Log for #openttdcoop on 4th August 2011:
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00:02:22  *** iklucas has quit IRC
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05:46:26  <JesseW> I'm trying to understand why it's difficult to patch openttd to make the power plant smoke invisible.  Any pointers?
05:46:43  <JesseW> I found the post on the forum that mentioned the problem (link to come)
05:47:26  <JesseW> and I found the sprites that hold the smoke (#3701-3708 in base)
05:48:08  <JesseW> but I didn't fully understand why those sprites can't simply be set not to be displayed when in invisible mode...
05:52:03  *** DayDreamer has joined #openttdcoop
05:54:08  <JesseW> I found that sprite numbers are in the code in the file table/sprites.h
06:00:06  <JesseW> hm, it looks like it might *already be fixed* (just not in my version...) sigh...
06:03:21  <JesseW> yep, found the revision svn r22506, made 2 months ago...
06:03:46  <JesseW> now where is the issue tracker (rhetorical question)
06:06:37  <JesseW> here:
06:07:05  <JesseW> and the bug was fixed **two days** after it was reported.  Wow, impressively quick response.
06:07:19  <JesseW> Now back to your regularly scheduled quiet channel. ;-)
06:22:28  *** Absolutis has joined #openttdcoop
06:22:29  <Absolutis> !password
06:22:29  <PublicServer> Absolutis: butted
06:22:59  <PublicServer> *** Game still paused (number of players)
06:23:02  <PublicServer> *** Absolutis joined the game
06:29:41  *** Tray has joined #openttdcoop
06:30:58  <JesseW> !help
06:30:58  <PublicServer> JesseW:
06:33:19  <Tray> !password
06:33:19  <PublicServer> Tray: firsts
06:33:35  <PublicServer> *** Game still paused (number of players)
06:33:35  <PublicServer> *** Game unpaused (number of players)
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06:33:41  <PublicServer> <Absolutis> yo
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06:37:00  <PublicServer> <Absolutis> hmm
06:37:50  <PublicServer> <Absolutis> i think !here has to be a mixer
06:38:00  <PublicServer> <Absolutis> at least kinda
06:38:32  <PublicServer> <Tray> yeah - feel free to do it
06:38:43  <PublicServer> <Tray> yesterday we talked for about an hour what and where to do it
06:39:35  <PublicServer> ***  made screenshot at 0003B4AE:
06:42:47  <PublicServer> *** Absolutis has joined spectators
06:42:47  <PublicServer> *** Game paused (number of players)
06:43:04  <PublicServer> <Absolutis> ima go eat breakfast, brb
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06:52:25  <Ryton> !archive
06:52:25  <PublicServer> Ryton: http://www.openttdcoop.ORG/wiki/PublicServer:Archive | |
06:53:37  <PublicServer> *** Game still paused (number of players)
06:53:37  <PublicServer> *** Game unpaused (number of players)
06:53:40  <PublicServer> *** Ryton joined the game
06:53:44  <PublicServer> <Ryton> g day all
06:53:44  *** DayDreamer has quit IRC
06:54:35  <PublicServer> ***  made screenshot at 0003DE78:
06:55:05  <PublicServer> *** Ryton has joined spectators
06:55:05  <PublicServer> *** Game paused (number of players)
06:57:09  <PublicServer> *** Ryton has joined company #1
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07:03:17  <PublicServer> <Tray> Don't know I want to wait for more comments.
07:03:48  <PublicServer> <Ryton> comments on...?
07:04:05  <PublicServer> <Ryton> ah, !here and !there
07:04:36  *** Kangoo has joined #openttdcoop
07:04:54  <PublicServer> <Ryton> ah oke
07:05:25  <PublicServer> *** Kangoo joined the game
07:05:27  <Ryton> @webster coopy
07:05:30  <Ryton> @coopy
07:05:49  <PublicServer> <Kangoo> hi all
07:05:52  <Ryton> what does "coopy" mean?
07:05:54  <Ryton> hi kangoo
07:06:14  <Absolutis> @roulette spin
07:06:26  <Ryton> hmm
07:06:27  <Absolutis> :(
07:06:30  <Ryton> Coopy: A girl who is most likely to be your soul-mate but only on the friend level.
07:06:39  <Ryton> I doubt that they ment this :p
07:07:23  <PublicServer> <Ryton> Tray:  about your idea: just do it, can easily be reversed if it is counter-productive, I'd say
07:07:29  <PublicServer> <Kangoo> network upgrade is complete?
07:08:01  <PublicServer> <Absolutis> after drop, yes
07:08:17  <PublicServer> <Absolutis> but the drop itself suffers from bad balancing
07:08:36  <PublicServer> *** Ryton has joined company #1
07:09:07  <duckblaster> any idea why i get the error "server didn't answer the request"?
07:09:18  <Absolutis> where?
07:09:27  <duckblaster> joining multiplayer
07:09:36  <PublicServer> ***  made screenshot at 00029D70:
07:09:40  <Absolutis> hmm, i'd think corrupt trunk
07:09:59  <duckblaster> it's with a stable version (not coop)
07:10:15  <PublicServer> <Absolutis> ah
07:10:19  <PublicServer> <Tray> let's see how that works out
07:10:24  <duckblaster> works fine on lan, but not internet
07:10:27  <PublicServer> <Ryton> try another server?
07:10:30  <PublicServer> <Absolutis> can you join other servers?
07:10:36  <duckblaster> yes
07:10:42  <duckblaster> it's just this one
07:10:44  <PublicServer> <Ryton> then its the servers fault :p
07:10:50  <duckblaster> i'm hosting it
07:11:07  <duckblaster> port 3978 and 3979 are forwarded
07:11:09  <PublicServer> <Absolutis> sounds like a port unforwarded
07:11:19  <duckblaster> tcp and udp
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07:11:55  <PublicServer> <Absolutis> you sure the server is at 3978/3979
07:12:02  <duckblaster> default
07:12:46  <PublicServer> <Absolutis> hmm, sounds like right to me
07:12:48  <duckblaster> it detects it, but doesn't show the company names
07:12:58  <PublicServer> <Absolutis> can i test it?
07:13:08  <duckblaster> sure
07:13:15  <duckblaster> duckblaster's server
07:13:25  <PublicServer> <Absolutis> 1.1.1?
07:13:31  <duckblaster>
07:13:32  <duckblaster> yes
07:14:55  <PublicServer> <Absolutis> shows up for me
07:15:16  <duckblaster> can you join?
07:15:59  <PublicServer> <Absolutis> nope, it is passworded, and i do not have firs r1121
07:15:59  <duckblaster> it's during the grey connecting window stage
07:16:03  <duckblaster> tpb3d
07:16:12  <duckblaster> drat
07:16:19  <duckblaster> i'll try without firs
07:16:24  <PublicServer> <Tray> I think it works.
07:16:37  <PublicServer> <Tray> at least it's better now
07:17:15  <PublicServer> <Ryton> stopping on the mainline 1 is ok
07:17:17  <PublicServer> <Ryton> ?
07:18:00  <duckblaster> can you try it now?
07:18:21  <PublicServer> <Absolutis> nope, server didn't answer the req
07:18:32  <duckblaster> that's the error
07:18:38  <duckblaster> any idea why?
07:19:13  <PublicServer> <Absolutis> my client sent packets to your server, and your server did not respond
07:19:26  <duckblaster> fix?
07:19:38  <duckblaster> could it be the isp?
07:19:59  <PublicServer> <Absolutis> hmm, maybe you could have two firewalls
07:20:14  <PublicServer> <Absolutis> and you forwarded the ports only on one
07:20:33  <duckblaster> linux, no firewall that i know of, router says firewall off
07:20:53  <duckblaster> ports are 3978 to 3978, 3979 to 3979
07:21:02  <duckblaster> udp and tcp
07:21:54  <PublicServer> <Absolutis> i'd think the isp has a firewall of its own
07:22:07  <PublicServer> <Absolutis> you just forwarded the ports on yours
07:22:11  *** alang has quit IRC
07:22:34  <duckblaster> ah well, i'll se if the other guy can host it
07:22:43  <duckblaster> thank you
07:24:36  <PublicServer> ***  made screenshot at 00029770:
07:25:00  <duckblaster> !password
07:25:00  <PublicServer> duckblaster: graced
07:25:15  <PublicServer> *** duckblaster joined the game
07:25:51  <PublicServer> <Absolutis> you completed the plan already tray btw?
07:26:05  <PublicServer> <Tray> yeah.
07:26:44  <PublicServer> <Absolutis> hmm
07:26:54  <PublicServer> <Absolutis> the prob still persist
07:26:59  <PublicServer> <Absolutis> persists*
07:31:00  <PublicServer> <Ryton> what is !T3?
07:31:15  <PublicServer> <Tray> missing connection by purpose
07:31:25  <PublicServer> <Tray> for the moment at least
07:32:17  <PublicServer> <Ryton> that is a big one :-)
07:32:36  <PublicServer> <Kangoo> indeed
07:35:44  <PublicServer> *** duckblaster has joined company #1
07:36:35  <PublicServer> <Kangoo> hmm. at merge 2 mega, two of the lines from SLH 2x is merged intothe three rightmost lanes of ML, and four lines from SLH2x connected to the three left lines of ML...?
07:36:39  <PublicServer> <Absolutis> look at !intentional?
07:37:36  <PublicServer> <Kangoo> *dontgetit
07:37:38  <PublicServer> <Absolutis> is a split like that intentional?
07:38:39  <PublicServer> <Ryton> there is a partial mixer down further down the sideline too
07:39:11  <PublicServer> <Ryton> maybe that can be promoted or moved closer to the split? it would be easier to solve balancing problems there already (imho) ;-)
07:39:36  <PublicServer> ***  made screenshot at 00028F78:
07:39:39  <PublicServer> <Absolutis> i'd make a split like dat
07:39:41  <PublicServer> *** Tray has left the game (leaving)
07:40:38  <PublicServer> <Ryton> does it matter? :-)
07:40:56  <PublicServer> <Ryton> tracks 1-3 are more heavily loaded atm, right?
07:41:26  <PublicServer> <Ryton> just send all of  2D to 4-6, doesnt that work? with an overflow / alternative to go to 1-3 in emergencies?
07:41:32  <PublicServer> <Absolutis> imho they are pretty much equal to 4-6
07:41:44  <PublicServer> <Ryton> 6 is almost empty
07:41:51  <PublicServer> <Ryton> so is 5
07:43:13  <PublicServer> *** duckblaster has left the game (leaving)
07:43:33  <PublicServer> <Kangoo> but in merge 2, twice as many lines going from SLH2-line  are connected to three left ML-lines, as to the three rightmost ML-lines.
07:44:03  <PublicServer> <Kangoo> that is OK due to goods trains?
07:44:13  <PublicServer> <Absolutis> i think that is due to steel
07:45:15  <PublicServer> <Kangoo> so mfbs goods-train distributor at old Merge 3 is good or bad?
07:46:34  <PublicServer> <Ryton> cool
07:46:39  <PublicServer> <Ryton> town drop is completely empty
07:46:46  <PublicServer> <Ryton> really wavy network
07:47:25  <PublicServer> <Ryton> lol
07:47:31  <PublicServer> <Ryton> jam at Mentfield valley
07:47:38  <PublicServer> <Ryton> see !jam
07:48:22  <PublicServer> <Ryton> hmm
07:48:24  <PublicServer> <Ryton> crash there :p
07:48:32  <PublicServer> <Kangoo> now that shoudl solve the jam.. :p
07:48:50  <PublicServer> <Ryton> this shoud :p
07:49:30  <PublicServer> <Kangoo> 20 trains might be slighty overkill, eh?
07:49:41  <PublicServer> <Ryton> 19 now :-à (I deleted one :p
07:49:44  <PublicServer> <Ryton> and crahed 2
07:49:58  <PublicServer> <Kangoo> so 17.. :p
07:50:00  <PublicServer> <Ryton> let's crash some more?
07:50:35  <PublicServer> <Ryton> woot: we are below train limit again ;-)
07:54:36  <PublicServer> ***  made screenshot at 00000EE9:
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07:56:10  <PublicServer> <Absolutis> btw, scientist are trying to make integrated circuits from graphene
07:56:29  <PublicServer> <Kangoo> lol
07:56:36  <PublicServer> <Absolutis> ibm already made some kind of radio mixer that is 10Ghz
07:56:38  <PublicServer> <Ryton> hmm
07:56:40  <PublicServer> <Kangoo> it wasnt me
07:56:42  <PublicServer> <Ryton> wasnt in reverse :p
07:56:42  <PublicServer> <Ryton> me again
07:56:55  <PublicServer> <Ryton> just clone some trains
07:57:02  <PublicServer> <Ryton> its not like we can 't spare the cash
07:57:04  <PublicServer> <Absolutis> and: graphene is self-cooling!
07:57:10  <PublicServer> <Ryton> or that the station is booming :p
07:57:32  <duckblaster> !pasword
07:57:41  <duckblaster> !password
07:57:41  <PublicServer> duckblaster: salved
07:57:56  <PublicServer> *** duckblaster joined the game
07:58:56  <PublicServer> <Ryton> pff, long wait
08:03:41  <PublicServer> <Ryton> kangoo?
08:03:45  <PublicServer> <Kangoo> mhm?
08:03:51  <PublicServer> <Ryton> it seems to mess up the simple overflow logic
08:03:57  <PublicServer> <Ryton> at Mentfield north
08:04:09  <PublicServer> <Ryton> any idea how to squeese in an overflow then?
08:04:11  <PublicServer> <Ryton> other side maybe?
08:04:46  <PublicServer> *** duckblaster has left the game (connection lost)
08:05:20  <PublicServer> <Ryton> cl again :p
08:05:31  <PublicServer> <Kangoo> Xd
08:05:35  <PublicServer> <Kangoo> xD
08:07:09  <PublicServer> <Kangoo> lol
08:07:19  <PublicServer> <Ryton> just delete them from the first depot
08:07:25  <PublicServer> <Ryton> and clone from the second :p
08:07:25  *** pugi has joined #openttdcoop
08:07:35  <PublicServer> <Ryton> 5 grain trains is a bit muych, or a small farm
08:08:29  *** duckblaster1 has joined #openttdcoop
08:08:49  <PublicServer> <Kangoo> no overflow for grain though.. ;)
08:09:03  <PublicServer> <Absolutis> brb, ima test a cyclotron at  slh4b in sp
08:09:26  <PublicServer> *** Absolutis has left the game (leaving)
08:09:27  <PublicServer> *** Mazur joined the game
08:09:37  <PublicServer> ***  made screenshot at 000010E3:
08:09:39  <PublicServer> <Ryton> not a nice solution anyway
08:09:47  <PublicServer> <Mazur> G'day.
08:10:08  <PublicServer> <Kangoo> howdy
08:12:01  <PublicServer> <Ryton> aha
08:12:07  <PublicServer> <Ryton> found another !broken overflow :p
08:13:23  *** duckblaster has quit IRC
08:13:39  <PublicServer> <Ryton> cl right behind the depot doesnt really matter, does it?
08:14:11  <PublicServer> <Kangoo> clearing out stations as fast as possible probably is a good thing though
08:15:04  *** SanderB has joined #openttdcoop
08:15:09  <SanderB> !password
08:15:09  <PublicServer> SanderB: sequin
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08:15:22  <PublicServer> *** SanderB joined the game
08:15:41  <PublicServer> <Ryton> hi sander
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08:15:56  <PublicServer> <SanderB> hihi
08:16:00  <PublicServer> <SanderB> goodmorning!
08:16:01  <Absolutis> !password
08:16:01  <PublicServer> Absolutis: sequin
08:16:06  <PublicServer> <Ryton> hope you dont mind, that we changed some of your overflows at Mentfield area
08:16:16  <PublicServer> *** Absolutis joined the game
08:16:18  <PublicServer> <SanderB> thats ok
08:16:27  <PublicServer> <Ryton> they had some issues... should be ok now :-)
08:16:29  <PublicServer> <Absolutis> heyhey.
08:16:53  <PublicServer> <Mazur> Lo.
08:16:56  <PublicServer> <Ryton> hi mazur
08:17:07  <PublicServer> <Ryton> could you notch up the train limit a bit?
08:17:20  <PublicServer> <Absolutis> he's not an op
08:17:36  <PublicServer> <Ryton> ah oke
08:17:38  <PublicServer> <Mazur> I do not have a magiuc wand to do so with.
08:17:44  <PublicServer> <Ryton> could you the, abso? ;-)
08:17:55  <PublicServer> <Absolutis> nah
08:18:03  <PublicServer> <Ryton> some station ratings are abominably low
08:18:18  <PublicServer> <Absolutis> or i could open up some train slots for u
08:18:28  <PublicServer> <Absolutis> by crashing trains >:D
08:18:42  <PublicServer> <Kangoo> we have already done that...
08:18:48  <PublicServer> <Ryton> yeah, do that :p just crashing 2 trains per mainline should be enough ;-)
08:18:56  <Mazur> Can we have some more trains, please?  There are low serviced stations to help.
08:19:11  <Mazur> !admin
08:19:24  <PublicServer> <Ryton> 26/28% is the lowest, imho
08:19:30  <planetmaker> hm?
08:19:32  <PublicServer> <Ryton> and then a dozen below 50%
08:19:49  <planetmaker> !rcon set max_trains
08:19:49  <PublicServer> planetmaker: Current value for 'max_trains' is: '1450' (min: 0, max: 5000)
08:19:58  <PublicServer> <Kangoo> what about just switching ML 3&4 at !here?
08:19:59  <planetmaker> !rcon set max_trains 1550
08:20:11  <Mazur> Thank you.
08:20:21  <Ryton> thx
08:22:31  <PublicServer> <Absolutis> 15 is the lowest, actually (but that is fac+saw+ref drop)
08:22:42  <PublicServer> <Absolutis> and town drop
08:22:52  <PublicServer> <Ryton> ah, I'm checking at industries list, not at stations list
08:23:01  <PublicServer> <Ryton> so I dont see those :--)
08:24:37  <PublicServer> ***  made screenshot at 00011D4D:
08:25:06  <PublicServer> *** Absolutis has left the game (leaving)
08:25:14  <PublicServer> <Kangoo> so how can the unbalanced stations problem be solved?
08:25:44  <PublicServer> <Mazur> You mean the DROPS?
08:25:57  <PublicServer> <Kangoo> mhm
08:26:27  <PublicServer> <SanderB> ya they wanted to split these lines evenly
08:26:37  <PublicServer> <Mazur> Please don't speak with your mouth full, I can;t see you nodding or shaking your head.
08:26:39  <PublicServer> <SanderB> force the trains to go 50/50
08:27:03  <PublicServer> <Mazur> Not a clue.
08:28:02  <PublicServer> <Mazur> I proposed and we implemented a change-ourt of a busy track with a free track, but that has been reversed, so apparently is had not the intended effect.
08:28:44  <PublicServer> <Kangoo> kk. that was my idea too
08:29:28  <PublicServer> <Kangoo> better leave it for someone more clever than me then.. ;)
08:30:38  <PublicServer> <SanderB> sorry bout that I thought I was demolishing something on a standalone savegame and not the main server
08:31:05  <PublicServer> <Mazur> Ah, there are sdtill some trains with no FULL LOAD order.
08:31:23  <PublicServer> <Ryton> are there?
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08:31:29  <PublicServer> <Ryton> is there an easy way to check that?
08:31:39  <PublicServer> <Ryton> or do you have to pass every train (group) man-ually?
08:31:45  <PublicServer> <Mazur> I just fixed a group at a low-serviced station.
08:31:55  <PublicServer> <Mazur> THe stations will be badly serviced.
08:33:33  <PublicServer> <Kangoo> whats the flipflop?
08:33:47  <PublicServer> <Mazur> Where?
08:33:49  <PublicServer> <Ryton> a logic device, that splits trains
08:33:55  <PublicServer> <Ryton> south side of map
08:34:09  <PublicServer> <Kangoo> close to !here
08:34:11  <PublicServer> <Ryton> sign "flipflop"
08:34:26  <PublicServer> <Ryton> its a locic thing,to force trains to go one side xx% of the time
08:34:32  <PublicServer> <Ryton> and take other track the other %
08:34:40  <PublicServer> <Ryton> you can make a perfect split that way
08:34:50  <PublicServer> <Ryton> withouth giving YAPF the choice ;-)
08:35:12  <PublicServer> <Ryton> the 2 roundabouts simbolyse the 2 possible tracks
08:35:34  <PublicServer> <Mazur> You give it the choice to wait for a red or gop on through s green.
08:35:46  <PublicServer> <Kangoo> hm. so there is a plan to implement it?
08:37:11  <PublicServer> <Kangoo> could be a 6-6 split followed by two 6->3 mergers..
08:38:00  <PublicServer> <Mazur> Would be tricky: you'd have to pair up the six tracks in three pairs, and send those half north half south.
08:38:33  <PublicServer> <Mazur> Or you get 6->12.
08:38:33  <Tray> !password
08:38:33  <PublicServer> Tray: mushes
08:38:52  <PublicServer> *** Tray joined the game
08:39:37  <PublicServer> ***  made screenshot at 000353E4:
08:39:55  <PublicServer> <Mazur> Ladies and Gentlemen, please put your Tray in the upright position.
08:40:43  <PublicServer> <Ryton> lol
08:41:21  <PublicServer> <Kangoo> so- one balanced station with 6 entry-lines?
