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Log for #openttdcoop on 6th July 2013:
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00:00:07  <PublicServer> <Sylf> Overflows are really overrated right now IMO
00:01:05  <PublicServer> <Anson> yesterday, i was lucky to have had overflows on that server: after editing some track, i forgot a signal, and the consequences showed up long after i was offline ... when i came back, there were 30 trains in the depot which otherwise would have blocked the whole network
00:01:51  <PublicServer> <Sylf> I've also seen a broken overflow blocking the entire network.
00:02:32  <PublicServer> <Anson> true ... everything that is broken is bad :-)
00:03:59  <PublicServer> <Anson> with refitting networks, waves of trains are more likely, aren't they ?
00:04:13  <PublicServer> <Sylf> no.
00:04:23  <PublicServer> <Sylf> Refitting does not create waves.
00:04:33  <PublicServer> <Sylf> Conditional orders do.
00:04:49  <PublicServer> <Sylf> And we do have conditional orders, so they can create waves.
00:04:51  <PublicServer> <Anson> only if you use no conditionals
00:05:10  <PublicServer> <Sylf> But because of the nature of the orders, waves are less likely than the regular refitting games with conditional orders
00:06:25  <PublicServer> <Anson> I'm waiting to see how all the big stations will work when there are lots of trains ...
00:07:51  <PublicServer> <Sylf> then start building more primaries
00:08:30  <PublicServer> <Anson> i put a suggestion/question on the printing works station ... that might improve throughput later when it gets really busy ... i think the current layout might jam more easilywith all the going back and forth between station-depot-station
00:10:13  <PublicServer> <Sylf> it's not needed
00:10:40  <PublicServer> <Sylf> This style of station has been used and proven to work.
00:15:00  <scshunt> I broke a signal today
00:15:07  <scshunt> it was backing up the ML ...
00:15:29  <scshunt> !password
00:15:29  <PublicServer> scshunt: mobbed
00:15:38  <PublicServer> *** scshunt joined the game
00:16:30  <PublicServer> <Sylf> I still think, using overflow to protect yourself against mistake is a wrong approach to the game.
00:16:41  <scshunt> Why do conditionals lead to waves?
00:17:26  <PublicServer> <Anson> just seeing the type of drop stations that you built ... look almost like the refit stations that i invented ... why didn'tz i think of building my drops like that too ? :-)
00:17:30  <scshunt> I agree with Sylf here about overflows, btw
00:18:40  <PublicServer> <Anson> when all trains execute the same orders, they follow each other ... but when they have conditionals, they can skip part of their destinations and thus arrive in a different order, including several at the same time
00:19:02  <PublicServer> <Sylf> with orders without conditional orders, the trains should take same amount of time between your station 1, destination station, and back.  Roughly speaking.
00:19:20  <PublicServer> <Sylf> well.... nvm.  too slow.
00:36:04  <PublicServer> <Anson> did the forest just die, at Eggebo Mines pickup ?
00:36:30  <PublicServer> <scshunt> appears to have
00:36:40  <PublicServer> <scshunt> at least, I see no forest
00:36:47  <PublicServer> <Sylf> yeah it did
00:36:54  <PublicServer> <Anson> hehe, and without overflow, the wood trains now block access to the farm at Eggebo Valley/West ...
00:40:57  <PublicServer> <Anson> do you have a rule about improving the ratings by building statues ? .... to make resources grow faster at the beginning, and grow too fast/big in the end ?
00:41:43  <PublicServer> <Sylf> statues are never needed.
00:42:18  <PublicServer> <Sylf> and statues can't be destroyed, so it's better not to be built ever.
00:42:32  <PublicServer> <Anson> of course not ... but with statues, you get 10% better rating and thus better probability that the resource increases production
00:42:51  <PublicServer> <Sylf> not really.
00:43:09  <PublicServer> <Sylf> resource increase above certain percentage don't matter.
00:44:35  <PublicServer> <Sylf> and why not just wait for industries to grow on their own?
00:44:47  <PublicServer> <Sylf> Also, it's more fun to have more stations than have more trains with fewer stations
00:46:11  <PublicServer> <Anson> i always had the problem of resources being dead quickly ... and if they have better chances to grow, the chances to die are smaller .-)
00:46:37  <PublicServer> <Anson> but you are right ... i just checked the forests, and 5 of 6 are above 80%, good enough to grow
00:47:11  <PublicServer> <Anson> only Lonfjord Forest is below 50% ... and that is because there is no train waiting
00:47:47  <PublicServer> <Sylf> 50% is still enough to have chance for growth
00:47:55  <PublicServer> <Sylf> a pretty okay chance too.
00:49:05  <PublicServer> <Anson> although even at 60%++ a resource can die over time, chances below 50% are pretty big that they die or at least need hundreds of years to grow
00:49:41  <PublicServer> <Anson> and my luck with the RNG is pretty bad, always
00:52:55  <PublicServer> <Anson> how/who determines how many trains are used on a pickup ? ... i don't dare to just add one or more myself
00:53:14  <PublicServer> <scshunt> If there are no trains waiting, add more
00:53:20  <PublicServer> <Sylf> NO
00:53:22  <PublicServer> <Sylf> wrong answer.
00:53:33  <PublicServer> <Anson> Lonfjord Forest is down to 28% now, with 285 tonnes waiting ...
00:53:43  <PublicServer> <scshunt> wait, really? :/
00:53:49  <PublicServer> <Sylf> yes, really.
00:53:59  <PublicServer> <scshunt> I've been adding trains as I see them... what's the correct way?
00:54:14  <PublicServer> <Sylf> You do that on a station servicing a high production industry, and you're sure to add too many trains.
00:54:28  <PublicServer> <scshunt> ah. I do check to see if there are any incoming
00:54:35  <PublicServer> <scshunt> often there aren't
00:54:37  <PublicServer> <Sylf> If you see that the station rating is low, add 1 train.
00:54:43  <PublicServer> <Anson> there could be 20 trains goind on tour around the world to deliver paper and newspaper, and then come back as a huge wave, when you just add trains without control ...
00:55:17  <PublicServer> <Sylf> Use your best judgement as to what is considered low.
00:55:35  <PublicServer> <Sylf> And don't add more than 1 per a year, for a start.
00:55:38  <PublicServer> <Anson> i was just about to type that question ... what is low ? .-)
01:02:20  <PublicServer> <Anson> no longer low ... 61% now ... it was a question of waves :-) ... after 2 trains came, i saw several more just delivering goods
01:02:54  <PublicServer> <Sylf> don't obsess over single station
01:06:05  <PublicServer> <Anson> i start with understanding single small pickups, before i rebuild the central station .-)
01:06:35  <PublicServer> <Sylf> rebuild central station?
01:07:17  <PublicServer> <Sylf> by the way, why are there pre signals around central station refit depots?
01:07:23  <PublicServer> <Anson> was a joke ... meaning that i will start small, trying to understand what and how you do, before doing bigger tasks
01:07:50  <PublicServer> <Anson> they should be in front, not around !?
01:08:32  <PublicServer> <scshunt> I'm with sylf
01:08:34  <PublicServer> <scshunt> there are lots of pointless presigs
01:08:52  <PublicServer> <scshunt> and some sigs that should be path
01:09:11  <PublicServer> <scshunt> though that probably matters less
01:09:21  <PublicServer> <Anson> i used them on my refitting stations on the welcome server ... heloped to keep max 1 train in the depots and not overflow the depots in case of jams
01:09:27  <PublicServer> <scshunt> oh wait, no, those should be presig
01:09:42  <PublicServer> <scshunt> wha?
