Config
Log for #openttdcoop on 28th December 2009:
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00:00:16  *** weaselboy246 has joined #openttdcoop
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00:19:50  <PublicServer> <sparr> bridge penalties are annoying when you have split bridges
00:36:49  <JinGleeBell> split bridges?
00:37:01  <PublicServer> <sparr> multiple bridges to avoid a signal gap
00:37:17  <JinGleeBell> Oh...
00:37:32  <JinGleeBell> I didn't think they were special enough to warrant a name.
00:37:55  <PublicServer> <sparr> well, i think that part of the reason bridges get a pathfinding penalty is because most normal players don't do that
00:38:58  <JinGleeBell> I really should finish my pathfinder model :|
00:44:45  <De_Ghosty> normal?
00:44:46  <De_Ghosty> this
00:44:47  <De_Ghosty> IS
00:44:52  <De_Ghosty> OTTDCOOP
00:45:54  <KenjiE20> One does not simply "SPARTA" into #openttdcoop
00:53:09  <JeromeBlackridge> Wait Sparta is DoWing on TPF tonight?
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01:05:47  <Lillefix> !password
01:05:47  <PublicServer> Lillefix: flakes
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01:10:59  <PublicServer> <sparr> what is the optimal packing for TL3?
01:11:04  <PublicServer> <sparr> 5 tiles between them?
01:11:17  <JinGleeBell> Optimal packing?
01:11:34  <PublicServer> <sparr> the closest that consecutive trains can be together without producing traffic problems
01:11:58  <JinGleeBell> Pah, they spread out over time anyway.
01:12:04  <PublicServer> <sparr> why?
01:12:57  <PublicServer> <sparr> i'm building a train packer
01:13:04  <PublicServer> <sparr> so that SLs can merge more effectively
01:13:04  <JinGleeBell> It's an intrinsic inherant behaviour of the trains.
01:13:31  <PublicServer> <sparr> seems like trains stay the same distance apart as long as nothing hinders them
01:13:35  * JinGleeBell <3 emergant behaviours.
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02:06:16  <PublicServer> <sparr> wood production plummeted again
02:06:18  <PublicServer> <sparr> and rose again
02:06:22  <PublicServer> <sparr> around 2278-2280
02:08:23  <PublicServer> <sparr> I added a train packer to the ML in network 4, on one of two lines
02:08:50  <PublicServer> <sparr> my theory is that a 1-4 day delay in every delivery is LESS impact than the delays caused by inefficient merging in SLHs
02:09:01  <PublicServer> <sparr> a train can wait at a SLH prio for a month+
02:09:14  <PublicServer> <sparr> while 6-8 tile gaps go past
02:17:06  <PublicServer> *** sparr has left the game (leaving)
02:17:06  <PublicServer> *** Game paused (not enough players)
02:17:24  <sparr> anyone around?
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04:35:08  <De_Ghosty> if you need to pack em
04:35:15  <De_Ghosty> it's time to build another line
04:35:17  <De_Ghosty> :o
04:35:39  <De_Ghosty> the last packer i saw was huge
04:35:48  <De_Ghosty> and timing it i think was a fluk
04:36:37  <De_Ghosty> imo
04:36:45  <De_Ghosty> i think you should never run a line past 80%
04:36:54  <De_Ghosty> sometimes there is flux of trains :o
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07:00:25  <sparr> De_Ghosty: oh, the packer isn't necessary
07:00:30  <sparr> the network is under-loaded
07:00:35  <sparr> i just felt like building one :)
07:00:53  <sparr> the packer on wood drop 03 might be needed...
07:00:56  <sparr> but the one i built, no
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07:14:50  <leila> !players
07:14:52  <PublicServer> leila: Client 178 is Grayson, a spectator
07:18:47  <sparr> also...  a packer makes the line more efficient even when it's not fully loaded
07:19:16  <sparr> or, it can
07:19:25  <sparr> whether it does overall is something id love to come up with a good way to test
07:20:20  <leila> @packer
07:20:25  <sparr> my theory is that it is less time-wasting to delay every train on the ML by a small number of days than it is to leave the ML unpacked and incur much longer delays on SLH prios
07:21:13  <leila> I am guessing that packer thing is a very new construction ?
