Config
Log for #openttdcoop on 15th October 2013:
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02:49:33  <Sylf> !dl
02:49:33  <PublicServer> Sylf: !dl autostart|autottd|lin|lin64|osx|ottdau|source|win32|win64|win9x
02:49:33  <PublicServer> Sylf: http://www.openttd.org/en/download-trunk/r25863
02:50:33  <scshunt> !dl
02:50:33  <PublicServer> scshunt: !dl autostart|autottd|lin|lin64|osx|ottdau|source|win32|win64|win9x
02:50:33  <PublicServer> scshunt: http://www.openttd.org/en/download-trunk/r25863
02:50:36  <scshunt> !dl lin64
02:50:37  <PublicServer> scshunt: http://binaries.openttd.org/nightlies/trunk/r25863/openttd-trunk-r25863-linux-generic-amd64.tar.xz
02:53:03  <scshunt> !password
02:53:03  <PublicServer> scshunt: inlays
02:53:13  <PublicServer> *** Game still paused (number of players)
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02:53:35  <PublicServer> <scshunt> Oo what's the wetrails for?
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02:55:13  <PublicServer> <Player> why do we have train MM.....
02:55:25  <PublicServer> *** Player has changed his/her name to Sylf
02:55:53  <PublicServer> <scshunt> that's what I just said
02:56:31  <PublicServer> *** scshunt has joined company #1
02:56:45  <PublicServer> <scshunt> only two airports
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02:56:51  <PublicServer> <scshunt> we should really make another pair
02:57:17  <PublicServer> <Sylf> yes
02:57:23  <PublicServer> <Sylf> and dismantle this train MM
02:57:25  <PublicServer> <scshunt> do you want to get it or shall I?
02:57:27  <PublicServer> <Sylf> which I'll do
02:57:29  <PublicServer> <scshunt> I'll get rid of the train
02:57:32  <PublicServer> <scshunt> oh ok
02:57:35  <PublicServer> <Sylf> lol
02:57:38  <PublicServer> <scshunt> rofl
02:57:44  <PublicServer> <scshunt> I'll build the airports
02:57:46  <PublicServer> <Sylf> we're both on the same track
03:02:57  <PublicServer> <scshunt> wait is cargodist on?
03:03:43  <PublicServer> <Sylf> is it?
03:05:53  <Sylf> !rcon set distribution_pax
03:05:53  <PublicServer> Sylf: Current value for 'distribution_pax' is: '2' (min: 0, max: 2)
03:05:55  <Sylf> !rcon set distribution_pax 0
03:06:04  <Sylf> should be off now
03:10:46  <PublicServer> <scshunt> I'm going to afk for a bit to keep the MM running
03:10:57  <PublicServer> <scshunt> are you going to build a plan?
03:11:00  <PublicServer> <Sylf> kk
04:01:14  <PublicServer> <scshunt> Sylf: is medium maglev the one that gets faster the longer the train?
04:01:38  <PublicServer> <scshunt> also is it just me or does your plan not account for the lake at the top of the map
04:20:02  <PublicServer> <Sylf> oh sorry
04:20:06  <PublicServer> <Sylf> was afk too
04:20:40  <PublicServer> <Sylf> medium maglev doesn't have special characteristics like that
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04:32:07  <Sylf> gn
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04:46:34  <V453000> !password
04:46:34  <PublicServer> V453000: swipes
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07:17:53  <tirkitneth> !help
07:17:53  <PublicServer> tirkitneth: http://www.openttdcoop.org/wiki/IRC_Commands
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07:32:07  <Sian> !password
07:32:07  <PublicServer> Sian: swipes
07:34:45  <Sian> ahh ... forgot to update my trunk
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07:39:18  <PublicServer> <Sian> quite hilly
07:39:44  <PublicServer> <Sian> if not outright mountainous
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07:54:26  <Sian> hmm ... thinking ... is it posible to make a setup where SRNW trains can't enter certain areas unless they're explicitly asked to?
