Config
Log for #openttdcoop on 28th February 2011:
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00:00:17  <PublicServer> <Sylf> and it's not working with 1-way signal
00:00:25  <PublicServer> <Sylf> that means there's some signal problem down the line
00:01:11  <PublicServer> <MrD2DG> Gonna go now BB
00:01:14  <PublicServer> <V453000> cya
00:01:16  <PublicServer> <Sylf> see ya
00:01:22  <PublicServer> *** MrD2DG has left the game (leaving)
00:01:30  <PublicServer> <CyberSoul> thats my favorite merge when i don't know which side will have more traffic
00:01:32  *** MrD2DG has quit IRC
00:02:52  <PublicServer> <Sylf> I found a bad signal in BBH 01
00:02:55  <PublicServer> <CyberSoul> don't know why its not the default really
00:03:08  <PublicServer> <Sylf> that's what was causing the bad choice in BBH 05
00:04:06  <PublicServer> <lych> yea looks much better now
00:04:16  <PublicServer> <CyberSoul> where was it?
00:04:18  <PublicServer> <lych> without trains waiting for no reason
00:05:16  <PublicServer> <CyberSoul> ah, makes sense
00:05:23  <PublicServer> <Sylf> yup, totally
00:06:16  <PublicServer> <Intexon> did someone just spam paper trains?
00:06:19  <PublicServer> <Sylf> next time you see something like that, lych, check the surrounding too
00:06:36  <PublicServer> <V453000> Intexon: they probably arrived in a wave
00:06:39  <PublicServer> <V453000> they were jammed at MSH 01
00:06:39  <lych> yeah i was wondering why the reverse pbs penalties didnt do anything
00:06:47  <PublicServer> <Intexon> ah
00:06:55  <PublicServer> <Intexon> was a bad one :P
00:07:00  <PublicServer> <lych> alright im off
00:07:06  <PublicServer> <lych> gotta give my cpu a break
00:07:08  <PublicServer> *** lych has left the game (leaving)
00:09:45  <PublicServer> ***  made screenshot at 0003368C: http://ps.openttdcoop.org/publicserver/webcam/0003368C.png
00:13:23  <lych> oh
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00:20:27  <V453000> !password
00:20:27  <PublicServer> V453000: hawked
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00:34:27  <PublicServer> <V453000> ok, me off :)
00:34:29  <PublicServer> <V453000> gnight
00:34:37  <PublicServer> <Sylf> night
00:34:39  <PublicServer> <Intexon> cya
00:34:46  <PublicServer> *** V453000 has left the game (connection lost)
00:38:59  <PublicServer> <Sylf> we've reached the train limit
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00:55:40  <rane> game over?
00:55:46  *** Intexon has quit IRC
00:55:48  <PublicServer> <Sylf> no
00:56:06  <PublicServer> <Sylf> part 3 of the fun now begins
00:56:08  <PublicServer> <Sylf> expansion
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01:01:10  <rane> :-)
01:09:23  <PublicServer> <CyberSoul> noone around to raise train limit i guess
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01:29:21  <CyberSoul> !help
01:29:21  <PublicServer> CyberSoul: http://www.openttdcoop.org/wiki/IRC_Commands
01:30:10  <rane> !curve
01:30:10  <PublicServer> rane: http://www.openttdcoop.org/wiki/Max_Curve_Speed
01:30:15  <CyberSoul> !info
01:30:15  <PublicServer> CyberSoul: CmdBuildRailStation             Sylf  date:2229-04-01  tile:0000E4CF  p1:00030211 p2:FFFF0302 text: price:2890
01:30:15  <PublicServer> CyberSoul: #:1(Orange) Company Name: 'PSG 202'  Year Founded: 1950  Money: 989365776  Loan: 0  Value: 1001430169  (T:1000, R:6, P:1, S:0) unprotected
01:32:06  <PublicServer> <Sylf> looks like there's nothing left to fix for today
01:33:50  <CyberSoul> not without more trains :)
01:34:42  <PublicServer> <Sylf> 1000 trains deployed in 1 day
01:34:48  <PublicServer> <Sylf> it's been amazing
01:35:03  <CyberSoul> yeah, the network held really well too
01:35:13  <PublicServer> <Sylf> i guess it's time to go back to PS or something
01:35:35  <PublicServer> *** Sylf has left the game (connection lost)
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03:00:02  <Sylf> @clcalc erail 144
03:00:02  <Webster> Sylf: Required CL for rail at 144km/h is 3 (4 half tiles) or TL
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03:41:33  <Mazur> *stretch*  *yawn*
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08:54:32  <V453000> !info
08:54:32  <PublicServer> V453000: #:1(Orange) Company Name: 'PSG 202'  Year Founded: 1950  Money: 1003909247  Loan: 0  Value: 1015325564  (T:1000, R:6, P:1, S:0) unprotected
08:54:40  <V453000> !rcon set max_trains 1100
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10:07:59  <V453000> rane: here is our home :p
10:10:27  <rane> more like a den
10:10:28  <rane> :-)
10:10:38  <rane> i guess there's less space for many platforms in cities
10:11:09  <rane> so it's easier to make long stations rather than make wide stations
10:11:49  <V453000> well, tgv is quite outdated, back in the day people liked to make big fat towns, but suddenly they had problems with transporint
10:11:52  <V453000> transporting
10:12:04  <V453000> so long trains were made I assume
10:12:23  <V453000> also for example shinkansens from japanese set are super friendly with long train lengths
10:12:42  <V453000> although japanese was mostly used for ICE rather than tgv
10:13:27  <rane> so what's the modern way of providing passenger service?
