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Log for #openttdcoop on 2nd July 2013:
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00:22:16  <Sylf> !password
00:22:16  <PublicServer> Sylf: adobes
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06:01:27  <planetmaker> !restart
06:01:28  <PublicServer> planetmaker: Restart scheduled, will be initiated in next minute!
06:02:25  <PublicServer> Scheduled quit for automated maintenance... will be back shortely
06:02:25  <PublicServer> Thank you for playing r25546.
06:02:29  <PublicServer> Server has exited
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06:03:01  <PublicServer> Autopilot engaged
06:03:01  <PublicServer> Loading savegame: '{#openttdcoop} - The Public Server (www.openttdcoop.org)'
06:03:01  *** ChanServ sets mode: +v PublicServer
06:03:02  *** Webster changes topic to "Cooperative OpenTTD | PSG262 (r25549) | STAGE: Planning | New players, use @quickstart and !help | www.openttdcoop.org"
06:03:14  <planetmaker> !dl lin
06:03:15  <PublicServer> planetmaker: http://binaries.openttd.org/nightlies/trunk/r25549/openttd-trunk-r25549-linux-generic-i686.tar.xz
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06:30:36  <planetmaker> thanks Sylf , I didn't notice the wrong version. I thought I updated correctly. alas
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10:32:39  <Anson> !password
10:32:39  <PublicServer> Anson: irking
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10:44:21  <Jam35> !dl
10:44:21  <PublicServer> Jam35: !dl autostart|autottd|lin|lin64|osx|ottdau|source|win32|win64|win9x
10:44:21  <PublicServer> Jam35: http://www.openttd.org/en/download-trunk/r25549
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17:35:06  <Ryton> !password
17:35:06  <PublicServer> Ryton: irking
17:35:10  <Ryton> !playercount
17:35:10  <PublicServer> Ryton: Number of players: 0 (0 spectators)
17:35:53  <PublicServer> *** Game still paused (number of players)
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17:36:10  <PublicServer> <Ryton> hmm, still only 2 plans
17:36:40  <PublicServer> <Ryton> time to make a 3rd :p
17:36:54  <PublicServer> <Ryton> anyone around to join
17:36:56  <PublicServer> <Ryton> ?
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18:59:14  <Vinnie_nl> !password
18:59:14  <PublicServer> Vinnie_nl: irking
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19:11:59  <fonsinchen> !dl
19:12:00  <PublicServer> fonsinchen: !dl autostart|autottd|lin|lin64|osx|ottdau|source|win32|win64|win9x
19:12:00  <PublicServer> fonsinchen: http://www.openttd.org/en/download-trunk/r25549
19:13:41  <fonsinchen> !password
19:13:41  <PublicServer> fonsinchen: zanied
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19:14:37  <DaRabman> !dl win64
19:14:37  <PublicServer> DaRabman: http://binaries.openttd.org/nightlies/trunk/r25549/openttd-trunk-r25549-windows-win64.zip
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19:23:34  <DaRabman> !password
19:23:34  <PublicServer> DaRabman: netted
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19:24:16  <PublicServer> <Vinnie> hello all
19:24:34  <PublicServer> <DaRabman> hi
19:24:38  <PublicServer> <fonso> hi
19:28:40  <Ryton> Yo
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19:29:30  <PublicServer> <Ryton> Fonso has a plan?
19:29:33  <PublicServer> <fonso> I have
19:29:41  <Maraxus> !password
19:29:42  <PublicServer> Maraxus: netted
19:29:48  <PublicServer> <Ryton> please mark it with !plan /Fonso then
19:29:50  <PublicServer> <Ryton> :-)
19:29:58  <PublicServer> <Ryton> then it can be found easily with the sign list
19:30:00  <PublicServer> <fonso> almost done
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19:30:04  <PublicServer> <Maraxus> hi
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19:30:08  <PublicServer> <Ryton> kk
19:30:15  <PublicServer> <Ryton> looking good :D
19:30:18  <PublicServer> <fonso> there you go
19:30:41  <PublicServer> <Ryton> 5 different networks?
19:31:00  <PublicServer> <fonso> in my plan? no, only 3
19:31:02  <PublicServer> <Ryton> or 4 BBHs at corner and 4w hub at centre?
