Config
Log for #openttdcoop.stable on 23rd May 2015:
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00:00:05  <coopserver> *** Sylf has joined
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08:34:51  <happpy> !date
08:34:51  <coopserver> Mar 13 2329
08:35:06  <happpy> !players
08:35:06  <coopserver> happpy: There are currently 0 players and 1 spectators, making a total of 1 clients connected
08:38:06  *** Jam35_ is now known as Jam35
08:38:58  <happpy> hi jam how things
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08:55:54  <Jam35> hi happy good ty, you?
09:08:20  <happpy> good
10:39:52  <coopserver> *** Starbud has joined
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10:40:51  <happpy> hi stardud
10:41:01  <happpy> how things
10:41:05  <coopserver> <Starbud> hi happy dude :)
10:41:28  <coopserver> <Starbud> fairly ok and not at the same time, but now i started ottd so alittle better :)
10:41:33  <coopserver> <Starbud> you?
10:42:45  <happpy> good
10:42:54  <coopserver> <Starbud> sounds nice
10:43:03  <happpy> yep
10:43:07  <coopserver> <Starbud> done anything pleasant yesterday?
10:44:03  <happpy> not much dun a bit ov shoping  but thsts it
10:44:16  <coopserver> <Starbud> what did you buy?
10:45:15  <happpy> sume food  for this wwek
10:45:22  <coopserver> <Starbud> oh
10:45:44  <coopserver> <Starbud> got to eat too lol
10:45:47  <coopserver> <Starbud> :)
10:46:09  <coopserver> <Starbud> i was thinking, he propably bought some technical thingie
10:48:31  <coopserver> <Starbud> i think i need some batteries next
10:48:39  <coopserver> <Starbud> and more sugar
10:48:50  <happpy> going to see the new jaguar xe  whive my dad for the 2 time
10:49:20  <coopserver> <Starbud> wow, that soounds expensive
10:49:29  <happpy> nexs week
10:49:42  <coopserver> <Starbud> where do they show it?
10:49:50  <happpy> yep but its ver nice car
10:50:06  <happpy> wher u by it from
10:50:17  <coopserver> <Starbud> ah
10:50:29  <coopserver> <Starbud> not a fair then?
10:50:39  <coopserver> <Starbud> somethigns happening, bbl
10:50:49  *** happpy_ has joined #openttdcoop.stable
10:51:01  <happpy_> http://www.jaguar.co.uk/jaguar-range/xe/index.html?cm_mmc=[PPC_Google]-_-[Jaguar_UK_Google]-_-GOO+-+BNP_XE_Exact-_-jaguar+xe&cm_mmc=PPC_Google-_-Jaguar_UK_Google-_-GOO+-+BNP_XE_Exact-_-jaguar+xe&gclid=Cj0KEQjwyoCrBRCl-aa97pKX_t8BEiQAbrs_9PblFvfvBgxyMTRbeg45crCQhWr1RodTJBFAUcBPA6QaAuJY8P8HAQ&gclsrc=aw.ds
10:51:02  <Webster> Title: Jaguar XE | Most Advanced Sports Saloon Car Ever Produced (at www.jaguar.co.uk)
10:51:07  *** happpy_ has left #openttdcoop.stable
10:51:31  <happpy> chek   it out
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12:10:49  <coopserver> *** Anson has joined company #1
12:10:56  <coopserver> <Anson> hallo
12:25:47  <coopserver> <Anson> hallo ... any happy company people listening ?
12:29:01  <coopserver> <Starbud> i wonder where all the removed tracks end up, there should be a big pile somewhere of scrapmetal
12:30:00  <coopserver> <Anson> on this map, they are simply "beamed away", just like they also magically appear from out of nowhere when you build them
12:30:20  <coopserver> <Starbud> propably aliens :)
12:30:40  <coopserver> <Starbud> is there other maps where it is taken into account somehow?
12:32:44  <coopserver> <Anson> it would be nice to have steelworks produce rails that are used to build tracks, but that would end up in a big economy simulation instead of a nice train/track simulation like ottd
12:33:05  <coopserver> <Starbud> indeed
12:33:20  <coopserver> <Starbud> problem is that it would need to be coded
12:33:49  <coopserver> <Anson> but if you like, you can use another GRF file that shows the old tracks :-)
12:34:06  <coopserver> <Starbud> do you have one?
12:35:11  <coopserver> <Starbud> now i'm gonna spend alot of money again
12:35:41  <coopserver> <Anson> there is a grf with two additional track types ... one looks like deconstructed tracks (only the trackbed without rails), the other are dotted lines to show where tracks are planned
12:36:33  <coopserver> <Starbud> when you say so i remember a pic of those
12:36:48  <coopserver> <Starbud> not sure if i used it but i liked the idea
12:37:35  <coopserver> <Starbud> if there was a tool to remove tracks that replaced the tracks with unused i think i'd use it
12:37:42  <coopserver> <Anson> trains can drive on neither of them ... the first is only for the looks, the second serves to reserve the space and show planning, allowing for easy changes with not much additional costs
12:38:57  <coopserver> <Anson> (you pay once for removing trees, terraforming, etc, and then can change the plan cheaply)
12:40:08  <coopserver> <Anson> replacing normal tracks with those "deleted tracks" is easy, and there is a tool to do it :-)
12:40:52  <coopserver> <Anson> do you know how to change track types, eg upgrading rail to erail, mono, etc ? ... just do the same to downgrade any type, including those deleted tracks
12:42:22  <coopserver> <Starbud> i'm usually using the convert tool, is there a way to do it with the trains still on the tracks?
12:43:50  <coopserver> <Anson> i was thinking of the convert option ... change any rail to the deleted rails when you want the effect, eg to indicate where you rebuilt something etc
12:44:25  <coopserver> <Starbud> but that's just for looks right?