10:13:43  <V453000> ICE
10:13:49  <Twigman> ICE
10:13:50  <Twigman> BABY
10:13:58  <V453000> layered network, Sbahn -> InterCity
10:14:28  <V453000> btw for example psg 101 is a typical TGV and it was TL4 :p
10:15:14  <rane> oooh.
10:16:12  <rane> =)
10:16:19  <rane> this warrants an anime emoticon!
10:16:20  <V453000> also, in TGV one of the points is, that you should use 1 train per connection between two stations. That basically means, you either need to have a LOT of stations, or when you have not many stations, you also need long (and not many) trains
10:16:32  <V453000> I assume this is also a big aspect
10:18:13  <V453000> but in my opinion, TGV is valid for example for mail, where productions are usually very low. And can be a nice extra for example like in psg 197. Although for good pax games, the ICE is just way better.
10:22:54  <rane> i will try ice for my next game:-)
10:23:54  <V453000> well, good luck with that., I always go bored before I built at least some ICE stations
10:24:08  <V453000> it is a lot of work with all the Sbahns, town growing and stuff :)
10:24:51  <V453000> but it still is best in coop :p ... we shall have such a game in here sometime in the 20X series
10:31:22  <V453000> !password
10:31:22  <PublicServer> V453000: vagues
10:31:33  <rane> i did lots of cargo games
10:31:35  <PublicServer> *** Game still paused (number of players)
10:31:37  <rane> always neglected people:-)
10:32:11  <V453000> well, cargo games are often fun :p
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10:32:39  <rane> i've got this new sexy 32bpp tram set, want to give it a ride too
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10:45:03  <rane> http://blog.openttdcoop.org/2008/10/20/complex-orders-and-improved-s-bahn-concept/
10:45:08  <rane> this is a good tip too:-)
10:45:25  <rane> lots of good stuff on that page of yours if someone has enough patience to dig deeper
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10:51:53  <V453000> :)
10:52:03  <V453000> @ABR05
10:52:04  <Webster> Advanced Building Revue 05: Sbahns and city networks at #openttdcoop - http://blog.openttdcoop.org/2010/06/13/advanced-building-revue-05-sbahns-and-city-networks/
10:52:09  <V453000> some stuff on Sbahns there
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12:00:42  <PublicServer> <Intexon> hi
12:00:44  <PublicServer> <Hribek> Hi
12:00:52  <PublicServer> <Hribek> seems to be holding now
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12:11:16  <PublicServer> <Hribek> are you depoting trains that don't make money?
12:11:39  <PublicServer> <Intexon> no
12:11:48  <PublicServer> <Intexon> only if there is somewhere too many trains
12:12:14  <PublicServer> <Hribek> there is a depot full of trains at goods pickup
12:12:20  <PublicServer> <Intexon> that train didn't make profit last year can mean it was stuck in a balancer
12:12:23  <PublicServer> <Hribek> like 50 trains there
12:12:41  <PublicServer> <Intexon> they have overflown
12:12:52  <PublicServer> <Intexon> there is maybe too many of them
12:12:54  <PublicServer> <Hribek> one hell of an overflow :D
12:13:16  <PublicServer> <Hribek> they cost 46k a year
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12:13:26  <PublicServer> <Intexon> it doesn't matter
12:13:36  <PublicServer> <Intexon> we're not playing for profit
12:14:06  <PublicServer> <Hribek> yes, sure. I just remember that one game with broken inflation
12:14:12  <PublicServer> <Hribek> where we nearly went bankrupt
12:14:26  <PublicServer> <Intexon> inflation is turned off
12:15:26  <PublicServer> <Hribek> nyway the best trains make under 190k/year, so I figured 50k/year is quite the drain.