01:09:45  <PublicServer> <Anson> most of the time not needed, but don't hurt and will be helpful if needed somehow
01:09:47  <PublicServer> <scshunt> that makes no sense
01:09:57  <PublicServer> <scshunt> because you have exit signals into the depot
01:10:57  <PublicServer> <Anson> if a train comes, it keeps at least one gap distance to a train that just enters the depot, so that that train has enough time to start leaving the depot before the next train starts entering
01:11:05  <PublicServer> <Sylf> if you have no presignals at all, that keeps the trains from stacking in the depot
01:11:23  <PublicServer> <Sylf> because the next train will stick its head out of the depot, blocking the next train from coming in
01:11:38  <PublicServer> <scshunt> who stopped a train in front of the oil refinery and didn't restart it?
01:11:48  <PublicServer> <Anson> they are not intended to be exit into the depot, but pairs of entry/exit to keep a little space for a few moments after a train entered the depot
01:12:03  <PublicServer> <Sylf> presignals currently only adds bigger signal gap
01:12:11  <PublicServer> <Sylf> and not add any values or functions
01:13:14  <PublicServer> <scshunt> there was a giant wave of oil trains; watch out for backups at primaries in a few minutes
01:15:08  <PublicServer> <Sylf> hmmm
01:15:15  <PublicServer> <Sylf> the central station probably is way too oversized
01:15:22  <PublicServer> <scshunt> is it a problem?
01:15:27  <PublicServer> <Sylf> not really
01:16:27  <PublicServer> <Anson> usually, it should be as you said ... "train sticking out its head before the next tries to enter" ... but if somehow more trains got into the depot (bad overflow depots, maintain orders, whatever), that additional small signal gap never hurt and instead helped me to get trains out of the depot easier and faster
01:17:42  <PublicServer> <scshunt> \
01:19:03  <PublicServer> <Anson> with current signaling, it might take forever ... with my entry/exit version, each entering train would allow two trains to leave the depot
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01:19:49  <PublicServer> <scshunt> ah
01:20:59  <PublicServer> <Sylf> slh 4 drop isn't getting enough food
01:23:31  <PublicServer> <Sylf> Anson, you should add primaries around SLH 04
01:23:57  <PublicServer> <Sylf> You'll learn more from doing and not talking.
01:24:23  <PublicServer> <scshunt> Why would adding primaries near SLH 04 give it more food?
01:24:45  <PublicServer> <Sylf> it doesn't.
01:24:59  <PublicServer> <Sylf> it's just an untapped area that can use some love.
01:25:05  <PublicServer> <scshunt> ah ok
01:25:20  <PublicServer> <Sylf> also, there are farms and fruit plantations in that area
01:25:31  <PublicServer> <Sylf> that'll help with food situation a bit
01:31:03  <PublicServer> <Sylf> meh.  they're toying with my brain
01:31:14  <PublicServer> <Sylf> that 1 forest that died earlier...
01:31:32  <PublicServer> <Sylf> they plant another forest in the vicinity after I delete the station
01:34:48  <PublicServer> <Anson> where do you insert new trains ? just a random depot and let the tzrain find its way ?
01:35:07  <PublicServer> <Sylf> create 1 train injector depot per side line
01:35:29  <PublicServer> <scshunt> injectors should not be visible
01:35:35  <PublicServer> <Sylf> if a sidline gets large, you can have additional injector
01:35:35  <PublicServer> <scshunt> (though in this game I'm not sure it matters)
01:35:45  <PublicServer> <Sylf> probably not
01:36:55  <PublicServer> <Anson> ah, found the incejtor ... and a stopped train in it :-)
01:36:59  <PublicServer> <scshunt> eep
01:37:13  <PublicServer> <scshunt> I've added an injector and a looparound on SLH04, by the way
01:37:36  <PublicServer> <scshunt> there may be a train-backing-up problem though
01:37:42  <PublicServer> <scshunt> so feel free to improve if the SL becomes more busy
01:38:12  <PublicServer> <scshunt> I think I'm out
01:38:16  <PublicServer> *** scshunt has left the game (leaving)
01:43:44  <nicfer> hmmm, there's a new function on trunk that's supposed to be an automated timetable
01:44:02  <nicfer> CTRL-Clicking on "Starting Date"
01:45:38  <PublicServer> <Sylf> I'm more curious, how is that function useful?
01:45:54  <nicfer> http://hg.openttd.org/openttd/trunk.hg/rev/006dfecf1559
01:48:14  <nicfer> http://www.tt-forums.net/viewtopic.php?p=1084523#p1084523 tell so
01:48:15  <Webster> Title: Transport Tycoon Forums View topic - [Patch] Slim Timetable Separation (new V60 out) (at www.tt-forums.net)
01:53:48  <Sylf> so, it's a traffic separation thing?
01:55:03  <Sylf> I guess some people might use it in SBahn building
01:55:16  <Sylf> I personally don't see much use for it
02:02:28  <PublicServer> <Anson> don't you like all the buses and Sbahns piling up, when the first always needs the most time for loading all waiting pax, the next being quicker to load fewer, and more following draving through empty ....
02:03:27  <PublicServer> <Anson> i would think that equally separated busses/Sbahns would be nice ...
02:03:37  <PublicServer> <Sylf> for one, I don't use buses.
02:03:56  <PublicServer> <Sylf> Two, I don't care about jams in SBahn system much.
02:04:34  <PublicServer> <Sylf> I've been able to manage my SBahns with standard schedules, if I ever wanted scheduling.
02:06:06  <PublicServer> <Anson> even if you don't use buses, the curremt game has 22 of them
02:06:40  <PublicServer> <Sylf> those are irrelevant to this game.
02:06:58  <PublicServer> <Anson> standard schedules ? you mean standard timetables ?
02:07:01  <PublicServer> <Sylf> and 22 buses on 512x512 maps don't matter.
02:08:35  <PublicServer> <Anson> you ould need to edit each single bus/Sbahn to give a starting time ... with automatic separation, it would look just as nice, but could be set up with a single click
02:09:11  <PublicServer> <Sylf> if you need to ctrl-click the start date to use the function, you still need to edit each route
02:09:21  <PublicServer> <Sylf> or am I wrong?
02:10:03  <PublicServer> <Anson> each route ... but not each bus/Sbahn !?
02:10:14  <PublicServer> <Sylf> what?
02:11:24  <PublicServer> <Anson> when i once tried to set up a schedule, i had to edit each single bus, giving them specific starting times which i had to calculate from doing a testrun and dividing the time by the number of buses on the route
02:11:55  <PublicServer> <Sylf> you should't have to do that if you group the buses
02:11:57  <PublicServer> <Anson> it would be nice when i could do all that by just taking a single bus, ctrl-clicking, and have all setup
02:12:35  <PublicServer> <Sylf> shared order means shared timetable too.
02:12:53  <PublicServer> <Anson> i don't know how i can make the buses start at different times, by simply grouping them and editing one timetable ?
02:13:03  <PublicServer> <Sylf> Yes.
02:13:15  <PublicServer> <Anson> yes, shared timetable, but all the buses need different stat times
02:13:25  <PublicServer> <Anson> * start times
02:13:32  <PublicServer> <Sylf> You start the buses at different times from the depot
02:13:46  <PublicServer> <Sylf> that's just one-time work when you create those buses.
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02:38:32  <PublicServer> <Anson> 45% rating and 450 tonnes wood waiting in Hammehavn Woods .... with only 4 trains assogned to the station ... time to add one train, and maybe soon another ?
02:39:03  <PublicServer> <Sylf> I don't have any hard numbers.
02:48:28  <PublicServer> <Sylf> This is enough for tonight for me
02:48:30  <PublicServer> *** Sylf has left the game (leaving)
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07:00:46  <Dom_> !password
07:00:46  <PublicServer> Dom_: caress
07:00:53  <PublicServer> *** Game still paused (number of players)
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07:12:03  <PublicServer> <Sylf> like how so?
07:12:06  <PublicServer> <Dom> check out slh 06
07:12:08  <PublicServer> <Dom> drop
07:12:42  <PublicServer> <Dom> full trains are driving through
07:12:52  <PublicServer> <Sylf> well, all trains do go to drp 6 so...