07:58:17  <V453000> depends what kind of explicitly Sian P
07:58:32  <V453000> but yeah should be easy to do
07:58:42  <V453000> not sure wtf do you mean though
07:59:30  <Sian> Standard cargo game that also have a semiindependent ICE SRNW :p
08:00:44  <Sian> and locking ICE trains out of cargo drops for less inefficiency
08:05:31  <V453000> well that could work the same way as multicargo SRNW
08:05:36  <V453000> unreachable waypoints are your friend
08:06:37  <Sian> ah okay ... wasn't aware how much you could do with mutlicargo SRNW ...
08:09:11  <V453000> well multicargo = can be multi anything
08:09:21  <Sian> obviously ...
08:09:23  <V453000> @srnw
08:09:23  <Webster> srnw: Self-regulating Network, see also: http://wiki.openttdcoop.org/SRNW
08:10:24  <Sian> not sure i'm able to draw the actual network since i don't know enough about how to set up an SRNW, but basicly my idea would be bog-standard cargo game with a ICE SRNW on top (with both Passengers and Mail)
08:11:07  <Sian> that said ... given that the current map is quite hilly if not mountainous it might be better waiting till the next game
08:14:06  <V453000> im not sure if having pax/mail srnw is a good idea to mix with the cargo network either
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08:18:25  <Sian> not sure either, but it could be an interesting "can this work" having SRNW and standard on the same network (at least partially)
08:19:16  <Sian> maybe with SMLs keeping ICE within a certain subset of the ML ?
08:23:41  <V453000> combining SML and normal ML does not make any sense at all really
08:24:08  <V453000> if you are "keeping them in some subset", then it is probably much, much simpler to just separate the two entirely
08:24:26  <V453000> but yes it can easily work through unreachable waypoints
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08:41:27  <Sian> stroke of inspiration ... viable Terminus Refit station concept?
08:41:28  <Sian> http://i.imgur.com/tItAtA3.png
08:42:20  <V453000> depends what you need from it, but as the most basic form (which can be enough) it should be more or less ok
08:42:38  <V453000> waiting bays are a general thing to have at stations though - you need those
08:42:42  <V453000> @@ABR07
08:42:45  <V453000> @ABR07
08:42:46  <Webster> Advanced Building Revue 07: Stations at #openttdcoop - http://blog.openttdcoop.org/2010/09/28/advanced-building-revue-07-stations/
08:43:01  <V453000> e.g. http://blog.openttdcoop.org/files/blog/V453000/ABR07_buffer_01.png
08:43:06  <V453000> I recommend reading that anyway
08:43:38  <Sian> swapping entries and exits and using the tunnels as waiting bays?
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08:46:52  <V453000> yeah that would work well
08:49:07  <Sian> concept, not finished, thought-through idea
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09:02:03  <Sian> http://i.imgur.com/Y2MjMl9.png
09:02:37  <Sian> better?
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09:20:42  <Sian> oh well ... off for a while ...
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10:00:59  <V453000> it is sort of better Sian ... send many trains to get the hint yourself :) then you can see where things jam etc
10:01:12  <V453000> btw you can always build on our stable welcome server if you feel like doing experiments :)
10:01:23  <V453000> people like me or Sylf can help you understand stuff
10:01:36  <V453000> its useful especially during planning etc :)
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10:37:12  <Fehlersturm> !password
10:37:12  <PublicServer> Fehlersturm: swipes
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12:10:04  <Sian> why are terraforming so expensive on the welcome server that you'd need a moneymaker and walk away from it for half an hour to experiment?
12:11:07  <hylje> you might not need to terraform much if at all
12:12:52  <Sian> when its a very mountainous map and you're experimenting with station builds...
12:13:03  <hylje> get creative
12:16:26  <Sian> to expensive to experiment on ...
12:17:07  <Sian> used up all the loan capability on shifting a bit around on the station build seeing how it should be built best
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12:17:24  <Sian> since it cost 60k on terraforming 1 corner
12:20:35  <V453000> you dont need any terraforming for the first X years
12:20:41  <V453000> and after that time you can afford some
12:21:14  <V453000> I dont get how is terraforming related to experiments either ... ._.