08:41:45  <PublicServer> <SanderB> thats the idea
08:44:50  <PublicServer> <Ryton> no fences GRF?
08:46:27  *** Maraxus has joined #openttdcoop
08:46:42  <Maraxus> !password
08:46:42  <PublicServer> Maraxus: mushes
08:46:52  <PublicServer> *** Maraxus joined the game
08:48:35  <PublicServer> <Mazur> Tronworth West + TRansfer are bewittched, and I can't see what's wrong.
08:48:49  <PublicServer> <Kangoo> now its electrified :p
08:49:15  <PublicServer> <Mazur> That would help.
08:49:17  <PublicServer> <Ryton> hehe
08:49:19  <PublicServer> <Kangoo> xD
08:49:29  <PublicServer> <Ryton> thats the annoying thing about hiding the electricity poles
08:49:31  <PublicServer> <Ryton> you cant see them anymore then :p
08:49:37  <PublicServer> <Ryton> or cant see they are not there
08:49:43  <PublicServer> <Mazur> I nver even think of that anymore, never make that mistake myself.
08:50:10  <PublicServer> <Kangoo> I often think about it... bah
08:50:12  <PublicServer> <Ryton> I do, in the beginning of the game :s
08:50:24  <PublicServer> <Ryton> but there is an option in advanced settings, right?
08:50:34  <PublicServer> <Ryton> that it sjust selects the track taht is available on themap the most
08:50:58  <PublicServer> <SanderB> think so yea
08:51:08  <PublicServer> <Kangoo> there is? ooh
08:51:08  <PublicServer> <Mazur> Yes, use most used track.
08:51:10  <PublicServer> <Ryton> aha, interface => default rail type
08:51:24  <PublicServer> <Ryton> standard is "first available" => normal rail
08:51:38  <PublicServer> <Kangoo> *clapclap*
08:51:45  <PublicServer> <Kangoo> tnx for the tip!
08:51:59  <PublicServer> <Ryton> adding steel trains = acceptable? :p
08:52:11  <PublicServer> <Ryton> only 37% transporte
08:52:11  <PublicServer> <Ryton> d
08:52:35  <PublicServer> <Ryton> and (atm) only 1 lane is used :-)
08:52:42  <PublicServer> <Ryton>  1 /2
08:52:44  <PublicServer> <Maraxus> can't add train unless someone ups the limit
08:52:47  <PublicServer> <Ryton> they did
08:52:59  <PublicServer> <Ryton> ah we hit it again
08:53:06  <Ryton> pretty please?
08:53:18  <Ryton> Can we have some more trains, please? There are low serviced stations to help.
08:53:21  <Ryton> !admin
08:53:41  <Ryton> is it ok to add steel trains? or rather not...?
08:54:11  <PublicServer> <Mazur> I have no idea.
08:54:29  <PublicServer> <Mazur> It's not forbidden, so if htey are needed..
08:54:37  <PublicServer> ***  made screenshot at 00009352:
08:54:49  <PublicServer> <Ryton> but the factory drop is clogged
08:55:03  <planetmaker> !rcon info
08:55:03  <PublicServer> planetmaker: Current/maximum clients:     6/255
08:55:03  <PublicServer> planetmaker: Current/maximum companies:   1/ 1
08:55:03  <PublicServer> planetmaker: Current/maximum spectators:  1/10
08:55:04  <PublicServer> <Ryton> so maybe better not do it, untill that can be extended/made more efficiently
08:55:08  <planetmaker> !rcon companies
08:55:08  <PublicServer> planetmaker: #:1(Orange) Company Name: 'Cunbridge Transport'  Year Founded: 1970  Money: 10054321086  Loan: 0  Value: 10259150780  (T:1550, R:20, P:0, S:0) unprotected
08:55:18  <planetmaker> whoot? You added already 100 trains?
08:55:45  <Mazur> Apparently.
08:55:48  <PublicServer> <Tray> 200 I think. (:
08:56:01  <planetmaker> well, I raised the limit only by 100 ;-)
08:56:06  <planetmaker> But I don't know what was before
08:56:12  <Mazur> The limit was raised by 100, so I think not, Tray.
08:56:30  <PublicServer> <SanderB> in my memory it was 1350 when I logged in
08:56:32  <PublicServer> <Tray> I remember 1350 trains at 0830.
08:56:42  <PublicServer> <SanderB> prolly yesterday
08:56:49  <planetmaker> I checked it before raising it, though ;-)
08:56:58  <Ryton> yeah
08:56:59  <PublicServer> <Tray> well what ever
08:57:19  <Ryton> so 100 trains in 30 minutes :-)
08:57:32  <Ryton> Tray: he raised it 30 mins ago
08:58:30  <PublicServer> <Mazur> It's not hte number of platforms in hte south, tha's the problem, it's the distribution over the six incoming lines.
08:58:52  <PublicServer> <Ryton> so... the balancer should be rebuild?
08:59:22  <PublicServer> <Tray> I don't know.
08:59:41  <Absolutis> !password
08:59:41  <PublicServer> Absolutis: awhile
08:59:59  <PublicServer> <Mazur> MOre like merge 2.
09:00:16  <PublicServer> *** Absolutis joined the game
09:00:25  <PublicServer> <Mazur> That should use the last three lines more.
09:02:00  <PublicServer> <Mazur> No more new trains, merge 2 is jamming hard.
09:02:22  <PublicServer> <Absolutis> just noticed the same thing
09:02:53  <PublicServer> <Mazur> Uneven distribution of trains over the available lines.
09:02:57  <planetmaker> !password
09:02:57  <PublicServer> planetmaker: awhile
09:03:11  <PublicServer> <Absolutis> flipflop split should solve it
09:03:12  <PublicServer> *** planetm4ker joined the game
09:03:51  <PublicServer> <Tray> please don't split by logic the last thing I remered is that it is very slow
09:04:21  <PublicServer> *** Absolutis has joined spectators
09:05:08  <PublicServer> <planetm4ker> we've already too many trains at GOODS_PICKUP
09:05:28  <PublicServer> <planetm4ker> though... it's probably still ok
09:05:34  <PublicServer> <planetm4ker> but just
09:05:40  <PublicServer> <Ryton> true
09:06:08  <PublicServer> <planetm4ker> and factory+sawmill+refinery drop needs extension
09:06:31  <PublicServer> <Mazur> No, planetm4ker, that's already there, but it doesn;t get used.
09:06:42  <PublicServer> <planetm4ker> hu?
09:06:49  <PublicServer> <Mazur> DROP has two sets of 15 pltfrms.
09:07:17  <PublicServer> <Mazur> But the southern set is almost unused.
09:07:36  <PublicServer> <planetm4ker> for a simple reason: it has no preceeding load balancer
09:07:48  <PublicServer> <planetm4ker> no split which distributes incoming traffic to available platforms
09:07:50  <PublicServer> <SanderB> >_< we know
09:07:56  <PublicServer> <planetm4ker> it's basically two stations
09:08:18  <PublicServer> <Tray> Well Merge2 should balance traffic
09:09:16  <PublicServer> <planetm4ker> uhm... that's a merge 1/4 around the map
09:09:23  <PublicServer> <planetm4ker> it has nothing to do with the load balancing of that station
09:09:25  <PublicServer> <Ryton> it does a good job, but doesnt take into account if its good strains or raw material for the drop
09:09:35  <PublicServer> <planetm4ker> esp. as only part of the ML goes to that station
09:09:38  <PublicServer> ***  made screenshot at 0003BBBF:
09:09:44  <PublicServer> <Ryton> it balances the trains, but there are more goods trains on ML tracks 4;5 and 6
09:09:57  <PublicServer> <planetm4ker> exactly
09:09:59  <PublicServer> <Tray> well than
09:10:13  <PublicServer> <Ryton> because 4 of em are going to 4-6, and only 2 going toML 1-3
09:10:52  <PublicServer> <planetm4ker> thus... I suggest to fix that thing first before we add more trains and less people being able to connect ;-)
09:10:54  <PublicServer> <Kangoo> train-count at !TPM
09:13:55  <PublicServer> *** Mazur has joined spectators
09:14:02  <duckblaster1> !password
09:14:02  <PublicServer> duckblaster1: hosted
09:14:05  <PublicServer> <planetm4ker> but it's a nice network you guys got going here :-)
09:14:25  <PublicServer> <planetm4ker> where are all the trees, though?
09:14:29  <PublicServer> *** duckblaster joined the game
09:14:48  <PublicServer> <Tray> global warmin'
09:15:04  <PublicServer> <planetm4ker> ?
09:15:31  <PublicServer> <Ryton> still holding true
09:15:59  <PublicServer> <SanderB> i've planted a couple trees, they should spread eventually
09:16:20  <PublicServer> <planetm4ker> they will even without planting ;-)
09:18:14  <PublicServer> <SanderB> they havent been planted and its been a couple hundred years and they havent grown back
09:18:37  <PublicServer> <Ryton> first lane is definitely having more trafic
09:18:46  <PublicServer> <Ryton> yeah, earlier the drop was empty
09:19:00  <PublicServer> <planetm4ker> yes, it really needs a balancer
09:19:14  <PublicServer> <planetm4ker> to share it among all station tracks ;-)
09:19:48  <PublicServer> <Kangoo> would be nicer to manage to balance it all out in the existing mergersthough..
09:20:02  <PublicServer> <Ryton> thats whats being done now more or lesss
09:20:04  <PublicServer> <planetm4ker> Kangoo: from the ML one? Not feasible
09:20:14  <PublicServer> <planetm4ker> after a split things will be unbalanced
09:20:18  <PublicServer> <Ryton> the full line is distributed over 3, the empty ones over 3 other ones
09:20:50  <PublicServer> <planetm4ker> and we have there 15 station tracks and 3 incoming lines
09:20:56  <PublicServer> <planetm4ker> that's actually the main issue
09:21:09  <PublicServer> <planetm4ker> one loaded incoming track needs 7 or 8 station tracks
09:21:23  <PublicServer> <planetm4ker> so re-balancing actually only moves the real issue to a later point
09:21:40  <PublicServer> <planetm4ker> the station IS too small for the amount of possible incoming traffic
09:22:24  <PublicServer> <planetm4ker> well, sometims 6 maybe suffice
09:22:30  <PublicServer> <planetm4ker> it depends a bit on TL
09:22:58  <PublicServer> <planetm4ker> with 6 incoming tracks split off the ML, we can never have 6 full loaded incoming tracks, though...
09:23:19  <PublicServer> <planetm4ker> though... 90% or so go there
09:23:25  <PublicServer> <Ryton> btw, why dont we move ML6 to the ML1 side?
09:23:31  <PublicServer> <Ryton> doesnt it make more sense?
09:23:41  <PublicServer> <planetm4ker> that's feasible, but IMO just a hack
09:24:23  <PublicServer> <Ryton> could be, maybe wount have a huge influence
09:24:29  <PublicServer> <planetm4ker> IMHO the proper solution would be a 6->6 balancer at about !here
09:24:38  <PublicServer> ***  made screenshot at 0003CEAC:
09:24:49  <PublicServer> <Ryton> but less trains have to be mixed then, so easier flow in merge 2
09:24:52  <PublicServer> <planetm4ker> alternatively re-build the whole entry
09:24:58  <PublicServer> <SanderB> do you have something in mind that can do that?
09:26:34  <PublicServer> <Ryton> 36 platforms in total for the drop
09:26:40  <PublicServer> <Ryton> for 6 lines... should be ok, no?
09:26:54  <PublicServer> <planetm4ker> if all 6 are fully loaded: it's hard
09:27:04  <PublicServer> <planetm4ker> as said 7 is the better number per track
09:27:14  <PublicServer> <planetm4ker> but it should still do the trick for current load
09:27:38  <PublicServer> *** Absolutis has joined company #1
09:27:42  <PublicServer> <Ryton> 6*7 = 42, so we need 6 more platforms
09:27:52  <PublicServer> <Ryton> there is still some space in the south ;-))
09:27:56  <PublicServer> <planetm4ker> well. Not now. We need a balancer
09:28:02  <PublicServer> <planetm4ker> that's more important than platforms
09:28:05  <PublicServer> <Ryton> true: who can do that? (not me :p)
09:28:25  <PublicServer> <planetm4ker> why can't you? ;-)
09:28:46  <duckblaster1> if it is just connecting every line together, i could try it
09:29:28  <PublicServer> <Absolutis> i could help, but i don't think i could design it
09:29:39  <PublicServer> <planetm4ker> well... it needs something like we have in front of each of the station parts - but dealing with 6 incoming lines instead of 3 ;-)
09:30:04  <PublicServer> <SanderB> 6 over 3 makes it expenantially more complicated
09:30:17  <PublicServer> <planetm4ker> who would have guessed ;-)
09:30:23  <PublicServer> <planetm4ker> but not necessarily
09:30:34  <PublicServer> <planetm4ker> could be solved on a linear difficulty increase
09:30:43  <duckblaster1> someone has to do it
09:30:52  <duckblaster1> i'm not that good, but i can try
09:31:27  <PublicServer> <planetm4ker> I've to leave very soonish, so I should not start
09:31:41  <PublicServer> <Absolutis> same kind of design as merge 1 should work, no?
09:31:51  *** valhallasw has joined #openttdcoop
09:31:59  <PublicServer> <Absolutis> wait, no...
09:32:17  <PublicServer> <planetm4ker> that's a merger...
09:32:23  <PublicServer> <planetm4ker> we need a station entry or a balancer
09:33:06  <PublicServer> <planetm4ker> though... a merger could work as balancer, you're right
09:33:41  <duckblaster1> i'll give it a go
09:33:46  <PublicServer> <Absolutis> if a bit modified, that kind of design would indeed work.
09:34:04  <PublicServer> <planetm4ker> work together, this is coop :-)
09:34:26  <Sigma> !password
09:34:26  <PublicServer> Sigma: sixths
09:34:28  <PublicServer> <planetm4ker> and most importantly: enjoy :-)
09:34:31  <PublicServer> *** planetm4ker has left the game (leaving)
09:34:44  <planetmaker> see you later :-)
09:34:51  <PublicServer> <Ryton> will do, thx
09:35:01  <PublicServer> <Absolutis> i'm not the kind of man to design the balancer like i said, but if someone makes a basic scheme for it, i think i could help building it
09:35:08  <PublicServer> <Ryton> ditto :p
09:35:10  <PublicServer> <duckblaster> ok
09:35:33  <PublicServer> <duckblaster> should the flipflop go?
09:35:49  <PublicServer> <Absolutis> hmm, take a screen of it first?
09:35:58  <PublicServer> <Ryton> I'll move it
09:36:04  <PublicServer> <duckblaster> it doesn't seem to do anything, and it is in the way
09:36:07  <PublicServer> <duckblaster> thanks
09:37:33  <PublicServer> *** Sigma joined the game
09:38:37  <Sigma> wow I think 1500 trains exceeds the limits of my laptop CPU
09:38:41  <Sigma> lol
09:38:50  <Sigma> at least in multiplayer
09:38:51  <planetmaker> yes, it's the limit of my laptop...
09:38:57  <planetmaker> it still works, but...
09:39:10  <planetmaker> consider disabling full animation and full details
09:39:20  <planetmaker> don't zoom out and decrease your window size
09:39:23  <Sigma> a 17 year old game producing a slide show on a 2011 PC :D
09:39:29  <Sigma> that's awesome
09:39:38  <PublicServer> ***  made screenshot at 000379AA:
09:40:07  <planetmaker> this game is about 3 days old :-P
09:40:07  <duckblaster1> using 100% of one core on my machine
09:40:10  <PublicServer> *** Spike joined the game
09:40:25  <Sigma> but TTD is from 1994
09:40:27  <Sigma> lol
09:40:35  <duckblaster1> about 60%
09:40:53  <duckblaster1> sometimes it goes jerky
09:40:57  <duckblaster1> not always
09:41:04  <planetmaker> TTD allowed 256^2, no multiplayer, no newgrfs, not that many signals, no railtypes,...
09:41:15  <planetmaker> and you'd be VERY good had you 100 trains
09:41:37  <Sigma> yeah but it got stuck in our hearts
09:41:41  <duckblaster1> hows the flipflop move going?
09:41:43  <Sigma> now it can do all that and more
09:42:07  <planetmaker> of course :-)
09:42:22  <planetmaker> that's why we're (still) here with that game... it's an awesome concept.
09:42:35  <planetmaker> And we can keep it going
09:42:48  <planetmaker> oh, actually.. Sigma: TTD won't run on modern systems
09:42:52  <PublicServer> <Ryton> bah
09:42:58  <PublicServer> <Ryton> cant clone the logic trains :p
09:43:00  <PublicServer> <Ryton> too many ingame
09:43:05  <PublicServer> <Ryton> can someone crash 4?
09:43:13  <PublicServer> <Ryton> or I'll just delete teh existing ones
09:43:14  <planetmaker> you'll need either dosbox (maybe), or ttdpatch ;-) - and even then you're not always off well ;-)
09:43:22  <planetmaker> and it doesn't run on mobile phones :-P
09:43:25  <Sigma> haha
09:43:33  <planetmaker> Ryton: sell them?
09:45:08  <Sigma> but why is it so much slower in multiplayer mode?
09:45:21  <duckblaster1> 1500 trains
09:45:28  <duckblaster1> pathfinder goin flat out
09:45:33  <planetmaker> Sigma: you have (some) network overhead. But the game speed is always the same
09:45:45  <Sigma> it seems better if I load a save offline though
09:45:49  <planetmaker> the game speed is hard-coded
09:46:03  <planetmaker> some commands will need confirmation by the server
09:46:10  <planetmaker> like building a piece of track
09:46:18  <planetmaker> so that computers stay in sync
09:47:24  <PublicServer> <duckblaster> say good bye to the old flipflop
09:47:36  <PublicServer> <Ryton> hmm
09:47:40  <PublicServer> <Ryton> wanted to check it first
09:47:54  <PublicServer> <Ryton> but ok, shoudl be ok, else mfb or someone else should checki t :p
09:47:56  <PublicServer> <duckblaster> i have autosaves
09:48:01  <Sigma> nooo I accidentally hovered the screen over the factory drop and pickup
09:48:21  <PublicServer> <Absolutis> hey sigma, what are your PC specs?
09:48:37  <PublicServer> <Ryton> ok its working :-)
09:48:43  <PublicServer> <Ryton> red & white light
09:49:35  <Sigma> well I suppose the CPU is most important for this.. it's a 2009 laptop with only a 2core 2.25 GHz
09:50:16  <PublicServer> <Absolutis> hmm, odd, mine is 3 Ghz dualcore pentium, and works perfectly
09:50:33  <PublicServer> <duckblaster> feature request: copy and paste
09:50:49  <PublicServer> <Absolutis> some lag on fullzoom, but, otherwise, perfect
09:50:53  <PublicServer> <Maraxus> it is probably gfx card or lack of it
09:51:01  <PublicServer> <Absolutis> what is your OS sigma?
09:51:27  <Sigma> micro$oft -_-
09:51:38  <PublicServer> <Absolutis> on my old PC w/ mac and winxp in bootcamp, it ran much slower in mac mode than in win
09:51:44  <Sigma> could it really be the graphics? lol
09:51:48  <Sigma> that would be awesome
09:52:04  <Sigma> it seems to be using only 50% CPU time
09:52:16  <PublicServer> <Absolutis> openttd only uses 1 core
09:52:20  <Sigma> or is that just the maximum of 1 core :P
09:52:28  <Sigma> oh right
09:54:38  <PublicServer> ***  made screenshot at 0003F0E4:
09:55:37  <planetmaker> Maraxus: the graphics card is hardly used with OpenTTD
09:55:53  <planetmaker> it's the single core CPU speed which limits this map
09:56:28  <Sigma> I guess it's just the sheer number of train movements simulated
09:56:39  <planetmaker> that's a significant part, yes
09:56:46  <PublicServer> <Ryton> brownianmotion?
09:56:48  <planetmaker> and the related frequent graphics updates
09:57:04  <Sigma> and you don't even use pathfinding signals everywhere
09:57:11  <Sigma> that would be even worse
09:57:25  <PublicServer> <duckblaster> probably no different
09:57:43  <PublicServer> <Maraxus> so my old P4 3.0 Ghz could be better than newer processors?
09:58:38  <Sigma> I guess, if you can't exploit the benefits of multiple cores
09:58:57  <planetmaker> not necessarily. clock speed does not relate to the cpu speed itself
09:59:26  <planetmaker> an i7 at 2.7 GHz runs about twice as fast as a core2duo at 2.4 GHz - or so a friend of mine tested just yesterday
09:59:32  <duckblaster1> is there an easy way to see the cpu temp in linux?
09:59:54  <planetmaker> it is a measure if the CPU design is the same, but cpu design evolved a lot, too
10:00:06  <duckblaster1> 1.83ghz centrino duo
10:00:22  <duckblaster1> 60% cpu is ottd
10:01:03  <PublicServer> <Maraxus> so is there an OpenTTD chart of CPU's? Have anydone done any test with mapsize and traincounts?
10:02:05  <planetmaker> train count is also not train count ;-)
10:02:17  <planetmaker> there are train sets which are computationally more expensive than others ;-)
10:02:32  <planetmaker> easiest on the cpu are the base set trains
10:02:39  <Sigma> it might help if we parallellised oTTD :P
10:02:49  <^Spike^> duckblaster1 usually temp in linux can be seen with sensors
10:02:52  <planetmaker> it might. But it means a 50% rewrite of the game
10:02:54  <^Spike^> if setup and installed :)
10:03:03  <planetmaker> and the game is 300000 lines of code...