12:15:29  <V453000> that game had a fucked up config upside down :D
12:15:45  <V453000> psg 170 I assume
12:15:58  <PublicServer> <Hribek> it was a wood-only map
12:16:10  <PublicServer> <Hribek> probably, yes
12:16:12  <V453000> alpine climate with pikka industries, NARS with inflation, opengfx infrastructure fucking up signals :D
12:16:16  <V453000> yes, 170
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12:16:23  <PublicServer> <Hribek> yes, sounds like it
12:16:31  <hylje> clusterfuck
12:16:40  <PublicServer> <Hribek> how many trains do you think should be in the overflow depot at goods pickup?
12:17:31  <V453000> depends :) just leave them there, they will be used later
12:17:39  <PublicServer> <Hribek> sure np
12:17:54  <PublicServer> <Hribek> I had kind of labaled SL net /Hribek near the SLH 05
12:18:27  <PublicServer> <Hribek> I was gonna sign the individual constructions later but didn't get to it last night because of the disconnects
12:18:38  <PublicServer> <Hribek> it's fixed now.
12:20:30  <PublicServer> <Intexon> gotta go, cya
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12:20:39  <PublicServer> <Hribek> bye
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12:54:12  <Ammler> !version
12:54:12  <PublicServer> Ammler: Autopilot AP+ 4.0 Beta (r99.58f4971eecea)
12:54:24  <hribek> Was there any game with passengers & feeder systems?
12:54:36  <V453000> you mean Sbahns?
12:54:47  <hribek> more or less.
12:55:03  <hribek> How are the orders set up there?
12:55:04  <Mazur> I think I can vaguely remember such a game.
12:55:25  <V453000> see for yourself? :)
12:55:28  <V453000> many order styles
12:55:35  <Mazur> Long ago.  Very, very long ago.  Like PSG 201?
12:55:40  <hribek> Is there anything in the wiki/archive on that?
12:55:43  <V453000> no way
12:56:04  <V453000> @ABR 05
12:56:12  <V453000> @ABR05
12:56:15  <Webster> Advanced Building Revue 05: Sbahns and city networks at #openttdcoop - http://blog.openttdcoop.org/2010/06/13/advanced-building-revue-05-sbahns-and-city-networks/
12:56:22  <hribek> thanks!
12:56:23  <V453000> briefly written some examples
12:56:48  <V453000> as every ABR, it is theory, so treat it appropriately :)
13:12:42  <hribek> it's interesting.
13:14:19  <hribek> As I understand it the ICE trains always unload/dump/sell the passengers in those examples.
13:14:49  <V453000> yes
13:15:22  <hribek> that means the commuter trains will go empty from the main station to city.
13:15:37  <V453000> sure
13:15:59  <hribek> I was thinking if it could be made a little bit more realistic. there needs to be doubled transfer stations for that, right? Should be enough?
13:17:24  <V453000> why would you do that
13:17:53  <hribek> It seems interesting to me.
13:17:58  <V453000> but yes, you could do it, although it would require 2 stations instead of 1, which is ... taking a bit too much space around cities
13:18:09  <V453000> for no real purpose :)
13:18:28  <hribek> I challenge the no real purpose part
13:19:03  <V453000> if we played for realism we would not have 1000 trains
13:19:09  <hribek> real purpose is passengers not having to take taxi from ICE terminus stations to the city.
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13:19:34  <hribek> By "realism" I mean imitating the way real transport networks work.
13:19:55  <V453000> yes, which we do not care about at all
13:19:57  <hribek> Like, I take a bus, travel long distance by train, then take a bus.
13:20:09  <hribek> Sure, I'm not saying you have to.
13:20:32  <V453000> yes, it is possible, might be interesting, although you might have to make some special arrangements for it
13:20:36  <hribek> Do you think it would be too unfun?
13:21:00  <hribek> Special arrangements?