12:45:13  <coopserver> <Anson> almost "just for looks", but also serves to mark old layouts, reserve space (instead of buying land), etc
12:46:50  <coopserver> <Anson> if you do big rebuilds, the game sometimes places new industries on cleared areas, and thus people buy random land tiles where the old tracks were .. with those "deleted tracks" you convert the old tracks and still own the land
12:47:47  <coopserver> <Starbud> yes that is a menace, industries showinh up where you want to buid something
12:49:24  <coopserver> <Anson> that's also the purpose of the "planning tracks" : build quickly, paying only for the TF, removal of trees, etc, but not for a specific costly track type ... and when done convert the final layout to the desired tracktype with the convert tool
12:54:10  <coopserver> <Starbud> good idea
12:54:36  <coopserver> <Starbud> very useful when doing expesive tracks like vaccum tube
12:54:56  <coopserver> <Starbud> i sort of like doing expensive tracks, makes a challenge
12:55:11  <coopserver> <Starbud> a use for all the money
12:55:12  <coopserver> <Anson> that grf with planning tracks and used tracks is named "useless tracks"
12:55:28  <coopserver> <Starbud> oh, thanks
12:55:37  <coopserver> <Starbud> sounds funny :)
12:56:17  <coopserver> <Anson> should give no problems adding it to nuts
12:57:05  <coopserver> <Anson> offline, i used nuts, useless tracks, vacuum, and even pipes on the same map :-)
12:57:36  <coopserver> <Starbud> love those vaccum tracks
12:57:38  <coopserver> <Anson> you only have to watch for the total number of track types, mostly when using a large amount like from nutracks
12:58:05  <coopserver> <Starbud> yes there is a maximum nuber of tracks right?
12:58:11  <coopserver> <Starbud> track types
12:58:14  <coopserver> <Anson> if you like special/costly tracks, try the pipes :-) LOL
12:58:49  <coopserver> <Starbud> i dont remember those as being expensive, maybe i remember wrong or there ar two types of pipes
12:59:06  <coopserver> <Starbud> on the other hand i often make quazillions of money
12:59:27  <coopserver> <Anson> i think the max is 15 track types ... currently we have 10, leaving enough space for three more (pipes, unused, planning)
13:01:21  <coopserver> <Anson> don't remember the details, but there was something costly about pipes, like cheap to build and low running costs with high maintenance (or the other way around)
13:02:10  <coopserver> <Starbud> maitenance is cool
13:02:56  <coopserver> <Anson> high maintenance can be deadly in the early game when production is still low
13:03:00  <coopserver> <Starbud> did you try that patch with an intrest rate of 15% and you could borrow up to 90% of the company value?
13:04:05  <coopserver> <Starbud> problem is if you borrow and build then the company value goes down, then the bank charge more intrest, making the company value even lower, bank charging even more again and all of a sudden you pay 255%
13:04:30  <coopserver> <Starbud> ys maitenance can do that'
13:05:36  <coopserver> <Starbud> i wonder if maitenance can be so high it will eat up all profit from a really big network even tho it is on maximum efficiency
13:05:37  <coopserver> <Anson> most of my networks don't earn money until they are completely done, but then earn insane amounts
13:05:59  <coopserver> <Starbud> oh
13:06:18  <coopserver> <Anson> problem with that building style is that you need to have enough money to buy at leat one train when the network is done :-) LOL
13:06:22  <coopserver> <Starbud> i dont think i ever completed more than one map really
13:07:21  <coopserver> <Starbud> it was atleast finished in regard of the backbone, really efficient, 16 paralell tracks each way, 9 major 4way intersections
13:08:05  <coopserver> <Starbud> dont you make a moneymaker at first?
13:08:44  <coopserver> <Anson> the biggest junction i ever helped build is in the archives : a single crossing with a size of roughly 256x256 :-)
13:09:13  <coopserver> <Starbud> wow, that's large
13:09:28  <coopserver> <Starbud> how many tracks each way?
13:09:38  <coopserver> <Anson> it had two big crossing tracks, with 8 incoming and 8 outgoing lanes in each of 4 directions
13:09:58  <coopserver> <Starbud> hmm, i wonder how big mine was
13:10:06  <coopserver> <Starbud> i dont remember
13:11:02  <coopserver> <Anson> the first 6 lanes from/to each direction were connected "ALL TO ALL" ... later adding 2 more from/to each direction with only partial connections
13:12:42  <coopserver> <Anson> did you ever look at http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/#more-1313 ?
13:12:51  <coopserver> <Starbud> its intresting to se how people can keep track of those mazes that isnt systematic
13:13:33  <coopserver> <Starbud> got to search that and go paint mom and dads garage after that
13:18:04  <coopserver> <Starbud> impressive
13:18:22  <coopserver> <Starbud> seems something right up my alley or what it is called
13:18:42  <coopserver> <Starbud> there seem to be a missing grf that cant be downloaded
13:19:07  <coopserver> <Starbud> do you know how i can get it, or what i should search for?
13:20:02  <coopserver> <Starbud> sorry, i think i found it
13:20:10  <coopserver> <Starbud> just typed wrong the first time
13:29:43  <coopserver> <Anson> i searched for the game with the big crossing, but couldn't find it ... will have to ask later whether someone remembers it
13:30:03  <coopserver> <Starbud> looks like the grf pack require unixlike file system  cause two files have the same name but difftent caps setting
13:30:23  <coopserver> <Starbud> thanks for the effort :)
13:30:45  <coopserver> <Anson> what i still remember : even on my big monitor and with max zoomout, the crossing barely fit on the screen
13:30:56  <coopserver> <Starbud> i love it :)
13:31:09  <coopserver> <Starbud> what monitor do you have?
13:31:24  <coopserver> <Anson> 26" :-)
13:32:01  <coopserver> <Starbud> nice, 38XX times 2160?
13:32:15  <coopserver> <Anson> only 1920 x 1200
13:32:21  <coopserver> <Starbud> not too bad
13:32:42  <coopserver> <Starbud> bigger than my last one and the one i'm on now
13:32:49  <coopserver> <Starbud> my parents computer
13:33:31  <coopserver> <Anson> relatively early (decades ago) i started using two monitors to get more area on screen :-)
13:33:36  <coopserver> <Starbud> got a bigger at home that i regret buying, should have investigated the color and responsiveness
13:34:01  <coopserver> <Starbud> tha'ts lovely, doinc some kind of CAD?
