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Log for #openttdcoop on 21st September 2014:
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00:00:57  <coopserver> *** Hazzard has joined company #1
00:06:04  <coopserver> *** o11c has joined company #1
00:25:51  <coopserver> <Djanxy> just terraform a little more to avoid those CL
00:30:03  <coopserver> <o11c> okay good, the source is on the outer loop
00:37:04  <coopserver> <o11c> ugh
00:37:44  <coopserver> <Djanxy> what's up
00:38:17  <coopserver> <o11c> just hooking up a new oil/gold
00:38:23  <coopserver> <Djanxy> ye i saw
00:39:43  <coopserver> <o11c> I think all the 0%s are farms, secondaries, or coal now
00:40:46  <coopserver> <Djanxy> yeah, and we don't want more coal for now
00:47:45  <Saladan0> !password
00:47:45  <coopserver> Saladan0: craggy
00:48:00  <coopserver> *** Game paused (connecting clients)
00:48:03  <coopserver> *** Saladan0 has joined
00:48:04  <coopserver> *** Game unpaused (connecting clients)
00:50:44  <coopserver> <Saladan0> There is something just so satisfying seeing the flow of all the trains
00:50:57  <coopserver> <Djanxy> mm :)
00:51:09  <coopserver> <Saladan0> Shame there isnt much else to do at this point
00:51:14  <coopserver> <Saladan0> We should make a larger map :O
00:51:30  <coopserver> <Hazzard> They don't get any larger than 2x this size
00:51:31  <coopserver> <Sylf> be careful what you wish for
00:51:38  <Hazzard> !infop
00:51:39  <Hazzard> !info
00:51:39  <coopserver> Hazzard: #openttdcoop - Public Server (www.openttdcoop.org), Version: r26830, date: Feb 26 2242, clients connected: 5, map size: 256x512, address: publicserver-new.openttdcoop.org:3983
00:51:40  <coopserver> <Djanxy> some lines will need expanding soonish
00:51:46  <coopserver> <Djanxy> then there's more to do
00:52:04  <coopserver> <Sylf> we've ran 4000 trains on 256x1024 maps
00:52:11  <coopserver> <o11c> I get bored when you're just expanding LLRR to LLLRRR
00:52:30  <coopserver> <o11c> I do wonder what a map would be like if it was 4x1 instead of 2x1 though
00:53:08  <coopserver> <Saladan0> Someone should try servicing the oil at BBH03 :D
00:53:55  <coopserver> <Sylf> you do, and you'll be responsible upgrading BBH03 in the future
00:54:23  <coopserver> <Saladan0> Hah, be carefull wishing for that, as itll probably be you finding and fixing all my mistakes I make on it
00:54:42  <coopserver> <Djanxy> that's sylf's sadistic way of having fun
00:54:49  <coopserver> <Sylf> I just found an error in bbh 3 too
00:54:56  <coopserver> *** Sylf has joined company #1
00:55:14  <coopserver> <Djanxy> prio signal or what was that ?
00:55:17  <coopserver> <Hazzard> Wet?
00:55:23  <coopserver> <Sylf> a signal gap
00:55:26  <coopserver> <o11c> I added a bunch of wet trains
00:55:40  <coopserver> <Djanxy> mm, found a signal gap not 10 mins ago
00:55:53  <coopserver> *** Sylf has joined spectators
00:58:40  <coopserver> <Saladan0> Ok DJ, Im looking at SLH 07 and I could use your help to improve it
00:59:16  <coopserver> <o11c> I think I'm the only one who built primaries off of that hub ...
00:59:31  <coopserver> <Hazzard> And Djanxy
00:59:37  <coopserver> <Djanxy> and Jam35
00:59:40  <coopserver> <Hazzard> And me too I guess
00:59:50  <coopserver> <Hazzard> and "who?"
01:00:00  <coopserver> <o11c> ugh, I think /who is me there
01:00:04  <coopserver> <Djanxy> saladan, what did you have in mind ?
01:00:15  <coopserver> <Saladan0> Is it possible to make a prio long enough to cover two trains back? Im having an issue where my SL will stop for a prio, but will go immidiatlly after it, cutting off any train that was next on the prio line
01:00:32  <coopserver> <Sylf> I don't think that's an issue there at SLH 7
01:00:42  <coopserver> <Djanxy> there's more  "/who" around the map, please check them
01:00:44  <coopserver> <o11c> there's definitely a lot of traffic coming from SLH7
01:00:47  <coopserver> <Sylf> yes, longer prio is easy, but the ML trains are all empty there
01:00:57  <coopserver> <Sylf> it doesn't take long for empty trains to accelerate
01:01:09  <coopserver> <o11c> that train was full
01:01:20  <coopserver> <o11c> and that (thoug hit didn't have to stop)
01:01:27  <coopserver> <Sylf> that's the SL train
01:01:35  <coopserver> <o11c> oh, right
01:02:05  <coopserver> <Djanxy> saladascan easily extend the prios for another 2 tiles and see how you like that
01:02:30  <coopserver> <Saladan0> If you guys dont think its an issue thats fine. Im just looking for ways to improve stuff ive already made
01:03:41  <coopserver> <Djanxy> now the prios are 2 tiles longer
01:04:04  <coopserver> <Djanxy> the 2 heading north anyways
01:04:06  <coopserver> <Saladan0> Ok, this is just me thinking out loud, but is there a way if a ML train is going to be stopped by an SL train, can we add a prio merge to the other ML lane which the train will take if its empty?
01:04:10  <coopserver> <Saladan0> to provide slowdown/
01:04:12  <coopserver> <Saladan0> ?
01:04:23  <coopserver> <Saladan0> prevent*
01:04:49  <coopserver> <Sylf> a prio too big actually is a bad thing.
01:04:54  <coopserver> <o11c> not worth it, they're empty, and if it becomes and issue it will be balanced at the end
01:05:01  <coopserver> <Sylf> that will cause congestions on the sideline.
