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00:11:20 *** luaduck is now known as luaduck_zzz 00:57:19 *** Guest2316 has quit IRC 01:24:29 *** liq3 has joined #openttdcoop 02:55:43 *** primarycomplex has joined #openttdcoop 02:55:55 <primarycomplex> !password 02:55:55 <coopserver> primarycomplex: factor 02:56:04 <coopserver> *** Game still paused (connecting clients, number of players) 02:56:10 <coopserver> *** Player has joined 02:56:11 <coopserver> *** Game still paused (number of players) 02:56:16 *** primarycomplex is now known as Guest2351 02:57:38 <coopserver> *** Player has left the game (Leaving) 02:58:11 <coopserver> *** Game still paused (connecting clients, number of players) 02:58:15 <coopserver> *** Player has joined 02:58:16 <coopserver> *** Game still paused (number of players) 03:00:00 <coopserver> *** Player has left the game (Leaving) 03:00:12 *** Guest2351 has quit IRC 03:27:39 *** Hazzard has joined #openttdcoop 03:34:27 *** Hazzard__ has quit IRC 06:40:22 <Djanxy> !password 06:40:22 <coopserver> Djanxy: domain 06:40:35 <coopserver> *** Game still paused (connecting clients, number of players) 06:40:38 <coopserver> *** Djanxy has joined 06:40:39 <coopserver> *** Game still paused (number of players) 06:40:49 <coopserver> *** Djanxy has joined company #1 06:40:54 <coopserver> *** Djanxy has joined spectators 06:41:04 <coopserver> *** Djanxy has left the game (Leaving) 06:56:06 <Djanxy> !password 06:56:06 <coopserver> Djanxy: became 06:56:27 <coopserver> *** Game still paused (connecting clients, number of players) 06:56:31 <coopserver> *** Djanxy has joined 06:56:32 <coopserver> *** Game still paused (number of players) 06:56:38 <coopserver> *** Djanxy has joined company #1 06:57:23 <coopserver> *** Djanxy has left the game (Leaving) 07:29:05 *** Progman has joined #openttdcoop 08:06:46 *** LSky` has joined #openttdcoop 08:46:09 *** Jam35_ is now known as Jam35 09:30:58 *** Aziroshin has joined #openttdcoop 11:14:53 *** Suicyder has joined #openttdcoop 11:20:33 *** chester_ has joined #openttdcoop 11:30:17 *** StarLite has joined #openttdcoop 11:30:17 *** ChanServ sets mode: +o StarLite 13:00:57 *** engineerwolf has joined #openttdcoop 13:02:21 *** engineerwolf is now known as Guest2379 13:02:26 *** engineerwolf has joined #openttdcoop 13:05:46 *** engineerwolf has quit IRC 13:05:57 *** Guest2379 has quit IRC 13:12:33 *** britboy3456 has joined #openttdcoop 13:14:01 *** Progman has quit IRC 13:46:00 <britboy3456> !password 13:46:00 <coopserver> britboy3456: silent 13:46:07 <coopserver> *** Game still paused (connecting clients, number of players) 13:46:20 <coopserver> *** britboy3456 has joined 13:46:22 <coopserver> *** Game still paused (number of players) 13:55:33 <StarLite> !password 13:55:33 <coopserver> StarLite: notion 13:55:37 <coopserver> *** Game still paused (connecting clients, number of players) 13:55:40 <coopserver> *** StarLite has joined 13:55:41 <coopserver> *** Game still paused (number of players) 13:55:42 <coopserver> *** Game unpaused (number of players) 13:56:03 <coopserver> <StarLite> o/ 14:01:39 <coopserver> *** StarLite has joined spectators 14:01:40 <coopserver> *** Game paused (number of players) 14:14:22 <coopserver> <britboy3456> Oh hey star 14:17:01 <coopserver> *** britboy3456 has joined spectators 14:31:48 <coopserver> *** britboy3456 has left the game (Leaving) 14:32:14 *** LadyHawk has quit IRC 14:32:20 *** britboy3456 has quit IRC 15:00:14 <eekee> test 15:00:30 <eekee> oh yay. still connected after a hub change 15:04:35 *** bg has joined #openttdcoop 15:05:00 <bg> !dl 15:05:00 <coopserver> bg: !download lin|lin64|osx|ottdau|source|win32|win64|win9x 15:05:01 <coopserver> bg: http://www.openttd.org/en/download-trunk/r27018 15:19:59 *** Freddie has joined #openttdcoop 15:20:29 <Freddie> @quickstart 15:20:30 <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart 15:21:07 <Freddie> !help 15:21:07 <coopserver> Freddie: http://wiki.openttdcoop.org/Soap 15:24:11 <Freddie> anyone around? I have some noob questions regarding the articles on the wiki (; 15:25:11 <V453000> hi 15:25:32 <Freddie> hi (; 15:26:05 <Freddie> I'm currently trying the designs locally, but I was wondering about mainline stations 15:26:36 <Freddie> this article - http://wiki.openttdcoop.org/Main_station - has some examples, but when the section about "terminus" starts it got me confused 15:26:49 <Freddie> all the terminus examples from this article use LR mainline 15:27:03 <Freddie> how do you connect that to anything "bigger"? like LLRR? 15:27:21 <Freddie> should there be 2 separate terminus stations, each connected to a L-R pair? 15:27:26 <Freddie> or maybe I'm missing something? 