Config
Log for #openttdcoop.stable on 10th July 2013:
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00:13:40  <Dom_> !players
00:13:43  <Stablean> Dom_: Client 398 is Mazur, a spectator
00:13:43  <Stablean> Dom_: Client 454 (Purple) is Anson, in company 4 (Anson Transport)
00:44:37  <Stablean> *** Anson has joined spectators
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01:25:29  *** Anson has quit IRC
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02:47:14  <Stablean> *** Mazur has joined company #5
02:47:14  <Stablean> *** Game unpaused (number of players)
02:47:20  <Stablean> <Mazur> Rehi.
03:51:02  <Stablean> *** Mazur has joined spectators
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04:09:31  <Stablean> *** Generalcamo joined the game
04:10:35  <Stablean> *** Generalcamo has started a new company (#13)
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10:26:19  <Stablean> *** Mazur has joined company #5
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11:30:48  <Stablean> <Mazur> *whew*  That was one big rebuild.
11:52:08  <Stablean> *** Mazur has joined spectators
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12:02:53  <Stablean> *** Dom has left the game (connection lost)
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13:21:43  <Stablean> Autopilot engaged
13:21:43  <Stablean> Loading savegame: '{#openttdcoop} Welcome Server (www.openttdcoop.org)'
13:21:43  *** ChanServ sets mode: +v Stablean
13:21:43  *** Webster changes topic to "#openttdcoop Welcome to OpenTTD Server | 1.3.2-RC1 | Admin channel (ask for op) | IF you prepare map, read http://wiki.openttdcoop.org/Map_Preparation | run !setdef after loading a new game | http://dev.openttdcoop.org/projects/servers-stable"
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13:47:28  <Stablean> *** cronux has left the game (leaving)
13:47:28  <Stablean> *** Game paused (number of players)
13:55:55  <Stablean> *** Player has started a new company (#14)
13:56:04  <Stablean> *** Game unpaused (number of players)
13:56:24  <Mazur> !rcon move 501 255
13:56:24  <Mazur> "Player", when you play in a company, use a proper nick, you can set one with !name yourname in the textbox
13:56:28  <Stablean> Mazur: ‎*** Player has joined spectators
13:56:30  <Stablean> *** Game paused (number of players)
13:57:39  <Stablean> *** Player has started a new company (#15)
13:58:04  <Mazur> !rcon move 501 255
13:58:04  <Mazur> "Player", when you play in a company, use a proper nick, you can set one with !name yourname in the textbox
13:58:06  <Stablean> Mazur: ‎*** Player has joined spectators
13:58:08  <Stablean> *** Game paused (number of players)
13:58:25  <Stablean> <Player> wq
14:01:35  <Stablean> *** Player has left the game (leaving)
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23:26:49  <Stablean> *** Game unpaused (number of players)
23:27:27  <Stablean> <Anson> hallo, diablo
23:27:46  <Stablean> <Anson> you had a massive deadlock which blocked most part of your network
23:27:48  <Stablean> <Diablo> hello anson, thx for the signs
23:28:11  <Stablean> <Anson> did you see my signs at the oil refinery / goods pickup ?
23:29:21  <Stablean> <Anson> when trains start to queue, goods trains will start using the second (left) lane, and then can block the entrance to the stations
23:29:47  <Stablean> <Anson> even a single goods train on that track can cause the deadlock when other oil and pax trains behind it queue up as well
23:30:01  <Stablean> <Diablo> its a good thing i upgrades the entrances then
23:30:21  <Stablean> <Anson> that will happen very rarely and is not very probably, but when the map runs a long time, it happens sooner or later
23:31:51  <Stablean> <Anson> your goods station has 4 platforms, and the entry is additionally "protected" by having 2 waiting bays ... but with the bad signals, another train will block the entrance to them when both waiting bays are full
23:32:14  <Stablean> <Anson> use either pbs or entry/exit signals for that double waiting bay
23:32:36  <Stablean> <Diablo> its worked fine so far
23:33:02  <Stablean> <Anson> btw: if you no longer need my signs, you can delete them ... you can not only delte your own signs
23:33:25  <Stablean> <Anson> it has NOT worked so far ... that was part of the reason how the deadlock happened
23:33:36  <Stablean> <Diablo> iv actually forgotten most features about this game
23:34:51  <Stablean> <Anson> when 2 trains are in the 2 waiting bays and another train comes, it doesn't wait in front of the split, but enters the split ... thus when a train leaves the waiting bays, the third train may be szuck on the split and not advance in the waiting bay
23:35:17  <Stablean> <Anson> that adds one more train to a possible queue, and one too many is one too many :-)
23:35:47  <Stablean> <Anson> why did you delete the construction ? it was only the signals that needed a fix
23:36:06  <Stablean> <Diablo> thats a temp for now
23:36:20  <Stablean> *** Anson has joined company #4
23:37:08  <Stablean> <Anson> you see the few rails that i built (for demonstration only) ?
23:38:10  <Stablean> <Diablo> hows that
23:40:25  <Stablean> <Anson> entry/exit signals, and also pbs will guarantee that no train enters the split when it can't leave it
23:40:47  <Stablean> <Diablo> that done?
23:40:54  <Stablean> <Anson> your old signals were only block signals, and thus a third zrain would enter the split and wait on it behind a random signals
23:41:17  <Stablean> <Anson> thus blocking it also when the other waiting bay became empty
23:42:25  <Stablean> <Anson> yes, the new signals now should work ... to test it, stop three trains in the waiting bays :-)
23:42:26  <Stablean> <Diablo> mow iv got to finish the ml entrance junctions
23:43:37  <Stablean> <Anson> to make trains enter the station faster, you can add a few block signals in the waiting bays, so that a new train can start entering the waiting bay when the old train starts leaving it
23:43:44  <Stablean> <Anson> but anyway, it works now
23:44:28  <Stablean> <Diablo> can ya assist me up north from the stn on the ml
23:45:10  <Stablean> <Anson> where ? what do you want to change ?
23:45:33  <Stablean> <Diablo> just follow the track to lakeland
23:46:47  <Stablean> <Anson> a bit confusing to me ... several pararallel rails, and most of them drive on the left side .-)
23:47:37  <Stablean> <Anson> btw: trains from the rightmost platform at Lynnstone can't reach the depot behind the station
23:48:07  <Stablean> <Diablo> where r u?
23:48:17  <Stablean> <Anson> Lynnstone
23:48:35  <Stablean> <Anson> or did you mean in RL, because of the left/tight driving ? .-)
23:49:10  *** planetmaker has quit IRC
23:49:27  <Stablean> <Diablo> thelynnston depots are only for new trains or in b4 arrival
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23:49:32  *** ChanServ sets mode: +o planetmaker
23:51:21  <Stablean> <Anson> anyway, visible depots can cause massive queues and james when you give refit orders, autoreplace orders, etc
23:52:32  <Stablean> <Diablo> oops
23:59:18  <Stablean> <Anson> look for sign "gap" ... that is part of the reason why trains queue
23:59:52  <Stablean> <Anson> just put 1 or 2 signals on the track behind the merge

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