07:13:02  <PublicServer> <Dom> also that
07:14:49  <PublicServer> <Sylf> I haven't seen anything wrong yet
07:15:20  <PublicServer> <Dom> i still do not get why there are driving full trains in and out the station
07:15:30  <PublicServer> <Dom> and not leaving their carge there
07:15:42  <PublicServer> <Sylf> not all cargo are destined there.
07:15:56  <PublicServer> <Dom> and they still go there then?
07:15:58  <PublicServer> <Sylf> It's the result of cargodist
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07:16:20  <PublicServer> <Dom> ok
07:16:34  <PublicServer> <Dom> ahh some trains leave only half there
07:16:41  <PublicServer> *** Vinnie joined the game
07:16:48  <PublicServer> <Vinnie> hello
07:16:50  <PublicServer> <Dom> hi
07:17:16  <PublicServer> <Sylf> you can ask Vinnie the rest of questions   :P
07:17:21  <PublicServer> <Sylf> I'm going to bed
07:17:25  <PublicServer> *** Sylf has left the game (leaving)
07:17:27  <PublicServer> <Vinnie> shit
07:17:33  <PublicServer> <Vinnie> i know nothing
07:17:33  <PublicServer> <Dom> gn8
07:17:35  <PublicServer> <Dom> xD
07:17:41  <PublicServer> <Vinnie> cya
07:17:59  <PublicServer> <Dom> oh its your plan xD i thought it was was Sylfs xD
07:18:01  <PublicServer> <Dom> ups
07:24:23  <PublicServer> <Vinnie> looks very good so far
07:24:26  <PublicServer> <Dom> yep
07:25:05  <PublicServer> <Dom> ...
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07:44:56  <fonsinchen> !password
07:44:56  <PublicServer> fonsinchen: minion
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08:19:50  <PublicServer> <Jam35> gm
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08:28:27  <Maraxus> !password
08:28:27  <PublicServer> Maraxus: coughs
08:28:42  <PublicServer> *** Maraxus joined the game
08:28:45  <PublicServer> <Maraxus> hi
08:28:48  <PublicServer> <Jam35> morning
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08:29:20  <PublicServer> <Dom> ello
08:29:22  <PublicServer> *** Dom has joined spectators
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08:29:32  <PublicServer> <Jam35> morning
08:30:17  <Stevetrov> morning
08:31:42  <PublicServer> <Jam35> morning
08:32:49  <Stevetrov> I am trying to join the public server to get the feel of what is going on. I have the right version of openttd and grf but I can join the game because it needs a password. How do I get the password?
08:33:02  <PublicServer> <Dom> write !password
08:33:28  <Stevetrov> !password
08:33:28  <PublicServer> Stevetrov: skewer
08:33:31  <Stevetrov> thanks
08:33:36  <Dom_> yw
08:34:01  <PublicServer> *** stevetrov joined the game
08:34:05  <PublicServer> <stevetrov> hi there
08:34:11  <PublicServer> <Dom> hi
08:34:41  <PublicServer> <Jam35> hi
08:35:35  <Stevetrov> <--- public server noob so just looking around at the mo
08:35:57  <PublicServer> <Jam35> np look away :)
08:38:40  <PublicServer> *** Vinnie joined the game
08:38:43  <PublicServer> <Vinnie> hello again
08:38:57  <PublicServer> <Maraxus> hi
08:39:11  <PublicServer> <Jam35> hello
08:41:25  <PublicServer> <Vinnie> one sec this is wierd
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08:41:31  <PublicServer> <Dom> lol
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08:42:33  <PublicServer> <Vinnie> does anyone know why in cargo flow legend, when you select goods it also shows the producers of goods like copper?
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08:47:15  <fonsinchen> There are some bugs in the order prediction code which lead to stray links
08:47:19  <fonsinchen> I'm working on that
08:48:05  <PublicServer> <Vinnie> ty
08:48:09  <fonsinchen> It shouldn't be a problem in the running game as no cargo will be scheduled for those links
08:54:51  <PublicServer> <Vinnie> i like how someone took the effort to make BBH universal rail and SLH maglev
08:56:57  <PublicServer> <Jam35> looks like various types everywhere to me
08:58:19  <PublicServer> <Jam35> I think scshunt is the only one preferring maglev
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09:02:31  <roboboy> hello
09:02:33  <roboboy> !help
09:02:33  <PublicServer> roboboy: http://www.openttdcoop.org/wiki/IRC_Commands
09:04:32  <roboboy> @quicksatrt
09:04:35  <PublicServer> <Vinnie> hi
09:04:42  <roboboy> @quickstart
09:04:43  <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart
09:05:58  <roboboy> !dl win64
09:05:58  <PublicServer> roboboy: http://binaries.openttd.org/nightlies/trunk/r25549/openttd-trunk-r25549-windows-win64.zip
09:09:35  <Stevetrov> ok i think I get this jist of what is going on here (in a vague sence at least) what can I do to help???
09:10:07  <roboboy> !password
09:10:07  <PublicServer> roboboy: bodily
09:10:13  <PublicServer> <Vinnie> connect primaries
09:10:15  <PublicServer> <Jam35> connect primaries
09:10:28  <PublicServer> *** roboboy joined the game
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09:10:42  <PublicServer> <roboboy> hello
09:10:48  <PublicServer> <Vinnie> hi
09:10:50  <PublicServer> <Jam35> hi
09:11:01  <PublicServer> <Vinnie> stop copying me
09:11:07  <PublicServer> <Jam35> stop copying me
09:11:10  <PublicServer> <Vinnie> :(
09:11:18  <Stevetrov> !password
09:11:18  <PublicServer> Stevetrov: bodily
09:11:40  <PublicServer> <Jam35> ...
09:11:51  <PublicServer> *** stevetrov joined the game
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09:15:14  <PublicServer> <stevetrov> maglev or universal?
09:15:57  <PublicServer> <Jam35> yes
09:21:38  <PublicServer> <roboboy> is anyone building something I can whatch?
09:22:20  <PublicServer> <roboboy> to get a better feel of how to construct in this particular game
09:24:18  <PublicServer> <Vinnie> i build an astonishing 6 signals and 4 tracks
09:24:25  <PublicServer> <Vinnie> this game so far
09:24:43  <PublicServer> <roboboy> ok
09:25:06  <PublicServer> <roboboy> Are we transporting every cargo?
09:25:12  <PublicServer> <Vinnie> but we can connect the industries near Romsby
09:25:26  <PublicServer> <Vinnie> all cargo but diamonds and mail
09:26:20  <PublicServer> <Jam35> & no gold
09:26:31  <PublicServer> <Vinnie> are you near SLH06 drop?
09:26:46  <PublicServer> <roboboy> yes
09:26:58  <PublicServer> <Vinnie> just above it is a sign split
09:27:12  <PublicServer> <Vinnie> it needs a split from there to sign !iron
09:27:14  <PublicServer> <roboboy> yeah
09:28:37  <PublicServer> <Vinnie> shall i build that part or would you like to?
09:29:15  <PublicServer> <roboboy> so does that mean we need a connection from Closmoen Halt to !Iron?
09:29:37  <PublicServer> <Vinnie> to be more precise from split to !iron
09:30:32  <PublicServer> <roboboy> I'll let you start it at the split end, and then i'll join in
09:32:00  <PublicServer> <Vinnie> little mistake by me
09:32:07  <PublicServer> <Vinnie> needs split from both lines
09:32:10  <PublicServer> <roboboy> ok
09:32:59  <PublicServer> <Vinnie> that should do right?
09:33:13  <PublicServer> <roboboy> yep and then a normal station at Iron?
09:33:32  <PublicServer> <Vinnie> yes
09:33:38  <PublicServer> <Vinnie> 5 tiles long please
09:33:55  <Stevetrov> I have connected some of the industries behind SH04, does someone want to take a look before I put any trains on it? Do I need a prio on the merge back into the main line
09:34:58  <PublicServer> <Vinnie> oke just one missing link i can fix for you
09:35:01  <PublicServer> <roboboy> roro or terminus?