15:27:40 *** Hazzard_ has joined #openttdcoop 15:28:45 <V453000> hm well that depends a lot 15:28:50 <V453000> lets see what we got 15:28:52 <V453000> !junctionary 15:28:59 <V453000> @junctionary 15:29:01 <V453000> asdf 15:29:32 <V453000> well this shows a lot of stations http://wiki.openttdcoop.org/Junctionary_-_Stations_-_All 15:29:34 <eekee> zxcv 15:29:38 <V453000> and this explains them 15:29:41 <V453000> @@ABR07 15:29:44 <V453000> @ABR07 15:29:45 <Webster> Advanced Building Revue 07: Stations at #openttdcoop - http://blog.openttdcoop.org/2010/09/28/advanced-building-revue-07-stations/ 15:29:56 <V453000> other than that, see savegames :) 15:30:26 <V453000> LL_RR can have many options, having one station per line is fine for drops, pickups are always best if any line can reach any platform 15:30:53 <Freddie> ok, another thing that I was wondering lately 15:31:00 <V453000> out with it :) 15:31:18 <Freddie> if I guild a mainline station in which any platform can be reached from any track - on input 15:31:31 <Freddie> does it make any sense to build a "mixer" at the output of the station? 15:31:48 <Freddie> the examples from the page suggest that it's not the case, but who knows [; 15:31:59 <Freddie> *guild=build (; 15:34:27 *** Hazzard has quit IRC 15:34:57 <V453000> no, it does not 15:35:19 <V453000> it does not really make sense to make a "mixer" in front of a "per-line" set of stations either 15:35:42 <Freddie> yes, that's obvious 15:35:48 <V453000> well not entirely 15:36:04 <V453000> often people try to replace that for a proper full entrance with choices 15:36:05 <Freddie> this time I was wondering about a "typical" RoRo where you have one stations for all lines 15:36:26 <V453000> no matter :) 15:36:51 <V453000> with pickup stations often you can do some magic with overflows 15:37:01 <V453000> @@ABR04 @@ABR08 @@ABR12 15:37:02 <Webster> Advanced Building Revue 04: Overflows at #openttdcoop - http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/ 15:37:03 <Webster> Advanced Building Revue 08: Overflows II at #openttdcoop - http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/ 15:37:04 <Webster> Advanced Building Revue 12: Overflows III at #openttdcoop - http://blog.openttdcoop.org/2012/06/28/advanced-building-revue-12-overflows-iii/ 15:37:17 <Freddie> I'm looking at the "welcome server" right now and I see such overflows there 15:37:23 <Freddie> with a depot 15:37:28 <V453000> that is likely :) 15:37:32 <Freddie> and a simple terminus with an x 15:38:12 <Freddie> but browsking through the savegames is problematic - usually they show the "final result", which I find really chaotic at times (; 15:38:15 <V453000> well sure those are basic ones, those wont help you with any biggerthroughput 15:38:54 <V453000> the final result is what matters most even for learning ... there is no real "process" 15:39:02 <Freddie> (; 15:39:05 <V453000> you just need to know what you want to do, and build it 15:39:22 <Freddie> that's the problem <: 15:39:39 <Freddie> there are so many options and not-so-much guidance 15:39:54 <Freddie> as I said - I'm trying that all locally in a singleplayer game 15:39:59 <V453000> well then build what you need in that spot :) from what you alerady know 15:40:18 <V453000> if it jams due to having one line of platforms too full, add choices 15:40:32 <V453000> if you leave space for everything, you can always fix stuff 15:40:38 <Freddie> and I just cannot decide how to build a smallest goods pickup