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Log for #openttdcoop.stable on 17th July 2013:
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00:07:33  <Stablean> <Anson> hehe, just got an idea for some ship grf : what about creating WET SHIPS ? :-)
00:08:20  <Stablean> <Cameron> fish might be the death of that...
00:09:07  <Stablean> <Anson> that would be real ships, but with properties almost identical to the ship trains .... then people can use the wet trains on land, and transfer cargo to wet ships for transport to other islands
00:09:21  <Stablean> <Cameron> unless you make your own high capacity ships to rival it
00:10:51  <Stablean> <Cameron> the biggest one there is 1080 tons or 1080000 liters, so unless wet ships had at lest twice that or triple. It's gunna get sunk easy
00:11:11  <Stablean> <Anson> intended as part of nuts, so that people do not have to use another ship grf, but only get the option of transporting something from one island to another and stay with the wet system
00:12:05  <Stablean> <Anson> hehe, or allow wet rails to be placed on water, without the high "clear water" costs :-)
00:12:41  <Stablean> <Cameron> blah, that might be something
00:17:00  <Stablean> <V453000> sure just take FISH sprites and adjust them
00:17:05  <Stablean> <V453000> both projects are gplv2 after all
00:18:55  <Stablean> <V453000> monorail fast trains are pretty worthless with short trains Cameron btw :P
00:19:01  <Stablean> <V453000> they are specifically made to be long
00:19:20  <Stablean> <Cameron> still profitable ;)
00:19:30  <Stablean> <V453000> money
00:19:32  <Stablean> <V453000> :)
00:19:51  <Stablean> <V453000> still, I dont think they reach 417 kmh too often on your network :)
00:19:54  <Stablean> <Cameron> oil trains 1.799million each times 3
00:20:20  <Stablean> <Cameron> steel trains make 800k plus each
00:20:34  <Stablean> <V453000> choosing medium monorail would probabl be best
00:20:41  <Stablean> <V453000> my god why do you even say how much profit they make
00:20:47  <Stablean> <V453000> it is completely irrelevant
00:20:50  <Stablean> <V453000> every train will make money
00:20:53  <Stablean> <Cameron> paper trains make 800k plus each
00:21:27  <Stablean> <Cameron> small trains disproving your ruling...
00:21:34  <Stablean> <V453000> ?
00:22:10  <Stablean> <Cameron> besides, I took your advise and started with smaller trains this time
00:22:54  <Stablean> <V453000> of course but different trains benefit from different engines
00:23:12  <Stablean> <V453000> since monorail fast increases power with total train length, its strength is obviously greatest with long trains
00:23:42  <Stablean> <V453000> on the contrary monorail medium reduces its strength with longer trains
00:24:53  <Stablean> <Cameron> ...
00:24:59  <Stablean> <Cameron> fail times 3
00:25:41  <Stablean> <V453000> upgraded to old model, or? :)
00:25:59  <Stablean> <V453000> ah crashy :)
00:26:05  <Stablean> <Cameron> :0
00:26:15  <Stablean> *** V453000 has started a new company (#12)
00:26:23  <Stablean> <V453000> btw those PBS signals dont do anything :)
00:26:27  <Stablean> *** V453000 has joined spectators
00:26:55  <Stablean> <V453000> on any of the terminus stations
00:27:13  <Stablean> <V453000> just fyi :)
01:04:12  <Stablean> <Anson> cameron, look near your "PS" sign ... :-)
01:05:50  <Stablean> <V453000> funding buildings might help too
01:05:56  <Stablean> <V453000> aka itcould be one of the main sources
01:08:02  <Stablean> <Anson> at first, i funded without success, then i started delivering food, and set up buses for pax and mail, and never funded again
01:33:58  <Stablean> <Cameron> define Logic engines at Funham...?
01:35:28  <Stablean> <Cameron> slugs
01:39:06  <Stablean> *** V453000 has left the game (leaving)
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02:09:17  <Stablean> <Anson> ok, replaced all rails by purr now :-)
02:10:12  <Stablean> <Anson> when checking whether i did all tiles, i saw that i have ONE wet tile left ... if anybody finds it, please tell me where it is (put a sign or whatever) ... thanks
02:13:51  <Sylf> why not cover the entire map with conversion tool, converting the whole map in one go?
02:14:28  <Sylf> click+drag+shift-arrowkey is the winning combination when converting the rail type
02:17:13  <Stablean> <Anson> two points .... first, i recolored everything with different purr colors, and the "drag all and convert" won't work with that setup ... and second, i wanted to know where i had a wet tile
02:17:35  <Stablean> <Anson> just found it : it was a dummy depot, to check some wet trains/wagons :-)
02:19:01  <Stablean> <Anson> the click-drag-shift-cursor trick WAS the ideal trick, useful again when we have a map without purr :-)
02:23:07  <Stablean> <Anson> did single mainlines in grey, double mainlines in red and green (nautical colors, red left, green right), sidelines in blue, auix tracks (reversers+depots) in yellow, stations with entry and exit in some contrasting color, and on other things like switches i used yellow between red and green and blue for logic rails :-)
02:59:11  <Stablean> <Cameron> no new map ;(
02:59:26  <Stablean> <Anson> i just found a bug
02:59:32  <Stablean> <Cameron> where
02:59:35  <Stablean> <Anson> a bug in my switcher
02:59:46  <Stablean> <Cameron> and
02:59:56  <Stablean> <Anson> had a signal forward instead of backwards, and was wondering why trains didn't switch
03:08:03  <Stablean> <Anson> Cameron, you colored everything green ?
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03:20:16  <Stablean> <Anson> hallo, Player
03:20:55  <Stablean> <Anson> you can change your name here, or set a default username on the multiplayer screen before joining the server
03:21:09  <Stablean> <Player> Shoulda done that...
03:21:26  <Stablean> *** Player has changed his/her name to thaddeus
03:28:59  <Stablean> <Anson> is V still listening ? ... i just found a bug or at least unwanted feature in connection with purr ... but it is not only purr. i had seen that effect already 1+ years ago ....
