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Log for #openttdcoop on 6th April 2015:
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07:34:18  <Mark> !password
07:34:18  <coopserver> Mark: solver
07:34:25  <coopserver> *** Game still paused (connecting clients, number of players)
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07:39:30  <coopserver> <Mark> so lets get some trains rolling?
07:52:00  <chrism> !pw
07:52:01  <coopserver> chrism: outbuf
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07:57:25  <coopserver> <Mark> first trains running
07:57:54  <coopserver> <Mark> no clue what im doing
07:59:35  <coopserver> <Mark> V these trains are epic
08:01:54  <coopserver> <chrism> was train 44 supposed to drop its dudes off at  1a/b/c?
08:02:05  <coopserver> <Mark> yea
08:02:09  <coopserver> <Mark> but there was no industry yet
08:02:12  <coopserver> <Mark> there is now
08:02:13  <coopserver> <chrism> oh
08:04:05  <coopserver> <Mark> need magic dozer
08:04:54  <Mark> @op
08:04:54  *** Webster sets mode: +o Mark
08:05:08  <Mark> !rcon set multiple_industry_per_town
08:05:09  <coopserver> Current value for 'multiple_industry_per_town' is: 'off' (min: 0, max: 1)
08:05:13  <Mark> !rcon set multiple_industry_per_town true
08:07:12  <coopserver> <chrism> why is 3a-3b-3c WP a station and not a waypoint?
08:07:44  <coopserver> <Mark> doesnt really matter
08:07:51  <coopserver> <Mark> they do the same thing
08:08:00  <coopserver> <chrism> it seems like they slow down a bit at the station
08:08:09  <coopserver> <Mark> they shouldnt
08:08:41  <coopserver> <Mark> oh yea orders were wrong
08:08:44  <coopserver> <Mark> no via order
08:08:46  <coopserver> <chrism> ah
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08:18:53  <chrism> is there an explanation somewhere on the wiki of the three-way train splitting flip-flop thing?
08:19:09  <coopserver> <Mark> probably not
08:19:34  <coopserver> <Mark> its not as complex as it looks once you figure it out
08:19:47  <coopserver> <Mark> oh its blocked now
08:20:16  <coopserver> <Mark> see !here
08:20:33  <coopserver> <chrism> i see it
08:21:03  <coopserver> <chrism> how did it get stuck?
08:21:26  <coopserver> <Mark> not sure
08:21:27  <coopserver> <Mark> its most likely something stupid
08:23:27  <coopserver> <Mark> see "this" signal?
08:23:30  <coopserver> <chrism> yep
08:23:39  <coopserver> <Mark> i think that should be a combo
08:23:55  <coopserver> <Mark> not entirely sure though
08:24:28  <coopserver> <chrism> now two entrances are green
08:24:37  <coopserver> <Mark> yes thats fine
08:24:44  <coopserver> <chrism> that will correct itself?
08:24:54  <coopserver> <Mark> as soon as a train chooses a direction, that one get turned red
08:25:00  <coopserver> <Mark> so the next train cant take that entrances
08:25:19  <coopserver> <Mark> then, when all 3 options are red, they all get reset
08:25:33  <coopserver> <chrism> ok
08:26:47  <coopserver> <Mark> it might work now
08:27:06  <coopserver> <chrism> you put that signal back to an exit signal?
08:27:08  <coopserver> <Mark> do you see how it works?
08:27:12  <coopserver> <Mark> yea
08:27:24  <coopserver> <chrism> i think i get the idea
08:27:31  <coopserver> <chrism> i'll have to draw a diagram i think (:
08:27:43  <coopserver> <Mark> the little loops with the two twoway combos are memory cells
08:27:49  <coopserver> <Mark> they get turned red when a train passes
08:27:59  <coopserver> <Mark> and stay red unless there is a green input
08:28:11  <coopserver> <chrism> i see
08:37:04  <coopserver> <Mark> !here is a two way splitter
08:37:33  <coopserver> <chrism> cool
08:37:35  <coopserver> <Mark> hm it blocked again
08:38:02  <coopserver> <chrism> i am drawing a diagram to figure it out
08:42:19  <coopserver> <Mark> it works now
08:42:27  <coopserver> <Mark> just a missing entry signal in one of the gates
08:42:44  <coopserver> <chrism> oh good
08:42:49  <coopserver> <chrism> i think i roughly understand it now
08:43:11  <coopserver> <Mark> it looks more complex than it is
08:44:17  <coopserver> <Mark> need more trains
08:44:47  <coopserver> <chrism> i see, the input to the not gate is "are both entrances red now"
08:44:56  <coopserver> <Mark> yes
08:45:04  <coopserver> <chrism> that's the trigger for reset
08:45:10  <coopserver> <Mark> exactly
