Config
Log for #openttdcoop on 22nd October 2014:
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03:01:57  <Djanxy> !password
03:01:57  <coopserver> Djanxy: bigger
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13:49:31  <Ivan_M> !password
13:49:31  <coopserver> Ivan_M: rework
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14:54:34  <Maraxus> !password
14:54:34  <coopserver> Maraxus: finite
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15:29:32  <fleet75> !password
15:29:33  <coopserver> fleet75: ailist
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17:54:18  <Ivan_M> !password
17:54:18  <coopserver> Ivan_M: sample
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18:00:50  <fleet75> !password
18:00:50  <coopserver> fleet75: forest
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18:02:14  <Maraxus> !password
18:02:14  <coopserver> Maraxus: forest
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18:17:37  <damalix> !password
18:17:37  <coopserver> damalix: basing
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18:18:07  <coopserver> <Damalix> Hi !
18:20:54  <coopserver> <Maraxus> hi
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18:21:14  <fleet75> !password
18:21:14  <coopserver> fleet75: basing
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18:21:28  <o11c> !password
18:21:28  <coopserver> o11c: basing
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18:21:41  <V453000> yo all
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18:21:53  <coopserver> <Damalix> yo V
18:21:58  <Maraxus> hi V
18:22:19  <coopserver> <o11c> looks like no progress on the last BBH or main stations since I was last on
18:23:06  <V453000> I am happy to announce that work on 32bpp/EZ NUTS has started :)
18:23:14  <o11c> cool
18:23:19  <V453000> in fact, you might see some first trains very soon :)
18:23:35  <coopserver> <Damalix> nice :)
18:24:07  <V453000> creating ultimately awesome infrastructure to make render->sprites automatically :D
18:25:20  <coopserver> <fleet75> ooh 32bpp nuts + yeti :)
18:26:23  <V453000> (: with yeti cargoes
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18:26:29  <V453000> no moar ducks
18:26:56  <coopserver> <fleet75> yessssss
18:27:13  <V453000> making all the models will still be a lot of work, but the greatest thing is that NUTS is simply done already - I can just start adding sprites one by one and make new versions
18:27:19  <V453000> no need to wait to have all sprites done
18:27:24  <V453000> which is just amazing for me
18:29:59  <coopserver> <fleet75> whos making msh at the moment?
18:30:15  <coopserver> <Maraxus> I am
18:30:26  <coopserver> <fleet75> ok
18:31:36  <coopserver> <Maraxus> or rather I was
18:31:50  <coopserver> <fleet75> oh
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18:36:43  <coopserver> <fleet75> I'm guessing you can't make a massive spread out junction
18:38:15  <Maraxus> !password
18:38:15  <coopserver> Maraxus: forget
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18:45:23  <fleet75_> !password
18:45:23  <coopserver> fleet75_: cached
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19:06:52  <coopserver> <o11c> useless bridge
19:07:22  <coopserver> <fleet75> ...
19:07:38  <Sylf> !password
19:07:38  <coopserver> Sylf: config
19:07:50  <coopserver> <fleet75> wdu u think of msh so far? not balanced
19:07:51  <coopserver> *** Game paused (connecting clients)
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19:07:56  <V453000> yoooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
19:09:35  <coopserver> <fleet75> what do people think of msh so far? not balanced and barely started
19:09:58  <coopserver> <Sylf> which where?
19:10:01  <coopserver> <o11c> hm, I called mine a BBH because it goes to multiple stations
19:10:15  <coopserver> <o11c> only remaining BBH/MSH is north industrial
19:10:29  <coopserver> <fleet75> yeah
19:10:31  <coopserver> <Sylf> with BBH03, there's enough space to put a SLH
19:10:39  <V453000> only difference between BBH and MSH is that in MSH there is not meant to be a SLH between the hub and the station
19:10:46  <V453000> while BBH is meant to allow for SLHs there
19:10:55  <coopserver> <fleet75> ok
19:10:59  <coopserver> <o11c> okay
19:11:03  <coopserver> <Sylf> with north end stuff, it just goes to 1 giant main station area
19:11:08  <coopserver> <fleet75> yeah
19:11:14  <coopserver> <Sylf> so "MSH" name will fit
19:11:32  <coopserver> <fleet75> does what i made so far work?