13:34:06  <coopserver> <Anson> at that time, it was only 1024x768 or somethig like that, on each of two 15" monitors
13:34:24  <coopserver> <Starbud> doing
13:45:21  <coopserver> <Anson> after first one and then the other broke, i needed a new one and decided to get a 26" instead of two 19"
13:45:33  <coopserver> <Starbud> i'm on one monitor right now
13:45:49  <coopserver> <Starbud> then there are those with 6 monitors
13:46:00  <coopserver> <Anson> the area is exactly the same (two 19"vertical side by side is almost exactly 26" horizontal)
13:46:03  <coopserver> <Starbud> i wonder if there can be too much
13:46:47  <coopserver> <Starbud> still better with one big monitor, just two big monitors is better than two small :D
13:47:00  <coopserver> <Anson> for multiple monitors (many more than 2), you also need more graphics cards, processor powr, etc etc
13:47:11  <coopserver> <Starbud> i like to have datasheets on sidemonitors
13:47:26  <coopserver> <Starbud> true
13:47:42  <coopserver> <Anson> in the meantime, i use sidecomputers instead of sidemonitors :-)
13:48:29  <coopserver> <Anson> even ruined my smartphone a bit ... displayingt the ottd chat for too long, and thus have a burnt in headline now
13:48:31  <coopserver> <Starbud> never had that many monitors, two tops, i thought cpu didnt matter too much, just graphicscards, but ofcourse then it depends on what software you run
13:49:02  <coopserver> <Starbud> ouch :(
13:49:52  <coopserver> <Starbud> your networ seems very organic
13:50:37  <coopserver> <Starbud> looks like it took forever to build with countless short tracks
13:50:47  <coopserver> <Anson> for some game (minecraft :-) i am using an old flatscreen TV (1024x768) as side monitor to display a live map which is generated on some website
13:50:54  <coopserver> <Starbud> but the trains are moving nicely
13:51:11  <coopserver> <Anson> for chat i can use my smartphone
13:51:26  <coopserver> <Starbud> i have a dumbphone :D
13:51:41  <coopserver> <Anson> and just recently, i bought a cheap ultrabook which i can use as sidemonitor too :-)
13:51:52  <coopserver> <Starbud> sounds pleasant
13:52:11  <coopserver> <Starbud> sounds like you have many monitors and a small cluster
13:52:31  <coopserver> <Anson> i bought my first smartphone only 3 years ago ... samsung note (without number, thus would be a "note 1" :-)
13:53:06  <coopserver> <Starbud> defenetly a more recent phone than mine
13:53:39  <coopserver> <Starbud> i use my phone like a phone but most people think i should have the latest phone there is
13:54:12  <coopserver> <Anson> didn't want to follow all people and have a smartphone, but then my photo camera broke, my mp3 player had only 128 MB or such, and i got lost when i left the bus two stations late (thus needed a navi) ... and thus i bought the phone
13:55:00  <coopserver> <Starbud> ah, sounds reasonable
13:55:26  <coopserver> <Anson> and instead of buying a notebook which fits in no pocket, i got the biggest smartphone available 3 years ago
13:55:42  <coopserver> <Starbud> there isnt much jam in your network
13:55:54  <coopserver> <Starbud> seems to run smoothly
13:56:30  <coopserver> <Anson> smooth, even with 410+ trains
13:56:41  <coopserver> <Starbud> yes
13:56:49  <coopserver> <Starbud> i just have 254
13:57:22  <coopserver> <Anson> I'm just trying to understand where all the fizzy is delivered to ... 78 trains with at least 4 destinations :-(
13:57:59  <coopserver> <Starbud> oh hehe, isnt it delivered where you command the trains to deliver?
13:58:36  <coopserver> <Anson> rating of fizzy pickup is only 70%, with 2900 drinks per month, and still 1650 drinks waiting in piles
13:59:23  <coopserver> <Anson> i only joined this map yesterday, thus don't quite understand all the transport routes
14:00:02  <coopserver> <Anson> this company usually has 3-6 different players, often 3+ playing at the same time
14:01:19  <coopserver> <Starbud> oh, well, i indeed like that cooperation idea
14:01:29  <coopserver> <Starbud> makes for bigger networks fast
14:01:51  <coopserver> <Starbud> but there is a need to build in the same type of fashion
14:02:04  <coopserver> <Anson> one trick to have a smooth network is to ignore industries with high production that cause piles to wait, eg 5400 cola waiting at one station now and 5300 bubbles at another
14:02:43  <coopserver> <Anson> adding more trains would get a few of those cargo, but then jam the network so that it would be slower and cause even bigger piles
14:02:49  <coopserver> <Starbud> hmm, but then the industries will eventually grow so i dont agree
14:03:37  <coopserver> <Anson> production of those two industries is already almost max ... 1650 and 2300
14:03:41  <coopserver> <Starbud> shouldnt one build so the network can take ALL cargo and then some overcapacity to handle peaks
14:04:27  <coopserver> <Anson> in the end, like year 2300++, it is impossible to handle all cargo
14:04:53  <coopserver> <Starbud> take a look at my sugarplants, i handle all cargo
14:05:31  <coopserver> <Starbud> but i worry alittle a bout a new one showing up next to an exixting cotton candy plant
14:05:33  <coopserver> <Anson> we would need at least roro stations with 4 platforms at every industry, and one lane per industry, adding up to 10+ lanes on main lines
14:06:16  <coopserver> <Starbud> somthing like that yes
14:06:43  <coopserver> <Starbud> i'm gonne rebuild my roros at some point to take even more traffic
14:06:58  <coopserver> <Starbud> since the station spread was increased
14:07:06  <coopserver> <Anson> even if starting from scratch with all the money we have now, how would we build a mainline with 10 lanes in each direction on an island, and then add all the connections on hubs ?
14:07:32  <coopserver> <Starbud> true, that will present a problem
14:07:48  <coopserver> <Starbud> i cant build my ordinary style either
14:08:01  <coopserver> <Anson> that was one of the reasons for creating yeti
14:08:40  <coopserver> <Starbud> oh, is there functions for building multiple tracks at once?
14:08:45  <coopserver> <Starbud> autorouter?