19:31:08  <PublicServer> <fonso> no bbh at corner
19:31:10  <PublicServer> <Ryton> hmm, I dont see the 3 :p
19:31:16  <PublicServer> <Ryton> oh ok. So one middle area
19:31:22  <PublicServer> <Ryton> and two side netwprks? :-)
19:31:33  <PublicServer> <fonso> only big stations at corners with 3 different accesses each
19:31:43  <PublicServer> <Ryton> oh ok
19:31:49  <PublicServer> <fonso> in fact 5 networks for IC if you count like that
19:32:08  <PublicServer> <fonso> "network" being a single long track in 4 cases
19:32:19  <PublicServer> <fonso> actually we don't really need a hub in the middle either
19:32:25  <PublicServer> <fonso> it can be 6 networks
19:32:53  <PublicServer> <fonso> well, a station in the middle would be good
19:33:07  <PublicServer> <fonso> will need an interesting design
19:33:07  <PublicServer> <Ryton> makes more sense imho, else it becomes hard to strengthen weak  connections
19:33:27  <PublicServer> <Ryton> oh, 5 networks + one central station, then? :-)
19:33:42  <PublicServer> <fonso> Either 6 or 8 networks I guess
19:33:52  <PublicServer> <fonso> with station in the middle
19:33:58  <PublicServer> <Ryton> btw, TL>10 => also large CL?
19:34:04  <PublicServer> <Ryton> or just CL3-4ish?
19:34:11  <PublicServer> <Vinnie> no this is NUTS, you can have small CL
19:34:29  <PublicServer> <Ryton> even with TL10?
19:34:33  <PublicServer> <Vinnie> yes
19:34:35  <PublicServer> <fonso> no curves at all on IC networks
19:34:41  <PublicServer> <Ryton> and S-bends are slowed too?
19:34:44  <PublicServer> <fonso> where would you need curves?
19:34:46  <PublicServer> <Ryton> aren't*
19:34:48  <PublicServer> <Vinnie> S bends could be more a problem then a single turn
19:35:03  <PublicServer> <Ryton> Fonso: at S-bends, or at a hub/merger
19:35:09  <PublicServer> <Ryton> or station entry
19:35:20  <PublicServer> <fonso> Station entry counts
19:35:30  <PublicServer> <fonso> But yes, I like long trains
19:35:36  <PublicServer> <Ryton> no problem :-)
19:35:43  <PublicServer> <Ryton> I was just interested :-)
19:35:47  <PublicServer> <Ryton> voting time?
19:35:53  <PublicServer> <Ryton> or wait for more plans still?
19:36:43  <PublicServer> <Vinnie> you don't want to make a plan?
19:36:53  <PublicServer> <Ryton> I did
19:37:11  <PublicServer> <Ryton> and I'm off :p
19:37:13  <PublicServer> *** Ryton has left the game (leaving)
19:37:15  <PublicServer> <Vinnie> that is so cheap :P
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19:37:27  <Ryton> yes, isn't it :p
19:37:32  <Ryton> I was going to copy your plan
19:37:37  <Ryton> or V's
19:37:43  <Ryton> but in absense of those :p
19:37:45  <PublicServer> <Vinnie> screw you, now im making one for you
19:37:49  <Ryton> Ill try it :-)
19:37:54  <Ryton> be my guest :-)
19:38:04  * Ryton off
19:38:05  <Ryton> laterz
19:38:08  <PublicServer> <Vinnie> cya
19:39:08  <PublicServer> <Vinnie> fonso, you might want to know that two passenger games in a row are pretty rare
19:39:19  <PublicServer> <fonso> well, one can try
19:39:41  <PublicServer> <Vinnie> is it more for debug testing cargo dist?
19:40:11  <PublicServer> <Vinnie> because we can do that for a cargo game and that might be elected
19:40:15  <PublicServer> <fonso> I would like to see a big cargodist game, but not actually for debugging
19:40:45  <PublicServer> <fonso> It's hard for me to come up with a concise plan for a cargodist enabled cargo game here
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19:42:19  <PublicServer> <Vinnie> FPP, Printing works, Factory and Oil Refinairy produce secondaries. Maybe a boost to these factories
19:42:29  <PublicServer> <Vinnie> then a distribution of secondary cargo
19:43:00  <PublicServer> <Vinnie> which can be made complicated
19:43:05  <PublicServer> <fonso> yes, maybe
19:43:12  <PublicServer> <fonso> food distribution may be funny, too
19:43:19  <PublicServer> <Vinnie> by making every SIdeline a drop for all
19:43:43  <PublicServer> <Vinnie> then refit to available cargo pickups in that sideline and otherwise overflow to next sideline
19:44:57  <PublicServer> <Vinnie> no wait cargodist doesnt work with those orders
19:45:03  <fonsinchen> I can't quite imagine your plan like this.
19:45:52  <fonsinchen> what kind of orders?