12:36:43  <Sian> room for tunnels and such
12:37:16  <scshunt> the welcome server isn't really for sandboxing
12:37:25  <scshunt> it's for network-building
12:40:11  <V453000> well why would you "sandbox" a thing when you still need trains to run there ._.
12:40:28  <V453000> esp when some people need practice with waiting bays etc :P
12:42:46  <Sian> it is for experimenting how well my station idea takes a ton of trains
12:43:26  <V453000> well what else do you do by building a network? :D
12:43:51  <Sian> exactly
12:44:06  <V453000> I dont get what is the issue then
12:44:51  <Sian> to expensive to terraform followed by me being unable to get my experiment off the ground unless i make a moneymaker and go away from the Welcome Server for an hour or three
12:47:17  <scshunt> build a network first
12:47:30  <scshunt> once you have even a medium-size network it will make money faster than you can spend it
12:47:50  <V453000> after ~1 hour of playing you can have a ton of money
12:48:20  <V453000> but what I dont understand is why do you need to terraform even for your station
12:48:26  <V453000> tunnels can be substituted by bridges there
12:48:27  <planetmaker> every game a new challange. Welcome server is a server to play. Not necessarily a sandbox
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15:20:17  <Flin> @quickstart
15:20:18  <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart
15:22:51  <Flin> !dl win64
15:22:51  <PublicServer> Flin: http://binaries.openttd.org/nightlies/trunk/r25863/openttd-trunk-r25863-windows-win64.zip
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15:29:34  <Flin> !password
15:29:34  <PublicServer> Flin: swipes
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15:31:03  <PublicServer> <Player> /name Flin
15:31:21  <PublicServer> *** Player has changed his/her name to Flin
15:32:39  <Sian> okay then ... i've been testing my Terminus Refitting idea, and initial testing is positive, as long as everything is going to be refitted and loading new stuff the same place
15:33:50  <Sian> if theres trains thats going non-stop through the loading zone it starts getting more inefficient
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15:56:00  <Anson> !password
15:56:00  <PublicServer> Anson: swipes
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15:58:11  <PublicServer> <Anson> inflation on on the PS ? :-(
16:02:11  <PublicServer> *** Flin has left the game (leaving)
16:02:31  -Flin- AVATAR
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16:14:09  <Sturmi> !players
16:14:12  <PublicServer> Sturmi: Client 39 is Anson, a spectator
16:14:38  <PublicServer> *** Anson has joined company #1
16:15:45  <Sturmi> !password
16:15:45  <PublicServer> Sturmi: swipes
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16:16:58  <PublicServer> <Anson> hallo sturmi
16:17:02  <PublicServer> <Sturmi> moin
16:17:37  <PublicServer> <Anson> everything is relative ... you are either from hamburg or america :-)
16:17:51  <PublicServer> <Sturmi> cologne :D
16:18:29  <PublicServer> <Anson> hehe, "moin" at 6pm :-)
16:18:59  <PublicServer> <Sturmi> does time matter?
16:21:20  <PublicServer> <Sturmi> dual roundabout... i remember a game where this concept caused major wtf
16:37:19  <Sian> when i suggested it for last game :)
16:37:59  <PublicServer> <Anson> if people don't like it, they can vote for another :-)
16:38:37  <PublicServer> <Anson> anything more to add or cleanup ?
16:39:43  <PublicServer> <Anson> this one would be several interlocked roundabouts, since the connections are twoway
16:40:45  <PublicServer> <Sturmi> since the main roundabouts dont have the same direction it will not have the issue of last time :D
16:41:56  <PublicServer> <Anson> depending on how large the inner loop is, it might almost be a big 4way junction (if the 4 BBHs "grow together"), or the inner loop might be much bigger and thus be more like a LL___________RR :-)
16:43:13  <PublicServer> <Anson> for the 2way connections, one might use RL to have easier BBH with less bridges/tunnels
16:43:43  <PublicServer> <Anson> or just switch, so that inner is CCW and outer CW ?