01:07:21  <coopserver> <Sylf> at SLH 07, for example, detecting empty train is easy.
01:07:27  <coopserver> <Sylf> any trains coming from SL are all full.
01:07:34  <coopserver> <Sylf> Any traffic on ML are all empty.
01:07:46  <coopserver> <Saladan0> so a full SL takes priority over an empty ML?
01:07:59  <coopserver> <Sylf> ML still takes priority.
01:08:49  <coopserver> <Sylf> what's important is not what's happening at one SLH.
01:09:06  <coopserver> <Sylf> What's important is that one SLH is not cauling traffic jam in the rest of the map.
01:09:33  <coopserver> <Sylf> and prio is only a small part of either a problem or a solution.
01:10:06  <coopserver> <Saladan0> So with all these trains running about, if we add another R and L line, how do you upgrade the SLHs and BBHs without causing massive chaos?
01:10:23  <coopserver> <Sylf> we just do it.
01:10:31  <coopserver> <Djanxy> :D
01:10:35  <coopserver> <Sylf> some chaos are expected.
01:10:52  <coopserver> <Djanxy> much can be avoided though
01:10:54  <coopserver> <Djanxy> with care
01:10:56  <coopserver> <Sylf> The examples like !Lost Train station comes in handy during those chaos
01:11:29  <coopserver> <o11c> pretty sure none of the other /who's are mine
01:11:35  <coopserver> <Saladan0> Why not just put a depot on an ML and press the "Return to depot" button for all our trains?
01:11:40  <coopserver> <Saladan0> Just kidding btw
01:12:01  <coopserver> <Djanxy> that would provide a lot more chaos :)
01:12:03  <coopserver> <Sylf> we've done similar things in the past.
01:12:16  <coopserver> <Sylf> if we have too many trains on ML to do any real work
01:12:21  <coopserver> <Sylf> we send them to depot somewhere
01:12:42  <coopserver> <Djanxy> don't think i've seen that in my time here
01:12:48  <coopserver> <Sylf> with this game, that GOTOHELLDEPOT should send all trains to paper mill
01:13:16  <coopserver> <Saladan0> since the land lines are mainly servicing primaries, do we have anymore primary pickups to where we are going to need to increase the ML lines?
01:13:23  <coopserver> <Saladan0> I think most of them are already covered..
01:13:41  <coopserver> <Djanxy> many are slowly growing in production
01:13:43  <coopserver> <Sylf> We're good with number of stations.
01:14:02  <coopserver> <Sylf> add trains to underserviced stations.
01:14:17  <coopserver> <o11c> station list, sort by available cargo
01:14:18  <coopserver> <Sylf> Do note my notes around the welcome board
01:14:53  <coopserver> <Sylf> I spent a few hours earlier checking orders for all trains
01:14:56  <coopserver> <Sylf> It was not fun.
01:15:03  <coopserver> <Djanxy> that voting board, does that need to stay btw ?
01:15:19  <coopserver> <Sylf> no, but I like it.
01:15:23  <coopserver> <Djanxy> np
01:15:40  <coopserver> <o11c> can you imagine if openttd kept track of the depth of the ocean?
01:15:55  <coopserver> <o11c> so you couldn't just raise land in the middle of a long bridge to put a signal
01:15:59  <coopserver> <Saladan0> Should we rename the example trains up top, so if a train has legit issue in the ticker, we will be able to indeitify it?
01:16:29  <coopserver> <o11c> I think most people have that notification off
01:16:37  <coopserver> <Sylf> I have all news tickers turned off.
01:16:51  <coopserver> <o11c> instead just look where the flow is wrong
01:17:00  <coopserver> <Saladan0> Oh, I found a hidden train
01:17:06  <coopserver> <Saladan0> Is that supposed to be there?
01:17:07  <coopserver> <Sylf> nyancat?
01:17:10  <coopserver> <Saladan0> yea
01:17:14  <coopserver> <Sylf> yes.
01:17:24  <coopserver> <Sylf> As you can see, I've know its existence
01:18:06  <coopserver> <Djanxy> anti demolition cat ?
01:18:13  <coopserver> <Sylf> not really
01:18:20  <coopserver> <Sylf> since he's not squatting on any station tile
01:18:29  <coopserver> <Djanxy> ok, didnt bothe to check where it was ;)
01:18:51  <coopserver> <Sylf> <-- checked it out, through and through, earlier.
01:19:01  <coopserver> <Sylf> (don't ask if I didn't have anything better to do)
01:19:34  <coopserver> <Saladan0> Huh, dont see if in the build list.
01:19:44  <coopserver> <Saladan0> Did it get enabled shortly, then disabled?
01:19:53  <coopserver> <Sylf> It's an animal express variation
01:19:59  <coopserver> <o11c> where is it?
01:20:02  <coopserver> <Sylf> If you keep buying animal express, you'll get it.
01:20:07  <coopserver> <Saladan0> oh
01:20:27  <coopserver> <Djanxy> o111c, you need to find it !
01:20:31  <coopserver> <Djanxy> -1
01:20:37  <coopserver> <Saladan0> Oh thats why I didnt see it, I was looking under and electric depot
01:21:31  <coopserver> *** Djanxy has joined spectators
01:21:42  <coopserver> <Saladan0> hey scs, one of your stations is super un serviced
01:23:09  <coopserver> <Sylf> failing to see the unserviced station...
01:23:44  <coopserver> <Saladan0> The coal mine at the south corner. Has 550 tonnes in it and no waiting trains
01:23:48  <coopserver> <Saladan0> Could probably use 1 or 2 more
01:23:52  <coopserver> <o11c> that's coal though
01:23:57  <coopserver> <o11c> we already have too much coal
01:24:14  <coopserver> <Saladan0> so which underservied stations are we looking for then?