07:21:20  <sparr> apparently it's been done before
07:21:23  <sparr> today is the first i saw one
07:21:37  <sparr> basically you take incoming trains and split them onto parallel tracks
07:21:53  <sparr> then release them in such a fashion that they merge into an optimally dense full-speed line
07:22:01  <sparr> with minimal gaps between trains
07:22:17  <leila> Sounds rather hard to accomplish
07:22:29  <sparr> easy with enough space :)
07:22:32  <sparr> making it smaller is hard
07:23:08  <leila> but basically you buffer up a bunch of trains
07:23:13  <sparr> side by side
07:23:24  <sparr> -<EEEE
07:23:53  <sparr> then you release them in such a way that when they get to the merge they are the right distance apart
07:24:19  <sparr> the two i've seen so far used same-length parallel tracks, with bridges to slow down some of the trains
07:24:33  <sparr> I am going to try to build one where the buffer is staggered
07:24:47  <sparr> will be longer, but more accurate and easy to build
07:25:19  <sparr> if you want to see one, spectate the current game and look at WOOD DROP 03
07:25:28  <leila> At work atm :)
07:25:37  <sparr> pshaw
07:29:15  <leila> but a horrible inefficient would be one where there is like X parallell tracks that can have the the max tl trains, making them stop, and then release them one at a time, hoping that the acceleration of all trains would be the same.
07:31:19  <sparr> would also be much harder to build
07:31:38  <sparr> releasing them all at requires *relatively* trivial "logic" train construction
07:31:41  <sparr> all at once
07:32:04  <leila> ah logic trains, those make me smile :)
07:32:24  <leila> First time encountered those I went: Aha... that actually looks like a timer ...
07:33:12  <leila> but with a logic train you could just trigger a green light at the right interval I suppose
07:34:56  <leila> Maybe I should get out of my lazy ass, brush up the c++ skills and add "logic signals" to the game ;)
07:39:11  <leila> But. I am realy getting stuck on the "And how is a normal user actually going to understand the workings"
07:40:45  <Grayson> I guess no one had that in mind when they programmed the Street Fighter II move combos. :-P
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07:41:55  <De_Ghosty> logc train would be betterif we can link em without useing tracks
07:42:06  <De_Ghosty> sometimes its hard getting the tracks to the palce
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07:43:55  <leila> Grayson: XD
07:45:05  <sparr> leila: i think programmable signals could be implemented in a way that is no more complicated than the current conditional order interface
07:45:19  <leila> De_Ghosty: the way I thought it would work was with: A logic sign can be "Tagged" wit a name. Another logic signal can then use the simple boolean operators (or, and, xor, not) in combination with the tags.
07:45:40  <sparr> i envision an orders interface for signals, and each signal "knows" how many reds and greens are visible ahead and behind it
07:46:05  <sparr> with just that we could eliminate 99% of the logic trains and tracks currently in use
07:46:25  <sparr> what currently takes a hundred tiles of track and 4 trains could be done with one train and ten tiles of track
07:46:50  <leila> sparr: I am not familier with this "conditional orders interface".
07:46:54  <sparr> so the signal would be a state machine (like trains are now)
07:46:59  <leila> sparr: yes that would nullify the prios
07:47:09  <sparr> leila: heh, i used conditional orders for the first time today, have you not?
07:47:31  <leila> Today was wake-up, groan, shower and go to work :)
07:47:44  <sparr> in the train orders dialog, click the dropdown by GO TO, then "conditional order jump".  basically you have one construct "IF _____ THEN GOTO ORDER #X"
07:48:01  <sparr> and _____ has a half dozen variables and a few comparison operators
07:48:07  <leila> where ____ can be full / empty and such ?
07:48:52  <sparr> IF [age / speed / load / a few other things] [=, !=, <=, <, >, >=] [text field] THEN...
07:49:09  <sparr> full is "load = 100"
07:49:23  <leila> that is pretty neat.