09:35:09  <PublicServer> <Vinnie> builders choice
09:35:13  <PublicServer> <roboboy> or is it terain dependant
09:35:42  <Stevetrov> ah was it hiding behind the fruit planation?
09:36:02  <PublicServer> *** Jam35 has joined spectators
09:36:10  <PublicServer> <Vinnie> no its the link from SLH 04 drop to your stations
09:36:40  <PublicServer> <stevetrov> ah good point
09:36:58  <PublicServer> <roboboy> is there a specific point where this track needs to rejoin the network?
09:37:02  <PublicServer> <Vinnie> that is basicly it
09:37:50  <Stevetrov> ok so to build trains I clone a train from the train yard, and then modify the pickup?
09:38:01  <Stevetrov> and how many trains per primary to start with?
09:38:12  <PublicServer> <Vinnie> yes that is the easy way, however they will be in the wrong traingroup
09:38:40  <PublicServer> <stevetrov> shall I just copy one from the correct grp then
09:39:02  <PublicServer> <Vinnie> then you need to check if it is refitted to the right cargo at start
09:39:21  <PublicServer> <stevetrov> ok will do
09:39:24  <PublicServer> <roboboy> so do I just join at the tracks in front of the station I built?
09:39:39  <PublicServer> <Vinnie> roboboy: no you need to connect back to the sideline
09:39:45  <PublicServer> <roboboy> ok
09:39:57  <PublicServer> <Vinnie> that would be !this line
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09:41:33  <PublicServer> <Vinnie> yes
09:41:35  <PublicServer> <roboboy> oh, I see you started
09:41:46  <ZxBiohazardZx> ohi
09:41:48  <PublicServer> <Vinnie> your solution is also fine
09:41:48  <ZxBiohazardZx> !players
09:41:51  <PublicServer> ZxBiohazardZx: Client 93 is Jam35, a spectator
09:41:51  <PublicServer> ZxBiohazardZx: Client 97 (Orange) is Maraxus, in company 1 (Vikgard Transport)
09:41:51  <PublicServer> ZxBiohazardZx: Client 99 (Orange) is Dom, in company 1 (Vikgard Transport)
09:41:51  <PublicServer> ZxBiohazardZx: Client 112 (Orange) is stevetrov, in company 1 (Vikgard Transport)
09:41:51  <PublicServer> ZxBiohazardZx: Client 69 (Orange) is Anson, in company 1 (Vikgard Transport)
09:41:52  <PublicServer> ZxBiohazardZx: Client 106 (Orange) is Vinnie, in company 1 (Vikgard Transport)
09:41:52  <PublicServer> ZxBiohazardZx: Client 108 (Orange) is roboboy, in company 1 (Vikgard Transport)
09:42:24  <ZxBiohazardZx> !password
09:42:25  <PublicServer> ZxBiohazardZx: emboss
09:42:34  <PublicServer> *** ZxBiohazardZx joined the game
09:42:50  <PublicServer> <ZxBiohazardZx> oee i see trains :P
09:43:00  <PublicServer> <roboboy> actually, your route looks a little easier to join back
09:43:34  <PublicServer> <Vinnie> then you can continue that one
09:43:49  <PublicServer> <ZxBiohazardZx> so who builds what where?:P
09:44:52  <PublicServer> <Vinnie> stevetrov: i usually do 3 trains a station
09:46:42  <PublicServer> <ZxBiohazardZx> there
09:46:52  <PublicServer> <ZxBiohazardZx> all maglev like its supposed to be :P
09:46:59  <PublicServer> <Dom> :(
09:47:09  <PublicServer> <Maraxus> I'd prefer universal for everything
09:47:12  <PublicServer> <ZxBiohazardZx> haha
09:47:18  <PublicServer> <Jam35> seconded
09:47:24  <PublicServer> <Dom> me2
09:47:30  <PublicServer> <Vinnie> FIGHT!!!!!
09:47:33  <PublicServer> <ZxBiohazardZx> plan didnt mention it but its 1 click so if you honestly want
09:47:39  <PublicServer> <Dom> to the death
09:47:41  <PublicServer> <ZxBiohazardZx> Vinnie's call
09:47:53  <PublicServer> <Vinnie> pay me
09:48:07  <PublicServer> <Dom> 1g
09:48:45  <Stevetrov> maglev stations do look better
09:49:36  <PublicServer> <roboboy> Vinnie: can you inspect what I have built so far?
09:49:36  <PublicServer> <Jam35> default ones maybe
09:49:54  <PublicServer> <Vinnie> you have curves of 0.5 tiles long
09:50:08  <PublicServer> <Vinnie> they will slow trainspeed
09:50:44  <PublicServer> <roboboy> I will try and lengthen them
09:54:31  <PublicServer> *** Vinnie has left the game (general timeout)
09:54:31  <PublicServer> *** Vinnie has left the game (connection lost)
09:59:08  <PublicServer> <roboboy> do trains leaving my iron pickup need to be able to go in both directions down the SL?
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10:03:25  *** ChanServ sets mode: +o Vinnie_nl
10:03:36  <PublicServer> *** Dom has left the game (leaving)
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10:04:14  <PublicServer> <Vinnie> nice solution
10:05:28  <PublicServer> <roboboy> We seem to have a jam at romsby
10:05:47  <PublicServer> <Vinnie> fun to fix
10:06:01  <PublicServer> <ZxBiohazardZx> ?
10:06:11  <PublicServer> <ZxBiohazardZx> ah nvm
10:06:13  <PublicServer> <roboboy> so did I connect my tracks up correctly?
10:06:35  <PublicServer> <ZxBiohazardZx> sign?
10:06:37  <PublicServer> <Vinnie> roboboy: No you did not connect to !this track
10:07:09  <PublicServer> <Vinnie> your connection goes to another station, so trains will get lost
10:07:23  <PublicServer> <roboboy> whoopsie
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10:10:03  <PublicServer> <roboboy> is that better, hope the tunnel isn't too long
10:10:58  <PublicServer> <Vinnie> its fine
10:12:30  <PublicServer> *** Jam35 has joined company #1
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10:16:38  <PublicServer> <Vinnie> @UR#$UIURU#$U#
10:16:48  <PublicServer> <Vinnie> half ass jobs i keep completing never do the trick
10:16:55  <PublicServer> <ZxBiohazardZx> haha
10:17:45  <PublicServer> <roboboy> how should I build my trains?
10:18:09  <PublicServer> <roboboy> clone an existing iron train?
10:18:19  <PublicServer> <Vinnie> yes that would be easiest
10:22:22  <PublicServer> <ZxBiohazardZx> so where is the issue then vin?
10:22:33  <PublicServer> <ZxBiohazardZx> slh06 i see?
10:22:48  <PublicServer> <Vinnie> no more issues now
10:22:55  <PublicServer> <ZxBiohazardZx> doubletraced it?
10:22:59  <PublicServer> <Vinnie> yeah
10:23:33  <PublicServer> <ZxBiohazardZx> why not split earlier?
10:24:27  <PublicServer> <ZxBiohazardZx> like so
10:24:37  <PublicServer> <ZxBiohazardZx> its saves you that weird split after the bridge
10:24:49  <PublicServer> <Vinnie> CL1,5 gives wierd stuff
10:25:07  <PublicServer> <ZxBiohazardZx> yeah but not needed, this is better imo
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10:26:30  <PublicServer> <Vinnie> roboboy: are you still working on the train?