08:45:41  <coopserver> <chrism> and you choose one entrance arbitrarily to be the one that goes green on reset
08:46:02  <coopserver> <Mark> theoretically they both go green
08:46:13  <coopserver> <Mark> but the train that just passed it turns it red again straight away
08:46:19  <coopserver> <chrism> ohhhh
08:46:28  <coopserver> <chrism> that's why the signals "flicker"
08:46:38  <coopserver> <Mark> yea
08:46:57  <coopserver> <chrism> very cool, thanks for the explanation
08:48:26  <coopserver> <Mark> its easier to see with slower trains
08:48:51  <coopserver> <chrism> thanks (:
08:50:23  <coopserver> <chrism> i was never very good at flip-flops and circuits at school
08:50:31  <coopserver> <chrism> but i can manage this i think
08:50:32  <coopserver> <Mark> :D
08:50:47  <coopserver> <Mark> i never had physics and i understand it
08:50:54  <coopserver> <Mark> cant be that hard
08:51:32  <V453000> !password
08:51:33  <coopserver> V453000: grassy
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08:51:44  <coopserver> <V453000> yoyo
08:51:47  <coopserver> <Mark> yoho
08:54:26  <coopserver> <Mark> so whats your town set plans
08:55:47  <coopserver> <V453000> would have been cute to have 1 train with 3 cargoes for the ABC cargoes, if they are in the same amount and go to the same destination
08:55:59  <coopserver> *** chrism has left the game (Leaving)
08:56:08  <coopserver> <Mark> well they do dont they
08:56:23  <coopserver> <V453000> sure but they are 3 different train groups :)
08:56:36  <coopserver> <V453000> I would like them to be 1 train which consists of 1/3rd of each cargo
08:56:42  <coopserver> <Mark> yeah
08:56:43  <coopserver> <V453000> cause mixed trains are uncommon
08:56:51  <coopserver> <Mark> pretty hard with TL5 though
08:57:52  <coopserver> <V453000> well sure :)
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09:18:46  <Evu> !help
09:18:46  <coopserver> Evu: http://wiki.openttdcoop.org/Soap
09:19:15  <Evu> !playercount
09:19:15  <coopserver> Evu: There are currently 2 players and 0 spectators, making a total of 2 clients connected
09:20:01  <Evu> !dl win64
09:20:01  <coopserver> Evu: http://binaries.openttd.org/nightlies/trunk/r27122/openttd-trunk-r27122-windows-win64.zip
09:27:57  <coopserver> *** Mark has joined spectators
09:29:53  <Evu> Hey guys
09:30:22  <Evu> Thinkin I might jump in the coop and have a look how you guys build
09:34:35  *** Jam35_ is now known as Jam35
09:35:12  <coopserver> <V453000> just do it :)
09:37:51  <Evu> !name Evuflow
09:38:28  <Jam35> !pw
09:38:29  <coopserver> Jam35: twoway
09:38:38  *** Evu is now known as Evuflow
09:38:46  <Jam35> !pw
09:38:47  <coopserver> Jam35: consts
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09:48:42  <Evuflow> !pw
09:48:42  <coopserver> Evuflow: sizeof
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09:51:54  <ImATarget> !pw
09:51:54  <coopserver> ImATarget: fatter
09:55:55  <coopserver> <Evuflow> This is daunting
09:56:21  <coopserver> <Evuflow> Can I see where you guys are working?
09:56:45  <coopserver> <V453000> I am working on new graphics, not building atm :)
09:57:15  <coopserver> <Jam35> I was just checking yeti goes to right industry when they drop
09:57:22  <coopserver> <V453000> :)
09:57:25  <coopserver> <Jam35> fixed
09:57:34  <coopserver> <Jam35> now I am at 1a/b/c
10:03:23  <coopserver> <Evuflow> looks good
10:03:39  <coopserver> <Jam35> idk it'll do for a bit :)
10:04:05  <coopserver> <V453000> it doesnt need to be precisely 1:1:1 does it
10:04:32  <coopserver> <Jam35> which?
10:04:38  <coopserver> <Jam35> no I suppose
10:04:40  <coopserver> <V453000> any of the ABC
10:05:07  <coopserver> <Evuflow> I'm confused, what are YETI dudes?
10:05:20  <coopserver> <Jam35> I think we were just gonna throw machinery in there too
10:05:33  <coopserver> <Jam35> yeti are the workers
10:06:01  <coopserver> <Jam35> workers produce stuff
10:06:07  <coopserver> <Evuflow> Yep
10:06:11  <coopserver> <Jam35> stuff makes other stuff n food
10:06:20  <coopserver> <Jam35> fooid feeds yeti
10:06:26  <coopserver> <Jam35> food*
10:06:45  <coopserver> <Jam35> yeti make stuff
10:06:47  <coopserver> <Jam35> :)
10:06:50  <coopserver> <Jam35> ...
10:07:00  <coopserver> <Evuflow> Got it
10:07:51  <coopserver> <Jam35> you know you can see the chains in the industry window?