14:08:51  <coopserver> <Anson> yeti should improve on the other industry grfs (like firs), and also keep production at reasonable levels
14:09:35  <coopserver> <Starbud> oh, lower industry production :(
14:09:37  <coopserver> <Anson> the only method to build multilane lines is dragging the mouse x times :-)
14:09:43  <coopserver> <Starbud> i want to increase it :)
14:10:06  <coopserver> <Starbud> and build extreme capacity networks :)
14:10:35  <coopserver> <Anson> look at our stations Mount Cooville ... how would you handle it with even more production than 2400 ????
14:10:56  <coopserver> <Starbud> a tool making multiple tracks at once would be nice according to me
14:11:12  <coopserver> <Anson> nice idea, but useless
14:11:56  <coopserver> <Anson> for every hub, you need to split lanes and merge, which is not possible with strict parallel tracks
14:12:21  <coopserver> <Starbud> i hope to prove you wroong at some point :D
14:12:31  <coopserver> <Starbud> or better yet
14:12:48  <coopserver> <Starbud> just present a method of building
14:12:56  <coopserver> <Starbud> that is useful
14:13:45  <coopserver> <Anson> we currently have most of the network at least LLRR, soon LLLRRR, and some parts already need LLLLRRRR ... how would you automate that ?
14:14:22  <coopserver> <Starbud> mount chooville, dropping off goods, i would build something like i did at mew valley valley
14:14:46  <coopserver> <Starbud> now, mew valley vallet aint in no way perfect
14:15:24  <coopserver> <Starbud> there is a bunch of tradeoffs because of money and stationspread
14:15:32  <coopserver> <Starbud> and no C&P
14:16:08  <coopserver> <Starbud> i'll show a thing i intend to build later
14:16:10  <coopserver> <Anson> how could that mew valley valley be built automatically with so many lanes ?
14:16:19  <coopserver> <Anson> i see no way to do it
14:17:05  <coopserver> <Anson> maybe it would be possible (and really helpful) on gigantic maps with long distances, where lanes are parallel for at least 200-500 tiles :-)
14:18:29  <coopserver> <Starbud> oh, true, i dont think its reasonable to automate that, will take very advanced tools and countless hours of coding, but offline i use c&p for this kind of build, way to much work to build 200 stations with that kind of pattern
14:19:18  <coopserver> <Starbud> well, that's the maps i like, really big ones, infinitly repeated patterns until the map is full :D
14:20:02  <coopserver> <Anson> like the 2013 map ?
14:20:48  <coopserver> <Starbud> i aim for having the trains never to stop once they have started going unless they need to go in another direction, wich should hapen at the most 2 times per trip
14:21:24  <coopserver> <Starbud> i sure liked the pics i saw from it, but i couldnt make the grf pack to work
14:22:37  <coopserver> <Starbud> umm
14:22:42  <coopserver> <Starbud> my bad again
14:22:50  <coopserver> <Starbud> i just didnt rescan the files
14:22:53  <coopserver> <Starbud> sorry
14:23:07  <coopserver> <Starbud> i'ts a very impressive map
14:23:51  <coopserver> <Anson> you might want to try other trains which load and unload faster
14:25:31  <coopserver> <Anson> TL4 needs some time to enter and leave platforms, and thne you have several loading stages, needing probably 7 platforms per lane ... 28 platforms for a LLLLRRRR track ....
14:25:46  <coopserver> <Starbud> dude, i just saw a truely impressive thing on your map
14:25:58  <coopserver> <Anson> where ?
14:26:03  <coopserver> <Starbud> you packed the track tighter than i have ever managed to do
14:26:19  <coopserver> <Starbud> and still the trains are moving at full speed
14:26:26  <coopserver> <Starbud> no stops
14:26:33  <coopserver> <Starbud> anywhere
14:26:43  <coopserver> <Starbud> now that is professional
14:26:55  <coopserver> <Starbud> i will study this map
14:27:34  <coopserver> <Anson> partially due to the trains ... good acceleration, good speed, and low CL
14:28:30  <coopserver> <Anson> loading and unloading 33% per loading stage
14:29:07  <coopserver> <Anson> yours are a bit slower, and worse acceleration since they are longer (=heavier)
14:30:07  <coopserver> <Anson> we also try to have choices at every merge, so that trains easily find a free lane
14:31:09  <coopserver> <Starbud> at drop entry, very well utillized tracks
14:33:16  <coopserver> <Anson> look at our sign "choice" ... trains coming from the side can go to any of the two lines, and thusmaybe one train stops, but the next can merge to the other lane ... total effect of having no jam for mergig trains
14:34:19  <coopserver> <Anson> of course, unless all lanes of the mainline are already full ... and that's when we expand to LLLRRR, or later even LLLLRRRR
14:36:52  <coopserver> <Anson> if you want a challenge, try crazy TL ... i liked my last network with TL1 :-) LOL
14:39:03  <coopserver> <Anson> did you ever try a TL1 network which handles all cargo ? :-)
14:40:17  <coopserver> <Anson> biggest problem with such a network is the lag from 1000+ trains even on a tiny network
14:40:21  <coopserver> <Starbud> i'm full of things to look at, what is CL and TL?
14:40:31  <coopserver> <Starbud> is TL same as TL1
14:40:39  <coopserver> <Anson> curve length and train length
14:40:54  <coopserver> <Starbud> oooooh hehe
14:41:07  <coopserver> <Starbud> i attempted TL1 once
14:41:15  <coopserver> <Starbud> that was hard
14:41:31  <coopserver> <Starbud> didnt have a name for it tho
14:41:43  <coopserver> <Anson> it requires different solutions :-)
14:41:53  <coopserver> <Starbud> yes
14:42:38  <coopserver> <Anson> the trains enter and leave platforms very fast, but you need to take care of distributing trains fast
14:44:18  <coopserver> <Starbud> indeed
14:44:23  <coopserver> <Starbud> ยงยง
14:44:45  <coopserver> <Anson> i got some interesting stations for TL1, eg one lane that enters straight, with 4 platforms on each side, and then two exit lanes on the outside that merge to a single lane afterwards ... thus the station has 8 platforms on an area of only 3x4 tiles
14:44:50  <coopserver> <Starbud> did you do all of that wighout or with C&P?