19:11:53  <coopserver> *** Sylf has joined company #1
19:11:59  <coopserver> <o11c> you don't need the double bridges after cchoice, right?
19:12:08  <coopserver> <Sylf> why's that "why" section so long?
19:12:17  <coopserver> <fleet75> that is the choice though
19:12:24  <coopserver> <Sylf> it works, but makes me wonder
19:12:47  <coopserver> <Sylf> what about the choice?
19:12:50  <coopserver> <fleet75> yeah theres no room for a train
19:12:56  <coopserver> <Sylf> the merge can happen there instead of having the bridge
19:13:00  <coopserver> <fleet75> at !bad split
19:13:25  <coopserver> <Sylf> whoa
19:13:26  <coopserver> <Sylf> wait
19:13:28  <coopserver> <o11c> hat new track is signal gap
19:13:37  <coopserver> <fleet75> I haven't done signals
19:13:43  <coopserver> <Sylf> I'm not sure if you understand why I called it bad
19:14:15  <coopserver> <fleet75> oh
19:14:36  <coopserver> <fleet75> the near 90 degrees turn
19:15:06  <coopserver> <Sylf> also, you'll end up changing it a lot when you add the left turn from south
19:15:19  <coopserver> <Sylf> so keep that in mind while you're building there
19:15:41  <coopserver> <o11c> Sylf: am I right about not needing those double bridges?
19:15:45  <coopserver> <Sylf> if we just focus on that section...
19:15:49  <coopserver> <Sylf> yes
19:15:55  <coopserver> <fleet75> oh
19:16:20  <coopserver> <o11c> since you've already split for chocie of the two tracks
19:16:35  <coopserver> <fleet75> would that work?
19:16:49  <coopserver> <Sylf> sort of.
19:17:01  <coopserver> <Sylf> but you can't have splits going in 2 different directions mixed
19:17:08  <coopserver> <o11c> still need to fix the choice for the N->S way
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19:17:59  <coopserver> <fleet75> ok
19:18:15  <coopserver> <o11c> see now it choose which direction before which specific track
19:18:26  <coopserver> <fleet75> ohhh ok
19:18:57  <coopserver> <o11c> hm that brige isn't needed either
19:19:30  <coopserver> <Sylf> let's compact it a bit there
19:19:50  <coopserver> <fleet75> ok
19:19:59  <coopserver> <o11c> CL2 is nice
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19:20:27  <coopserver> <Sylf> TL2 has its own drawbacks
19:20:35  <coopserver> <o11c> yeah, bad packing
19:20:45  <coopserver> <Sylf> any bridges will be longer than TL
19:21:03  <coopserver> <o11c> I custom signaled one of the SLH01 stations to pack anothe rtrain in
19:21:10  <coopserver> <Sylf> so when you use bridge/tunnels at balancers, the balancer size is bigger than they need to be
19:22:13  <coopserver> <o11c> is there any point in doing something like CL2/TL3 ?
19:22:40  <coopserver> <Sylf> there's no point.  It just happens.
19:23:00  <coopserver> <Sylf> Double Juice is a CL2 train at any length except for TL1
19:23:37  <coopserver> <Sylf> TL3 CL2 is bio's plan
19:25:46  <coopserver> <fleet75> could i spread out the msh or should i  just keep it compact
19:26:28  <coopserver> <Sylf> don't make it big for sake of making it big
19:26:41  <coopserver> <fleet75> yeah
19:26:44  <coopserver> <Sylf> but no need to be overly concerned about making it small either
19:26:51  <coopserver> <fleet75> ok
19:27:11  <coopserver> <fleet75> because it's harder to make it compact when there are so many massive hills in the way
19:27:49  <coopserver> <fleet75> i though it would just be easier to make it by splitting it at the three entries
19:35:52  <coopserver> <o11c> wait, wtf
19:36:05  <coopserver> <o11c> someone created a station that picks up wood and drops it off *south*
19:36:28  <coopserver> <o11c> but the wood drop is supposed to be north
19:37:55  <coopserver> <o11c> there is a new sawmill at south ...