10:26:36  <PublicServer> <roboboy> can someone check train 404's orders before I start cloning it for my new station Romsby Woods
10:26:46  <PublicServer> <roboboy>  finished it's orders
10:27:05  <PublicServer> <Vinnie> looks like you just changed 2 orders so it will work
10:27:19  <PublicServer> <ZxBiohazardZx> looks good
10:27:23  <PublicServer> <roboboy> I just changed the pickup order
10:27:25  <PublicServer> <ZxBiohazardZx> clone away
10:27:35  <PublicServer> <Jam35> order 24 is wrong
10:27:51  <PublicServer> <ZxBiohazardZx> ugh 404
10:27:54  <PublicServer> <Jam35> wrong station
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10:28:02  <PublicServer> <roboboy> aha
10:28:04  <PublicServer> <Vinnie> fixed
10:28:04  <PublicServer> <ZxBiohazardZx> dont stop it on the junction (ever)
10:28:34  <PublicServer> <Vinnie> or Bio will dutch oven you
10:28:40  <PublicServer> <ZxBiohazardZx> yeah that
10:28:51  <PublicServer> <ZxBiohazardZx> its just stupid to stop a train yourself on the most important spot there
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10:29:53  <PublicServer> <Jam35> make your mind up :P
10:29:55  <PublicServer> <ZxBiohazardZx> And god said: let there be Universal rail, so my peopel can see what the freak they are doing
10:30:39  <PublicServer> <Vinnie> its like with the lights on
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10:32:39  <Stevetrov> Is there a reason the iron ore train in the train yard is carrying steel?
10:32:43  <PublicServer> <ZxBiohazardZx> who came up with SLH06 drop layout lolz
10:33:19  <PublicServer> <Jam35> the plan did :P
10:33:36  <PublicServer> <Jam35> miles of track to work with
10:33:36  <PublicServer> <ZxBiohazardZx> meh
10:35:23  <PublicServer> <Vinnie> stevetrov: they refit to steel and drop steel refit to goods then drop goods and then refit back to iron
10:35:49  <PublicServer> <Vinnie> wait i missread
10:35:59  <PublicServer> <roboboy> I heard roughly three trains per primary industry?
10:37:41  <PublicServer> *** Maraxus has left the game (leaving)
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10:38:09  <PublicServer> <Jam35> who's @ 05 drop?
10:41:49  <PublicServer> <Jam35> ok why did you move the depots?
10:41:59  <PublicServer> <ZxBiohazardZx> look at the station
10:42:09  <PublicServer> <Jam35> I am
10:42:11  <PublicServer> <ZxBiohazardZx> trains cant enter the platform if a train enters the depot so slowly
10:42:25  <PublicServer> <ZxBiohazardZx> 197 had to wait for 218 to be in the depot fully
10:42:35  <PublicServer> <ZxBiohazardZx> this allows them to enter faster thus makes you require less platforms
10:43:15  <PublicServer> <Jam35> ok then but it's not that busy
10:48:28  <PublicServer> <Vinnie> bbl
10:48:33  <PublicServer> *** Vinnie has left the game (leaving)
10:59:21  <PublicServer> <ZxBiohazardZx> alternative is a ro-ro with optional depots
11:00:07  <PublicServer> *** stevetrov has left the game (general timeout)
11:00:07  <PublicServer> *** stevetrov has left the game (connection lost)
11:00:19  <PublicServer> <Jam35> or LLRR
11:00:45  <PublicServer> <ZxBiohazardZx> roro is more space efficient there
11:01:15  <PublicServer> <Jam35> might not solve the exit problem
11:01:29  <PublicServer> <Jam35> up to you idc
11:01:43  <PublicServer> <roboboy> bbl
11:01:50  <PublicServer> <Jam35> later
11:01:52  <PublicServer> *** roboboy has left the game (leaving)
11:01:52  <PublicServer> <ZxBiohazardZx> let me test it on a part of station to see :P
11:01:55  <Stevetrov> !password
11:01:55  <PublicServer> Stevetrov: rosier
11:02:00  <PublicServer> <Jam35> go for it
11:02:07  <PublicServer> *** stevetrov joined the game
11:04:06  <Stevetrov> Is it ok to bride a LA so I can extend SLH04?
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11:05:46  <PublicServer> <ZxBiohazardZx> not ideal but hmmz
11:05:52  <PublicServer> <ZxBiohazardZx> something like that
11:06:01  <Dom_> !password
11:06:02  <PublicServer> Dom_: basins
11:06:22  <PublicServer> <Jam35> traffic seems to leave like a SRNW station :/
11:06:29  <PublicServer> *** Dom joined the game
11:06:30  <PublicServer> <Jam35> waave
11:06:32  <PublicServer> <ZxBiohazardZx> ofc the exit is kinda bad atm but hmmz
11:06:34  <PublicServer> <ZxBiohazardZx> hehe
11:07:49  <PublicServer> <ZxBiohazardZx> those 2 plats are quite efficient :P
11:08:27  <PublicServer> <ZxBiohazardZx> could even make the loop first and offer depotset after the station
11:08:30  <PublicServer> <ZxBiohazardZx> saves you even more room
11:08:45  <PublicServer> <ZxBiohazardZx> aka normal ro-ro it and then make seperate depotset on out-tracks
11:09:19  <PublicServer> <Jam35> if you want to do that feel free
11:09:31  <PublicServer> <ZxBiohazardZx> haha
11:09:37  <PublicServer> <ZxBiohazardZx> just wanna see how that works out
11:17:43  <PublicServer> *** Brumi joined the game
11:17:44  <PublicServer> <Brumi> hello
11:17:54  <PublicServer> <Jam35> hi
11:18:02  <PublicServer> <Dom> yo
11:22:30  <PublicServer> *** Brumi has joined company #1
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11:25:46  <PublicServer> <ZxBiohazardZx> there
11:25:48  <PublicServer> <ZxBiohazardZx> that should be it
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11:38:01  <Stevetrov> !password
11:38:01  <PublicServer> Stevetrov: shrubs
11:38:15  <PublicServer> *** stevetrov joined the game
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11:56:14  <PublicServer> <Brumi> hmm SLH 07 drop needs some reconstruction
12:06:47  <PublicServer> <Brumi> argh :(
12:07:39  <PublicServer> <Jam35> :)
12:08:27  <phatmatt> !dl win32
12:08:28  <PublicServer> phatmatt: http://binaries.openttd.org/nightlies/trunk/r25549/openttd-trunk-r25549-windows-win32.zip
12:09:01  <Stevetrov> Thats one way to stop the trains
12:09:07  <PublicServer> <Brumi> :D
12:15:37  <PublicServer> <Brumi> is it good now?
12:16:07  <PublicServer> <Jam35> entry is blocking a bit
12:16:47  <PublicServer> *** phatmatt joined the game
12:16:54  <PublicServer> <phatmatt> sup
12:17:00  <PublicServer> <Brumi> hi
12:17:02  <PublicServer> <Jam35> hi
12:17:40  <PublicServer> <Jam35> don't blame me lol
12:17:46  <PublicServer> <Brumi> :D
12:17:48  <PublicServer> <Jam35> I placed 5 signals
12:17:56  <PublicServer> <Brumi> "blame"
12:18:02  <PublicServer> <Jam35> right :D
12:18:48  <PublicServer> <Jam35> I wouldn't do that until the paper mill dies
12:18:56  <PublicServer> <Brumi> why?
12:19:23  <PublicServer> <Jam35> causes problems with cargodist
12:19:37  <PublicServer> <Jam35> thinking it is a wood drop
12:19:52  <PublicServer> <Jam35> sort of
12:20:10  <PublicServer> <Brumi> the station could definitely use a platform or two now
12:20:24  <PublicServer> <Jam35> yes
12:20:58  <PublicServer> <Jam35> I don't know but maybe turn it all 90deg?