10:08:09  <coopserver> <V453000> or at the yeti web page :P
10:08:14  <V453000> https://dev.openttdcoop.org/projects/yeti
10:08:17  <V453000> http://dev.openttdcoop.org/attachments/download/6663/YETIscheme08-05.png
10:08:57  <coopserver> <Evuflow> Wow, it's a lot more complicated than Vanilla
10:10:53  <coopserver> <Evuflow> Aww man it looks awesome tho
10:12:05  <coopserver> <Evuflow> So you get more workers if the towns are large
10:15:04  <coopserver> <Evuflow> Those logic gates look sick too
10:24:51  <coopserver> <Evuflow> I can't seem to work out where the Grand Central Transfer is supposed to be
10:25:25  <coopserver> <Jam35> that was a proposed plan
10:25:31  <coopserver> <Jam35> not the actual one
10:25:48  <coopserver> <Jam35> see !!NETWORK PLAN!! in sign list
10:26:08  <coopserver> <Evuflow> Ahh yeah, I see it now
10:26:16  <coopserver> <Evuflow> All the plans look cool haha :)
10:28:15  <coopserver> <Evuflow> Man I didn't realize you guys are the developers of this mod. Awesome
10:29:19  <coopserver> <Jam35> V made/makes YETI & NUTS yeah
10:32:10  <coopserver> <Evuflow> Yeah I'm reading the blog, A lot of work has gone into it
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10:45:50  <coopserver> <Evuflow> Yeah reading all this stuff is really cool
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10:46:14  <coopserver> <Evuflow> Is there any beautification stuff I can do?
10:50:14  <coopserver> <Jam35> If you want
10:50:27  <coopserver> <Jam35> all I would say is careful not to delete any stations :P
10:50:51  <coopserver> <Jam35> use CTRL+R to remove station parts
10:50:59  <coopserver> <Jam35> if that's what you mean
10:51:52  <Evuflow> I was just reading this
10:51:52  <Evuflow> http://blog.openttdcoop.org/2009/03/08/a-newbie-guide-to-openttdcoop/
10:53:27  <coopserver> <Evuflow> I think I'll just watch for now anyway. I'm still getting used to vanilla and stuff
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11:17:10  <glevans2> !pw
11:17:10  <coopserver> glevans2: partly
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11:17:48  <glevans2> Good morning all.
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11:18:51  <coopserver> <Jam35> hi
11:19:38  <coopserver> <glevans2> How are you Jam35?
11:19:55  <coopserver> <Jam35> good ty you?
11:21:19  <coopserver> <glevans2> Doing good here also.
11:23:28  <coopserver> *** Mark has joined company #1
11:27:08  <chrism> !pw
11:27:09  <coopserver> chrism: favors
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11:32:31  <coopserver> <Mark> guess we need food trains?
11:32:50  <coopserver> <Jam35> just sorting some groups
11:33:24  <coopserver> <Mark> will we have food trains going to every single yeti yard in a single order list?
11:33:40  <coopserver> <Jam35> well yeah I guess
11:33:47  <coopserver> <Jam35> otherwise its a long order list
11:34:27  <coopserver> *** glevans2 has left the game (Leaving)
11:34:30  <coopserver> <Jam35> idk really, it's easier to control this way amybe
11:35:17  <coopserver> <Evuflow> Alright guys, well before I leave, do you recomend playing a game in singlplayer with YETI before playing in coop?
11:35:38  <coopserver> <Mark> wouldnt hurt
11:35:42  <coopserver> <Jam35> can't hurt but not too important
11:35:49  <coopserver> <Jam35> and it's not always yeti here
11:36:23  <coopserver> <Evuflow> Well I'm really keen to play and learn, so I think I'll be hanging around on the IRC a lot
11:36:37  <coopserver> <Mark> great :)
11:36:38  <coopserver> <Jam35> sure, we need people to do that :)
11:36:54  <coopserver> <Mark> people here are always willing to help or explain
11:37:01  <coopserver> <Mark> so just ask
11:37:17  <coopserver> <Evuflow> Cool, I'm glad that it seems pretty active too
11:37:28  <coopserver> <Mark> it has its moments
11:37:33  <coopserver> <Jam35> ok one group or not for food? idc/can't decide
11:37:44  <coopserver> <Mark> otherwise the welcome server is a good place to hang out
11:38:05  <coopserver> <Evuflow> Well, I'll see you guys later. Nice to meet ya all :)
11:38:08  <coopserver> <Mark> i'd go with one group probably
11:38:10  <coopserver> <Mark> cya
11:38:21  <coopserver> *** Evuflow has left the game (Leaving)
11:38:23  <coopserver> <Mark> releasing them with like a 30 day timer to spread them
11:38:38  <coopserver> <Jam35> ok sounds fun
11:38:59  <coopserver> <Mark> i'll set it up
11:40:30  <coopserver> <Jam35> I'll do the orders
11:40:40  <coopserver> <Mark> oh ok
11:40:46  <coopserver> <Mark> all yours :P
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11:46:54  <coopserver> <Jam35> that might be it
11:47:13  <coopserver> <Mark> sweet
11:48:00  <coopserver> <Mark> timer is set to 30 days
11:48:03  <coopserver> <Mark> hope its slow enough
11:48:25  <coopserver> <Jam35> where is it?