station for a mainline (; 15:40:42 <V453000> fixing things by seeing the problems is very beneficial for you 15:40:45 <Freddie> the space is a problem - as usually 15:41:09 <Freddie> it pretty hard to fix stuff when it's "online", without sending all trains to depot 15:41:14 <V453000> then you probably didnt leave enough space from the start :P 15:41:24 <Freddie> or maybe I'm assuming too much and that's not possible so not worth trying? <: 15:41:36 <V453000> that is part of the point, you should not rebuild but fix tiny things 15:41:47 <eekee> in the end i gave up and i enabled building while paused 15:41:52 <V453000> everything is probably worth trying :) 15:42:18 <V453000> well that is also an option if you arent confident enough, my point is that it doesnt matter how you do it but just to edit things as long as possible, not demolish-rebuild 15:43:12 <Freddie> you know how it is with these generated maps - the factory is really near the edge of the map, and when I try to have proper curves for TL5 everything gets really huge really fast 15:43:58 <Freddie> which is another thing I noticed in the junctionary on the page 15:44:04 <V453000> well, choose different factory XD 15:44:19 <Freddie> is there a consensus to ignore slowing down on hubs? 15:44:35 <V453000> anyway, you can use shorter curves if you use trains which allow it ... normally it would have to be just slow trains, with NUTS train set it can be trains which have tilt etc 15:44:40 <V453000> so you can have TL5 with CL1.5 15:44:42 <V453000> for example 15:45:22 <V453000> uhm not exactly, most (about everybody) builds full CL, without slowdowns. I say where they do less harm, they are ignorable 15:45:34 <Freddie> oh - I'm trying to change as little options as possible [; I just enable realistic acceleration and probably nothing more (; for now <: 15:48:30 <V453000> the default options are very, very bad 15:48:39 <V453000> trying not to change things isnt exactly helpful :P 15:48:56 <V453000> and NUTS can help you learn a LOT 15:48:58 <bg> !password 15:48:58 <coopserver> bg: charge 15:49:02 <V453000> seriously, CL is not really a big thing to learn 15:49:09 <V453000> just learn the system so things work 15:49:38 <coopserver> *** Game still paused (connecting clients, number of players) 15:49:41 <coopserver> *** Player has joined 15:49:42 <coopserver> *** Game still paused (number of players) 15:50:04 <Freddie> I didn't say it was, but my "really small" SLH for TL5 and LLRR mainline is maybe 19x19 tiles - for me it's really huge (; 15:50:40 <coopserver> <Player> !name britgirl5678 15:50:41 <coopserver> *** Player has changed his/her name to britgirl5678 15:50:44 <V453000> then get NUTS and use SLUG trains 15:50:44 <coopserver> <britgirl5678> hi 15:50:49 <V453000> they never slow down in curves almost 15:50:54 <V453000> so, everything is smaller 15:51:48 <coopserver> *** Game still paused (connecting clients, number of players) 15:51:55 <coopserver> *** britboy3456 has joined 15:51:56 <coopserver> *** Game still paused (number of players) 15:52:08 *** ChanServ sets mode: +o Jam35 15:52:15 <coopserver> <britboy3456> o/ 15:52:33 <coopserver> *** britboy3456 has joined company #1 15:54:00 <V453000> hihi 15:54:38 <coopserver> *** britboy3456 has joined spectators 15:55:07 <Freddie> there are almost no resources on the network about multiline mainlines (anything bigger than LLRR) other than openttdcoop's website (; 15:55:49 <V453000> well sure because everybody either joins openttdcoop, or stays noob :D 15:56:15 <Freddie> (; 15:57:03 <Freddie> there's just this steep learning curve to join openttdcoop (; 15:58:39 <V453000> I have to admit it is not exactly easy, but the welcome server is a great mid-step 15:58:55 <V453000> also I am currently writing an article about making exactly that step 15:59:06 <V453000> should make it easier for a lot of people to practice correctly and easily 15:59:49 <eekee> i imagine joining the welcome server is easier than i had it on my own. 16:00:03 <eekee> i mean when trying to make a really complex network 16:00:25 <V453000> being on the server is great, you can make something really,really big, but at the same time you get direct feedback from others, and there is tons of people who can actually teach you online 16:00:32 <V453000> playing in single player is great but slow 16:00:48 <eekee> yeah 16:01:02 <eekee> i had to work out all my junctions myself. headache! 