10:03:17  <Sigma> yeah as a nonprogrammer, ignorance is bliss I guess :)
10:03:19  <duckblaster1> how is that done?
10:03:32  <^Spike^> just check your packet manager for sensors
10:03:38  <^Spike^> it's in all distros if i'm right
10:03:48  <PublicServer> <Ryton> Kangoo:  still around?
10:03:53  <duckblaster1> it's installed
10:04:01  <^Spike^> then just type sensors in a console
10:04:05  <planetmaker> openttd uses threads where possible, e.g. for autosaves etc. But the game core itself lends itself terrible to multi-threading
10:04:30  <planetmaker> it also breaks all assumptions the current multiplayer builds on...
10:04:53  <duckblaster1> could pathfinding be multithreaded?
10:05:00  <^Spike^> i get a feeling it's hard to paralize tasks like this.... cause running train pf and stuff paralel would sometimes make 1 go other then the other?
10:05:04  <duckblaster1> or split to seperate thread?
10:05:06  <PublicServer> <SanderB> you understand the vocabulary that you're using?
10:05:10  <PublicServer> <Tray> you could rewrite it in assembly? (:
10:05:21  <duckblaster1> one thread for pathfinding, one for ui?
10:06:26  <planetmaker> Tray: and loose 100% of the developers?
10:06:28  <PublicServer> <Ryton> btw, duckblaster: i doubht that a 3x3 balancer will work
10:06:35  <planetmaker> play TTDPatch if you want assembly-written game
10:06:39  <PublicServer> <Ryton> since its mainly an unbalance betweeen top and lower rows
10:07:16  <^Spike^> pm it's actually funny to see how development went visually... generated a clip from this svn repo till last week or so :)
10:07:26  <^Spike^> had to give the cpu something to do :)
10:07:29  <^Spike^> and a vm...
10:07:48  <planetmaker> is that the visualization thingy with the colourful blobs?
10:07:55  <^Spike^> ehm it is..
10:07:59  <^Spike^> i didn't upload it anywhere though
10:07:59  <planetmaker> then yes, looks funny :-)
10:08:20  <^Spike^> there are several visulization tools on that part :)
10:08:21  <planetmaker> But it's getting less funny as development increasingly doesn't happen anymore in svn branches
10:08:32  <^Spike^> well... i just used the trunk..
10:08:41  <^Spike^> cause if i also did the branches.. you kept seeing those...
10:08:49  <PublicServer> <Kangoo> results from train counts just in. see merge2
10:08:49  <^Spike^> and trunk looks like a small speck then :)
10:08:51  <planetmaker> yes, so?
10:08:59  <planetmaker> there's not many branches
10:09:08  <^Spike^> well... if you put on the option never expire
10:09:11  <planetmaker> I can assure you, taking them into account doesn#t hurt :-P
10:09:13  <^Spike^> there have been ALOT of branches :D
10:09:27  <planetmaker> I've seen it with decay
10:09:39  <PublicServer> ***  made screenshot at 0003FCE2:
10:09:42  <^Spike^> you get a big tree of all branches that ever existed and like not even 1% of the image is trunk :)
10:10:42  <planetmaker> maybe you used a different thing than I mean. I don't recall the name nor find the video
10:10:49  <PublicServer> <Ryton> so should be solved at !tpm5 somewher
10:10:55  <^Spike^>
10:10:56  <Webster> Title: gource - software version control visualization - Google Project Hosting (at
10:10:56  <^Spike^> used that
10:11:02  <PublicServer> <Kangoo> the two lines with lowest trainscount coming from SLH2xx is connected to the lines with lowest traincount from MLtowndrop
10:11:06  <^Spike^> without all the pointless bloom though :)
10:11:10  <PublicServer> <Absolutis> what does dat TPM stand for
10:11:18  <PublicServer> <Kangoo> trains per minute
10:11:23  <PublicServer> <Absolutis> ah
10:11:30  <Ryton> @tpm
10:11:35  <Ryton> @webster tpm
10:11:39  <Tray> sorry, pm, I just wanted to make a joke about assembly. \:
10:11:42  <Ryton> Webster: tpm :p
10:11:50  <Ryton> how do you ask webster? :-)
10:11:57  <^Spike^> if it's in there
10:11:58  <^Spike^> @slh
10:11:58  <Webster> slh: Sideline Hub, see also:
10:12:07  <^Spike^> @cl
10:12:07  <Webster> cl: Curve Length, mostly used to describe how big a curve must be to let pass trains with a certain TL at full speed, see also:
10:12:08  <PublicServer> <Ryton> its not :-)
10:12:10  <PublicServer> <Ryton> but we should add it then :-)
10:12:12  <^Spike^> if it isn't it doesn't respond :)
10:12:13  <Ryton> @tpm
10:12:30  <^Spike^> we usually got a magical person to add those.. as i don't know how :D
10:12:33  <PublicServer> <Kangoo> I just came up with it... :p
10:12:45  <PublicServer> <Kangoo> dunno if its used before
10:12:47  <PublicServer> <Ryton> normally the speed doesnt matter too much
10:12:53  <PublicServer> <Ryton> since it depends on train  type & length
10:12:57  <PublicServer> <Ryton> just the ratio does
10:13:09  <PublicServer> <Ryton> but: balancing at the station, or before?
10:13:13  <PublicServer> <Kangoo> and the ratio is 2:1
10:13:25  <PublicServer> <Ryton> and 2:1 from the nothr
10:13:33  <PublicServer> <Ryton> together 4:1
10:13:55  <^Spike^> pm i wouldn't mind uploading my version of those clips btw... just... well.... i don't got the bw to deal with downloads :D
10:14:27  <PublicServer> <Kangoo> As i read the numbers the issue is merge2
10:14:49  <^Spike^> maybe a few... but not alot :)
10:15:17  <PublicServer> <Kangoo> two least trafficed lines are connected to three least tarfficed MLs. And the four lines with most traffic is connected to 3 most trafficed MLs from the north.
10:15:40  <PublicServer> <Absolutis> (okay, what?)
10:17:11  <PublicServer> <Kangoo> in short: ML4-6  is supplied with 13+33=46 trains in merge2, whilst M1-3 gets 47+44=91
10:17:43  <planetmaker> "bw" @ ^Spike^ ?
10:17:48  <^Spike^> bandwidth
10:19:12  <PublicServer> *** Maraxus has left the game (connection lost)
10:21:01  <PublicServer> *** Sigma has left the game (connection lost)
10:21:57  <Maraxus> !password
10:21:57  <PublicServer> Maraxus: lander
10:22:06  <PublicServer> *** Maraxus joined the game
10:24:39  <PublicServer> ***  made screenshot at 0003EAD8:
10:25:45  <PublicServer> *** Tray has left the game (leaving)
10:26:06  <PublicServer> <duckblaster> use !abso's plan and rebuild ML?
10:26:32  <PublicServer> <Absolutis> yep, designed the balancer after all :P
10:26:42  <PublicServer> <duckblaster> i like it
10:27:00  <PublicServer> <duckblaster> where to build it though?
10:27:28  <PublicServer> <Absolutis> see that plan at !here2?
10:27:30  <PublicServer> <duckblaster> should bridges be doubled?
10:27:32  <PublicServer> <Absolutis> similar.
10:27:58  <PublicServer> <duckblaster> how to connect to ML?
10:28:04  <PublicServer> <Absolutis> there practically is a double there
10:28:16  <PublicServer> <Absolutis> just that the other is not a bridge
10:28:43  <PublicServer> <Ryton> merge 2 style  then?
10:28:50  <PublicServer> <SanderB> I've built a mixer and screenshotted it intended to help this problem
10:28:54  <PublicServer> <Ryton> mege 1 sorry
10:29:10  <PublicServer> <Absolutis> 6->6 sander?
10:29:20  <PublicServer> <duckblaster> expand !here2
10:29:28  <PublicServer> <duckblaster> and join to ML
10:29:36  <PublicServer> <SanderB> ye im trying to find out how to crop the map screenshot to upload it somewhere
10:29:57  <^Spike^> paint?
10:29:58  <^Spike^> :)
10:30:09  <PublicServer> <SanderB> not enough memory
10:30:33  <PublicServer> <duckblaster> what's TL?
10:30:40  <PublicServer> <SanderB> ill take 5 mins to combine 3 screenshots
10:30:41  <^Spike^> @tl
10:30:41  <Webster> tl: TrainLength. Indicating the amount of tiles a train occupies, see also:
10:30:49  <PublicServer> <duckblaster> 3?
10:31:09  <^Spike^> what makes you say that... :)
10:31:30  <PublicServer> <duckblaster> hard to tell with the trains going everywhere so fast
10:31:34  <PublicServer> <Spike> a good indication is usually platform length... in this case you're right... 3 :)
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10:36:16  *** ChanServ sets mode: +o KenjiE20
10:37:05  <PublicServer> <Absolutis> hmm, do you think the tf at "would need TF is ok?
10:37:08  <PublicServer> <Ryton> sure
10:37:22  <PublicServer> <Ryton> imho at least ;-)
10:39:40  <PublicServer> ***  made screenshot at 0003D4C2:
10:41:19  <SanderB> what I made is this
10:41:21  <Webster> Title: ImageShack - Online Photo and Video Hosting (at
10:42:09  <Absolutis> what i made in minecraft btw
10:42:25  <Ryton> loll
10:42:46  <PublicServer> <Ryton> btw, Absolutis: why doesnt it need prio's here?
10:43:41  <PublicServer> *** Spike has joined company #1
10:44:15  <PublicServer> <Spike> what is that construction for?
10:44:26  <Sigma> that looks like a hair braid
10:44:27  <Sigma> lol
10:44:29  <SanderB> actually the best link is
10:44:32  <PublicServer> <Absolutis> that is much more compact without them afterall, and the prios will encourage trains NOT to join in another line
10:44:47  <PublicServer> <Absolutis> that is supposed to be a balancer
10:45:03  <PublicServer> <Absolutis> @@gap 3 3
10:45:03  <Webster> PublicServer: (gap <trainlength> [<split>]) -- Returns minimum and maximum signal gap sizes for 2,3 and 4 linesplits with <trainlength>. If <spilt> is given it will return the gap sizes for <split> (+/-) 1.
10:45:07  <PublicServer> <Spike> and the most S doesn't need to join the most E line
10:45:15  <PublicServer> <Absolutis> @@ gap 3
10:45:21  <PublicServer> <Absolutis> @@gap 3
10:45:21  <Webster> PublicServer: (gap <trainlength> [<split>]) -- Returns minimum and maximum signal gap sizes for 2,3 and 4 linesplits with <trainlength>. If <spilt> is given it will return the gap sizes for <split> (+/-) 1.
10:45:43  <PublicServer> <Spike> and i think this is gonna be inefficient balancing...
10:46:21  <PublicServer> <Spike> cause there is no balancing happening at all.. trains will just wait to join as early as possible
10:46:23  <duckblaster1> @gap 3
10:46:23  <Webster> duckblaster1: For Trainlength of 3: <= 9 needs 2, 10 - 14 needs 3, 15 - 19 needs 4.
10:46:29  <PublicServer> <SanderB> im going to try an saturate that save game
10:46:35  *** iklucas has joined #openttdcoop
10:46:39  <iklucas> !password
10:46:39  <PublicServer> iklucas: hinder
10:46:51  <PublicServer> <Kangoo> why is !this line so heavily preferred by trains?
10:46:54  <PublicServer> *** iklucas joined the game
10:46:55  <PublicServer> <iklucas> hay
10:46:57  <PublicServer> <Absolutis> i think steel bridges need to be moved
10:47:09  <PublicServer> <Spike> iklucas: check near needed TF plz
10:47:15  <PublicServer> <Spike> and give opinion about this  balancer
10:47:17  <PublicServer> <iklucas> i saw:D
10:47:25  <PublicServer> <Kangoo> no trains allowed to join it from SLH2d or 2c...
10:47:27  <PublicServer> <Spike> since you did alot in this game
10:47:35  <PublicServer> <iklucas> well
10:48:00  <PublicServer> <iklucas> we've had earlyer shown that thing and it did proof itself as a proper merge thing
10:48:08  <PublicServer> <iklucas> but... it does need prio's in it
10:48:27  <PublicServer> <iklucas> i think:P
10:48:37  <PublicServer> <iklucas> but idk, i've only seen it as a merge, not as a split
10:48:43  <PublicServer> <Ryton> yeah tought so too... but why /why not?
10:48:47  <PublicServer> <Absolutis> balancer.
10:49:06  <PublicServer> <iklucas> ye balancer / split
10:49:16  <PublicServer> <iklucas> i totally agree we needed something there
10:49:31  <PublicServer> <iklucas> and...
10:49:35  <PublicServer> <iklucas> we need a 7 exit
10:49:36  <PublicServer> *** Sigma joined the game
10:50:05  <PublicServer> <iklucas> but i think splike wasn't too happy with it?
10:50:10  <PublicServer> <iklucas> or are you?
10:50:53  <PublicServer> <Spike> well.. it lacks the balancing part imo
10:51:01  <PublicServer> <Spike> trains will just crowd the first track now
10:51:05  <PublicServer> <iklucas> yep
10:51:15  <PublicServer> <Spike> cause that's their earliest opertunity to join
10:51:19  <PublicServer> <iklucas> thats why i thought you need a big prio part in it at least
10:52:05  <PublicServer> <Spike> such a construction has been used as balancing a station exit in on of the game i played....
10:52:15  <PublicServer> <Spike> there it really used some pre signal stuff
10:52:15  <PublicServer> <iklucas> well
10:52:27  <PublicServer> <iklucas> it's been used as a merge
10:52:38  <PublicServer> <iklucas> now as a balancer exactly
10:52:52  <PublicServer> <Spike> i'll see if i can still recreate it... :)
10:53:05  <PublicServer> <Kangoo> if curves was i tile longer, pbs would allow trains to enter the bridge when one waiting to join exit line...
10:53:37  <PublicServer> <iklucas> i hate pbs:P
10:54:06  <Sigma> I love pbs
10:54:13  <PublicServer> <Kangoo> ok, with presignals it would need to be two tiles longer..
10:54:39  <PublicServer> <Spike> what we then made was like !this here
10:54:40  <PublicServer> ***  made screenshot at 0003B8EB:
10:54:43  <PublicServer> <Spike> just with signals etc
10:54:59  <PublicServer> <Absolutis> hmm, with some prios you could prevent trains try joining at all if the line is not free
10:55:43  <PublicServer> <iklucas> the difference is
10:55:49  <PublicServer> <Kangoo> merge1 in other words.. ;)
10:56:01  <PublicServer> <iklucas> that merge 1 has 6 lies that are all used
10:56:05  <PublicServer> <Ryton> yeah lol
10:56:09  <PublicServer> <iklucas> and then 3 lines coming into it
10:56:15  <PublicServer> <iklucas> 6 lines*
10:56:15  <PublicServer> <Ryton> I asked 30 mins ago if we didnt need those ;-)
10:56:17  <PublicServer> <duckblaster> not enough space i think
10:57:26  <PublicServer> <iklucas> merge 1 has 1 difference
10:57:44  <PublicServer> <Kangoo> to look good the whole thing should be rotadet 90 degrees clockwise.. :p
11:04:00  <PublicServer> <iklucas> its at least starting to be a balancer
11:04:10  <PublicServer> <iklucas> still not sure if they wont all take the left lane.. but
11:07:14  <PublicServer> <iklucas> ^^
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11:08:07  <Sigma> but is it a problem if they do?
11:08:15  <PublicServer> <iklucas> it actually slows down i think
11:08:17  <Sigma> as long as they have a choice of the others if it should fill up
11:08:29  <PublicServer> <iklucas> as the bridge can jam
11:08:45  <PublicServer> <iklucas> single bridge> and left connection can be taken by other train
11:09:32  <PublicServer> <iklucas> we should make an 7th exit:P
11:09:40  <PublicServer> ***  made screenshot at 0003BCD7:
11:09:41  <Sigma> lol
11:09:43  <PublicServer> <iklucas> for the little platforms i think
11:09:49  <PublicServer> <SanderB> this looks odd
11:10:17  <PublicServer> <SanderB> I dont understand why the balancer has 7 exit lines
11:10:27  <PublicServer> <iklucas> ye atm its a fail
11:10:31  <PublicServer> <Ryton> shoudnt the signal be combo singals?
11:10:37  <PublicServer> <Kangoo> see !JAM
11:10:43  <PublicServer> <SanderB> k can we make it 6 lines then its hurting my eyes :(
11:10:54  <PublicServer> <Kangoo> that merger needs some work
11:10:54  <PublicServer> <Absolutis> uh oh.
11:11:10  <PublicServer> <Kangoo> What makes so many trains choose just that line?
11:12:35  <PublicServer> <iklucas> hmm you clearly can see the limit here -.-
11:12:57  <PublicServer> <Kangoo> trains hate the east part of the joiner
11:13:42  <PublicServer> <iklucas> ye, sorry but i dont think its the best balancer ever:P
11:14:13  <PublicServer> <Absolutis> yeh, neither do i, but it works :P
11:14:31  <Sigma> it's jammed all the way upstream from there
11:14:35  <PublicServer> <iklucas> will need replacement once the lines really fill up i think
11:14:50  <PublicServer> <iklucas> indeed
11:14:50  <PublicServer> *** Maraxus has left the game (connection lost)
11:14:56  <PublicServer> <iklucas> its jammed to merge 2:P
11:15:01  <Sigma> merge4 and the SLH 3d
11:15:13  <Sigma> tons of trains in the overflow
11:15:32  <PublicServer> <SanderB> im running a savegame from an hour ago and it doesnt have a jam right there
11:15:48  <PublicServer> <duckblaster> trying to see if the trains will take the last part
11:15:50  <PublicServer> <SanderB> running it simultaneously
11:16:07  <PublicServer> <iklucas> first 3 are disconnected on purpose?
11:16:12  <PublicServer> <duckblaster> yes
11:16:20  <PublicServer> <iklucas> why?
11:16:26  <PublicServer> <duckblaster> testing
11:16:38  <PublicServer> <iklucas> testing what lol?
11:16:44  <PublicServer> <duckblaster> last exit needs better signals
11:16:47  <PublicServer> <iklucas> how far the line can jam?:P
11:16:49  <PublicServer> <Ryton> how much trafic the south station an take
11:18:01  <Sigma> only the SE line seems to block hereat SLH 4e
11:18:13  <PublicServer> <Kangoo> the minute the line that jammed is changed to the other part of merge2, they stop taking that line...
11:18:40  <PublicServer> <Ryton> yeah I bypassed it, sorry
11:18:42  <PublicServer> <Ryton> signed it :;p
11:18:45  <PublicServer> <Ryton> but should have told
11:18:47  <PublicServer> <Kangoo> so did I
11:18:52  <PublicServer> <Kangoo> I saw it
11:19:02  <PublicServer> <iklucas> yes indeed
11:19:08  <PublicServer> <Kangoo> but see how few trains uses the bypass
11:19:08  <PublicServer> <iklucas> slh 2d etc is bad imo
11:19:17  <PublicServer> <Kangoo> hey moved one line to the left instead
11:19:25  <PublicServer> <iklucas> as only when the full line is jammed the trains will choose to take the outter 3 lines
11:19:29  <PublicServer> <iklucas> anbd even then just some trains
11:19:51  <Sigma> now 2 out of 3 are totally backed up
11:19:51  <Sigma> lol
11:19:51  <PublicServer> <Kangoo> no, its because of merge2
11:20:01  <PublicServer> <iklucas> nop it isnt
11:20:16  <PublicServer> <Ryton> line 1-3 and 4-6 are alwaysconnected so separate exits of SLH's
11:20:34  <PublicServer> <Ryton> so its normal that either 1-3 or 4-6 will jam
11:20:36  <PublicServer> <Kangoo> look at merge 2
11:20:42  <PublicServer> <Ryton> no use mixing those
11:20:44  <PublicServer> <iklucas> slh 2d and others should send more trains to outter 3 lines
11:21:05  <PublicServer> <Ryton> iklucas; check sign !TPM3
11:21:05  <PublicServer> <iklucas> nah the slh's just shouldnt send so much trains to the inner lines
11:21:18  <PublicServer> <Ryton> the number of trains are about equal, a bit more on lines 1-3 than 4-6
11:21:26  <PublicServer> <Kangoo> 5 mins ago line 4 was jammed from merge 2 to !JAmmed
11:21:48  <PublicServer> <Kangoo> so the problem is NOT that to few trains chose 4-6
11:22:00  <PublicServer> <iklucas> well
11:22:15  <PublicServer> <iklucas> imo
11:22:23  <PublicServer> <iklucas> you can clearly see there are less trains on 4-6
11:22:30  <PublicServer> <Kangoo> yes, now.
11:22:44  <PublicServer> <iklucas> and yesterday evening
11:22:46  <PublicServer> <Ryton> line 2 has wav es :-)
11:22:48  <PublicServer> <iklucas> it had the same problem
11:22:54  <PublicServer> <Kangoo> trains now go prefer line 3 instead of line 4
11:23:00  <PublicServer> <iklucas> merge 2 is now jamming up because
11:23:10  <PublicServer> <Kangoo> because they want to avoid "almost empty joiner" for some reason
11:23:12  <PublicServer> <iklucas> because of the balancer we just made
11:23:20  <Maraxus> !password
11:23:20  <PublicServer> Maraxus: plaque
11:23:26  <PublicServer> <duckblaster> strip out and rebuild?