03:30:38  <Stablean> <Anson> when different rail types are used, logic circuitry may break, eg when maglev is used, and logic rails are monorail ... easy "fix" was to not use different rail types .-)
03:31:36  <Stablean> <Anson> but now it happens again with the different purr colors: the logic no longer works under all circumstances, maybe some penalties by switching railtype, or something :-(
04:02:11  <Stablean> <thaddeus> You all have some really inspiring systems going on.  Thanks for letting me check it out.
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04:06:45  <Stablean> <Big Meech> yo
04:06:59  <Stablean> <Big Meech> man, we need some ships here
04:07:01  <Stablean> <Anson> hallo, meech
04:07:08  <Stablean> <Big Meech> :D
04:07:22  <Stablean> <Anson> how do you like my coloring of my network ? .-)
04:07:44  <Stablean> <Big Meech> lol
04:07:54  <Stablean> <Anson> too bad that there may be problems with pathfinding and logic circuitry when using different rail types
04:08:09  <Stablean> <Big Meech> that's kinda weird then
04:08:24  <Stablean> <Big Meech> Im sure V45300000000000000099999999 will work out the bugs
04:08:28  <Stablean> <Anson> look at my sign "!bad feature"
04:09:02  <Stablean> <Anson> it is NOT a problem in purr, but a general problem which will show up more often when using purr
04:09:02  <Stablean> <Big Meech> probably cant find the escape route
04:09:37  <Stablean> <Anson> trains find the reverser, but then leave it towards the entry and not into the depot
04:10:35  <Stablean> <Anson> i just recolored the reverser and depot on the red station ... wait and watch :-)
04:11:29  <Stablean> <Anson> train incoming to prolem station
04:12:12  <Stablean> <Big Meech> the colors make my eyes hurt xD
04:13:50  <Stablean> <Anson> hehe, i did an extreme coloring, giving different colors to each ML, SL, station entrance, station, and reverser :-)
04:14:00  <Stablean> <Anson> but do you see the problem now ?
04:14:10  <Stablean> <Big Meech> no, sorry, my eyes hurt
04:14:28  <Stablean> <Big Meech> I think I got im purr fect vision from it
04:14:58  <Stablean> <Anson> sorry, can't use a single color for all, since the problem only happens with different rail types
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04:17:02  <Stablean> <Big Meech> I think you need to upgrade your eingines, Anson
04:18:40  <Stablean> <Anson> yes, very old ... but i need to adjust depots first, or else trains will get stuck somewhere, or not autoreplace, or ....
04:19:04  <Stablean> <Big Meech> you could put a depot at the other side of exits on  your stations
04:19:22  <Stablean> <Anson> can you try something ? building a reverser and invisible depot at Sindhall woods ?
04:20:48  <Stablean> <Big Meech> I dont want to smash Sylf's stuff there honestly
04:21:14  <Stablean> <Anson> i made a template at Sindhall Heights :-)
04:21:36  <Stablean> <Big Meech> I see that but I dont want to do any construction to his already rhere station
04:21:38  <Stablean> <Anson> only a small change in the station, but it might show the same effect that i had
04:22:04  <Stablean> <Anson> hehe, you can build a new station somewhere :-)
04:22:26  <Stablean> <Big Meech> all the years i've been here I really havent built any even with a template D:
04:23:08  <Stablean> <Anson> depot like !that ?
04:23:14  <Stablean> <Big Meech> where
04:23:20  <Stablean> <Big Meech> nevermind
04:23:22  <Stablean> <Big Meech> yeah, I think that SHOULD work
04:23:52  <Stablean> <Big Meech> cuz suppose it doesnt need to reverse, it would go into station straight then on the way out it would catch the invisible depot
04:24:10  <Stablean> <Anson> then trains would maintain/autoreplace when they exit the station, after loading/unloading !?
04:24:20  <Stablean> <Big Meech> yep, Should work
04:24:39  <Stablean> <Big Meech> does that help?
04:25:01  <Stablean> <Anson> but i need to check all depots first, whether i have left some visible depots from the start of the game
04:25:11  <Stablean> <Big Meech> i can help
04:25:33  <Stablean> <Anson> is there some means to show a list of depots and a list of waypoints ? similar to the list of stations ...
04:25:49  <Stablean> <Big Meech> no i dont think so
04:25:55  <Stablean> <Big Meech> i think you just gotta peek at all of your tracks
04:26:05  <Sylf> my what to be smashed?
04:26:20  <Sylf> there's nothing that I've built that's worth saving
04:26:26  <Sylf> on this map
04:26:33  <Stablean> <Anson> hehe, i think i found a problem/feature/bug with logic/reversers
04:26:51  <Stablean> <Big Meech> I didnt see any extra depots
04:27:09  <Stablean> <Anson> and since meech was blinded by colors, i suggested that he tries to slightly change an existing station and test it there
04:27:33  <Stablean> <Big Meech> Im sure itll work the way you built it :D
04:33:40  <Stablean> <Big Meech> hehe, so many reversers!
04:33:58  <Stablean> <Anson> on my network ?
04:34:04  <Stablean> <Big Meech> yep
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04:34:10  <Stablean> <Anson> i used the same layout at every station :-)
04:34:16  <Stablean> <Big Meech> you did
04:34:18  <Stablean> <Big Meech> :D
04:35:16  <Stablean> *** happy tran {} sport joined the game
04:35:19  <Stablean> <Big Meech> Hi Happy!
04:35:33  <Stablean> <Big Meech> You're here early, Mr. Happy
04:35:39  <Stablean> <happy tran  sport> hi   how  things
04:35:45  <Stablean> <Big Meech> They're good!