19:38:23  <coopserver> <Sylf> what about the new sawmill?
19:38:45  <coopserver> <o11c> someone apparently funded a sawmill at industrial south since north isn't hooked up yet
19:39:04  <coopserver> <Sylf> oh, I thought that was you
19:39:09  <coopserver> <o11c> nope
19:39:21  <coopserver> <o11c> SLH station saays Ivan_M
19:39:25  <coopserver> <Sylf> maybe Ivan_M, since that's the only forest station
19:51:58  <coopserver> <fleet75> anyone on?
19:52:02  <coopserver> <o11c> hm?
19:52:31  <coopserver> <fleet75> can you tell me whats wrong with junction so far because i've probably done something wrong
19:53:07  <coopserver> <Sylf> for one thing, there shouldn't be that cross
19:53:12  <coopserver> <fleet75> ok
19:53:52  <coopserver> <Sylf> move that line that way
19:54:03  <coopserver> <fleet75> that better?
19:54:18  <coopserver> <Sylf> then connect X to X'
19:54:37  <coopserver> <Sylf> and connect Y to Y'
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19:57:15  <coopserver> <Sylf> one question:  why are you making those pseudo balancers at each location?
19:57:40  <coopserver> <Sylf> you still need to mix those lines with the other lines coming it
19:58:25  <coopserver> <fleet75> I can just connect the lines with each other simply
19:58:26  <Webster> Latest update from openttd: OpenTTD 1.4.4 <http://www.openttd.org/en/news/212>
19:58:49  <coopserver> <o11c> who's working on TOWN DROP NORTH ?
19:59:04  <coopserver> <Sylf> balancers work better when they're made right at the merger
19:59:23  <coopserver> <fleet75> ... crap
20:01:59  <coopserver> <fleet75> should i just delete the junction?
20:02:15  <coopserver> <fleet75> is it worth continueing?
20:02:35  <coopserver> <Sylf> don't delete the whole thing
20:02:42  <coopserver> <fleet75> which bits then
20:03:07  <coopserver> <Sylf> let's see if we can start with a blue print first
20:03:11  <coopserver> <Sylf> then work in the details
20:03:21  <coopserver> <fleet75> ok
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20:07:33  <coopserver> <Sylf> so that's one possible design
20:07:45  <coopserver> <fleet75> ok
20:08:12  <coopserver> <Sylf> now we have the god visual, you can work on details and have less confusion what goes where
20:08:21  <coopserver> <fleet75> ok
20:08:37  <coopserver> <fleet75> should i balance at the split or the join>
20:08:39  <coopserver> <fleet75> ?
20:08:45  <coopserver> <Sylf> always at the join
20:08:49  <coopserver> <fleet75> ok
20:12:31  <damalix> O_o trains :)
20:12:53  <coopserver> <fleet75> oh godddd
20:12:54  <coopserver> <o11c> yes, trains ...
20:15:48  <coopserver> <Damalix> sry I was occupied
20:16:14  <coopserver> <Damalix> thanks for finishing o11c
20:16:59  <coopserver> <o11c> whoa, unloading is *fast*
20:17:29  <coopserver> <fleet75> guess theres not much to unload
20:20:34  <coopserver> <o11c> is this the first PSG with extended height?
20:20:42  <coopserver> <Sylf> yes
20:20:52  <coopserver> <fleet75> ... sorry but someone else might need to finish of the north msh
20:21:05  <coopserver> <fleet75> i'm pressed for time
20:21:13  <coopserver> <o11c> fleet75: you've already won an award fro "most elevation change within a hub"
20:21:15  <coopserver> <Sylf> come back and finish it later
20:21:22  <coopserver> <o11c> 9..31 that I see
20:21:25  <coopserver> <fleet75> later for me is tomorrow
20:21:30  <coopserver> <Sylf> ok
20:21:37  <Webster> (007) [525019007003672577] @OpenTTDNews> A new stable has been released. OpenTTD 1.4.4 includes fixes for a few crashes: http://t.co/nroTkjF8Vg
20:21:46  <coopserver> <fleet75> do you live in the US?