01:24:29  <coopserver> <Sylf> anything but coal
01:24:35  <coopserver> <Saladan0> k
01:24:47  <coopserver> <o11c> just added a couple to lesser sisi mines
01:26:05  <coopserver> <Sylf> Narsamijit Mines died :/
01:26:10  <coopserver> <Saladan0> How about wheat?
01:26:37  <coopserver> <Sylf> wheat isn't coal in my dictionary, so it's good.
01:26:46  <coopserver> <Saladan0> forget it then
01:27:50  <coopserver> <o11c> FPP PICKUP has a bit of a fundamentala issue
01:28:04  <coopserver> <o11c> even though there are 8 platforms, it's impossible for more than 3 or so to be used at once
01:28:21  <coopserver> <Sylf> fpp pickup should have 9 platforms
01:28:33  <coopserver> <o11c> hm, someone added another since I touched that
01:28:51  <coopserver> <Sylf> yes, I did when I made the all-all connections
01:28:53  <coopserver> <o11c> okay, looks like I finally added enough trains to clear the backlog there though
01:29:03  <coopserver> *** Sylf has joined company #1
01:29:16  <coopserver> <o11c> so as long as the exit is fine ...
01:29:56  <coopserver> <Sylf> the big X design at the FPP pickup is not the best
01:31:25  <coopserver> *** Sylf has joined spectators
01:35:20  <coopserver> *** Saladan0 has left the game (Leaving)
01:37:26  <coopserver> *** Sylf has left the game (Leaving)
01:40:54  <Saladan0> I went through the tutorial, are feeders obsolete?
01:41:04  <coopserver> <Hazzard> <3 feeders
01:41:09  <coopserver> <Hazzard> no
01:41:10  <coopserver> <o11c> it depends on the type of game
01:41:18  <coopserver> <Hazzard> ^
01:41:31  <Saladan0> for instance, up north at the FPP drop, there is a farm right next to the drop depot, would it be worth it to try and bridge a feeder across?
01:41:55  <coopserver> <o11c> that's not what a feeder is
01:42:14  <coopserver> <o11c> feeder is dropping off at the same kind of industry as you picked up
01:42:29  <Sylf> actually, I say feeders are obsolete.
01:42:43  <Saladan0> Oh, I was confused as the tutorial had an oil feeder connected to a refinery
01:42:45  <coopserver> <o11c> not in passenger games, surely?
01:42:59  <Sylf> SBahns are a type of feeders, yes.
01:43:05  <Sylf> And we do actively use SBahns.
01:43:21  <Sylf> Then we have games where feeders are specifically called for.
01:43:40  <Sylf> Or we have an entire sideline that depends on feeders.
01:44:07  <Sylf> But simple feeders as seen in the tutorial games are obsolete.
01:44:26  <Sylf> We encourage connecting those stations directly to the sideline.
01:45:01  <coopserver> <o11c> the existence of a sideline at all makes feeders much less useful
01:45:21  <coopserver> <o11c> I'm guessing it recommends feeders if all your routes are point to point
01:45:37  <Sylf> also, buying the land all around the town is obsolete - also seen in the tutorial save game.
01:45:49  <coopserver> *** Djanxy has joined company #1
01:46:00  <Sylf> This tutorial game is the coop tutorial.
01:46:06  <Sylf> It's just pretty out of date.
01:46:12  <Sylf> And it has some CL issues too.
01:46:16  <coopserver> <o11c> well, just because the town won't build roads, doesn't stop them from building buildings in annoying places?
01:46:17  <coopserver> <Djanxy> lol
01:46:43  <Sylf> We used to build cages around towns.
01:46:49  <Sylf> We don't do that anymore
01:46:55  <Saladan0> So im fucked for screwed for looking a at a tutorial, and screwed for asking questions as well. :/
01:47:02  <Saladan0> This is a fun learning experience
01:47:08  <Saladan0> also I dont know what I typed there
01:47:18  <Sylf> actually, we need an updated tutorial save game
01:47:38  <Sylf> Vinnie built one earlier, but nobody did anything with it.
01:47:44  <coopserver> <Djanxy> screwed for asking questions ?
01:48:35  <Saladan0> Not you DJ
01:48:39  <Saladan0> saving graces and all
01:48:57  <Sylf> Actually, I like that you're reading wiki.
01:49:13  <Sylf> That tutorial save game isn't easy to find anymore.
01:49:31  <coopserver> <Djanxy> sounds like it's for the best
01:49:35  <coopserver> <o11c> I read the wiki a bunch before I started, but I never really understood backbone/mainline/sideline before
01:49:50  <coopserver> <o11c> had to see it
01:50:00  <Sylf> right.  but knowing those words really helps when you join the game
01:50:35  <Sylf> Also, if new players are too scared to even spectate the game, we point them to our game archives.
01:51:12  <coopserver> <o11c> given that some of those games use GRFs that are not on bananas, and there are big fat warnings about incompatibility between openttd versinos ...
01:51:22  <Sylf> Which can use some commentating too - what to look for in the archive series
01:51:28  <Saladan0> "As a community founded in order to develop concepts for huge train networks in OpenTTD, our networks nowadays are far more complex compared to the tracks we built at the very beginnings of #openttdcoop. Despite this positive development we have to face the problem that it is more and more challenging for new players to join us."
01:51:36  <Saladan0> understatement of the century
01:52:02  <coopserver> <o11c> gasp, a coal train was actually waiting at a station ...
01:52:37  <Sylf> I've been playing on this server for about 90 games... yes, it has evolved by leaps and bounds
01:52:50  <Sylf> and I already had a learning curve way back when.
01:53:17  <Sylf> But we grow new regulars just fine.
01:53:34  <Sylf> the basic concept is always the same.  Cram in as many trains as possible on a map.
01:53:40  <Sylf> Run them all smoothly.