14:45:22  <coopserver> <Anson> ingame on this server, thus no copying automatically
14:45:47  <coopserver> <Starbud> must have been very tideous work
14:48:38  <coopserver> <Anson> the blue company has a nice straigt mainline, but lots of big jams
14:49:52  <coopserver> <Anson> one of the problems is the different TL of all the trains, and the bad acceleration of the extremely long trains when they have only a few engines (2 is not enough for that length)
14:50:17  <coopserver> <Starbud> true, power is really needed
14:51:06  <coopserver> <Anson> i think power is mostly needed to keep the speed and to have power when going uphill ... but acceleration also needs good TE
14:51:14  <coopserver> <Starbud> i liked the use of gatorA and another train that reduce the speed, makes better flow
14:52:18  <coopserver> <Starbud> if you got a high top speed to reach there will be problems of more unused tracks due to acceleration, that is an issue i have tried to overcome
14:52:32  <coopserver> <Starbud> but never succeded
14:53:00  <coopserver> <Anson> you can reduce the max speed of trains
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14:53:39  <coopserver> <Anson> did you ever use timetables ?
14:53:54  <happpy> !date
14:53:54  <coopserver> Sep 29 2347
14:53:58  <coopserver> <Starbud> yes i used that once
14:53:59  <happpy> !players
14:54:00  <coopserver> happpy: There are currently 2 players and 0 spectators, making a total of 2 clients connected
14:54:13  <happpy> hi all  how  things  going
14:54:26  <coopserver> <Starbud> maybe i didnt use it properly case i got a feeling youre going to tell me something that i dont know :)
14:54:31  <coopserver> <Anson> there is also an option on the timetables to set a max speed, so that trains have the big power and TE, or even different power and TE and max speed, but all drive with the same max speed on some tracks
14:54:32  <coopserver> <Starbud> hi happy
14:54:54  <coopserver> <Starbud> not on all tracks?
14:55:13  <coopserver> <Starbud> i didnt know i could reduce speed that way
14:55:15  <coopserver> <Anson> on some = where you want :-)
14:55:25  <coopserver> <Starbud> thanks for info, i'll try to find it :)
14:55:46  <coopserver> <Starbud> what sets weater there is a track with speedlimit?
14:56:25  <coopserver> <Anson> the speed limit is effective just like the timimg, valid between any two stations
14:57:34  <coopserver> <Anson> the buttons at the bottom ... left is the time setting to wait, and next to it are buttons for speed limit
14:58:47  <coopserver> <Anson> just add a WP in front of a mainline where trains join it, and set a speed limit to apply after that WP ... thus all trains on the ML will have the same max speed
15:00:44  <coopserver> <Anson> i could imagine a few uses for that, but didn't really use it on a map sine it requires a lot of finetuning and editing, similar to the time etc ... i already have lots to work on when i use conditional orders :-)
15:01:48  <coopserver> <Starbud> aaaah, thanks for that timetable speed limit, never looked at it for years
15:02:14  <coopserver> <Starbud> i really need to go and do that painting
15:02:16  <coopserver> <Starbud> but
15:03:05  <coopserver> <Starbud> i'd like to show you what i meant was a good roro station, take a look at fort bzzzfiels woods
15:03:19  <coopserver> <Starbud> can you see my idea?
15:03:38  <coopserver> <Starbud> needs signals ofcourse
15:04:27  <coopserver> <Anson> i see a problem with it ...
15:04:40  <coopserver> <Anson> you split each lane to only two platforms
15:04:41  <coopserver> <Starbud> ok, what is the problem?
15:05:21  <coopserver> *** happy train sport has joined
15:05:31  <coopserver> <Starbud> how many would you use?
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15:08:13  <coopserver> *** Player has started a new company #8
15:08:14  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
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15:09:14  <coopserver> <Anson> you see the version that i use ?
15:10:11  <coopserver> <Anson> first split in two, then split each in 3 ... 6 platforms (or 7 when not using a bypass lane) on only 4 width
15:10:15  <coopserver> <Starbud> yes, 3
15:10:18  <coopserver> <Starbud> :)
15:10:54  <coopserver> <Anson> on your station layout, you would need to add a lot more space for splitting and merging all the lanes
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15:11:01  <coopserver> *** Player has started a new company #8
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15:11:11  <coopserver> <Starbud> i have tried 3 before but then the tunnels cant support the traffic properly
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15:11:47  <coopserver> <Anson> my layout has no bridges or tunnels
15:11:48  <coopserver> <Starbud> this way i spread the traffic over more tracks and use two lanes of stations
15:11:58  <coopserver> <Starbud> one i made 3 lanes of stations
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15:12:32  <coopserver> <Starbud> true, but i dare to say that more trains can use the same station this way
15:12:52  <coopserver> <Anson> i always use the opposite approach from yours : NOT counting how many traffic a tunnel supports, but how many platforms i need, and thne trying to attach that number of platforms to each lane
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15:13:28  <coopserver> <Starbud> oh, diffrent ways of building, both works fine
15:13:30  <coopserver> <Starbud> :)
15:13:52  <coopserver> <Anson> you didn't show the biggest part of your station : the splits from a few lanes to all those lanes that you show and that split to platforms
15:15:10  <coopserver> <Starbud> i tend to have an idea of scaling up in the future, sometimes to a theoretical maximum of traffic
15:15:28  <coopserver> <Starbud> and i dont want to leave anything at the station just sitting there
15:16:31  <coopserver> <Starbud> anyway, time to do that paintjob
15:16:40  <coopserver> <Anson> when you use your current trains, you might want to have 6 or 7 platforms per lane --> Fort Bzzzfield Woods would have enough platforms for only 3 lanes on the ML, thus you need to split those three to the 10 before they enter the platforms
15:16:41  <coopserver> <Starbud> take care all :)
15:16:42  <coopserver> <happy train sport> k
15:16:49  <coopserver> <happy train sport> will doo and u
15:17:39  <coopserver> <Anson> and with such long entrances, the game has a hard time to balance them
15:17:49  <coopserver> <Starbud> true, teh mainlilne wont be even close to 10 lanes
15:17:55  <coopserver> <Anson> eg by putting PBS in front of a group of platforms
15:18:45  <coopserver> <Starbud> i think my pattern does a good job at balancing vast numbers of lanes
15:18:53  <coopserver> <Starbud> bbl
15:18:57  <happpy> k
15:19:21  <coopserver> <Anson> PBS sees platforms in advance and leads trains to empty platforms
15:19:39  <coopserver> <Anson> with your layout, platforms are still empty when the next 1 or 2 trains arrive
15:27:05  <coopserver> *** __Fellini__ has joined
15:27:11  <coopserver> <happy train sport> hi  __Fellini__
15:27:36  <coopserver> <__Fellini__> hi happpy
15:27:42  <coopserver> <__Fellini__> how things?