11:23:34  <PublicServer> <iklucas> no time, g2g actually
11:23:34  <PublicServer> *** Maraxus joined the game
11:23:40  <PublicServer> <Kangoo> no. look at trains per minute (!TPM5) @2261
11:23:42  <PublicServer> <iklucas> will make a new one later;)
11:23:48  <PublicServer> <duckblaster> 11:30 pm here
11:23:50  <PublicServer> <iklucas> but g2g first
11:23:52  <PublicServer> <duckblaster> going soon
11:23:55  <PublicServer> <iklucas> 13:23
11:24:01  <PublicServer> <Kangoo> its not the balancer. it ws a problem already in 2261...
11:24:15  <PublicServer> <iklucas> well it is
11:24:25  <PublicServer> <iklucas> as now the trains cant exit since the ML is jammed
11:24:41  <PublicServer> ***  made screenshot at 0003DCE4:
11:25:04  <PublicServer> <iklucas> it will be at least allot less once
11:25:10  <PublicServer> <iklucas> there is a new balancer:P
11:25:24  <PublicServer> <iklucas> sry abso;)
11:25:44  <PublicServer> <iklucas> well, i'm off
11:25:52  <PublicServer> <iklucas> gotta prepare the festival i'm going to tomorow
11:25:54  <PublicServer> <iklucas> bb
11:25:54  <PublicServer> *** iklucas has left the game (leaving)
11:27:13  <Sigma> lol the amsterdam pride?
11:27:41  <PublicServer> <SanderB> what's that about?
11:27:57  <PublicServer> <Ryton> there was a huge sigal gap
11:27:59  <PublicServer> <Ryton> in ML3
11:28:16  <PublicServer> <Ryton> 10 tiles long
11:28:18  <PublicServer> <Kangoo> :o
11:28:20  <PublicServer> <Kangoo> where?
11:28:22  <PublicServer> <Ryton> that could be a reason :p
11:28:25  <Sigma> lol
11:28:48  <PublicServer> <Ryton> just fixed
11:28:53  <PublicServer> <Ryton> now it should move :p
11:29:59  <PublicServer> <Kangoo> jam is clearing up
11:31:11  <PublicServer> <Ryton> I miss theVAST fences GRF :'(
11:31:27  *** iklucas has quit IRC
11:32:58  <PublicServer> *** Sigma has left the game (connection lost)
11:33:07  <PublicServer> <Ryton> so, what's next?
11:33:19  <PublicServer> <Kangoo> Remove the bypass?
11:33:33  <PublicServer> <Ryton> just disconnect it, i'd say
11:33:39  <PublicServer> <Ryton> can come in handy from time to time
11:34:27  <PublicServer> <Ryton> btw; what is the keyb shortcut for A) station
11:34:31  <PublicServer> <Ryton> and B) sign listJ
11:34:33  <PublicServer> <Ryton> ?
11:34:42  <PublicServer> *** duckblaster has left the game (leaving)
11:34:50  <Sigma> with all this complexity you almost need mathematical tools
11:34:55  <Sigma> and graph theory
11:34:56  <duckblaster1> good night
11:34:59  <Sigma> to design all those junctions
11:35:13  <PublicServer> <Ryton> gn db
11:35:26  <Ryton> !admin
11:35:30  <Ryton> Can we have some more trains, please? There are low serviced stations to help.
11:35:43  <Ryton> and the 6mainline balancer is online :-)
11:36:14  <PublicServer> *** Absolutis has joined spectators
11:36:33  <Sigma> is it even humanly possible to have junctions in a, say, 6+6 bidirectional ML?
11:36:47  <Sigma> having this roundabout clears a lot of that trouble
11:36:51  <PublicServer> <Ryton> everything is possible in Pro-zone ;-)
11:36:56  <Absolutis> !dl stable win32
11:36:56  <PublicServer> Absolutis: unknown option "stable"
11:37:02  <PublicServer> <Maraxus> just did a train count after the new balancer in TPM. Counted 20,20,20,14,3,14 and it is also visually evident that more trains go to the north station
11:37:06  <Sigma> lol I said *humanly*
11:37:30  <PublicServer> <Ryton> true, Maraxus: but if it can handle it, whats the prob?
11:37:40  <PublicServer> <Ryton> now no jam is prolonged to the mainline anymore
11:37:50  <PublicServer> <Ryton> more trains => goes to other side too
11:38:12  <PublicServer> <Ryton> you could add penalties, to force trains to go to second station first, maybe
11:38:42  <PublicServer> <Maraxus> would just mention it in case anyone was interested - wasn't saying it's a problem - it might be if more train are added
11:39:02  <PublicServer> <Ryton> like this,3 first are penalised with 2 reverse PBS
11:39:04  <PublicServer> <Ryton> should count again now
11:39:41  <PublicServer> ***  made screenshot at 0003CAD1:
11:41:16  <PublicServer> <Ryton> looks more balanced now, imho
11:44:50  <Tray> !password
11:44:50  <PublicServer> Tray: dinghy
11:45:02  <PublicServer> *** Sigma joined the game
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11:45:39  <PublicServer> <Tray> the balancer is to slow
11:45:49  <PublicServer> *** Sigma has left the game (connection lost)
11:46:56  <PublicServer> <Maraxus> new traincount is 16,14,15,16,9,22
11:47:06  <duckblaster1> seems better
11:50:19  <PublicServer> <Tray> heck the balancer is even worst o:
11:50:37  <PublicServer> <Ryton> its working, no?
11:50:45  <PublicServer> <Tray> it's to slow
11:51:16  <PublicServer> *** Sigma joined the game
11:51:20  <PublicServer> <Ryton> harmonica on ML1 towards merge 2
11:52:43  <PublicServer> *** Sigma has left the game (connection lost)
11:52:51  <PublicServer> <Ryton> ML1 stops from time to time...
11:53:28  <PublicServer> <Ryton> shouldnt we make the waitingbays 1 bigger?
11:53:34  <PublicServer> <Ryton> at the first rows?
11:53:42  <PublicServer> <Tray> and it will get worse with more traffic on the other lines
11:53:48  <PublicServer> <Tray> double bridges
11:54:08  <PublicServer> <Ryton> where :p
11:54:19  <duckblaster1> !password
11:54:19  <PublicServer> duckblaster1: brewed
11:54:36  <PublicServer> *** duckblaster joined the game
11:54:41  <PublicServer> ***  made screenshot at 0003F0F8:
11:55:01  <PublicServer> <Tray> maybe like !this
11:55:04  <PublicServer> <Ryton> cant we just give priority to the trains on ml1?
11:56:10  <PublicServer> <Ryton> can you fit that in there?
11:56:18  <PublicServer> <Ryton> you need 1 more space , i assume?
11:56:39  <PublicServer> <Ryton> and bridges of length 4
11:56:49  <PublicServer> <Ryton> or one more distance NS too
11:56:55  <PublicServer> <Tray> no it's bigger like this
11:57:17  <PublicServer> <Ryton> one tile bigger in all directions => +6 to both sides
11:57:31  <PublicServer> <Ryton> plenty of space at the back
11:57:34  <PublicServer> *** duckblaster has joined company #1
11:57:38  <PublicServer> <Ryton> we can try to implement it on the last 2 rows
11:57:48  <PublicServer> <Tray> it would fit in that spot, but won't fit in that construction
11:58:05  <PublicServer> <Tray> but the problem is !here
11:58:13  <PublicServer> <Ryton> we have to shift the last line 6 tiles north, and 6 tiles East
11:58:27  <PublicServer> <Ryton> maybe first move the lines themselves
11:59:57  <PublicServer> *** Absolutis has joined company #1
12:02:37  <PublicServer> *** SanderB has left the game (leaving)
12:09:04  <PublicServer> <Ryton> hmm, we need to go 2x 6 tiles wider
12:09:06  <PublicServer> *** Absolutis has joined spectators
12:09:14  <PublicServer> <Ryton> -1 => 11
12:09:42  <PublicServer> ***  made screenshot at 0003B8BC:
12:10:15  <PublicServer> <Tray> there is a problem in my proposal
12:10:30  <PublicServer> <duckblaster> oil refinery?
12:10:54  <PublicServer> <Tray> not in praxis I mean in concept
12:11:18  <PublicServer> <Tray> but I
12:11:30  <PublicServer> <Tray> think it's only relevant while jamming
12:11:38  <PublicServer> <Tray> so: no problem. (:
12:13:10  <PublicServer> <duckblaster> should !remove? go?
12:19:04  <PublicServer> *** duckblaster has left the game (leaving)
12:19:06  <PublicServer> *** Absolutis has joined company #1
12:19:18  <PublicServer> <Absolutis> hmm, redesign with double bridges?
12:19:29  <duckblaster1> i vote yes
12:19:34  <duckblaster1> good night
12:19:34  <PublicServer> <Ryton> its slow :p
12:19:40  <PublicServer> <Ryton> according to some critics :-)
12:19:44  <PublicServer> <Ryton> and they like perfection
12:23:13  <PublicServer> <Ryton> wth
12:23:16  <PublicServer> <Absolutis> ?
12:23:18  <PublicServer> <Ryton> fast rebuilder :-)
12:23:21  <PublicServer> <Ryton> go for it :-))
12:23:29  <PublicServer> <Ryton> i was still in the planning fase :p
12:23:33  <PublicServer> <Ryton> since
12:24:05  <PublicServer> <Ryton> the double bridge proposal also has some issues appearently
12:24:15  <PublicServer> <Absolutis> like?
12:24:42  <PublicServer> ***  made screenshot at 0003EAC3:
12:24:43  <SanderB> !password
12:24:43  <PublicServer> SanderB: botany
12:25:00  <PublicServer> <Absolutis> i'm not doing that thou
12:25:00  <PublicServer> *** SanderB joined the game
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12:28:50  <PublicServer> *** SanderB has left the game (leaving)
12:39:42  <PublicServer> ***  made screenshot at 0003A8E6:
12:40:28  *** iklucas has joined #openttdcoop
12:40:46  <PublicServer> <Absolutis> i did a little alteration to the double bridge prop, but that works aswell :P
12:42:01  <iklucas> !password
12:42:01  <PublicServer> iklucas: carved
12:42:26  <PublicServer> *** iklucas joined the game
12:42:27  <PublicServer> <iklucas> olla\
12:42:29  <PublicServer> <iklucas> nice:D
12:42:37  <PublicServer> <Absolutis> ola
12:42:51  <PublicServer> <Absolutis> redesigning ze balancer
12:43:01  <PublicServer> <iklucas> indeed!
12:43:05  <PublicServer> <iklucas> the old merge 1 was like that
12:43:26  <PublicServer> <Absolutis> then why was it changed?
12:43:49  <PublicServer> <iklucas> because
12:43:57  <PublicServer> <iklucas> we split the lines
12:44:05  <PublicServer> <iklucas> before the only ml to left was a 6 lines one
12:44:55  <PublicServer> <iklucas> the only difference is/ was
12:45:11  <PublicServer> <iklucas> idk how to explain:P
12:46:19  <PublicServer> <Ryton> btw
12:46:23  <PublicServer> <iklucas> you'll still need the double prio's i think
12:46:25  <PublicServer> <Ryton> we should make bridges of length '
12:46:27  <PublicServer> <Ryton> 4
12:46:29  <PublicServer> <Ryton> got the space now
12:46:47  <PublicServer> <Tray> they are double prioed
12:47:01  <PublicServer> <Absolutis> yes, but we can't penalty them then
12:47:04  <PublicServer> <Ryton> true
12:47:18  <PublicServer> <Tray> what penalty?
12:47:34  <PublicServer> <Absolutis> reverse PBS
12:47:42  <PublicServer> <Tray> where?
12:47:48  <PublicServer> <Ryton> last bridges
12:47:50  <PublicServer> <Ryton> just before
12:47:52  <PublicServer> <Absolutis> all bridges
12:48:04  <PublicServer> <Ryton> it worked very well earlier
12:48:08  <PublicServer> <Ryton> with the previous balancer:
12:48:14  <PublicServer> <Ryton> adding 2x reverse pbs
12:48:24  <PublicServer> <Ryton> at first 3 exits, made it much more balanced
12:48:30  <PublicServer> <Tray> please add a sign I don't get ya point
12:48:47  <PublicServer> <iklucas> he's adding penaltys
12:48:53  <PublicServer> <Absolutis> that's output lines, not the joiners
12:50:27  <PublicServer> <iklucas> no difference:D
12:50:33  <PublicServer> <Absolutis> yeah
12:53:22  <PublicServer> <Ryton> lighting wasnt really ready yet :p
12:54:43  <PublicServer> ***  made screenshot at 0003C0F8:
12:55:08  <PublicServer> <iklucas> that1 was just an building bug
12:55:26  <PublicServer> <iklucas> ehm, how about?no crossing to the right bridge?
12:55:30  <PublicServer> <iklucas> just to the left?
12:55:32  <PublicServer> <Ryton> lol
12:55:35  <PublicServer> <Ryton> who crahsed? :p
12:55:41  <PublicServer> <Absolutis> :(
12:55:45  <PublicServer> <Ryton> it happens :-)
12:55:52  <PublicServer> <Ryton> yay; no more hitting the train limit atm
12:56:00  <PublicServer> <Ryton> i can test the flipflop
12:56:18  <PublicServer> <Ryton> bah
12:56:22  <PublicServer> <Ryton> who took the 2 trains? ;-)
12:56:42  <PublicServer> <iklucas> not me;)
12:56:46  <PublicServer> <iklucas> idk who
12:56:54  <PublicServer> <Kangoo> not me
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12:57:26  <PublicServer> <iklucas> hi
12:57:26  <PublicServer> *** TWerkhoven joined the game
12:57:38  <PublicServer> <Kangoo> trains change to riht track... heh
12:57:55  <PublicServer> <iklucas> yep:P
12:58:23  <PublicServer> <Kangoo> would maybe be better if entrance/bridges were in sync..?
12:58:45  <PublicServer> <iklucas> nah it's fine
12:59:01  <PublicServer> <TWerkhoven> ello
12:59:27  <PublicServer> <Absolutis> lo
12:59:31  <PublicServer> <Maraxus> hi
13:00:46  <PublicServer> <Ryton> we could make 7 outgoing lines
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13:00:52  <PublicServer> <Ryton> got the extra few tracks from absolutis's
13:01:10  <PublicServer> <iklucas> ye
13:01:18  <PublicServer> <Absolutis> meh, i do not think they are very efficient
13:01:20  <PublicServer> <iklucas> but then we first need to find a way to regulate the exit
13:01:22  <PublicServer> <Ryton> or make it half?
13:01:26  <PublicServer> <Ryton> just 3 last ones or so?
13:01:30  <PublicServer> <iklucas> they need also to be synced
13:01:37  <PublicServer> <Ryton> you dnt have to make a square balancer, right?
13:02:04  <PublicServer> <iklucas> ? why remove it
13:02:14  <PublicServer> <iklucas> they will be needed from time to time
13:02:20  <PublicServer> <Absolutis> because i can. because i can.
13:02:46  <PublicServer> <iklucas> as once all 6 lines are fully used the current station wont be able to handle the capacity
13:02:50  <PublicServer> <Absolutis> nah, others could design one that is more efficient and stuff
13:03:04  <PublicServer> <iklucas> ye well
13:03:12  <PublicServer> <iklucas> my plan was to add another like 12 platforms station:p
13:03:26  <PublicServer> <iklucas> but no real space for that:(
13:04:04  <PublicServer> <Absolutis> wow, prartown mines= 18% cargo rating
13:04:23  <PublicServer> <iklucas> yep
13:04:42  <PublicServer> <iklucas> but merge 2 needs to be fixed
13:04:44  <PublicServer> <Kangoo> anyone disagree on pbs in the new balancer? (see sign)
13:04:53  <PublicServer> <iklucas> before we can go on with adding trains
13:05:02  <PublicServer> <Tray> I agree
13:05:06  <PublicServer> <iklucas> me
13:05:12  <PublicServer> <iklucas> totally pointless
13:05:22  <PublicServer> <Kangoo> no, sometimes trains stop
13:05:41  <PublicServer> <iklucas> pbs and pre signals fail
13:05:55  <PublicServer> <iklucas> at least, ive experienced that multiple times
13:05:59  <PublicServer> <Ryton> btw, abso
13:06:02  <PublicServer> <Ryton> can your plan go then?
13:06:09  <PublicServer> <Ryton> since its executed & redesigned?
13:06:12  <PublicServer> <Absolutis> ya
13:06:14  <PublicServer> <iklucas> in theory it may not fail without the pbs
13:07:07  <PublicServer> <Absolutis> i do not like PBS being used where path sigs can
13:07:23  <PublicServer> <Ryton> no need for PBS I guess, since normally trains should stop there?
13:07:25  <PublicServer> <Kangoo> it eliminates some train stops
13:07:38  <PublicServer> <Ryton> I'd say w/o, till it jams heavily
13:07:48  <PublicServer> <Ryton> and evne then, adding a 7th outgoing line might do the trick
13:07:51  <PublicServer> <Kangoo> they can get red on the combo after choosing that direction
13:08:07  <PublicServer> <iklucas> why wud u change it then?
13:08:32  <PublicServer> <iklucas> see?
13:08:38  <PublicServer> <Ryton> so the joiner is a bit short for this TL
13:08:41  <PublicServer> <iklucas> now it will give fake green lights
13:08:43  <PublicServer> <Ryton> should be a bit bigger
13:08:56  <PublicServer> <Kangoo> caused by pbs?
13:08:59  <PublicServer> <iklucas> the wrong 1, see my signs
13:09:13  <PublicServer> <Ryton> which one, iklucas?
13:09:16  <PublicServer> <iklucas> so no, it cant be like that
13:09:26  <PublicServer> <iklucas> at the you are right ... ):
13:09:43  <PublicServer> ***  made screenshot at 0003C0D1:
13:10:52  <PublicServer> <Ryton> cant we make the combo sing an exit?
13:11:01  <PublicServer> <iklucas> well
13:11:03  <PublicServer> <Ryton> or is that what kangoo proposed?
13:11:05  <PublicServer> <iklucas> we'd better not
13:11:07  <PublicServer> <iklucas> sometimes its fine
13:11:22  <PublicServer> <Ryton> ah, it can stop if a train enters?
13:11:24  <PublicServer> <iklucas> but you'd better avoib it, so it keeps structural
13:12:38  <PublicServer> <Ryton> the !jams are recent?
13:13:14  <PublicServer> <iklucas> it might work
13:13:37  <PublicServer> <Tray> I think it's better like this
13:13:55  <PublicServer> <iklucas> i'm seeing another bug
13:13:58  <PublicServer> <Tray> 1) A Trains can join when a other leaves the joiner: dense package
13:14:00  <PublicServer> <iklucas> leme test something
13:14:04  <PublicServer> <Ryton> test on the first lane, Tray (its more busy
13:14:20  <PublicServer> <Ryton> yeah make it failsave :)à
13:14:32  <PublicServer> <iklucas> yep
13:14:39  <PublicServer> <iklucas> that is better, but leme test
13:15:21  <PublicServer> <iklucas> ye i think that1 works
13:16:13  <PublicServer> <Tray> your fail-save does not work. (:
13:16:19  <PublicServer> <iklucas> it doesnt?
13:16:29  <PublicServer> <iklucas> wtf?
13:16:42  <PublicServer> <iklucas> ah ye ur right lol
13:16:56  <PublicServer> <iklucas> and still not:P
13:17:04  <PublicServer> <iklucas> it has to have a NOT in it:P
13:17:24  <PublicServer> <iklucas> and that1 is kinda impossible to include
13:18:08  <PublicServer> <iklucas> we could even extend the prio to right now
13:18:16  <PublicServer> *** Maraxus has left the game (leaving)
13:18:18  <PublicServer> <iklucas> so make it a big longer
13:18:23  *** Maraxus has quit IRC
13:18:39  <PublicServer> <Ryton> how can you test if it s failsave?
13:18:45  <PublicServer> <Ryton> ok stil lnot
13:19:15  <PublicServer> <Ryton> yeah
13:19:17  <PublicServer> <Ryton> this is failsave now
13:19:23  <PublicServer> <iklucas> ye
13:19:28  <PublicServer> <iklucas> but then the next problem
13:19:42  <PublicServer> <iklucas> how to make it work on bridge?
13:19:42  <PublicServer> <Ryton> w/o pbs it might?
13:19:52  <PublicServer> <Ryton> hook it up before the bridge?
13:20:06  <PublicServer> <Ryton> and work with yellow (combo signals over bridge?
13:21:03  <PublicServer> <iklucas> oh
13:21:07  <PublicServer> <iklucas> now i know why they were there
13:21:13  <PublicServer> <iklucas> the left switchers
13:21:17  <PublicServer> <iklucas> in case the line to left is jammed
13:21:23  <PublicServer> <iklucas> that it goes straight on
13:21:51  <PublicServer> <Tray> you fail save breaks the joiner logic
13:22:49  <PublicServer> <Tray> I think it's better without that thing ...
