :-)
14:27:30  <Madis> no but I'm not goth
14:27:35  <planetmaker> ^ better? :-)
14:27:39  <Madis> NO
14:27:45  <planetmaker> :'-(
14:27:56  <Puk> I stopped HL2 cause I was becoming a geek :)
14:27:56  <Madis> ok, a bit
14:28:13  <Madis> puk, normal people don't come here
14:28:17  <Madis> to this irc channel
14:28:31  <Madis> :D
14:28:38  <Puk> Ok, I'm still a geek, so what ?
14:28:41  <Puk> ^^
14:28:51  <Madis> I probably just insulted shitload of people in this channel :D
14:29:13  <Puk> They'll get over it facing the truth :)
14:29:30  <Madis> planetbiker won't tho
14:29:39  <Madis> he wants LA to draw nice things
14:29:44  <Madis> but LA is now Madis
14:29:48  <Madis> so he can't draw
14:29:49  <Madis> nice things
14:30:28  <Puk> He complained about that yesterday
14:30:34  <Puk> :p
14:30:43  <Madis> did he indeed
14:31:05  <Madis> but ogfx needs only making better sprites, and I aint good in it
14:31:11  <Madis> should leave it for zeph
14:31:36  <Madis> or do you have wwottdgd in mind planetmaker
14:31:37  <Madis> ?
14:31:54  <Puk> How is 32bits project ?
14:32:35  <Madis> umm.. getting along.. slower than ogfx tho
14:32:48  <planetmaker> a) I know I'm a geek, and I faced that truth long ago
14:32:59  <planetmaker> b) I know you can draw nicely, at least as nice as Zephyris
14:33:08  <planetmaker> c) your name change is irrelevant
14:33:30  <planetmaker> d) OpenGFX can well use some more climate specific stuff
14:33:42  <planetmaker> now... how's that? ;-)
14:34:01  <Madis> umm.. b ist falsch
14:34:10  <Madis> und c ist falsch
14:34:12  <planetmaker> something which I'd really like see, is an improved version of the fizzy drink factory
14:34:34  <planetmaker> the one with the tin can and the tap. It needs some more love to the surroundings
14:34:43  <planetmaker> Like a small sign post or alike
14:34:49  <planetmaker> like Zuu's version has
14:34:59  <planetmaker> Then I'd immediately swap it :-)
14:35:42  <planetmaker> and definitely: your art is as good as Zephyris' one
14:35:53  <Madis> mine is different
14:36:06  <Madis> might be good,
14:36:06  <planetmaker> yes.
14:36:11  <planetmaker> and yes
14:36:14  <Madis> but it's a bit eccentric
14:36:23  <Madis> wrong word
14:36:25  <Madis> but anyway
14:36:28  <Madis> you get what I mean
14:36:33  <planetmaker> maybe I'm just as excentric and don't notice for that reason?
14:36:53  <planetmaker> and... since when the hell do you speak German?
14:37:10  <planetmaker> I'll have to be more careful when talking bad about you ;-)
14:37:30  <Madis> Ich lerne Deutch in Schule
14:37:34  <Madis> umm
14:37:38  <Madis> some article missing
14:37:41  <planetmaker> +der
14:37:58  <Madis> but yeh, since this autumn
14:38:04  <Madis> have been learning German
14:38:04  <Puk> ich will in der pizzeria gehen :)
14:38:15  <planetmaker> he :-) Quite good for that short time I must say
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14:38:20  <Madis> you go to some pizza-cafe?
14:38:28  <pryot> !password
14:38:29  <PublicServer> pryot: opaque
14:38:30  <planetmaker> Ich will in die Pizzeria gehen
14:38:41  <PublicServer> *** pryot joined the game
14:38:42  <Puk> Well anyway
14:38:51  <planetmaker> you may also say "Ich will in der Pizzeria gehen".
14:38:55  <Puk> I only can say stupids things such as these
14:39:06  <Puk> And naughty no one wants to hear :)
14:39:12  <planetmaker> But the difference is like "I want to go to the pizzeria" vs. "I want to walk in(side) the pizzeria"
14:39:36  <Puk> I can't say "i wanna walk inside the pizzeria"
14:39:49  <Madis> well, but what could be more pleasurable than taking a walk inside a pizzeria?
14:39:55  <planetmaker> :-D
14:40:14  <planetmaker> Puk, why not?
14:40:18  <Puk> Ich mchte eine wurst mit meine kartoffel salat
14:40:23  <planetmaker> Doesn't make much sense, yes, but...?
14:40:38  <planetmaker> +m -[ ]
14:40:58  <Puk> Well... Never got enough motivation to work on my german ;)
14:41:42  <planetmaker> Madis, I guess "eating a pizza" could be at least as pleasurable.
14:41:42  <Madis> Ich möchte gut Klavier spielen, aber ich kann gut Gitare spielen
14:41:50  <planetmaker> And I hate it. I start to get hungry... :S
14:42:00  <Puk> Ich bin gut at Klavier spielen :D
14:42:25  <planetmaker> Madis' version was 100% correct
14:42:43  <planetmaker> though... it's "Gitarre" (with two r)
14:42:51  <Madis> 100%?
14:43:04  <Puk> So it's 90%
14:43:10  <planetmaker> way more than 90%
14:43:22  <Puk> Well, mine 150% right and you know it
14:43:22  <planetmaker> 99% :-)
14:43:35  <planetmaker> Puk, with the English pre-position "at" in it? No way
14:43:49  <Puk> No that's old german
14:43:59  <planetmaker> neither :-)
14:44:01  <Puk> It comes from bavier :p
14:44:20  <planetmaker> trust me ;-)
14:44:29  <Puk> IT S SWISS stop bethoering me XD
14:44:35  <planetmaker> neither :-P
14:44:44  <PublicServer> *** pryot has left the game (leaving)
14:44:45  <Puk> Ok that's english :p
14:44:52  <Puk> That was more creative then
14:44:58  *** pryot has quit IRC
14:45:00  <planetmaker> §1 pm is always right
14:45:04  <planetmaker> §2 see §1
14:45:36  <Puk> You forgoy 3 Puk knows everything
14:45:43  <Puk> 4 see 3
14:46:09  <Puk> 3 gets over 1
14:46:12  <Puk> :p
14:46:33  <planetmaker> wishful thinking ;-)
14:46:53  <planetmaker> see... what's the train limit in this game?
14:47:01  <planetmaker> I say it's 850
14:47:02  <Puk> 750
14:47:04  <planetmaker> !trains 850
14:47:04  <PublicServer> *** planetmaker has set max_trains to 850
14:47:27  <Puk> You're deluding syourself :p
14:47:28  <planetmaker> hehe
14:47:38  <Puk> It's written 750 but you can't read
14:48:06  <Puk> Blinded by your greedy and power-thirsty mind
14:48:10  <planetmaker> !trains 760
14:48:10  <PublicServer> *** planetmaker has set max_trains to 760
14:48:59  <Puk> Well, as (76+0-1)*10 = 750
14:50:34  <Puk> You didn't like SLH13 ? :o
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14:52:59  <dihedral> did i just read wwottdgd??
14:53:18  <planetmaker> you read it. But no one bothered to start patching really
14:53:35  <planetmaker> OpenGFX was more important :-)
14:53:42  <dihedral> should be
14:53:47  <dihedral> and SFX
14:54:00  <dihedral> + nothing special about 50 clients no more
14:54:11  <planetmaker> yeah. Though that work was mostly by Rubidium. I "just" supplied the makefile
14:54:29  <planetmaker> special would be airports, regions, IS2 and cargodist combined.
14:54:44  <planetmaker> That surely would rock :-)
14:54:45  * Madis hides
14:54:52  <planetmaker> But it surely is a lot of work to get going :-)
14:55:03  * Madis hides far far away
14:55:06  <dihedral> hehe
14:55:10  <planetmaker> Madis, yes, draw airports! different views! ;-)
14:55:17  <dihedral> rotate the map :-D
14:55:18  <planetmaker> (for the existing ones)
14:55:20  <dihedral> hehehe
14:55:30  <planetmaker> no... map rotation is... unneeded
14:55:31  <dihedral> Madis,
14:55:33  <Madis> didn't skidd13 provide the sprites for rotations?
14:55:38  <dihedral> planetmaker, of course it is :-P
14:55:41  <planetmaker> But... height level patch... maybe. But afaik it still has issues
14:56:08  <planetmaker> Madis, not for all as far as I know. Not sure, though. Ask Yexo and / or read the corresponding thread.
14:56:34  <dihedral> does not every patch have it's issues?
14:56:35  <Madis> dihedral nice, but is it really necessary to have the town name just below the text? :D
14:56:44  <dihedral> cargodest, e.g. is old :-P
14:56:50  <Madis> planetmaker well I don't know which files are there
14:56:50  <planetmaker> dihedral, dIst
14:56:57  <dihedral> celestar has hidden behind /dev/null for ages now
14:57:20  <dihedral> Madis, give me another image ;-)
14:57:22  <planetmaker> yes, he has. Unfortunately
14:57:32  <dihedral> TB will not touch openttd code no more
14:57:42  <planetmaker> But fonso's cargo dist(ribution) is nice...
14:57:45  <dihedral> and cargodist aint the same
14:57:51  <dihedral> hmmm
14:57:55  <Madis> !seen skidd13
14:57:55  <planetmaker> uh... what has TB to do with this now?
14:57:58  <Madis> hmm
14:58:04  * dihedral hands Madis an @
14:58:06  <Madis> do you have that command somehow?
14:58:11  <dihedral> and that bot will probably not know of skidd
14:58:11  <Madis> @seen skidd13
14:58:11  <Webster> Madis: I have not seen skidd13.
14:58:15  <planetmaker> and why wouldn't he ever touch OpenTTD again? Ok... he got his new toy...
14:58:27  <dihedral> he does not want to
14:58:46  <Madis> :( Madis: skidd13 was last seen in #openttd 1 year, 25 weeks, 0 days, 15 hours, 50 minutes, and 14 seconds ago: <skidd13> night folks
14:59:18  <planetmaker> :-O
15:01:06  <dihedral> yeah - and he did a bunch of silly stuff too :-P
15:01:28  <planetmaker> well... who doesn't? ;-)
15:01:45  <dihedral> s/did/committed/
15:02:01  <Madis>
15:02:03  <Webster> Title: Transport Tycoon Forums • View topic - Time to say goodbye... (at
15:02:50  <Puk> Just a little question : how do i install a very old nightly like the 	 r5431 ^^
15:03:10  <planetmaker> Puk, use subversion and compile
15:03:15  <KenjiE20> you can install ottd? :P
15:03:24  <Puk> OMG no need
15:03:34  <Puk> The game I dl works. I don't know why
15:04:12  <planetmaker> Puk, there was never a need to install. I'd go insane, if I installed every version of OpenTTD I have (especially with those frequent PS updates etc..)
15:04:23  <Puk> it just needed a train set -_-
15:04:25  <dihedral> :-P
15:04:35  <Puk> Yeah i just wanted to make a game from the hall of fame functionnal
15:04:39  <Yexo> Madis: yes, skidd13 provided the airport rotation graphics
15:05:05  <Madis> all of them?
15:05:33  <Yexo> all the ones I have at least
15:05:55  <Yexo> part of the graphics are in openttdw.grf and i got some more from him
15:05:57  <Madis> no, I don't mean that did HE draw all of them, I mean did he draw ALL of them
15:06:10  <Yexo> oh
15:06:14  <Yexo> no idea actually
15:06:28  <Yexo> haven't bothered to try and rotate all the existing airports yet
15:06:36  <dihedral> \o/ Yexo
15:06:38  <dihedral> :-)
15:06:38  <Yexo> I think at least several buildings are missing
15:06:42  <Madis> <planetmaker>	Madis, yes, draw airports! different views! ;-)
15:06:44  <Yexo> hello dihedral
15:07:21  <Hirundo> !players
15:07:23  <PublicServer> Hirundo: There are currently no clients connected to the server
15:07:41  <planetmaker> Madis, see... so still work for you. And Yexo will need those sprites (hopefully) ;-)
15:07:50  <dihedral> Madis: give me a nice 'banner worthy' screen shot out of the game and i'll use that as a background instead ;-)
15:07:53  <Puk> !password
15:07:54  <PublicServer> Puk: onions
15:07:56  <Yexo> you can also draw a completely new airport
15:08:09  <Yexo> my offer to implement the statemachine still stands
15:08:09  <planetmaker> and if Pikka doesn't use them to create the newgrfs, I might even see myself forced to learn (more) about airport newgrfs.
15:08:15  <PublicServer> *** Puk joined the game
15:08:32  <Madis> dihedral, I haven't player OpenTTD normally in a year or so.. just some 15 minute games, really
15:08:42  <Madis> so I don't have screenies worthy of that
15:08:50  <dihedral> i have not compiled openttd in like 6 months :-P
15:09:04  <dihedral> but you could enter the current game and make one :-P
15:09:19  <Madis> or I could just go and play hl2 as I said I would ;)
15:09:22  <Hirundo> !password
15:09:22  <PublicServer> Hirundo: onions
15:09:41  <PublicServer> *** HIrundo joined the game
15:09:46  <Madis> I'd need to download openttd, ogfx and coop grf pack
15:09:54  <Madis> !players
15:09:56  <PublicServer> Madis: Client 449 (Orange) is Puk, in company 1 (Drinfingley Market Transport)
15:09:56  <PublicServer> Madis: Client 451 (Orange) is HIrundo, in company 1 (Drinfingley Market Transport)
15:10:31  <dihedral> spoil sport :-P
15:10:43  * dihedral pokes planetmaker 
15:10:44  <dihedral> :-P
15:10:50  <PublicServer> <Puk> there is still prblems on BBH14
15:11:31  <PublicServer> <Puk> And BBH04 needs something cause it's still packed
15:11:50  <PublicServer> <HIrundo> I was looking at those, too
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15:12:05  <planetmaker> well... the network has a few balancing issues.