15:27:48  <coopserver> <happy train sport> good  thanks
15:27:52  <coopserver> <happy train sport> how  things
15:28:03  <coopserver> <__Fellini__> good 2
15:28:08  <happpy> nice
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15:32:45  <coopserver> <Anson> how are you ? ... i have to take a break soon, not able to sit too long :-(
15:40:43  <coopserver> <__Fellini__> Anson, u speakin with me?
15:41:36  <coopserver> <Anson> mostly happy, but anybody willl do :-)
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15:44:14  <happpy> soory  anson was  afk
15:44:25  <happpy> doo u say sum  thin
15:46:40  <coopserver> <Anson> since you are ingame, i wrote private ingame
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16:05:04  <coopserver> <Anson> !name "Anson (lots of AFK)"
16:05:05  <coopserver> *** Anson has changed his/her name to Anson (lots of AFK)
16:05:21  <coopserver> <Anson (lots of AFK)> !pause
16:19:08  <coopserver> *** Player has left the game (Leaving)
16:26:19  <coopserver> *** Starbud has left the game (connection lost)
17:11:01  <coopserver> *** Starbud has joined
17:39:00  <coopserver> <Anson (lots of AFK)> hallo, starbud ... WB
17:39:09  <coopserver> <Starbud> hallo :)
17:39:21  <coopserver> <Starbud> and thanks
17:39:38  <coopserver> <Starbud> should really be sending emails
17:39:39  <coopserver> <Anson (lots of AFK)> if you like complicated setups, how do you like overflows ? :-)
17:40:08  <coopserver> <Starbud> i like to do something about the overflows
17:40:29  <coopserver> <Starbud> overflows as in too much goods at at station?
17:42:07  <coopserver> <Anson (lots of AFK)> i don't know who built our fizzy drink pickup overflow, but it works nicely, and i just finished optimizing the reversers (shortened by 2 tiles, thus 4 tiles faster), and also the signal distances on the entering pathes to the platforms ...
17:42:34  <coopserver> <Anson (lots of AFK)> not overfklowing goods ... that is called piles :-)
17:42:54  <coopserver> <Anson (lots of AFK)> but too few goods and/or too many trains, and avoiding queues
17:44:32  <coopserver> <Starbud> well, from my standpoint, alittle queue is good as long as the trains are empty, if they are loaded they should be on the move
17:44:42  <happpy> i did  that overflo  anson
17:45:26  <coopserver> <Anson (lots of AFK)> nice work, happy
17:45:28  <coopserver> <Starbud> wich station has the fizzy pickup?
17:45:54  <coopserver> <Anson (lots of AFK)> the station next to "fizzy drink factory drop" :-)
17:47:00  <happpy> yep  diner time
17:51:03  <coopserver> <Starbud> well
17:51:21  <coopserver> <Starbud> while i look at it all the traffic looks good
17:51:31  <coopserver> <Starbud> there is a constant flow
17:51:41  <coopserver> <Starbud> well utilized network
17:52:20  <coopserver> <Starbud> there are no queues in front of the stations like on my stations
17:53:17  <coopserver> <Starbud> there is often or always delays close to the destinations since i try to push teh maximum ammount of trains trough stations
17:53:27  <coopserver> <Anson (lots of AFK)> just for testing, i stopped two trains, reducing the available platforms from 8 to 4 ... now you should see the overflow in action
17:54:08  <coopserver> <Starbud> i must be at the wrong station
17:54:22  <coopserver> <Starbud> tell me one of the stopped trains
17:54:46  <coopserver> <Anson (lots of AFK)> i put a sign "OVERFLOW"
17:55:17  <coopserver> <Starbud> umm, what happened to my signs
17:55:27  <coopserver> <Starbud> i can just see my signs
17:55:54  <coopserver> <Anson (lots of AFK)> maybe you have disabled signs ?
17:56:44  <coopserver> <Starbud> must have, where do i put it on again?
17:56:52  <coopserver> <Anson (lots of AFK)> there are several settings and options ... one is in the transparency settings
17:57:47  <coopserver> <Starbud> must have done something by mistake
17:58:26  <coopserver> <Starbud> now i feel stupid again :D
17:58:33  <coopserver> <Anson (lots of AFK)> if you push X, you toggle several transparency options
17:59:33  <coopserver> <Anson (lots of AFK)> everything can be set to transparent, but also to invisible
17:59:53  <coopserver> <Starbud> found it, competitor signs...
18:00:27  <coopserver> <Anson (lots of AFK)> and maybe some option in settings too, but i didn't catch up to where all settings are located now, after the changes from version 1.4 to 1.5
18:01:19  <coopserver> <Starbud> do you mean that you send the overflow into a depot?