13:23:03  <PublicServer> <Ryton> could be
13:23:07  <PublicServer> <Ryton> i'll test it offline :-)
13:24:43  <PublicServer> ***  made screenshot at 0003F0EA:
13:24:46  <PublicServer> <iklucas> i might know something:S
13:25:37  <PublicServer> <iklucas> ye check out
13:25:40  <PublicServer> <iklucas> i think this1 should work
13:25:46  <PublicServer> <Ryton> nope
13:25:49  <PublicServer> <Ryton> you relly
13:25:51  <PublicServer> <iklucas> hmm
13:25:54  <PublicServer> <iklucas> fail:P
13:25:58  <PublicServer> <Ryton> need to connect to the changing trains end
13:26:17  <PublicServer> <Ryton> there or there
13:26:31  <PublicServer> <Ryton> it gives a very short green light after the train leaves that block
13:26:38  <PublicServer> <Ryton> then it has priority
13:26:46  <PublicServer> <iklucas> and how about
13:26:50  <PublicServer> <iklucas> i know i think a way
13:27:02  <PublicServer> <iklucas> the problem is, we cant do that on other parts
13:27:09  <PublicServer> <iklucas> can i test 1 thing?
13:27:11  <PublicServer> <Ryton> at the reverse pbs
13:27:13  <PublicServer> <Ryton> sure
13:27:17  <PublicServer> <Ryton> but do it at hte back otherwise
13:27:19  <PublicServer> <Ryton> less trains there :-)
13:27:51  <PublicServer> <Ryton> where ru working?
13:28:05  <PublicServer> <Ryton> we can always widen the design
13:28:09  <PublicServer> <Ryton> still got 5 tiles left
13:28:25  <PublicServer> <iklucas> hmpf
13:28:25  <PublicServer> <iklucas> wait
13:28:25  <PublicServer> <Ryton> more if the oielref dies
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13:29:16  <dihedral> what happened to Mark?
13:29:51  <PublicServer> <iklucas> this
13:30:18  <PublicServer> <iklucas> i think this should work
13:30:20  <PublicServer> <Ryton> this is just a red light :-)
13:30:48  <PublicServer> *** Ryton has joined spectators
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13:30:58  <PublicServer> <Ryton> TW / Absolutis: any idea?
13:31:08  <PublicServer> <iklucas> no, this does nothing extra indeed:P
13:32:11  <PublicServer> <Ryton> why do we need pbs there?
13:32:17  <PublicServer> <iklucas> idk
13:32:55  <PublicServer> <Kangoo> the left one just saved a potential trainstop
13:32:59  <PublicServer> <Ryton> I'd say we move all tiles 1 north, so we can fit one train into a waiting bay
13:33:51  <PublicServer> <Ryton> I dont konw
13:34:43  <PublicServer> <iklucas> how to make a NOT port?
13:34:49  <PublicServer> <Kangoo> pbs helps until fail-safe is in place...
13:35:24  <PublicServer> <Ryton> aha :-)
13:35:32  <PublicServer> <Ryton> still not ok
13:36:26  <PublicServer> <iklucas> this1 worked
13:36:29  <PublicServer> <Ryton> lol
13:36:31  <PublicServer> <iklucas> but it cant be made at the inner ones
13:36:41  <PublicServer> *** Absolutis has joined spectators
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13:38:32  <PublicServer> <iklucas> we still dont have a failsave
13:38:40  <PublicServer> <iklucas> so still the same issue
13:39:12  <PublicServer> <Ryton> aha
13:39:14  <PublicServer> <Ryton> that does the trick
13:39:22  <PublicServer> <Ryton> yay
13:39:34  <PublicServer> <Ryton> unless we make it bigger
13:39:42  <PublicServer> <iklucas> that take big space
13:39:43  <PublicServer> ***  made screenshot at 0003DCE3:
13:39:55  <PublicServer> <Ryton> the rest isnt as critical
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13:40:47  <PublicServer> <iklucas> no
13:40:48  <PublicServer> <iklucas> it works already;)
13:41:40  <PublicServer> <iklucas> leme test it
13:41:44  <PublicServer> <iklucas> dont move it;)
13:42:10  <PublicServer> <iklucas> noo
13:42:12  <PublicServer> <iklucas> leme test it
13:42:49  <PublicServer> <iklucas> but the other1 is too short too then
13:43:36  <PublicServer> <iklucas> no its long enough
13:43:47  <PublicServer> <Spike> 2 exit signals behind each other
13:43:49  <PublicServer> <Kangoo> hm - unbalanced station load...
13:43:52  <PublicServer> <Spike> it never gets to the combo/entry
13:44:02  <PublicServer> <Spike> Ryton: that's never gonna work
13:44:11  <PublicServer> <iklucas> lol
13:44:13  <PublicServer> <Ryton> ok its not :p
13:44:37  <PublicServer> <Spike> that's not gonna work as prio
13:44:57  <PublicServer> <Ryton> was ment as failsave joiner
13:45:01  <PublicServer> <iklucas> no
13:45:05  <PublicServer> <iklucas> doesnt work like this
13:45:12  <PublicServer> <iklucas> see?
13:45:22  <PublicServer> <Ryton> now, yes
13:45:28  <PublicServer> <Ryton> but it was working before, imho
13:46:21  <PublicServer> <iklucas> this should do it
13:46:27  <PublicServer> <iklucas> but now it might be 1 too long
13:46:31  <PublicServer> <iklucas> nope:S
13:46:43  <PublicServer> <Ryton> like this (changed orientation of signal
13:46:45  <PublicServer> <Kangoo> 1 half longer?
13:47:07  <PublicServer> <iklucas> now it works
13:47:15  <PublicServer> <iklucas> :D
13:47:35  <PublicServer> <Spike> why the diagonal;
13:47:46  <PublicServer> <Spike> cl issues there
13:47:52  <PublicServer> <iklucas> where?
13:48:00  <PublicServer> <Spike> under here we can do
13:48:04  <PublicServer> <Spike> whoever is changing that
13:48:18  <PublicServer> <Spike> and WHY is that being changed
13:48:18  <PublicServer> <iklucas> ye:S
13:48:22  <PublicServer> <Spike> as it worked
13:48:30  <PublicServer> <iklucas> lol someone is failing there:P
13:48:44  <PublicServer> <Spike> the failsafe was ok there
13:49:07  <PublicServer> <Ryton> lol
13:49:15  <PublicServer> <Ryton> thanks,
13:49:29  <PublicServer> <Spike> cause
13:49:31  <PublicServer> <Spike> why
13:49:33  <PublicServer> <Spike> why that way
13:49:39  <PublicServer> <iklucas> because then i'm sure the failsafe works:P
13:49:41  <PublicServer> <Ryton> other way was working :-)
13:49:45  *** Tray has quit IRC
13:49:45  <PublicServer> *** Tray has left the game (connection lost)
13:49:47  <PublicServer> <Spike> it works this way
13:49:52  <PublicServer> <Spike> 1 TL from the entry signal
13:50:18  <PublicServer> <iklucas> leme test it
13:50:18  <PublicServer> <iklucas> hold on
13:50:22  <PublicServer> <iklucas> leave like this
13:50:22  <PublicServer> <Ryton> sure
13:50:36  <PublicServer> <Ryton> about the rest: we could stretch it with 1 tile each
13:50:40  <PublicServer> <Ryton> then we'd have space
13:50:49  <PublicServer> <Ryton> we can test it in the last corner (NE)
13:50:55  <PublicServer> <iklucas> nop
13:50:59  <PublicServer> <iklucas> now this is the problem
13:51:05  <PublicServer> <Spike> it doesn't work now cause you back up the trains
13:51:05  <PublicServer> <Ryton> nope,; you need a bent
13:51:13  <PublicServer> <Ryton> or 2 tiles diagonal exit
13:51:33  <PublicServer> <Ryton> spike, can you make a working one?
13:51:33  <PublicServer> <iklucas> hmm
13:51:39  <PublicServer> <iklucas> or just say:
13:51:45  <PublicServer> <iklucas> skrew the failsave
13:51:49  <PublicServer> <Ryton> nah
13:51:51  <PublicServer> <Ryton> its a challenge :-)
13:51:57  <PublicServer> <Spike> works
13:52:12  <PublicServer> <Spike> if you let the trains back up no wonder it fails
13:52:22  <PublicServer> <Ryton> lol
13:52:25  <PublicServer> <Spike> just leave that failsafe now
13:52:27  <PublicServer> <Spike> it's ok
13:52:32  <PublicServer> <Ryton> just connect to first tile then = the same :-)
13:52:38  <PublicServer> <Spike> else go search failsave sml on blog or something
13:52:48  <PublicServer> <Spike> failsafe*
13:52:52  <PublicServer> <Spike> also done like this
13:52:57  <Ryton> @failsafe
13:52:58  <Webster> Fail-Safe Joiners, Priorities and the Cyclotron example at #openttdcoop -
13:53:32  <PublicServer> <Ryton> the diagonal there is 2 spaces
13:53:42  <PublicServer> <Ryton> maybe if we place the combo signal 1 space further
13:54:43  <PublicServer> ***  made screenshot at 0003CEE4:
13:56:02  <PublicServer> <iklucas> nah that instead brakes any failsafe
13:56:28  <PublicServer> <Ryton> aha!
13:56:32  <PublicServer> <Ryton> now it does the trick :-)
13:56:43  <PublicServer> <iklucas> thats the way i made it earlyer -.-
13:56:52  <PublicServer> <Spike> the only problem is.. this part is overloaded on the first track so you always got the extra blocking
13:56:54  <PublicServer> <iklucas> and when i said it worked -.-
13:57:11  <PublicServer> <iklucas> HA now it does the trick lol
13:57:15  <PublicServer> <iklucas> rofl
13:57:44  <PublicServer> <Ryton> this in combination with waiting bays
13:57:46  <PublicServer> <Ryton> might work
13:57:48  <PublicServer> <Ryton> if we have 1 more space
13:57:56  <PublicServer> <Spike> this is what i mean with blocking
13:57:59  <PublicServer> <Ryton> trains will not obstuct the main line
13:58:15  <PublicServer> <Ryton> and we can do
13:58:25  <PublicServer> <Ryton> since reverse pbs can be placed at the place of the exit sign
13:58:31  <PublicServer> <Ryton> so bridges can be made with length 4
13:58:51  <PublicServer> <iklucas> reverced pbs brakes prio i think
13:59:05  <PublicServer> <Ryton> nah :-)
13:59:13  <PublicServer> <Ryton> waiting train does
13:59:26  <PublicServer> <iklucas> yes it does.
13:59:41  <PublicServer> <iklucas> these reverced pbs brake the pre exit signal block
13:59:54  <PublicServer> <iklucas> as it ends at the turned around pbs
14:00:04  <PublicServer> <iklucas> see?
14:02:04  <PublicServer> <Ryton> works ok, no?
14:02:08  <PublicServer> <iklucas> nop:P
14:02:10  <PublicServer> <Ryton> or too much stopping in the merger now?
14:02:38  <PublicServer> <iklucas> and when you move the 2 way combi signal, it means the train on the other ilne have 1 half shorter prio
14:02:42  <PublicServer> <iklucas> so that causes mroe jam
14:04:11  <PublicServer> <Spike> still gonna block ML like that
14:04:26  <PublicServer> <Spike> the diagonal parts are all too short to let another train pass if it has to stop
14:05:21  <PublicServer> <Spike> check !here
14:05:35  <PublicServer> <Ryton> no pbs then
14:05:37  <PublicServer> <Ryton> then is solved, no?
14:05:44  <PublicServer> <Ryton> is failsave ok or not?
14:05:50  <PublicServer> <iklucas> hmm
14:05:52  <PublicServer> <Ryton> acceptalbe, I mean?
14:05:54  <PublicServer> <iklucas> i'd rather do it with
14:07:49  <PublicServer> <iklucas> there we go
14:07:51  <PublicServer> <iklucas> this works fine
14:09:07  <PublicServer> <iklucas> lol
14:09:15  <PublicServer> <iklucas> well idk
14:09:21  <PublicServer> <iklucas> just forget the fail safe
14:09:44  <PublicServer> ***  made screenshot at 0003ECE3:
14:09:45  <PublicServer> <iklucas> because now the failsafe works too good
14:09:53  <PublicServer> <iklucas> see?
14:09:55  <PublicServer> <Spike> i don't understand why you need to use prios anyway... would've gone for the diagonals are waiting bays method
14:10:01  <PublicServer> <Ryton> well, if 1 train can wait
14:10:11  <PublicServer> <Ryton> yeah, diagonals => waitiogn bay is 2nd option :-)
14:10:17  <PublicServer> <Ryton> lets implement that?
14:10:29  <PublicServer> <iklucas> sure
14:10:37  <PublicServer> <Spike> would be complete rebuild of this area...
14:10:44  <PublicServer> <Ryton> nope
14:10:50  <PublicServer> <iklucas> ye, lets just rebuild it
14:10:50  <PublicServer> <Ryton> bridges are 3 long only
14:10:52  <PublicServer> <Ryton> can become 4
14:11:21  <PublicServer> <Spike> personally i would've just ditched the prios for diagonals and only use short ones on the tracks going to the N
14:11:34  <PublicServer> <Spike> so waiting bays have to wait a few trains before joining
14:11:42  <PublicServer> <Spike> just watch with the risk of having a train in it permanently
14:12:17  <PublicServer> <Ryton> true
14:12:41  <PublicServer> <Spike> i would go for prios on that line as not connect in the E
14:12:45  <PublicServer> <Spike> under the 2 signs
14:12:58  <PublicServer> <iklucas> ye, so a bit longer bridges too
14:13:13  <PublicServer> <iklucas> just completely rebuild is i think the easyest
14:13:40  <PublicServer> <Spike> now the trains going to factory etc have to stop each time a train wants to join...
14:13:45  <PublicServer> <Spike> instead of letting it go
14:13:57  <PublicServer> <Spike> which does help flow if the trains already going just go...
14:14:04  <PublicServer> <Spike> cause now they stop like 5-6 trains at once
14:14:11  <PublicServer> <Ryton> true spike
14:14:17  <PublicServer> <Ryton> but if the mainline is NOT stopped
14:14:27  <PublicServer> <Ryton> and the 6-7 lines can handle the slowly accellerating trains
14:14:29  <PublicServer> <Ryton> problem is solved
14:14:31  <PublicServer> <Spike> having 1 train stopped is better then having 5-6 stopped at one
14:15:05  <PublicServer> <iklucas> its a 6x6 junction
14:15:07  <PublicServer> <Ryton> so change priorities?
14:15:10  <PublicServer> <Ryton> makes sense
14:15:20  <PublicServer> <iklucas> so just make 50 50 prio left / right?
14:15:20  <PublicServer> <Ryton> lets make it 6x7 then, iklicas
14:15:23  <PublicServer> <Spike> get waiting bays and add prios on the other side?
14:15:27  <PublicServer> <Ryton> we had (a 7th exit line
14:15:42  <PublicServer> <iklucas> ye thats another thing
14:15:50  <PublicServer> <iklucas> we need more platforms
14:16:10  <PublicServer> <Spike> and if the trains have to stop at the last track (which i suspect they dont) that's a shame.. but it happens
14:16:27  <PublicServer> <iklucas> why dont we make it
14:16:40  <PublicServer> <iklucas> look spike at !sign iklucas
14:16:42  <PublicServer> <Ryton> but... extending to 7 is a go then? or not?
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14:17:31  <PublicServer> <iklucas> well it will be like that yes?
14:17:39  <PublicServer> <iklucas> we can cut it in half like this
14:17:47  <PublicServer> <iklucas> left side gives prio to right
14:17:47  <PublicServer> <Spike> possible idd
14:17:55  <PublicServer> <iklucas> right side gives way to trains from left
14:18:09  <PublicServer> <iklucas> or when we get 7,
14:18:18  <PublicServer> <Spike> i would say try it.. if you don't try it you don't know if it works...
14:18:33  <PublicServer> <iklucas> or with 7 cut it just like that
14:18:33  <PublicServer> <Spike> but using the prios as if now... looks counter productive to me
14:19:00  <PublicServer> <iklucas> ok, lets delete the current
14:19:02  <PublicServer> <Spike> btw it's not really balancing atm ;)
14:19:06  <PublicServer> <Spike> last line is always empty
14:19:12  <PublicServer> <Spike> except for some stray train ;)
14:19:21  <PublicServer> <iklucas> ye we can give penalties with the other system
14:19:24  <PublicServer> <Ryton> iklukas: whats your plan?
14:19:34  <PublicServer> <Ryton> i dont understand the schematic :p
14:19:36  <PublicServer> <Spike> btw no need to wrck this all :)
14:19:54  <PublicServer> <Spike> you can apply most fixes without completely rebuilding
14:21:02  <PublicServer> <Ryton> actulally
14:21:13  <PublicServer> <Ryton> not really problmatic atm
14:21:19  <PublicServer> <Ryton> quite an even spreat
14:21:29  <PublicServer> <Spike> would leave it for now then
14:21:47  <PublicServer> <Spike> maybe only add the bays for first and/or second...
14:22:10  <PublicServer> <Kangoo> pbs like I placed it earlier will eliminate the need for  failsave, except on the forst split..
14:22:20  <PublicServer> <Kangoo> almost
14:22:30  <PublicServer> <iklucas> my plan
14:22:32  <PublicServer> <Ryton> we can still do that
14:22:32  <PublicServer> <iklucas> is to cut it in half
14:22:38  <PublicServer> <iklucas> left side has prio to right
14:22:44  <PublicServer> <iklucas> right side has prio to left
14:23:29  <PublicServer> <Spike> CL
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14:24:05  <PublicServer> <iklucas> like that?
14:24:19  <PublicServer> <Spike> still CL
14:24:27  <PublicServer> <iklucas> ?
14:24:33  <PublicServer> <iklucas> where
14:24:37  <PublicServer> <Spike> CL
14:24:41  <PublicServer> <Spike> under bridge
14:24:44  <PublicServer> ***  made screenshot at 0003F539:
14:25:03  <PublicServer> <iklucas> no 2 long borners?
14:25:35  <PublicServer> <iklucas> where is that bad corner?
14:25:43  <PublicServer> <Spike> not like that
14:25:49  <PublicServer> <Spike> 2 tiles should do it alread
14:25:57  <PublicServer> <Spike> can do it there already
14:26:05  <PublicServer> <iklucas> ur working somewhere else or?
14:26:41  <PublicServer> <Spike> guess i was talking to Ryton :)
14:26:44  <PublicServer> <iklucas> ah ok
14:26:52  <PublicServer> <Spike> Ryton:  watch the signals there though
14:27:04  <PublicServer> <Ryton> but... want to give priority to other lane, spile
14:27:06  <PublicServer> <Ryton> spike
14:27:14  <PublicServer> <Ryton> so let the trains wait in waiting bay
14:27:25  <PublicServer> <Ryton> but this could work
14:27:55  <PublicServer> <Spike> signal gap should be there to prevent train 2 from entering too soon
14:28:17  <PublicServer> <iklucas> check mine
14:28:25  <PublicServer> <iklucas> how about we do it that wau?
14:28:25  <PublicServer> <iklucas> way?
14:28:46  <PublicServer> <iklucas> and the other half can be done with prio's on the diogonal part
14:28:57  <PublicServer> <Ryton> cool
14:29:01  <PublicServer> <Ryton> we dont need to move the bridges then
14:29:07  <PublicServer> <Ryton> you just saved us 1 tile
14:29:17  <PublicServer> <iklucas> oh yes, nice!
14:29:27  <PublicServer> <iklucas> well... 1 problem^^
14:29:31  <PublicServer> <iklucas> the prio
14:29:57  <PublicServer> <Kangoo> which line do we want to have priority?
14:30:08  <PublicServer> <iklucas> we do 50/50?
14:30:14  <PublicServer> <iklucas> with a diogonal line in it?
14:30:37  <PublicServer> <iklucas> oh lol
14:30:46  <PublicServer> <iklucas> mike is it you building?
14:31:00  <PublicServer> <iklucas> now we got 2 prio's
14:32:27  <PublicServer> <iklucas> how do we do the prio now?
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14:32:33  <PublicServer> <iklucas> like this it's pointless
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14:32:49  <PublicServer> <Kangoo> pri to the straight N/S line?
14:33:03  <PublicServer> <Ryton> yeah, that makes more sense imho
14:33:03  <PublicServer> <iklucas> that 1 is 1 too long
14:33:06  <PublicServer> <Kangoo> wont that be best with regards to balancing?
14:33:08  <PublicServer> <Ryton> but ets test this foirst
14:33:10  <PublicServer> <Ryton> first
14:33:27  <PublicServer> <iklucas> well my plan was to do it 50/50
14:33:42  <PublicServer> *** Absolutis has joined spectators
14:33:46  <PublicServer> <iklucas> arg
14:33:50  <PublicServer> <Ryton> plz all help with the new layout
14:33:51  <Tray> !password
14:33:51  <PublicServer> Tray: decree
14:33:56  <PublicServer> <Ryton> its a massive job
14:34:06  <PublicServer> <Kangoo> 50/50?