15:12:19  <planetmaker> and the mergers are not always by the book but rather crude.
15:13:00  <PublicServer> <Puk> maybe we should had a load balancer on the left track coming from bbh017
15:13:07  <PublicServer> <Puk> bb01 sorry
15:13:24  <PublicServer> <HIrundo> a lot of stuff has to be balanced
15:18:01  <PublicServer> *** VictorOfSweden joined the game
15:18:18  <PublicServer> <VictorOfSweden> hello
15:18:25  <PublicServer> <Puk> hi :)
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15:19:08  <PublicServer> *** VictorOfSweden has joined company #1
15:19:17  <PublicServer> *** VictorOfSweden has left the game (connection lost)
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15:20:36  <planetmaker> Yes... this game needs quite some cleanup before we should increase the train count to higher levels.
15:21:09  <planetmaker> Problem is... it obviously reached already the limit of some computers (including mine) - though it doesn't yet quite go beyond them
15:21:24  <dihedral> erm.... 2 connection lost messages??
15:22:17  <VictorOfSweden> network problems maybe?
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15:24:11  <Intexon> !password
15:24:11  <PublicServer> Intexon: veneer
15:24:19  <PublicServer> *** Intexon joined the game
15:24:27  <dihedral> VictorOfSweden, were there 2 disconnects, or was that one disconnect with 2 messages???
15:24:29  <PublicServer> <Puk> well, the load balancer seems to relieve the pressure a bit on BBG04
15:25:46  <VictorOfSweden> dihedral: might have been 2 disconnects
15:26:15  <dihedral> might or were! makes a difference you know
15:26:20  <VictorOfSweden> made a mistake when i tried to rejoin
15:26:32  <dihedral> at
15:26:33  <dihedral> ah
15:26:45  <dihedral> then there were 2 disconnects
15:26:54  <VictorOfSweden> most likely, yes
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15:29:03  <PublicServer> <Puk> bbh04 need more work cause it's causing the jams
15:29:58  <PublicServer> *** Puk has left the game (leaving)
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15:35:34  <PublicServer> <VictorOfSweden> there seems to be a lot of oiltrains accumulating south of SLH03
15:36:04  <PublicServer> <VictorOfSweden> not so many atm though
15:37:04  <PublicServer> <VictorOfSweden> maybe add an additional track?
15:38:17  <PublicServer> <VictorOfSweden> or it might just be because of the jam at BBH14
15:39:35  <PublicServer> <VictorOfSweden> traffic is moving really slow entering BBH14 from NW
15:40:15  <PublicServer> <VictorOfSweden> at least what oil trains are concerned
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15:45:10  <Puk> !password
15:45:10  <PublicServer> Puk: makeup
15:45:17  <sparrL> !playercount
15:45:18  <PublicServer> sparrL: Number of players: 2
15:45:25  <sparrL> good morning Puk
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15:46:06  <PublicServer> <HIrundo> why does SLH03 not have a S->N link?
15:46:47  <Puk> !password
15:46:47  <PublicServer> Puk: sobbed
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15:48:55  <sparrL> !password
15:48:55  <PublicServer> sparrL: sobbed
15:49:12  <PublicServer> <Puk> who's building at slho3 ? :)
15:49:13  <PublicServer> *** sparr joined the game
15:49:17  <PublicServer> <HIrundo> me
15:49:36  <PublicServer> <Puk> ok:)
15:50:38  <PublicServer> <sparr> at BBH04 N -> W has no access to the southern W track (which becomes the eastern S track) toward SLH11
15:50:55  <PublicServer> <sparr> i added a silly split just west of BBH04 to fix a jam that this was causing, but it needs a real fix
15:51:38  <Puk> ok i'll take care of it
15:52:21  <PublicServer> <sparr> or, more seriously, big jams north of BBH04 in BBH14
15:52:43  <PublicServer> <sparr> northbound RRR might be required
15:55:18  <PublicServer> <Puk> OH MEN
15:55:37  <PublicServer> <Puk> BBh 04 is totaly blocked
15:55:56  <PublicServer> <Puk> OMG MONSTER JAM
15:55:57  <PublicServer> <sparr> southbound jam to BBH01...  and
15:56:03  <PublicServer> <sparr> BBH02
15:56:06  <PublicServer> <Puk> too bh02
15:56:11  <PublicServer> <Puk> bbh13
15:56:15  <PublicServer> <sparr> BBH12
15:56:23  <PublicServer> <Puk> bbh12
15:56:31  <PublicServer> <sparr> sadmill pickjup
15:56:32  <PublicServer> <Puk> SLH04
15:56:40  <PublicServer> <sparr> sawmill
15:57:03  <PublicServer> <HIrundo> o m g
15:57:09  <PublicServer> <Puk> i'm fixing it
15:57:10  <PublicServer> <sparr> too many trains waiting at sawmill pickup caused that WHOLE jam
15:57:54  <PublicServer> <Puk> it's ok
15:58:09  <PublicServer> <Puk> ok it's fixed :)
15:58:21  <PublicServer> <sparr> built a random bypass just to get more trains out of the way
15:58:29  <PublicServer> <HIrundo> doh
15:58:38  <PublicServer> <Puk> no one ill take it
15:58:41  <PublicServer> <Puk> let me show you
15:59:20  <PublicServer> <sparr> it shouldn't stay like that i think, needs a better fix
15:59:29  <PublicServer> <sparr> or just less trains
15:59:32  <PublicServer> <HIrundo> bbh02 starts moving
15:59:41  <PublicServer> <Puk> yeah
15:59:46  <PublicServer> <Puk> i just asked trains to move forward ^^
16:00:30  <PublicServer> <sparr> far end of the bypass has a bad CL problem.  i was just tryng to make it work
16:01:05  <PublicServer> <sparr> ok, bypass should hold 5-6 trains if that happens again
16:01:26  <PublicServer> <sparr> exit from the wood drop could use some work, it's a bottleneck right now
16:01:35  <PublicServer> <Puk> no it's ok
16:01:39  <PublicServer> <Puk> just unbalanced traffic
16:02:12  <PublicServer> <sparr> jam seems to be clear back to BBH04
16:02:21  <PublicServer> <sparr> BBH14 still jammed
16:03:17  <PublicServer> <Puk> SLH06 is slow
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16:08:21  <PublicServer> <sparr> found a bug in the nightly, anyone care to confirm?
16:08:32  <Puk> which one ?
16:08:39  <PublicServer> <sparr> start building a bridge
16:08:50  <PublicServer> <sparr> make the Select Rail Bridge window taller
16:08:54  <PublicServer> <sparr> finish building the bridge
16:08:58  <PublicServer> <sparr> start building a new bridge
16:09:09  <PublicServer> <sparr> the window will still be tall, but only display in the top portion at the default size
16:09:35  <PublicServer> <Puk> I can stop building a bridge
16:09:47  <PublicServer> <Puk> *an't
16:09:51  <PublicServer> <sparr> im just talking about the size of the window
16:09:56  <PublicServer> <sparr> the bridge building part works fine
16:10:21  <PublicServer> <Puk> I know but I don't know how to
16:10:30  <PublicServer> <sparr> oh, to cancel?  close the bridge selection window
16:10:53  <PublicServer> <Puk> have no bug :o
16:10:56  <PublicServer> <sparr> ok
16:11:01  <PublicServer> <sparr> im on windows 7, you?
16:11:07  <PublicServer> <Puk> xp
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16:16:31  <PublicServer> <HIrundo> BBH10-14 doesn't look overcrowded to me
16:16:53  <PublicServer> <Puk> now it's ok :)
16:17:06  <PublicServer> <sparr> 10 > 14 or 14 > 10?
16:17:33  <PublicServer> <HIrundo> neither
16:17:50  <PublicServer> <sparr> BBH10 to BBH11 jams sometimes, and BBH04 to BBH14 jams often
16:18:25  <PublicServer> <Puk> I'll be back
16:18:27  <PublicServer> <sparr> tripling the northbound track on those without also tripling BBH14 to BBH10 seemed silly
16:18:56  <PublicServer> *** Puk has joined spectators
16:19:56  <PublicServer> <sparr> is LRRR bad?
16:20:02  <PublicServer> <sparr> the imbalance, i mean
16:21:36  <JinGleeBell> Depends.
16:21:48  <PublicServer> <sparr> it seems strange that it would balance that way
16:21:50  <JinGleeBell> Do you ahve 3x the trafic on the right as you do on the left?
16:21:58  <PublicServer> <sparr> just more than 2x :)
16:23:25  <PublicServer> <sparr> some of our BBH don't have all of the potential junctions
16:23:44  <PublicServer> <sparr> BBH10 has 2 northeast bound tracks, only one splits to the westbound ML
16:23:49  <PublicServer> <sparr> is that usual?
16:24:10  <PublicServer> <HIrundo> no
16:24:36  <PublicServer> <sparr> im adding a third track, will go ahead and split both of them when i get to it
16:25:54  <PublicServer> <HIrundo> I'd prefer balancing the current flow better, before adding too many tracks
16:26:32  <PublicServer> <HIrundo> basically all BBHs need better balancing to some degree
16:26:45  <PublicServer> <sparr> i am less good at that :(
16:27:34  <PublicServer> <sparr> BBH14 has a problem on the southbound exit
16:27:46  <PublicServer> <sparr> merging 3 to 2, too much traffic there too
16:28:38  <PublicServer> <HIrundo> most of the problems are the result of bad merging, the left track gets too few trains
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16:36:10  <PublicServer> *** HIrundo has left the game (connection lost)
16:36:31  <Hirundo> !password
16:36:31  <PublicServer> Hirundo: bridal
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16:37:24  *** Webster sets mode: +o Mark
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16:49:46  <PublicServer> <Hirundo> Who created '!this' ? and why?
16:59:30  <PublicServer> <Hirundo> why is BBH3-11 LRR and not LLRR?
17:00:31  <PublicServer> <sparr> because no one has doubled it to LL yet?
17:01:01  <PublicServer> <sparr> sorry, trick question?
17:01:59  <PublicServer> <Hirundo> I'll go and double it, it was jamming up to BBH06 a minute ago
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17:09:52  <PublicServer> <sparr> i did some horrible work on the east side of BBH04 to connect it to the new northbound line...  has alleviated some of the jams, but it's not pretty and i think one of the splits is a really bad design
17:10:00  <PublicServer> <sparr> but im not fast enough to move all the bridges and tunnels to fix it
17:10:57  <Puk> ok
17:11:07  <Puk> I have to buy cigarettes and i'll come and help you ;)
17:11:12  <PublicServer> <sparr> would jam the whole map if i tried
17:15:46  <PublicServer> <Hirundo> I still have my doubts about all the unbalanced L_RR and L_RRR stuff
17:16:16  <PublicServer> <sparr> it seems very odd to me that the west side of BBH11 is L_RRR
17:16:22  <PublicServer> <sparr> when it was LR the R jammed
17:16:30  <PublicServer> <sparr> when it was LRR the RR jammed
17:16:43  <PublicServer> <sparr> i am curious how all of those trains are getting home...
17:16:52  <PublicServer> <Hirundo> jams often have causes further up the line
17:17:12  <PublicServer> <sparr> but if you sit on that line and count
17:17:31  <PublicServer> <sparr> there are more trains from BBH10->11 than 11->10
17:17:48  <PublicServer> <sparr> not 3x as many, but more
17:18:24  <planetmaker> I think Hirundo has a point: a jam most often not needs fixing where it is visible but somewhere where it starts or even further
17:18:40  <PublicServer> <sparr> sorry for the bad fixes :(
17:19:43  <PublicServer> *** planetm4ker joined the game
17:20:33  <PublicServer> <sparr> LLRRR between BBH10 and BBH14 is pretty big too, but fills near capacity sometimes
17:21:04  <PublicServer> <sparr> 18 northbound bridges there, have seen 11 trains on them
17:21:11  <PublicServer> <sparr> in non-jam conditions
17:21:33  <PublicServer> <planetm4ker> the RRR between BBH04 and BBH14 doesn't seem needed indeed
17:22:28  <PublicServer> <sparr> really?  looking between them, the 3 tracks are carrying a lot of traffic.  if it would fit on 2 tracks it seems like it would barely fit
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17:23:51  <PublicServer> <sparr> any time there are 2 trains parallel on all 3 tracks (6 trains in the densest configuration) there would have been a small jam trying to merge to 2, right?
17:24:23  <PublicServer> <planetm4ker> depends upon the quality of the merge :-)
17:24:34  <PublicServer> <planetm4ker> But some more backup, probably. Hm...
17:24:39  <PublicServer> <planetm4ker> well... maybe
17:24:42  <PublicServer> <sparr> look at sign "heavy traffic here"
17:24:59  <PublicServer> <sparr> I know I'm new, but I really don't think 2 tracks would carry that traffic
17:25:35  <PublicServer> <Hirundo> pm: could you take a look at !this, at some point?
17:25:52  <PublicServer> <planetm4ker> maybe you're right, sparr. It's border-line
17:26:02  <PublicServer> <planetm4ker> at !this?
17:26:06  <PublicServer> <sparr> i'm not very good with merges, load balancing, etc
17:26:26  <PublicServer> <planetm4ker> you mean the kinda inactive load-balancer, Hirundo?
17:27:05  <Hirundo> yes, does it actually even have a point?
17:27:13  <PublicServer> <planetm4ker> it doesn't seem particularily needed
17:27:23  <PublicServer> <sparr> seems to hurt more than it helps right now
17:27:34  <PublicServer> <planetm4ker> I agree. Let's remove it.
