Config
Log for #openttdcoop.pro on 21st April 2014:
Times are UTC Toggle Colours
00:51:42  *** Brumi has quit IRC
03:17:36  *** Hazzard_ has joined #openttdcoop.pro
03:22:06  *** Hazzard is now known as Guest7055
03:22:06  *** Hazzard_ is now known as Hazzard
03:22:24  <Hazzard> !players
03:22:24  <coopserver> Hazzard: The server is empty, noone is connected. Feel free to remedy this situation
03:22:29  <Hazzard> !password
03:22:29  <coopserver> Hazzard: expire
03:22:58  <coopserver> *** Game still paused (connecting clients, number of players)
03:23:03  <coopserver> *** Hazzard has joined
03:23:03  <coopserver> *** Game still paused (number of players)
03:24:05  *** Guest7055 has quit IRC
03:53:05  <Hazzard> Anyone want to hop on the server?
04:40:34  <V453000> !password
04:40:34  <coopserver> V453000: closes
04:40:42  <coopserver> *** Game still paused (connecting clients, number of players)
04:40:44  <coopserver> *** V453000 has joined
04:40:45  <coopserver> *** Game still paused (number of players)
04:40:45  <coopserver> *** Game unpaused (number of players)
04:40:45  <coopserver> <V453000> hy
04:40:59  <coopserver> <Hazzard> V :D
04:41:18  <coopserver> <V453000> wtf did you say about the logic
04:41:29  <coopserver> <V453000> splits are handled by the pathfinder traps?
04:41:58  <coopserver> <Hazzard> We tried a few things that didn't work well
04:42:12  <coopserver> <V453000> probably did them wrongly :P
04:42:28  <coopserver> <V453000> I think it should work easily
04:45:25  <coopserver> <Hazzard> The trains are reluctant to join the red line because it is longer
04:45:54  <coopserver> <Hazzard> Oh, also TL2 and TL5 will have different speeds with chami
04:46:48  <coopserver> <V453000> hm.
04:46:55  <coopserver> <V453000> well
04:47:23  <coopserver> <V453000> we Could completely separate the two rings
04:47:28  <coopserver> <V453000> but kind of too latea now
04:48:02  <coopserver> <Hazzard> Switching train types would solve the speed issue
04:48:31  <coopserver> <V453000> no other train makes the exact amount of capacity I think
04:49:06  <coopserver> <V453000> or certainly not in such a nice way :)
04:51:36  <coopserver> <V453000> hm making the rings separate is actually not very hard
05:01:42  <coopserver> <Hazzard> We could use speed limits
05:04:26  <coopserver> <V453000> I think making each line separate is better
05:04:27  <coopserver> <V453000> see near plan
05:06:01  <coopserver> <Hazzard> Hmm, nice
05:08:20  <coopserver> <V453000> gtg, might be on in the evening (:
05:08:24  <coopserver> <V453000> cya
05:08:25  <coopserver> <Hazzard> Ok, cya
05:08:29  <coopserver> *** V453000 has left the game (Leaving)
05:08:29  <coopserver> *** Game paused (number of players)
05:24:21  <coopserver> *** Hazzard has left the game (Leaving)
08:20:20  *** Maraxus has joined #openttdcoop.pro
08:20:20  *** ChanServ sets mode: +o Maraxus
08:27:41  <Jam35> !password
08:27:41  <coopserver> Jam35: endlen
08:27:47  <coopserver> *** Game still paused (connecting clients, number of players)
08:27:54  <coopserver> *** Jam35 has joined
08:27:54  <coopserver> *** Game still paused (number of players)
08:33:14  *** Progman has joined #openttdcoop.pro
08:38:16  *** AlphaSC has joined #openttdcoop.pro
09:41:24  *** Brumi has joined #openttdcoop.pro
14:55:01  *** AlphaSC_ has joined #openttdcoop.pro
14:57:26  <AlphaSC_> !password
14:57:26  <coopserver> AlphaSC_: weight
14:57:32  <coopserver> *** Game still paused (connecting clients, number of players)
14:57:35  <coopserver> *** AlphaSC has joined
14:57:35  <coopserver> *** Game still paused (number of players)
14:58:02  *** AlphaSC has quit IRC
15:03:16  <coopserver> *** AlphaSC has joined spectators
15:17:54  *** Hazzard_ has joined #openttdcoop.pro
15:24:05  *** Hazzard has quit IRC