14:34:18  <PublicServer> <Kangoo> isnt it better to decide on prio first? :S
14:34:18  <PublicServer> *** Tray joined the game
14:34:26  <PublicServer> <iklucas> check !sign iklucas
14:34:36  <PublicServer> <Spike> if there is a waiting bay there's no need to make the straight extension
14:34:40  <PublicServer> <iklucas> we can cut it in half like that
14:35:10  <PublicServer> <iklucas> so every line has some place where he can join to left
14:35:16  <PublicServer> <Ryton> yeah
14:35:18  <PublicServer> <Ryton> a waiting bay
14:35:31  <PublicServer> <iklucas> so make the middle row give priority to left?
14:35:36  <PublicServer> <iklucas> to right*
14:36:14  <PublicServer> <Spike> you guys are making it hard on yourself :)
14:36:32  <PublicServer> <iklucas> arg
14:36:38  <PublicServer> <iklucas> who is making these failing prio's?
14:36:44  <PublicServer> <iklucas> we dont need double prio's lol
14:36:54  <PublicServer> <Ryton> probably me
14:37:10  <PublicServer> <Spike> look at the N 2 on line 1
14:37:20  <PublicServer> <Spike> waiting bay.. and prio the other way
14:38:13  <PublicServer> <Spike> look how easy it is..
14:38:23  <PublicServer> <Spike> i see all weig constructions coming up to get a simple priot working :D
14:38:27  <PublicServer> <Spike> weird*
14:38:48  <PublicServer> <Ryton> its working ,no?
14:38:52  <PublicServer> <Spike> :D
14:38:59  <PublicServer> <Ryton> we should use tunnels :p
14:39:01  <PublicServer> <Ryton> would be nicer
14:39:05  <PublicServer> <Ryton> and we got space
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14:39:44  <PublicServer> ***  made screenshot at 0003C0D5:
14:40:07  <PublicServer> <Kangoo> why not cambo+entry signal instead of that ugly bridge?
14:40:20  <PublicServer> <Ryton> ok too :;p
14:40:29  <PublicServer> <iklucas> ARG
14:40:31  <PublicServer> <Ryton> try it
14:40:36  <PublicServer> <iklucas> stop
14:40:38  <PublicServer> <Ryton> bridge can be tunnel
14:40:40  <PublicServer> <Ryton> then its not ugly :)-
14:40:46  <PublicServer> <iklucas> look to the most below 1
14:42:21  <PublicServer> <Spike> well it will join for sure at the end if it can't
14:42:26  <PublicServer> <Spike> look at the load there
14:42:30  <PublicServer> <iklucas> nah
14:42:38  <PublicServer> <iklucas> just to make it much trafic proof
14:42:45  <PublicServer> <Spike> you can cut this merge/balancer in half.. and still have enough capacitr
14:42:47  <PublicServer> <Spike> capacity
14:42:49  <PublicServer> <iklucas> i think its better to give every line 1 place to join for sure
14:43:05  <PublicServer> <Ryton> better to make sure traffic does NOT slow down in the case of waves
14:43:09  <PublicServer> <Ryton> as this game is very wave-prone
14:43:15  <PublicServer> <Ryton> this is the perfect buffer
14:43:21  <PublicServer> <Ryton> i'd say withouth bridges
14:43:31  <PublicServer> <Ryton> tough I liked them :-)
14:43:37  <PublicServer> <Ryton> half tunnel, half priorities?
14:43:53  <PublicServer> <iklucas> bridge or tunnel doesnt matter?
14:44:01  <PublicServer> <iklucas> i dont get you -.-
14:44:13  <PublicServer> <iklucas> that tunnel doesnt do anything lol
14:44:21  <PublicServer> <Ryton> aestetics are everything
14:44:49  <PublicServer> <iklucas> well whatever
14:44:55  <PublicServer> <iklucas> i'll see what you guys build out of it
14:45:03  <PublicServer> <iklucas> and i'll see where i'll need to improve;)
14:45:27  <PublicServer> <iklucas> anything else to work on?:)
14:45:31  <PublicServer> <Ryton> double prio's then?
14:45:35  <PublicServer> <iklucas> lol
14:45:41  <PublicServer> <iklucas> no double prio's:P
14:45:55  <PublicServer> <Ryton> prio block of length 4
14:46:06  <PublicServer> <Ryton>  noe?
14:46:10  <PublicServer> <iklucas> just make the bridges
14:46:14  <PublicServer> <Ryton> loll
14:46:28  <PublicServer> <Ryton> why? its doing the same as the combo + exit lightsnow
14:46:34  <PublicServer> <iklucas> nop it isnt
14:46:40  <PublicServer> <iklucas> with the bridge you can make it 2 longer
14:46:40  <PublicServer> <Kangoo> yes it is
14:46:50  <PublicServer> <Ryton> true, but no need to do so
14:46:57  <PublicServer> <iklucas> you do
14:46:59  <PublicServer> <Ryton> you can make it longer in ohter way too
14:47:02  <PublicServer> <Kangoo> longer than 4 isnt needed?
14:47:04  <PublicServer> <iklucas> longer prio's improve the flow
14:47:14  <PublicServer> <Ryton> 4 should be ok
14:47:20  <PublicServer> <iklucas> the trains dont accelerate in 0 time
14:47:26  <PublicServer> <Ryton> train only leaves if no other train is coming
14:47:28  <PublicServer> <Ryton> lets try 4 first
14:47:31  <PublicServer> <Ryton> then extend if needed, ok?
14:47:37  <PublicServer> <Ryton> we have now a half-finished merger: -)
14:47:46  <PublicServer> <iklucas> i know it wont be fluent;)
14:47:58  <PublicServer> <Ryton> lets see :-)
14:48:06  <PublicServer> <iklucas> see?
14:48:28  <PublicServer> <Spike> the signal gaps on the last part are ok
14:48:48  <PublicServer> <Spike> prevents another train from joining until the 1 waiting really goes to join
14:49:24  <PublicServer> <Spike> btw you can always make those prios longer easily...
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14:49:58  <PublicServer> <iklucas> added 3 more penaltys to first line
14:52:00  <PublicServer> <iklucas> but then the prio is even 1 shorter -.-
14:52:23  <PublicServer> <Spike> space is an issue here mostly cause it's so tightly build...
14:52:43  <PublicServer> <iklucas> thats why i prefer bridges and prio:P
14:54:44  <PublicServer> ***  made screenshot at 0003DAC9:
14:55:21  <PublicServer> <Ryton> atm its flowing very nicely
14:55:27  <PublicServer> <Ryton> no more jams going to the ML'
14:55:33  <PublicServer> <Ryton> and the station can take it
14:56:14  <PublicServer> *** Absolutis has joined company #1
14:56:26  <PublicServer> <Ryton> hi absolutis
14:56:30  <PublicServer> <Absolutis> hi
14:56:34  <PublicServer> <Ryton> again a total overhoal of balancer
14:57:02  <PublicServer> <iklucas> ye i added a crapload of penalties to the first 3 lines
14:57:39  <PublicServer> <Kangoo> I may have removed some of them. at least on line 2
14:57:48  <PublicServer> <Spike> issue found
14:57:52  <PublicServer> <Spike> prios can all be just as long
14:58:21  <PublicServer> <Spike> there was 1 of the joins 1 track longer then the others
14:58:28  <PublicServer> <Spike> and then you break the symetry :)
14:58:36  <PublicServer> <Spike> or something like that :D
14:58:50  <PublicServer> <Absolutis> hmm, i think we can up the trains a notch again
14:58:56  <PublicServer> <Ryton> asasasas
14:59:02  <PublicServer> <Ryton> aha, thats what I wanted to hear!
14:59:13  <PublicServer> <iklucas> up the trains a notch?
14:59:21  <PublicServer> <iklucas> lol
14:59:26  <PublicServer> <iklucas> no way we can handle more trains
14:59:38  <PublicServer> <Spike> i would optimize it all first
14:59:38  <PublicServer> <Ryton> we can add a 7th line
14:59:47  <PublicServer> <iklucas> check merge 2:P
14:59:53  <PublicServer> <Spike> jam i wonder why
14:59:55  <PublicServer> <Absolutis> oh.
14:59:57  <PublicServer> <Spike> signal gap!
15:00:05  <PublicServer> <Ryton> not congested because of the balancer :p
15:00:16  <PublicServer> <Ryton> for a change
15:00:22  <PublicServer> <iklucas> because merge 3 is missing
15:00:58  <PublicServer> <Kangoo> we need to figure out why trains love the forth line of ML2 so much...
15:01:27  <PublicServer> <Absolutis> that line has no bridges?
15:01:30  <PublicServer> <Absolutis> lol, idk why
15:01:58  <PublicServer> <iklucas> added another penalty
15:02:04  <PublicServer> <Kangoo> with the bypass we did earlier, trains started preferring line3
15:02:26  <PublicServer> <Ryton> Kangoo:
15:02:28  <PublicServer> <Ryton> do that again
15:02:30  <PublicServer> <iklucas> now they like it less:D
15:02:32  <PublicServer> <Spike> you do know trains only look ahead 10 signals right?
15:02:34  <PublicServer> <Absolutis> i think merge3 is in order
15:02:47  <PublicServer> <Absolutis> maybe 3+3 ->6?
15:03:02  <PublicServer> <Kangoo> just wait a minute and line 3 will be under heavy load..
15:03:04  <PublicServer> <Ryton> SLH2C is the prob
15:03:06  <PublicServer> <iklucas> merge 3 needs a proper merge
15:03:10  <PublicServer> <Ryton> that one is really full
15:03:24  <PublicServer> <iklucas> it needs a 3+3>6 merge
15:03:30  <PublicServer> <Kangoo> or at least not line4 anymore
15:03:52  <PublicServer> <Ryton> lol
15:04:00  <PublicServer> <Ryton> now lines 3-6 of ML2 are almost empty
15:04:06  <PublicServer> <Ryton> really lots of trainwaves
15:04:24  <PublicServer> <iklucas> lol now they hate line 1
15:04:30  <PublicServer> <iklucas> i added penalties:P
15:06:06  <PublicServer> <Kangoo> trains now go "only" line 1-3
15:06:06  <PublicServer> <iklucas> btw, i'll be off for this weekend
15:06:26  <PublicServer> <iklucas> nah its sort of balanced now imo
15:07:28  <PublicServer> <Ryton> seems to wkr
15:07:32  <PublicServer> <iklucas> good:D
15:08:45  <PublicServer> <iklucas> what is max production of factory?
15:08:51  <PublicServer> <Absolutis> hmm, true, the problem is not present before tmp5
15:09:01  <PublicServer> <Ryton> more than this
15:09:01  <PublicServer> <Ryton> 20k?
15:09:09  <Ryton> @production limit
15:09:13  <Ryton> @limit
15:09:18  <Ryton> @factory
15:09:19  <PublicServer> <Kangoo> and 30 secs after bypass is removed, trains are queing up at line 4 again..
15:09:35  <PublicServer> <Ryton> SL 2  xx is a problem i guess
15:09:45  <PublicServer> ***  made screenshot at 0003F09A:
15:09:53  <PublicServer> <iklucas> also
15:09:57  <PublicServer> <iklucas> and i still think...
15:10:01  <PublicServer> <iklucas> we need a merge 3^^
15:10:17  <PublicServer> <Ryton> cant we just evenly divide line 4 over the others?
15:10:27  <PublicServer> <Ryton> make another balancer from 4-> all others?
15:10:29  <PublicServer> <Absolutis> 27.5k is the prod limit for factories
15:10:37  <PublicServer> <iklucas> ok
15:10:43  <PublicServer> <Absolutis> roughly 2295 per tile
15:13:51  <PublicServer> <Absolutis> look at the almost empty join @ merge2
15:14:15  <PublicServer> <Kangoo> yes, its been like that since I counted TPM
15:14:24  <PublicServer> <Kangoo> it had 13 per minute
15:14:27  <PublicServer> <Absolutis> no..
15:14:38  <PublicServer> <Absolutis> over-capacity joi... wait...
15:14:58  <PublicServer> <Kangoo> xD
15:22:40  <PublicServer> <Kangoo> funny thing is.. I we get trains balanced well at merge 2...
15:22:51  <PublicServer> <Kangoo> the big balancer isnt needed.. :p
15:23:24  <PublicServer> <Tray> If you look at the ML before the balancer - it is needed.
15:23:55  <PublicServer> <Kangoo> depends on how well one can fix merge2
15:24:11  <PublicServer> <Kangoo> ?
15:24:45  <PublicServer> ***  made screenshot at 0003B4F2:
15:28:29  <PublicServer> <Ryton> how is the train count now?
15:29:00  <PublicServer> <Kangoo> where?
15:29:04  <PublicServer> <Tray> 1550
15:29:57  <PublicServer> <Ryton> or a bit behind it
15:30:03  <PublicServer> <Ryton> at !jams maybe
15:30:13  <PublicServer> <Kangoo> still very few on line 5&6..
15:30:33  <PublicServer> <Kangoo> which is where we need trains to go
15:30:41  <PublicServer> <Ryton> I just diverted only over 1-3 :pµ
15:30:45  <PublicServer> <Ryton> be my guest
15:30:59  <PublicServer> <Kangoo> ah - from the congested into the one under heavy load? :p
15:31:07  <PublicServer> <Ryton> under 'this bypass
15:31:35  <PublicServer> *** Mazur has joined company #1
15:31:47  <PublicServer> <Absolutis> ey maz
15:31:55  <PublicServer> <Mazur> Ey.
15:32:05  <PublicServer> <Ryton> hi
15:32:23  <PublicServer> <Kangoo> will a merge3 rebuild help?
15:34:50  <PublicServer> <iklucas> bakc
15:35:12  <PublicServer> <Mazur> Just an idea.
15:36:27  <PublicServer> *** Ryton has joined spectators
15:36:29  <PublicServer> *** Ryton has left the game (leaving)
15:37:04  <PublicServer> <Mazur> Maybe a little discouragement will help>
15:37:13  *** Ryton has quit IRC
15:37:36  <PublicServer> <iklucas> LOL
15:37:53  <PublicServer> <iklucas> someone has been bussy placing reservations
15:37:59  <PublicServer> <Absolutis> Thermal discouragement beams anyone?
15:38:13  <PublicServer> <iklucas> omg thermal vision
15:38:17  <PublicServer> <Absolutis> (portal 2 reference)
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15:39:45  <PublicServer> ***  made screenshot at 000034AC:
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15:41:48  <PublicServer> *** Mazur has joined spectators
15:43:44  <PublicServer> *** Tray has left the game (leaving)
15:45:11  <PublicServer> <iklucas> well i'm off
15:45:13  <PublicServer> <iklucas> bb
15:45:15  <PublicServer> *** iklucas has left the game (leaving)
15:47:11  <PublicServer> *** Sigma joined the game
15:47:27  <PublicServer> <Absolutis> hmm
15:47:31  <Sigma> ah it runs a lot better on this PC
15:47:38  <Sigma> that's good
15:47:45  <PublicServer> <Absolutis> could RAM have something to do with openttd running bad/good?
15:48:42  <Sigma> I'm not sure... I did diagnose that the multiplayer overhead seems large
15:49:01  <TWerkhoven> the mp does a lot yes
15:49:13  <Sigma> the public game runs fine offline, even on my laptop
15:49:32  <PublicServer> <Absolutis> how much ram you have on your laptop, sigma
15:49:32  <TWerkhoven> i could probably run this game on my laptop in single player mode, but multiplayer it conked out before we had 800 trains
15:50:20  <Sigma> 4 GB in both PCs
15:50:33  <PublicServer> <Absolutis> hm, odd
15:50:50  <PublicServer> <Absolutis> cuz that is what i've got and runs fine
15:50:57  <Sigma> actually the only major difference is the GPU
15:51:14  <Sigma> number of CPU cores and clock speed is roughly the same
15:51:37  <PublicServer> <Absolutis> what kind of cpu does your desktop PC have
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15:52:08  <TWerkhoven> cpu speed (and memory speed rather than quantity) probably have more to do with it than multiple cores or amount of ram
15:52:18  <Sigma> an ancient dual core 2.4
15:52:32  <TWerkhoven> core2? p4? amd?
15:52:39  <Sigma> E6600
15:52:53  <Sigma> versus P7550 @2.25 GHz in laptop
15:52:57  <PublicServer> <Absolutis> is it core duo or core 2 duo
15:52:59  <TWerkhoven> <q6600
15:53:13  <Sigma> its core2 duo
15:53:25  <Sigma> (both)
15:53:52  <PublicServer> <Absolutis> yeah, like i said, mine is 3Ghz dualcore pentium (E5700)
15:53:55  <Sigma> I can't understand what makes all the difference
15:54:10  <Sigma> couldn't be 250 MHz
15:54:40  <Chris_Booth[LP]> Sigma: it is
15:54:45  <PublicServer> ***  made screenshot at 0003E4B0:
15:54:51  <Chris_Booth[LP]> its just run out of CPU on a CPU heavy game
15:55:13  <Sigma> yeah but the only real difference between the CPUs is .25 GHz lol
15:55:26  <PublicServer> *** Chris Booth joined the game
15:55:46  <Sigma> .15 even... and it runs really smoothly on the 2.4 GHz
15:55:57  <^Spike^> shame it can't run on the gpu.... that can calculate alot quicker then a cpu :D
15:56:34  <TWerkhoven> but gpu is even more relying on multicore support, which is limited for openttd
15:57:07  <PublicServer> *** Chris Booth has left the game (leaving)
15:58:40  <Sigma> or it must just be the difference in design between a mobile and non-mobile CPU
15:58:47  <Sigma> which I don't know much about
16:04:08  *** agelito has joined #openttdcoop
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16:05:43  <PublicServer> *** TWerkhoven has joined spectators
16:07:24  <PublicServer> <Kangoo> bb
16:07:26  <PublicServer> *** Kangoo has left the game (leaving)
16:09:46  <PublicServer> ***  made screenshot at 00039EAF:
16:13:53  <agelito> !download w64
16:13:53  <PublicServer> agelito: unknown option "w64"
16:14:02  <agelito> !download win64
16:14:02  <PublicServer> agelito:
16:24:46  <PublicServer> ***  made screenshot at 000051CA:
16:31:23  *** DayDreamer has joined #openttdcoop
16:34:54  <agelito> !password
16:34:54  <PublicServer> agelito: plucks
16:35:22  <PublicServer> *** agelito joined the game
16:38:50  *** Ryton has joined #openttdcoop
16:39:46  <PublicServer> ***  made screenshot at 0003BD06:
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16:48:08  <Absolutis> wow, just.. wow. looks like we will use computers with 200GHz CPUs, some 64GB Solid State RAM, 1TB SSD's as HDs... wow, the computers will cut to half in size
16:54:03  *** RyanM has quit IRC
16:54:46  <PublicServer> ***  made screenshot at 0003F112:
16:57:35  <PublicServer> *** Spike has joined spectators
16:57:35  <PublicServer> *** Game paused (number of players)
16:58:03  <PublicServer> <Absolutis> could someone join for just a while?
16:58:25  <PublicServer> <agelito> sure
16:58:35  <PublicServer> <Absolutis> thanks
16:58:41  <PublicServer> *** agelito has left the game (leaving)
16:58:49  <PublicServer> <Absolutis> ...
16:59:08  *** Ryton has quit IRC
16:59:08  <agelito> will reconnect
16:59:14  <PublicServer> *** TWerkhoven has joined company #1
16:59:14  <PublicServer> *** Game unpaused (number of players)
16:59:40  <agelito> !password
16:59:40  <PublicServer> agelito: tapers
17:00:08  <PublicServer> *** agelito joined the game
17:02:55  <PublicServer> *** Absolutis has joined spectators
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17:04:07  <PublicServer> *** Game paused (number of players)
17:07:47  <PublicServer> *** Absolutis has left the game (leaving)
17:07:52  *** Absolutis has quit IRC
17:09:25  <PublicServer> *** agelito has left the game (leaving)
17:09:46  <PublicServer> ***  made screenshot at 000127D9:
17:18:27  *** Maraxus has joined #openttdcoop
17:18:30  <Maraxus> !password
17:18:30  <PublicServer> Maraxus: pastor
17:19:02  <PublicServer> *** Game still paused (number of players)
17:19:02  <PublicServer> *** Maraxus joined the game
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17:37:39  <Luigivok> Greetings !
17:43:17  <Tray> !password
17:43:17  <PublicServer> Tray: grapes
17:43:39  <PublicServer> *** Game still paused (number of players)
17:43:39  <PublicServer> *** Tray joined the game
17:44:21  <Luigivok> I just found about the openttdcoop ! you have a very nice site and wiki, lots of information, i wanto join in :D
17:45:01  <Tray> Feel yourself welcome.
17:45:47  <Luigivok> thank you ! im making time having lunch while the version 22700 checks out from repository
17:46:24  <Tray> !dl win32
17:46:24  <PublicServer> Tray:
17:47:11  <Luigivok> I know tray, thanks, but since i have my automated scripts for downloading any version of openttd and compiling i do not download binaries
17:47:28  <Tray> Oh, okay.
17:47:40  <Tray> If you've any question feel free to ask.
17:48:10  <Luigivok> yeah, in the site it states that there is a construction plan or something like that... where i can find it?
17:48:47  <Tray> there is a schematic build on the act. map
17:49:26  <Luigivok> "act." ?
17:50:18  <Tray> ahr. I mean the current map.