20:21:56  <coopserver> <o11c> I do
20:22:00  <coopserver> <fleet75> ok
20:22:01  <coopserver> <Sylf> I do
20:22:10  <coopserver> <fleet75> i'm in the uk
20:22:29  <coopserver> <o11c> /me has his computer's clock set to UTC
20:22:33  <coopserver> <Sylf> american continent players are the minority
20:27:36  <coopserver> <o11c> Damalix: your drop order is missing "unload and leave empty"
20:28:21  <coopserver> <Damalix> fixed
20:29:04  <coopserver> <o11c> just move the top, fleet
20:29:10  <coopserver> <o11c> you can't do it at the bottom
20:31:17  <coopserver> <o11c> Sylf: what happens to iron drop trains if somehow all the stations are full?
20:31:38  <coopserver> <Sylf> the drop train?
20:31:48  <coopserver> <o11c> yeah
20:31:51  <coopserver> <fleet75> why did you send the oil train?
20:31:58  <coopserver> <o11c> since they still have the double-red
20:32:01  <coopserver> <fleet75> the junctions not done yet
20:32:03  <coopserver> <Sylf> they'll go to the overflow
20:32:11  <coopserver> <o11c> pick one overflow at random?
20:32:24  <coopserver> <Sylf> the overflow release is not friendly to the unloading trains, but it won't break things
20:32:32  <coopserver> <fleet75> they will now sorry
20:32:35  <coopserver> <Sylf> they'll have preferences
20:32:43  <coopserver> <fleet75> it was just one random train getting lost
20:33:03  <coopserver> <Sylf> don't add oil trains yet
20:33:07  <coopserver> <Sylf> whoever it was
20:33:08  <coopserver> <o11c> Damalix:
20:33:17  <coopserver> <Sylf> iron ore too
20:34:01  <coopserver> <Damalix> yep ?
20:34:13  <coopserver> <o11c> that MSH needed for oil/iron/wood drop is not done
20:34:30  <coopserver> <Damalix> aww sorry
20:34:33  <coopserver> <Sylf> and I'm not funding another steel mill etc until that hub is done
20:34:37  <coopserver> <Sylf> so go stop those trains
20:36:04  <coopserver> *** Game paused (connecting clients)
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20:36:23  <coopserver> <fleet75> can someone check the junction where i put the sign
20:36:39  <coopserver> <fleet75> I don't think it works
20:37:50  <coopserver> <fleet75> would that work?
20:39:23  <coopserver> <fleet75> ok
20:40:02  <coopserver> <fleet75> that better?
20:41:20  <coopserver> <Sylf> looks good to me now
20:41:25  <coopserver> <fleet75> ok thanks
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20:48:09  <coopserver> <fleet75> yay! lol
20:52:18  <coopserver> <Damalix> I would have left some kind of waiting room
20:53:09  <coopserver> <Damalix> fleet
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20:55:46  <coopserver> <Damalix> so you can have a train blocked in the junction waiting for passage and you don't block the other branch
20:56:10  <coopserver> <Damalix> TL 2 makes the necessary space really short though
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21:01:23  <Hazzard> !password
21:01:23  <coopserver> Hazzard: inputs
21:01:27  <coopserver> <fleet75> is that everything?
21:01:39  <coopserver> <Sylf> always add signals before asking that
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21:01:58  <coopserver> <fleet75> ik but I need to go soon
21:02:02  <coopserver> *** Game paused (connecting clients)
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21:02:18  <coopserver> <Sylf> signaling, including intended signal gaps, are part of hub design
21:03:01  <coopserver> <Hazzard> Most elevation change in a hub award? :P
21:03:09  <coopserver> <o11c> yep
21:03:38  <coopserver> <fleet75> :P
21:06:08  <coopserver> <fleet75> i may not be best choice for choosing where signals go
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21:07:15  <coopserver> <fleet75> isn't that all the signals?
