Log for #openttdcoop on 6th July 2010:
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01:03:50  <waterfoul> so I've got 6 lines comming in to a 12 line station and 6 lines going out. I want the far left to prioritize the farthest left 2 terminals (as that will most likely be closest to its exit), the next to prioritize the next 2 etc. Anyone know how to pull this off?
01:04:30  <waterfoul> I basically want each line to pick a certian pair over any other but switch to another if it can't get the ones it wants
01:07:30  <gnemo> just have the incoming lines closest to the desired station lane, and the least desired have more track to reach them
01:08:31  <waterfoul> I understand the concept but I am relatively new... any pics on things that are close?
01:11:24  <gnemo> one sec, taking screenshots now
01:13:57  <waterfoul> sorry cant use dcc
01:14:35  <waterfoul> but I found this and I think I will adapt it so there is less inturrutiopn
01:14:48  <waterfoul> sorry for the butchering of that word
01:17:16  <gnemo> yeah that's what I was going to show you
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01:28:52  <waterfoul> what do you think?
01:29:48  <waterfoul> except that I missed some of the exit signals.....
01:30:54  <gnemo> yep, it works
01:31:01  <gnemo> and you missed a few combo signals too
01:31:04  <waterfoul> so theoretically if all lanes were full the far left could choose the far right ar a last resort
01:31:38  <waterfoul> where? I was leaving the straight throughs open so there were less lights in the primary path
01:32:03  <waterfoul> that way if a train choose its path the combos would turn red sooner
01:33:24  <waterfoul> what did I miss I would like to know before I throw trains at it
01:33:52  <gnemo> you should have a combo immediately after a split so that as soon as a train clears it another one can find a safe path
01:34:13  <gnemo> 1 combo per path
01:35:33  <waterfoul> point taken
01:38:54  <gnemo> what do you have signal-wise on the exit side of the station?
01:39:13  <De_Ghosty> what you really want to do is
01:39:19  <De_Ghosty> have more platforms
01:39:20  <De_Ghosty> :)
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01:42:46  <waterfoul> I think 12 should be enough
01:43:23  <waterfoul> I was thinking this for the exit
01:44:23  <waterfoul> and do a load balancer after on each pair
01:45:05  <waterfoul> only if the loads tended to be really uneven of course
01:45:42  <waterfoul> with this setup I don't think I will have that issue with the center pair but it mak come up with the left and right pairs
01:45:58  <gnemo> what's your prefered signal: block, or path?
01:46:14  <waterfoul> path
01:46:25  <waterfoul> sometimes
01:46:30  <waterfoul> it depends on the situation
01:47:00  <waterfoul> I don't like to excessively use path signals where they won't do a thing
01:47:24  <gnemo> if you put a block signal at the start of the main track lane, the PBS system will auto-balance it most of the time
01:47:40  <waterfoul> and don't have the second set?
01:48:28  <gnemo> you can still use the normal path signals after but apparently block helps decision making on long junctions
01:48:44  <gnemo> at least in the games I've done
01:49:52  <waterfoul> but the problem there is 1 train at a time, since the trains that are going left are going to generally be on the left side etc. if I use the path then there will be many more trains leaving at a time
01:50:06  <De_Ghosty> are you playing ottd?
01:50:09  <De_Ghosty> !playercount
01:50:09  <PublicServer> De_Ghosty: Number of players: 0
01:50:33  <waterfoul> i'm on my own server so I can use cargodist
01:50:46  <De_Ghosty> want me to join?
01:50:48  <waterfoul> I have windows and f12 binaries I can give you a link to
01:50:58  <waterfoul> sure
01:51:03  <De_Ghosty> version and ip
01:51:16  <waterfoul> just don't mind the mess, I am restructuring the city with the magic buldozer
01:51:56  <gnemo> the one-way path at the exit of the station is correct, I mean on the final track choice entrance
01:52:08  <waterfoul> its listed as Mallard Lake (something) and the password is web1toe. For version my client states g0f7d66d2-cd
01:52:31  <De_Ghosty> do you know what version of nightly ur useing?
01:52:32  <waterfoul> like I said I have a binaries zip for win and f12
01:52:40  <De_Ghosty> you patched it?