04:35:51  <Stablean> <Big Meech> anson
04:36:01  <Stablean> <happy tran  sport> yep  iam just  cheking  my  net werk
04:36:01  <Stablean> <Big Meech> that depot you just made you could move it 1 tile closer to the turn
04:36:11  <Stablean> <happy tran  sport> yep
04:36:14  <Stablean> *** Big Meech has joined company #11
04:36:26  <Stablean> <Big Meech> at this tile
04:36:37  <Stablean> <happy tran  sport> fill  free  to john  my  cumpany  big meech
04:36:47  <Stablean> <Anson> would need to change signals too
04:36:49  <Stablean> <Big Meech> sure, if I have time, Happy
04:37:11  <Stablean> <Big Meech> it wouldnt hurt signalling too much to move signal over
04:37:17  <Stablean> <Big Meech> just depending on CL of train
04:37:24  <Stablean> *** Big Meech has joined spectators
04:38:13  <Stablean> <happy tran  sport> be back    later i got  to go  out   for the  day4
04:38:21  <Stablean> *** happy tran  sport has left the game (leaving)
04:38:23  <Stablean> <Big Meech> Seeya Boss
04:39:53  <Stablean> *** ROM5419 has left the game (processing map took too long)
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04:40:01  <Stablean> <Big Meech> yo
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04:40:27  <Stablean> <V453000> asdf
04:40:28  <Stablean> *** V453000 joined the game
04:40:36  <Stablean> <Big Meech> look at all of the joining bastards
04:40:59  <Stablean> <Big Meech> and Rom! :D
04:41:09  <Stablean> <V453000> :D Anson found the eol bug
04:41:16  <Stablean> <V453000> ... it is fixed in trunk already
04:41:22  <Stablean> <Big Meech> Nice
04:41:29  <Stablean> <Big Meech> I know you'd fix it
04:41:31  <V453000> http://bugs.openttd.org/task/5216
04:41:47  <Stablean> <V453000> I technically didnt but it was fixed the same day purr came out, soo coincidence? :P
04:42:01  <Stablean> <Big Meech> Sure, take credit :D
04:42:19  <Stablean> <V453000> well it has been reported like a year ago so a bit big luck :P
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04:42:37  <Stablean> <Big Meech> you need to make a colorchanging rail to make my eyes explode
04:42:39  <Stablean> <V453000> hi Sylf :)
04:42:53  <Stablean> <V453000> wetrail changes colours :p its animated
04:42:59  <Stablean> <Big Meech> no shit
04:43:06  <Stablean> <Anson> hehe, yes ... i found it a year ago too ... but i was told to simply use the same rail type for logic that i also used for the track ...
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04:43:25  <Stablean> <V453000> that I would tell you now again, for stable releases
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04:43:54  <Stablean> <V453000> on the public server it should work now
04:43:56  <Stablean> <Big Meech> wouldn't wetrails in the arctic climate be frozerails ?
04:44:26  <Stablean> <V453000> should be -> meech shoul draw the ice
04:44:32  <Stablean> <Big Meech> lol
04:44:42  <Stablean> <Big Meech> Ever play Chips Challenge?
04:44:48  <Stablean> <Big Meech> that's what it reminds me of a bit
04:45:54  <Stablean> <V453000> sure, you are the only contestant
04:45:54  <Stablean> <Anson> don't know whether my problem is the same that you found ... my trains go into the reverser when they would hit the eol, but then don't go into the depot and instead head towards the entry again
04:45:57  <Stablean> <V453000> the jury is consisting of me and me
04:46:11  <Stablean> <V453000> Anson it is simply broken 2way signals
04:46:17  <Stablean> <V453000> it is exactly the same
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04:48:08  <Stablean> <V453000> also Meech if one member of the jury declares you a bitch, or one member declares your sprites shit, you will not only lose the challenge but you will also be followed home and your dog killed
04:48:19  <Stablean> <V453000> regardless of possessing any dogs
04:48:29  <Stablean> <Big Meech> lol
04:48:39  <Stablean> <Big Meech> Chip's Challenge is a Computer game
04:48:50  <Stablean> <V453000> this is a game too
04:50:25  <Stablean> <V453000> anyway, byez
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04:51:11  <Stablean> <Big Meech> OMG ROM AND V4530000 IS SAME PEOPLE! :P
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04:53:06  <Stablean> <Big Meech> Sylf, fruit near prunnford? :)
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04:53:46  <Stablean> <Sylf> go for it
04:53:48  <Stablean> <Anson> why don't my trains autoreplace ?
04:54:06  <Stablean> <Anson> a few did, thus i must have set it up correctly, but most don't go to depots
04:54:16  <Stablean> <Sylf> what are you replacing to?
04:54:30  <Stablean> <Anson> animal train :-)
04:54:42  <Stablean> <Sylf> did you tell it to replace wagons too?
04:55:08  <Stablean> <Anson> i set it up for all trains, and a few were replaced ... thus i have set it up correctly
04:55:22  <Stablean> <Anson> the problem is that most don't go to the depots
04:56:32  <Stablean> <Anson> maybe they try it only once, can't find a depot and then skip trying for some time ... and then try again later and probably won't find a depot again .... etc etc etc
04:57:11  <Stablean> *** Sylf has left the game (leaving)
04:58:11  <Stablean> <Anson> ahhhhh, idea ...... i have refit orders in the command list ... thus maybe they ignore it and wait to be sent to depots explicitly, or will go by themselves when they hit the refit order (which is always skipped)
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05:13:18  <Stablean> <Anson> meech, your idea was crap :-(
05:13:25  <Stablean> <Cameron> lol
05:13:59  <Stablean> <Anson> the trains didn't use all the new depots that i built according to your suggestion, but used the overflow depot, and then were stuck there
05:14:57  <Sylf> You have your depots in different rail types don't you
05:15:03  <Sylf> who knows what happens with that
05:15:58  <Stablean> <Anson> that problem happens only with one(!) orientation of the depots/layout
05:16:44  <Stablean> <Anson> the problem that i have now is that the trains went to the overflow depot for autoreplacing since that is of course the nearest depot ....
05:17:31  <Stablean> <Anson> and then they are stuck in that depot since they would need to go through the terminus again to continue ...