11:48:37  <coopserver> <Mark> !food / BM injection
11:48:43  <coopserver> <Jam35> oh :P
11:48:46  <coopserver> <Jam35> makes sense
11:48:50  <coopserver> <Mark> :)
11:49:22  <coopserver> <Mark> but where is the food
11:50:21  <coopserver> <Jam35> penalty not working
11:50:32  <Mark> !setdef
11:50:32  <coopserver> Mark: Setting default settings: set ai_in_multiplayer 0, set extra_dynamite 1, set forbid_90_deg 1, set mod_road_rebuild 1, set order.no_servicing_if_no_breakdowns 1, set path_backoff_interval 1, set train_acceleration_model 1, set vehicle_breakdowns 0, set wait_for_pbs_path 255, set wait_oneway_signal 255, set wait_twoway_signal 255, and set yapf.rail_firstred_twoway_eol 1
11:50:45  <coopserver> <Jam35> they take that side by default
11:52:08  <Mark> !rcon set yapf.rail_pbs_signal_back_penalty
11:52:09  <coopserver> Current value for 'yapf.rail_pbs_signal_back_penalty' is: '1500' (min: 0, max: 1000000)
11:52:17  <Mark> strange
11:53:08  <coopserver> <Mark> guess they go for transfer cause its in the order list
11:53:45  <coopserver> <Mark> can we put a not gate between the edge detector and the split?
11:53:57  <coopserver> <Mark> and a twoway red to the transfer
11:54:09  <coopserver> <Jam35> that could work
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11:56:29  <coopserver> <Mark> surely it cant be that simple
11:57:00  <coopserver> <Jam35> 3...
11:57:28  <coopserver> <Jam35> both green :)
11:57:32  <coopserver> <Mark> yep
11:57:59  <coopserver> <Jam35> it goes that way but not certainly
11:58:16  <coopserver> <Jam35> oh and stopped
11:58:39  <coopserver> <Mark> that worked
11:58:48  <coopserver> <Mark> going to the transfer didnt trigger the edge detector
11:59:14  <plonka> !pw
11:59:15  <coopserver> plonka: queued
11:59:26  <coopserver> *** Game paused (connecting clients)
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12:01:34  *** Maraxus has joined #openttdcoop
12:01:34  *** ChanServ sets mode: +o Maraxus
12:01:37  <coopserver> <Mark> well guess i'll do the same on the other side
12:02:21  <Maraxus> !password
12:02:21  <coopserver> Maraxus: arrive
12:02:25  <coopserver> <Jam35> raise pbs back penalty?
12:02:32  <coopserver> *** Game paused (connecting clients)
12:02:36  <coopserver> <Mark> i dont think it will work
12:02:40  <coopserver> *** Maraxus has joined
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12:02:45  <coopserver> <Maraxus> hi
12:02:49  <coopserver> <Jam35> hi
12:02:50  <coopserver> <Mark> because the transfer station is in the order list
12:02:52  <coopserver> <Mark> the drop isnt
12:02:56  <coopserver> <Mark> hi
12:03:19  <coopserver> <Jam35> oh really?
12:03:20  <coopserver> <Mark> i think it has to be twoway_eol
12:03:29  <coopserver> <Jam35> hm
12:03:33  <coopserver> <Jam35> bad trains
12:04:09  <coopserver> <Mark> not sure though
12:04:15  <coopserver> <Mark> can we change pbs back in a running game?
12:04:28  <Jam35> !rcon set yapf.rail_pbs_signal_back_penalty
12:04:30  <coopserver> Current value for 'yapf.rail_pbs_signal_back_penalty' is: '1500' (min: 0, max: 1000000)
12:04:36  <Jam35> !rcon set yapf.rail_pbs_signal_back_penalty 10000
12:04:39  <Jam35> yeah
12:04:44  <Jam35> !rcon set yapf.rail_pbs_signal_back_penalty
12:04:46  <coopserver> Current value for 'yapf.rail_pbs_signal_back_penalty' is: '10000' (min: 0, max: 1000000)
12:04:51  <Jam35> don
12:05:13  <coopserver> <Jam35> but we need some on that rail to test
12:06:05  <coopserver> <Jam35> It might fail but to be sure :)
12:06:14  <coopserver> <Jam35> failed
12:06:19  <coopserver> <Mark> what about
12:06:27  <coopserver> <Mark> what if the waypoint is on the drop track as well
12:06:31  <Jam35> !rcon set yapf.rail_pbs_signal_back_penalty 1500
12:06:33  <coopserver> <Mark> as its heading for the WP
12:06:49  <coopserver> <Jam35> it is after station
12:07:35  <coopserver> <Mark> oh right
12:07:39  <coopserver> <Mark> yea nvm
12:14:01  <coopserver> <Jam35> it won't fit! D
12:14:12  <coopserver> <Mark> hehe
12:18:27  <coopserver> <Mark> im off
12:18:30  <coopserver> <Mark> goodnight :)
12:18:36  <coopserver> <Jam35> ok cya :)
12:18:40  <coopserver> <Maraxus> cu
12:18:46  <coopserver> <chrism> something has gone wrong in the 5-1 splitter
12:19:07  <coopserver> <Mark> oh shit
12:19:11  <coopserver> <Mark> why did it do that
12:19:18  <coopserver> <Jam35> no idea :)
12:19:24  <coopserver> <Mark> that will help
12:19:46  <coopserver> *** Mark has left the game (Leaving)
12:37:19  <coopserver> <Jam35> trains are going through YETI 21 for 5X pick
12:37:27  <coopserver> <Jam35> something wrong somewhere
12:44:43  <coopserver> *** chrism has left the game (Leaving)
12:46:08  <coopserver> <Jam35> got it
12:46:16  <coopserver> <Maraxus> what was it?