16:43:54  <Sturmi> its your plan
16:45:16  <PublicServer> <Anson> now we have 6 loops :-)
16:49:27  <V453000> !password
16:49:27  <PublicServer> V453000: teacup
16:49:55  <PublicServer> <V453000> hy
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16:50:03  <PublicServer> <Sturmi> hi
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17:00:52  <PublicServer> <Anson> hallo, V ... my first plan :-)
17:01:10  <PublicServer> <V453000> nice pzg5 copy
17:01:20  <PublicServer> <Sturmi> lool
17:02:11  <Jam35> !dl
17:02:11  <PublicServer> Jam35: !dl autostart|autottd|lin|lin64|osx|ottdau|source|win32|win64|win9x
17:02:11  <PublicServer> Jam35: http://www.openttd.org/en/download-trunk/r25863
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17:04:41  <Jam35> !password
17:04:41  <PublicServer> Jam35: junket
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17:19:33  <PublicServer> <Anson> split "randomly" by flipflop, and then go to different destinations ? ... would require careful track layout and connections ...
17:19:59  <PublicServer> <V453000> not hard to do
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17:25:27  <PublicServer> <Anson> btw: do we really want inflation on this map ?
17:25:31  <PublicServer> <V453000> do we really care?
17:26:10  <PublicServer> <Anson> after a few hundred years, prices might be insanely high ... even when we have enough money, i don't like such numbers
17:26:56  <PublicServer> <V453000> its fine with me
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17:30:12  <PublicServer> <Anson> when steel trains go left and right, how is it avoided that they go around on the loop and then to the wrong drop ?
17:30:23  <PublicServer> <V453000> why would they do that
17:30:42  <PublicServer> <Anson> or does half of them go to steel 1 and the other half to steel 2, but on random routes ?
17:30:52  <PublicServer> <V453000> on the ML route?
17:31:02  <PublicServer> <V453000> or how many routes do you expect a ML to have :D
17:31:16  <PublicServer> <V453000> there is one to drop 1, one to drop 2
17:31:24  <PublicServer> <V453000> by having all stations terminus it means trains dont know they can turn around there
17:31:30  <PublicServer> <V453000> only turn around point is steel drop
17:31:46  <PublicServer> <Anson> i see a loop ... thus trains could go left or right to steel 1, and go left and right to steel 2 ...
17:32:25  <PublicServer> <V453000> what
17:32:59  <PublicServer> <V453000> train going to the left on the flipflop will always end up in steel 1 simply because it is closer
17:33:07  <PublicServer> <Anson> is the flipflop intended to select whether to go to steel 1 or 2 ? or do trains have fixed orders to steel 1 and to steel 2, and the flipflop only determines whether they go CW or CCW ?
17:33:17  <PublicServer> <V453000> what else does flipflop do? :d
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17:36:43  <PublicServer> <Anson> when trains don't have explicit orders to go to a steel drop, how do you ensure that they don't go to a random other station and then come back ?
17:37:17  <PublicServer> <V453000> because the other stations are terminus?
17:37:23  <PublicServer> <V453000> the ones that matter, at least
17:38:01  <PublicServer> <Anson> if they have no destination, they are lost, aren't they ? and then they can enter any terminus as well
17:38:39  <PublicServer> <V453000> lost?
17:38:45  <PublicServer> <V453000> and they load how if they are lost
17:38:55  <PublicServer> <V453000> the example train has steel orders
17:39:19  <PublicServer> <Anson> they can get a pickup order, but they may not get drop orders, right ?
17:39:37  <PublicServer> <V453000> obviously :)
17:39:59  <PublicServer> <V453000> well technically they could get both
17:40:06  <PublicServer> <V453000> and then they would indeed only choose ccw or cw
17:40:12  <PublicServer> <V453000> which is also an option
17:40:18  <PublicServer> <Anson> ah, you addded signs ... "all terminus, EXCEPT steel drop"
17:40:25  <PublicServer> <V453000> yes?