05:18:05  <Sylf> you should build overflows so trains can escape out of them
05:18:16  <Sylf> off to the rest of the system, not only to the station
05:18:37  <Sylf> or make ovelflow depot inaccessible from the station
05:19:42  <Stablean> <Anson> hehe, as long as i don't send trains there, they have orders to go to the terminus, then reverse and stay in the depot until the terminus is free again ... no problem ever ... but now i sent the trains to those depots and have no escape route ...
05:20:16  <Stablean> <Anson> currently thinking about how i can create an escape route that still keeps the reverser and depot working for overflow
05:21:49  <Sylf> those small overflows with simple reverser are utter crap
05:22:02  <Sylf> if meech showed you those overflows, he's an utter crap.
05:22:26  <Stablean> <Anson> they work perfectly .... as long as simple conditions are met, which of course is not guaranteed in the long run
05:22:31  <Sylf> actually, any overflows for sake of overflow are all crap.
05:22:50  <Sylf> Seriously, people need to learn to build WITHOUT overflows.
05:23:10  <Stablean> <Anson> no, he showed me to put depots behind the station, a few tiles away on the exit route, so that they would autoreplace there
05:23:36  <Stablean> <Anson> but with my tight overflow depots, the trains went there instead of to the new depots, and thus got stuck
05:24:29  <Sylf> then the overflow is flawed.
05:24:30  <Stablean> <Anson> how do you build a pickup station with an unknown number of trains and no overflow ?
05:24:57  <Sylf> What have you been looking all these games?
05:25:02  <V453000> 90% primary stations certainly dont have "unknown number of trains"
05:25:04  <Sylf> both in PSG and my building here
05:25:52  <Stablean> <Anson> offline, i will always be there when the game runs, and thus be able to watch and resolve problems ... but in multiplayer, i want to be prepared if something happens and not get a chain reaction that might jam the whole network
05:26:23  <Sylf> that's full of crap.
05:26:42  <Stablean> <Anson> in PSG, it is different ... that is like playing offline : the game only runs when someone is there and can resolve problems
05:26:48  <Sylf> Like I said before, you can have a wrongly constructed overflow that clogs your entire network.
05:28:58  <Stablean> *** Diablo joined the game
05:29:26  <Stablean> <Diablo> evening
05:30:09  <Stablean> *** Diablo has joined company #3
05:30:25  <Stablean> <Big Meech> hi Diablo
05:30:55  <Stablean> <Diablo> hey meech
05:31:13  <Stablean> <Big Meech> :)
05:33:23  <Stablean> <Diablo> so meech, its been a while...like my new layout design?
05:33:41  <Stablean> <Big Meech> i will have to look
05:34:35  <Stablean> <Big Meech> looks fast
05:34:50  <V453000> idk if asking meech is the best idea
05:34:56  <Stablean> <Big Meech> though, some trains love taking a full lane, and you might need another bridge or two but looks nice :)
05:35:00  <V453000> his brain is slow so everything looks fast to him
05:35:04  <Stablean> <Big Meech> shush you
05:35:47  <Stablean> <Diablo> dont worry v, i asked im knowing the consequenses
05:35:53  <Stablean> <Big Meech> :D
05:36:33  <V453000> you cant know the consequences with someone so unpredictable
05:37:19  <Stablean> <Diablo> its not the unprdectblty, its the ... part lol
05:39:45  <Stablean> <Big Meech> oh yes, im unpredictable
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05:44:32  <BiG_MeEcH> wooooooooooo
05:45:22  <BiG_MeEcH> Mr. Time Out thought they could get rid of me
05:49:34  <Stablean> <Anson> add worse to bad :-( ... i forgot to enable "car removal" ... now replacing the new engines with other single engines, and then again with double engines, this time WITH the remove option
05:50:09  <BiG_MeEcH> I love car removal
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06:09:09  <Stablean> <Cameron> Anson; You've got a train stuck at Rubber 2
06:10:03  <Stablean> <Sylf> anson, two-way-eol and PBS don't work together
06:10:41  <Stablean> <Sylf> also, building a depot after a ro-ro station is a bad design.
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07:51:44  <V453000> eol works Sylf, only with limited effect :P
08:06:20  <Dom_> !gap 4 11
08:06:20  <Stablean> Dom_: You need 3 tunnels/bridges for trainlength 4 and gap 11.
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09:59:08  <Stablean> <Anson> almost done with fine tuning ....
09:59:56  <Stablean> <Anson> Sylf, all my old PBS stations which got 2way signals and depots and still kept the old PBS instead of getting an entry, should be fixed now
10:02:23  <Stablean> <Anson> Sylf, the depots after the roro were temporary, quickly built to do a replace ... should all be fixed now: either removed (using the other station for maintenance) or rebuilt to have a hidden depot (one with a WP, one completely rebuilt as terminus, one still using only the other station)
10:05:34  <Stablean> <Anson> all depots now have a direct exit to the network, although they will wait some time in depot until a platform becomes free (but then, not going through that platform)
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13:10:27  <Sylf> okay, eol works.  But PBS wouldn't keep the trains in the depot as intended.  That's what I was trying to say.
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17:01:24  <Stablean> <Jam35> you building Anson?
17:02:06  <Stablean> <Jam35> if not, what's with the stopped train?
17:02:24  <Stablean> <Anson> i am trying to find out why the switcher is slow
17:02:43  <Stablean> <Anson> you see the trains slowing down while they switch ?
17:06:55  <Stablean> <Anson> train 62 just starts switching and the signal in front is red ... a moment later its tail leaves the logic connection and thus makes the signal green ... everything as intended ...
17:07:25  <Stablean> <Anson> but when a train comes with more speed, it slows down while switching ... why ?
17:08:55  <Stablean> <Anson> and with unlucky timing, it even can make the following train come near the switching train so that it blocks the switching train already after the signal was green for a moment ...
17:09:37  <Stablean> <Jam35> looks like the yellow track part has a lower speed limit but does not? :/
17:09:44  <Stablean> <Jam35> weird
17:10:26  <Stablean> <Jam35> tried it in plain mono?