07:49:35  <sparr> yeah, i hadnt used it, was only somewhat aware of it
07:49:36  <leila> That at least means there is an interperter in the code :)
07:49:44  <sparr> needed it today
07:49:54  <sparr> had a loop around 4 train stations to shuttle pax to an airport
07:50:05  <sparr> used conditional orders to make the trains bypass stations when they were full
07:50:09  <sparr> go directly to the airport
07:50:36  <leila> and each trains starts at a different station ?
07:50:45  <sparr> nah
07:50:50  <sparr> they all share the orders
07:50:56  <sparr> PITA to do it otherwise
07:51:10  <sparr> so the first station had to be a bit bigger
07:51:28  <leila> that is true. Was just thinking that it could be possible that the last station was never serviced
07:51:34  <sparr> what I'd love to see is "random" as a conditional variable :)
07:51:52  <sparr> THAT is a patch that I could probably write
07:52:15  <sparr> oh
07:52:18  <sparr> someone already wrote it :(
07:52:23  <leila> XD
07:52:40  <sparr> http://bugs.openttd.org/task/1989
07:53:13  <leila> well it makes it easier.
07:53:19  <sparr> which is a dupe of a previous patch :)
07:53:34  <leila> I think it would be nice to regulate the trains speed as well...
07:55:30  <sparr> heh
07:55:42  <sparr> someone built a "yellow light" with a logic train
07:55:50  <sparr> flashes red, causes a train to proceed at a certain % speed
07:56:20  <leila> well.. that is it basically. Just without the need for the logic train
07:56:46  <sparr> http://www.tt-forums.net/viewtopic.php?t=38317
07:56:47  <Webster> Title: Transport Tycoon Forums • View topic - Patch: More conditonal orders (r15271) (at www.tt-forums.net)
07:56:48  <sparr> ooooh, i want
07:57:04  <sparr> 'Next station accepts' and 'Waiting at next station' as conditions
07:57:21  <sparr> SRNW would be SO much easier to build with that sort of stuff
07:58:39  <leila> indeed
07:59:37  <leila> if (coal transported >= 74%) skip station :)
08:01:06  <sparr> Jump if next station has X platforms free
08:01:49  <sparr> it seems like so many of the things i want to see in openttd are already written
08:01:56  <sparr> just not polished enough to make it into trunk
08:02:52  <leila> tho.. this all might make the game to easy :)
08:04:02  <sparr> meh
08:04:14  <sparr> the game, overall, is easy to the point of being broken
08:04:26  <Razaekel> heh
08:04:50  <sparr> the only challenge to playing the whole game is in friendly multiplayer
08:04:51  <Razaekel> yea, once you hit the teetering point between profitability and brokeness into profitability, you never look back
08:04:56  <sparr> so i prefer to play subsets of the game
08:05:00  <sparr> attacking small bits like puzzles
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08:54:58  <Obli> !password
08:54:58  <PublicServer> Obli: ratted
08:55:35  <Obli> mornin people!
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08:59:19  <Obli> :)
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09:12:10  <leila> Good morning.
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09:48:11  <Xaroth> sparr: TTD, by design, has always been -too easy- for it to be challenging
09:52:02  <Phazorx> password
09:52:06  <Phazorx> !password
09:52:06  <PublicServer> Phazorx: salute
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09:54:54  <Phazorx> !players
09:54:55  <PublicServer> Phazorx: There are currently no clients connected to the server
09:55:01  <Phazorx> err...
09:55:30  <Phazorx> why it fails to sync then
09:57:20  <Zuu> Phazorx: Do you have any static grfs in your openttd.cfg?
09:58:18  <Zuu> Also, the sync is done between your client and the server. The number of clients connected to the server shouldn't matter. Only inconcistencies between your client and the server.
10:01:27  <pugi> Phazorx is just failing :D
10:02:23  <Ammler> hmm, is it still possible to crash when you use problematic statig grfs?
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10:06:16  <persil> !password
10:06:16  <PublicServer> persil: ginned
10:06:24  <Phazorx> Ammler: noidea but there were no changes since yesterday anywhere near openttd
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10:11:27  <Ammler> well, it looks more like connection issues (slow)
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10:13:01  <persil> @logs
10:13:01  <Webster> Logs: http://hyru.ath.cx:60080/~kenji/ottdcoop/
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10:16:27  <Phazorx> !password
10:16:27  <PublicServer> Phazorx: wrests
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10:19:24  <PublicServer> <Phazorx> too bad osai will not see his idea powering this exit
10:22:20  <PublicServer> <Phazorx> damn who broke mlh01
10:22:28  <Phazorx> !unpause
10:22:28  <PublicServer> Phazorx: you must be channel op to use !unpause
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10:23:04  <Phazorx> unpause
10:23:08  <Phazorx> !unpause
10:23:09  <PublicServer> *** Phazorx has unpaused the server. (Use !auto to set it back.)