17:27:39  *** Barter1 has joined #openttdcoop
17:27:51  <Barter1> !password
17:27:51  <PublicServer> Barter1: banish
17:27:52  <PublicServer> <planetm4ker> removed ;-)
17:28:14  <PublicServer> <sparr> i did something smaller but similar at !temporary fix
17:28:29  <PublicServer> <sparr> BBH04 is missing some parts of the junction
17:28:55  <PublicServer> <planetm4ker> at that point where !this is it actually will never have a use
17:29:12  <PublicServer> <planetm4ker> balancing is only needed where tracks merge
17:29:20  <PublicServer> <Hirundo> long time to join?
17:29:23  <PublicServer> <planetm4ker> otherwise it hurts more than it helps
17:29:24  <PublicServer> <sparr> i dunno if you would call mine part of the hub or not...  it COULD be, since the hub continues farther west
17:29:25  <PublicServer> *** Barter joined the game
17:30:13  <PublicServer> <sparr> for an example of why I try not to do splits and merges, look at the east side of BBH04
17:30:26  <PublicServer> *** Barter has left the game (leaving)
17:31:01  <PublicServer> <planetm4ker> what's there? There's a merger still needed for the other track
17:31:18  <PublicServer> <sparr> i know, in theory, there are much more compact and traffic-efficient ways to build that, but i cant see how to implement them
17:31:46  <PublicServer> <planetm4ker> well. The one I built is alright. It would be better with 1TL waiting space prior to the actual join.
17:31:53  <sietse> !password
17:31:53  <PublicServer> sietse: impale
17:31:58  <PublicServer> <planetm4ker> so that a stopped train will never block the other entry
17:32:00  <PublicServer> *** Sietse joined the game
17:32:16  <PublicServer> <planetm4ker> let's build the merge :-)
17:32:18  <PublicServer> <sparr> what im learning most right now is the small details of building, how to fit things closer together
17:32:27  <PublicServer> <Sietse> hello
17:32:34  <PublicServer> <sparr> until a couple of days ago i didnt know you could build a bridge without a slope at each end
17:32:47  <PublicServer> <sparr> where planetm4ker?
17:32:55  <PublicServer> <sparr> ahh, i see you working
17:33:23  <PublicServer> <sparr> what are you adding?
17:33:34  <PublicServer> <planetm4ker> a merger for !thistrack
17:33:48  <PublicServer> <planetm4ker> but I need space before I can do that
17:33:55  <PublicServer> <sparr> to the center southbound track?
17:34:19  <PublicServer> <planetm4ker> yes, kinda
17:35:35  <PublicServer> <sparr> we are going to end up flattening that mountain if we have to add too many more tracks to this hub
17:35:37  *** Chris_Booth has joined #openttdcoop
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17:35:42  <PublicServer> <planetm4ker> not really
17:35:51  <PublicServer> <sparr> that or we keep building huge bypasses around it
17:36:06  <PublicServer> <sparr> is that preferred?
17:37:11  <PublicServer> <sparr> if you make those bridges longer, !thistrack could come into the middle and merge to both sides
17:37:24  <PublicServer> <planetm4ker> that's m plan
17:37:31  <PublicServer> <sparr> k
17:38:30  <PublicServer> * Hirundo doesn't like SLH13
17:38:56  <PublicServer> <sparr> it has some RL track
17:39:02  <PublicServer> <sparr> that drove me nuts when i was working around there
17:40:35  <PublicServer> *** Sietse has joined company #1
17:40:39  <PublicServer> <sparr> are you going to rebuild SLH13?
17:42:15  <PublicServer> <sparr> looking very nice pm
17:42:22  <PublicServer> <Hirundo> Currently I am considering the pros and cons of rebuilding
17:42:29  <PublicServer> <sparr> it's barely a SL
17:42:30  <PublicServer> <planetm4ker> nice is something else, but it should work :-)
17:42:36  <PublicServer> <sparr> it serves 4 stations, in 2 little clusters
17:42:37  <PublicServer> <planetm4ker> it is no SL...
17:42:54  <PublicServer> <planetm4ker> or which track are you talking about?
17:43:05  <PublicServer> <Hirundo> SLH13
17:43:08  <PublicServer> <planetm4ker> oh
17:43:32  <PublicServer> <Hirundo> currently it's a merge-before-split-intertwined-with-other-hubs SLH
17:44:06  <PublicServer> <Hirundo> <afk, dinner
17:45:49  <PublicServer> <planetm4ker> :-O wth is SLH13?!
17:45:51  <PublicServer> <sparr> southbound from BBH10 it's hurting traffic that there's a merge right before the bridge split
17:46:14  <PublicServer> <planetm4ker> uh... and wrong traffic side. Bad bad. Rebuild would be good, Hirundo
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17:46:23  <PublicServer> <sparr> the wrong traffic side is an easy fix
17:46:27  <PublicServer> <sparr> the hub parts, not as easy
17:46:40  <PublicServer> <sparr> it's only wrong traffic side for one small bit
17:48:31  <PublicServer> <Sietse> who made that RLLL ?
17:48:31  <PublicServer> <sparr> MSH03b has a giant cloverleaf that is part of SLH13
17:48:39  <PublicServer> <sparr> probably me Sietse
17:48:41  <PublicServer> <sparr> where?
17:48:58  <PublicServer> <Sietse> BBH10 -> BBH11
17:49:21  <PublicServer> <sparr> me
17:49:29  <PublicServer> <sparr> signed it at BBH11
17:51:11  <PublicServer> <Sietse> the middle line also has route south at BBH11
17:51:24  <PublicServer> <Sietse> it has
17:51:31  <PublicServer> <Sietse> didn't see the shortcut :)
17:51:44  <PublicServer> <planetm4ker> nice. My oil stations still keep up :-)
17:51:55  <PublicServer> <sparr> the extra track probably isn't strictly required...  but i think the hub changes at BBH11 are done right
17:51:56  <PublicServer> <planetm4ker> It paid off to build with hindsight
17:52:51  <PublicServer> <planetm4ker> hm... psb is more efficient than pbs...
17:53:00  <PublicServer> <sparr> we were discussing that LRRR earlier...
17:53:02  <PublicServer> * planetm4ker ponders to convert oil drop to psb entry
17:53:13  <PublicServer> <sparr> if you look at the traffic between 11 and 10
17:53:17  <PublicServer> <sparr> there is more one way than the other
17:53:33  <PublicServer> <sparr> which is odd, but could be explained by the big ML loop around that central island
17:53:40  <PublicServer> <sparr> some of the returning trains could be going the other way
17:54:10  <PublicServer> <Sietse> vehicle limit reached again :)
17:54:18  <PublicServer> <sparr> the single-track side of that connection is near capacity, it will probably be LLRRR soon enough and look less crazy then
17:54:33  <PublicServer> <planetm4ker> we should first fix a few things, I guess, Sietse:-)
17:54:55  <PublicServer> <Sietse> just wanted to make production increase :)
17:54:59  <PublicServer> <sparr> southwest side of BBH10 really needs a little love where there are many merges before the bridge split
17:55:22  <PublicServer> <sparr> the bridge signaling is odd to me, also
17:56:04  <PublicServer> <Sietse> have you read the signal guide?
17:56:17  <PublicServer> <sparr> yes, but the penalties bit doesnt make sense to me yet
17:56:36  <PublicServer> <sparr> and complex combinations of signals are still hard for me to follow
17:56:42  <PublicServer> <Sietse> ok
17:56:57  <PublicServer> <sparr> part of the problem at those bridges is that they dont all go the same place
17:57:04  <PublicServer> <Sietse> penalties are just seen as extra obstacle (less likely to be chosen)
17:57:21  <PublicServer> <sparr> also there seems to be missing signals
17:57:22  <PublicServer> <Sietse> but chosen if no other possibility is available
17:57:28  <PublicServer> <Sietse> where?
17:58:05  <PublicServer> <sparr> on the second track, counting down the split
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17:58:27  <PublicServer> <Sietse> that signal was wrong
17:58:35  <PublicServer> <Sietse> making trains block before
17:59:18  <PublicServer> <Sietse> only 2 bridges needed anyways
17:59:21  <PublicServer> <Sietse> and 4 in place
17:59:21  <PublicServer> <sparr> the merge to one track, then split to 4 bridges, is weird
17:59:31  <PublicServer> <sparr> the 4 are supposed to be 2 tracks
17:59:51  <PublicServer> <Sietse> but its input is 1 line atm
17:59:59  <PublicServer> <sparr> 2
18:00:07  <PublicServer> <sparr> from the west and northeast
18:00:18  <PublicServer> <Sietse> only 1 path to entry
18:00:27  <PublicServer> <sparr> right, i think that merge is bad
18:00:28  <PublicServer> <Sietse> they are merged just before the bridges
18:00:42  <PublicServer> <sparr> they should be balanced onto 2 tracks, then the bridges
18:00:49  <PublicServer> <Sietse> no, it is just one line :)
18:01:08  <PublicServer> <sparr> it's a matter of a few tiles where the L turns into LL
18:01:17  <PublicServer> <Sietse> yep
18:01:23  <PublicServer> <sparr> BBH14 is built for two lines coming in from BBH10
18:01:29  <PublicServer> <Sietse> but that merge is fine (just a link in the BBH)
18:01:33  <PublicServer> <sparr> but BBH10 only has 1 line going out toward BBH14
18:02:00  <PublicServer> <sparr> the two lines extend ALMOST all the way to BBH10
18:02:06  <PublicServer> <sparr> across the bridges, that is
18:02:36  <PublicServer> <Sietse> but it is overkill, no need for 2 lines at BBH10
18:04:00  <PublicServer> <sparr> ok, how about BBH14 southeast exit?  overall a 3->2 merge
18:04:06  <PublicServer> <sparr> stays jammed
18:04:43  <PublicServer> <Sietse> seems capacity is bottleneck
18:05:04  <PublicServer> <Sietse> BBH14 -> BBH04 should be upgraded to LLLRRR imho
18:05:09  <PublicServer> <sparr> one more track to BBH04 would fix it, very short, but pretty complex to add all the splits and merges
18:05:28  <PublicServer> <Sietse> yes
18:05:51  <PublicServer> <sparr> BBH04 is already very dense in the center, gonna take some serious work to add another southbound track through there
18:06:12  <PublicServer> <Sietse> watching it now
18:06:30  <PublicServer> <Sietse> seems to be a lot of changes where barely any space is avialable
18:06:47  <PublicServer> <sparr> could resolve the jam with an incompletely-connected additional line, but i know that's bad
18:07:06  <PublicServer> <sparr> for the north side of BBH04 we stopped trying, added a lot of empty space
18:07:16  <PublicServer> <sparr> err, east side
18:08:39  <PublicServer> <sparr> about the incomplete connection...  a line from "Just too much traffic" to "synced split" would alleviate a lot of the traffic
18:08:48  <PublicServer> <sparr> but that would be Bad
18:09:11  <PublicServer> <Sietse> let's start at giving it a shot :)
18:10:31  <PublicServer> <planetm4ker> yes, yes. PSB is better than PBS ;-)
18:10:41  <starbuck_> !password
18:10:41  <PublicServer> starbuck_: flakes
18:10:41  <PublicServer> <Sietse> PSB?
18:10:49  <PublicServer> <sparr> pre signal based
18:10:51  <planetmaker> pre-signal bypass (station)
18:10:52  <PublicServer> <sparr> ?
18:10:55  <PublicServer> <sparr> bypass, ahh
18:11:09  <PublicServer> *** starbuck joined the game
18:11:47  <PublicServer> <planetm4ker> well... you don't need to make size your primary goal.
18:11:57  <PublicServer> <planetm4ker> Efficiency is better and more important than size
18:12:02  <PublicServer> <planetm4ker> if you need space... take it.
18:12:56  <PublicServer> <sparr> just that little bypass takes a lot of pressure off
18:13:18  <PublicServer> <planetm4ker> but avoid by-passes ;-) and build proper :-P
18:13:32  <PublicServer> <Sietse> agree :)
18:13:39  <PublicServer> <planetm4ker> by-passes become very ugly very quickly and reduce maintainability to zero
18:13:56  <PublicServer> <planetm4ker> by-passes are IMO a big no-no
18:14:01  <PublicServer> <sparr> oh, k
18:14:14  <PublicServer> <sparr> turned it off
18:14:48  <PublicServer> <planetm4ker> they kinda render void the concept of hubs: every line can go in any direction
18:15:16  <PublicServer> <sparr> i was pointing out earlier, we have a lot of hubs on this map where that isn't true
18:15:35  <PublicServer> <planetm4ker> every incoming line that is (of course a 180° turn is excepted, too)
18:15:38  <PublicServer> <sparr> there are some LR to LLRR hubs where the LR is ridiculously low traffic
18:15:50  <PublicServer> <Sietse> it always comes down to a few huge hubs where main traffic has its combined paths
18:15:51  <PublicServer> <sparr> and didn't get connected to one or more potential bits of the LLRR
18:16:13  <PublicServer> <planetm4ker> sparr: yes. All those hubs are bad. And badly need an overhaul
18:16:26  <PublicServer> <sparr> i'm trying very hard not to build those
18:16:42  <PublicServer> <planetm4ker> While I personally prefer this game style to gradually increase capacity, it's bound to produce many bad examples, especially on this server ;-)
18:17:00  <PublicServer> <planetm4ker> People start with something. Do a quick hack ... and that's it. It happens.
18:17:40  <PublicServer> <planetm4ker> I guess that is also why some of us members rather prefer to build to the final capacity straight from the start.
18:17:47  <PublicServer> <planetm4ker> Then such things don't happen that easily
18:18:02  <PublicServer> <Sietse> on the other hand extending like this is fun
18:18:03  <PublicServer> <sparr> on the topic of properly designed hubs
18:18:12  <PublicServer> <Sietse> in a running network :)
18:18:13  <PublicServer> <sparr> should trains be able to switch tracks while maintaining direction?
18:18:36  <JinGleeBell> Thats an odd question.