16:01:29 <eekee> i've just started a new game; 2048^2 instead of 256, and nuts so i'll get slugs eventually :) 16:01:52 <V453000> I think 512*512 is the reasonable maximum for 1 company 16:02:12 <V453000> 256*256 is fun, but small for starters 16:02:13 <eekee> well, considering how i filled up a 256 over the years... 16:02:31 <V453000> 512 is four times bigger, that is a lot :) 16:03:38 <eekee> i've been playing the 256 for nearly 10 years now. this is a comparatively quiet corner http://www.tt-forums.net/download/file.php?id=178078&sid=ea84e230ccc07577fa2b1a37f04041e0 16:04:03 <Freddie> I'm trying to start slow, so I made a 1024x256 map, with a plan to have something simple like one mainline along the longer axis 16:04:20 <Freddie> with sidelines splitting out 16:05:10 <Freddie> my problem is that I really try to make everything perfect 16:05:24 <Freddie> so all the stations on the sideline are RoRo with CL5 16:05:28 <Freddie> each is pretty huge 16:05:36 <V453000> one long mainline is a great idea to start with Freddie 16:05:37 <eekee> my problem was i tried to deliver everything, and produce grew without limit :) 16:05:52 <V453000> and yes CL5 is not tiny 16:06:04 <Freddie> I've build my first SLH, I try to come up with some reasonable idea fo a mainline station 16:06:06 <V453000> @V 16:06:07 <Webster> User:V453000 - #openttdcoop Wiki - http://wiki.openttdcoop.org/User:V453000 16:06:10 <eekee> long map's a nice idea too. i've started a few like that, but... *shrug* 16:06:27 <Freddie> because currently I actually have most of the trains on a "backup" normal LR tracks 16:06:29 <eekee> heh, one of my long ones ended up being mostly ships 16:06:47 <V453000> http://wiki.openttdcoop.org/images/3/38/Devastation.sav 16:06:48 <V453000> see this 16:06:51 <V453000> it is my old save 16:07:01 <V453000> you can see how simple the concept can be 16:07:03 <V453000> and how big it can get 16:07:18 <V453000> note, it is very bad, the system just isnt there 16:10:00 *** liq3 has quit IRC 16:10:08 <V453000> wait that isnt it :D 16:10:09 <V453000> XD 16:10:13 <V453000> just another game 16:10:14 <V453000> hm 16:10:40 <V453000> http://blog.openttdcoop.org/files/blog/V453000/Game%2004.sav 16:10:42 <V453000> this is good 16:10:45 <V453000> 1 ML example 16:10:48 <Freddie> good, because I cannot load it due to GRFs <: 16:11:23 <Freddie> yeah, the same problem with "stolentrees" GRF <: 16:11:59 <V453000> oh ffs 16:12:06 <V453000> sec :D am going to get them somewhere 16:13:27 <eekee> i need to start keeping a single grf dir for my different installs 16:13:28 <Webster> Read the Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart (again, try !grf) 16:13:39 <V453000> uhm 16:13:43 <V453000> you ahve one in documents? 16:13:58 <V453000> unless you have a new config file at each install location 16:14:02 <V453000> which you would have to do manually 16:14:35 <V453000> https://dl.dropboxusercontent.com/u/20419525/Stolen_Trees-1.tar 16:14:36 <V453000> stolen trees 16:14:47 <eekee> i have start scripts which make symlinks from ~/.openttd to one or other dir in /data/games/openttd :) 16:15:10 <V453000> how does that make a difference where it takes grfs from? 16:15:11 <Webster> Read the Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart (again, try !grf) 16:15:32 <eekee> basically each install has a completely separate folder tree 16:16:16 <V453000> but why different configs? 