17:43:20  <PublicServer> <Anson> there is still one problem :
17:43:59  <PublicServer> <V453000> not that I am aware of so far
17:44:17  <PublicServer> <Anson> when trains leave the steel factory, they will try to get back to it ... you intend them to go through the drop stations, but they may as well go around the loop and directly to the steel factory, without visiting any stations
17:45:07  <PublicServer> <V453000> true that needs considering
17:46:45  <Sturmi> !password
17:46:45  <PublicServer> Sturmi: grater
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17:50:58  <PublicServer> <V453000> actually not, simple pathfinder traps solve that if it is the case
17:51:58  <Sturmi> pf traps around the steeldrops?
17:52:21  <PublicServer> <V453000> no simply after the hub
17:52:23  <PublicServer> <Anson> you would need a PF trap to make the train think that it shall go towards D and not continue clockwise along the loop
17:52:37  <PublicServer> <V453000> that means the hub exit towards steel is automatically closest path
17:52:41  <PublicServer> <Anson> but how do you make all other trains go around that loop ?
17:52:52  <PublicServer> <V453000> normally?
17:54:39  <PublicServer> <V453000> other trains just see that ML as a normal turnaround, just like the drop at its end
17:56:40  <V453000> http://www.rouming.cz/roumingShow.php?file=youre_not_a_train.jpg
17:56:41  <Webster> Title: Roumenův Rouming - Zábavné a zajímavé obrázky - youre not a train (at www.rouming.cz)
17:59:59  <Sturmi> https://www.dropbox.com/s/e32cygohuya8h4r/404%20train%20not%20found.jpg
18:00:01  <Webster> Title: Dropbox - 404 train not found.jpg (at www.dropbox.com)
18:01:06  <V453000> y
18:01:48  <PublicServer> <Anson> LOL
18:06:38  <PublicServer> <Anson> V, besides being interesting to build that once, what would be its practical use ? shouldn't it be done for more than one line/drop ?
18:07:50  <PublicServer> <Anson> like also splitting goodsB&C to randomly (using another flip flop) B and C
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18:08:06  <eirc> !password
18:08:07  <PublicServer> eirc: furies
18:08:40  <PublicServer> <V453000> practical use = have steel spread traffic?
18:09:00  <PublicServer> <V453000> no need to do that for more than one line if B and C has clear path
18:10:22  <PublicServer> <V453000> btw it was also applied in psg219
18:10:24  <PublicServer> <V453000> just saying
18:10:38  <PublicServer> <Anson> then it should be done for some other stations ... livestock choosing between A and C, grain choosing between B and D, wood choosing between D and B, oil choosing between A and C
18:11:12  <PublicServer> <V453000> not really
18:11:26  <PublicServer> <V453000> and it would be rather stupidly complicated to do
18:11:44  <PublicServer> *** eirc joined the game
18:11:52  <PublicServer> <eirc> hello
18:12:03  <PublicServer> <V453000> it isnt meant to be a perfect concept to have traffic equal everywhere, but a tool to reduce the effect steel can have
18:12:05  <PublicServer> <V453000> hi
18:12:51  <PublicServer> <Anson> that would depend on how much steel is transported and how much of all the other resources and goods ...
18:13:37  <PublicServer> <V453000> my god
18:13:40  <PublicServer> <V453000> enough, ok?
18:13:50  <PublicServer> <V453000> obviously you can always demolish the balance
18:14:05  <PublicServer> <V453000> but on average I think we can agree that e.g. livestock is likely to have similar traffic to grain
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18:14:49  <mfb-> hi
18:14:58  <PublicServer> <Anson> i see 59 farms, and as much oil/forest/.. as we have iron ore and steel ... (which still can change until we start building)
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18:15:26  <PublicServer> <mfb> okay, so we abbreviate everything now?
18:15:29  <PublicServer> <mfb> VB? DNVY?
18:15:43  <PublicServer> <V453000> waat
18:15:45  <PublicServer> <V453000> also hi :)
18:15:45  <PublicServer> <mfb> W t o! PSG269. C s: P
18:15:55  <PublicServer> <V453000> wtf
18:15:57  <PublicServer> <V453000> :d
18:15:59  <PublicServer> <V453000> who did that
18:16:01  <PublicServer> <mfb> see ! VB !