18:18:46  <PublicServer> <Sietse> only the merging line should chose and balance
18:19:15  <PublicServer> <sparr> got it
18:19:28  <KenjiE20> @sml
18:19:28  <Webster> sml: Shift Main Line, see also:
18:19:32  <KenjiE20> unless of course
18:20:05  <PublicServer> <Sietse> sml interesting aswell
18:20:08  <PublicServer> <sparr> is it too late to add another ML?  :)
18:21:30  <PublicServer> *** starbuck has left the game (leaving)
18:22:08  <PublicServer> <sparr> i think part of what confuses me is the variety of traffic levels between MLs and SLs
18:22:16  <PublicServer> <sparr> some MLs carry virtually no traffic in the finished network
18:22:21  <PublicServer> <sparr> while a LLRR SL is not unheard of
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18:22:34  <PublicServer> <sparr> see BBH09 for examples of the former
18:24:10  <PublicServer> <sparr> the ML from BBH09 to MSH02 is completely unused.  if you removed it, then MSH02 becomes redundant
18:25:46  <PublicServer> <Sietse> darn, can't bridge off a tunnel head....
18:26:43  <Ammler> do you mind me updating the server now?
18:26:59  <Ammler> !playercount
18:26:59  <PublicServer> Ammler: Number of players: 5
18:27:16  <PublicServer> <sparr> \
18:27:23  <planetmaker> [19:22]	<PublicServer>	<sparr> while a LLRR SL is not unheard of <-- that hardly happens and we shouldn't have that
18:27:35  <PublicServer> <Sietse> I am out for food
18:27:42  <PublicServer> <sparr> i mean it hardly happens.  but it does happen
18:27:43  <PublicServer> <Sietse> So I don't care Ammler
18:27:46  <PublicServer> <sparr> more often, MLs go unused
18:27:46  <planetmaker> and a BBH can never be an example related to SL...
18:28:20  <PublicServer> <sparr> what i mean is, if a ML has less traffic than a SL, then why is the BBH held to a higher standard than the equivalent SLH?
18:28:28  <planetmaker> Ammler: I don't quite understand why an update would be needed. Who uses source packages?
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18:29:20  <planetmaker> sparr: just because it's ML. That qualifies it as "higher standard"
18:29:29  <PublicServer> <sparr> ok
18:29:38  <PublicServer> *** Sietse has joined spectators
18:37:45  <PublicServer> <planetm4ker> :-( who removed the 3rd brdige at BBH10 from the NorthEast bound track which I added?
18:38:10  <PublicServer> <planetm4ker> people really should get more aquainted with the concept of signal gaps
18:38:13  <PublicServer> <sparr> not sure, was gone when i started
18:38:18  <PublicServer> <sparr> i added the /?? sign
18:38:49  <PublicServer> <sparr> isn't the signal gap there 9?
18:39:04  <PublicServer> <planetm4ker> the bridge length
18:39:10  <PublicServer> <planetm4ker> but the gap starts at the entry signal
18:39:29  <PublicServer> <planetm4ker> that's why I don't build entry/exit signals at bridge combos either
18:39:36  <PublicServer> <planetm4ker> it lengthens the gap by them
18:40:16  <PublicServer> <planetm4ker> just consider both bridges occupied. Which is the red signal?
18:41:02  <PublicServer> <planetm4ker> it just doesn't show now as traffic is reduced due to the presence of the other tracks
18:41:38  <PublicServer> <sparr> i thought that having a signal after the split and another signal before the bridge would fix that, in the case of a long pre-split
18:42:20  <PublicServer> <planetm4ker> entry/exit signal combos can be considered one signal for the purpose of signal length considerations
18:42:36  <PublicServer> <planetm4ker> well... in this case the combo/exit signals
18:42:54  <PublicServer> <planetm4ker> now not anymore
18:43:01  <Puk> !tunnel 3 7
18:43:01  <PublicServer> Puk: You need 2 tunnels/bridges for trainlength 3 and gap 7.
18:43:03  <PublicServer> <planetm4ker> a combo signal can also act as entry :-)
18:43:14  <Puk> Only 2 ? oO
18:43:26  <^Spike^> pm you seem to ask something impossible with the signal gaps
18:43:36  <^Spike^> no matter how you sign it.. some ppl stil put signals there
18:43:39  <PublicServer> <planetm4ker> Spike: how so?
18:43:47  <PublicServer> <planetm4ker> oh... yes... :-(
18:43:59  <^Spike^> even if you do it like: DO NOT UNDER ANY CIRCUMSTANCE PUT SIGNALS HERE
18:44:01  <PublicServer> <planetm4ker> and don't bother to question it.
18:44:06  <^Spike^> they still will
18:44:34  <Puk> Well, somebody feels like he shloud touch my slh11 fix all the time whereas it works smoothly :p
18:44:38  <Puk> Life is harsch
18:44:48  <PublicServer> <planetm4ker> :-O
18:44:57  <PublicServer> <planetm4ker> UGLY UGLY Bypass at BBH14
18:45:28  <PublicServer> <sparr> unless you can see a way to move Feburg, that bypass is going to be the new southbound track
18:45:38  <PublicServer> <sparr> i just havent connected it everywhere at BBH14 yet
18:45:55  <Puk> I thought Hirundo built it
18:46:10  <PublicServer> <sparr> if i can flatten the mountain to the southeast then i can move it closer to the other tracks
18:46:15  <PublicServer> <sparr> well, not flatten, but severely diminish
18:47:24  <Puk> i don't think we can do those kind of things
18:48:16  <Mark> !dl win32
18:48:16  <PublicServer> Mark:
18:49:59  <PublicServer> <sparr> pm, how would you connect there, south of BBH14?
18:50:03  <PublicServer> <sparr> by the forest
18:50:14  <PublicServer> <sparr> trying to make it less ugly without destroying mountains
18:50:43  <Puk> !bridge 3 3
18:50:49  <Puk> !tunnel 3 3
18:50:49  <PublicServer> Puk: You need 2 tunnels/bridges for trainlength 3 and gap 3.
18:50:52  <Puk> :p
18:51:09  <PublicServer> <sparr> Feburg is unhappy with us, so i can't demolish ONE house to make the track fit so much better
18:51:23  <PublicServer> <planetm4ker> yes, I know
18:51:33  <PublicServer> <planetm4ker> Despite that I built the last extension through it
18:51:40  <PublicServer> <planetm4ker> And so I do now with Sutway
18:51:43  <PublicServer> <sparr> heh, "alwaysa room for one more"?
18:52:05  <Puk> ahah ! I saw PM !
18:52:29  <Puk> Cause I was nerve breaking yesterday about a stupid road
18:52:50  <Puk> And the town wouldn't let me do it. You finished the thing, though :)
18:53:40  <PublicServer> <sparr> heh pm, if you completely fill that bay then all the bridges will be silly :)
18:54:05  <PublicServer> <planetm4ker> do you think so? :-P
18:55:12  <PublicServer> <sparr> yeah, it happened at BBH11
18:55:25  <PublicServer> <sparr> there was a bay at the "Double the ..." sign, and we had bridges across it
18:55:30  <PublicServer> <sparr> but it ended up getting filled in
18:55:48  <PublicServer> <sparr> came to a point where it was going to require more TF to build more fake coastline for more bridges than to fill the bay
18:56:14  <PublicServer> <sparr> i think BBH14 is about there...  we have more TF for bridges than we have bay tiles left
18:57:59  <PublicServer> <planetm4ker> turn built
18:58:25  <PublicServer> <sparr> wow
18:58:27  <PublicServer> *** Intexon has left the game (leaving)
18:58:31  <PublicServer> <sparr> loooong tunnels
18:58:42  <PublicServer> <sparr> dont care about the gap?
18:59:01  <Mark> !password
18:59:01  <PublicServer> Mark: hobnob
18:59:04  <PublicServer> <planetm4ker> I do
18:59:19  <PublicServer> *** Player joined the game
18:59:19  <Webster> Player, please change your in game nick
18:59:20  <PublicServer> <Player> evening
18:59:24  <PublicServer> *** Player has changed his/her name to Mark
18:59:32  <PublicServer> <planetm4ker> they're even too long, I think. But low traffic
19:00:14  <PublicServer> <planetm4ker> adding the 3rd one is quite difficult... but could be done
19:00:23  <PublicServer> <sparr> heh
19:00:30  <PublicServer> <sparr> your 'quite difficult' is my impossible
19:00:36  <PublicServer> <planetm4ker> not at all
19:01:01  <JinGleeBell> Sparr, if there's one thing I've learned from this lot, it's that NOTHING is impossible, just REALLY hard or REALLY stupid.
19:01:27  <PublicServer> <sparr> heh, i just now realized we are working on the same hub :)
19:01:42  *** Intexon has quit IRC
19:03:15  <PublicServer> <sparr> how did you convince Sutway to let you do that?
19:03:32  <PublicServer> *** Mark has left the game (connection lost)
19:03:33  <Puk> Does wants to have an eye on one of my savegame and figure out a way to rework a giant picku up ? XD
19:04:14  <PublicServer> <planetm4ker> dirty tricks ;-)
19:04:23  <Mark> Puk: yeah gimmie
19:04:36  <PublicServer> <planetm4ker> I couldn't build trees (the usual procedure to make an authority happy)
19:04:45  <PublicServer> <planetm4ker> But there's still the risky business of bribing
19:04:55  <PublicServer> <planetm4ker> but we shouldn't do that
19:05:44  <PublicServer> <planetm4ker> but you see: it was very well possible
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19:18:01  <PublicServer> <sparr> why aren't trains splitting to the right at !split?
19:18:39  <PublicServer> <planetm4ker> some path finder things and wrong connections / missing connections at hubs further down the line
19:19:02  <PublicServer> <sparr> im working on some of the missing connections, but some are already in place for some of those trains
19:19:53  <PublicServer> <sparr> drat, i made a CL mistake
19:20:16  <starbuck_> !password
19:20:16  <PublicServer> starbuck_: mooing
19:20:33  *** starbuck_ is now known as starbuck
19:20:53  <PublicServer> *** starbuck joined the game
19:21:37  <PublicServer> <sparr> there's a CL problem at that split too, guess i need to fix that
19:22:08  <PublicServer> <sparr> another one, in the split
19:22:56  <PublicServer> <sparr> thanks
19:22:59  <PublicServer> <planetm4ker> yw
19:23:04  <PublicServer> <sparr> still sad they arent taking the split
19:23:11  <PublicServer> <sparr> but the jam cleared...
19:23:17  <PublicServer> <sparr> will watch it next time there's a jam
19:24:51  <PublicServer> *** planetm4ker has left the game (leaving)
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19:29:06  <PublicServer> *** sparr has left the game (leaving)
19:29:07  <PublicServer> *** Game paused (not enough players)
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19:35:17  <PublicServer> <Hirundo> when returning from the realm of afk-ness, I find myself alone in aworld standing still....
19:36:46  <PublicServer> *** Sietse has joined company #1
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19:40:48  <sparrL> i didnt want to waste game time not accomplishing things
19:41:27  <PublicServer> <Hirundo> the world is moving again ! :)
19:42:03  <pugi> no way
19:42:16  <Paul2> !download win32
19:42:16  <PublicServer> Paul2:
19:50:37  <sparrL> PeterT: despite not knowing you very well, you are the closest person to me that I have caught using quotation marks for emphasis.  where does that come from?  i've been trying to figure it out for a couple of years now, as it has popped up little by little
19:51:06  <PeterT> Hmm
19:51:25  <PeterT> I don't know
19:51:26  <sparrL> for example, in common american english, these two sentences mean the opposite thing:  We are not going home.  We are "not" going home.  The quotes imply an inverse meaning, usually due to some secret or joke.
19:51:44  <sparrL> but I see more and more instances of "not" implying something like NOT or *not*
19:51:50  <PeterT> The quotation marks can imply sarcasm
19:51:57  <sparrL> that too
19:52:24  <sparrL> more precisely, i am used to seeing them where someone is quoting someone else with whom they disagree
19:52:36  <PeterT> Is it confusing for you?
19:52:53  <sparrL> a little
19:53:15  <sparrL> especially when used with logical words, like not, and, or, etc
19:53:24  <sparrL> but for other words too
19:53:36  <PeterT> What is your question?
19:53:49  <sparrL> five years ago, "big" always meant "someone else called it big, and i am repeating that, but i disagree"
19:53:54  <sparrL> but today, it can also mean "very big"
19:54:27  <sparrL> i am curious where you picked up that particular usage of punctuation, if you can recall
19:54:56  <PeterT> Not really, no
19:55:01  <sparrL> ok
19:55:14  <PeterT> But I would love to hear what else you had to say
19:55:37  <PeterT> sparrL:
19:55:38  <Webster> Title: Quotation mark - Wikipedia, the free encyclopedia (at
19:56:14  <sparrL> yes, that
19:56:59  <PeterT> Interesting that you mention that
19:57:08  <PeterT> I really have no idea where I got it from
19:57:39  <PeterT> I sort of applied "air-quotes" into writing
19:57:41  <sparrL> wiki markup seems to reinforce it, which is why I thought to ask
19:57:51  <sparrL> right, but air-quotes aren't emphasis :)
19:58:10  <sparrL> air-quotes mean "the thing that I am saying is not actually what I mean"
19:59:20  <sparrL> !password
19:59:20  <PublicServer> sparrL: beaked
19:59:35  <PublicServer> *** sparr joined the game
20:01:34  <PublicServer> <sparr> MSH03b has a weird pair of tunnels with a sync problem
20:04:02  <PublicServer> *** Server joined the game
20:04:19  <PublicServer> *** Server has left the game (connection lost)
20:04:31  *** DarkED has quit IRC
20:04:42  <PublicServer> *** Server has left the game (connection lost)
20:05:05  <PublicServer> *** Peter joined the game
20:05:20  <PublicServer> *** Peter has left the game (connection lost)
20:05:28  <PeterT> Seems I can't even connect
20:05:47  <PublicServer> *** Peter joined the game
20:07:22  <PublicServer> *** Peter has left the game (connection lost)
20:09:58  <PublicServer> <sparr> fixed the RL track at SLH13
20:10:05  <PublicServer> <sparr> still needs a whole lot of work
20:10:08  <PublicServer> <sparr> but at least it's less confusing
20:14:04  *** Intexon has joined #openttdcoop
20:14:06  <Intexon> !password
20:14:07  <PublicServer> Intexon: grills
20:14:10  <PublicServer> <sparr> Steel Mill complex to SLH05 to BBH06 to BBH03 to BBH11  is at/over capacity
20:14:14  <PublicServer> <sparr> causing jams at BBH03
20:14:17  <PublicServer> *** Intexon joined the game
20:14:18  <PeterT> @seen Zuu
20:14:18  <Webster> PeterT: Zuu was last seen in #openttdcoop 2 days, 20 hours, 4 minutes, and 46 seconds ago: <Zuu> Good night
20:14:20  <PublicServer> <Intexon> hi
20:14:51  <PublicServer> <Sietse> hey
20:15:35  <PublicServer> <sparr> is it bad when a SLH provides a bypass?