12:46:28  <coopserver> <Jam35> they thought the split to the transfer bm was better
12:46:38  <coopserver> <Jam35> I put penalty on that line
12:46:56  <coopserver> <Jam35> before the logic
12:47:10  <coopserver> <Maraxus> ok
12:47:36  <coopserver> <Jam35> hm nope
12:47:54  <coopserver> <Jam35> one just passed through
12:49:29  <coopserver> <Jam35> it seemed to work because a wave came just after I did it
12:49:44  <coopserver> <Jam35> I didn't see any trains get there at all befoehand
12:50:05  <coopserver> <Jam35> besides the injection ones
12:50:57  <coopserver> <Jam35> perhaps a straggler
12:51:05  <coopserver> <Maraxus> might be
12:51:16  <coopserver> <Jam35> SLH 11 seems to split right
12:51:30  <coopserver> <Jam35> correctly
12:51:33  <coopserver> <Jam35> I mean
12:52:56  <coopserver> <Jam35> so they were heading for 5X getting split to the drop then turning around
12:53:48  <coopserver> <Maraxus> another train took the long route
12:56:00  <coopserver> <Jam35> sometimes they ignore the penalty
12:56:18  <coopserver> <Jam35> sometimes not
13:00:16  <coopserver> <Jam35> idk can keep an eye on it
13:00:24  <coopserver> <Jam35> improved for now I think
13:00:38  <coopserver> <Jam35> maybe some pf trap can be done later
13:00:42  <coopserver> <Jam35> if needed
13:01:06  <coopserver> <Jam35> they look splitting ok atm
13:02:17  <coopserver> <Maraxus> adding a few trains to some pickups
13:06:29  <coopserver> <Jam35> some towns could be expanded a little
13:26:25  <coopserver> <Jam35> ain't working
13:26:30  <coopserver> <Jam35> waypoint time
14:13:06  <coopserver> <Jam35> ok why
14:13:13  <coopserver> <Jam35> !ignore 2 way
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14:17:03  <coopserver> <Jam35> hmmmm
14:19:26  <coopserver> <Maraxus> seems to work
14:20:02  <coopserver> <Jam35> it's strange, just by changing the split slightly
14:21:41  <coopserver> <Maraxus> some penality setting might be  messing up the pathfinder?
14:25:08  <Jam35> it's all default afaik
14:25:23  <Jam35> setdef values
14:26:09  <Maraxus> one value differs
14:27:11  <Jam35> hm?
14:27:53  <Maraxus> yapf.rail_pbs_signal_back_penalty is 10000 insted of 1500 - not sure if it matters
14:28:23  <Jam35> !rcon set yapf.rail_pbs_signal_back_penalty
14:28:25  <coopserver> Current value for 'yapf.rail_pbs_signal_back_penalty' is: '1500' (min: 0, max: 1000000)
14:28:42  <Jam35> I put it back earlier
14:29:02  <Jam35> should not affect anything there anyway no
14:29:08  <Maraxus> missed that
14:35:00  <coopserver> <Jam35> Im unloading excess BM at 5X
14:35:15  <coopserver> <Jam35> value stayed around the same for a while
14:35:26  <coopserver> <Jam35> not increasing nor decreasing
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14:35:51  <coopserver> <Jam35> reducing to zero cos we need the food
14:36:15  <coopserver> <Jam35> hopefully it will settle after that
14:45:56  <coopserver> <Jam35> 5 years without triggering the memory @ SLH 11
14:46:00  <coopserver> <Jam35> looks promising
14:46:18  <coopserver> <Maraxus> should be enough imho
14:49:17  <coopserver> <Jam35> BM stayed at 4000 tonnes for at least a year
14:49:21  <coopserver> <Jam35> now it increases
14:49:35  <coopserver> <Jam35> might need to split every 6th
14:49:39  <coopserver> <Jam35> or more
14:51:16  <coopserver> <Maraxus> sounds reasonable
15:03:12  <coopserver> <Jam35> too slow to react logic
15:05:46  <coopserver> <Jam35> green not short enough :P
15:13:50  <coopserver> <Jam35> V453000
15:14:15  <coopserver> <Jam35> help ! :D
15:18:08  <coopserver> <Jam35> that is just the same
15:18:15  <coopserver> <Jam35> it needs to clear quicker
15:18:42  <coopserver> <Jam35> but not too quick :)
15:28:27  <coopserver> <Jam35> how's that?
15:29:31  <coopserver> <V453000> wat
15:29:53  <coopserver> <Jam35> we/I was having a problem with too slow logic
15:29:57  <coopserver> <Jam35> or too fast
15:30:04  <coopserver> <Jam35> at 1:6 split
15:30:17  <coopserver> <Jam35> think it might be solved though
15:30:21  <coopserver> <Jam35> testing...