13:21:04  * hribek eavesdrops
13:21:21  <V453000> it might be fun, but you would face some problems with unbalanced amounts of pax here and there :)
13:21:47  <V453000> well, making 2 stations next to each other is ... odd. You could make them somehow more separated by design
13:22:01  <V453000> but that would probably not do what you want it to :)
13:23:02  <hribek> they would only need to be dual because the passengers on transfer can't mix
13:23:21  <V453000> yes, that is enough of a reason :)
13:23:44  <V453000> the problems would be when passengers start piling up somewhere
13:24:13  <V453000> which ... could be solved probably
13:24:37  <hribek> worst case you make a high-capacity overflow station near a cliff somewhere.
13:24:47  <V453000> ...
13:24:52  <V453000> that is not a good solution
13:24:55  <hribek> just kidding.
13:25:47  <Vinnie> can be done in one station with srnw
13:25:53  <hribek> To make it even more devilish, even the S-bahn could have 1 loading 1 unloading station, making the network have 3 levels instead of two
13:26:08  <V453000> how could you make it into 1 station when they cannot mix
13:26:40  <Vinnie> srnw would separate loading and unloading thus eliminating that a train will load his own unloaded cargo
13:26:45  <V453000> the Sbahn stations doubled? I see no reason
13:26:52  <Vinnie> but would need al teast 2 triggers
13:27:13  <Vinnie> !password
13:27:13  <PublicServer> Vinnie: muffin
13:27:18  <V453000> Vinnie: that is nice, but you would run into massive problems with insufficient/flooding amounts of pax
13:27:36  <PublicServer> *** Game still paused (number of players)
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13:27:40  <hylje> MUFFIN!
13:27:40  <hribek> anyway it's just an idea. don't take it too seriously. I'lll try it out in some of my own games.
13:27:44  <PublicServer> <Vinnie> hello
13:27:57  <V453000> unless you would feed the whole network with some outer pax delivery with equal delivery to each of the ICE
13:28:03  <V453000> which .. would break the idea really
13:28:19  <V453000> the idea is good
13:28:22  <Vinnie> yep
13:28:47  <V453000> but in larger scale I think the stations would just bee too big in compare to the towns :))
13:28:50  <PublicServer> <Vinnie> time to crash my cpu
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13:29:14  <PublicServer> <Vinnie> im only saying it would be possible
13:29:34  <V453000> no, the srnw would suck
13:29:34  <hribek> V, maybe it's not needed to have uber catchment areas then
13:29:47  <V453000> would already be far better with 2 stations
13:29:49  <hribek> but just transport what you can
13:30:10  <V453000> uber catchment areas?
13:30:27  <V453000> if you play without a goal to cover all of the city, you are growing towns for only one purpose: more lag
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13:31:10  <V453000> which was a purpose for example for example in psg 101, which I am happy it got overriden by psg 201
13:31:25  <V453000> well, transport what you can, sure, but also grow what you can transport
13:31:38  <hribek> certainly.
13:31:54  <hribek> I was just responding to the "stations too big compared to towns" part.
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13:34:47  <V453000> yes but with invalid solution :p
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13:35:10  <hribek> Ye. I'm not always right :P
13:35:13  <PublicServer> <Mazur> Ok, it was time to expand, I think I read.
13:36:24  * Mazur is always right.
13:36:34  <Mazur> Exceot when I'm left.
13:36:44  <Mazur> (which is often)
13:39:49  <PublicServer> ***  made screenshot at 00020506: http://ps.openttdcoop.org/publicserver/webcam/00020506.png
13:40:35  <Vinnie> !password
13:40:35  <PublicServer> Vinnie: pianos
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13:50:21  <PublicServer> <Hribek> what do you think about !this
13:50:58  <PublicServer> <Mazur> It looks wrong.
13:51:16  <PublicServer> <Hribek> yes, but is it functional?
13:51:46  <PublicServer> <Mazur> It will function, as long as there is not strain on it.
13:52:12  <PublicServer> <Hribek> yes, terminal station has low throughput
13:52:16  <PublicServer> <Hribek> I meant the signal block
13:52:34  <PublicServer> <Hribek> can it jam?
13:52:36  <PublicServer> <Mazur> Double combo signals within one segment between joins/splits is generally very wrong.
13:53:06  <PublicServer> <Mazur> I suspect it can, since hte combos are twoway on both tracks, too.
13:54:14  <PublicServer> <Mazur> You're still trying it the difficult way.
13:54:20  <PublicServer> <Hribek> I know
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13:56:35  <PublicServer> <Hribek> hm
13:56:43  <PublicServer> <Mazur> Small, efficient and it will work.