20:15:57  <PublicServer> <Sietse> yes
20:16:06  <PublicServer> <sparr> southbound trains from MSH03b are going through SLH13 instead of straight to BBH11
20:16:15  <PublicServer> <sparr> because the SLH is so "well" connected it's a shorter path
20:16:38  <PublicServer> <sparr> would be worse if SLH13 was finished, instead of only offering half the possible connections
20:16:40  <JinGleeBell> !password
20:16:40  <PublicServer> JinGleeBell: opener
20:17:00  <PublicServer> *** Gleeb joined the game
20:17:12  <PublicServer> *** Gleeb has left the game (connection lost)
20:17:20  <PublicServer> <sparr> more importantly...  prio at BBH11 from SLH13 is not working
20:17:26  <PublicServer> <sparr> im going to try to figure out the signal logic
20:18:04  *** PeterT has quit IRC
20:18:07  <PublicServer> <Sietse> wrong signalling
20:18:47  <PublicServer> <Sietse> changed it
20:19:10  <PublicServer> <sparr> also wrong signaling at tunnels on SW side of MSH03b?
20:23:37  <PublicServer> <sparr> Wronningbury East receives no oil, has 3 trains that just sit there forever
20:24:20  <PublicServer> <sparr> also, i believe that the tracks running into it are technically a ML :)
20:24:32  <KenjiE20> cause whoever built it is dumb
20:24:38  <KenjiE20> hence my signs :)
20:24:47  <PublicServer> <sparr> well, can i sell the trains?
20:24:57  <PublicServer> <sparr> or re-order them to somewhere with oil?
20:25:01  <PublicServer> *** Intexon has left the game (connection lost)
20:25:06  <KenjiE20> that's not the problem
20:25:26  <KenjiE20> and I was leaving it, so whoever could see their mistake
20:25:32  <KenjiE20> though they might not return
20:25:41  <KenjiE20> not like we're short of oil tbh
20:25:55  <PublicServer> <sparr> no, but we are at the train limit.  3 is a small #, but every little bit counts :)
20:26:05  <KenjiE20> I'd fix the network first
20:26:15  <PublicServer> <sparr> i'm running out of network fixes that i am capable of :(
20:26:17  <KenjiE20> then we'd be happy to raise the limit
20:26:17  <deghosty> We meed more gold :o
20:26:26  <PublicServer> <sparr> a lot of the problems that currently exist are signaling and balancing issues
20:27:55  <PublicServer> <sparr> Wronningbury is also an oil station that no longer receives oil
20:27:58  <PublicServer> <sparr> has 2 trains in it
20:28:14  <KenjiE20> so sell those
20:28:24  <KenjiE20> that was the old oil well wasn't it?
20:28:34  <KenjiE20> rather than rig
20:28:48  <PublicServer> <sparr> if we ditched those two stations, then we could get rid of MSH06a and "!eh slh?" and MSH06b and move all that traffic up to MSH04a
20:29:28  <KenjiE20> you cold always rename MSH to SLH :P
20:29:34  <KenjiE20> could*
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20:29:43  <csuke> !players
20:29:44  <PublicServer> csuke: Client 480 (Orange) is sparr, in company 1 (Drinfingley Market Transport)
20:29:44  <PublicServer> csuke: Client 466 (Orange) is Hirundo, in company 1 (Drinfingley Market Transport)
20:29:44  <PublicServer> csuke: Client 478 is starbuck, a spectator
20:29:44  <PublicServer> csuke: Client 471 (Orange) is Sietse, in company 1 (Drinfingley Market Transport)
20:29:57  <PublicServer> *** Sietse has joined spectators
20:31:46  <PublicServer> <sparr> so what's the trick to getting a local authority to like you?
20:32:17  <PublicServer> <Hirundo> who connected that second track at bbh03 to slh13?
20:32:37  <KenjiE20> trees
20:33:02  <KenjiE20> if they really don't like you, blow them up first
20:33:30  <PublicServer> <sparr> i connected that.  it's not going to SLH13, it's part of the ML through MSH03b
20:34:10  <PublicServer> <sparr> it was already built
20:34:43  <PublicServer> <sparr> good job whoever fixed the signals on the tunnels at MSH03b
20:36:09  <csuke> !password
20:36:09  <PublicServer> csuke: soling
20:37:00  <PublicServer> *** csuke joined the game
20:44:36  <PublicServer> <sparr> i approve of dead cloverleaf :)
20:48:43  <PublicServer> <Hirundo> please don't look at SLH13 now, it is being very ugly while being fixed
20:49:15  <PublicServer> *** csuke has left the game (leaving)
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20:49:26  <PublicServer> <sparr> how can i move a dock?
20:49:39  <PublicServer> <sparr> i cant build another dock attached to the same station first
20:52:27  <csuke> !password
20:52:27  <PublicServer> csuke: hedged
20:52:47  <PublicServer> *** csuke joined the game
20:53:12  <PublicServer> <csuke> does anyone realise that all those ships are massively slowing the game down?
20:53:25  <PublicServer> <sparr> slowing in what way?
20:53:27  <Razaekel> take it up with mark
20:53:48  <PublicServer> <sparr> i think the buoys-every-10-tiles rule is supposed to help that?
20:53:55  <PublicServer> <csuke> if you send all the ships to the depot a month will go past in 75% of the time
20:54:12  <PublicServer> <sparr> err, 25% slowdown is "massively"?
20:54:15  <PublicServer> <csuke> just saved it and tried in singleplayer
20:54:44  <PublicServer> <csuke> if you consider there is nearly 800 trains, yes
20:54:50  <Razaekel> he means it'll take 1.33 months for all of the ships to get to the depot?
20:55:08  <PublicServer> <csuke> ?
20:55:23  <PublicServer> <sparr> no, he means the game will speed up 33% once they get there
20:55:30  <PublicServer> <csuke> no, i mean if you time how long it takes in RL for a month to pass
20:55:44  <PublicServer> <sparr> well, that's a decision well over my head
20:55:53  <PublicServer> <csuke> and then with them all in depot time it again it takes 25% longer
20:55:56  <PublicServer> <sparr> easy question remains, how to move a dock?
20:55:59  <PublicServer> <csuke> *shorter
20:56:37  <PublicServer> <sparr> the alternative is walking the oil pickup station out to all of the rigs?
20:56:44  <PublicServer> <sparr> well, all the ones in range
20:57:05  <PublicServer> <csuke> yes
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20:59:43  <csuke> i realise that 25% isn't going to make a difference to a lot of people, but when you have people not able to play the latter stages of games i think it will make a significant difference
20:59:59  <PublicServer> <sparr> well, i'm not sure HOW to walk stations out to oil rigs, but even if i did, not my call
21:01:13  <PublicServer> <csuke> it just seems odd that stations that were previously walked have been removed and replaced by ships
21:01:24  <Razaekel> like i said
21:01:27  <Razaekel> take it up with mark
21:01:27  <JinGleeBell> ...
21:01:32  <Razaekel> he;s the one that did the replacing
21:01:39  <PublicServer> <sparr> why are ships so game-slowing?
21:02:03  <PublicServer> <csuke> i don't know, you'd have to ask the coders of the ships path finder
21:02:05  <KenjiE20> PF checks, every water tile
21:02:06  <PublicServer> * sparr really hopes that demolishing isn't the only way to move a dock
21:02:24  <deghosty> ctrl + build station
21:02:33  <Razaekel> only one dock per station
21:02:44  <PublicServer> <sparr> right
21:02:58  <PublicServer> <csuke> if you need to move a dock, add a bus station to it, remove the dock and re-build it with ctrl
21:02:59  <PublicServer> <sparr> so how do you MOVE the dock without demoing the whole station?
21:03:13  <PublicServer> <sparr> the dock is already attached to a train station
21:03:16  *** Barter has joined #openttdcoop
21:03:31  <PublicServer> <csuke> in that case delete it and re-create it with ctrl click
21:03:32  <Razaekel> select dock build tool, bulldozer, bulldoze the dock?
21:03:49  <PublicServer> <sparr> there is no bulldozer on the Waterways Construction window
21:03:58  <PublicServer> <sparr> and the rail construction bulldozer doesnt seem to work on docks
21:04:05  <PublicServer> <csuke> ?
21:04:49  <ChoHag> Why would you need to add a bus station?
21:04:54  <PublicServer> <sparr> how did you do that?
21:05:01  <ChoHag> If you remove a station and rebuild it close by, it gets the same name.
21:05:18  <PublicServer> <sparr> whoever moved the dock, please tell me how do I don't have to ask next time
21:05:30  <PublicServer> <csuke> it prevents accidental deletions if the player gets disconnected during the process
21:05:40  <ChoHag> Oh.
21:05:44  <ChoHag> Does that happen often?
21:05:48  <PublicServer> <csuke> just use any of the bulldozer tools
21:06:00  <PublicServer> <csuke> no, but it's good practice just in case
21:06:15  <PublicServer> <csuke> an AWFUL lot of work to re-create lost orders if it does happen
21:06:28  *** Barter1 has quit IRC
21:06:29  <PublicServer> <sparr> i have all the relevant orders open just in case :)
21:06:43  <PublicServer> <sparr> csuke, i am trying to use the rail or rail station bulldozer to no avail.  can you be more specific?
21:06:54  <PublicServer> <csuke> which tile are you trying to delete?
21:06:58  <Razaekel> use terraform demo?
21:07:05  <PublicServer> <sparr> tried both tiles
21:07:14  <PublicServer> <csuke> give me co-ordinates (using ? )
21:07:15  <PublicServer> <sparr> i am very afraid to use any demo, might take the whole station
21:07:26  <PublicServer> <sparr> 481x328
21:07:30  <PublicServer> <csuke> demo works fine, as long as it is attached to a station
21:07:30  <PublicServer> <sparr> Lardtown
21:07:34  <Razaekel> sparr, that ony happens on train station
21:07:34  <planetmaker> [22:06]	<PublicServer>	<sparr> i have all the relevant orders open just in case :) <-- that doesn't help a bit, if loosing connection...
21:07:44  <PublicServer> <sparr> good point, pm
21:08:02  <Razaekel> you can demo a bus station attached to a train station, and it will only remove the bus station on that tile
21:08:14  <PublicServer> <csuke> sparr, just delete it, go for it!
21:08:16  <PublicServer> <sparr> so if i demo this dock, nothing bad will happen?
21:08:20  <Razaekel> right
21:08:21  <PublicServer> <csuke> correct :)
21:08:23  <planetmaker> Suggestion: don't mess with real stations, but build one for testing...
21:08:25  <PublicServer> <csuke> :)
21:08:26  <PublicServer> <sparr> good to know
21:08:35  <PublicServer> <csuke> now just re-built it using ctrl-click
21:08:47  <PublicServer> <sparr> that part i knew
21:08:48  <PublicServer> <csuke> :)
21:08:53  <planetmaker> ctrl. THE magic key
21:09:03  <planetmaker> sparr: do you know about auto-signaling?
21:09:11  <planetmaker> e.g. ctrl+drag a signal?
21:09:13  <PublicServer> <sparr> yes
21:09:14  <Razaekel> it's ridiculous how many things in the game change depend on whether ctrl is held or not
21:09:24  <planetmaker> or ctrl+build rail?
21:09:36  <PublicServer> <sparr> ctrl to sell rail
21:09:40  <planetmaker> yup
21:09:42  <planetmaker> :-)
21:09:44  *** VictorOfSweden has joined #openttdcoop
21:10:05  <planetmaker> ctrl+<click on station> when making orders?
21:10:18  <PublicServer> <sparr> not sure about that one
21:10:20  <ChoHag> planetmaker: What does that one do?
21:10:26  <PublicServer> <sparr> i know how to copy orders with ctrl+click on a train
21:10:26  <planetmaker> sets full load
21:10:30  <PublicServer> <sparr> well, share orders
21:10:45  <planetmaker> sparr, yeah, very important, too :-) ^
21:10:48  <PublicServer> *** VictorOfSweden joined the game
21:11:03  <Razaekel> dont forget ctrl+bridge tool
21:11:05  <PublicServer> <VictorOfSweden> hi all
21:11:07  <Razaekel> builds last used bridge
21:11:14  <ChoHag> sparr: And do you know why cloning a train *doesn't* set shared orders?
21:11:28  <ChoHag> That seems counterintuitive to me.
21:11:42  <PublicServer> <sparr> huh?
21:11:51  <PublicServer> <sparr> if you ctrl+clone then it clones AND shares
21:11:53  <Razaekel> so that you can use the same train elsewhere without having to completely wipe the orders
21:11:59  <ChoHag> Ah. ctrl.
21:12:02  <ChoHag> Of course.