12:21:12  <PublicServer> <Jam35> more work obviously
12:21:22  <PublicServer> <Brumi> not before lunch for me :P
12:21:32  <PublicServer> <Jam35> k :)
12:23:34  <PublicServer> <Brumi> nice jam I did on the mainline
12:23:40  <PublicServer> <Jam35> nice jam you're causing :)
12:23:43  <PublicServer> <Jam35> :D
12:24:06  <PublicServer> <Brumi> I hope it lightens up a bit before I return from lunch
12:24:29  <PublicServer> <Jam35> idc :)
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13:13:14  <PublicServer> *** Brumi joined the game
13:13:38  <PublicServer> <Brumi> phew the jam is gone
13:15:44  <PublicServer> *** Brumi has joined company #1
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13:36:44  <Stevetrov> !password
13:36:44  <PublicServer> Stevetrov: lazier
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13:55:27  <scshunt> !password
13:55:27  <PublicServer> scshunt: pokers
13:55:36  <PublicServer> *** scshunt joined the game
13:55:54  <PublicServer> <stevetrov> great minds think alike
13:56:40  <PublicServer> <scshunt> whoa, major backup
13:57:18  <PublicServer> <Jam35> see my sign @ Brandenga West
13:57:40  <PublicServer> <scshunt> wth?
13:57:55  <PublicServer> <Jam35> maybe some building caused it idk
13:58:10  <PublicServer> <scshunt> or someone launched trains configured to paper by accident
13:58:13  <PublicServer> <Jam35> but it jammed the network
13:58:22  <PublicServer> <Jam35> maybe that
13:58:44  <PublicServer> <stevetrov> wasnt itthe depots? or were they an attempt at a solution?
13:58:58  <PublicServer> <Jam35> I refitted them to wood
13:59:32  <PublicServer> <Jam35> hopefully it was a one-off
14:00:12  <PublicServer> <scshunt> I'll watch for new jams formed by an excess of trains at primaries
14:00:22  <PublicServer> <Jam35> and 07 is jamming again
14:00:28  <PublicServer> <scshunt> same jam
14:00:46  <PublicServer> <Jam35> different :)
14:00:56  <PublicServer> <Jam35> before you joined maybe
14:01:06  <PublicServer> <scshunt> nope. It was backed up all the way
14:02:00  <PublicServer> <Jam35> it was blocking at 06  then they all rushed to 07
14:02:18  <PublicServer> <scshunt> that doesn't even make sense. All the 7 -> 6 trains got stuck
14:02:36  <PublicServer> <scshunt> see now 8 is jammed too
14:02:58  <PublicServer> <scshunt> it might be good to take some trains of the network
14:03:17  <PublicServer> <scshunt> otherwise this jam may just circle around
14:03:21  <PublicServer> <Jam35> well whatever before I refitted the trains at Brandenga west the SL was full
14:03:23  <PublicServer> <scshunt> without ever properly clearing
14:04:02  <PublicServer> <Jam35> or build SL07 better :P
14:04:17  <PublicServer> <scshunt> it's not a problem with the hub strictly, that's the problem
14:04:27  <PublicServer> <scshunt> like, look at slh08
14:05:13  <PublicServer> <Jam35> yes I mean the sidelines themselves may need doubling
14:05:19  <PublicServer> <stevetrov> why not a thru station style like 6?
14:05:37  <PublicServer> <scshunt> the station capacity isn't the problem here
14:05:43  <PublicServer> <scshunt> doubling the SL would probably help a lot
14:05:49  <PublicServer> <scshunt> I'll apply a patchwork fix
14:06:48  <PublicServer> <Jam35> hardly any trains have been added since all was fine
14:07:10  <PublicServer> <Jam35> must move in waves
14:07:14  <PublicServer> <scshunt> Yeah, but the jam made waes
14:07:16  <PublicServer> <scshunt> *waves
14:07:53  <PublicServer> *** Sylf joined the game
14:08:17  <PublicServer> <Sylf> g'morning
14:08:23  <PublicServer> <scshunt> Morning
14:08:29  <PublicServer> <scshunt> we had a giant jam :(
14:11:01  <PublicServer> <scshunt> The only good thing is the jam does not appear to be expanding
14:11:19  <PublicServer> <scshunt> (do NOT add more trains)
14:12:21  <PublicServer> <Sylf> SLH07 needs to be expanded to LL_RR
14:12:23  <Stevetrov> Looking at 7, half the problem seems so be that the entrance and exit tracks have to go under the main line. Shall I move the main line to the other side of the station to get around this
14:12:29  <PublicServer> <scshunt> agreed
14:12:41  <PublicServer> <scshunt> that probably would help
14:12:54  <Stevetrov> ok will move the ML then
14:13:01  <PublicServer> <scshunt> the jam is fixing itself though. Now there's only one direction of ML traffic coming
14:13:19  <PublicServer> <Sylf> whoever's building at the coal mine
14:13:25  <PublicServer> <Sylf> please wait for a while
14:13:27  <PublicServer> <scshunt> he's moving the ML
14:13:33  <PublicServer> <scshunt> that's not a primary station
14:13:35  <PublicServer> <stevetrov> thats me
14:14:57  <PublicServer> <Sylf> why do we need to move the ML?
14:15:08  <PublicServer> <scshunt> More room for the SL and SLH
14:15:14  <PublicServer> <stevetrov> because
14:15:16  <PublicServer> <Sylf> I'm trying to build more expand the drop station there
14:15:19  <PublicServer> <stevetrov> what he said
14:15:30  <PublicServer> <scshunt> expand it to where the ML is now
14:15:32  <PublicServer> <Sylf> the location of ML doesn't bother me
14:15:46  <PublicServer> <Sylf> the SL will fit just fine in the space available
14:16:01  <PublicServer> <Sylf> I need the space for the station
14:16:25  <PublicServer> <stevetrov> u are not cooperating
14:16:43  <PublicServer> <Sylf> Please read what I said
14:16:49  <PublicServer> <scshunt> Can someone fix the overflow at Glossnipa Woods?
14:17:03  <PublicServer> <scshunt> I don't have the skill and it's very broken
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14:18:03  <PublicServer> <scshunt> thanks
14:18:05  <PublicServer> <scshunt> how does that work? penalties?
14:18:07  <PublicServer> <Jam35> done but it's still crap
14:18:29  <PublicServer> <Jam35> 2way eol
14:18:43  <PublicServer> <Jam35> red 2 way=never go there
14:19:22  <PublicServer> <scshunt> ah, ok
14:19:25  <PublicServer> <scshunt> cool
14:22:51  <PublicServer> <scshunt> yay, the jams are gone
14:25:22  <PublicServer> <Sylf> who's up to the task of expanding SLH07 hub itself?
14:25:48  <PublicServer> <Jam35> just changing some lines to allow it
14:25:58  <PublicServer> <Sylf> kk
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14:38:59  <PublicServer> <Jam35> wha?
14:39:05  <PublicServer> <Jam35> prio?
14:39:07  <PublicServer> <Sylf> ?
14:39:14  <PublicServer> <scshunt> put a prio for trains coming in from the drop
14:39:24  <PublicServer> <scshunt> most trains are headed the same way so PBS isn't that helpful
14:42:10  <PublicServer> <Jam35> not sure much difference will be made
14:42:30  <PublicServer> <scshunt> I would have prioritized the other way
14:42:41  <PublicServer> <scshunt> to avoid backing the SL up beyond the station junction
14:42:47  <PublicServer> <Jam35> go on then
14:43:21  <PublicServer> <scshunt> hrm, actually how do you do this
14:43:27  <PublicServer> <Jam35> hmm
14:45:01  <PublicServer> *** stevetrov has left the game (leaving)
14:45:02  <PublicServer> <Jam35> pbs it is :)
14:45:06  <PublicServer> <scshunt> heh
14:45:14  <PublicServer> <Jam35> marginally better throughput
14:45:18  <PublicServer> <scshunt> was considering merging the two lines earlier
14:45:28  <PublicServer> <scshunt> but I'll just do it if it breaks
14:45:46  <PublicServer> <Jam35> I don't consider it busy enough to worry yet
14:46:00  <PublicServer> <scshunt> oh hey, we can actually move the station junction back
14:46:02  <PublicServer> <scshunt> I'll do that
14:46:13  <PublicServer> <scshunt> add a train or two of backup room
14:47:45  <PublicServer> <scshunt> There
14:51:49  <PublicServer> *** Brumi joined the game
14:52:02  <PublicServer> <scshunt> Are we good to work on primary networks again?