13:59:32  <PublicServer> <Mazur> Oh, yes, in theory it could, but if the diamond is free, it will chose the easy way.
13:59:50  <PublicServer> <Mazur> If the diamond is not free, it cannot leave at all.
14:00:12  <PublicServer> <Hribek> I'm saying it because I've seen trains choose the hard way
14:00:31  <PublicServer> <Hribek> but probably not in this game
14:01:14  <PublicServer> <Mazur> Well, even if they would, there is no harm in it.  It would slow hte exiting train a little down, but I have never seen a train do that in this set-up.
14:04:14  <PublicServer> <Mazur> If you want to  be sure, set this up in a sendbox solo, and connect a counter to the outer diamond track and one to the exit line after the diamond, and let it run for a few days, to see if they ever differ.
14:05:56  <PublicServer> <Mazur> You could use a simple memory, that switches vey time a train passes, and an XOR, that only releases a train past its red signal if they differ.  Let that last train stay past hte signal, and you know.
14:06:46  <PublicServer> <Mazur> I could write that myself.
14:07:50  <PublicServer> <Mazur> BY which I mean, it's fairly simple logic.
14:09:20  <PublicServer> <Mazur> Are both stations yours?
14:09:40  <PublicServer> <Mazur> The way you signed it, it appears you only claim to have build the oil station.
14:09:50  <PublicServer> ***  made screenshot at 000190B8: http://ps.openttdcoop.org/publicserver/webcam/000190B8.png
14:09:56  <PublicServer> <Mazur> claim/confess.
14:09:58  <PublicServer> <Mazur> ;-)
14:13:50  <Vinnie> 6 comments in a row. you like preaching azur
14:14:09  <Vinnie> !password
14:14:09  <PublicServer> Vinnie: tiaras
14:14:13  <PublicServer> <Mazur> Teaching, rather, or that's what I try.
14:14:24  <PublicServer> *** Vinnie joined the game
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14:24:50  <PublicServer> ***  made screenshot at 00033326: http://ps.openttdcoop.org/publicserver/webcam/00033326.png
14:26:06  <PublicServer> <Vinnie> maybe there is a paper pickup problem
14:26:24  <PublicServer> <Hribek> there is a slow exit sign
14:26:37  <PublicServer> <Vinnie> missed that
14:26:43  <PublicServer> <Vinnie> ]sorry
14:26:59  <PublicServer> <Hribek> but yeah, lot of forests, lot of paper
14:27:17  <PublicServer> <Vinnie> because one signal is wrong in the prio its slow
14:27:40  <PublicServer> <Hribek> I think there was just a lot of ML traffic
14:27:46  <PublicServer> <Hribek> which one is wrong?
14:27:57  <PublicServer> <Vinnie> no the presignals created a gap of 3 tiles
14:28:23  <PublicServer> <Hribek> haha.
14:28:58  <PublicServer> <Vinnie> now im gonna make an other prio
14:29:54  <PublicServer> <Vinnie> tada 3 platforms empty
14:32:32  <PublicServer> <Hribek> stuck trains
14:32:38  <PublicServer> <Vinnie> where?
14:32:53  <PublicServer> <Hribek> the prio you changed is at a MSH
14:33:00  <PublicServer> <Hribek> the M trains should have priority
14:33:02  <PublicServer> <Vinnie> i see
14:33:04  <PublicServer> <Hribek> ML
14:33:30  <PublicServer> <Hribek> so maybe make the prio shorter but leave it for ML
14:33:39  <PublicServer> <Hribek> otherwise those trains don't get through for a very long time
14:33:41  <PublicServer> <Vinnie> no prio
14:34:13  <PublicServer> <Vinnie> it is fixed anyway
14:34:19  <PublicServer> <Vinnie> station is empty
14:34:25  <PublicServer> <Hribek> only because there isn't enough trains
14:34:37  <PublicServer> <Hribek> that's not a solution
14:35:26  <PublicServer> <Hribek> also the ML traffic is imbalanced there
14:35:28  <PublicServer> <Mazur> Otherwise your reply hangs in the air.
14:35:48  <PublicServer> <Hribek> most is in the left line, same for the MSH exit
14:36:12  <PublicServer> <Hribek> actually the MSH exit isn't balanced?
14:36:34  <PublicServer> <Mazur> Hm, maybe adding a shifter to the other line?