21:12:02  <ChoHag> :)
21:12:34  <PublicServer> <sparr> added 2 more tracks to the oil pickup at lardtown...  not that we need more traffic right now, but it will handle more trains when we have more trains
21:13:21  <PublicServer> <sparr> if we walk that station to the rigs, it will be a lot busier, and need to be rebuilt from scratch with a better design
21:13:44  <PublicServer> <sparr> the entrance is currently LBR
21:13:44  <PublicServer> <csuke> not neccesarily
21:14:02  <PublicServer> <sparr> with a single shared exit
21:14:18  <PublicServer> <csuke> the line is less that half loaded
21:14:30  <PublicServer> <csuke> if you add a 4th bridge it will cope with plenty more
21:14:39  <PublicServer> <csuke> maybe just need an extra platform or 2
21:14:44  <PublicServer> <sparr> i dont mean the line so much as the station itself
21:15:50  <PublicServer> <csuke> lardtown can get nuked, if you remove the pointless bridges and reverse the direction you can add  upto 3 more tracks
21:16:02  <PublicServer> <sparr> been nuking it little by little :)
21:16:15  <PublicServer> <sparr> no reason to depopulate it completely
21:16:16  *** pryot has joined #openttdcoop
21:16:31  <pryot> !password
21:16:31  <PublicServer> pryot: damsel
21:16:37  <PublicServer> <sparr> do we destroy defunct stations?
21:16:44  <PublicServer> <sparr> Wronningbury, in particular
21:17:10  <PublicServer> *** pryot joined the game
21:18:30  <ChoHag> !password
21:18:30  <PublicServer> ChoHag: damsel
21:18:52  <PublicServer> *** Player joined the game
21:18:52  <Webster> Player, please change your in game nick
21:19:06  <PublicServer> *** Player has changed his/her name to ChoHag
21:19:46  <PublicServer> <sparr> wood trains from fundworth falls annexe are traveling a ridiculously long path to get around the water
21:21:32  <PublicServer> <sparr> i find it funny that our second largest hub is a SLH :)
21:21:45  <PublicServer> <Hirundo> SLH #?
21:21:49  <PublicServer> <sparr> 11
21:22:44  <Razaekel> !password
21:22:44  <PublicServer> Razaekel: damsel
21:22:54  <PublicServer> *** Razaekel joined the game
21:23:04  <PublicServer> *** pryot has left the game (leaving)
21:24:01  <PublicServer> *** ChoHag has left the game (connection lost)
21:24:44  <ChoHag> I should never have upgraded to squeeze.
21:24:48  <ChoHag> X has been buggered ever since.
21:25:36  <PublicServer> <sparr> nice station reversal csuke
21:25:39  <PublicServer> <sparr> or whomever
21:25:52  <PublicServer> <csuke> :)
21:26:05  <PublicServer> <csuke> all dont without closing it down
21:26:15  <PublicServer> <csuke> now london underground could learn a thing or 2 from me ;)
21:27:37  <PublicServer> <csuke> someone wanna add a 4th bridge?
21:27:56  *** PeterT has joined #openttdcoop
21:27:56  <PublicServer> <sparr> i would, but i always signal them wrong
21:28:09  <Chris_Booth> !password
21:28:09  <PublicServer> Chris_Booth: damsel
21:28:12  <PublicServer> <csuke> just add one more and do it LLRR
21:28:35  <PublicServer> *** Chris Booth joined the game
21:28:44  <PublicServer> <csuke> hey Chris
21:28:58  <PublicServer> <Chris Booth> hi
21:29:05  <PublicServer> <Chris Booth> why purple?
21:29:09  <PublicServer> <csuke> yeah :S
21:29:12  <PublicServer> <Chris Booth> and WTF @ SLH 13
21:29:49  <PublicServer> <csuke> OMG
21:29:53  <PublicServer> <Razaekel> why the fuck is there an X at SLH13?
21:29:58  <PublicServer> <sparr> SLH13 gets a lot of WTF :)
21:30:00  <PublicServer> <Hirundo> working on it
21:30:06  <PublicServer> *** planetm4ker joined the game
21:30:08  <PublicServer> <planetm4ker> 'lo
21:30:13  <PublicServer> <csuke> hey pm
21:30:15  <PublicServer> <Hirundo> maintaining flow while reworking the entire thing is a pain
21:30:31  <PublicServer> <planetm4ker> hehe @ Hirundo
21:30:36  <PublicServer> <planetm4ker> that's an art!
21:30:48  <PublicServer> <sparr> SLH13 started out with spurs reaching all the way through MSH03b and into BBH11
21:30:51  <PublicServer> <sparr> more power to Hirundo!
21:30:55  <PublicServer> <Hirundo> and without knowing what is temp and what isn't, I can imagine the WTF :)
21:31:06  <planetmaker> ok... more power
21:31:08  <PublicServer> <Chris Booth> why are there 3 right tracks from BBH 12 to  BBH 11
21:31:09  <planetmaker> @voice Hirundo
21:31:09  *** Webster sets mode: +v Hirundo
21:31:14  <PublicServer> <Chris Booth> but only 1 right lane?
21:31:17  <planetmaker> :-D
21:32:10  <Chris_Booth> planetmaker: why give Hirundo voice?
21:32:19  <PublicServer> <sparr> chris, can you restate that question?
21:32:20  <PublicServer> <planetm4ker> someone called for more power for him ;-)
21:32:37  <PublicServer> <sparr> bbh12 and bbh11 arent close
21:32:42  <PublicServer> <Chris Booth> sparr: what question?
21:32:45  *** Barter1 has joined #openttdcoop
21:32:52  <PublicServer> <Chris Booth> BBH 10 and 11 sorry
21:33:24  <PublicServer> <sparr> you don't like LRRR?
21:33:52  <PublicServer> <Chris Booth> LRRR will never work
21:34:09  <PublicServer> <csuke> agreed
21:34:14  <PublicServer> <Chris Booth> if the same trains use the track for return journies
21:34:17  <PublicServer> <planetm4ker> where?
21:34:18  <PublicServer> <sparr> the junctions feeding the RRR need a lot of work to avoid jams
21:34:29  <PublicServer> <sparr> the L is very smooth
21:34:48  <PublicServer> <sparr> but the R does have more traffic than the L.  not 3x as much, but more
21:34:55  <PublicServer> <Chris Booth> then fix them trather than just adding more lanes in
21:35:10  <PublicServer> <planetm4ker> where?
21:35:16  <PublicServer> <sparr> west of BBH11
21:35:21  <PublicServer> <planetm4ker> ty
21:36:01  <PublicServer> <sparr> i THINK that pm fixed the problems when he modified the signals in BBH14
21:36:03  <PublicServer> <planetm4ker> BBH11? Is fine, isn't it?
21:36:07  <PublicServer> <sparr> it hasn't come close to a jam since then
21:36:24  <PublicServer> <csuke> not with LRRR coming in on 1 side?
21:36:31  <PublicServer> <sparr> BBH11 is fine, but many people don't like the LRRR
21:36:34  <PublicServer> <planetm4ker> but L_RRR is overdoing it.
21:36:42  <PublicServer> <Chris Booth> 3 lines one way and 1 return is just stupid
21:36:45  <PublicServer> <planetm4ker> it's empty tracks...
21:36:56  <PublicServer> <sparr> it's not a balanced line
21:37:00  <PublicServer> <sparr> there is more traffic one way than the other
21:37:01  <PublicServer> <Chris Booth> this is why this type of game should be confined to pro zone only
21:37:02  <PublicServer> <csuke> the problem is that people have bypassed 10 when sending extra lines from 14
21:37:18  <PublicServer> <Chris Booth> these idiot cant work out what to build and where
21:37:35  <PublicServer> <planetm4ker> psst. No swearing, please
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21:37:52  <PublicServer> <csuke> is that swearing?
21:37:53  <PublicServer> <sparr> i dont know why the RRR has more traffic than the L
21:37:56  <PublicServer> <sparr> but it does
21:38:08  <PublicServer> <planetm4ker> it's not nice to call other people idiots, is it?
21:38:17  <PublicServer> <Chris Booth> no it isnt
21:38:23  <PublicServer> <Chris Booth> but it isnt swearing
21:38:35  <PublicServer> <planetm4ker> whatever
21:38:47  <PublicServer> <sparr> i would like to point out that with the amount of TF we have done for bridges on that line, we could have just built a land bridge
21:39:11  <PublicServer> <planetm4ker> it would
21:39:16  <PublicServer> <csuke> omg @ iron ore ships
21:39:21  <PublicServer> <planetm4ker> but in a successive way... it doesn't show too much ;-)
21:40:01  <Puk> !password
21:40:01  <PublicServer> Puk: mashes
21:40:08  <PublicServer> <planetm4ker> what's wrong with them, csuke?
21:40:09  <PublicServer> *** Puk joined the game
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21:40:15  <PublicServer> <sparr> train stopped at !!!! for no reason?
21:40:19  <PublicServer> <Puk> OMG
21:40:34  <PublicServer> <Puk> YOU TOUCHED THE STAR
21:40:44  <PublicServer> <Chris Booth> it had to go
21:40:50  <PublicServer> <planetm4ker> indeed
21:40:52  <PublicServer> <Puk> It was beautiful :(
21:40:57  <PublicServer> <Puk> Nature is unfair
21:41:11  <PublicServer> <planetm4ker> yes, but it wasn't following right lane driving rules
21:41:32  <PublicServer> <Puk> Anyway, that was a sideline :p
21:41:34  <PublicServer> <planetm4ker> and given the place, I can imagine that re-building needed some breathing space
21:41:50  <PublicServer> <Puk> A small small one, a quiet place for beauty and love
21:42:04  <PublicServer> <sparr> at one point trains were coming through SLH13 because it was the shortest path from MSH03b to BBH11
21:42:06  <PublicServer> <planetm4ker> squeezed between a MSH an a BBH?
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21:42:27  <PublicServer> <Puk> Yes ! There was butterflies, unicorns and elves
21:42:28  <PublicServer> <csuke> doesn't building ships defeat the object of making a good network? i can sort of understand for oil rigs in the middle of no-where but that iron ore mine would be so simple to hook up to the network
21:42:35  <PublicServer> <planetm4ker> sparr: how can that be? a SL never connects to two ML...!
21:42:45  <PublicServer> <sparr> it's only one ML
21:42:54  <PublicServer> <planetm4ker> csuke: well... in principle yes. But I can understand those ore ships
21:43:07  <PublicServer> <sparr> but the ML does weird coastal wiggling, while the SLH connected to two parts of it
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21:43:19  <PublicServer> <csuke> but the SL should not loop
21:43:32  <PublicServer> <planetm4ker> indeed. A SL may never offer a loop
21:43:42  <PublicServer> <sparr> imagine a ML shaped like an upside-down U, and a SLH shaped like a T.  if you connect the arms of the T to the sides of the U, trains will go across the T instead of the U
21:43:45  <PublicServer> <planetm4ker> (only through stations)
21:43:51  <PublicServer> <csuke> and trains will *never go through stations on sidelines if there is an ML connection (*hardly)
21:44:07  <Osai> hey guys
21:44:14  <PublicServer> <planetm4ker> sparr: no. There's no connection except through stations
21:44:15  <PublicServer> <csuke> sup Osai
21:44:18  <PublicServer> <Puk> hi
21:44:19  <PublicServer> <planetm4ker> Hello Osai!
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21:44:37  <PublicServer> <Puk> This is simple murder. I won't recover from that :o
21:44:38  <PublicServer> <csuke> i /hope there is no connection than thru stations
21:45:34  <PublicServer> <sparr> massive yes, but not as massive as the big ML path
21:45:44  <PublicServer> <sparr> and penalties are moot if the ML is jammed
21:45:53  <KenjiE20> eek, lights flicking, net router lost power once
21:46:23  <PublicServer> <csuke> not if the signalling is correct
21:46:32  <PublicServer> <sparr> when the ML jams, trains will take the SL no matter what
21:46:42  <PublicServer> <planetm4ker> sparr: they won't
21:46:49  <PublicServer> <planetm4ker> unless something is built wrong
21:47:13  <PublicServer> <planetm4ker> which *could* be the network layout. But then that needs fixing
21:47:20  <PublicServer> <sparr> what i drew here is similar to what SLH13 had
21:47:27  <PublicServer> <sparr> trains were leaving the ML to turn around at the SL station
21:47:28  <PublicServer> <csuke> can i get 2 extra train spaces for a theory test please?
21:47:43  <PublicServer> <sparr> you could sell those worthless oil trains
21:47:44  <PublicServer> <csuke> actually, nm
21:47:51  <PublicServer> <sparr> at Wronningbury East
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21:48:18  <PublicServer> <planetm4ker> let's see how BBH10 ... BBH11 works with L_RR
21:48:47  <PublicServer> <csuke> sparr: chunbourne cross exchange
21:49:01  <PublicServer> <csuke> tell me when u there
21:49:19  <PublicServer> <Puk> Those hubs look like monsters now :p
21:49:20  <PublicServer> <sparr> yes
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21:49:54  <PublicServer> <sparr> im thre
21:49:56  <PublicServer> <sparr> there
21:49:57  <PublicServer> <planetm4ker> what's the purpose of that
21:50:03  <PublicServer> <csuke> proving a point
21:50:17  <PublicServer> <csuke> to show that trains wont choose station path
21:50:27  <PublicServer> <csuke> if other route is blocked
21:50:42  <PublicServer> <csuke> that is because u reversed the signal
21:50:49  <PublicServer> <sparr> how else to fake a jam?
21:50:49  <PublicServer> <csuke> that = no path
21:50:53  <PublicServer> <csuke> stop a train?
21:51:02  <PublicServer> <planetm4ker> reversing a signal is the wrong way to show ;-)
21:51:11  <PublicServer> <sparr> like that?
21:51:29  <PublicServer> <csuke> humbug
21:51:44  <PublicServer> <csuke> that should not happen
21:51:47  <PublicServer> <sparr> why?