17:10:44  <Stablean> <Anson> to me it looks as if the train is faster than the logic ... when it starts switching, the signal is red, and should become green when the train is almost at the signal
17:11:18  <Stablean> <Anson> and here, it has so much speed that it slows down at the signal before it can turn green
17:12:24  <Stablean> <Anson> btw: green/red = nautical colors for right/left lane, yellow = switch, blue = logic
17:12:59  <Stablean> <Jam35> there?
17:13:33  <Stablean> <Anson> without a train on the left track, you can see that trains switch without slowing down ... thus there is no speed limit anywhere
17:13:59  <Stablean> <Anson> just turned everything yellow to eliminate possible effects of different railtypes
17:15:58  <Stablean> <Anson> now trains switch with full speed
17:16:24  <Stablean> <Jam35> can you recolor it again?
17:16:34  <Stablean> <Anson> and now they slow down by stopping themselves for a moment :-(
17:17:33  <Stablean> <Jam35> so the logic is somehow broken across railtypes (or delayed)
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17:17:58  <Stablean> <Anson> no ... the same effect happened also with a single (yellow) rail
17:18:24  <Stablean> <Anson> looks as if the train is too fast and the signal needs a moment to change back to green
17:18:31  <Stablean> <Jam35> sorry I thought I saw it going full speed
17:19:05  <Stablean> <Anson> it goes full speed when there is no train in the red prio area
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17:19:21  <Stablean> <Anson> since then, the signal is always green :-)
17:21:28  <Stablean> <Anson> now unjamming and getting new trains one time around the track for next test
17:22:31  <Stablean> <happy tran  sport> hi all
17:22:45  <Stablean> <Jam35> hi
17:24:27  <Stablean> <Jam35> so why would a train try and shift if there is one in the prio area anyway?
17:24:45  <Stablean> <happy tran  sport> look like   i need  to make my  ml 2 way
17:24:47  <Stablean> <Anson> still njammig the whole network now :-)
17:24:58  <Stablean> <Anson> * injamming
17:25:12  <Stablean> <Jam35> *un
17:25:22  <Stablean> <Anson> * whatever :-)
17:25:36  <Stablean> <Jam35> *evar
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17:25:58  <Stablean> <Anson> the trains NOW switch at full speed, right ?
17:26:08  <Stablean> <Jam35> right
17:27:22  <Stablean> <Anson> it almost stopped now, right ? ... why ?
17:29:12  <Stablean> <Jam35> why would it want to shift then anyway?
17:30:50  <Stablean> <Anson> looks like there is a speed limt for switchers ... works only up to 300 or 400 ...
17:31:25  <Stablean> <Anson> to force trains to switch, i removed a green rail piece :-)
17:32:28  <Stablean> <Anson> now no red train is in the prio, and green trains switch at full speed
17:33:30  <Stablean> <Anson> now a red train in the prio and green train slows down before it allows itself to continue (via the failsafe signal)
17:34:56  <Stablean> <Jam35> i dont think there should be an exit signal (the 2 way one)
17:35:07  <Stablean> <Jam35> breaks the logic: gives a green when shouldn't
17:35:21  <Stablean> <Anson> always a problem to debug dynamic effects ... that's why i have to stop a red train in te prio and force a green train to "switch" regardless of that train
17:36:25  <Stablean> <Anson> the trick is signal A ... it turns the signal green just when the train arrives at the signal and its tail leaves signal A
17:37:21  <Stablean> <Anson> but it looks as if the signal doesn't turn green fast enough when trains go full speed (above 300)
17:38:07  <Stablean> <Jam35> maybe so
17:42:25  <Stablean> <happy tran  sport> dame   tran
17:44:12  <Stablean> <Jam35> I see the PZG13 trains travel @643kph with no problems so do not think the problem is there
17:44:54  <Stablean> <Anson> hehe, i saw that game too ... but what is the difference here ? the TL ?
17:46:44  <Stablean> <Anson> i also have another problem : when the swiching train is followed tightly by another train and does not go full speed, the next train might enter the area at signal A and block the switching train again, after it shortly releases itself and before it passes the switch signal ...
17:48:30  <Stablean> <Jam35> I think you really need to talk to someone who has worked with this stuff :P
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18:05:17  <Stablean> <Anson> just tested someplace else, at sign "todo ...." and the same effect of slowing down
18:06:24  <Stablean> <Anson> in addition at that sign, i don't see why trains prefer the path through the backside of a pbs signal instead of switching :-(
18:10:15  <Stablean> <Jam35> i'm not sure what the ideal pbs back penalty would be or what it is now
18:14:54  <Stablean> <Anson> just tested PZG13 again, and saw that all trains switch without sklowing down .... BUT
18:16:16  <Stablean> <Anson> BUT they all are going on the track synced, and thus the failsafe mechanism never triggers ... the next train on the next track is either there in time to prohibit switching, or it is not there at all and thus no problem with full speed
18:17:14  <Stablean> <Anson> i saw the problem here only when a train switches and needs to release itself to not have to do a full stop
18:18:44  <Stablean> <Jam35> I cannot see why that would not always happen
18:19:06  <Stablean> <Jam35> idk really: just looking at the logic
18:19:46  <Stablean> <Jam35> I get the idea but maybe it isn't a good one? :)
18:21:37  <Stablean> <Anson> http://blog.openttdcoop.org/2010/01/13/fail-safe-joiners-priorities-and-the-cyclotron-example/
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18:44:45  <Stablean> <Anson> Jam, i maybe found where the problem happens ...
18:45:47  <Stablean> <Anson> the failsafe joiner has one tile diagonal and 2 straight (for TL3), and thus there is a very short time after the signal turns green and before the train reaches it
18:47:06  <Stablean> <Anson> when the train is too fast, it "jumps" that small distance, and can reach the signal before it turns green, thus starts slowing down, and then it turns green ... and that would be the effect i observed above 300 or above 400 kph
18:48:27  <Stablean> <Anson> the second effect whoch can happen: when the train is too slow (eg caused by a jam), the train didn't yet reach the signal when the next train enters that blocking area, and thus the signal turns red again before the train passes it, and thus is stuck like without failsafe mechanism
18:49:02  <Stablean> <Anson> summary : the failsafe joiners work only for some minimum speed/distance of trains, and for some maximum speed ....