01:52:44  <waterfoul> its the cargodist branch
01:52:48  <De_Ghosty> o
01:52:55  <waterfoul> downladed from the git on this page
01:52:55  <De_Ghosty> link binary for win
01:53:22  <waterfoul> sec gotta find the link
01:54:00  <gnemo> such as by those land reserve tiles
01:54:15  <waterfoul> ok
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01:54:47  <waterfoul> yea I just forgot them b4 the screenshot
01:55:38  <De_Ghosty> he don't need to reserve
01:55:41  <De_Ghosty> he have bulldozer
01:55:42  <waterfoul> I actually am using blocks there
01:56:00  <waterfoul> the reserve was because the city grows fast in this area
01:56:21  <waterfoul> I have blown something up, switched tools, and there was a build right back in the same place
01:56:30  <waterfoul> *build=building
01:57:04  <waterfoul> doing a pax game and this is my main hub in the heart of the town
01:57:14  <waterfoul> actually its a 1 city pax game
02:03:59  <De_Ghosty> assert crashed
02:04:13  <De_Ghosty> you don't want to build in the center of city btw
02:04:40  <De_Ghosty> cuz i think you need a road tile to grow from the center
02:05:17  <gnemo>
02:05:22  <gnemo> I mean something like this
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03:41:52  <Piyush> whats the password!
03:42:13  <Piyush> i used /password but says command unknown
03:42:31  <devilsadvocate> !password
03:42:31  <PublicServer> devilsadvocate: holdup
03:42:35  <devilsadvocate> Piyush, ^
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03:43:11  <PublicServer> <Piyush> so no building happening?
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07:29:26  <Ammler> @psgame 176
07:29:30  <Ammler> !archive
07:29:30  <PublicServer> Ammler: http://www.openttdcoop.ORG/wiki/PublicServer:Archive | |
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09:08:46  <ltsampros> wow!
09:08:56  <ltsampros> @quickstart
09:08:58  <Webster> Quickstart - #openttdcoop Wiki -
09:12:18  <ltsampros> I have some question regarding the 2cc trainset. Is it intentional that the 2nd gen hopper carriages have a design speed of 60kmh (i'm at 50s currently) but there is no engine with speed < 60kmh ?
09:42:19  <Phazorx> most likely it is intentional but are you sure that neither steam nor diesel or electric has any engine with less speed than 60?
09:45:20  <ltsampros> there are but they are metro locos (they have passenger capacities). sorry btw for asking the question on both here and #openttd
09:49:41  <Phazorx> in any way i can imagine few scenarios where top speed is unattainable so that question isnt really that crucial
09:49:58  <Phazorx> perhaps designers went for realistic rather than gaming approach
09:56:48  <planetmaker> [11:49]	<Phazorx>	perhaps designers went for realistic rather than gaming approach <-- 'realism' isn't the main design goal of 2cctrainset
09:57:10  <planetmaker> and... when you enable wagon speed limits, ltsampros, the train won't go faster than 60km/h if you attach that wagon
09:57:28  <planetmaker> If you disable the wagon speed limit, your train will go faster. At the expense of higher running costs.
09:57:34  <planetmaker> So... it's by design, I say
09:57:55  <planetmaker> At least that's what we discussed when we decided to implement it that way in 2cctrainset.
09:58:12  <planetmaker> It's a penalty for those who want the "as fast as the engine goes" setting ;-)
09:58:34  <planetmaker> (yes, we play it here that way, too; but we can deal with the running cost increase)
10:01:25  <Phazorx> "but we can deal with *"
10:02:11  <ltsampros> heh. please could you point me towards this options ?
10:05:10  <VVG> wagon speed limits?
10:08:33  <ltsampros> yes
10:08:54  <planetmaker> look through your advanced settings
10:09:00  <ltsampros> vehicles -> trains -> enable railroad car speed limits.
10:09:18  <planetmaker> Phazorx: very true :-)
10:10:12  <ltsampros> anyway, I remember myself as a kid back in 96-97 playing ttd and dreaming of having more realistic and more vehicles in numbers
10:10:17  <planetmaker> ltsampros: see. It's even found in the logical place ;-)
10:10:23  <ltsampros> and I just have to say 'THANKS'
10:10:27  <planetmaker> you're welcome
10:10:56  <Phazorx> more realistic... heh
10:11:04  <Phazorx> speaking of the devil... is cargdest any usable?
10:11:13  <Phazorx> *cargodest
10:11:38  <planetmaker> it's 18 months old...
10:11:51  <planetmaker> so basically dead for ages
10:12:02  <Phazorx> so the idea died?