21:07:59  <coopserver> <Sylf> you had several spots that were missing signals
21:08:21  <coopserver> <fleet75> ok
21:08:44  <coopserver> <fleet75> do all the presignals need to be there?
21:09:05  <coopserver> <Hazzard> "why presignals here" shouldn't be presignals
21:09:22  <coopserver> <Hazzard> both spots
21:09:25  <coopserver> <fleet75> just normal block signals
21:09:27  <coopserver> <Sylf> all 4 spots :P
21:09:35  <coopserver> <fleet75> ?
21:09:39  <coopserver> <Hazzard> yeah.
21:09:41  <coopserver> <fleet75> ok
21:10:08  <coopserver> <Hazzard> Presignals should be used when both tracks go to the same place, in order to split the trains
21:10:27  <coopserver> *** o11c has joined spectators
21:10:35  <coopserver> <Hazzard> The trains should be allowed to go either way at those spots
21:11:08  <coopserver> *** o11c has joined company #1
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21:11:47  <coopserver> <fleet75> damn
21:12:29  <coopserver> <fleet75> well that took a long time
21:13:38  <coopserver> <fleet75> i think i've cleaned up the signal gaps and presignals
21:14:08  <coopserver> <fleet75> it should be done now
21:14:55  <coopserver> <fleet75> thanks for the help
21:15:29  <coopserver> <fleet75> bye
21:15:33  <coopserver> <Damalix> bb
21:15:42  <coopserver> <Hazzard> bye
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21:16:17  <coopserver> <Damalix> lol
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21:32:26  <fleet75> !password
21:32:26  <coopserver> fleet75: thrown
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21:35:24  <coopserver> <fleet75> oh wow
21:35:57  <coopserver> <fleet75> was that forest in the middle of the north industrial drop before?
21:36:16  <coopserver> <Sylf> yes
21:36:21  <coopserver> <fleet75> oh
21:36:27  <coopserver> <fleet75> nevermind then
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21:37:32  <coopserver> <Sylf> ugh
21:37:40  <coopserver> <Sylf> someone took iron ore to south
21:38:40  <coopserver> <Sylf> train yard was wrong on that one
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21:42:05  <coopserver> <Damalix> that was probably me :s
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21:46:38  <coopserver> <o11c> train 117 what?
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21:47:29  <coopserver> <o11c> oh it's a temp fix
21:47:51  <coopserver> <Sylf> it's a fix that's not really needed but meh
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21:51:29  <coopserver> <o11c> what's up with the second goods example train's orders?
21:51:47  <coopserver> <o11c> why does it have an unconditional jump to the first order halfway through?
21:51:58  <coopserver> <Sylf> oh I forgot
21:52:03  <coopserver> <Damalix> don't know
21:52:05  <coopserver> <Sylf> the goods are 1 way only
21:52:28  <coopserver> <Sylf> or are we taking goods from both locations to both drops
21:52:57  <coopserver> <o11c> nah, just goods south -> town north and goods north -> town south
21:56:03  <coopserver> <Damalix> Good night :)
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23:13:40  <coopserver> <o11c> whoa, I never realized you could upgrade bridges in-place by clicking on them
23:17:21  <Djanxy> oh - yeah that's pretty handy :)
23:17:48  <Djanxy> !password
23:17:48  <coopserver> Djanxy: tracks
23:17:59  <Djanxy> how appropiate
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23:20:49  <liq3> o11c: you can do it even faster by ctrl-clicking
23:44:31  <coopserver> <Djanxy> so, these double TL18 tunnels at BBH 02 isn't really enough capacity :)
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23:52:50  <o11c> need a couple more SLH's on the north half
23:52:55  <o11c> then time to prospect

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