19:46:08  <PublicServer> <Vinnie> wait i kinda have something
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19:52:23  <PublicServer> <fonso> so you do orders like PS, A, PS, B, PS, C ...?
19:52:46  <PublicServer> <fonso> How would you do the refit?
19:56:24  <PublicServer> <Maraxus> yes, and up to the builder
19:58:04  <PublicServer> <fonso> Cargo may take big detours with Vinnie's plan
19:58:18  <PublicServer> <Vinnie> yes
19:58:53  <PublicServer> <Vinnie> but that can't be solved unless you use a different set of trains for secondairy distribution
19:58:55  <PublicServer> <fonso> You may need very high capacities then
19:59:17  <PublicServer> <Vinnie> every primairy train caries cargo
19:59:19  <PublicServer> <fonso> You could do a two way roundabout around all the map
19:59:41  <PublicServer> <fonso> and transfer the cargo at all 4 crossings
20:00:03  <PublicServer> <fonso> so you have separate trains for the roundabout and the "feeders"
20:00:13  <PublicServer> <Vinnie> well, is cargo dist smart that it sees a different connection
20:00:13  <PublicServer> <fonso> feeders from central stations to transfer on roundabout
20:00:19  <PublicServer> <fonso> yes
20:00:23  <PublicServer> <Vinnie> lets say we have this example
20:01:37  <PublicServer> <Vinnie> lets say that happens
20:01:52  <PublicServer> <Vinnie> there is another train comming counter clockwise
20:02:08  <PublicServer> <Vinnie> will cargo wait at station for that?
20:02:22  <PublicServer> <Vinnie> and hop on counter clockwise transport to destination
20:02:28  <PublicServer> <fonso> if the shorter way is counterclock cargo will transfer somewhere to the other train
20:02:58  <PublicServer> <Vinnie> than itmight work
20:03:35  <PublicServer> <fonso> the problem is the "visit all sideline drops"
20:03:53  <PublicServer> <fonso> what is "CCL"?
20:03:56  <PublicServer> <Vinnie> counterclockwise
20:03:58  <PublicServer> <fonso> ah, counter clock
20:04:08  <PublicServer> <fonso> you basically want trains to go both ways
20:04:12  <PublicServer> <Vinnie> yes
20:04:24  <PublicServer> <Vinnie> so the drops are also transfer stations
20:04:26  <PublicServer> <fonso> and you want to use all four "axis"
20:04:36  <PublicServer> <fonso> then it may work
20:04:47  <PublicServer> <fonso> (for each cargo, that is)
20:05:05  <PublicServer> <Vinnie> yes but now i wanna complicate it
20:05:31  <PublicServer> <Vinnie> say there are not enough trains comming into a sideline
20:05:33  <PublicServer> <fonso> just take out the clock/counterclock specifications from the secondaries and make those "both ways"
20:05:36  <PublicServer> <fonso> then it may work
20:05:58  <PublicServer> <Vinnie> but then the mainline might be unbalanced
20:06:06  <PublicServer> <Vinnie> all trains going one direction
20:06:28  <PublicServer> <fonso> why would they go only one direction?
20:06:43  <PublicServer> <Vinnie> because that is how they appear in the orderlist
20:06:59  <PublicServer> <Vinnie> visit all drops either in a clockwise or counterclockwise circle
20:07:17  <PublicServer> <fonso> I think we're talking about different things. let me build an example ...
20:07:39  <PublicServer> *** Maraxus has left the game (leaving)
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20:15:02  <fonsinchen> check sign @vinnie
20:16:37  <PublicServer> <Vinnie> you think my plan is like that?
20:16:43  <PublicServer> <Vinnie> or is that a suggestion
20:16:53  <PublicServer> <fonso> no a modification like that would benefit your plan
20:17:03  <PublicServer> <fonso> So it's a suggestion
20:17:13  <PublicServer> <fonso> to avoid massive overload
20:17:55  <PublicServer> <Vinnie> im not sure if my plan will overload
20:18:23  <PublicServer> <Vinnie> it has only 8 drops, every train carries secondaries expect for coal
20:18:30  <PublicServer> <fonso> well, imagine all cargo that normally goes only 1 stop going N stops instead
20:18:44  <PublicServer> <fonso> this would be 4 times the normal load
20:18:56  <PublicServer> <fonso> as the average number of hops would be 4
20:19:22  <PublicServer> <fonso> You want to provide short paths, believe me
20:19:41  <Jam35> !password
20:19:41  <PublicServer> Jam35: sizzle
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20:20:10  <PublicServer> <Jam35> hi
20:20:13  <PublicServer> <Vinnie> hello
20:20:27  <PublicServer> <Vinnie> i understand that logic
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20:25:50  <Vinnie_nl> food only comes from one drop so that is always making a loop
20:25:51  <Sylf_> It sounds like we have a few plans now
20:25:57  <Vinnie_nl> a ton
20:26:03  <Sylf_> any objections against opening up for voting?