18:17:19  <PublicServer> <V453000> well yeah I saw
18:18:41  <PublicServer> <mfb> V: pf-traps would have been too easy?
18:19:11  <PublicServer> <V453000> those might be needed anyway
18:19:25  <PublicServer> <V453000> but they wouldnt help terribly much for the closer things
18:19:44  <PublicServer> <V453000> pf trap makes trains like a connection not hate it :P
18:19:47  <PublicServer> <mfb> they are shorter than all primaries if you do it right
18:19:57  <PublicServer> <mfb> sure. like the right path
18:20:35  <PublicServer> <V453000> well yeah but how would you trap them to like the path to steel 1 if e.g. oil ML had a SLH with short return path
18:20:45  <PublicServer> <V453000> pf trap wouldnt help that
18:20:47  <PublicServer> <mfb> make a shorter pf trap
18:21:11  <PublicServer> <V453000> that would be rather problematic as you would need another pf trap before the next reverse point
18:21:17  <PublicServer> <V453000> terminus stations are so much more reliable
18:21:36  <PublicServer> <Anson> what are you talking about ? PSG269 ? .... i only see PSG 261-267
18:21:40  <PublicServer> <mfb> well, all stations everywhere have to care about steel
18:21:47  <PublicServer> <mfb> ?
18:21:53  <mfb-> our current game is 269
18:22:04  <PublicServer> <Anson> http://wiki.openttdcoop.org/PublicServer:Archive_-_Games_261_-_270
18:22:16  <mfb-> it is not in the archive as it is the current game
18:22:19  <mfb-> 268 is missing there
18:22:36  <V453000> Sturmi the lazy bastard was tasked to slave labour 268 entry XD
18:25:39  <mfb-> "this is by far the most massive hub we ever built" <- objections?
18:25:53  <V453000> not really :D
18:26:13  <V453000> maybe add a magical YET? :D
18:26:32  <mfb-> :D
18:26:34  <PublicServer> <Anson> maybe add its size .... 128x128 :-)
18:27:00  <mfb-> this is by far the most massive hub we have ever built so far.
18:27:35  <Sturmi> lazy bastard? oh, there was something... i remember roughly...
18:27:44  <V453000> so far yet
18:27:45  <V453000> :-D
18:27:54  <V453000> yeah so far fits better :)
18:28:15  <Sturmi> describes most of the game
18:28:22  <V453000> aye
18:29:58  <PublicServer> <Anson> would it make sense to put a picture of it on the junctionary, or better force everybody too view it in action ? :-)
18:30:16  <mfb-> junctionary
18:30:26  <PublicServer> <Sturmi> animated gif
18:30:44  <V453000> junctionary would be suitable
18:30:53  <V453000> dont forget to add other hubs to it too while at it :)
18:32:40  <PublicServer> <Anson> I'll take a break ....
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18:32:43  <mfb-> animation is quite pointless at the zoom level needed to see the whole hub
18:33:18  <PublicServer> <Anson> animation of the map (trains tab) should be nice
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18:36:03  <travstr> @quickstart
18:36:04  <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart
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19:00:18  <tirkitneth> !password
19:00:18  <PublicServer> tirkitneth: siting
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19:01:55  <PublicServer> <tirkitneth> o/
19:07:17  <PublicServer> *** mfb has left the game (general timeout)
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19:08:05  <PublicServer> <V453000> gnite
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19:08:49  <Sturmi> nite
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19:18:40  <mfb-> http://wiki.openttdcoop.org/ProZone:Archive_-_Games_11_-_20 <- if I try to open PZ20, the game says "file not readable"
19:18:45  <mfb-> anyone else with that problem?