16:16:50 <eekee> i'm running two different trunk versions (for coop & my own), and one chillpp 16:17:25 <eekee> it started with the chillpp being older than my former usual one. 16:17:27 <V453000> sure but you can have one config for all 16:17:48 <eekee> prolly not for chillpp but yeah... 16:17:57 <eekee> ok then 16:18:25 <V453000> even for that 16:18:41 <V453000> it will just add values and lines to the existing cfg 16:18:43 <coopserver> *** britgirl5678 has left the game (Leaving) 16:18:46 *** bg has quit IRC 16:18:48 *** Maraxus has joined #openttdcoop 16:18:48 *** ChanServ sets mode: +o Maraxus 16:18:58 <eekee> ah neat ^^ 16:19:38 <Freddie> ok, it loads now (; 16:19:43 <V453000> good :) 16:20:13 <eekee> i'm gonna wander off; stomach's on fire 16:21:01 <eekee> that's cool that it'll just add values :) 16:28:57 <coopserver> *** britboy3456 has left the game (general timeout) 16:32:08 *** chester_ has quit IRC 16:38:19 *** LadyHawk has joined #openttdcoop 16:38:57 <Maraxus> !password 16:38:57 <coopserver> Maraxus: prints 16:39:05 <coopserver> *** Game still paused (connecting clients, number of players) 16:39:09 <coopserver> *** Maraxus has joined 16:39:10 <coopserver> *** Game still paused (number of players) 16:44:26 *** LSky` has quit IRC 16:47:39 <Freddie> @V453000 - are you going to post your article about starting coop games in the ABR series or somewhere else? 16:47:40 <Webster> User:V453000 - #openttdcoop Wiki - http://wiki.openttdcoop.org/User:V453000 16:49:49 <V453000> on the blog yes 16:49:56 <V453000> idk if part of the ABR, doesnt matter much :) 16:50:21 <Freddie> I'm looking forward to reading it 16:52:16 <Freddie> BTW - the wiki says that the stolentrees GRF is part of the GRF pack (or I'm misreading it) - it's not.. 16:52:38 <Freddie> there is only the winter version in the pack, not the one you sent me 16:54:08 <V453000> is is different version yes :) 17:09:49 *** Hazzard has joined #openttdcoop 17:16:10 *** britboy has joined #openttdcoop 17:16:14 <britboy> !password 17:16:14 <coopserver> britboy: cosine 17:16:24 <coopserver> *** Game still paused (connecting clients, number of players) 17:16:40 <coopserver> *** britboy3456 has joined 17:16:41 <coopserver> *** Game still paused (number of players) 17:17:24 <coopserver> *** britboy3456 has joined company #1 17:17:31 *** Jam35 is now known as Jam35_ 17:18:57 <coopserver> *** Game still paused (connecting clients, number of players) 17:19:01 <coopserver> *** Player has joined 17:19:02 <coopserver> *** Game still paused (number of players) 17:19:03 <coopserver> *** Game unpaused (number of players) 17:24:01 <coopserver> *** Player has left the game (Leaving) 17:24:02 <coopserver> *** Game paused (number of players) 17:24:42 <coopserver> *** britboy3456 has joined spectators 17:24:56 *** britboy has quit IRC 17:25:06 <coopserver> *** britboy3456 has left the game (Leaving) 17:25:20 <coopserver> *** Maraxus has left the game (Leaving) 17:30:34 <Freddie> OK, I'm wondering about what you said about the default options being very bad 17:30:55 <Freddie> do you have anything more on your mind other than listed here? http://wiki.openttdcoop.org/Map_Preparation 17:31:17 <Freddie> from what I see, there are actually not that many... 17:32:40 <Freddie> I'm still fighting in my mind about disabling breakdowns and servicing - building depots on the mainline, with the priority join, makes this stuff bigger too (; but as long as I remember, the breakdowns were there... <: 17:32:40 <V453000> @map 17:32:41 <Webster> Creating Maps at #openttdcoop - http://blog.openttdcoop.org/2012/10/16/creating-maps/ 17:32:47 <V453000> got article for that :P 17:32:49 <Freddie> @map 17:32:50 <Webster> Creating Maps at #openttdcoop - http://blog.openttdcoop.org/2012/10/16/creating-maps/ 17:33:12 <V453000> the breakdowns are quite stupid, just disable them if you want to learn 17:33:20 <V453000> with breakdowns it does not really matter what you do, everything can break 17:33:36 <V453000> so most of the things we do would not really be worth it with thm 17:33:39 <V453000> the 17:33:41 <V453000> m 17:33:42 <V453000> god :D 17:33:46 <V453000> THEM. 17:34:05 <Freddie> (; 17:34:21 <V453000> sadly the settings look different now 17:34:29 <V453000> but you can just read it and get some ideas 17:34:37 <Freddie> in new multiplayer games you don't build depots on the mainline too, right? 