01:53:41  <Djanxy> don't worry Saladan - i was very intimidated and overwhelmed when i started here, but it all comes with experience. Just watching people build and what they have built helps a lot.
01:53:53  <coopserver> <o11c> /me proposes next game we use TL0.5
01:54:16  <Saladan0> Looking at the user list, didnt know the netherlands was so big into trains
01:54:42  <Sylf> too many inactive players in that list
01:54:52  <Djanxy> Can recommend checking out the archives - having a savegame where you can screw around with stuff is really nice
01:54:57  <Sylf> we need more current regulars!
01:55:06  <o11c> that's one thing I've noticed about making membership a formal thing
01:55:09  <Saladan0> im actually in an archive or two
01:55:14  <o11c> it's always awkwrad to remove people manually
01:55:17  <Sylf> memberships are formal
01:55:25  <Saladan0> But they were so early that all the strategies are irrelevant now
01:55:29  <coopserver> <Hazzard> We need a new wiki
01:55:30  <Sylf> I'm a member, Maraxas and Jam35 are members too
01:55:31  <coopserver> <Hazzard> Too many robots
01:55:40  <Sylf> Hazzard isn't a member yet for some reason.
01:55:41  <coopserver> <Hazzard> I'm still not a member technically
01:55:46  <coopserver> <Hazzard> yeah
01:55:53  <Sylf> He and Djanxy probably should be a member by now
01:55:58  <coopserver> <Hazzard> I'm not cool enough
01:56:08  <Djanxy> Makes no difference to me, I just hang around :)
01:56:13  <Saladan0> DJ is a "usual suspect"
01:56:15  <Saladan0> creeper
01:56:20  <Djanxy> agreed
01:56:26  <Djanxy> creepy
01:57:39  <coopserver> <Hazzard> I've been watning a new wiki for a long time
01:58:01  <Sylf> I'm not sure if we're getting one or not...
01:58:16  <Djanxy> check out the last game (286) in the archives - that's a pretty standard cargo game with some pretty packed lines
01:58:22  <o11c> even though mediawiki is the giant, I actually like git-based wikis just for that
01:58:41  <o11c> I mean yes, git-mw exists, but ...
01:58:48  <Sylf> any wiki with a good antispam is good with me
01:58:58  <coopserver> <Hazzard> I haven't looked in a long time, it seems like the bot problem is fixed
01:59:03  <coopserver> <Hazzard> hmm
01:59:18  <o11c> but then, my though is to use wiki for generated documentation that is only written by authorized users
01:59:26  <o11c> might not be applicable here
01:59:49  <Djanxy> oh man, that YETI dl :)
02:00:02  <Sylf> 120MB or whatever?
02:00:09  <Djanxy> mm
02:00:21  <Djanxy> not that it's an issue, just not used to that
02:00:43  <Sylf> behold all the new animations in it when you get it
02:01:25  <Sylf> welcome server gets too sluggish for me already with yeti
02:01:28  <Saladan0> I have a friend who is into this type of stuff, I showed him openttd the beggining of the week and he is hooked
02:01:42  <Saladan0> Im going to show him the pub server right quick and he will see the possibilities with the game
02:01:51  <Djanxy> hmm yeah, welcome server is really laggy for me atm
02:02:00  <Saladan0> Super laggy for me
02:02:04  <Saladan0> God forbid I zoom out
02:02:09  <Saladan0> its the new YETI buildings
02:02:22  <Sylf> I tweaked the sprite cache settings, and it got better
02:02:27  <Djanxy> guess V has some optimization to do
02:02:41  <Djanxy> where's that ?
02:02:48  <Sylf> in the cfg file
02:02:55  <Sylf> openttd.cfg
02:02:57  <Djanxy> ok
02:03:04  <coopserver> <Hazzard> I'd like a 8bpp rendition version of it but I'm sure V would be against it
02:03:14  <Sylf> 8bpp version is built in
02:03:38  <Sylf> when you set the blitter to 8bpp and load openttd and yeti, you shouldn't see any animations
02:03:56  <Hazzard> hmm, never tried that
02:04:26  <Sylf> https://wiki.openttd.org/Blitter
02:04:35  <Sylf> you should try different settings and see what works the best
02:06:47  <coopserver> *** o11c has joined spectators
02:11:37  <Djanxy> sylf: recommendations for the sprite cache tweak?
02:12:07  <Djanxy> (no clue what the numbers do) :)
02:12:23  <coopserver> *** Hazzard has left the game (Leaving)
02:12:38  <Sylf> I'm not sure if sprite cache size and max sprite cache size are used anymore, but mine are set te 256 and 512
02:12:53  <Sylf> sprite chase size px - I have mine set to 128
02:13:00  <Sylf> cache*
02:13:20  <Djanxy> sprite_cache_size_px = 128
02:13:27  <Djanxy> max_sprite_cache_size = 64
02:13:41  <Sylf> and blitter - 32bpp-sse4-anim
02:14:34  <Sylf> I tried 8bpp-optimized blitter, and the graphics for industries got all wrong
02:15:10  <Djanxy> i checked the wiki link, but didn't get any wiser about what it is - except for a list of settings
02:15:55  <Sylf> yeah, it's only for reference what blitter settings are available
02:16:22  <Djanxy> but - where to apply these settings ?
02:16:24  <Sylf> running "openttd -h" actually has the better list
02:16:31  <Sylf> all in the openttd.cfg
02:16:57  <Sylf> or for the blitter setting, you can try it once through -b command line switch
02:17:04  <Sylf> via cmd.exe window
02:18:01  <Djanxy> don't see any settings related to this in openttd.cfg
02:18:15  <Djanxy> sorry for pestering you about this - just I'm rather clueless
02:18:47  <Sylf> in my cfg file, blitter is on line 12
02:18:48  <coopserver> *** Djanxy has joined spectators
02:18:49  <coopserver> *** Game paused (number of players)
02:19:25  <Djanxy> oh right - i'm bad
02:21:03  <Saladan0> !password
02:21:03  <coopserver> Saladan0: reread
02:24:27  <Djanxy> doesn't seem to make much difference for me - can hardly control my mouse if i zoom out just a tiny bit
02:25:10  <Sylf> about the only optimization we can make to yeti is to cut down the animation frames
02:25:31  <coopserver> *** Djanxy has joined company #1
02:25:32  <coopserver> *** Game unpaused (number of players)
02:26:48  <Hazzard> does 8bpp spriting support animations?