17:50:46  <Luigivok> Oh ! right :D
17:57:32  <KenjiE20> the @@quickstart guide links to useful articles for stuff like this
17:57:33  <Webster> Quickstart - #openttdcoop Wiki -
17:58:12  <Luigivok> Oh, thank you guys
18:00:07  <Luigivok> @quickstart
18:00:08  <Webster> Quickstart - #openttdcoop Wiki -
18:00:25  <Luigivok> duh hehe
18:02:25  <KenjiE20> :) try the communication link
18:03:02  <Luigivok> You guys have a very good coop system!
18:03:27  <iklucas> chiquitas
18:03:34  <iklucas> !password
18:03:34  <PublicServer> iklucas: visors
18:05:21  <PublicServer> *** Game still paused (number of players)
18:05:21  <PublicServer> *** Game unpaused (number of players)
18:05:23  <PublicServer> *** iklucas joined the game
18:07:23  <PublicServer> *** iklucas has left the game (leaving)
18:07:23  <PublicServer> *** Game paused (number of players)
18:09:12  <KenjiE20> bbl
18:09:17  *** KenjiE20 has quit IRC
18:09:47  <PublicServer> ***  made screenshot at 0003EAD7:
18:09:56  *** Sander has joined #openttdcoop
18:10:00  <Sander> !password
18:10:00  <PublicServer> Sander: pewter
18:10:10  <PublicServer> *** Game still paused (number of players)
18:10:10  <PublicServer> *** Game unpaused (number of players)
18:10:10  <PublicServer> *** SanderB joined the game
18:11:00  <PublicServer> <SanderB> im continuing your checkboard
18:12:15  <PublicServer> <SanderB> why are we making a checkboard btw?
18:12:41  <PublicServer> <SanderB> helo?
18:13:05  <PublicServer> <Tray> I don't know.
18:13:25  <PublicServer> <Tray> And I think it's kinda ugly. Makes it hard to see the tracks
18:17:47  *** Ryton has joined #openttdcoop
18:17:58  <PublicServer> *** Maraxus has left the game (connection lost)
18:18:00  <PublicServer> *** Tray has left the game (connection lost)
18:18:00  <PublicServer> *** Game paused (number of players)
18:18:27  <Maraxus> !password
18:19:27  *** Maraxus has quit IRC
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18:19:55  <Ryton> !playercount
18:19:57  <Ryton> any news?
18:20:06  <Ryton> !players
18:20:16  <^Spike^> hmm
18:20:27  <Ryton> publicserver crashed?
18:20:36  <^Spike^> seems so
18:20:36  <Ryton> (doesnt listen to me anymore :'(
18:20:51  <^Spike^> i got a save of it now..
18:20:54  <Ryton> !admin
18:20:55  <^Spike^> am connected to console so :)
18:21:04  *** PublicServer has quit IRC
18:21:07  *** Kangoo has quit IRC
18:21:09  <Ryton> and you konw how to restart it? ;-)
18:21:14  <Ryton> or it s a netsplit?
18:21:41  <^Spike^> Ryton you ask that to someone who has been sysadminning for years.. on different stuff? :)
18:21:49  *** mib_yf1nhk has joined #openttdcoop
18:21:56  <Ryton> hehe :p sorry; didnt know that =-)
18:22:35  <^Spike^> let's see what it does
18:22:38  <Ryton> (I dont have a clue about networks, as you can notice very easily
18:22:39  *** KrunchyAl has joined #openttdcoop
18:22:49  <^Spike^> nah not a netsplit..
18:22:51  <KrunchyAl> !password
18:22:55  <^Spike^> bot not here...
18:22:58  *** PublicServer has joined #openttdcoop
18:22:58  <PublicServer> Autopilot engaged
18:22:58  <PublicServer> Loading savegame: '#openttdcoop - The Public Server ('
18:22:58  *** Webster changes topic to "Welcome to #openttdcoop, the Cooperative OpenTTD | PSG210 (r22700) | STAGE: building | | New players, use @quickstart and !help |"
18:22:58  *** ChanServ sets mode: +v PublicServer
18:22:59  <^Spike^> wait a few mins
18:23:03  <^Spike^> don't ask yet
18:23:10  <^Spike^> i will kick if that happens :)
18:23:15  <PublicServer> ***  made screenshot at 00020502:
18:23:18  <Ryton> seems to be ok again :-)
18:23:21  <Ryton> !password
18:23:21  <PublicServer> Ryton: chasms
18:23:34  <PublicServer> *** Game still paused (number of players)
18:23:35  <^Spike^> Ryton you seem to know when to get the pass atleast :D
18:23:37  <PublicServer> *** Spike joined the game
18:23:42  <PublicServer> *** Game still paused (number of players)
18:23:44  <KrunchyAl> !password
18:23:44  <PublicServer> KrunchyAl: chasms
18:23:45  <PublicServer> *** Ryton joined the game
18:23:45  <^Spike^> i guess the save is the last state? :D
18:23:52  <PublicServer> <Ryton> no idea
18:24:02  <PublicServer> <Ryton> lol
18:24:08  <PublicServer> *** Spike has joined company #1
18:24:09  <PublicServer> *** Game unpaused (number of players)
18:24:14  <PublicServer> <Ryton> its less than 2 hrs old anyway
18:24:16  <PublicServer> <Spike> gonna kill 1 thing i knew was gonna heppn
18:24:18  <PublicServer> <Spike> that damn checkerboard
18:24:19  <PublicServer> *** KrunchyAl joined the game
18:24:20  <PublicServer> <Ryton> nice checkerboad pattern
18:24:24  <PublicServer> <Ryton> who enjoyed himself?
18:24:35  <PublicServer> <Ryton> ah, the oil ref is gone!
18:24:57  <PublicServer> <Spike> i knew that if 1 guy would do it.. others would also want to
18:25:05  <PublicServer> <Spike> i was letting it to see if it did happen...
18:25:07  <PublicServer> <Spike> and it did
18:26:01  <Maraxus> !password
18:26:01  <PublicServer> Maraxus: chasms
18:26:18  <PublicServer> *** Maraxus joined the game
18:26:43  *** md__ has joined #openttdcoop
18:27:26  <PublicServer> <Spike> you can remove the land markers if you want to
18:27:41  <PublicServer> <Ryton> nah its ok :-)
18:28:41  <PublicServer> <Maraxus> any reason for the disconnected line at charningville?
18:29:06  *** Razaekel has quit IRC
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18:29:38  <Sigma> lol
18:30:07  <PublicServer> <Ryton> what is funny?
18:30:25  <PublicServer> *** Maraxus has joined company #1
18:34:38  <PublicServer> <Ryton> wont we add a 7th line
18:34:44  <PublicServer> <Ryton> to the empty space for a platform?
18:35:00  <PublicServer> <Spike> you pick i'm just clearing up a mess :)
18:38:00  *** RyanM- has quit IRC
18:38:15  <PublicServer> ***  made screenshot at 0003BAC2:
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18:41:26  <iklucas> bananas!
18:42:43  <PublicServer> <Spike> can understand some of the land buying... but the way it is done.. might encourage others.. to cover the whole map
18:42:49  <PublicServer> <Spike> was*
18:43:24  <PublicServer> <Spike> and that doesn't really make the maintainability that good cause the difference in colors might make you miss stuff you would normally see
18:44:00  <PublicServer> <Spike> you're not gonna tell me you liked looking at it trying to understand waht you see :)
18:48:01  <PublicServer> *** Maraxus has joined spectators
18:48:01  <PublicServer> *** Game paused (number of players)
18:48:07  <PublicServer> *** Spike has joined company #1
18:48:07  <PublicServer> *** Game unpaused (number of players)
18:49:41  <PublicServer> <Ryton> can we get a higher train limig?
18:49:43  <PublicServer> <Ryton> limit?
18:49:49  <PublicServer> <Spike> for?
18:49:55  <PublicServer> <Ryton> just because :-)
18:50:00  <^Spike^> !rcon set max_trains 1600
18:50:06  <^Spike^> !rcon set max_trains
18:50:06  <PublicServer> ^Spike^: Current value for 'max_trains' is: '1600' (min: 0, max: 5000)
18:50:26  <Sigma> max: 5000. lol.
18:50:39  <Sigma> probably need a CPU cluster for that
18:51:46  <^Spike^> well the game isn't gpu intensive... if it could run on a GPU :)
18:52:16  <Luigivok> openttd can run on an iphone
18:53:12  <Luigivok> crap, finally compiled
18:53:15  <PublicServer> ***  made screenshot at 0003DEB5:
18:55:18  <Sander> if you can convince me i can play OpenTTD on an IPhone perhaps ill really get one
18:55:56  <Luigivok>
18:55:57  <Webster> Title: iPhone Application - Open TTD - YouTube (at
18:56:41  <Luigivok> the reviewer does not know a crap about openttd btw
18:57:18  <^Spike^> screen is to small to play it properly though
18:57:22  <^Spike^> also found an android version
18:57:34  <Luigivok> play it on an ipad
18:58:30  *** DayDreamer has quit IRC
18:58:47  <PublicServer> <Ryton> oops, jam = my fault
19:03:22  <Luigivok> finally
19:03:26  <Luigivok> !password
19:03:26  <PublicServer> Luigivok: burgle
19:05:29  <PublicServer> *** Luigivok joined the game
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19:07:08  *** ChanServ sets mode: +o KenjiE20
19:07:57  *** KenjiE20 has quit IRC
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19:08:14  *** ChanServ sets mode: +o KenjiE20
19:08:15  <PublicServer> ***  made screenshot at 0003BCAC:
19:08:20  <Sigma> Luigivok: I hope you didn't join from your iphone ;P
19:08:27  <Luigivok> lol
19:08:29  <Luigivok> no
19:08:36  <Luigivok> I'm using Linux version
19:09:38  <PublicServer> <Ryton> whoever feels into it
19:09:54  <PublicServer> <Ryton> please add platforms between  the2 Xeryus stations
19:10:00  <PublicServer> <Ryton> like absolutis did earlier
19:10:06  <PublicServer> <Ryton> check !please add platforms
19:10:58  *** mfb- has joined #openttdcoop
19:10:58  *** ChanServ sets mode: +o mfb-
19:11:04  <PublicServer> *** Maraxus has joined company #1
19:11:18  <PublicServer> <mfb> hi
19:11:18  <PublicServer> *** mfb joined the game
19:11:21  <PublicServer> <Ryton> hi there
19:11:21  <PublicServer> <Maraxus> hi
19:11:58  *** Twerkhoven[L] has joined #openttdcoop
19:12:24  <Luigivok> A jailed town ! nice
19:12:24  <PublicServer> <Ryton> balancer works like acharm
19:12:26  <Luigivok> haha
19:12:34  <PublicServer> <mfb> which one?
19:12:41  <PublicServer> <mfb> as the "merge 2 mega" collects trains
19:12:44  <Luigivok> overfingley
19:12:48  <PublicServer> <Ryton> but now merge 2  is doomed
19:12:50  <PublicServer> <Ryton> indeed
19:13:01  <PublicServer> *** Sigma joined the game
19:13:05  <PublicServer> <mfb> why do we have so many ! signs?
19:15:43  <PublicServer> *** Ryton has left the game (leaving)
19:15:46  *** Ryton has quit IRC
19:18:27  <Sigma> and why is there a factory on the water o.O
19:18:46  <PublicServer> <mfb> :D
19:21:02  <PublicServer> <mfb> :o
19:22:31  <Luigivok> quite impressive network
19:22:41  <Luigivok> i dont know where to start, lol
19:23:07  <^Spike^> !! network plan !!
19:23:08  <^Spike^> :D
19:23:10  <PublicServer> <mfb> if you want to follow the flow, maybe near the sign "these 6 lines are ML2"
19:23:16  <PublicServer> ***  made screenshot at 0003DA88:
19:23:21  <Sigma> it's a circle so it doesnt matter where you start :P
19:23:43  <Luigivok> where is the network plan?
19:23:52  <PublicServer> <mfb> see sign list
19:23:52  <^Spike^> check sign list
19:23:53  *** alang has quit IRC
19:27:47  <PublicServer> *** Spike has left the game (connection lost)
19:28:11  <PublicServer> <Maraxus> how many platforms for 1 line?
19:28:15  <PublicServer> <mfb> ~6
19:34:33  <Tray> !password
19:34:33  <PublicServer> Tray: thrill
19:35:02  <PublicServer> *** Tray joined the game
19:38:16  <PublicServer> ***  made screenshot at 0003DA90:
19:39:05  <PublicServer> <Tray> mfb, you could use one line of the plan to connect the station (:
19:39:15  <PublicServer> <mfb> hmm
19:39:17  <PublicServer> <mfb> interesting idea
19:39:57  <PublicServer> <mfb> thanks
19:42:11  <PublicServer> *** Spike joined the game
19:43:17  <PublicServer> <Maraxus> can someone have a look at the 'please add platform' sign and tell me if this design is fast enough?
19:43:49  <PublicServer> <Tray> please add a ! at the beggining of your sign
19:44:12  <PublicServer> <mfb> maybe one tile breaking space
19:44:19  <PublicServer> <mfb> and without any signals there, it is not
19:44:26  <PublicServer> <mfb> large signal gap
19:45:30  *** Kangoo has joined #openttdcoop
19:45:49  <PublicServer> *** Kangoo joined the game
19:47:07  <Luigivok> is there something unconnected? :D
19:47:20  <PublicServer> <mfb> no idea
19:47:39  <PublicServer> <mfb> the coal mine near frndinghead annexe
19:48:30  <Luigivok> gotcha!
19:48:30  <PublicServer> <mfb> the coal mine south of SLH2d
19:48:48  <PublicServer> <mfb> that should be all
19:48:51  *** Ryton has joined #openttdcoop
19:49:11  <Ryton> !password
19:49:11  <PublicServer> Ryton: sinews
19:49:37  *** perk11 has joined #openttdcoop
19:50:00  <PublicServer> *** Ryton joined the game
19:50:44  <PublicServer> <Maraxus> how do I determine the breaking/acceleration space trains need, btw?
19:51:01  <PublicServer> <mfb> watch the existing stations :)
19:51:24  <mfb-> any jams?
19:51:29  <PublicServer> <Tray> no
19:51:55  <mfb-> !rcon set max_trains 1650
19:53:17  <PublicServer> ***  made screenshot at 0002CF64:
20:00:11  <PublicServer> *** Spike has joined company #1
20:00:33  <PublicServer> <Spike> you might must not forget any unwanted signal gaps :D
20:00:51  <PublicServer> <Ryton> better?
20:02:54  <Luigivok> trains must be clones of those in the train yard, right?
20:03:02  <PublicServer> <mfb> yes
20:03:06  <Luigivok> k
20:03:08  <PublicServer> <Tray> depends
20:03:28  <PublicServer> <mfb> hmm
20:03:34  <PublicServer> <Tray> If there's already trains servicing the station you have to copy that Trains by ctrl+click
20:03:39  <PublicServer> <mfb> now the extra platforms are full and the others are empty
20:03:49  <PublicServer> <Tray> for sharing orders
20:03:58  <Luigivok> Ok Tray
20:04:18  <PublicServer> *** Kangoo has left the game (connection lost)
20:07:27  *** valhallasw has quit IRC
20:08:03  <PublicServer> <Ryton> who wants to go for a 8th line?
20:08:17  <PublicServer> ***  made screenshot at 00018B24:
20:08:21  <PublicServer> <Ryton> who feels up for it? :-)
20:08:37  <PublicServer> <Spike> guys... the 7 MLs arent even filled
20:08:39  <PublicServer> <Spike> why make an 8th
20:08:47  <PublicServer> <Tray> because
20:08:49  <PublicServer> <mfb> 7?
20:08:49  <PublicServer> <mfb> we have 6
20:08:56  <PublicServer> <Spike> 7 lines to station
20:09:02  <PublicServer> <Tray> we can
20:09:02  <PublicServer> <Ryton> because we can ? :p
20:09:12  <PublicServer> <Ryton> maybe merge 2 is more urgent now :-)
20:09:14  <PublicServer> <mfb> easy to build a 7th to the station
20:09:20  <PublicServer> <Spike> so.. because we can jump of a high building without parachute.. we should do it?
20:09:20  <PublicServer> <mfb> but the exit must be able to handle it
20:09:29  *** Kangoo has quit IRC
20:09:30  <PublicServer> <Tray> Yes, Sir!
20:09:44  <PublicServer> <Ryton> yeah, Spike: it is a thrill (i've been told)
20:09:49  <PublicServer> <Ryton> go for it
20:09:53  <PublicServer> <Ryton> true, mfb
20:10:05  <PublicServer> <Ryton> but then: mega merge 2, or the exits: what is the most clogging atm?
20:10:23  <PublicServer> <mfb> mega merge 2
20:10:25  <PublicServer> <Tray> We should wait for more trains
20:10:27  <PublicServer> <Spike> we got other jams along the road..
20:10:29  <PublicServer> <mfb> as it does not use all lines
20:10:35  <PublicServer> <Spike> and all ppl do is create an 8th line
20:10:39  <PublicServer> <Spike> optimize the network first
20:10:49  <PublicServer> <Ryton> well, spike: talk to us then ;-)
20:10:55  <PublicServer> <Spike> i see a major jam that has been done nothing about
20:10:58  <PublicServer> <Ryton> give some advice & delegate :-)
20:11:08  <PublicServer> <Tray> At !JAM?
20:11:18  <PublicServer> <Spike> no shit sherlock
20:13:46  <PublicServer> <Spike> mfb let me guess... full screen playr that doesn't see his irc? ;)
20:14:14  <PublicServer> <mfb> no that is bad
20:14:20  *** Kangoo has joined #openttdcoop
20:14:26  <PublicServer> <Spike> ....
20:14:30  <PublicServer> <mfb> that is the same line
20:14:47  <PublicServer> *** Kangoo joined the game
20:14:56  <PublicServer> <Spike> nope highlight has no response either :D
20:15:10  <PublicServer> <mfb> NO
20:15:22  <PublicServer> <Spike> :)
20:15:43  *** Gumili has joined #openttdcoop
20:15:48  <Luigivok> Sunwood North station have no trains hauling that coal, why?
20:15:48  <Gumili> !password
20:15:48  <PublicServer> Gumili: canoes
20:17:28  <Gumili> is server that loaded, or is it my band witch that slow?
20:17:34  <mfb-> that is you
20:17:40  <PublicServer> *** Gumili has left the game (leaving)
20:17:42  <Luigivok> Im good
20:17:44  <Gumili> sorry
20:18:12  <PublicServer> <Ryton> it has 29 trains, ludovich
20:18:22  <PublicServer> *** Ryton has left the game (connection lost)
20:18:42  <PublicServer> <mfb> I see 5
20:18:46  <PublicServer> <mfb> and laaaarge signal gaps
20:19:01  <Luigivok> someone just added 5 trains
20:19:17  <PublicServer> <mfb> sunwood north is quite new
20:19:27  <PublicServer> <Kangoo> came 5 mins ago
20:19:30  *** Ryton_ has joined #openttdcoop
20:19:35  <Ryton_> !password
20:19:35  <PublicServer> Ryton_: canoes
20:19:40  <Luigivok> k
20:19:54  <PublicServer> *** Ryton joined the game
20:22:48  <PublicServer> <Tray> hrm.
20:23:08  <PublicServer> <Kangoo> mad time to join...
20:23:18  <PublicServer> ***  made screenshot at 000281A8:
20:23:19  <Gumili> !password
20:23:19  <PublicServer> Gumili: clouts
20:23:48  <PublicServer> *** mfb has joined spectators
20:24:04  <PublicServer> <Ryton> who is connecting?
20:24:06  <PublicServer> *** Spike has joined spectators
20:24:31  <PublicServer> <Kangoo> gumili just req password
20:24:33  <Gumili> i am trying
20:24:46  <Gumili> is server paused?
20:24:49  <PublicServer> <Ryton> you pauzed the server ;-)
20:24:55  <Gumili> holy crap...
20:24:55  <PublicServer> <Ryton> yeah :-)
20:25:00  <Gumili> it disconnected me
20:25:02  *** Sander has quit IRC
20:25:08  <Gumili> and i can't connect now at all..
20:25:14  <Gumili> sorry:/
20:25:29  <PublicServer> <Kangoo> It paused before you requested pw from server
20:25:31  <PublicServer> <Ryton> ok, running again
20:25:42  *** Ryton has quit IRC
20:25:42  *** Ryton_ is now known as Ryton
20:25:45  <mfb-> @records
20:25:45  <Webster> #openttdcoop Records: Clients: 24 | Trains: 2553 (PSG#201) - 2522 (PZG#5) - ( 3000 (PSG#180) logic net) | Single cargo type output: 200,169 (PZG#13) | World Pop: 6,150,671 (PSG#201) 
20:25:46  <Luigivok> .."i want to break fre..." ...
20:26:02  <mfb-> oh, far away from it
20:26:11  <Gumili> i probably shouldn't try to join again?
20:26:25  <PublicServer> <mfb> I don't think it will get better soon ;)
20:27:09  <Gumili> i wonder why i can't connect though...
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20:29:20  <PublicServer> *** Maraxus has joined spectators
20:31:26  <iklucas> olla
20:31:38  <PublicServer> <mfb> hi
20:31:54  <PublicServer> *** mfb has joined company #1
20:32:14  <PublicServer> <Tray> 6 platforms can't handle a full line (:
20:32:42  <PublicServer> <mfb> hmm
20:32:46  <PublicServer> <mfb> expand? ;)
20:34:44  <iklucas> where?