15:53:11  <coopserver> *** AlphaSC has left the game (Leaving)
16:07:24  <AlphaSC_> !password
16:07:24  <coopserver> AlphaSC_: bijker
16:07:30  <coopserver> *** Game still paused (connecting clients, number of players)
16:07:32  <coopserver> *** AlphaSC has joined
16:07:32  <coopserver> *** Game still paused (number of players)
16:09:33  <V453000> !unpause
16:09:34  <V453000> (:
16:09:34  <coopserver> *** Game unpaused (number of players)
16:09:40  <coopserver> <AlphaSC> ty
16:25:31  <V453000> !password
16:25:31  <coopserver> V453000: sortof
16:25:41  <coopserver> *** Game paused (connecting clients)
16:25:45  <coopserver> *** V453000 has joined
16:25:45  <coopserver> *** Game unpaused (connecting clients)
16:26:29  <coopserver> <V453000> doesnt need to go that far
16:27:30  <coopserver> <V453000> yes because it is a memory which makes the 2way always red
16:27:34  <coopserver> <V453000> technically the same
16:27:45  <coopserver> <V453000> just bad space to make it loop back :)
16:27:54  <coopserver> <V453000> this is the same
16:28:04  <coopserver> <AlphaSC> hm k
16:28:27  <coopserver> <V453000> the idea is that the pf trap leads back to the line where it splits from
16:28:33  <coopserver> <AlphaSC> why not liek this?
16:28:37  <coopserver> <V453000> and the penalty makes teh ML inconvenient
16:28:44  <coopserver> <V453000> yeah that is also an option :)
16:29:30  <coopserver> <AlphaSC> ok, nice
16:29:37  <coopserver> <AlphaSC> this will be easy than before :P
16:29:47  <coopserver> <V453000> probably :)
16:29:52  <coopserver> <AlphaSC> guess i can also disable the logic split?
16:29:58  <coopserver> <V453000> yes it is useless
16:29:59  <coopserver> <AlphaSC> since it wont be needed
16:30:29  <coopserver> <V453000> hm
16:30:30  <coopserver> <V453000> actually
16:30:31  <coopserver> <V453000> shit
16:30:37  <coopserver> <AlphaSC> whats shit?
16:30:52  <coopserver> <V453000> the pf trap approach doesnt make sure that empty trains cant join the thing
16:31:08  <coopserver> <V453000> guess making network for empty TL5 chamis is best
16:31:25  <coopserver> <V453000> other than that this is perfect
16:31:28  <coopserver> <AlphaSC> :P
16:31:47  <coopserver> <AlphaSC> we need thing about space efficency
16:32:01  <coopserver> <AlphaSC> cuz the more we get, the more we re fucked with 4 networks
16:32:02  <coopserver> <V453000> as long as it fits on the map = good enough
16:32:12  <coopserver> <AlphaSC> think in past, not?
16:32:13  <coopserver> <V453000> not if you lay it well
16:32:31  <coopserver> <V453000> if you e.g. not have 2 hubs totally together, it is fine
16:33:02  <coopserver> <AlphaSC> in othergames i saw
16:33:11  <coopserver> <AlphaSC> you use waypoints
16:33:28  <coopserver> <AlphaSC> and every pf trap lead to central qp
16:33:31  <coopserver> <V453000> well that would be an option yes
16:33:42  <coopserver> <AlphaSC> that way we safe one network
16:33:49  <coopserver> <V453000> true
16:33:51  <coopserver> <AlphaSC> and make sure empty cant go there, right?
16:33:56  <coopserver> <V453000> but would have to make all pickup stations srnw (:
16:33:59  <coopserver> <V453000> as you want really
16:34:16  <coopserver> <AlphaSC> well, i just saw it, i never used any of these
16:34:20  <coopserver> <V453000> the unreachable waypoint approach is totally correct
16:34:34  <coopserver> <V453000> for about any circumstance
16:34:44  <coopserver> <AlphaSC> you guys expeciernce over years, let me know whats best
16:35:00  <coopserver> <V453000> there is often no "best"
16:35:01  <coopserver> <V453000> :)
16:35:18  <coopserver> <AlphaSC> yeah, but i mean for the situation
16:35:28  <coopserver> <AlphaSC> what is the least complicated
16:35:34  <coopserver> <AlphaSC> what makes sense in this case?