02:27:15  <Sylf> it does support animation
02:27:26  <Sylf> not sure if it'll be animated in yeti
02:30:17  <Saladan0> !coop
02:30:20  <Saladan0> woops
02:30:23  <Saladan0> !password
02:30:23  <coopserver> Saladan0: reread
02:30:47  <Saladan0> !password
02:30:47  <coopserver> Saladan0: leaves
02:30:51  <Saladan0> screw you game >:O
02:31:00  <coopserver> <Djanxy> can't join ?
02:31:05  <coopserver> *** Game paused (connecting clients)
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02:31:17  <coopserver> <Djanxy> oh, there we go
02:31:19  <Sylf> lol
02:31:24  <Sylf> password updated at the wrong moment
02:31:34  <Djanxy> oh haha
02:31:54  <Djanxy> at least it's not set to like 90 secs as it was a while ago :)
02:32:29  <coopserver> <Djanxy> Hello Lancer
02:33:03  <Saladan0> @quickstart
02:33:04  <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart
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02:35:22  <coopserver> <Saladan0> So just to be sure, why choose electric over  maglevs for this specific game?
02:35:41  <coopserver> <Djanxy> it's just a choice really
02:36:12  <coopserver> <Djanxy> to diversify how to build
02:36:15  <Sylf> One reason is because we haven't played electric trains in a while
02:36:19  <coopserver> <Djanxy> regarding CL etc
02:37:34  <Sylf> We used to play different train sets every game.
02:37:51  <Sylf> Now we have all the options we want in one train set - we just pick different train each time
02:40:58  <coopserver> <Djanxy> the balance is shaping up - just around 100 for each primary other than coal
02:41:28  <coopserver> <Djanxy> 750 overall
03:03:01  <Hazzard> !password
03:03:01  <coopserver> Hazzard: typeof
03:03:13  <coopserver> *** Game paused (connecting clients)
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03:05:44  <coopserver> <Hazzard> Are we upgrading to 3 yet?
03:05:56  <coopserver> <Djanxy> it's closing in on some lines
03:06:05  <coopserver> <Hazzard> SLH 05 is jammed
03:06:48  <coopserver> <Djanxy> Yeah, SLH01 to BBH 01 is full
03:09:46  <coopserver> <Saladan0> Anyone else see the traffic jam?
03:09:49  <coopserver> <Saladan0> Oh
03:09:51  <coopserver> <Djanxy> yup
03:09:52  <coopserver> <Saladan0> SOmeone is working there
03:09:57  <coopserver> <Saladan0> carry on
03:10:25  <coopserver> <Djanxy> expansion is upon us
03:11:03  <coopserver> <Saladan0> Im going to go play with a friend and help teach him the game
03:11:08  <coopserver> <Saladan0> Have fun with the expansion :D
03:11:18  <coopserver> <Djanxy> so you're not gonna help ? :)
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04:41:28  <Saladan0> So I remember there being a mod that allows for smart passenger transport. Instead of them being dumb and just going to the next station, they kept a specific destination in mind and would transfer about till they got there
04:41:34  <Saladan0> Anyone know what im talking about?
04:42:12  <coopserver> <Djanxy> not familiar with that, sorry
04:42:46  <scshunt> cargodist
04:43:19  <scshunt> it's been played with a few times. iirc the big issue with it is lag
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04:51:14  <Afdal> !help
04:51:14  <coopserver> Afdal: http://wiki.openttdcoop.org/Soap
04:52:09  <Afdal> @quickstart
04:52:10  <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart
04:52:11  <Afdal> <.<
04:52:20  <Afdal> what's that darn current build command again
04:52:44  <Afdal> !dl win64
04:52:44  <coopserver> Afdal: http://binaries.openttd.org/nightlies/trunk/r26830/openttd-trunk-r26830-windows-win64.zip
04:53:09  <Afdal> !dl win32
04:53:09  <coopserver> Afdal: http://binaries.openttd.org/nightlies/trunk/r26830/openttd-trunk-r26830-windows-win32.zip
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04:53:30  <Djanxy> i see you found out :d
04:54:19  <Afdal> :d
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06:04:28  <o11c> !password
06:04:28  <coopserver> o11c: planed
06:04:31  <o11c> !players
06:04:31  <coopserver> o11c: There are currently 1 players and 0 spectators, making a total of 1 clients connected
06:04:52  <coopserver> *** Game paused (connecting clients)
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06:05:38  <coopserver> <o11c> need to double number of wood/paper trains to really be balanced
06:06:02  <coopserver> <Djanxy> no need to add any trains at all atm :)
06:06:25  <coopserver> <o11c> but there are only 50 wood trains, 100 of everything else
06:06:40  *** Afdal has left #openttdcoop
06:07:01  <coopserver> <Djanxy> yeah, but tracks are running full atm
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06:30:04  <Maraxus> !password
06:30:04  <coopserver> Maraxus: clones
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08:01:23  <zerpa> !password
08:01:23  <coopserver> zerpa: larger
08:01:26  <coopserver> *** Game paused (connecting clients)
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08:47:34  <coopserver> <o11c> jam at BBH03
08:48:17  <coopserver> <o11c> I just got done rewriting a lot of the sideline off of SLH10
08:48:40  <coopserver> <o11c> it takes a lot less space in the areas near the mainline now
08:48:45  <coopserver> <o11c> but still not perfect
08:49:10  *** LSky`` is now known as LSky`
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09:27:02  <Vinnie> !dl win64
09:27:02  <coopserver> Vinnie: http://binaries.openttd.org/nightlies/trunk/r26830/openttd-trunk-r26830-windows-win64.zip
09:28:38  <Vinnie> !password
09:28:38  <coopserver> Vinnie: damage
09:28:42  <coopserver> *** Game still paused (connecting clients, number of players)
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09:29:04  <coopserver> <Vinnie> wow
09:29:22  <Djanxy> a wild Vinnie appears
09:29:32  <coopserver> <Vinnie> dont startle it
09:29:40  <coopserver> <Vinnie> whisper in his ear
09:29:56  <Djanxy> WHAT
09:30:13  <coopserver> *** Vinnie has left the game (Leaving)
09:30:22  <Vinnie> there he goes
09:30:27  <Djanxy> aww
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10:22:48  <Maraxus> !password
10:22:48  <coopserver> Maraxus: choose
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10:45:56  <Jam35> !password
10:45:57  <coopserver> Jam35: itsepc
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11:55:59  <coopserver> <Djanxy> Hey Jam - I apologize for the vandalism
11:56:29  <coopserver> <Jam35> what do you think I am doing?