14:36:41  <PublicServer> <Vinnie> only from those 6 platforms
14:37:35  <PublicServer> <Hribek> there is just enough space for a balancer I think
14:37:46  <PublicServer> <Hribek> well, have at it if you like, I'm gonna get rid of my todo signs first
14:38:13  <PublicServer> <Mazur> Vin, wanna look at those weird prios with me, now?
14:38:19  <PublicServer> <Vinnie> where?
14:38:47  <PublicServer> <Mazur> Is it just me or is that _plain_ wrong?
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14:39:05  <PublicServer> <Vinnie> no its good
14:39:11  <PublicServer> <Vinnie> look under the bridge
14:39:13  <PublicServer> <Mazur> Oh, there _is_ a block isngla in between!  I had missed those.
14:39:28  <PublicServer> <Hribek> X-ray ftw :D
14:39:51  <PublicServer> ***  made screenshot at 0000359E: http://ps.openttdcoop.org/publicserver/webcam/0000359E.png
14:40:05  <PublicServer> <Mazur> Yeah, but the bridge remnant shadow still obfuscates the block signals back.
14:40:23  <PublicServer> <Hribek> sure it's np
14:40:51  <PublicServer> <Vinnie> ctrl x and click on bridge icon
14:41:16  <PublicServer> <Mazur> Yes, but you keep a remnant of hte tracks of hte bridge.
14:47:08  <PublicServer> <Vinnie> eye candy :(
14:47:15  <PublicServer> <Hribek> what
14:49:03  <PublicServer> <Vinnie> are there already more paper trains made?
14:49:51  <V453000> !password
14:49:51  <PublicServer> V453000: haring
14:50:07  <PublicServer> <V453000> hi
14:50:10  <PublicServer> *** V453000 joined the game
14:50:17  <PublicServer> <Vinnie> hello
14:50:17  <PublicServer> <Mazur> Hi, V.
14:54:51  <PublicServer> ***  made screenshot at 000251B9: http://ps.openttdcoop.org/publicserver/webcam/000251B9.png
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15:05:00  <PublicServer> <Vinnie> pfff 7 todo signs
15:05:18  <PublicServer> <Hribek> -1
15:05:24  <PublicServer> *** Mazur has left the game (connection lost)
15:05:37  <Mazur> I already removed one, too.
15:06:10  <Mazur> Hm,. opportune.  I should eat a bite.
15:06:20  <Mazur> Later, dudes.
15:07:53  <PublicServer> *** Vinnie has left the game (connection lost)
15:07:55  <PublicServer> *** Game paused (number of players)
15:08:43  <Vinnie> should i come back in hribek?
15:09:20  <PublicServer> <Hribek> it's certainly not a probem if you do
15:09:30  <PublicServer> <Hribek> I was building, but I can build later
15:09:51  <PublicServer> ***  made screenshot at 00001F93: http://ps.openttdcoop.org/publicserver/webcam/00001F93.png
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15:41:55  <PublicServer> *** Game still paused (number of players)
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15:41:57  <fonsinchen> @logs
15:41:58  <Webster> #openttdcoop IRC webstuff - IRC Log Viewer - http://webster.openttdcoop.org/
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15:44:03  <Vinnie> hello Chris Booth
15:44:07  <PublicServer> <Chris Booth> hello
15:48:54  <PublicServer> *** Chris Booth has left the game (leaving)
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15:54:51  <PublicServer> ***  made screenshot at 000178C0: http://ps.openttdcoop.org/publicserver/webcam/000178C0.png
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16:13:54  <MrD2DG> !password
16:13:54  <PublicServer> MrD2DG: sedate
16:14:11  <PublicServer> *** Game still paused (number of players)
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16:14:14  <PublicServer> *** MrD2DG joined the game
16:14:25  <PublicServer> <MrD2DG> Hi
16:14:27  <PublicServer> <MrD2DG> Ugh lag
16:15:11  <Vinnie> !players
16:15:13  <PublicServer> Vinnie: Client 175 (Orange) is Hribek, in company 1 (PSG 202)
16:15:13  <PublicServer> Vinnie: Client 196 (Orange) is MrD2DG, in company 1 (PSG 202)
16:24:52  <PublicServer> ***  made screenshot at 00028C2F: http://ps.openttdcoop.org/publicserver/webcam/00028C2F.png
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16:52:56  <PublicServer> <mfb> hi
16:52:57  <PublicServer> *** mfb joined the game
16:53:00  <PublicServer> <MrD2DG> Hey
16:53:15  <PublicServer> <Hribek> ?
16:53:17  <PublicServer> <MrD2DG> Theres something weird going on at the OIL drop I cant figure out what it is...