10:23:10  <PublicServer> *** Phazorx has left the game (connection lost)
10:23:11  <PublicServer> *** Game paused (not enough players)
10:23:28  <Phazorx> !password
10:23:28  <PublicServer> Phazorx: wrests
10:23:37  <PublicServer> *** Phazorx joined the game
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10:23:40  <PublicServer> *** Game paused (not enough players)
10:23:45  <Phazorx> interestic
10:23:49  <Phazorx> now i get desyncs
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10:24:08  <PublicServer> *** Game paused (not enough players)
10:24:18  <Phazorx> can anyone else join?
10:25:20  <Phazorx> !date
10:25:20  <PublicServer> Phazorx: 21 Feb 2281
10:29:00  <pugi> !dl win32
10:29:00  <PublicServer> pugi: http://binaries.openttd.org/nightlies/trunk/r18594/openttd-trunk-r18594-windows-win32.zip
10:29:18  <pugi> !password
10:29:18  <PublicServer> pugi: fonder
10:29:46  <pugi> one moment :D
10:29:53  <Phazorx> k thx
10:30:31  <PublicServer> *** pugi has left the game (connection lost)
10:30:31  <PublicServer> *** Game paused (not enough players)
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10:30:37  <pugi> :O
10:30:47  <pugi> can't sync
10:30:48  <pugi> hmm
10:30:49  <Phazorx> Ammler: out of luck
10:31:00  <Phazorx> it's server not my client it seems
10:31:09  <Phazorx> but we both on win
10:31:25  <PublicServer> *** pugi joined the game
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10:31:27  <PublicServer> *** Game paused (not enough players)
10:31:30  <pugi> hmm
10:31:33  <pugi> i'll stay in
10:31:36  <pugi> until i click :D
10:32:09  <PublicServer> *** pugi joined the game
10:32:10  <Phazorx> i tried to zoom in
10:32:26  <pugi> works as spec
10:32:37  <Phazorx> !unpause
10:32:37  <PublicServer> *** Phazorx has unpaused the server. (Use !auto to set it back.)
10:32:41  <PublicServer> *** pugi has joined company #1
10:32:43  <Phazorx> runs?
10:32:46  <pugi> ah
10:32:47  <pugi> nw
10:32:48  <pugi> now
10:32:50  <pugi> join as spec
10:32:54  <pugi> and then join company
10:32:56  <pugi> worked for me
10:33:06  <Phazorx> !pause
10:33:06  <PublicServer> *** Phazorx has paused the server.
10:33:07  <PublicServer> *** Game paused (not enough players)
10:33:13  <Phazorx> !password
10:33:13  <PublicServer> Phazorx: fonder
10:33:24  <PublicServer> *** Phazorx joined the game
10:33:37  <Phazorx> !unpause
10:33:37  <PublicServer> *** Phazorx has unpaused the server. (Use !auto to set it back.)
10:33:45  <PublicServer> *** Phazorx has left the game (connection lost)
10:33:48  <pugi> hmm
10:33:51  <Phazorx> click and death
10:33:57  <Phazorx> !auto
10:33:57  <PublicServer> *** Phazorx has enabled autopause mode.
10:33:58  <PublicServer> *** Game paused (not enough players)
10:34:00  <pugi> did you join as spec first?