16:35:42  <coopserver> <V453000> depends, the unreachable waypoint is most elegant and once you build a few stations, it is easy
16:35:55  <coopserver> <V453000> the 2 networks are easier from the start but can get messier later due to 2 networks
16:36:02  <coopserver> <AlphaSC> bu
16:36:35  <coopserver> <V453000> unreachable waypoint will require shitload of tracks for pf-traps :D
16:37:00  <coopserver> <V453000> pickup stations will be a bit larger but that isnt a big issue
16:37:26  <coopserver> <AlphaSC> for fs we only have one
16:37:32  <coopserver> <AlphaSC> so thats good
16:37:37  <coopserver> <AlphaSC> but sure the es
16:37:51  <coopserver> <V453000> that doesnt matter
16:38:02  <coopserver> <V453000> once you make unreachable waypoint, the whole thing is totally self-regulating
16:38:12  <coopserver> <V453000> which means you can have as many as you want without changing anything systematically
16:38:41  <coopserver> <AlphaSC> the wp thing i saw in one game, seems pretty smart to me
16:38:47  <coopserver> <AlphaSC> lets try it?
16:38:52  <coopserver> <V453000> can do
16:38:59  <coopserver> <V453000> that is the unreachable waypoint I am talking about
16:39:05  <coopserver> <AlphaSC> y
16:39:11  <coopserver> <AlphaSC> hm,
16:39:16  <coopserver> <AlphaSC> i saw a game
16:39:23  <coopserver> <AlphaSC> where the reached that wp
16:39:25  <coopserver> <V453000> in that case we need to sell all TL5 chameleon trains
16:39:30  <coopserver> <AlphaSC> after they got out of station
16:39:36  <coopserver> <V453000> yes that is also possible but that makes it a lot different
16:39:41  <coopserver> <AlphaSC> k
16:39:50  <coopserver> <V453000> and I dont think we can apply that thing here
16:39:56  <coopserver> <V453000> or well we could but ...
16:40:03  <coopserver> <AlphaSC> hehe
16:40:05  <coopserver> <V453000> probably not worth doing that
16:40:18  <coopserver> <AlphaSC> yep
16:40:39  <coopserver> <V453000> what it would allow to do is to make trains not just self-regulate over Clay/Goods/Food stations, but also to have 1 train group for all of it as they could refit somewhere
16:40:40  <coopserver> <AlphaSC> it was the maglev game, with refit, and all that automatic stuff
16:40:46  <coopserver> <V453000> yes yes
16:40:53  <coopserver> <V453000> I would describe that as conditional order srnw
16:40:59  <coopserver> <V453000> go to point 1, do thing whatever
16:41:16  <coopserver> <AlphaSC> its pretty complicated thriough
16:41:20  <coopserver> <V453000> the unreachable waypoint is based on the thing that trains just go totally anywher and you control where they go by unreachable waypoint
16:41:24  <coopserver> <V453000> which is easy and useful
16:41:46  <coopserver> <V453000> yeah making it wasnt trivial, but it worked nicely :) I tried the concept on welcome server in small scale before playing
16:41:56  <coopserver> <AlphaSC> :D
16:42:19  <coopserver> <AlphaSC> if i see that orders, i m like WTF
16:42:22  <coopserver> <V453000> well okay
16:42:25  <coopserver> <AlphaSC> who does that
16:42:25  <coopserver> <V453000> if we sell all TL5 trains
16:42:29  <coopserver> <V453000> we can create 3 waypoints
16:42:32  <coopserver> <V453000> connect pf traps to it
16:42:33  <coopserver> <V453000> and easy
16:42:37  <coopserver> <AlphaSC> k
16:42:46  <coopserver> <V453000> what who does that it was awsum :)
16:42:46  <coopserver> <AlphaSC> all chamelon tl5
16:43:10  <coopserver> <AlphaSC> rest easy, oders hard, i think ^
16:43:31  <coopserver> <V453000> you just put 1 order "go to waypoint X"
16:44:01  <coopserver> <AlphaSC> well there where about 200+ orders with load % and and refit and so on
16:44:07  <coopserver> <AlphaSC> its like a little progamm
16:44:18  <coopserver> <V453000> 193 functional orders :)
16:44:24  <coopserver> <AlphaSC> go there, do this, if not reached, than refit to xy