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14:53:24  <PublicServer> <Jam35> I guess
14:53:40  <PublicServer> <Jam35> need to sign that expansion
14:53:51  <PublicServer> <Jam35> Sylf you helped?
14:56:37  <PublicServer> <Brumi> does it lag for you as well or only me?
14:56:47  <PublicServer> <Jam35> occasionally
14:56:55  <PublicServer> <Brumi> I feel it shouldn't with 466 trains
14:57:02  <PublicServer> <Sylf> Jam35: did I help where?
14:57:16  <PublicServer> <Jam35> doubling SL07
14:57:30  <PublicServer> <Sylf> some bits and pieces of it.
14:57:33  <PublicServer> <Jam35> you did the exit
14:57:40  <PublicServer> <Jam35> I signed it various
14:58:34  <PublicServer> <Sylf> what did that do...
14:58:52  <PublicServer> <Jam35> moving the line?
14:58:56  <PublicServer> <Sylf> yeah
14:58:58  <PublicServer> <scshunt> Brumi: it could be cargodist?
14:59:12  <PublicServer> <Jam35> was bringing lines together for a shorter tunnel under
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14:59:38  <PublicServer> <Brumi> the previous game didn't lag this much as I recall
14:59:53  <PublicServer> <Sylf> oh, you're getting the oil well?  :)
15:00:03  <PublicServer> <Jam35> yep
15:00:03  <PublicServer> <scshunt> got
15:00:49  <scshunt> @gap 5
15:00:49  <Webster> scshunt: For Trainlength of 5: <= 11 needs 2, 12 - 18 needs 3, 19 - 25 needs 4.
15:08:52  <Stevetrov> !password
15:08:52  <PublicServer> Stevetrov: guiled
15:09:10  <PublicServer> *** Brumi has joined spectators
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15:09:22  <PublicServer> <Jam35> is the shortcut needed?
15:10:21  <PublicServer> <stevetrov> are we building / expanding primaries again?
15:10:31  <PublicServer> <scshunt> yes
15:11:03  <Stevetrov> cool what rating are we aiming for on primaries ? 50%
15:11:51  <PublicServer> <Sylf> I think 50% is an okay number
15:12:01  <PublicServer> <Jam35> who built !here? Sylf?
15:12:11  <PublicServer> <Jam35> not needed surely?
15:12:29  <PublicServer> <Sylf> most of time
15:12:51  <PublicServer> <Jam35> I mean that connection is made already
15:12:51  <PublicServer> <Sylf> but if the trains get emptied at that drop, those trains will use that link
15:12:57  <PublicServer> <scshunt> they can already get there
15:13:07  <PublicServer> <scshunt> at the PBS junction
15:13:07  <PublicServer> <Sylf> oh
15:13:10  <PublicServer> <Jam35> long way round or not?
15:13:32  <PublicServer> <scshunt> at !junction
15:13:38  <PublicServer> <Sylf> ok, good enough
15:14:01  <PublicServer> <Sylf> cleaner, the better
15:14:08  <PublicServer> <Jam35> cool it was np :)
15:14:10  <PublicServer> <scshunt> yeah
15:14:48  <PublicServer> <scshunt> these poor businesspeople. expect us to actually use new secondaries
15:17:14  <PublicServer> <scshunt> whoever built that tunnel at svinmyr, it doesn't do what you want
15:17:19  <PublicServer> <scshunt> since the other end is in the plantation
15:17:46  <PublicServer> <scshunt> suggets making svinmyr woods a terminus
15:18:00  <PublicServer> <scshunt> and routing the other track around
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15:19:46  <PublicServer> <Sylf> I think those industries are beter serviced from SLH08
15:20:00  <PublicServer> <Sylf> like that Gløssnipa North
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15:20:27  <PublicServer> <Jam35> hm ok
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15:21:41  <PublicServer> <Jam35> cbb
15:21:56  <PublicServer> <Jam35> going slow mode
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16:33:47  <Firestar> hi
16:37:17  <Jam35> o/
16:37:38  <Firestar> !password
16:37:38  <PublicServer> Firestar: hawked
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17:04:52  <Maraxus> !password
17:04:53  <PublicServer> Maraxus: juices
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18:16:54  <mfb-> hi
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18:34:00  <mfb-> I think dedicated goods distribution trains would have been better
18:34:18  <PublicServer> <mfb> most trains run from SLH to SLH, nearly empty
18:35:21  <scshunt>  yeah
18:37:19  <Stevetrov> |password
18:37:25  <Stevetrov> !password
18:37:25  <PublicServer> Stevetrov: foxier
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18:38:00  <Stevetrov> !help
18:38:00  <PublicServer> Stevetrov: http://www.openttdcoop.org/wiki/IRC_Commands
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18:57:19  <Maraxus> !password
18:57:19  <PublicServer> Maraxus: cynics
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18:57:41  <PublicServer> <Maraxus> hi
18:57:57  <Stevetrov> hi
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19:24:35  <Stevetrov> !password
19:24:35  <PublicServer> Stevetrov: dampen
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19:26:12  <PublicServer> <stevetrov> who is reworking the entrance to SLH02? Do you need a hand? I was about to do that!
19:26:20  <PublicServer> <mfb> me
19:26:28  <PublicServer> <mfb> a second line out would be useful
19:26:42  <PublicServer> <stevetrov> ok I can  work on that
19:35:13  <Jam35> !password
19:35:14  <PublicServer> Jam35: gunman
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19:35:49  <PublicServer> <stevetrov> looks good,
19:36:27  <PublicServer> *** Jam35 has joined company #1
19:36:32  <PublicServer> <Jam35> hi btw :)
19:36:39  <Stevetrov> hi
19:36:44  <PublicServer> <Maraxus> hi
19:36:50  <PublicServer> <mfb> aww
19:37:04  <PublicServer> <stevetrov> oops
19:38:03  <PublicServer> <stevetrov> w e will probably need to add second lines to the other SLH stations
19:38:14  <PublicServer> <mfb> I think so, too
19:42:06  <PublicServer> <mfb> somehow most trains in SLH03 want to refit
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19:44:37  <PublicServer> <mfb> oh
19:44:43  <PublicServer> <mfb> I increased the capacity of SLH03 drop
19:44:47  <PublicServer> <mfb> now the exit jams
19:45:09  <PublicServer> <stevetrov> ah I am working on adding an extra line to 4
19:45:25  <PublicServer> <Jam35> the depots stack a little also
19:45:56  <PublicServer> <mfb> at 04?
19:45:59  <scshunt> query: where can I learn about penalties in the pathfinder?
19:46:05  <PublicServer> <stevetrov> yea
19:46:11  <PublicServer> <mfb> where?
19:46:21  <PublicServer> <mfb> scshunt: config file for the numerical values
19:46:35  <PublicServer> <stevetrov> just moving some lines around at the mo to make room
19:46:55  <PublicServer> <mfb> see 01 or 03 how to increase the capacity within the same space
19:48:05  <Stevetrov> I looked at 01 and thought it looked rather complex to improve, you were working on 03 so I left that one to you.
19:48:30  <PublicServer> <mfb> that is not complex, just a second platform for each set
19:49:28  <PublicServer> <mfb> those depots are non-stacking, interestingly
19:49:42  <PublicServer> <mfb> they have a small advantage compared to new trains
19:50:12  <PublicServer> <mfb> (unless all trains want to refit)
19:50:38  <PublicServer> <mfb> hmm... too complicated
19:50:56  <PublicServer> <Jam35> yes my comment was perhaps premature
19:51:15  <PublicServer> <Jam35> 2 trains at most so far
19:51:45  <PublicServer> <Jam35> surely that will stack?