18:51:41  <Stablean> <Jam35> again idk, some tinkering with the design then?
18:52:08  <Stablean> <Anson> for testing that theory, one would have to rebuild such a jiner twice ... one version would have the entering rail and the switching diagonal straightened to be TL straight tiles of rail ... that should cause the max speed to be lower or even 0, and the slowdown happen more often or even stop the switching train for a moment
18:53:27  <Stablean> <Anson> the other version would be to make the tiles all on a diagonal, thus allowing a bit more time between signal and head of train, and thus increasing the possible max speed, but also increasing the chances that a tightly following train stops it completely
18:54:13  <Stablean> <Anson> http://blog.openttdcoop.org/2010/01/13/fail-safe-joiners-priorities-and-the-cyclotron-example/ has a detailed description of how it should work
18:55:19  <Stablean> <Anson> but it neglects the timing problems which might be caused by the one diagonal tile in that design (valid only for "low" speeds below 400)
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18:59:53  <Stablean> <Jam35> Yes I have read the article and have also been looking at PSG172
19:00:27  <Stablean> <Jam35> I would really need do do some testing myself but tbh don't find it that necessary :)
19:00:37  <Stablean> <Anson> to increase the max speed, the gap would have to be larger, eg TL+0.5 or even TL+1, which in turn causes bigger chances for the other problem, requiring a bigger gap between trainsa, which in turn makes the gap between trains even larger.
19:00:51  <Stablean> <Jam35> build it
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19:08:16  <Stablean> <Jam35> no prio :)
19:08:42  <Stablean> <Jam35> and CL slows
19:08:44  <Stablean> <Anson> not done yet
19:08:47  <Stablean> <Jam35> k soz :)
19:12:19  <Stablean> <Anson> prio done, but one part still missing (for the second problem of tightly following trains
19:15:54  <Stablean> <happy tran  sport> jam  have u got  a minte
19:16:37  <Stablean> <Jam35> what's up?
19:17:05  <Stablean> <happy tran  sport> i am trying to  make my ml  2 way  but i am stuk
19:17:19  <Stablean> <Jam35> deja vu
19:17:25  <Stablean> <Jam35> where? :)
19:17:55  <Stablean> <happy tran  sport> see  my sign  say  this  place
19:20:10  <Stablean> <Jam35> i would merge the drop and pick tracks before the hub
19:20:24  <Stablean> <Jam35> not right there
19:20:30  <Stablean> <Jam35> hm maybe it could work
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19:28:56  <Stablean> <Anson> yes, part 1 finished ... trains pass at full sped now
19:30:02  <Stablean> <Anson> part2 is ok too, now ...
19:30:48  <Stablean> <Anson> but at the cost of having a bigger gap between trains
19:33:04  <Stablean> <Anson> i think, in PZG13, they also used some minimum gap "becaue of diagonals", something like TL5 and gap5 ... and i just experimented until i came up with TL3 and gap3 ....
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19:39:58  <Stablean> <V453000> helo
19:40:04  <Stablean> <happy tran  sport> hi v
19:40:14  <Stablean> <Jam35> hi
19:40:22  <Stablean> <Jam35> Anson: ask that guy :)
19:40:33  <Stablean> <V453000> I dont know anything about shifters
19:40:49  <Stablean> <Jam35> hm
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19:42:12  <Stablean> <V453000> in short, better learn proper mergers :)
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19:43:31  <Stablean> <happy tran  sport> ok thanks
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19:49:42  <Stablean> <Anson> hehe, just finished reading that blog again ... and found this comment by V: "Very nice  gotta try that right now" :-)
19:49:50  <Stablean> <Anson> btw: hello
19:50:48  <Stablean> <V453000> I never tried anything like that
19:50:52  <Stablean> <V453000> ever
19:51:15  <Stablean> <Anson> what happened between that old comment from 3.5 years ago and now ? what did you discover that makes mergers better than those joiners ?
19:51:53  <Stablean> <V453000> nobody says that the shifters are effective (unless extremely poorly accelerating trains, OR timed SML)
19:52:05  <Stablean> <V453000> they are just simple and trivial to build, clone, and thus expand
19:52:11  <Stablean> <V453000> its for lazy people only
19:52:15  <Stablean> <V453000> no other gain
19:52:49  <Stablean> <V453000> the reason why they are a lot less effective than a merger is simply because a proper merger will fill the output lines a lot better than a "randomly shifted" stream of trains
19:53:07  <Stablean> <V453000> especially if you include e.g. downhill acceleration mergers
19:53:30  <Stablean> <V453000> also normal mergers are a lot more useful in general, flexible, and a lot smaller
19:53:58  <Stablean> <V453000> the only valid usage of SML by now is in SRNW
19:55:14  <V453000> http://wiki.openttdcoop.org/Merging_Tracks if you know everything written here, you are already a good builder
19:55:21  <V453000> if you know SML, you dont know anything useful
19:55:28  <V453000> simple as that
19:56:43  <Stablean> <Anson> i found timing problems in those failsafe shifters ... to guarantee that trains don't slow down at the signal, they need to be longer than given in the article, and then also need a bigger safety gap behind trains to not let a tightly following train block the signal too early ... probably need a gap of X for TL X ... and that makes the ML less packed
19:57:45  <Stablean> <V453000> the one in the article is 100% operational.
19:59:04  <scshunt> Anson: it depends on the train's acceleration
19:59:13  <Stablean> <V453000> no it doesnt
19:59:23  <Stablean> <V453000> the whole point of this thing is to make acceleration irrelevant
19:59:23  <Stablean> <Anson> on the other hand, they still could be useful when you have mountains, high TF costs, and want to squeeze a double, triple, or even bigger ML in a tight valley ... the shifters would allow to shift in advance and merge only to the rightmost lane of the ML
19:59:45  <Stablean> <V453000> no Anson.