17:34:42 <V453000> and the settings are still called the same so you can query them 17:34:45 <V453000> @servicing 17:34:46 <Webster> Train Servicing and Autoreplace at #openttdcoop - http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/ 17:34:49 <Freddie> I've seen the PDF some time ago (; 17:34:52 <V453000> got an article for that :P 17:36:06 <Freddie> how long are you playing TTD? 17:36:09 <Freddie> or TT <: 17:36:39 <V453000> idk, about 6 years 17:36:54 <V453000> I dont really play as much for the last 2 years, and almost never in the last year though 17:37:23 <V453000> but, that is why I leave my articles behind me :P 17:37:36 <Freddie> got bored or just other stuff on your head? 17:38:22 <V453000> eh not exactly bored but lets admit it I tried about everything that this game can offer, and since I could not find more options in the game anymore, I started developing newGRFs 17:38:32 <V453000> NUTS was first which added a lot of nice functionality, now YETI 17:38:53 <V453000> it is amazing because I can create new possibilities in the game, and I really enjoy the process of creating them 17:39:12 <V453000> I am a 3D artist as a job so it also helps me practice for that 17:39:29 <V453000> and well, I also do not have that much time anymore :P 17:39:55 <V453000> when I play, I need at least 3 days STRAIGHT, only sleep to disturb it, to play a nice big game and have fun doing it 17:40:13 <V453000> making half-arsed small networks is not very enjoyable, and I dont really like playing alone in single player anymore 17:40:28 <V453000> the last effort I did in single-player as PZG2013 ... that I played for MONTHS :D 17:40:32 <V453000> @pzg2013 17:40:33 <Webster> Dont Try This At Home: ProZone Game 2013 at #openttdcoop - http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013 17:40:43 <V453000> the results are also worth it XD 17:43:50 <Freddie> BTW - does the concept of SML get used often? I really like that idea, but some initial experiments and looking at one or two savegames shows that it doesn't work that well as it should ); 17:44:09 <V453000> no, not really 17:44:15 <V453000> it is interesting, but extremely boring to play 17:44:23 <V453000> you just clone the splitter, and connect primaries 17:44:27 <V453000> but that is all you do 17:44:44 <V453000> usually the most fun is expanding things, hubs, stuff... 17:45:11 <V453000> especially after pzg2013 which is like the ultimate usage of SML, nobody seemed to be interested in playing such a game anymore 17:45:26 <V453000> there is one exception though, SML can be used to massive benefit in passenger games 17:45:32 <hylje> in a way, we beat openttd 17:45:40 <Freddie> the promise of SML are smaller hubs (; something I'd like to have in a single-player game <: 17:45:53 <eekee> i'm going passenger-heavy in my latest game 17:45:54 <V453000> that is bullshit 17:46:01 <V453000> SML never makes any hubs 17:46:06 <argoneus> SML? 17:46:12 <V453000> @sml 17:46:12 <Webster> sml: Shift Main Line, see also: http://wiki.openttdcoop.org/Shift_Mainlines 17:46:15 <hylje> isn't "no hub" the smallest hub? 17:46:32 <argoneus> eh 17:46:38 <V453000> brb 5 min 17:49:33 <Freddie> it seems much easier and smaller to connect sideline to only one track instead of 2 or more, with priorities, balancing and stuff... 17:50:05 <eekee> you end up with jams when a slow-moving train pulls in front of another 17:50:19 <hylje> there's ways to deal with that 17:50:37 <eekee> with high train density just a slowdown can turn into a jam 17:52:15 <V453000> anyway, what I wanted to say that there is one exception when SML can still be great and fit into a game plan perfectly - passenger games 17:52:39 <eekee> i'm planning to try a sort of priorities system with path signalling. i don't think it'll be smaller than presignal-based, but i'm hoping to avoid the race condition you can see in the tutorial where a train from the side line chooses the wrong path at the priority 17:53:02 <V453000> first used in psg 207, self regulation can abuse SML greatly 17:53:10 <V453000> I dont think that is going to work great eekee 17:53:33 <eekee> we'll see 17:53:45 <V453000> and if you have short priorities (which you should), trains never choose any "wrong path" they would get stuck in 17:54:01 <V453000> it is just about fixing things in the right places :) but priority as a tool is just fine 17:54:28 <eekee> they're as short as they can be in the tutorial 17:55:09 <V453000> @merging 17:55:13 <V453000> @mergers 17:55:17 <V453000> @merge 17:55:18 <Webster> Merging Tracks - #openttdcoop Wiki - http://wiki.openttdcoop.org/Merging_Tracks 17:55:31 <eekee> it's a matter of timing. there's always a window when the sidline train's passed the first signal and chosen a path before the 2nd signal can go red 17:56:55 <V453000> that doesnt matter at all 17:56:58 <Freddie> btw - I know this is a stupid question - could you recommend a "concept" to learn building of huge networks in a single-player game? something like "build a L_L_R_R network, for primary pickups terminus, for all drops roro, for mainline stations use roro with balanded input" or maybe "build a loop network with 4 tracks, ..."? 17:57:03 <Freddie> sth easy to start (; 17:57:14 <V453000> if the train just stops for a few seconds and then joins the line, it is not an issue at all eekee 17:57:45 <V453000> not exactly Freddie ,but trying to make a long mainline without any other mainlines - and therefore no backbone hubs, is a great start 17:57:50 <eekee> ah i see. well, it'll matter if the trains don't accelerate fast 17:58:10 <V453000> well, use better trains? :D 17:58:22 <V453000> but sure you can still improve the acceleration e.g. by downhill 17:58:38 <V453000> http://wiki.openttdcoop.org/File:Mergers_join_downhill.png 17:58:59 <V453000> note that there isnt even any priority in this screenshot 17:59:16 <V453000> if you give enough choices to everything, you dont need that 17:59:25 <eekee> mmhmm.. but it's like... you've only beat the game for specific cases 17:59:31 <eekee> aha 17:59:47 <V453000> no 17:59:55 <V453000> we can play with e.g. Lev4 as well 18:00:13 <V453000> you can try and adjust some stuff, but in the end the normal prio etc things win anyway 18:00:19 <V453000> simply because it works 18:00:35 <V453000> you could make pre-accelerated joiners which time themselves etc, but that just takes too much space 18:01:20 <eekee> i think i can make the 'normal prio thing' better and simpler. will take a while to try it out though 18:01:38 <V453000> well lets see 18:01:43 <eekee> yeah 18:01:54 <V453000> as I already pasted, the PBS->entry signals works slightly better, but is situational 18:02:02 <V453000> and it again comes back to having shorter prios 18:15:34 *** Hazzard has quit IRC 18:18:03 *** chester_ has joined #openttdcoop 18:51:13 *** efess has quit IRC 18:51:37 *** efess has joined #openttdcoop 19:28:07 *** Maraxus has quit IRC 19:54:03 *** Jam35_ is now known as Jam35 19:59:46 *** luaduck_zzz is now known as luaduck 20:17:35 *** Freddie has quit IRC 20:20:39 <Djanxy> !password 20:20:39 <coopserver> Djanxy: sqhash 20:20:46 <coopserver> *** Game still paused (connecting clients, number of players) 20:20:49 <coopserver> *** Djanxy has joined 20:20:50 <coopserver> *** Game still paused (number of players) 20:44:40 *** leg3nd has joined #openttdcoop 20:46:34 <leg3nd> !password 20:46:34 <coopserver> leg3nd: things 20:47:07 <coopserver> *** Game still paused (connecting clients, number of players) 20:47:11 <coopserver> *** leg3nd has joined 20:47:12 <coopserver> *** Game still paused (number of players) 20:47:44 <coopserver> *** leg3nd has left the game (Leaving) 20:48:10 *** Progman has joined #openttdcoop 21:25:58 <coopserver> *** Djanxy has left the game (Leaving) 21:46:56 *** Suicyder has quit IRC 21:54:02 *** chester_ has quit IRC 22:20:33 *** MTsPony has quit IRC 22:24:06 *** MTsPony has joined #openttdcoop 22:44:02 <coopserver> *** StarLite has left the game (Leaving) 22:49:30 *** StarLite has quit IRC 23:32:00 *** Hazzard has joined #openttdcoop 23:48:27 *** Hazzard has quit IRC 23:48:29 *** Djanxy has quit IRC 23:53:53 *** Jam35 is now known as Jam35_ 23:54:13 *** Progman has quit IRC