21:51:49  <PublicServer> <sparr> there's a penalty
21:51:56  <PublicServer> <sparr> but a train will ALWAYS take a green signal at a split if there is one
21:52:12  <PublicServer> <planetm4ker> sparr: it won't
21:52:14  <PublicServer> <sparr> according to the docs ive read
21:52:29  <PublicServer> <planetm4ker> if the detour is long enough it won't
21:52:31  <PublicServer> <sparr> if a train hits a red/green split, it takes the green if it offers any path at all
21:52:35  <PublicServer> <planetm4ker> an a SL is longer than 5 tiles
21:52:44  <PublicServer> <sparr> ok, well, in this case we are talking about a *shorter* detour that had a station penalty
21:52:56  <deghosty> only if it's one way?
21:53:04  <PublicServer> <planetm4ker> and add a station there, trains don't take it
21:53:06  <deghosty> i thugh two way signal makes the train look ahead
21:53:16  <PublicServer> <csuke> perhaps in more recent revisions they have lowered the station penalty :S
21:53:47  <PublicServer> <planetm4ker> reverse PBS is stronger
21:54:06  <PublicServer> <csuke> 2 way signals = taking the green
21:54:21  <PublicServer> <Puk> We shouldn't use PBS as some poeple have computer issues
21:54:22  <PublicServer> <csuke> 1 way = letting PF choose
21:54:27  <PublicServer> <sparr> and in this case the detour is longer by a few tiles...  the detour we started talking about was shorter
21:54:36  <PublicServer> <planetm4ker> hey, who built two-way signals there? That's cheating and not standard!
21:54:47  <PublicServer> <sparr> where?
21:54:53  <PublicServer> <planetm4ker> red two-way will never be waited before. But we only use one-way!
21:54:58  <PublicServer> <csuke> to show that trains always take the green with 2=way
21:55:06  <PublicServer> <planetm4ker> ok
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21:55:19  <PublicServer> <sparr> anyway, the point remains, they were taking a station detour
21:55:23  <PublicServer> <sparr> i can't say why, but they were
21:55:43  <PublicServer> <Puk> Pm why using PBS instead of presignal at the merge on bbh04 ?
21:55:51  <PublicServer> <sparr> but now msh03b and BBH11 have come together to kill SLH13 :)
21:56:20  <PublicServer> <csuke> 3 tile stations and the trains behave properly
21:56:23  <PublicServer> <planetm4ker> at half merger?
21:56:28  <PublicServer> <Puk> just after
21:56:44  <PublicServer> <planetm4ker> better? :-)
21:56:45  <PublicServer> <Puk> If it's using computer ressources, presignals might better ?
21:56:59  <PublicServer> <planetm4ker> was an old remanent
21:57:05  <PublicServer> <planetm4ker> usual one does the job
21:57:07  <PublicServer> <csuke> if we're back on resources then the ships need to go :P
21:57:15  <PublicServer> <planetm4ker> pre-signal would be faulty
21:57:31  <PublicServer> <Puk> *why ?
21:57:37  <PublicServer> <planetm4ker> well... no need
21:57:51  <PublicServer> <planetm4ker> the entry signals are two-way. And the train choses the green one
21:58:01  <PublicServer> <csuke> pre-sigs dont affect the path a train takes, only delays it to allow it to make a better one
21:58:12  <PublicServer> <planetm4ker> one could change the entry into combo and place an entry where the PBS was
21:59:14  <PublicServer> <planetm4ker> hm... maybe it would be better :-)
21:59:28  <PublicServer> <planetm4ker> but probably it wouldn't help.
21:59:58  <PublicServer> <Puk> You didn't that cause you didn't have the space :)
22:00:06  <PublicServer> <Puk> Just got it sorry -_-
22:00:24  <PublicServer> <Puk> there would be a slow
22:00:40  <PublicServer> <planetm4ker> the waiting space? Yes...
22:01:40  <PublicServer> <csuke> alright people im off to bed
22:01:49  <PublicServer> <csuke> too early start in morn :(
22:01:59  <PublicServer> *** sparr has left the game (leaving)
22:02:06  <PublicServer> *** csuke has left the game (leaving)
22:02:06  <PublicServer> <Puk> good night :)
22:02:12  <PublicServer> <planetm4ker> g'night
22:03:39  *** csuke has quit IRC
22:04:08  <PublicServer> *** Puk has left the game (connection lost)
22:04:52  <PublicServer> <Hirundo> SLH13 is done at last
22:05:04  <PublicServer> <Chris Booth> i am working on MHS 04
22:09:23  <Intexon> !password
22:09:23  <PublicServer> Intexon: banked
22:09:30  <PublicServer> *** Intexon joined the game
22:12:12  <PublicServer> <planetm4ker> whoever built the shortcut from SLH08 to BBH11: Watch your curve length! You just build CL=1 on the ML!
22:12:32  <PublicServer> *** Intexon has left the game (leaving)
22:12:37  <PublicServer> <Hirundo> sorry, was me
22:12:51  <PublicServer> <Hirundo> guess I need some sleep :P
22:13:03  <sparrL> i wonder what a map with TL=1 would look like
22:13:03  <PublicServer> <planetm4ker> sounds tempting...
22:13:09  <sparrL> insanely dense hubs
22:13:15  <PublicServer> <planetm4ker> sparr: search the archive...
22:13:35  <PublicServer> <planetm4ker> at least 2-tile trains have been done. And maybe once also 1-tile
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22:16:01  <PublicServer> <planetm4ker> he... desync, Hirundo;-)
22:17:29  <deghosty> with tl1
22:17:38  <deghosty> u need to cover the map with tracks lol
22:18:44  <sparrL> well, it could be a very small map :)
22:18:49  <sparrL> or have very few industries
22:20:51  <Puk> 14 tiles trains :p*
22:21:02  <Puk> !password
22:21:02  <PublicServer> Puk: senate
22:21:09  <PublicServer> *** Puk joined the game
22:23:23  <sparrL> huge TL would make for a very different game
22:23:44  <sparrL> enforcing CL 12 would make for some big hubs
22:24:12  <deghosty> there is a tl 20 game in archive
22:24:18  <deghosty> but there was only 2 station
22:24:19  <PublicServer> *** sparr joined the game
22:24:45  <Puk> Fast trains ? :)
22:25:03  <PublicServer> *** planetm4ker has left the game (leaving)
22:27:27  <planetmaker> sparrL: TL12 or 16... that's indeed a challange for 4-way BBHs... even CL5 makes things pretty big.
22:27:34  <planetmaker> not to speak of CL8 or so
22:27:41  <PublicServer> <Puk> cl ?
22:27:47  <PublicServer> <sparr> small jam on south side of BBH11 where N->W merges
22:27:57  <PublicServer> <sparr> N->W doesn't have access to the second Wbound rail
22:28:17  <PublicServer> <VictorOfSweden> cl = curve length, right?
22:28:22  <PublicServer> <Puk> oh yes ok
22:29:03  <planetmaker> CL = curve length, yes
22:29:19  <yashkir> !password
22:29:19  <PublicServer> yashkir: senate
22:29:35  <PublicServer> <VictorOfSweden> there's the answer for you, Puk
22:29:41  <PublicServer> *** Yashkir joined the game
22:29:48  <PublicServer> <Chris Booth> ok MHS 04 now finished
22:29:52  <PublicServer> <sparr> i am too slow :(
22:29:57  <PublicServer> <Chris Booth> now onto SLH 11
22:31:15  <PublicServer> <Hirundo> the L at the LRRR is really starting to jam
22:31:23  <PublicServer> <Puk> where ?
22:31:32  <PublicServer> <Hirundo> BBH11
22:31:46  <planetmaker> Hirundo: I disabled the line adjacent to the L. You can change direction
22:31:53  <PublicServer> <sparr> will be less silly when it is LLRRR
22:31:59  <planetmaker> it will just integration at BBH10(?) 11?
22:32:02  <PublicServer> <Puk> I need something to do :o
22:32:18  <planetmaker> the one with the ore mine. After the bridges
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22:32:58  <PublicServer> <sparr> is there a fast way to change direction or do you have to do every signal individually?
22:33:11  <PublicServer> <Puk> yes
22:33:21  <PublicServer> <Puk> destroy every signals
22:33:24  <PublicServer> <Hirundo> remove all signals with ctrl, then resignal
22:33:27  <PublicServer> <Puk> then, place them the other way :)
22:33:32  <PublicServer> <sparr> how do you remove all signals with ctrl?
22:33:47  <PublicServer> <Hirundo> ctrl-drag
22:33:48  <planetmaker> ctrl+drag?
22:34:03  <planetmaker> but it doesn't work over splits, e.g. bridges or so
22:35:03  <PublicServer> <Hirundo> I will do BBH11
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22:36:01  <PublicServer> <Chris Booth> ok MSH 04 and SLH 11 are now LL_RR
22:36:33  <PublicServer> <Puk> I'm working on bbh10
22:36:46  <PublicServer> <Puk> to
22:37:02  <PublicServer> <Puk> To LL from bbh10 to <6bbh11
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22:37:48  <PublicServer> <sparr> BBH10 to BBH14 is almost LL
22:37:52  <PublicServer> <sparr> the bridges are set up for it
22:38:22  <PublicServer> <sparr> if we are bringing LL into BBH10 from the northeast, it should be expanded to continue through to BBH14
22:38:26  <PublicServer> <sparr> silly to go 2->1->2
22:39:51  <PublicServer> <sparr> there are not enough bridges for 3 on every track
22:39:54  <PublicServer> <sparr> we need more bridges or shorter bridges
22:40:08  <PublicServer> <sparr> i would vote for shorter...
22:40:16  <PublicServer> <Puk> don't start building with me
22:40:20  <PublicServer> <Puk> you're confusing me -_-
22:40:29  <PublicServer> <sparr> one more doesn't cut it, we need 3 more if we are adding more
22:40:40  <planetmaker> I *think* at that point two suffice, given their length
22:41:40  <PublicServer> <sparr> the weird inconsistent bridge split/merge coming into BBH14 is going to be a problem
22:41:50  <PublicServer> <sparr> also, what was the point of all those bridges if someone was going to TF solid land? :(
22:42:22  <PublicServer> <Hirundo> 2nd line is ready to be joined at BBH11
22:46:06  <PublicServer> <sparr> chris, you built a prio into your mixer?
22:46:08  <PublicServer> *** Chris Booth has left the game (connection lost)
22:46:22  <Chris_Booth> yeah sparr to prevent jams on the outer lines
22:46:28  <PublicServer> <sparr> k
22:46:45  <Chris_Booth> !password
22:46:45  <PublicServer> Chris_Booth: faring
22:47:03  <PublicServer> *** Chris Booth joined the game
22:50:23  <PublicServer> <sparr> whoever is working on BBH10, are you seriously going to still merge down to 1 track for a single tile?
22:50:34  <PublicServer> <Chris Booth> no
22:50:37  <PublicServer> <sparr> *phew*
22:50:38  <PublicServer> <Puk> no
22:50:53  <PublicServer> *** Chris Booth has left the game (connection lost)
22:51:07  <Chris_Booth> !password
22:51:07  <PublicServer> Chris_Booth: faring
22:51:20  <PublicServer> *** Chris Booth joined the game
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22:53:40  <PublicServer> <Puk> i linked chris
22:53:57  <PublicServer> <Chris Booth> linked what?
22:54:07  <PublicServer> <Puk> the old ML on bbh10
22:54:11  <PublicServer> <Puk> can be the new one
22:54:58  <PublicServer> <sparr> chris, did you stop traffic with a backwards signal?
22:55:43  <PublicServer> <Chris Booth> no
22:56:18  <PublicServer> <Puk> it's gonna jam
22:56:21  <PublicServer> <sparr> ok, im fixing it then
22:56:30  <PublicServer> <sparr> traffic coming to you from BBH11 now
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22:56:40  <PublicServer> <Puk> no it's not i'm stupid
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22:57:05  <PublicServer> <Chris Booth> whats going to jam Puk?
22:57:14  <PublicServer> <Puk> no I said something stupid
22:57:20  <PublicServer> <Puk> The crossing can't cause jamming
22:57:36  <PublicServer> <Chris Booth> you talking about my bridge tunnel thingy
22:57:37  <PublicServer> <Puk> It might but it would not be its direct cause
22:57:48  <PublicServer> <Chris Booth> yeah
22:57:49  <PublicServer> <Puk> but that was stupid
22:57:53  <PublicServer> <sparr> LRRR is carrying traffic as LLRR now
22:57:56  <PublicServer> <Chris Booth> it will be fine
22:57:57  <PublicServer> <sparr> everyone should be happy :)
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22:59:58  <PublicServer> <Hirundo> who's working on BBH11 now?
23:00:06  <PublicServer> <Chris Booth> me
23:00:18  <PublicServer> <sparr> what was wrong with it?
23:00:29  <PublicServer> <Chris Booth> had a bad mixer in it
23:00:49  <PublicServer> <sparr> if you put two tunnels back to back, will PBS let one train into each of them?
23:00:58  <PublicServer> <Hirundo> Does it take such tunnels to fix that?
23:01:39  <PublicServer> <Chris Booth> you were mixing the 2 ML lines over each other
23:01:43  <PublicServer> <Chris Booth> you cdont do that ever
23:01:44  <PublicServer> <Puk> bbh14 is stil slow
23:01:57  <PublicServer> <Puk> doesn't merge properlyu
23:02:16  <PublicServer> <Puk> gonna fix it :)
23:03:41  <PublicServer> <Chris Booth> PBS doesnt sove all probles ppl
23:04:17  <PublicServer> <Puk> I don't like pbs :)
23:04:39  <deghosty> pbs is like magic
23:04:42  <deghosty> and no
23:04:59  <Puk> Not as powerful as you might first think
23:05:09  <PublicServer> <sparr> can fix anything with 15-length tunnels :)
23:06:13  <PublicServer> <sparr> it's a barely used line
23:06:19  <PublicServer> <sparr> i think we can live with one less :)
23:07:14  <PublicServer> <Hirundo> if it's barely used, fix your balancing
23:07:33  <PublicServer> <sparr> MSH03b / SLH13
23:07:37  <PublicServer> <sparr> not touching that with a ten foot pole
23:08:04  <PublicServer> <Chris Booth> what the hell is going on at BBH 04
23:08:14  <PublicServer> <sparr> where?