10:34:06  <Phazorx> yes
10:34:08  <pugi> okay
10:34:10  <Phazorx> i was joined as spec
10:34:13  <Phazorx> when i dced
10:34:14  <pugi> then i am out of ideas :D
10:34:15  <pugi> ah
10:34:15  <pugi> okay
10:34:21  <PublicServer> *** pugi has left the game (leaving)
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10:45:52  <floffe> !password
10:45:52  <PublicServer> floffe: verged
10:46:02  <floffe> !grf
10:46:02  <PublicServer> floffe: http://www.openttdcoop.org/wiki/GRF (Version 7.3)
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10:46:29  <cep> !password
10:46:29  <PublicServer> cep: verged
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10:51:20  <Phazorx> !пассворд
10:51:25  <Phazorx> !password
10:51:25  <PublicServer> Phazorx: verged
10:51:34  <PublicServer> *** Phazorx joined the game
10:52:13  <Phazorx> !unpase
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10:52:17  <Phazorx> !unpause
10:52:17  <PublicServer> *** Phazorx has unpaused the server. (Use !auto to set it back.)
10:52:32  <Phazorx> !pause
10:52:32  <PublicServer> *** Phazorx has paused the server.
10:52:34  <Phazorx> !unpause
10:52:34  <PublicServer> *** Phazorx has unpaused the server. (Use !auto to set it back.)
10:52:43  <PublicServer> <Phazorx> interesting
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11:09:19  <floffe> !ip
11:09:24  <floffe> !password
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11:12:37  <Webster> The third coop bot
11:13:06  <PublicServer> *** Player has left the game (connection lost)
11:14:07  <floffe> !password
11:14:07  <PublicServer> floffe: crazes
11:15:00  <PublicServer> *** Player joined the game
11:15:00  <Webster> Player, please change your in game nick
11:18:13  <PublicServer> <Phazorx> player name yourself plz
11:20:04  <PublicServer> *** Player has left the game (leaving)
11:22:23  <PublicServer> *** Hribek joined the game
11:22:24  <PublicServer> *** Hribek has left the game (connection lost)
11:22:43  <Phazorx> desync issues?
11:22:48  <Hribek> Yes.
11:22:51  <Phazorx> same here
11:22:54  <Phazorx> i'll pause
11:22:57  <Phazorx> join as spec
11:22:59  <Phazorx> !pause
11:22:59  <PublicServer> *** Phazorx has paused the server.
11:22:59  <PublicServer> *** Game paused (not enough players)
11:23:03  <Hribek> Ok
11:23:09  <PublicServer> <Phazorx> then switch
11:23:12  <PublicServer> <Phazorx> then i unpau
11:23:26  <PublicServer> *** Hribek joined the game
11:23:49  <PublicServer> <Phazorx> all good so far?
11:23:54  <PublicServer> <Hribek> Seems to be.
11:24:00  <PublicServer> <Phazorx> switch to company?
11:24:32  <PublicServer> *** Hribek has joined company #1
11:24:38  <Phazorx> !unpause
11:24:38  <PublicServer> *** Phazorx has unpaused the server. (Use !auto to set it back.)
11:24:48  <PublicServer> <Phazorx> no idea why
11:24:57  <PublicServer> <Phazorx> but i had desync issues too
11:25:06  <PublicServer> <Hribek> huh.
11:39:26  <sietse> !password
11:39:26  <PublicServer> sietse: pueblo
11:39:36  <PublicServer> *** Sietse joined the game
11:39:37  <PublicServer> <Sietse> hello
11:39:56  <PublicServer> <Hribek> Hello/
11:40:19  <PublicServer> <Hribek> I think I've done the train overflow buffer for 02 pickup
11:40:25  <PublicServer> <Hribek> Want to check it?
11:40:48  <PublicServer> <Phazorx> well you know how can it be checked very easy?
11:40:55  <PublicServer> <Hribek> I know.
11:43:22  <PublicServer> <Phazorx> what is !WTF?
11:45:08  <PublicServer> <Phazorx> it blocks ML
11:45:27  <PublicServer> <Phazorx> i mean your contaption
11:45:52  <PublicServer> <Hribek> Because I'm testing it and it's not working that great.
11:45:57  <PublicServer> <Phazorx> and tbhi dont get the idea
11:46:09  <PublicServer> <Phazorx> i'll check when you say it is done then :)
11:46:12  <PublicServer> <Hribek> That's why I asked
11:46:38  <PublicServer> <Hribek> Ehh, can you give me a hint or so?