16:44:34  <coopserver> <V453000> yes I know I did them :)
16:44:37  <coopserver> <AlphaSC> much thinking for the logic
16:44:42  <coopserver> <AlphaSC> that s why i say its hard
16:44:48  <coopserver> <V453000> nah, it is just evolution of refit
16:44:57  <coopserver> <AlphaSC> :D
16:45:04  <coopserver> <AlphaSC> u say that its easy
16:45:06  <coopserver> <V453000> in the beginning it was basic then we improved it more and more, and now in that game it was just a lot of refit things together
16:45:21  <coopserver> <V453000> it is easy, you just have to be careful as it is huge scale
16:45:36  <coopserver> <V453000> if you write it on paper and do it slowly, it is just as hard as normal refit orders
16:45:46  <coopserver> <AlphaSC> maybe some day i say its easy, but for now i stay with its hard :D
16:46:03  <coopserver> <V453000> fair enough :D
16:46:08  <coopserver> <AlphaSC> :P
16:46:24  <coopserver> <AlphaSC> ok, guess i clean up stations
16:46:31  <coopserver> <AlphaSC> connect them all to green
16:46:40  <coopserver> <AlphaSC> disable the pf
16:46:50  <coopserver> <AlphaSC> delete all tl5 chamelon trains
16:47:03  <coopserver> <AlphaSC> than we re ready to set up the new wp thing
16:47:10  <coopserver> <V453000> :(
16:47:12  <coopserver> <V453000> :)
16:47:16  <coopserver> <AlphaSC> :O
16:47:19  <coopserver> <V453000> I cant help you tonight, might be able tomorrow
16:47:21  <coopserver> <AlphaSC> sad and happy?
16:47:24  <coopserver> <AlphaSC> y
16:47:28  <coopserver> <AlphaSC> i clean that up
16:47:32  <coopserver> <V453000> great :)
16:47:36  <coopserver> <AlphaSC> only need help with others later
16:47:44  <coopserver> <V453000> sure :)
16:48:13  <coopserver> <V453000> just throw me an e-mail if you cant catch me on irc, I have email in my phone so I can react
16:48:40  <coopserver> <AlphaSC> ok, i make at that mail that u told me some days ago
16:49:34  <coopserver> <V453000> V453000 @ gmail.com works
16:49:39  <coopserver> <AlphaSC> yep
17:01:36  *** Brumi has quit IRC
17:02:14  *** Brumi has joined #openttdcoop.pro
18:23:53  <coopserver> <V453000> oh
18:23:55  <coopserver> <V453000> dayum
18:24:06  <coopserver> <V453000> we need 3 waypoints, one for goods, one for food, and one for clay
18:24:20  <coopserver> <V453000> sorry I didnt mention that :d assumed it to  be clear, my bad
18:24:36  <coopserver> <V453000> great job though :)
18:25:21  <coopserver> <V453000> hate me yet? :D
18:28:12  <AlphaSC_> no
18:28:30  <coopserver> <V453000> it wont be terribly hard to fix
18:28:39  <coopserver> <V453000> just some re-messing :)
18:29:01  <AlphaSC_> guess we wont need
18:29:10  <AlphaSC_> we can do with one
18:29:27  <coopserver> <V453000> I dont think so, you need to distinguish between trains for the pickups
18:29:30  <AlphaSC_> we just need something for empty trains
18:29:45  <coopserver> <V453000> that would need extra network :D
18:29:49  <AlphaSC_> thats what im thinking about yet
18:29:55  <coopserver> <V453000> but yeah that can be done if you want to make the extra networks for emptyz
18:30:16  <AlphaSC_> i ll make it without extra network :D
18:30:19  <AlphaSC_> trust
18:30:31  <coopserver> <V453000> ok try something :)
18:32:12  <AlphaSC_> my idea is to do
18:32:30  <AlphaSC_> go to pick up xy (full load order)
18:32:44  <AlphaSC_> go to unreachable waypoint
18:32:57  <AlphaSC_> (they gonna drop somewhere)
18:33:02  <coopserver> <V453000> unreachable means unreachable
18:33:05  <coopserver> <V453000> they never ever reach it
18:33:09  <coopserver> <V453000> meaning they cant have any other order
18:33:16  <coopserver> <V453000> because they never proceed to the next order
18:33:28  <coopserver> <V453000> making reachable waypoint is possible probably though
18:33:35  <AlphaSC_> y
18:33:40  <AlphaSC_> from exit?