11:57:01  <coopserver> <Jam35> I just made more mess
11:57:06  <coopserver> <Djanxy> lol
11:57:12  <coopserver> <Jam35> started with an idea
11:57:14  <coopserver> <Jam35> lost it
11:57:19  <coopserver> <Jam35> changed my mind
11:57:25  <coopserver> <Jam35> went back to original
11:57:36  <coopserver> <Jam35> now it's all broken :)
11:57:37  <coopserver> <Djanxy> sounds a bit like what I did
11:58:45  <coopserver> <Djanxy> good luck with that, I'm off for now
11:58:54  <coopserver> <Jam35> ok cya
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12:02:50  <coopserver> <Maraxus> the more I look at bbh03, bbh 01, slh 10 area the less room for expanding I see...
12:03:15  <coopserver> <Jam35> the mountains make it quite tricky
12:03:39  <coopserver> <Maraxus> indeed they do
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13:07:33  <zerpa> !password
13:07:33  <coopserver> zerpa: report
13:07:41  <coopserver> *** Game paused (connecting clients)
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13:19:18  <coopserver> <zerpa> congestion near SLH05
13:19:47  <coopserver> <Jam35> BBH01 needs 3rds out
13:22:34  <coopserver> <Jam35> at least BBH 02 flow has improved
13:22:42  <coopserver> <Jam35> it just moved along to 01
13:26:54  <coopserver> <Jam35> clearing now
13:34:23  <coopserver> *** Jam35 has joined spectators
13:34:36  <coopserver> <Jam35> need more enthusiasm to expand :)
13:34:40  <coopserver> <Jam35> maybe later
13:35:23  <coopserver> <Maraxus> I'm still waiting for them industries to dissapear before giving bbh 03 a try
13:42:17  <zerpa> What's the trick to the overflows? My (offline) trains seems to want to go and wait at the exit sign, instead of taking the depot
13:45:52  <Jam35> http://wiki.openttdcoop.org/Two-way_end_of_line
13:45:55  <Jam35> maybe that ^
13:51:33  <zerpa> that's it, thanks Jam
13:51:44  <Jam35> ;)
13:57:26  <coopserver> <Maraxus> expansion enthusiam non-existing atm, might come back later - cu
13:57:41  <coopserver> *** Maraxus has left the game (Leaving)
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14:00:07  <Sylf> that hedious overflow should be deleted from that eol page
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14:29:46  <Sylf> !password
14:29:46  <coopserver> Sylf: sounds
14:29:53  <coopserver> *** Game still paused (connecting clients, number of players)
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14:30:45  <coopserver> <Sylf> hmm...
14:30:56  <coopserver> <Sylf> some place to try a new overflow...
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14:49:13  <coopserver> <Sylf> evil mode on upslopes are truly evil
15:06:00  <coopserver> <Jam35> whatcha doin Sylf?
15:06:09  <coopserver> *** Jam35 has joined company #1
15:06:11  <coopserver> <Sylf> upgrading MSH 01 right now
15:06:34  <coopserver> <Sylf> I was going to go there to BBH1
15:07:16  <coopserver> <Sylf> not really looking forward to it
15:07:23  <coopserver> <Jam35> no :)
15:08:37  <coopserver> <Sylf> oh, did you see that BK tunnels isn't used?
15:08:56  <coopserver> <Jam35> no? but yes now
15:09:25  <coopserver> <Sylf> no grid land probably took the tunnel graphics over
15:09:32  <coopserver> <Jam35> hm ok
15:09:40  <coopserver> <Jam35> no warning or anything
15:10:16  <coopserver> <Sylf> warnings like that are tedious to build
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15:40:53  <Maraxus> !password
15:40:53  <coopserver> Maraxus: netbsd
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16:05:56  <coopserver> <Maraxus> enough room or do we need to move the slh more ?
16:06:13  <coopserver> <Jam35> BBH03?
16:06:16  <coopserver> <Jam35> can do
16:09:09  <coopserver> <Jam35> well...
16:09:14  <coopserver> <Jam35> it gets there
16:09:22  <coopserver> <Jam35> but it's not pretty :P
16:11:44  <coopserver> <Jam35> now if only i knew how to give 3rd choice :)
16:14:23  <coopserver> <Maraxus> tough one
16:22:44  <JohnK> !password
16:22:44  <coopserver> JohnK: butten
16:22:55  <coopserver> *** Game paused (connecting clients)
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16:24:58  <coopserver> <John> hey
16:25:16  <coopserver> <Jam35> hi
16:25:24  <coopserver> <Maraxus> hi
16:26:19  <coopserver> <Sylf> oh hey
16:26:23  <coopserver> <Sylf> we're done on one side
16:27:03  <coopserver> <Sylf> back to BBH 01...