11:46:47  <PublicServer> <Phazorx> well check 03 pickup
11:46:56  <PublicServer> <Hribek> The crucial element of this is a depot that doesn't release trains when there are trains incoming
11:46:57  <PublicServer> <Phazorx> if train can not enter station
11:46:59  <PublicServer> <Phazorx> it should depoyt
11:47:16  <PublicServer> <Phazorx> well that can be done with easy prio
11:47:23  <PublicServer> <Hribek> Show me, please.
11:47:28  <PublicServer> <Phazorx> a longer one tho
11:47:45  *** KenjiE20 has joined #openttdcoop
11:47:45  *** ChanServ sets mode: +o KenjiE20
11:49:50  <PublicServer> <Phazorx> too long now
11:50:46  <PublicServer> <Phazorx> but whatever you do it should be much closer to station
11:50:51  <PublicServer> <Phazorx> basicaly like 03 has it
11:50:55  <PublicServer> <Sietse> lacking balance imo
11:51:02  <PublicServer> <Phazorx> one train in queue - rest go to depots
11:51:29  <PublicServer> <Phazorx> i also dont se how this can force trains to depot continuously
11:51:34  <PublicServer> <Sietse> all trains are on the northern most track
11:51:41  <PublicServer> <Phazorx> w/o blocking
11:51:50  <PublicServer> <Phazorx> Sietse: that doesnt really matter
11:51:55  <PublicServer> <Phazorx> but interesting why :)
11:52:12  <PublicServer> <Hribek> I think I know why
11:52:21  <PublicServer> <Sietse> it does, since that line is at 100% capacity at certain times
11:52:25  <PublicServer> <Sietse> BBH01
11:52:26  <PublicServer> <Hribek> because the trains are mostly departing using the southernmost track
11:52:41  <PublicServer> <Phazorx> bbh does no mixing
11:52:41  <PublicServer> <Hribek> Since the switcher was added
11:52:45  <PublicServer> <Phazorx> it is not a hub eve
11:52:52  <PublicServer> <Phazorx> just 3 lanes pass through same spot
11:53:29  <PublicServer> <Hribek> Well there is aomse attempt at balancing by csuke after it
11:53:35  <PublicServer> <Hribek> *some
11:53:44  <PublicServer> <Phazorx> well these attempts are disconnected
11:53:50  <PublicServer> <Phazorx> as they are unneded
11:54:11  <PublicServer> <Phazorx> till we get 4th lane between mslh01 and bbh
11:54:34  <PublicServer> <Hribek> third. you mean?
11:55:00  <PublicServer> <Phazorx> yeah 3rd
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11:55:38  <PublicServer> <Phazorx> check 03 pickup
11:55:41  <PublicServer> <Phazorx> S side
11:55:42  <PublicServer> <Phazorx> i stoped train
11:55:43  <PublicServer> <Sietse> there should be mixing before goods drop imo
11:55:48  <PublicServer> <Phazorx> so now all incomming go to depots
11:55:49  <PublicServer> <Sietse> or after
11:55:56  <PublicServer> <Phazorx> Sietse:  no point really
11:56:10  <PublicServer> <Phazorx> untill there is difference between incomming and outgoing lines
11:56:11  <PublicServer> <Hribek> Oh regarding    !WTF?
11:56:26  <PublicServer> <Phazorx> and yeah wtf is very wtfy
11:56:35  <PublicServer> <Phazorx> but see that stopped train there
11:56:35  <PublicServer> <Hribek> That's something I temp added there because some depoted goods trains were in the 03 overflow
11:56:44  <PublicServer> <Hribek> I forgot to remove it
11:57:05  <Varan> !help
11:57:05  <PublicServer> Varan: http://www.openttdcoop.org/wiki/IRC_Commands
11:57:12  <PublicServer> <Phazorx> Hribek: one more reason to name/sign things
11:57:19  <PublicServer> <Phazorx> so people know why it is there
11:57:24  <PublicServer> <Hribek> It was not supposed to be there.
11:57:34  <PublicServer> <Phazorx> probably true too
11:57:35  <Varan> !dl windows
11:57:35  <PublicServer> Varan: unknown option "windows"
11:57:39  <PublicServer> <Phazorx> but regardless
11:57:45  <PublicServer> <Hribek> Noted.