15:30:49  <coopserver> <Jam35> so the 2 way combo under /Jam35/Vinnie
15:30:57  <coopserver> <Jam35> would stay green too long
15:31:09  <coopserver> <Jam35> next train would go through and hit red
15:31:15  <coopserver> <Jam35> right at the last moment
15:31:44  <coopserver> <Jam35> I moved the short green input to before the split
15:32:44  <coopserver> <Jam35> seems fixed
15:32:50  <coopserver> <Jam35> seems only :)
15:34:12  <coopserver> <Jam35> now it clears as the train tail passes but before next train gets in the block
15:34:15  <coopserver> <Jam35> maybe?
15:37:49  <coopserver> <V453000> which thing
15:38:08  <coopserver> <Jam35> right corner
15:38:12  <coopserver> <V453000> mhm :)
15:38:40  <coopserver> <V453000> well train 520 doesnt seem to be moving
15:39:03  <coopserver> <V453000> ah its train 3
15:51:01  <coopserver> <Jam35> maybe 5th train split was better :D
15:51:10  <coopserver> <Jam35> now they wait for BM
15:51:51  <coopserver> <Jam35> causes more of a wave this way
16:05:09  <coopserver> <V453000> 1/6th would be easy
16:05:12  <coopserver> <V453000> just 2 flipflops
16:06:25  <coopserver> <Jam35> yes, but as this was already here
16:06:30  <coopserver> <V453000> :)
16:06:37  <coopserver> <Jam35> I think it works now
16:07:11  <coopserver> <Jam35> and I have one at 1/5th one at 1/6th
16:07:24  <coopserver> <Jam35> seems blanced with food
16:07:31  <coopserver> <Jam35> ish
16:08:00  <coopserver> <Jam35> trains are not waiting for specific cargo all of the time
16:08:09  <coopserver> <Jam35> which was happening before
16:10:58  <coopserver> <V453000> I am not sure if this "boost game" will go very "boosty" :D looking at traffic at 1ABC
16:11:08  <coopserver> <plonka> is "!this prio" correct?
16:11:27  <coopserver> <V453000> yes
16:11:37  <coopserver> <V453000> except that, was exit
16:11:55  <coopserver> <plonka> so it was not correct? :P
16:12:22  <coopserver> <V453000> almost :_P
16:12:39  <coopserver> <Jam35> I just added trains there, waiting for it to settle
16:23:07  <coopserver> <Jam35> plonka:
16:23:14  <coopserver> <plonka> yes?
16:23:18  <coopserver> <Jam35> YETI 16 station :)
16:23:39  <coopserver> <plonka> errr
16:23:54  <coopserver> <plonka> sorry :)
16:24:08  <coopserver> <Jam35> np idc :)
16:29:16  <coopserver> <plonka> can i just add more train to teyi houses as and when needed?
16:29:34  <coopserver> <Maraxus> slh12 -> msh 01 getting a bit busy
16:29:48  <coopserver> <Jam35> looking at that now
16:29:56  <coopserver> <Jam35> I would not add trains atm
16:30:13  <coopserver> <plonka> ok
16:30:38  <coopserver> <Jam35> until this jam is fixed at least
16:34:01  <coopserver> *** Maraxus has joined spectators
16:42:17  <coopserver> <Jam35> that was was quiet a minute ago! :)
16:45:25  <coopserver> <Jam35> gg
16:45:55  <coopserver> <Jam35> 3rd there is hmm
16:46:00  <coopserver> <Jam35> how shall we say
16:46:46  <coopserver> <Jam35> move the logic
16:46:50  <coopserver> <Jam35> dammit Vinnie
16:47:35  <coopserver> <Jam35> oh it cleared :)
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17:32:45  <coopserver> <Maraxus> someone adding train to 3C pickup?
17:33:17  <coopserver> <Jam35> not me
17:33:20  <coopserver> <Jam35> afk
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17:38:58  <coopserver> <plonka> battery pick trains are ignoring "!this exit signal"
17:39:25  <coopserver> <plonka> i've checked up line but i can't find the issue
17:41:57  <coopserver> <Maraxus> one path simpy might be shorter than the other
17:42:32  <coopserver> <plonka> the other signal was red yet it don't choose the open one
17:46:04  <coopserver> <Maraxus> strange - didn't find any issues
17:46:20  <coopserver> <plonka> yeah me either
17:46:43  <coopserver> <plonka> maybe someone was editing something further for a second?
17:47:11  <coopserver> <Maraxus> that could be the answer
17:47:42  <coopserver> <plonka> errr train heading to drop 8 just ignored "!this one"
17:49:38  <coopserver> <plonka> again it seems for no reason
17:49:52  <coopserver> <Maraxus> there was no train further up the line?