19:59:46  <scshunt> wait, what construction are we talking about?
19:59:54  <Stablean> <V453000> they arent space effective at all, not even in mountains
20:00:05  <Stablean> <Anson> http://blog.openttdcoop.org/2010/01/13/fail-safe-joiners-priorities-and-the-cyclotron-example/
20:00:43  <Stablean> <Anson> and i built some of them in this map, for testing ... eg near sign "TL+1 ...."
20:01:18  <Stablean> <V453000> the missing entry signal might be more of a hint
20:01:32  <Stablean> <Jam35> the main problem was that trains that decided to switch didn't free themselves fast enough
20:01:46  <Stablean> <V453000> there is no delay in that Jam35
20:01:54  <Stablean> <Jam35> or something?
20:02:06  <Stablean> <V453000> I wonder if it could be related to trains with shorter wagons but I dont think so
20:02:08  <Stablean> <Jam35> if a train was in the prio also
20:02:58  <Stablean> <V453000> hard to tell
20:03:25  <Stablean> <Anson> trains that switched and needed to free themselves, always slowed down when they were highspeed trains ... i tested and got no problems at 100 and 200, but with the current trains, they start slowing down at the signal
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20:04:12  <Stablean> <Anson> probably are too fast and "jump" from freeing themselves to be too near to the signal before it becomes green, and thus start slowing down
20:04:19  <Stablean> <V453000> no
20:04:22  <Stablean> <V453000> that isnt possible
20:06:32  <Stablean> <Anson> watch my switcher now ... i have stopped a train in the prio to make it need the "self-freeing", and broke the rail of the right lane to force them into the switch ... result: trains slow down at the signal in the yellow lane
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20:07:00  <Stablean> <Anson> that apolies to the normal construction with TL ... here they don't slow, since this is built with TL+1
20:07:02  <Stablean> <happy tran  sport> be back later
20:07:09  <Stablean> <V453000> no they dont
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20:08:13  <Stablean> <V453000> I see
20:08:15  <Stablean> <V453000> well
20:08:54  <Stablean> <V453000> yep short wagons on tail of train
20:08:57  <Stablean> <V453000> see my train
20:10:20  <Stablean> <Anson> watch now ... i shortened it again to TL instead of TL+1, and trains slow down at the switch
20:10:23  <Stablean> <V453000> I dont exactly understand why, but it is definitely the wagons
20:10:34  <Stablean> <V453000> fuck it you dont read what I say anyway
20:12:12  <Stablean> <Anson> the wagons are not 0.5 ? the wagons have different lengths ? i thought this is nits, just created to have constant lengths of 0.5 for wagons and 0.5 or 1.0 for engines ?
20:12:38  <Stablean> <V453000> of course it is 0.5 but that doesnt mean it always counts that way
20:12:40  <Stablean> <V453000> apparently
20:12:55  <Stablean> <V453000> e.g. TL 3 with short wagon at the end doesnt have CL3 either
20:13:43  <Stablean> <Anson> what about a diagonal being longer than 0.5 ?
20:13:57  <Stablean> <V453000> irrelevant
20:13:59  <Stablean> <V453000> I think
20:14:34  <Stablean> <V453000> the curve is clear, that is because vehicle is in x curves at a bad time
20:14:36  <Stablean> <Anson> that would explain that there is enough time for the signal to switch to green before the train is near enough to slow down ... and at higher speeds (above 500), that minimal distance is not good enough
20:15:10  <Stablean> <V453000> if it was because of diagonals then explain to me why train with full length tail would not break
20:15:28  <Stablean> <V453000> ps the tail isnt even on a diagonal
20:16:07  <Stablean> <V453000> it is something strange, I have no idea what exactly
20:16:21  <Stablean> <V453000> but I think that it is one of the unfixable bugs
20:16:26  <Stablean> *** Dom joined the game
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20:17:10  <Stablean> <V453000> nuf sed
20:17:14  <Stablean> <Dom> hi
20:17:17  <Stablean> <Anson> the detail here is the exact(!) length between the signal thatself-frees the train (A) and the signal that would block/stop/slowdown the train (B)
20:17:19  <Stablean> <V453000> hi
20:17:41  <Stablean> <Jam35> Dom
20:18:31  <Stablean> <V453000> how is that relevant to the fact that the tail with two half-wagons vs. full-engine matters?
20:18:49  <Stablean> <Anson> that length is 2 tiles + 2 halftiles ... i think it is 3.0+ and thus a few pixels time to switch (B) to green ... if the train is not too fast
20:19:08  <Stablean> <V453000> half tile is half tile in this regard, no 3+.
20:19:16  <Stablean> <V453000> speed is irrelevant too
20:19:57  <Stablean> <V453000> I already showed you that train with the same shifter and with full length tail works
20:20:05  <Stablean> <V453000> so what the actual hell are you even trying to argue about
20:20:15  <Stablean> <V453000> counting tiles clearly it is 3 tiles
20:20:29  <Stablean> <V453000> and clearly the concept works in that situation
20:20:39  <Stablean> <Anson> is 2 tiles + 2 halftiles 3.0 or more ? ... does the signal behind the train and the signal in front of it change at the same time, or is there a moment in between ?
20:20:46  <Stablean> *** V453000 has left the game (leaving)
20:20:53  <V453000> seriously fuck off
20:21:22  <V453000> you are counting some tiles when I already showed you the reason
20:21:23  <V453000> have fun
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20:22:06  <Stablean> <Anson> look at train 5 now ... it just freed itself by setting the signal to green
20:22:33  <Stablean> <Anson> and now watch whether it is already at the signal or just a few pixels in front of it
20:23:03  <Stablean> <Anson> and it went forward a few more pixels !!!!