18:33:40  <coopserver> <V453000> but could cause quite some wtf
18:33:47  <coopserver> <V453000> but which exit :D
18:33:50  <coopserver> <V453000> it is a ring
18:34:01  <coopserver> <V453000> you could declare one part to be an "end" yeah
18:34:10  <coopserver> <V453000> but I think it would be a lot nicer to maker 3 waypoints instead
18:34:17  <coopserver> <V453000> as the "end" would then require some extra construction
18:34:31  <AlphaSC_> can we somehow detect empty trainÄ?Ä
18:36:16  <coopserver> <V453000> yes, but with extensive logic
18:36:17  <Jam35> put 'em on the red ring ;)
18:36:20  <coopserver> <V453000> not nearly worth it
18:36:29  <coopserver> <AlphaSC> jam, plz... :D
18:36:44  <coopserver> <V453000> red ring wouldnt really work either, you would still need to detect which type of train it is
18:36:53  <coopserver> <V453000> for correct pickup
18:37:19  <coopserver> <Jam35> yeah we started that
18:37:29  <coopserver> <Jam35> thought there must be simpler way
18:37:56  <coopserver> <AlphaSC> just need logic orders
18:38:05  <coopserver> <AlphaSC> :p
18:38:17  <coopserver> <AlphaSC> like order srnw
18:40:20  <coopserver> <V453000> I gtg, imo the best solution is 3-unreachable-waypoint
18:40:33  <coopserver> <V453000> least amount of logic, least extra networks
18:40:44  <coopserver> <V453000> see you tomorrow :P will be on irc at work again
18:40:48  <coopserver> <AlphaSC> kk
18:40:49  <coopserver> *** V453000 has left the game (Leaving)
18:40:49  <coopserver> <AlphaSC> gn8
18:40:53  <coopserver> <Jam35> bye
18:46:20  *** Maraxus has quit IRC
19:14:09  *** Djanxy has joined #openttdcoop.pro
19:14:49  <coopserver> *** Jam35 has joined company #1
19:16:04  <coopserver> <AlphaSC> ok nice
19:16:13  <coopserver> <AlphaSC> this could work :D
19:16:50  <coopserver> <Jam35> what?
19:17:01  <coopserver> <AlphaSC> hm i try
19:17:16  <coopserver> <AlphaSC> with depot instead of waypoint
19:17:29  <coopserver> <AlphaSC> to get rid of that never reach
19:18:10  <coopserver> <AlphaSC> yes
19:18:12  <coopserver> <AlphaSC> works :D
19:18:19  <coopserver> <AlphaSC> now test with more
19:19:29  <coopserver> <AlphaSC> why u make roro? :O
19:20:02  <coopserver> <Jam35> if we do unreachable waypoint
19:20:11  <coopserver> <Jam35> need proper pick stations
19:20:19  <coopserver> <AlphaSC> and if this works?
19:20:38  <coopserver> <AlphaSC> would easy srnw
19:20:50  <coopserver> <Jam35> can't see what you're doing
19:20:58  <coopserver> <AlphaSC> click train oder
19:21:30  <coopserver> <AlphaSC> it worked so far
19:21:33  <coopserver> <AlphaSC> i stop train now
19:21:39  <coopserver> <AlphaSC> to see if all station used
19:21:50  <coopserver> <AlphaSC> if yes, the function is proofed
19:22:07  <coopserver> <AlphaSC> and we got new srnw concept :D
19:22:27  <coopserver> <Jam35> must visit depot sometime?