20:26:09  <Vinnie_nl> !password
20:26:09  <PublicServer> Vinnie_nl: sizzle
20:26:16  <Vinnie_nl> none here
20:26:26  <PublicServer> *** Game still paused (number of players)
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20:26:33  <Sylf_> Good enough for me :)
20:26:35  <fonsinchen> I would do the same thing for food
20:26:42  <Sylf_> @stage Voting
20:26:42  *** Webster changes topic to "Cooperative OpenTTD | PSG262 (r25549) | STAGE: Voting | New players, use @quickstart and !help | www.openttdcoop.org"
20:27:36  <PublicServer> <Vinnie> but i like refit, i really don't give alot for making simple stuff for a simple visit transfer herethen there
20:27:50  <PublicServer> <fonso> You can keep the refit
20:28:16  <PublicServer> <fonso> However, you should use all 4 axis and make the ring accessible in both ways
20:28:19  <PublicServer> <fonso> for each cargo
20:30:01  <PublicServer> <Vinnie> so basicly in the orderlist let it do the first loop clockwise, second loop counterclockwise then repeat
20:30:04  <PublicServer> <Vinnie> will solve alot
20:30:14  <PublicServer> <fonso> that may work
20:30:49  <PublicServer> <fonso> plus shift the orders in a way that it exits from the central station in a different direction each time
20:30:59  <PublicServer> <fonso> so 8 "order rounds" in total
20:31:06  <PublicServer> <Vinnie> exactly extremly random
20:31:12  <PublicServer> <fonso> maybe 4 are enough
20:31:31  <PublicServer> <fonso> you can have cargo transfer for other direction
20:31:34  <PublicServer> <Vinnie> you mean visit only 4 drops each direction?
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20:31:44  <PublicServer> <fonso> no 4 "rounds of orders"
20:31:54  <PublicServer> <fonso> like all orders of my example vehicles in one list
20:32:28  <PublicServer> <fonso> that is to use all 4 exits from the central station
20:32:39  <PublicServer> <Vinnie> central station is pretty useless
20:32:57  <PublicServer> <fonso> It's the producer of secondaries
20:33:03  <PublicServer> <fonso> or did I get that wrong?
20:33:09  <PublicServer> <fonso> oh
20:33:12  <PublicServer> <fonso> OK, I did
20:33:14  <PublicServer> <Vinnie> not really, it produces steel and paper
20:33:18  <PublicServer> <Vinnie> none go to drops
20:34:12  <PublicServer> <fonso> so, we're producing stuff for dropping at the corners after all
20:34:16  <PublicServer> <Vinnie> yes
20:34:27  <PublicServer> <Vinnie> from corners to each town drop
20:34:29  <PublicServer> <fonso> then it's enough to have alternating two directions
20:34:36  <PublicServer> <Vinnie> thanks
20:36:32  <PublicServer> <fonso> I like that plan more than mine
20:36:50  <PublicServer> <Vinnie> that's no problem
20:37:40  <PublicServer> <Vinnie> also Trainlenght 5 will keep traffic down
20:37:44  <PublicServer> <Jam35> cheeky boy Ryton :)
20:37:46  <PublicServer> <fonso> I like long trains though
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20:39:32  <PublicServer> <fonso> symmetric won't work for those cargos, though
20:39:34  <PublicServer> <fonso> you need asymmetric
20:39:44  <PublicServer> <Vinnie> yeah ii figured after reading a little
20:41:39  <PublicServer> <Vinnie> well this next stage might take another 2 days :D
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20:43:14  <PublicServer> <Vinnie> btw what forum thread are you revering to?
20:47:09  <fonsinchen> https://www.tt-forums.net/viewtopic.php?f=29&t=58091#p1083942
20:47:10  <Webster> Title: Transport Tycoon Forums View topic - Cargodist/YACD/ChillPP playing strategies (at www.tt-forums.net)
20:49:41  <PublicServer> *** fonso has left the game (leaving)
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20:50:23  <fonsinchen> well, I'm out for today
20:50:53  <PublicServer> <Vinnie> cya
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20:51:11  <Vinnie_nl> thanks for help
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21:10:15  <DaRabman> !password
21:10:15  <PublicServer> DaRabman: lather
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