17:50:13  <coopserver> <plonka> that exit was green and the other red
17:50:21  <coopserver> <plonka> it chose the red path
17:50:38  <coopserver> <Maraxus> can't explain that
17:51:13  <coopserver> <plonka> nope it's a mistery
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18:19:28  <V453000> if you guys wanted to participate in a discussion "what should idiot V make next", join the tt-forums - graphics development :)
18:19:41  <V453000> http://www.tt-forums.net/viewtopic.php?f=26&t=72897
18:19:42  <Webster> Title: Transport Tycoon Forums View topic - [32bpp] What would you like most? (at www.tt-forums.net)
18:25:06  <Jam35> I would like to see RAWR DOOM NUTS YETI
18:25:09  <Jam35> in that order
18:25:35  <Jam35> I don't count further functionality of yeti in that
18:25:43  <Jam35> just models etc
18:26:46  <Jam35> RAWR because atm it has a few, what I would call, loose ends, to tidy
18:27:06  <Jam35> A complete set would be cool
18:27:29  <Jam35> I mean everything done at least once :P
18:31:19  <V453000> I have the same view :)
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19:50:02  <coopserver> <Maraxus> was about to say that 3rd to 1a/1b/1c seems to be necessary...
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20:22:51  <Mark> howdy
20:23:00  <coopserver> <Jam35> heyhey
20:23:05  <Maraxus> hi
20:23:07  <coopserver> <Jam35> still here :P
20:23:08  <Mark> !password
20:23:08  <coopserver> Mark: oneway
20:23:14  <coopserver> *** Game paused (connecting clients)
20:23:18  <Mark> :D
20:23:26  <coopserver> *** Mark has joined
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20:23:42  <Jam35> bedtime soon :)
20:23:50  <Jam35> where in the world are you?
20:23:54  <coopserver> <Mark> oh were making progress
20:23:57  <Jam35> sure
20:23:57  <coopserver> <Mark> i just woke up :P
20:24:00  <coopserver> <Mark> new zealand
20:24:13  <Jam35> thought it must be someplace over there
20:25:24  <coopserver> <Jam35> we've been fiddling all day
20:25:42  <coopserver> <Mark> nice :)
20:25:48  <coopserver> <Jam35> trying to get the amount of BM at the right ratio to food
20:26:01  <coopserver> <Jam35> hence the odd 6 and 7 splits
20:26:29  <coopserver> <Mark> oh i see
20:28:13  <coopserver> <Jam35> it looks ok ish
20:28:33  <coopserver> <Jam35> maybe slightly more BM should get transferred if anything
20:28:41  <coopserver> <Jam35> not an exact science :)
20:29:53  <coopserver> <Jam35> I had to move the edge detection input down
20:30:01  <coopserver> <Jam35> it didn't react fast enough
20:30:18  <coopserver> <Jam35> letting in next train which would end up stuck on red
20:30:49  <coopserver> <Mark> faster train on the edge detector doesnt work?
20:30:50  <coopserver> <Jam35> I say react, clear is more accurate
20:31:08  <coopserver> <Jam35> or go green :)
20:32:07  <Jam35> oh no it would just go through several blocks
20:32:25  <coopserver> <Mark> right
20:33:35  <coopserver> <Mark> need a new merge 1a/b/c
20:33:49  <coopserver> <Mark> or better, no merge untill the BBH
20:34:26  <coopserver> <Jam35> sure, not long since I did the other side
20:34:38  <coopserver> <Jam35> thought it would need it soon
20:35:53  <coopserver> <Jam35> 2+2+2+2->3
20:35:55  <coopserver> <Jam35> lovely
20:36:19  <coopserver> <Mark> probably go 4 straigh away
20:37:32  <coopserver> <Jam35> I won't touch it tonight
20:37:39  <coopserver> <Jam35> don't want to start something...
20:37:47  <coopserver> <Mark> :D
20:37:50  <coopserver> <Mark> i probably will
21:07:12  <coopserver> <Maraxus> I'm off - gn
21:07:16  <coopserver> <Mark> night
21:07:22  <coopserver> *** Maraxus has left the game (Leaving)
21:07:25  <coopserver> <Jam35> me too actually
21:07:27  <coopserver> <Jam35> bb
21:07:36  <coopserver> <Mark> goodnight
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21:07:41  <Jam35> night
21:08:25  *** Jam35 is now known as Jam35_
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22:33:53  <coopserver> <plonka> there is a huge jam:/
22:35:08  <coopserver> <Mark> wher
22:35:17  <coopserver> <plonka> north east
22:35:24  <coopserver> <plonka> msh 03
22:35:30  <coopserver> <plonka> noprth sorry
22:35:41  <coopserver> <plonka> slh13
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22:38:40  <coopserver> <plonka> i think drop 1 needs an overflow
22:39:04  <coopserver> <plonka> well yeti1
22:41:24  <coopserver> <Mark> why are there so many trains going to that drop
22:41:30  <coopserver> <Mark> shouldnt happen with the timed release
22:41:43  <coopserver> <plonka> erm
22:41:52  <coopserver> <Mark> almost looks like someone just added a bunch
22:42:21  <coopserver> <plonka> yeah maybe
22:42:28  <coopserver> <Mark> might have to re-release everything
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22:45:59  <coopserver> <Mark> thats annoying
22:46:08  <coopserver> <Mark> now all the food/bm trains are all bunched up
22:46:21  <coopserver> <plonka> where?