19:22:53  <coopserver> <Jam35> and they choose a depot and head there
19:23:12  <coopserver> <Jam35> will never reach the next order
19:23:35  <coopserver> <AlphaSC> y they take first
19:23:38  <coopserver> <AlphaSC> damn this sucks
19:23:45  <coopserver> <AlphaSC> why they not flexible
19:23:51  <coopserver> <AlphaSC> and take the next than
19:24:11  <coopserver> <AlphaSC> oh well
19:24:15  <coopserver> <AlphaSC> got idea
19:29:29  <coopserver> <AlphaSC> now it might work
19:30:33  <coopserver> <AlphaSC> what u think of that idea?
19:30:52  <coopserver> <AlphaSC> it works
19:31:00  <coopserver> <Jam35> I think the depot can't be reached
19:31:05  <coopserver> <AlphaSC> yes
19:31:11  *** Progman_ has joined #openttdcoop.pro
19:31:12  <coopserver> <AlphaSC> they get forced in other
19:31:27  <coopserver> <AlphaSC> see at dinnley market
19:32:29  <coopserver> <Jam35> train left without unloading
19:32:34  <coopserver> <AlphaSC> yyy
19:32:38  <coopserver> <AlphaSC> was from before
19:32:47  <coopserver> <AlphaSC> at other station worked
19:32:54  <coopserver> <AlphaSC> now at bufield
19:33:04  <coopserver> <AlphaSC> say if rdy, or realse urself
19:34:05  *** Progman has quit IRC
19:34:15  *** Progman_ is now known as Progman
19:36:41  <coopserver> <AlphaSC> u see?
19:37:01  <coopserver> <Jam35> yep
19:37:11  <coopserver> <AlphaSC> this would be srnw, right?
19:37:22  <coopserver> <Jam35> sure
19:37:25  <coopserver> <AlphaSC> but they not use first station
19:37:31  <coopserver> <AlphaSC> i made some penatly now
19:37:57  <coopserver> <AlphaSC> hm
19:38:09  <coopserver> <AlphaSC> oh
19:38:16  <coopserver> <AlphaSC> mistake
19:38:20  <coopserver> <AlphaSC> at depot connection
19:38:41  <coopserver> <AlphaSC> now should go there
19:39:13  <coopserver> <Jam35> yes it get them off the depot order
19:39:19  <coopserver> <AlphaSC> y
19:39:28  <coopserver> <AlphaSC> its like unreachable waypoint
19:39:31  <coopserver> <Jam35> the only downside is that they must visit the depot
19:39:36  <coopserver> <AlphaSC> but u can break out of the cicle
19:39:38  <coopserver> <Jam35> but idc :)
19:39:41  <coopserver> <AlphaSC> well
19:39:44  <coopserver> <AlphaSC> refit
19:39:47  <coopserver> <AlphaSC> also in depot
19:39:52  <coopserver> <AlphaSC> u can say it sucks also
19:40:01  <coopserver> <Jam35> no
19:40:02  <coopserver> <AlphaSC> and since low traffic in srnw anywys
19:40:05  <coopserver> <Jam35> I wondered that
19:40:13  <coopserver> <AlphaSC> not much problem here?
19:40:25  *** KenjiE20 has quit IRC
19:41:43  *** KenjiE20 has joined #openttdcoop.pro
19:41:43  *** ChanServ sets mode: +o KenjiE20
19:42:34  <coopserver> <Jam35> but if you refit you might have to a state specific station to visit after
19:42:48  <coopserver> <AlphaSC> yes sure
19:43:02  <coopserver> <Jam35> so you have complicated 'groups' of trains spread over many stations
19:43:05  <coopserver> <AlphaSC> i just saying, in some ohter its also accepted to visit depot
19:43:26  <coopserver> <Jam35> atm I would say don;t refit but will think further
19:43:32  <coopserver> <AlphaSC> if you got heavy traffic, like many trains have to unload
19:43:46  <coopserver> <AlphaSC> this srnw not so good
19:43:51  <coopserver> <AlphaSC> but for our case
19:43:56  <coopserver> <AlphaSC> depot visit not care
19:44:00  <coopserver> <AlphaSC> and if u refit
19:44:13  <coopserver> <AlphaSC> this snrw with unreachable depot is revolution :D
19:44:35  <coopserver> <Jam35> yeah sure, one train drops - wait 3 months - next
19:44:48  <coopserver> <AlphaSC> y
19:44:56  <coopserver> <AlphaSC> and in refit games
19:44:59  <coopserver> <AlphaSC> this also works
19:45:13  <coopserver> <AlphaSC> only case u cant use this easy method
19:45:34  <coopserver> <AlphaSC> is if u ve heavy/busy stations with many trains maybe
19:45:38  <coopserver> <AlphaSC> dont now
19:45:40  <coopserver> <AlphaSC> know*
19:45:46  <coopserver> <AlphaSC> cant tell yet
19:47:45  <coopserver> <AlphaSC> now we need food pickup
19:48:07  <coopserver> <Jam35> ok let's try it
19:48:49  <coopserver> <AlphaSC> u want make us a nice food pickup?