16:53:31  <PublicServer> <mfb> ?
16:53:45  <PublicServer> <Hribek> describe it
16:53:57  <PublicServer> <MrD2DG> Oil is being dropped to the other refinery even though i see not drop platforms I dont know how the station spread reached over there
16:54:16  <PublicServer> <MrD2DG> Even though another refinery was already linked
16:54:44  <PublicServer> <MrD2DG> So i added temp pickup platforms to the other refinery so at least the goods can be picked up because the overflow was full of trains
16:54:52  <PublicServer> ***  made screenshot at 0003B9B8: http://ps.openttdcoop.org/publicserver/webcam/0003B9B8.png
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17:08:33  <PublicServer> <mfb> train limit :(
17:08:46  <PublicServer> <MrD2DG> Whats the limit?
17:08:53  <V453000> mfb: read IRC :p
17:08:55  <PublicServer> <mfb> 1100
17:08:58  <V453000> !rcon set max_trains
17:08:58  <PublicServer> V453000: Current value for 'max_trains' is: '1100' (min: 0, max: 5000)
17:09:01  <PublicServer> <MrD2DG> Oh no
17:09:02  <V453000> !rcon set max_trains 1200
17:09:13  <PublicServer> <MrD2DG> V increased
17:09:17  <PublicServer> <MrD2DG> 1200 now :P
17:09:17  <mfb-> read IRC where?
17:09:53  <PublicServer> ***  made screenshot at 0000C7B5: http://ps.openttdcoop.org/publicserver/webcam/0000C7B5.png
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17:52:21  <PublicServer> <mfb> jam at bbh08
17:53:51  <PublicServer> <Hribek> the problem starts at the drop station I'd say
17:54:17  <PublicServer> <mfb> well, the two lines are fine most of the time
17:54:37  <PublicServer> <mfb> but the join can't handle it that way
17:54:54  <PublicServer> ***  made screenshot at 00010064: http://ps.openttdcoop.org/publicserver/webcam/00010064.png
17:55:59  <PublicServer> <Hribek> I'm telling you it jams because of the station :)
17:56:09  <PublicServer> <mfb> maybe both
17:56:20  <PublicServer> <Hribek> possibly
17:56:38  <PublicServer> <mfb> well, it is really bad for SLH04 :(
17:57:30  <PublicServer> <Hribek> the drop platform closest to map edge needs extending
17:57:36  <PublicServer> <Hribek> more cpacity that is
17:58:00  <PublicServer> <Hribek> it's also jammy
17:58:06  <PublicServer> <Hribek> no presignaling
17:58:32  <PublicServer> <Hribek> there is V's sign next to it but I don't get it
17:58:38  <PublicServer> <Hribek> this doesn't seem right
17:59:37  <PublicServer> <mfb> presignals create large gaps there
17:59:49  <PublicServer> <Hribek> no presignals just jam it
17:59:55  <PublicServer> <mfb> no
18:00:10  <V453000> add 1 platform then
18:00:12  <PublicServer> <mfb> (if the drop is big enough)
18:00:21  <V453000> there is 5 or 6?
18:00:32  <PublicServer> <Hribek> 6
18:00:35  <V453000> 7 is safe
18:00:40  <PublicServer> <mfb> maybe we can remove the bridge there with some moving
18:02:52  <PublicServer> *** mfb has left the game (leaving)
18:02:52  <PublicServer> *** Game paused (number of players)
18:03:36  <PublicServer> <Hribek> though it's likely that the 2 lines out just aren't enough as well
18:06:20  *** fonsinchen has joined #openttdcoop
18:09:54  <PublicServer> ***  made screenshot at 0000F464: http://ps.openttdcoop.org/publicserver/webcam/0000F464.png
18:12:34  *** scrlk has joined #openttdcoop
18:13:27  <scrlk> !password
18:13:27  <PublicServer> scrlk: hoards
18:13:41  <PublicServer> *** Game still paused (number of players)
18:13:41  <PublicServer> *** Game unpaused (number of players)
18:13:44  <PublicServer> *** scrlk joined the game
18:13:47  <PublicServer> <scrlk> hi
18:13:51  <MrD2DG> Hi
18:18:00  <PublicServer> <scrlk> jam at bbbh 05?