19:18:57  <mfb-> hmm
19:19:01  <mfb-> second try was successful
19:20:57  *** [1]Mark is now known as Mark
19:21:00  <Mark> yo
19:21:40  <Mark> !dl win64
19:21:40  <PublicServer> Mark: http://binaries.openttd.org/nightlies/trunk/r25863/openttd-trunk-r25863-windows-win64.zip
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19:22:41  <Mark> !password
19:22:41  <PublicServer> Mark: dilled
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19:35:44  <Sturmi> mfb-: that "file not readable" issue happens from time to time... in PS archive too
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20:20:48  <Sian> !players
20:20:51  <PublicServer> Sian: Client 39 is Anson, a spectator
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20:27:48  <icookrice> what's up guys!!
20:27:54  <icookrice> @quickstart
20:27:55  <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart
20:28:16  <icookrice> i have a question, and i think it's a bit tricky
20:28:35  <icookrice> let's say i'm setting up multiple pax rail stations and i have every train on the same route
20:29:00  <icookrice> but i have way more trains than station entrances at each location
20:29:18  <icookrice> so when a station is full, trains just back up at that station
20:29:52  <icookrice> is there a way to make a way for the train to skip that station since it is full and just go on a side loop that will put it back on the exit track?
20:29:55  <icookrice> in the orders?
20:29:59  <icookrice> i can't seem to figure it out
20:30:48  <Sturmi> you want it to skip the station and go next?
20:31:59  <icookrice> yea, if that station is currently full
20:32:03  <Sturmi> make a waypoint before the station and point the order to the WP instead of the station.
20:32:09  <icookrice> rather than sitting and waiting at the red light
20:32:20  <Sturmi> Next order must not be a nonstop order
20:32:43  <icookrice> the next order after the waypoint?
20:33:14  <Sturmi> yes
20:33:32  <Sturmi> and use penalties, otherwise no train will visit the station
20:33:51  <icookrice> is penalties a server setting or company setting?
20:34:13  <Sturmi> every piece of track has a penalty
20:34:30  <Sturmi> the pathfinder calculates with them
20:34:46  <Sturmi> trains will normally take the route with least penalty
20:34:59  <icookrice> okay
20:35:07  <icookrice> and i assume stations are a bigger penalty
20:35:10  <icookrice> than track
20:35:14  <icookrice> since they have to stop?
20:35:22  <Sturmi> yes
20:35:39  <Sturmi> stop doesnt matter, station is always higher than clear track
20:35:52  <Sturmi> reversed pbs signal gives good penalty
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20:36:01  <icookrice> where do i change penalty
20:36:04  <icookrice> options
20:36:32  <Sturmi> jsut place a pbs signal but reversed
20:36:42  <Sturmi> you can change the settings in the console
20:36:54  <Sturmi> or in the config file
20:37:15  <Sturmi> but to change them in a running game you need to do it via the console
20:38:36  <icookrice> hm
20:38:44  <icookrice> there's no way to do it without the penalty options?
20:38:52  <icookrice> won't that depend on server settings
20:39:01  <Sturmi> yes
20:39:04  <icookrice> like i'd have to find suitable servers to make it work?
20:39:11  <Sturmi> you dont need to change the settings
20:39:25  <Sturmi> normal penalty settings should work too
20:39:52  <icookrice> oh
20:40:00  <icookrice> do you mind checking out my situation real quick?
20:40:01  <icookrice> :)
20:40:22  <Sturmi> as i said above, you can increase the penalty of a route with signals, or road crossings
20:40:30  <Sturmi> sure
20:41:02  <icookrice> survivalcraft.hopto.org
20:41:16  <Sturmi> which ottd version?
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20:41:38  <icookrice> latest
20:41:58  <Sturmi> latest is no version ;)
20:42:08  <mfb-> if you don't add the station to the order list and don't use non-stop, it is possible
20:42:09  <Sturmi> and 1.3.2 is quite old
20:49:17  <planetmaker> err... 1.3.2 is... our current stable release, Sturmi ;-)
20:49:30  <planetmaker> thus "quite old" is relative :D
20:50:07  <planetmaker> (and yet, wrt features it's like 9 months old)
21:05:15  <Sturmi> yea... the so-called stable release, which always crashes :D
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21:08:27  <Sturmi> gnight
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