20:25:53  <Stablean> <Jam35> so... make some double headers to test? :)
20:27:23  <Stablean> <Anson> i have no idea what V was talking about all the time ... he always said that he had shown me something, but i saw neither rails, no signs from him, nor anything
20:27:57  <Stablean> <Jam35> it was right next to yours :/
20:28:07  <V453000> [22:12] <+Stablean> <V453000> see my train
20:28:08  <V453000> good night
20:28:08  <V453000> .
20:28:20  <Stablean> <Anson> and i also can't edit my tracks at the same time that i search for some other tracks on the map, at the same time that i read chat, at the same time that i type ...
20:28:55  <scshunt> why not?
20:28:59  <Stablean> <Anson> lol ... same joke again .... "see my train" .... where ????
20:29:03  <Stablean> <Jam35> you have ` key :)
20:29:07  <V453000> I had one train
20:29:11  <Stablean> <Jam35> or IRC
20:29:14  <V453000> one train isnt hard to find by train list
20:29:32  <V453000> also in a discussion if you cant read things, you usually dont write things
20:29:41  <V453000> therefore if you write things, people assume you react
20:29:45  <V453000> but no, k
20:30:35  <Stablean> <Anson> i can't type and read and build at the same time ... and when i read something a minute later, i just may have said something else ... chat is asynchronous
20:30:44  <scshunt> !dl lin64
20:30:44  <Stablean> scshunt: http://binaries.openttd.org/releases/1.3.2-RC2/openttd-1.3.2-RC2-linux-generic-amd64.tar.xz
20:31:01  <V453000> you ask me about something
20:31:05  <V453000> and then you go build
20:31:07  <Stablean> <Anson> btw : i am still searching for the train you still spoke about
20:31:13  <V453000> that is also equally good
20:31:17  <Stablean> <Jam35> the company bust
20:31:19  <V453000> btw the train is obviously gone by now
20:31:35  <Stablean> <Anson> but i saw neither your company, nor any tracks next to where i was looking at the map
20:31:57  <V453000> you dont have company list or what
20:32:34  <V453000> anyway, next time you ask someone about something, listen to what they actually are trying to tell you.
20:32:35  <Stablean> <Anson> when you joined, i looked whether you created a company, but i can't do everything at the same time
20:33:01  <V453000> if you are the one asking for help, there is no everything
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20:35:04  <Stablean> <scshunt> anyone want help on their network?
20:35:17  <Stablean> <Jam35> ain't got one
20:35:33  <Stablean> <Jam35> Anson does :P
20:36:35  <Stablean> <Jam35> we all gathered he needs to pay a little more attention to chat now is he going to try double headed trains???
20:36:41  <Stablean> <Anson> you answered something, that (to me) refered to the switcher in my track, and since it was a modified track, i rebuilt it so that it matched the old problem again ... else a discussion makes no sense ... and while i did that, i didn't do all the other things at the same time ... and it was needed to show the effect that you didn't (and couldn't) see before
20:38:20  <Stablean> <Anson> when i do something just for testing, i won't simply do something else to avoid the problem, but i continue to test to see what exactly caused it and how that migt be changed
20:39:10  <V453000> you saw that it works in ALL of the public server games used, yet you declare that the design needs lengthening?
20:39:12  <Stablean> <Anson> i don't type blind, but read and check what i type, thus won't read chat until a sentence (or 2 or 3 :-) is finisghed
20:39:25  <V453000> ok enough
20:39:26  <V453000> bye
20:39:56  <Stablean> <Anson> i had a lokk at eg PZG13, and in that game, you use timed injection and a gap between trains
20:40:14  <Stablean> <Anson> and my testing resulted in exactly the same gap between trains too
20:40:22  <V453000> psg172 nobody mentioned
20:40:30  <Stablean> <Jam35> I did :)
20:40:46  <Stablean> <Anson> and that gap is more than the normal short gap (putting signals every 2 tiles)
20:40:57  <Stablean> <Jam35> tbh the game looked borked
20:41:11  <Stablean> <Jam35> (maybe) not because of the shifters
20:41:43  <V453000> the day people actually read the game description in the archive will also be celebrated
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20:42:24  <Stablean> <Anson> i followed links and downloaded the sav without getting to the archive
20:43:09  <V453000> how is that relevant
20:43:13  <Stablean> <Jam35> hm well still, noticed non shifting trains when they should but idc
20:43:18  <V453000> Update: due to some changes in OpenTTD this game will not work with new nightlies. Recommended to use the r20279 with which the game was played.
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20:45:06  <Stablean> <Anson> how that is relevant ? ... you just complained that people don't read descriptions in the archive ... and i couldn't read it when i followed a direct link to download the sav
20:45:32  <Stablean> <Jam35> I dont think he even meant you but nm
20:45:59  <V453000> I did, it isnt our fault you didnt find it on the proper page
20:46:04  <V453000> where you found the link, who knows
20:47:19  <Stablean> <Jam35> who cares about this BS? Anson: press ` you have the solution to your problem
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20:47:52  <V453000> :D y
20:49:58  <Stablean> <Anson> at the bottom of http://wiki.openttdcoop.org/index.php?title=Shift_Mainlines is a link to download PZG13 diectly ... and a link to the archive, which points to PSG13
20:50:36  <V453000> and next to it is the link to the archive entry?
20:50:41  <V453000> enough
20:50:43  <V453000> .
20:50:50  <Sylf> when are we going to stop talking about SML?
20:50:56  <Stablean> <Anson> the link to PSG13, not PZG13
20:52:27  <Stablean> *** scshunt has left the game (leaving)
20:52:31  <Stablean> <Anson> btw: instead of telling me to press some keys, rather say what that shall achieve ... `by itself does nothing, and `+e = รจ, etc ....
20:52:45  <Stablean> <Anson> you probably don't use a german keyboard ?
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21:14:43  <Stablean> <happy tran  sport> bb all
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23:11:53  <Stablean> <Cameron> wb
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23:30:48  <Stablean> <Cameron> Dom went Bankrupt...

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