18:01:56  <coopserver> <Anson (lots of AFK)> yes, to get the "queue" in that depot instead of having it on the track, jamming the whole network
18:02:36  <coopserver> <Anson (lots of AFK)> and that can be made quite complicated to include several tests when trains shall be released
18:03:49  <coopserver> <Anson (lots of AFK)> trains from the depot are released only when no new trains approach the depot (from the reverser), so that they all can enter the depot as fast as possible
18:03:52  <coopserver> <Starbud> now that is a really good idea, i have a thing that can be filled up for the same purpose, a cache, not taking much extra time to go trough if any, a pile of tracks on top of each other using bridges, regular tracks and tunnels
18:04:13  <coopserver> <Starbud> 4 levels are my record i think, on very long trains then
18:05:04  <coopserver> <Starbud> i think you have a skill of using signals that i dont even come close to :)
18:05:34  <coopserver> <Anson (lots of AFK)> and trains that left the depot to enter the mainline again have another stop, where some logic kicks in: release only if no new trains approach on the mainline, AND if no trains are in the reverser or on the way to the depot, AND if at least some space is available between station and the branch to the reverser
18:05:36  <coopserver> <Starbud> that prozone you showed me was really helpful
18:07:33  <coopserver> <Anson (lots of AFK)> i would like to see your cache sometime ... even when it is probablylimited in some way, not usable for large amounts of trains and big stations
18:08:01  <coopserver> <Starbud> i'll build it for you :)
18:08:05  <coopserver> *** [FR]Syl59 has joined
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18:08:35  <coopserver> <Anson (lots of AFK)> overflow depots have the advantage of being able to store any amount of trains, even 100+ trains when the pickup stops completely
18:09:46  <coopserver> <Anson (lots of AFK)> i like overflow depots mostly on servers where the game continues even when nobody from the company is online and can fix queues
18:10:21  <coopserver> <Anson (lots of AFK)> biggest problem with it is when people add too many trains and a jam happens someplace else
18:11:04  <coopserver> <Anson (lots of AFK)> THEN the trains from the overflow are released and jam the network at that other place, and the more is jammed, the more trains are added/released
18:12:08  <coopserver> <[FR]Syl59> Hey there :)
18:12:24  <coopserver> <Anson (lots of AFK)> where was the setting for signs ? i can't find it (just in case i accidentally disable it again like i did last year :-)
18:12:42  <coopserver> <[FR]Syl59> which setting are you talking about ?
18:12:45  <coopserver> <Anson (lots of AFK)> hallo, syl
18:13:29  <coopserver> <Anson (lots of AFK)> showing only own signs and not competitor's
18:13:33  <coopserver> <Starbud> next to save
18:13:51  <coopserver> <Starbud> right over full animation
18:14:15  <coopserver> <Starbud> i didnt read properly i think
18:14:20  <coopserver> <Starbud> or something
18:14:28  <coopserver> <Anson (lots of AFK)> ah, i was looking everywhere in the settings, not at a menu option
18:14:29  <coopserver> <[FR]Syl59> looking for it
18:14:39  <coopserver> <Starbud> me neither lol
18:14:43  <coopserver> <Starbud> sort of
18:14:57  <coopserver> <Starbud> temporary dyslexia
18:16:05  <coopserver> <[FR]Syl59> have to go to eat
18:16:12  <coopserver> <[FR]Syl59> c u later :p
18:16:15  <coopserver> *** [FR]Syl59 has left the game (Leaving)
18:16:16  <coopserver> <Starbud> cu
18:16:24  <coopserver> <Anson (lots of AFK)> hehe, testing the overflow by disabling some platforms has helped in some other way too :
18:16:29  <coopserver> <Starbud> happy eating or rather tasty eating
18:16:31  <coopserver> <Starbud> :)
18:16:47  <coopserver> <Starbud> wich way is that?
18:17:09  <coopserver> <Anson (lots of AFK)> trains were coming in waves, and after filling the depot a lot, the trains were released, thus being spread more evenly without waves
18:18:26  <coopserver> <Anson (lots of AFK)> currently only 1 train in the depot :-)
18:18:54  <coopserver> <Anson (lots of AFK)> but when i reduced the platforms, at first there were maybe 20-30 trains waiting
18:20:23  <coopserver> <Anson (lots of AFK)> total of 88 trains that pick up drinks ... barely to handle without a depot (eg by having several lanes of waiting rains)
18:21:07  <coopserver> <Anson (lots of AFK)> i think the max i once had was 300+ trains for one pickup station ... really impossible to handle without depot
18:22:28  <coopserver> <Anson (lots of AFK)> and that effect also applies to normal resource pickups when using refitting networks ... you never know when trains will return from their tour
18:25:39  <coopserver> <Anson (lots of AFK)> next test : filling the depot now with ALL pickup trains ...
18:26:04  <coopserver> <Starbud> there now there is a cache, sign "a crude example of a cache"
18:27:29  <coopserver> <Anson (lots of AFK)> nice ... just for the looks, i might do it sometime :-)
18:27:50  <coopserver> <Starbud> yes the looks was something i liked too
18:27:51  <coopserver> <Anson (lots of AFK)> but it can take only 28 trains and is rather large
18:28:15  <coopserver> <Starbud> yes that is why i said llong trains
18:28:36  <coopserver> <Starbud> cant do 4 levels for 7 tile trains
18:28:49  <coopserver> <Starbud> the longer the train the more levels are useful
18:29:04  <coopserver> <Anson (lots of AFK)> advantage of such a cache is that trains can go at full speed, not limited to the depot enter/exit speed of only 61
18:30:12  <coopserver> <Starbud> yes indeed, and it can be varied depending on space avaliable or speed
18:30:46  <coopserver> <Anson (lots of AFK)> look at our overflow now ... 6 trains outside, and 82 trains in the depot :-)
18:30:50  <coopserver> <Starbud> 7 tile trains should be no more than 2 levels, but say there is 25 tile trains....
18:31:23  <coopserver> <Starbud> wow, jampacked :D
18:31:35  <coopserver> <Starbud> almost a train congress
18:31:54  <coopserver> <Anson (lots of AFK)> I'll unstop the trains now ... let's see how long it takes to get all trains on track again, and transport the piles of 9k+ drinks ....