16:30:26  <coopserver> <Jam35> oh I neglected to give any choice to new 3rd
16:30:41  <coopserver> <Jam35> didn't even notice
16:30:46  <coopserver> <Jam35> fond of that today
16:31:26  <coopserver> <Jam35> that farm srsly needs to die now
16:49:39  <coopserver> <Sylf> if we need to kill industries, we can do it off line...
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17:02:24  <scshunt> Sylf: can't we turn on cheats to do that online?
17:03:00  <coopserver> <Sylf> we don't leave the cheat on for cargo games
17:06:33  <coopserver> <John> so, to presignal or not to presignal in front of multiple-bridges?
17:06:48  <coopserver> <Sylf> not having grids is starting to really throw me off
17:07:06  <coopserver> <John> cause I see both presignalled and not...
17:09:03  <scshunt> Sylf: but we can toggle it, no?
17:09:27  <coopserver> <Sylf> not while it's on line
17:09:33  <scshunt> oh
17:09:40  <scshunt> I thought there was an rcon for that
17:11:12  <Sylf> !rcon set extra_dynamite
17:11:13  <coopserver> Current value for 'extra_dynamite' is: 'on' (min: 0, max: 1)
17:11:34  <scshunt> wait, it's on?
17:12:05  <Sylf> no, it's not
17:12:24  <Sylf> just tested it
17:12:39  <scshunt> huh
17:12:40  <Sylf> extra dynamite is probably something else
17:12:46  <Sylf> like destroying town owned roads
17:12:59  <scshunt> https://wiki.openttd.org/Extra_dynamite
17:13:05  <scshunt> magic bulldozer is the one
17:13:44  <Sylf> magic bulldozer is not a setting that's in the cfg
17:14:06  <Sylf> anything that's in the cheat menu can't be used via rcon
17:14:59  <scshunt> ah ok
17:15:22  <coopserver> <Sylf> now we have a power plant in the middle of ocean
17:15:27  <scshunt> sounds cool
17:15:35  <coopserver> <Sylf> I should have used the canal trick
17:18:01  <Jam35> John: see this http://wiki.openttdcoop.org/Merging_Tracks
17:18:11  <Jam35> specifically bridges and evil mode section
17:19:20  <coopserver> <Sylf> are you trying to build the 3rd line?
17:22:14  <coopserver> <John> yes
17:23:24  <coopserver> <Sylf> I was asking because connecting that 3rd line to the BBH3 is the biggest problem
17:25:40  <coopserver> <Sylf> see, now we've set a terrible examples for new regulars
17:25:49  <coopserver> <Sylf> ending lines like that is never a good thing
17:26:09  <coopserver> <Sylf> but there were lines left like that last night
17:26:21  <coopserver> <Sylf> now people think it's ok to do
17:27:03  <coopserver> <John> right, so connect'em right away?
17:27:18  <coopserver> <Jam35> where sorry?
17:27:29  <coopserver> <Sylf> SLH 10 south
17:27:56  <coopserver> <Sylf> next to BBH10, where I just highlighted with red PURR
17:28:03  <coopserver> <Jam35> got it
17:28:23  <coopserver> <Jam35> I think the point is not to have choice to the unfinished line
17:28:55  <coopserver> <Maraxus> as !x marks
17:29:25  <coopserver> <Jam35> there's always a time when you have to stop
17:29:35  <coopserver> <Jam35> what else can be done ?
17:29:43  <coopserver> <Jam35> make a bad merge
17:29:53  <coopserver> <Sylf> at least have a plan to have the lines connected
17:29:55  <coopserver> <Sylf> yeah
17:30:06  <coopserver> <Sylf> like what I did next to SLH 01
17:30:07  <coopserver> <John> I get it
17:30:13  <coopserver> <John> that !x is not my work though
17:30:17  <coopserver> <Sylf> for EOL
17:30:37  <coopserver> <Sylf> that EOL was marked like SOL originally
17:30:55  <coopserver> <Sylf> and when I connected the 3rd line at BBH 01, trains didn't make right choice
17:31:14  <coopserver> <Sylf> so to make my MSH 01, I had to track back all the way back to SLH 01
17:31:44  <coopserver> <Sylf> it can be avoided, so it gets frustrating, you know
17:48:18  <Hazzard> !password
17:48:18  <coopserver> Hazzard: behalf
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17:48:53  <coopserver> <Hazzard> Hello
17:49:00  <coopserver> <John> Hi
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19:14:40  <Djanxy> !password
19:14:40  <coopserver> Djanxy: sounds
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19:38:19  <Jam35> !password
19:38:19  <coopserver> Jam35: paquet
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20:56:30  <Saladan0> !password
20:56:30  <coopserver> Saladan0: debris
20:56:34  <coopserver> *** Game still paused (connecting clients, number of players)
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20:58:26  <o11c> !password
20:58:26  <coopserver> o11c: debris
20:58:37  <coopserver> *** Game paused (connecting clients)
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21:00:47  <coopserver> <Saladan0> are we upgrading all lines to 3?
21:00:51  <coopserver> <Saladan0> or just certain ones?
21:01:02  <o11c> the longer I play this game, the more I realize the importance of good SLH design
21:02:27  <coopserver> <Saladan0> hrm
21:02:58  <Sylf> I think we're ok with 3rd line upgrades for now
21:03:01  <coopserver> <Djanxy> lines gets upgraded as needed
21:03:07  <coopserver> <Saladan0> ok
21:03:31  <Sylf> or upgrades were done where needed when I left couple of hours ago
21:03:41  <Sylf> someone could have flooded with more trains since then...