19:52:07  <PublicServer> <mfb> it should not, under regular operations
19:52:17  <PublicServer> <Jam35> oky
19:53:08  <PublicServer> <Jam35> define 'regular operation' :P
19:53:22  <PublicServer> <mfb> no major plan change
19:57:02  <mfb-> no massive jam somewhere
19:57:10  <PublicServer> <mfb> (important)
19:58:25  <PublicServer> <mfb> 08 is fine
19:59:42  <Sylf> scshunt:  things like curves in the possible path, backward facing PBS, road crossings, hills, bridges, tunnels, extra distance to the next destination, mismatched station length etc.... they're all considered path finding penalties.  And all of them, except for distance penalties, are defined in openttd.cfg
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20:00:54  <scshunt> interesting; is it a useful technique to built a station platform too long to penalize it?
20:01:14  <PublicServer> <mfb> with multiple different TLs maybe
20:01:24  <PublicServer> <mfb> hmm
20:01:36  <PublicServer> <mfb> PSG200 could have an example of that
20:01:44  <scshunt> no, with a single TL
20:02:04  <PublicServer> <mfb> well... it is possible, but where is the point?
20:02:15  <scshunt> if you have, say, a close station that you want to be less busy because its merging is poor or something
20:03:20  <PublicServer> <mfb> other penalties do the same thing
20:03:26  <PublicServer> <mfb> but they are more flexible usually
20:03:26  <scshunt> I suppose
20:03:46  <Sylf> also, if merge is poor, that merge should be fixed first.
20:03:52  <PublicServer> <mfb> :D
20:06:35  <PublicServer> <mfb> 05 is the only hub with 1 line left I think
20:06:41  <PublicServer> <mfb> and 04 needs a better second line
20:07:28  <PublicServer> <Jam35> strange game: empty ML, full SLs
20:07:55  <Sylf> it's inevitable with the way orders are set up
20:08:45  <Sylf> actually, those lines between SLH and drops are really extension of mainlines
20:08:57  <PublicServer> <Jam35> with enough foresight drops should have been treated as ML
20:09:03  <PublicServer> <Jam35> yes
20:10:34  <Sylf> Without cargodist, we could treat them as sidelines without a problem
20:10:48  <PublicServer> <mfb> I think the plan is a bit problematic
20:11:02  <PublicServer> <mfb> dedicated drop distribution trains would work better
20:11:19  <Sylf> or...
20:11:26  <PublicServer> <mfb> oh, guess what, the last L_R SL begins to jam :D
20:11:56  <Sylf> primary -> secondary -> drop1 -> primary -> secondary -> drop 2 -> etc
20:11:58  <PublicServer> <mfb> is there some work in progress?
20:12:09  <PublicServer> <mfb> well that would not need cargodist
20:12:14  <Sylf> no
20:12:15  <PublicServer> <Jam35> not me
20:12:21  <Sylf> no cargo dist in that plan
20:12:24  <PublicServer> <mfb> okay. there is an open line
20:12:42  <PublicServer> <mfb> ah I see red numbers
20:12:56  <PublicServer> <mfb> and appearing rails :D
20:13:14  <PublicServer> <Jam35> thought it was you :P
20:13:29  <PublicServer> <Maraxus> just me messing a bit
20:16:07  <PublicServer> <mfb> I added a landing spot for a bridge towards the drop
20:18:20  <PublicServer> *** Jam35 has left the game (general timeout)
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20:21:53  <PublicServer> <Maraxus> any ideas for !here?
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20:28:56  <PublicServer> <stevetrov> need any help with 05?
20:29:20  <PublicServer> <Maraxus> almost there
20:29:28  <Stevetrov> :D
20:35:07  <PublicServer> <Maraxus> SLH 05 is more or less done, feel free to improve it
20:38:39  <scshunt> !password
20:38:39  <PublicServer> scshunt: behead
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20:44:00  <PublicServer> <scshunt> where are we experiencing problems right now?
20:46:44  <Stevetrov> who else is working on 08?
20:46:56  <PublicServer> <Maraxus> i am
20:47:11  <PublicServer> <scshunt> are there supposed to be many trains waiting in depot?
20:47:30  <Stevetrov> I was trying to get 2 lines into the station, did you add the x tracks before the bridges into the station?
20:48:25  <PublicServer> <scshunt> and is there much else to be added or is the game just going to keep lagging?
20:50:49  <PublicServer> <Maraxus> that x is necessary
20:51:19  <PublicServer> <mfb> it is not
20:51:33  <PublicServer> <mfb> but if it does not work with X, we have to expand it
20:53:19  <Stevetrov> we have been trying to get dual lines into each of the SLH stations, that what I was trying here
20:53:45  <PublicServer> <stevetrov> although it looks a lot better now :D
20:53:51  <PublicServer> <scshunt> ugh, cargodist was a terrible idea for this game :(
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21:23:55  <PublicServer> <Maraxus> gn
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22:14:11  <Vinnie_nl> !password
22:14:11  <PublicServer> Vinnie_nl: reefed
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22:14:37  <PublicServer> <Vinnie> hello
22:15:01  <mfb-> hi
22:15:29  <PublicServer> <mfb> we have... issues with the train distribution
22:15:37  <PublicServer> <mfb> too many trains, going from drop to drop with nearly no load
22:16:03  <PublicServer> <mfb> I think dedicated goods/food trains would be better
22:16:41  <PublicServer> <Vinnie> that basicly means you give up cargodist for cargo?
22:16:51  <PublicServer> <mfb> currently, traffic is mainly one big circle, going from drop to drop
22:17:01  <PublicServer> <mfb> no, use trains going from drop to drop
22:17:07  <PublicServer> <mfb> but only that
22:17:25  <PublicServer> <mfb> like in the previous game, let them go to everything
22:17:43  <PublicServer> <mfb> probably with 28 different train groups
22:18:05  <PublicServer> <Vinnie> effect distance on demand
22:18:12  <PublicServer> <Vinnie> have you played with it?
22:18:18  <PublicServer> <mfb> hmm the trainyard train group is bad
22:18:20  <PublicServer> <mfb> ?
22:18:23  <PublicServer> <mfb> no
22:18:33  <PublicServer> <Vinnie> we can increase to see if it works
22:18:40  <PublicServer> <Vinnie> nearby drops get more cargo
22:20:41  <Vinnie_nl> !rcon set linkgraph.demand_distance
22:20:41  <PublicServer> Vinnie_nl: Current value for 'linkgraph.demand_distance' is: '20' (min: 0, max: 255)
22:20:50  <Vinnie_nl> !rcon set linkgraph.demand_distance 100
22:21:02  <PublicServer> <Vinnie> maybe that will help
22:24:09  <PublicServer> <Vinnie> second solution would in my opinion be a change in orders
22:24:23  <PublicServer> <Vinnie> remove the last 4 links in each loop of drops
22:24:45  <PublicServer> <Vinnie> after that i would consider the new traingroup, since that would require rebuild of all drops
22:24:55  <PublicServer> <Vinnie> and also all trainorders
22:26:09  <PublicServer> <Vinnie> but that is my opinion
22:28:05  <Vinnie_nl> @logs
22:28:05  <Webster> #openttdcoop IRC webstuff - IRC Log Viewer - http://webster.openttdcoop.org/
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22:34:23  <PublicServer> <Vinnie> how would your traingroups be with 28 traingroups?
22:34:45  <PublicServer> <Vinnie> existing 9 for primaries and the rest?
22:35:01  <Stevetrov> !password
22:35:01  <PublicServer> Stevetrov: culled
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22:40:31  <PublicServer> <Vinnie> how about this, the refit to goods/food keeps as planned
22:40:57  <PublicServer> <Vinnie> but only transports it to the first drop
22:41:11  <PublicServer> <Vinnie> then a secondary group that loops all drops
22:41:34  <PublicServer> <Vinnie> hence the Maindrops keep in use, the trainorers are insanly simplified
22:42:32  <PublicServer> *** Vinnie has left the game (general timeout)
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22:42:59  <Vinnie_nl> i'll check chatloggs and fix this mess tommorow
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22:56:25  <Stevetrov> !password
22:56:25  <PublicServer> Stevetrov: leaner
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