19:48:58  <coopserver> <Jam35> no :)
19:49:05  <coopserver> <Jam35> where?
19:49:21  <coopserver> <AlphaSC> food is at livestock/milk and the other thing
19:49:26  <coopserver> <AlphaSC> they next to each other
19:49:34  <coopserver> <AlphaSC> both make foods
19:49:51  <coopserver> <AlphaSC> and we also need goods pickup
19:50:53  <coopserver> <AlphaSC> we need fill order list
19:51:02  <coopserver> <AlphaSC> with something
19:51:59  <coopserver> <AlphaSC> what order do i spam in there?
19:52:09  <coopserver> <Jam35> anything
19:52:17  <coopserver> <Jam35> build a random station
19:52:27  <coopserver> <AlphaSC> oh right
19:52:34  <coopserver> <AlphaSC> cuz i jump to 1
19:52:39  <coopserver> <Jam35> yeah
20:07:17  <coopserver> <Jam35> those future pick station areas are so boxed in by rails
20:07:27  <coopserver> <Jam35> none are 'easy'
20:07:42  <coopserver> <AlphaSC> which
20:07:47  <coopserver> <AlphaSC> pickups?
20:07:55  <coopserver> <AlphaSC> oh u mean at habour?
20:07:59  <coopserver> <Jam35> sand drop
20:08:02  <coopserver> <Jam35> metal drop
20:08:11  <coopserver> <Jam35> and livestock/milk
20:08:30  <coopserver> <Jam35> getting the green line there is...annoying
20:08:40  <coopserver> <AlphaSC> wait
20:08:43  <coopserver> <AlphaSC> v said
20:08:56  <coopserver> <AlphaSC> we make only 1 chemi drop
20:09:04  <coopserver> <AlphaSC> so metal dont need chmicals
20:09:34  <coopserver> <AlphaSC> at least i understood it that way
20:10:09  <coopserver> <Jam35> that doesn't really help :)
20:10:21  <coopserver> <Jam35> we still need to pick goods there
20:10:37  <coopserver> <AlphaSC> true
20:10:46  <coopserver> <AlphaSC> well lets make food pick first
20:10:50  <coopserver> <Jam35> that one is simplest
20:10:53  <coopserver> <Jam35> sand
20:10:58  <coopserver> <Jam35> sorry metal
20:11:13  <coopserver> <AlphaSC> both are
20:11:17  <coopserver> <Jam35> food looks hardest
20:11:20  <coopserver> <AlphaSC> u want at metal?
20:11:29  <coopserver> <AlphaSC> i do at milk
20:11:37  <coopserver> <Jam35> go for it :)
20:11:48  <coopserver> <AlphaSC> just a usual pickup, isnt it?
20:12:06  <coopserver> <Jam35> I guess so
20:12:11  <coopserver> <AlphaSC> i dont see any problem, that why i ask. or do i foget about something
20:12:18  <coopserver> <Jam35> nothing huge or anything
20:12:30  <coopserver> <AlphaSC> i make 4 station ror
20:12:33  <coopserver> <AlphaSC> terminus
20:12:42  <coopserver> <Jam35> up to you
20:12:57  <coopserver> <AlphaSC> thought you build, since u do so well stations :P
20:13:04  <coopserver> <AlphaSC> but  guess i ve to learn it too
20:13:19  <coopserver> <Jam35> the station part is fine
20:13:30  <coopserver> <Jam35> it's making the connection  there
20:13:38  <coopserver> <Jam35> it's messy
20:13:41  <coopserver> <AlphaSC> we did the habours
20:13:55  <coopserver> <AlphaSC> this gonna be easy :d, *hope*
20:13:57  <coopserver> <AlphaSC> D
20:26:46  <coopserver> <AlphaSC> stupid hills :P
20:26:56  <coopserver> <Jam35> mhm :)
20:27:00  <coopserver> <AlphaSC> :D
20:27:32  <coopserver> <AlphaSC> cl 2 or 3?