21:03:55  <coopserver> <Djanxy> for example, it's likely that BBH02 -> Printing Works will never need a 3rd
21:04:02  <coopserver> <o11c> about 200 trains more than last night I think
21:04:21  <coopserver> <Djanxy> quite a few of those are WET though
21:05:22  <Sylf> FPP wet tracks might get an upgrade
21:05:36  <Sylf> FPP dry lines will need upgrade first though if we get there
21:05:37  <coopserver> <Saladan0> THe FPP PU has aquite a bit of food still needed to be picked up, could we use more trains?
21:05:50  <coopserver> <Saladan0> nvm, just qualed out
21:06:11  <coopserver> <o11c> FPP PICKUP station does have flow problems
21:06:18  <Sylf> It's better to look at the station cargo rating than amount of cargo waiting
21:06:58  <Sylf> if the rating is permanently 50% and can't improve it just by adding trains, then it's time to fix the station
21:08:50  <coopserver> <o11c> ugh, some wood trains are messed up
21:09:00  <coopserver> <o11c> trying to pick up wood while fitted for paper
21:09:06  <coopserver> *** o11c has joined company #1
21:09:34  <Sylf> just let them skip 1 order
21:09:40  <coopserver> <o11c> yeah
21:09:50  <coopserver> *** Djanxy has joined company #1
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21:11:53  <coopserver> <o11c> SLH02 is sort of jamming
21:13:26  <Sylf> sheer size of that SL...
21:13:35  <coopserver> <o11c> yeah, wtf
21:13:43  <coopserver> <o11c> maybe should split it off into a new SLH
21:14:02  <Sylf> hmmm, that idea sounds familiar...
21:14:19  <coopserver> <Djanxy> :P
21:16:31  <coopserver> <Saladan0> that will be a fun upgrade
21:17:15  <Sylf> idea #2 would be upgrade the SL to LL_RR, and ML up to BBH 01 LLL_RRR
21:18:37  <coopserver> <Saladan0> From the looks of it it might just be easier to go with that plan, remove most of the SLH to upgrade the ML to RRRLLL
21:18:42  <coopserver> <Saladan0> And hen build a new SLH on top of it
21:19:11  <coopserver> <Saladan0> If I had to do it, yea, I would pretty much have to start from scratch after the RRRLLL upgrade
21:19:36  <coopserver> <o11c> there's a fair bit of space near the city of Qassimiut
21:20:15  <coopserver> <o11c> I'd built a new SLH north of it on the east side, then reroute that branch of the SLH to it
21:20:25  <coopserver> <o11c> er, that part of the sideline
21:20:39  <coopserver> <o11c> that'll probably half the traffic on the old SLH
21:21:22  <coopserver> <Saladan0> Hell, just making an SLH between the city and the gold drop alone would take up nearly half of the load from SLH 02
21:21:47  <coopserver> <o11c> ugh, I should fix that tunnel first
21:21:48  <coopserver> <Saladan0> well maybe not half
21:22:24  <coopserver> <Saladan0> And its already partly RRRLLL, you could incorporate that into the design fairly easy
21:23:03  <coopserver> <Saladan0> hrm
21:23:18  <coopserver> <Saladan0> up to you guys on what the plan is
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21:27:09  <coopserver> <Saladan0> Thats where I was thinking
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22:07:25  <coopserver> <o11c> uh, wtf is that train doing
22:07:28  <Hazzard_> !password
22:07:28  <coopserver> Hazzard_: coming
22:07:37  *** Hazzard_ is now known as Hazzard
22:07:43  <coopserver> *** Game paused (connecting clients)
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22:07:51  <coopserver> <Hazzard> hey
22:11:08  <coopserver> <o11c> hm, I think the first branch was made better than the second one
22:11:50  <coopserver> *** o11c has left the game (Leaving)
22:13:53  <Djanxy> !password
22:13:53  <coopserver> Djanxy: coming
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22:25:08  <coopserver> <Hazzard> we've reached the vehicle cap
22:25:17  <Sylf> !rcon set max_trains
22:25:18  <coopserver> Current value for 'max_trains' is: '1000' (min: 0, max: 5000)
22:25:22  <Sylf> !rcon set max_trains 1100
22:25:27  <Sylf> not anymore
22:25:44  <coopserver> <Hazzard> :D
22:28:33  <Saladan1> !password
22:28:33  <coopserver> Saladan1: kicked
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22:36:03  <coopserver> <Djanxy> signals gaps spotted :)
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22:49:21  <V453000> !password
22:49:21  <coopserver> V453000: quirze
22:50:09  <coopserver> *** Game paused (connecting clients)
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22:50:21  <coopserver> <V453000> heyo
22:50:33  <coopserver> <John> Hi
22:50:34  <coopserver> <Djanxy> V smash?
22:50:38  <coopserver> <V453000> as fuck
22:50:54  <coopserver> <Djanxy> isn't it past your bedtime
22:50:59  <coopserver> <V453000> as fuck
22:51:07  <coopserver> <Djanxy> thought so
22:51:16  <coopserver> <V453000> dno just didnt feel like going yet
22:55:19  <coopserver> <V453000> BBH 03 looks nice now :D
23:07:09  <Sylf> yarrr
23:10:37  <coopserver> <Djanxy> even the WET lines are getting busy
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23:14:52  <coopserver> <Hazzard> It seems kinda silly to use pf traps and reversers instead of just CL1
23:17:25  <coopserver> <Djanxy> yeah, good point
23:24:30  <V453000> welcome to people being afraid of CL rules
23:24:31  <V453000> is fun
23:26:44  <coopserver> <Hazzard> @gap 3
23:26:48  <Hazzard>  @gap 3
23:26:51  <Hazzard> @gap 3
23:26:51  <Webster> Hazzard: For Trainlength of 3: <= 9 needs 2, 10 - 14 needs 3, 15 - 19 needs 4.
23:40:42  <coopserver> <Hazzard> fixed another signal gap
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