10:12:09  <Phazorx> i wodner why
10:12:41  <planetmaker> the idea didn't die. There's still cargod_i_st
10:12:44  <planetmaker> which is alive
10:12:58  <planetmaker> It's going a different approach
10:13:18  <Phazorx> which is?
10:13:33  <planetmaker> The distribution and route algorithms
10:14:04  <Phazorx> err... i mean in is it same as cargodest, centered about units of cargo and where they go
10:14:15  <Phazorx> rather than trains tae what they want and where they want?
10:17:34  <planetmaker> I don't know the details
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11:53:32  <Kosmic> hi everyone
11:54:32  <Kosmic> I have one question about networking, is here somebody who wants to answer me?
11:55:15  <planetmaker> don't ask to ask but ask
11:55:44  <planetmaker> no-one feels inclined to answers questions which have not been asked yet
11:55:57  <Ammler> planetmaker: ignore meta questions :-P
11:56:23  <Kosmic> ok, i´m already writing..  :-)
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11:57:45  <Kosmic> if i wanna make a network, i will plan it. So, what i should do? Should i build LL___RR railway around a map or build one train on twoway rail and so on, till a have network?
11:58:35  <Kosmic> *untill
11:58:57  <planetmaker> whatever you prefer
11:59:11  <planetmaker> But I'd start with LR at least
11:59:52  <Kosmic> and is anywhere some help? I dont know, how to make it good..  :-)
12:00:26  <Kosmic> i have built one realy good (my opinion) network and started with LL______RR railway
12:00:54  <planetmaker> it really depends upon how you like playing. And what you like about it
12:01:29  <planetmaker> I'd start with LR and expand where needed. And re-build where needed
12:01:36  <planetmaker> But that's very time-consuming.
12:01:42  <Kosmic> ok, thanks for answering..
12:01:46  <planetmaker> But I like to re-build busy areas without shutting down anything
12:02:14  <Kosmic> i dont like building network for 20 years and than connecting industry..
12:02:16  <planetmaker> like the challange to convert a 4-way LL_RR hub to LLL_RRR
12:02:29  <planetmaker> while no train stops
12:03:00  <Kosmic> yes, its dificult, i know
12:03:14  <VVG> it is also fun
12:03:38  <planetmaker> yep :-)
12:03:56  <planetmaker> especially if the boundary condition really is: traffic must go on :-)
12:04:48  <Kosmic> :-D i know what you mean..  :-D
12:04:50  <VVG> else you stop like half the network...
12:05:34  <planetmaker> it easily results in spending like 4 hours on a simple re-build. But well. That's it
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12:09:59  <Tray> !download win32
12:09:59  <PublicServer> Tray:
12:10:47  <Tray> !password
12:10:47  <PublicServer> Tray: salads
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12:29:25  <Kosmic> I thought openttdcoop is about cooperation
12:29:42  <Kosmic> a player occupy my coal mine by his train..  :-(
12:31:35  <VVG> !players
12:31:37  <PublicServer> VVG: There are currently no clients connected to the server
12:32:44  <VVG> What other openttdcoop's servers there are except for public and prozone?
12:33:24  <Yso> on the right hand side, there is the list
12:35:34  <VVG> ah, there is a stable competition. never noticed it
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13:51:57  <fmauneko> !playercount
13:51:57  <PublicServer> fmauneko: Number of players: 0
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14:41:51  <PublicServer> ***  made screenshot at 00070079:
15:11:31  <VVG> !players
15:11:33  <PublicServer> VVG: Client 61 (Orange) is J_Darnley, in company 1 (Coopers #188)
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19:15:08  <Kosmic> *join#openttdcoop.stable
19:16:54  <Kosmic> *join # openttdcoop.stable
19:17:16  <Kosmic> *join openttdcoop.stable
19:21:41  <planetmaker> Kosmic: once is enough. And this is our main server
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19:28:22  <Kosmic> i know, but i didnt know how to write it correctly..
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20:08:38  <Ramsus08191> !password
20:08:38  <PublicServer> Ramsus08191: turner
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20:09:10  <Ramsus08191> Hello
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20:26:36  <Mazur> Thank you, thank you.
20:26:55  <PublicServer> ***  made screenshot at 00000000:
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23:06:46  <mrruben5> !password
23:06:46  <PublicServer> mrruben5: polyps
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23:12:33  <mrruben5> !password
23:12:33  <PublicServer> mrruben5: funner
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