20:27:39  <coopserver> <AlphaSC> guess its cl2?
20:27:46  <coopserver> <AlphaSC> cuz they tl2 and slower
20:27:52  <coopserver> <AlphaSC> tl%
20:27:57  <coopserver> <AlphaSC> tl5*
20:28:07  <coopserver> <Jam35> 1.5 chami i think
20:28:11  <coopserver> <AlphaSC> :O
20:28:18  <coopserver> <AlphaSC> ok nice
20:32:06  <coopserver> <AlphaSC> god dam it
20:32:10  <coopserver> <AlphaSC> you were right :D
20:32:38  <coopserver> <AlphaSC> geuss flat map for these srnw fits better
20:32:44  <coopserver> <Jam35> :)
20:32:50  <coopserver> <AlphaSC> like in the other games srnw were played
20:32:54  <coopserver> <Jam35> I thought maybe connect !here
20:33:02  <coopserver> <AlphaSC> y
20:33:06  <coopserver> <AlphaSC> i ll do
20:33:11  <coopserver> <Jam35> but means going under/over the blue hub
20:33:11  <coopserver> <AlphaSC> and go from behind
20:33:18  <coopserver> <AlphaSC> i ve fore sure
20:33:22  <coopserver> <AlphaSC> no other way
20:33:42  <coopserver> <AlphaSC> or wait
20:35:30  <coopserver> <AlphaSC> easy
20:43:34  <coopserver> <AlphaSC> ok food running
20:44:10  <coopserver> <AlphaSC> i ll also get some food :P
20:44:11  <coopserver> <AlphaSC> brb
20:44:42  <coopserver> <Jam35> k
20:53:16  <coopserver> <AlphaSC> back
20:53:29  <coopserver> <AlphaSC> btw
20:53:44  <coopserver> <Jam35> hi ag
20:54:07  <coopserver> <AlphaSC> we can t do 90° curves on the pathfindertraps or the way up to the unreachable depot
20:54:26  <coopserver> <AlphaSC> seems like trains ignore station, if 90° at pathfinder
20:54:43  <coopserver> <AlphaSC> and that would make sense, i guess
20:54:47  <coopserver> <Jam35> sure
20:56:06  <coopserver> <AlphaSC> yep
20:56:10  <coopserver> <AlphaSC> now they go in
20:57:55  <coopserver> <AlphaSC> hm
20:58:01  <coopserver> <AlphaSC> didnt thought
20:58:15  <coopserver> <AlphaSC> we need so many trains to get all station filled :D
20:59:58  <coopserver> <AlphaSC> real production will come, if we get the red ring going
21:00:48  <coopserver> <Jam35> I will have to leave that til tomorrow
21:00:55  <coopserver> <AlphaSC> sure
21:00:59  <coopserver> <Jam35> bfn
21:01:08  <coopserver> *** Jam35 has left the game (Leaving)
21:01:22  <coopserver> <AlphaSC> gn8
21:01:26  <Jam35> oh will you stay here?
21:01:35  <Jam35> or should I auto pause?
21:01:40  <AlphaSC_> i will leave
21:01:50  <AlphaSC_> so pause the game, right?
21:01:55  <coopserver> *** AlphaSC has left the game (Leaving)
21:01:59  <AlphaSC_> yeah
21:02:00  <Jam35> ok, soz early start
21:02:02  <AlphaSC_> stop game
21:02:06  <Jam35> !auto
21:02:07  <coopserver> *** Game paused (number of players)
21:02:15  <AlphaSC_> gj
21:02:21  <AlphaSC_> gn8, see ya tomo
21:02:26  <Jam35> cya :)
21:08:34  *** AlphaSC_ has quit IRC
21:20:36  *** Mark has quit IRC
21:37:49  *** Progman has quit IRC
22:08:21  *** Brumi has quit IRC

Powered by YARRSTE version: svn-trunk