23:08:36  <PublicServer> <Chris Booth> the 3 busiest lines are pushed into one
23:08:41  <PublicServer> <Chris Booth> and one is left empty
23:08:41  <PublicServer> <sparr> where?
23:08:46  <PublicServer> <Puk> i know
23:08:53  <PublicServer> <Puk> under your signs
23:09:17  <PublicServer> <sparr> which one is left empty?
23:09:22  <deghosty> !password
23:09:22  <PublicServer> deghosty: sparer
23:09:46  <PublicServer> *** De_Ghost joined the game
23:09:50  <PublicServer> <sparr> whoever just diverted that track...
23:09:53  <PublicServer> <sparr> I did that yesterday
23:09:54  <PublicServer> <sparr> and someone undid it
23:10:12  <PublicServer> <sparr> also, CL!
23:11:00  <PublicServer> <sparr> extending that to LLLRR?
23:11:30  <PublicServer> <Chris Booth> no
23:11:48  <PublicServer> <sparr> it's already LLRR, what are you adding at those bridges?
23:12:02  <PublicServer> <De_Ghost> 4 + 14 bbh should be  merged and designed as 1
23:12:15  <PublicServer> <sparr> you get right on that :-p
23:12:50  <PublicServer> <Puk> i think those two lines are better together
23:13:21  <PublicServer> <sparr> are you just building a smarter merge?
23:13:27  <PublicServer> <Chris Booth> yes
23:13:29  <PublicServer> *** Hirundo has left the game (leaving)
23:13:35  <Hirundo> goodnight
23:13:37  <PublicServer> <Puk> omg
23:13:52  <PublicServer> <Puk> that was fine like that you know
23:14:15  <PublicServer> <sparr> how far are we going to stretch 6 lines away from the BBH before merging them before we decide we should TF a little bit of flat land closer to the BBH?
23:15:08  <PublicServer> <sparr> BBH04 is over 60 tiles wide now
23:15:23  <PublicServer> <Chris Booth> not realy
23:15:30  <PublicServer> <Puk> bbh04 has most of the traffic coming thourgh it
23:15:31  <PublicServer> <Chris Booth> just has an extended lane
23:15:40  <PublicServer> <Chris Booth> to make sure the merge is good
23:15:57  <PublicServer> <sparr> ok, if youre done, time to fix CL stuff
23:17:01  <PublicServer> <sparr> you erased my signs too soon...  that lane still needs to connect to southbound more
23:17:06  <PublicServer> *** Chris Booth has left the game (connection lost)
23:17:10  <PublicServer> <sparr> it currently only goes to one southbound lane
23:17:36  <Chris_Booth> !password
23:17:36  <PublicServer> Chris_Booth: forked
23:17:46  <Chris_Booth> what signs?
23:17:48  <PublicServer> *** Chris Booth joined the game
23:17:52  <PublicServer> <Puk> what southband ?
23:18:10  <PublicServer> <Chris Booth> what you on about?
23:18:54  <PublicServer> <Chris Booth> thats westbound
23:19:03  <PublicServer> <sparr> N->S through BBH04 is a 3->2 merge, but one of the 3 only goes to one of the 2
23:19:45  <PublicServer> <Chris Booth> that isnt realy a major problem
23:20:01  <PublicServer> <Chris Booth> and its who ever expanded the hubs problem not mine
23:20:08  <PublicServer> <sparr> i did
23:20:13  <PublicServer> <sparr> hence the signs
23:20:23  <PublicServer> <Chris Booth> then you should fix it
23:20:28  <PublicServer> <sparr> i COULD fix it, but it would take 15-20 minutes and jam the whole map
23:20:37  <PublicServer> <sparr> im not fast enough to do work in the middle of a busy BBH yet
23:20:51  <PublicServer> <Puk> no need to be real fast
23:21:00  <PublicServer> <Chris Booth> does it jam ATM sparr?
23:21:03  <PublicServer> <Puk> so show me what you wanna do with signs
23:21:06  <PublicServer> <Puk> I'll help you
23:21:07  <PublicServer> <sparr> a little
23:21:12  <PublicServer> <Chris Booth> not realy
23:21:15  <PublicServer> <Chris Booth> its fine
23:21:20  <PublicServer> <sparr> it was jammed the moment you asked :)
23:21:40  <PublicServer> <Chris Booth> thats probably due to my work in the west
23:21:54  <PublicServer> <sparr> sometimes (X) jams while (Y) is empty
23:22:10  <PublicServer> <Puk> nothing bad
23:22:42  <PublicServer> <sparr> i agree with whoever said that BBH14 and BBH04 should probably be merged
23:23:01  <PublicServer> <sparr> treat it as one big X instead of two Ts
23:23:20  <PublicServer> <Puk> You wanna do that ?
23:23:21  <PublicServer> <sparr> but that's way way outside my skillset to implement
23:23:24  <PublicServer> <Puk> It seems exciting ^^
23:24:10  <PublicServer> <Puk> we can do it
23:24:15  <PublicServer> <Puk> We just have to build a plan
23:24:18  <PublicServer> <sparr> no way, not even gonna try
23:24:24  <PublicServer> <Puk> COME ON
23:24:27  <PublicServer> <Puk> don't be such a pussy
23:24:39  <PublicServer> <Puk> Meet me at feburg woods
23:24:48  <PublicServer> <sparr> chris, extending the merge even farther?
23:25:42  <PublicServer> <Puk> sparr  meet me at feburg woods :p
23:25:45  <PublicServer> <sparr> no
23:26:02  <PublicServer> <Puk> chi
23:26:05  <PublicServer> <Puk> cken :p
23:26:06  <PublicServer> <sparr> im not going to be responsible for breaking the biggest BBH on the map
23:26:21  <PublicServer> *** VictorOfSweden has left the game (connection lost)
23:26:25  <PublicServer> <Puk> just help me design something
23:26:34  <PublicServer> <Puk> we'll talk about that with others then
23:26:41  <PublicServer> <Chris Booth> if it involes BBH 04 and 14
23:26:50  <PublicServer> <Chris Booth> i am going to stop you from doing it now
23:26:53  <PublicServer> <sparr> design is easy.  fill in the lake, put a nice big "ideal" LL_RR X-hub there
23:27:03  <PublicServer> <sparr> what chris said
23:27:13  <PublicServer> <Puk> Won't do it
23:27:20  <PublicServer> <Puk> Just try to plan something and propose it
23:27:31  <PublicServer> <sparr> that's my plan.  guaranteed to be rejected :)
23:27:52  <PublicServer> <Puk> well, that was a fun idea
23:28:32  <PublicServer> <sparr> the entire assembly of BBH14 + BBH04 is just a LL_RR X-hub.  it would be far simpler and more efficient done that way, but I would have to shut the map down for an hour to do it
23:28:43  <PublicServer> <sparr> others could probably do it faster AND better
23:28:55  <Puk> you don't need to shut down the map
23:28:59  <Puk> just bypass
23:29:12  <PublicServer> *** sparr has left the game (connection lost)
23:29:37  <sparrL> !password
23:29:37  <PublicServer> sparrL: forked
23:29:47  <PublicServer> *** sparr joined the game
23:30:22  <PublicServer> <Puk> there is not much to do here...
23:30:41  <PublicServer> *** Chris Booth has left the game (connection lost)
23:30:54  <Chris_Booth> !password
23:30:54  <PublicServer> Chris_Booth: forked
23:31:05  <PublicServer> *** Puk has left the game (leaving)
23:31:12  <PublicServer> *** Chris Booth joined the game
23:31:14  <PublicServer> <sparr> t
23:32:21  <PublicServer> *** Chris Booth has left the game (connection lost)
23:32:29  <PublicServer> <De_Ghost> there isn't that many trains
23:32:35  <PublicServer> <De_Ghost> it's jsut bad merges
23:32:44  <PublicServer> <sparr> yes, lots and lots of bad merges
23:32:50  <Chris_Booth> !password
23:32:50  <PublicServer> Chris_Booth: shears
23:32:53  <PublicServer> <sparr> all over huge organically grown hubs
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23:34:07  <Puk> !tunnel 7 4
23:34:07  <PublicServer> Puk: You need 2 tunnels/bridges for trainlength 7 and gap 4.
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23:35:19  <PublicServer> <Chris Booth> the problem is the fact we multiplex 2 MLs for a very short distance
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23:36:19  <PublicServer> <De_Ghost> this slh is huge
23:36:23  <PublicServer> <sparr> no shit
23:36:24  <PublicServer> <sparr> SLH13
23:36:33  <PublicServer> <Chris Booth> what SLH?
23:36:38  <PublicServer> <De_Ghost> 11
23:36:41  <PublicServer> <sparr> oh, 11
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23:37:01  <PublicServer> <Chris Booth> yeah but it low traffic
23:38:43  <PublicServer> <Chris Booth> De_Ghost: is it you building arround BBH 04 and SLH 11?
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23:39:10  <PublicServer> <De_Ghost> errr trying to fix merge before slh
23:39:11  <PublicServer> <De_Ghost> that's it
23:39:44  <PublicServer> <Chris Booth> that the problem line
23:39:50  <PublicServer> <Chris Booth> at its the unmixed one
23:39:54  <PublicServer> <Chris Booth> i was going to fix it
23:39:59  <PublicServer> <Chris Booth> just forgot
23:40:12  <PublicServer> <De_Ghost> i don't think 2 lines is enough
23:40:21  <PublicServer> <Chris Booth> it is
23:40:22  <PublicServer> <De_Ghost> and slh11 is just a mess all over lol
23:40:38  <PublicServer> <De_Ghost> no the returning trains are queing up too
23:40:55  <PublicServer> <Sietse> can anyone explain why it is stacking here (!stack)?
23:41:25  <PublicServer> <De_Ghost> cuz's it block later down
23:41:35  <PublicServer> <De_Ghost> oh wait
23:41:37  <PublicServer> <De_Ghost> wrong hub
23:41:37  <PublicServer> <Sietse> it isn't
23:41:50  <PublicServer> <sparr> too many trains moving forward at once
23:41:56  <PublicServer> <sparr> they shouldnt be leaving their bridge and then stopping again
23:42:17  <PublicServer> <sparr> that's not the right fix, but it should fix it for now
23:42:24  <PublicServer> <Sietse> true, I am trying to figure out why they stack up
23:43:06  <PublicServer> <sparr> i was about to stop that one :)
23:43:52  <PublicServer> <De_Ghost> there was missing signal down the line
23:44:33  <PublicServer> <Sietse> lol
23:44:42  <PublicServer> <Sietse> too late for me :)
23:44:48  <PublicServer> <Sietse> cheers
23:45:28  <PublicServer> <De_Ghost> yea people got really lazy with auto signal
23:45:42  <PublicServer> <Sietse> was it a large gap?
23:45:45  <PublicServer> <Chris Booth> they did?
23:45:55  <PublicServer> <sparr> there's enough free space in that lake to build the new hub without affecting the old ones
23:46:03  <PublicServer> <sparr> sorely tempted, but someone would get mad at me for filling in a lake
23:46:10  <PublicServer> <De_Ghost> well there was a gap i put 2 mnore lights and it's fine now
23:46:33  <PublicServer> <De_Ghost> i know
23:46:36  <PublicServer> <De_Ghost> we can make a dam!!!
23:46:38  <PublicServer> <De_Ghost> lol
23:46:45  <PublicServer> <De_Ghost> where the coal plant s
23:47:08  <PublicServer> <Sietse> lol
23:47:14  <PublicServer> <Sietse> someone going crazy :)
23:47:36  <PublicServer> <sparr> how do you build sea-level land like that?
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23:47:57  <PublicServer> <Chris Booth> with the canal trick
23:47:57  <PublicServer> <De_Ghost> addd those water thingy
23:47:59  <PublicServer> <sparr> also, i was talking about one lake farther northwest
23:48:03  <PublicServer> <Sietse> waterways
23:48:10  <PublicServer> <sparr> where my square island is
23:48:17  <PublicServer> <Chris Booth> flood
23:48:26  <VictorOfSweden> damn, turns out my isp is doing maintainance work tonight
23:48:40  <PublicServer> <De_Ghost> woot?
23:48:45  <VictorOfSweden> that's why my connection's been so shaky
23:48:50  <PublicServer> <sparr> SO much congestion would be eliminated by combining those two hubs
23:49:02  <PublicServer> <De_Ghost> then do it
23:49:16  <PublicServer> <Chris Booth> why? they are flowing fine now
23:49:25  <PublicServer> <sparr> now, yes.  when we add 500 more trains?
23:49:30  <PublicServer> <Chris Booth> with my extended mixer and balancer
23:49:41  <PublicServer> <Chris Booth> the rest of the network will fail first
23:49:52  <PublicServer> <De_Ghost> it's failing
23:50:05  <PublicServer> <Chris Booth> where?
23:50:22  <PublicServer> <De_Ghost> the truen trip lol
23:50:22  <PublicServer> <sparr> BBH14 southbound is failing on all the bridges.  backing up to BBH10 to BBH11
23:50:33  <VictorOfSweden> guess i'm done playing for tonight
23:50:47  <VictorOfSweden> cya!
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23:51:09  <PublicServer> <Chris Booth> BBH is realy bad
23:52:47  <PublicServer> *** sparr has left the game (leaving)
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23:56:44  <PublicServer> <Chris Booth> use the tree trick people
23:58:58  <PublicServer> <Chris Booth> the out of sync bridges are better than no bridges
23:59:21  <PublicServer> <Sietse> aren't two lines enough there btw?
23:59:59  <PublicServer> <Chris Booth> no

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