18:18:10  <PublicServer> <scrlk> bbh 05
18:19:04  <PublicServer> *** scrlk has left the game (connection lost)
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18:19:21  <PublicServer> <Hribek> I'd say the ML is at its capacity
18:21:32  <PublicServer> *** Hribek has joined spectators
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18:33:21  <CyberSoul> !players
18:33:24  <PublicServer> CyberSoul: Client 175 is Hribek, a spectator
18:33:32  <CyberSoul> !password
18:33:32  <PublicServer> CyberSoul: hoards
18:33:50  <PublicServer> *** Game still paused (number of players)
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18:44:49  <bob> quick question: my trains slow down when climbing one step and or when going a 45° turn, in your wiki it says it shouldnt be like that, right? do i have to tweak the openttd.cfg and which values would that be?
18:45:50  <V453000> set realistic train acceleration
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20:01:25  <CyberSoul> !password
20:01:25  <PublicServer> CyberSoul: fudged
20:01:41  <PublicServer> *** Game still paused (number of players)
20:01:41  <PublicServer> *** Game unpaused (number of players)
20:01:44  <PublicServer> *** CyberSoul joined the game
20:02:54  <PublicServer> <Hribek> Hi
20:03:01  <PublicServer> <CyberSoul> heyo
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20:09:54  <PublicServer> ***  made screenshot at 0001165F: http://ps.openttdcoop.org/publicserver/webcam/0001165F.png
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20:24:55  <PublicServer> ***  made screenshot at 00010466: http://ps.openttdcoop.org/publicserver/webcam/00010466.png
20:25:53  <PublicServer> *** Hribek has left the game (connection lost)
20:26:56  <CyberSoul> server down?
20:27:09  <hribek> I don't know
20:27:22  <hribek> It went "possible connection loss"
20:27:30  <hribek> and started counting
20:27:55  <Vinnie> !companies
20:27:59  <CyberSoul> me too, now it says offline
20:28:40  *** hribek has quit IRC
20:29:11  <Vinnie> sleeping time people
20:30:26  <CyberSoul> gnite Vinnie
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20:42:40  <PublicServer> Autopilot engaged
20:42:40  <PublicServer> Loading savegame: '#openttdcoop - The Public Server (www.openttdcoop.org)'
20:42:40  *** Webster changes topic to "Welcome to #openttdcoop, the Cooperative OpenTTD | PSG202 (r22148) | STAGE: building | www.openttdcoop.org | New players, use @quickstart and !help | English only"
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22:18:35  <scrlk> !password
22:18:35  <PublicServer> scrlk: halved
22:18:46  <PublicServer> *** Game still paused (number of players)
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22:55:34  <PublicServer> *** Game still paused (number of players)
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23:15:37  <CyberSoul> hehe, hribek undid Vs fix at goods drop 2
23:17:07  <Vinnie> !players
23:17:09  <PublicServer> Vinnie: Client 216 (Orange) is CyberSoul, in company 1 (PSG 202)
23:17:24  <Vinnie> if he finds out he got a problem
23:19:22  <rane> wow that sbahn is really fun thing to setup
23:20:26  <CyberSoul> yeah, to be fair I guess Vs sign is closer to the other set of 6 platforms, oops
23:21:34  <CyberSoul> its fun, but it gets a little repetitive (especially in ps201)
23:22:00  <mfb-> new system for every (part of a) city ;)
23:23:59  <CyberSoul> true, true, i think i'm a little burnt out on pax after 201 and a pax solo game even still :P
23:24:50  <CyberSoul> @info
23:24:59  <CyberSoul> !info
23:24:59  <PublicServer> CyberSoul: #:1(Orange) Company Name: 'PSG 202'  Year Founded: 1950  Money: 1699074240  Loan: 0  Value: 1718634163  (T:1200, R:5, P:1, S:0) unprotected
23:25:38  <lych> !password
23:25:38  <PublicServer> lych: halved
23:26:02  <PublicServer> *** Game still paused (number of players)
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23:37:50  <PublicServer> *** Game paused (number of players)
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23:39:57  <PublicServer> ***  made screenshot at 0003748D: http://ps.openttdcoop.org/publicserver/webcam/0003748D.png
23:42:47  <CyberSoul> @trainsets
23:42:47  <Webster> Default: http://wiki.openttd.org/Trains | 2cc: http://users.tt-forums.net/2cc/vehiclelist.html | Japanese Set: http://www.as-st.com/ttd/japan/index.html | NARS2: http://users.tt-forums.net/pikka/wiki/index.php?title=North_American_Renewal_Set | UKRS: http://www.pikkarail.com/ttdp/ukrs/vehicles.htm

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