11:57:48  <PublicServer> <Phazorx> see south side of 03 pickup
11:57:51  <PublicServer> <Phazorx> it has stopped train
11:58:04  <Varan> !dl win
11:58:04  <PublicServer> Varan: unknown option "win"
11:58:13  <PublicServer> <Phazorx> it could be stopped because all platforms are taken
11:58:18  <PublicServer> <Phazorx> so rest of trains should depot
11:58:22  <PublicServer> <Phazorx> as they do now
11:58:57  <PublicServer> <Phazorx> so this is a very simple way to do what you we trying
11:59:18  <PublicServer> <Hribek> Wait a bit.
11:59:30  <PublicServer> <Hribek> I stopped the train in the overflow track as well.
11:59:55  <PublicServer> <Hribek> I see. PBS.
11:59:59  <PublicServer> <Phazorx> magic
12:00:06  <Varan> !dl win32
12:00:06  <PublicServer> Varan: http://binaries.openttd.org/nightlies/trunk/r18594/openttd-trunk-r18594-windows-win32.zip
12:00:19  <PublicServer> <Hribek> How it that block PB?
12:00:49  <PublicServer> <Hribek> this signal?
12:00:49  <PublicServer> <Sietse> penalty signal
12:00:50  <PublicServer> <Phazorx> it is penalty
12:01:03  <PublicServer> <Phazorx> so trains dot go there unless they can not pic other way
12:01:06  <PublicServer> <Sietse> if both free, it takes upper one
12:01:39  <PublicServer> <Sietse> just add 2 PBS signals to the other line to see the effect
12:01:46  <PublicServer> <Hribek> So that one is a penalty signal?
12:01:48  <PublicServer> *** Sietse has joined company #1
12:01:56  <PublicServer> <Hribek> Hm.
12:02:13  <PublicServer> <Phazorx> may be 3
12:02:26  <PublicServer> <Sietse> wtf
12:02:30  <PublicServer> <Hribek> heh
12:02:34  <PublicServer> <Sietse> how much do PBS count for?
12:02:36  <Varan> !password
12:02:36  <PublicServer> Varan: jovial
12:02:39  <PublicServer> <Phazorx> there
12:02:39  <leila> 500
12:02:41  <PublicServer> <Phazorx> 500 i tihnk
12:02:44  <leila> last time I heared
12:02:45  <PublicServer> <Phazorx> depot is 500 too
12:02:55  <PublicServer> *** Player joined the game
12:02:55  <Webster> Player, please change your in game nick
12:02:55  <PublicServer> <Sietse> ok, did not know that
12:03:13  <leila> (reverse facing pbs iirc)
12:03:23  <leila> station is 1000 ?
12:03:28  <PublicServer> <Phazorx> per tile
12:03:34  <PublicServer> <Sietse> ok
12:03:36  <PublicServer> <Phazorx> unless it is shorter
12:03:40  <PublicServer> <Phazorx> then there is more
12:04:00  <PublicServer> <Sietse> so the PBS penalty is not needed now because depot will cause penalty right?
12:04:29  <PublicServer> <Sietse> let's see\
12:04:33  <PublicServer> <Phazorx> well just to make sure :)
12:04:41  <PublicServer> <Sietse> ok
12:04:54  <PublicServer> <Sietse> I didn't know that depots were penalties
12:04:54  <leila> I still dont like doing stuff like that :)
12:04:58  <PublicServer> <Phazorx> the thing is it matter which platform it is going to take
12:05:10  <PublicServer> <Phazorx> because RR crossings are +50
12:05:14  <PublicServer> <Phazorx> signals have value too
12:05:34  <PublicServer> <Phazorx> so if it picks a platfrom which has lots of X to get to
12:05:40  <PublicServer> <Phazorx> it might weight more than depot
12:05:57  <PublicServer> <Sietse> ok
12:06:00  <PublicServer> <Phazorx> and penalties are fair game imo leila
12:06:10  <PublicServer> <Phazorx> you can not force PF to do what yo want any other way sometimes
12:06:36  <leila> I agree to that. But its so obfusciating
12:06:58  <PublicServer> <Phazorx> i'm all for a dedicated penaty device