20:34:49  <iklucas> !screenshot
20:34:54  <mfb-> !screen
20:34:55  <PublicServer> *** mfb- made screenshot at 00028DB3:
20:35:21  <iklucas> still merge 2 the issue?
20:36:04  <Luigivok> there are service depots around? or the service are disabled?
20:36:09  <Luigivok> *is
20:36:15  <mfb-> no service
20:36:18  <mfb-> no breakdowns
20:36:21  <Luigivok> ah
20:36:28  <PublicServer> <mfb> (would really ruin everything)
20:36:36  <PublicServer> <Kangoo> there is a service centre01
20:36:42  <PublicServer> <mfb> but it is not used
20:36:44  <PublicServer> <Kangoo> by xtc
20:36:53  <Luigivok> i see
20:37:58  <Luigivok> when you started the building phase how many main lines where laid?
20:38:18  <PublicServer> ***  made screenshot at 00026AC6:
20:38:21  <PublicServer> <Tray> it starts with 3 lines everywhere
20:38:27  <Luigivok> k
20:38:30  <PublicServer> <Tray> *started
20:39:10  <PublicServer> <Ryton> I disconnected the mergerto lines 1-3 of SLH2B
20:39:16  <PublicServer> <Ryton> check !disconneced /Ry
20:40:22  *** Gumili has quit IRC
20:40:59  <PublicServer> <Ryton> seems ok atm
20:41:27  <PublicServer> <Kangoo> trains galore!?
20:42:15  <Luigivok> you guys always play with no pax service?
20:42:22  <^Spike^> depends on the game
20:42:32  <^Spike^> sometimes we have pax games... sometimes mixed...
20:42:36  <PublicServer> <mfb> luigivok: please build separate stations for different things
20:42:38  <^Spike^> but mostly it's cargo
20:42:46  <PublicServer> <Tray> they are several basic-network-types
20:42:56  <PublicServer> <Ryton> now mainline 1-3 are not filled completely
20:43:10  <Luigivok> ok mfb, didn't now that
20:43:18  <mfb-> @quickstart
20:43:19  <Webster> Quickstart - #openttdcoop Wiki -
20:43:30  <Tray> Luigivok, you can browse the arcive for old games with different networktypes and stuff
20:43:43  <Luigivok> i just wanted to take advantage of your two lanes :D
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20:45:12  <PublicServer> <Kangoo> tired of train limit again, eh?
20:45:17  <PublicServer> <mfb> :D
20:45:20  <PublicServer> <Ryton> yeah :p
20:45:28  <PublicServer> <Kangoo> Rytons signature move...
20:45:31  <PublicServer> <Kangoo> xD
20:45:35  <PublicServer> <Ryton> was trying to change the detest that trains have of joiner 1
20:45:42  <PublicServer> <Ryton> or 6 or whats the name ?
20:47:47  <PublicServer> <Tray> There is a Problem at SLH3a
20:48:06  <PublicServer> <mfb> no
20:48:12  <PublicServer> <mfb> 3b
20:48:18  <PublicServer> <mfb> or 3c
20:48:32  <PublicServer> <mfb> that is jamming bacl
20:51:50  <PublicServer> <Kangoo> great teamwork.. :p
20:53:01  <PublicServer> <mfb> another crash? :D
20:53:09  <PublicServer> <Ryton> not me this time :p
20:53:18  <PublicServer> ***  made screenshot at 00011941:
20:53:28  <PublicServer> <Ryton> I'm off
20:53:32  <PublicServer> *** Ryton has left the game (leaving)
20:53:34  <PublicServer> <Kangoo> bb
20:53:36  <PublicServer> <Sigma> 4 souls RIP :(
20:54:14  <PublicServer> <mfb> lol @ mundingworth woods
20:55:02  <PublicServer> <Sigma> o.O
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20:59:02  <PublicServer> <mfb> that does not help
20:59:10  <Luigivok> mfb i separated the stations
20:59:33  <PublicServer> <mfb> that is bad^
20:59:51  <PublicServer> <mfb> got too many trains
21:01:21  <PublicServer> <Kangoo> hmm..
21:01:49  <PublicServer> <mfb> hmm
21:01:49  <PublicServer> <mfb> bad
21:02:16  <PublicServer> <mfb> that should work
21:03:02  <PublicServer> <mfb> no
21:03:04  <PublicServer> <mfb> that will break
21:03:16  <PublicServer> <mfb> no direct way from the overflow to the exit
21:03:49  <PublicServer> <Kangoo> what does that one do?
21:03:51  <PublicServer> <mfb> let's test
21:04:01  <PublicServer> <mfb> hmm.. does not help, right
21:04:09  <PublicServer> <mfb> as the station is not Ro-Ro
21:04:33  <PublicServer> <mfb> fine
21:04:37  <PublicServer> <Kangoo> hooray
21:07:08  <PublicServer> *** Sigma has joined company #1
21:08:19  <PublicServer> ***  made screenshot at 000294E0:
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21:17:51  <iklucas> !password
21:17:51  <PublicServer> iklucas: toured
21:18:19  <PublicServer> <iklucas> hay
21:18:20  <PublicServer> *** iklucas joined the game
21:18:27  <PublicServer> <mfb> hi
21:19:13  <PublicServer> <Kangoo> im off. gn
21:19:19  <PublicServer> <mfb> ppor train 110
21:19:19  <PublicServer> *** Kangoo has left the game (leaving)
21:19:24  <PublicServer> <mfb> *poor
21:22:28  <PublicServer> <iklucas> hmm someone forgot like 4 signals
21:22:30  <PublicServer> <iklucas> making line jam
21:23:02  <PublicServer> <iklucas> and another spot
21:23:14  <PublicServer> <mfb> just fix them
21:23:19  <PublicServer> ***  made screenshot at 000361DB:
21:23:24  <PublicServer> <iklucas> i do;)
21:23:57  <PublicServer> <iklucas> hmm
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21:25:15  <Luigivok> hasta la vista chicos
21:25:25  <PublicServer> <iklucas> :D
21:25:33  <PublicServer> * iklucas hides for the spanish guy
21:26:03  <Luigivok> :D
21:26:23  <PublicServer> * iklucas slaps luigivok a bit around with a big chris booth
21:26:58  <PublicServer> <iklucas> fatal slap #oops
21:27:45  <Luigivok> when this game will end?
21:27:49  <PublicServer> <iklucas> nevah:D
21:28:10  <PublicServer> <mfb> my guess: ~2000 trains
21:28:16  <PublicServer> <iklucas> nah
21:28:26  <PublicServer> <iklucas> i think once we break the record?
21:28:26  <PublicServer> <Tray> I think xtc said something about 2000 trains
21:28:40  <PublicServer> <iklucas> when normal people start to notice lag i though
21:28:42  <PublicServer> <iklucas> t
21:29:18  <PublicServer> <Tray> I remember a time when I played coop on a little 1,6GHz Atom. That was fun
21:29:35  <PublicServer> <iklucas> lol
21:29:43  <PublicServer> <Tray> everything over 400 trains wasn't possible
21:29:51  <PublicServer> <iklucas> my mobile phone now has 1,2 ghz dual core:P
21:30:12  <PublicServer> <Tray> go run ottd on it (:
21:30:14  *** Kangoo has quit IRC
21:30:20  <PublicServer> <iklucas> hell yeah:D
21:30:22  <PublicServer> *** Luigivok has left the game (leaving)
21:30:23  <Twerkhoven[L]> i tried running openttd on my android phone, but 600MHz ain't enough
21:30:30  <Twerkhoven[L]> title screen lags badly
21:30:35  <mfb-> no, build a CPU in ottd with trains and run ottd on that!
21:30:38  <PublicServer> <iklucas> is it possible on android?
21:30:46  <Twerkhoven[L]> its on the market even
21:31:04  <Tray> mfb today I thought about a cpu in ottd:
21:31:12  <PublicServer> <iklucas> searching
21:31:36  <Tray> the problem is the limited number of trains so you can only build arround 2000 not-gates
21:31:42  <PublicServer> <iklucas> but i wont be able to join this game:P
21:31:53  <mfb-> which limited number?
21:31:58  <mfb-> and you don't need more
21:32:06  <mfb-> memory will not be so big then
21:32:07  <mfb-> so what
21:32:08  <Twerkhoven[L]> 5000 is max number of trains that ottd can handle i think
21:32:31  <mfb-> ALU needs ~300, maybe more with more features
21:32:39  <mfb-> a register bit 3
21:32:43  <Tray> I can't build a memory for 300,000 lines of code with 2000 not sircles (:
21:32:52  <Luigivok> max_trains in openttd is 5000
21:32:52  <mfb-> so with 16 registers and a 16bit-processor, it is fine
21:33:03  <mfb-> hmm ;)
21:33:13  <mfb-> space is limited to 4 million tiles
21:33:15  <Tray> but an actual processor is more than 16 registers and an ALU
21:33:21  <Tray> you need a programm
21:33:27  <mfb-> true
21:33:35  <PublicServer> <iklucas> run android on it^^
21:33:37  <mfb-> static memory may be easier
21:33:44  <mfb-> but RAM is very bad
21:33:47  <Twerkhoven[L]> i suppose you could recompile with a higher trainlimit
21:33:53  <mfb-> hehe
21:34:00  <PublicServer> <iklucas> lol
21:34:01  <Tray> that makes: PCregister, MUX, ADDlogic
21:34:10  <PublicServer> <iklucas> well i'm off
21:34:11  <Luigivok> indeed you can recompile until 2^32
21:34:14  <PublicServer> <iklucas> cya monday
21:34:18  <PublicServer> <iklucas> off to a festival:D
21:34:24  <PublicServer> <iklucas> tomorow early
21:34:26  <mfb-> PCregister, MUX, ADDlogic <- no problem
21:34:26  <Twerkhoven[L]> cya
21:34:29  <mfb-> cu
21:34:31  <PublicServer> *** iklucas has left the game (leaving)
21:34:36  *** iklucas has quit IRC
21:34:40  <Luigivok> im gone too, nice meeting you guys
21:34:51  <Twerkhoven[L]> me too
21:34:52  <Twerkhoven[L]> gnite
21:35:04  <Tray> Sure it ain't a problem. Because you've a NAND, but noone want to build 2000 NANDS (:
21:35:39  <PublicServer> <Maraxus> bbl
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21:36:10  <mfb-> Tray: you don't need to build with NAND as a base
21:36:32  <mfb-> AND is implemented in signals, NOT and OR is one train
21:37:28  <mfb-> mux is NOT(NOT(A AND SELA) AND NOT(B AND SELB) AND NOT(C AND SELC) ...)
21:37:47  <mfb-> where SELA is 1 if the MUX should select A
21:38:16  <Tray> I know how a MUX works. (:
21:38:19  <PublicServer> ***  made screenshot at 00029CDE:
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21:38:39  <mfb-> I built one :)
21:38:43  <mfb-> well, more :)
21:38:56  <Tray> but for a programm with 128lines of assembly you'll need a 128->1 MUX with ~140 Notgates
21:39:01  *** alang has joined #openttdcoop
21:39:07  <Tray> I just wrote them in VHDL ):
21:40:03  <mfb->
21:40:12  <mfb-> just the ALU
21:40:26  <mfb-> I added a shift in the north later
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21:41:43  <Tray> I'd never said it's impossible. I just wanted to say that it's very anoying.
21:41:57  <Chris_Booth[LP]> whats that?
21:41:59  <Chris_Booth[LP]> and hi
21:42:18  <Tray> Building CPU in OTTD
21:42:27  <mfb-> annoying: yes
21:42:39  <mfb-> everything storage-related is bad
21:42:40  <Chris_Booth[LP]> and repetative
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21:42:58  <mfb-> that is bad
21:43:02  <Tray> And I wanted to say that building a CPU is nice, but a singly CPU does nothing. It needs storage and a programm to do anything
21:43:08  *** ccfreak2k has joined #openttdcoop
21:43:15  <mfb-> of course
21:43:20  <Tray> and an outputdevice would be nice
21:43:30  <mfb-> but you don't want to calculate something anyway
21:43:42  <mfb-> data output=data input = memory
21:44:28  <Tray> what?
21:44:46  *** TWerkhoven has quit IRC
21:44:50  <Tray> Building a CPU without running a program on it is pretty ... pointless?
21:45:10  <mfb-> running a program to get the results is even more pointless
21:45:22  <Tray> what results?
21:45:25  <mfb-> .
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21:49:36  <PublicServer> *** Tray has left the game (leaving)
21:49:56  <Tray> g'night.
21:51:37  *** Tray has quit IRC
21:53:19  <PublicServer> ***  made screenshot at 0002A4DB:
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22:16:27  <PublicServer> <mfb> any work going on right now?
22:22:24  <duckblaster> !clients
22:22:32  <duckblaster> !info
22:22:32  <PublicServer> duckblaster: #:1(Orange) Company Name: 'Cunbridge Transport'  Year Founded: 1970  Money: 13883450392  Loan: 0  Value: 13925309822  (T:1650, R:22, P:1, S:0) unprotected
22:23:23  <PublicServer> ***  made screenshot at 0003B6CB:
22:23:41  <duckblaster> !playercount
22:23:41  <PublicServer> duckblaster: Number of players: 3 (1 spectators)
22:24:02  *** Progman has quit IRC
22:24:07  <duckblaster> !password
22:24:07  <PublicServer> duckblaster: utters
22:24:23  <PublicServer> *** duckblaster joined the game
22:25:20  <PublicServer> *** mfb has left the game (connection lost)
22:30:27  <duckblaster> what are the road crossings for at the balancer?
22:31:06  <Mazur> !password
22:31:06  <PublicServer> Mazur: utters
22:31:13  <mfb-> penalty
22:31:22  <duckblaster> on all lines?
22:31:27  <duckblaster> at entry?
22:31:33  <mfb-> where?
22:31:45  <PublicServer> *** Mazur joined the game
22:31:53  <mfb-> sign please
22:31:54  <PublicServer> *** mfb joined the game
22:31:56  <mfb-> we have many balancers
22:31:59  <PublicServer> <Mazur> They are a penalty for the PF>
22:33:08  <mfb-> duckblaster: where?
22:33:15  <duckblaster> !crossings
22:33:35  <PublicServer> <mfb> penalty
22:33:43  <PublicServer> <mfb> so trains should prefer the split
22:33:55  <PublicServer> <mfb> (not working, as you can see)
22:34:24  <PublicServer> <Mazur> The intention is, that they tend more towards shifting.
22:35:03  <mfb-> good night
22:35:07  <PublicServer> *** mfb has left the game (leaving)
22:35:35  <Mazur> Steep light.
22:35:37  *** mfb- has quit IRC
22:38:23  <PublicServer> ***  made screenshot at 0000F33A:
22:42:41  <duckblaster> i think some of the load problems at merge2 mega go back to SLH 3D
22:42:57  <duckblaster> before there trains are evenly spread
22:43:10  <duckblaster> after the middle line is more empty
22:45:42  <PublicServer> <Mazur> Dunno, lines westwards from 3D look rather evenly loaded.
22:46:09  <duckblaster> to me the middle line has less
22:46:31  <PublicServer> <Mazur> One in many fewer, maybe, not significantly.
22:46:45  <PublicServer> *** Spike has left the game (leaving)
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22:47:01  <PublicServer> <Mazur> Bye, Spook.
22:50:07  *** KenjiE20 has quit IRC
22:53:23  <PublicServer> ***  made screenshot at 0002487C:
23:00:17  <PublicServer> <Mazur> Wokring at !single bridges, not sure whether tosolveo it like this or not.
23:01:25  <PublicServer> <Mazur> Oh, right, the existing paris are not (all) synched, either.
23:06:00  *** alang has quit IRC
23:08:21  <PublicServer> <Mazur> Done.
23:08:24  <PublicServer> ***  made screenshot at 0003928B:
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23:23:24  <PublicServer> ***  made screenshot at 000227E1:
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23:38:08  <XeryusTC> hey
23:38:24  <PublicServer> ***  made screenshot at 00039EAB:
23:38:43  <PublicServer> *** XeryusTC joined the game
23:38:54  <PublicServer> *** XeryusTC has left the game (leaving)
23:39:06  <PublicServer> *** XeryusTC joined the game
23:39:26  <PublicServer> <Mazur> X. I've been messing at !single bridges.
23:39:40  <PublicServer> <Mazur> Eve goodning, by thw way.
23:39:54  <PublicServer> <XeryusTC> pffft
23:39:58  <PublicServer> <XeryusTC> i just worked for 15+ hours
23:40:06  <PublicServer> <XeryusTC> of which like 10 were without food
23:40:28  <PublicServer> <XeryusTC> man, was i happy to see that huge plate of kebab
23:40:30  <PublicServer> <Mazur> So feel free to ignore me as much as needed.
23:40:39  <PublicServer> <Mazur> I can imagine.
23:41:02  <PublicServer> <Mazur> I've known days like that.
23:41:29  <PublicServer> <XeryusTC> i smeel like shit
23:41:35  <PublicServer> <XeryusTC> working most of the day in the sun
23:41:43  <PublicServer> <XeryusTC> and then it starts raining like fuck
23:41:49  <PublicServer> <Mazur> Should have taken your shirt off, then.
23:41:53  <PublicServer> <Mazur> Ah.
23:42:00  <PublicServer> <Mazur> Nice.
23:42:45  <PublicServer> <XeryusTC> nice, until we noticed that because the roof maker for the stage didnt actually complete his job (like anounced) and our equipment got wet
23:43:03  <PublicServer> <XeryusTC> having water in your lighting gear which isnt water proof isnt nice
23:43:26  <PublicServer> <XeryusTC> audio gear wasnt set up yet then, and it can usually handle some water, but it still isnt very good for it
23:43:32  <PublicServer> <Mazur> Ouch.
23:44:18  <PublicServer> <duckblaster> what do you think of the lake near the south merge?
23:44:28  <PublicServer> <duckblaster> balancer i mean
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23:45:30  <PublicServer> <Mazur> We've been fornicating around there, too,  more trains take hte south platforms, now.
23:46:52  <PublicServer> <XeryusTC> Mazur: where did you come from again?
23:46:58  <PublicServer> <Mazur> ]
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23:47:08  <PublicServer> <Mazur> From right here.
23:47:18  <PublicServer> <Mazur> Leiden, the Netherlands.
23:47:21  <PublicServer> <Mazur> :-)
23:47:37  <PublicServer> <Mazur> Can't you tell from my accent?
23:48:03  <PublicServer> <duckblaster> it's a little hard with text only
23:48:14  <PublicServer> <Mazur> Really?
23:48:21  <duckblaster> :P
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23:48:41  <XeryusTC> oh man, i smell bad
23:48:57  <PublicServer> <duckblaster> well, we can't smell it here
23:49:00  <PublicServer> <Mazur> Doesn't come acroess at all.
23:49:21  <duckblaster> stick a peg on your nose and spray some air freshner
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23:50:05  <hylje_> ew
23:50:07  <XeryusTC> oh deodorant
23:50:17  <XeryusTC> or preferably, some of that eau de parfum
23:50:24  <XeryusTC> because that doesnt make me choke for 5 mins :P
23:50:52  <PublicServer> <Mazur> Downside is you smell like a tarts boudoir.
23:51:18  <hylje_> or french cheese
23:51:20  <PublicServer> <Mazur> Why is coal/iron line 2 to 1 weven a bridge?
23:51:38  <PublicServer> <Mazur> At !Here
23:52:31  <XeryusTC> oh, 3 spritzes might have been a bit too mcuh xD
23:52:36  <XeryusTC> but at least it smnells better now
23:52:40  <XeryusTC> also, my typing sux
23:52:46  <XeryusTC> because my fingers hurt
23:52:48  <PublicServer> <Mazur> Welcome to the club.
23:53:08  <PublicServer> <Mazur> CRash some random trains, then, you'll feel better.
23:53:25  <PublicServer> ***  made screenshot at 000213E2:
23:54:07  <XeryusTC> meh
23:54:12  <XeryusTC> 15 hours of hard manual labour
23:54:31  <XeryusTC> i already had a wound before we were in the truck xD
23:54:55  <PublicServer> <Mazur> And no nice nurse to coddle you, no doubt.
23:56:05  <PublicServer> *** duckblaster has left the game (leaving)
23:56:14  <duckblaster> back a bit later
23:56:22  <PublicServer> <Mazur> Okies.
23:56:25  <XeryusTC> nah
23:56:36  <XeryusTC> i will hopefully score some chicks to nurse me this week
23:56:48  <XeryusTC> as basically the entire city is turned into a giant bar
23:57:04  <PublicServer> <Mazur> Ah, that's always easier.
23:57:05  <XeryusTC> and there is an influx of like 30k people, or 130k
23:57:21  <XeryusTC> because of all the sailing  stuff, and because the entire inner city has been turned into a bar
23:57:50  <PublicServer> <Mazur> Some gullible chicks from the sticks, very drurny.
23:58:22  <XeryusTC> oi, i havent gotten laid in almost 3 months, give me some slack
23:58:59  <PublicServer> <Mazur> I'm not saying anything against it, on the contrary.
23:59:25  <PublicServer> <Mazur> We've got something similar every year, 3rd october.
23:59:43  <PublicServer> <Mazur> Whole region comes to party here, after saving money all year.
23:59:44  <XeryusTC> it sounded negative, although i must admit that i dont know the exact meaning of drunry
23:59:52  <XeryusTC> you live in noord braband right?
23:59:56  <PublicServer> <Mazur> honk

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