22:46:39  <coopserver> <Mark> becase Ares Tholus drop jammed
22:46:54  <coopserver> <Mark> the food/bm trains go to all yeti drops
22:47:07  <coopserver> <Mark> now theyre all at the same point in the order list
22:47:16  <coopserver> <plonka> oh ok i get what you're saying
22:47:31  <coopserver> <plonka> thought umeant by bunched up = jammed
22:47:39  <coopserver> <Mark> no as in waves
22:47:45  <coopserver> <plonka> yeah ok
22:47:49  <coopserver> <Mark> drop 2 will probably be next
22:48:05  <coopserver> <plonka> can't u just skip some orders?
22:48:10  <coopserver> <Mark> well yea
22:48:15  <coopserver> <Mark> but its a lot of work
22:48:20  <coopserver> <plonka> yeah :/
22:48:26  <coopserver> <Mark> the timed depot injection is supposed to prevent it
22:48:50  <coopserver> <plonka> i'd help but it's 12am here now so bedtime for me
22:48:56  <coopserver> <Mark> :)
22:49:09  <coopserver> <Mark> wont do anything about it :P
22:49:13  <coopserver> <Mark> they'll spread out over time
22:49:15  <coopserver> <Mark> hopefully
22:49:18  <coopserver> <plonka> what's a timed depot injection?
22:49:22  <coopserver> <plonka> ok
22:49:31  <coopserver> <Mark> see !food/BM injection
22:49:46  <coopserver> <Mark> it releases a train only once every 50 days
22:49:52  <coopserver> <Mark> so they're not all synchronized
22:50:29  <coopserver> <plonka> how the hell does it count days?
22:50:40  <coopserver> <Mark> the dummy is timetabled
22:50:48  <coopserver> <Mark> it wait at the left station for 50 days
22:50:49  <coopserver> <plonka> ah i see
22:50:58  <coopserver> <plonka> cleaver
22:51:05  <coopserver> <plonka> who thinks this stuff up?
22:51:15  <coopserver> <Mark> this one's mine :P
22:51:25  <coopserver> <plonka> nice :)
22:51:36  <coopserver> <Mark> surely someone else could've come up with it too though
22:51:58  <coopserver> <plonka> not me... Probably
22:52:33  <coopserver> <Mark> the splitters are a lot more complicated
22:53:02  <coopserver> <plonka> yeah the make 6th train go here etc
22:53:43  <coopserver> <plonka> i htink whoever thought those up are genuises :D
22:54:10  <coopserver> <Mark> all those things developed over time really
22:54:24  <coopserver> <Mark> it started when we needed not-gates back in game 121 i think :P
22:55:11  <coopserver> <plonka> must have been ages ago
22:55:35  <coopserver> <Mark> thats ancient history by now
22:55:40  <coopserver> <Mark> you should check out that game actually
22:55:42  <coopserver> <Mark> its epic
22:56:05  <coopserver> <plonka> most game i download i can't for grfs for :(
22:56:13  <coopserver> <plonka> especially old ones
22:56:20  <coopserver> <Mark> hmmm
22:56:29  <coopserver> <Mark> you probably need the grfpack
22:56:30  <Webster> Read the Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart (again, try !grf)
22:57:08  <Mark> http://wiki.openttdcoop.org/GRF
22:57:14  <Mark> not sure if that still works
22:57:18  <Mark> but most newgrfs will be in there
22:57:27  <coopserver> <plonka> yep ill check that out tomorrow
22:57:27  <Mark> grfpack 8 is from 2010
22:57:50  <Mark> the hall of fame used to have games that were milestones in ottdc history
22:57:59  <Mark> now its just train records...
22:58:11  <coopserver> <plonka> i see
22:58:53  <Mark> maybe i should write a blogpost about those classic games
22:59:02  <Mark> as a lot of newer players never heard of them
22:59:24  <coopserver> <plonka> teah good idea
22:59:27  <Mark> or maybe im just too fucking sentimental
22:59:42  <coopserver> <plonka> heh
22:59:59  <coopserver> <plonka> right im off to bed now as im falling asleep sat up
23:00:01  <coopserver> <plonka> gn
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23:00:33  <Mark> goodnight :)
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23:16:41  <ChrisM> !pw
23:16:41  <coopserver> ChrisM: oldtop
23:16:45  <coopserver> *** Game paused (connecting clients)
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23:47:51  <ChrisM> Are the speed-limit-on-curves settings on the server a bit different from the usual rules?
23:51:48  <ChrisM> Or is it the power of the SLUG?
23:52:21  <Gakster> Slugs are a special case
23:52:31  <Gakster> in terms of curvelength
23:53:06  <ChrisM> Yeah, I see on the wiki "RAINBOW SLUG goes 265km/h in CL1.5"
23:53:13  <ChrisM> which I think explains what I was seeing
23:53:28  <Gakster> counteracted by their relative low speed compared to other maglev, and thus also low cargo capacity
23:54:24  <Gakster> yeah - the first generation slugs go full speed in CL0.5
23:54:37  <Gakster> IIRC it's the first
23:54:45  <Gakster> can't recall name right now
23:56:42  <Gakster> !password
23:56:42  <coopserver> Gakster: pushes
23:56:55  <Gakster> !password
23:56:55  <coopserver> Gakster: quartz
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