18:32:11  <coopserver> <Starbud> i got to see that too
18:32:13  <coopserver> <Starbud> :)
18:32:36  <coopserver> <Starbud> a problem is the depot 61 kmh speedlimit
18:33:01  <coopserver> <Starbud> 2 tours needed i think before we will se sny significant effect
18:33:04  <coopserver> <Starbud> any
18:33:33  <coopserver> <Starbud> hmm, goes faseter than i expected
18:34:11  <coopserver> <Anson (lots of AFK)> piles already decreased from 9k to 7k ... but it will get a bit worse again when station rating improves from 28% to 70%
18:34:51  <coopserver> <Anson (lots of AFK)> the first trains are back from their tour now
18:35:09  <coopserver> <Starbud> you are right
18:35:57  <coopserver> <Anson (lots of AFK)> there is space for 6 trains between overflow depot and the mainline ... that takes care of the 61 speed lmit for leaving trains
18:36:50  <coopserver> <Anson (lots of AFK)> and to not get a queue from slow enetering trains, there are additional rails to transport information whether trains are approaching or leaving
18:37:30  <coopserver> <Anson (lots of AFK)> hehe, depot empty now
18:37:45  <coopserver> <Starbud> yes, far faster than i expected
18:38:00  <coopserver> <Anson (lots of AFK)> and only 2500 in piles, at 45% rating
18:38:13  <coopserver> <Starbud> meanwhile i took a look at my cpu, not much demand at all
18:38:35  <coopserver> <Starbud> 6% zoomed in 12% zoomed out
18:39:03  <coopserver> <Starbud> on just one core, on all cores like1 %
18:39:07  <coopserver> <Anson (lots of AFK)> i have almost no lag ingame, but my mouse lags a bit :-(
18:39:24  <coopserver> <Starbud> yes i have that mouse lag too
18:39:33  <coopserver> <Starbud> no game lag tho
18:39:36  <coopserver> <Anson (lots of AFK)> at least until 1.5.0, ottd used mostly only 1 core
18:39:57  <coopserver> <Starbud> oh is it more cores now?
18:40:07  <coopserver> <Starbud> i noticed the 1 core thingie before too
18:40:22  <coopserver> <Anson (lots of AFK)> probably not, but i checked it last time on 1.5.0
18:40:24  <coopserver> <Starbud> oh yes, 5 threads here
18:41:06  <coopserver> <Starbud> just assumed that all went in to 1 thread
18:41:08  <coopserver> <Anson (lots of AFK)> probably one core/thread for the main game, and some aux for mouse or something
18:41:55  <coopserver> <Anson (lots of AFK)> 1800 in piles @ 67% rating now
18:42:28  <coopserver> <Starbud> i figure pathfinding and graphics drawing are separated but i'm not into the code so i dont know, i just do assembly on microcontrollers
18:42:54  <coopserver> <Starbud> all out now
18:43:07  <coopserver> <Anson (lots of AFK)> I'm tempted to add more trains, but would have to check all destinations first, to not accidentally get a queue someplace else and thus jam the whole network
18:44:37  <coopserver> <Starbud> that is the exact reason i tend to build signals that is just the length of a train, thereby always occupying 2 segments of track
18:44:50  <coopserver> <Starbud> 900
18:44:53  <coopserver> <Anson (lots of AFK)> if you like the looks and some challenge, try wet trains ... slow, good power and high capacity
18:44:56  <coopserver> <Starbud> 700
18:45:11  <coopserver> <Anson (lots of AFK)> may take 2 years to go once across this map :-)
18:45:26  <coopserver> <Starbud> hmm, high capacity you say..
18:46:39  <coopserver> <Starbud> nah, not enough capacity
18:47:06  <coopserver> <Starbud> now there is 1000
18:47:09  <coopserver> <Starbud> was
18:47:15  <coopserver> <Anson (lots of AFK)> look at our train 420 :-)
18:47:24  <coopserver> <Anson (lots of AFK)> a wet train with 300 fizzy drinks
18:48:19  <coopserver> <Starbud> yes, 3 times the normal
18:48:30  <coopserver> <Starbud> hmm, i have 180 on monorail
18:48:41  <coopserver> <Starbud> but that is cotton candy
18:48:44  <coopserver> <Starbud> and sugar
18:48:52  <coopserver> <Anson (lots of AFK)> our current trains have only 96 capacity with the same TL ... a third of that wet train
18:49:03  <coopserver> <Starbud> not sure if that will take 180 drinks too
18:49:25  <coopserver> <Starbud> yes
18:49:43  <coopserver> <Starbud> also almost a third of the speed
18:50:17  <coopserver> <Anson (lots of AFK)> third of speed and triple capacity should even out ....
18:50:23  <coopserver> <Starbud> yes
18:50:34  <coopserver> <Anson (lots of AFK)> and they look nice ... most of all the monster of the deep :-)
18:50:50  <coopserver> <Starbud> when you delete 420 my windows shoudl disappear, could you delete it?
18:51:16  <coopserver> <Starbud> gone :)
18:52:25  <coopserver> <Anson (lots of AFK)> the biggest problem that i have with wet trains is the loading time :-(
18:52:44  <coopserver> <Anson (lots of AFK)> capacity 45 / 5 loading speed = 9 stages
18:53:29  <coopserver> <Starbud> time for eurovision song contest in 7 minutes, no way i will miss that
18:53:37  <coopserver> <Starbud> the big thing of the year for me
18:53:40  <coopserver> <Anson (lots of AFK)> thus i mostly prefer the small wet trains ... 40 capacity with 20 loading speed = 2 stages
18:53:41  <coopserver> <Starbud> :)
18:54:11  <coopserver> <Anson (lots of AFK)> i have programmed it on my receiver :-)
18:54:20  <coopserver> <Starbud> oh :)
18:54:33  <coopserver> <Starbud> do you have a favourite?
18:55:11  <coopserver> <Anson (lots of AFK)> i was busy with something else, thus have not heard a single of all the songs
18:55:42  <coopserver> <Starbud> i hope sweden will win :)
18:56:08  <coopserver> <Starbud> i think we will either win or come among the top 3
18:56:12  <coopserver> <Anson (lots of AFK)> btw: 1500 piles now @ 80% rating ... and it won't improve much since there is always some delay between drop and pickup
18:56:44  <coopserver> <Starbud> you can reach 93% with a statue in the town
18:57:08  <coopserver> <Starbud> and for short times 100%
18:57:26  <coopserver> <Anson (lots of AFK)> the factory produces 3000 per month, that's 100 per day, or one train per day ... loading time is longer
18:58:13  <coopserver> <Starbud> time to move...
19:01:20  <coopserver> <Anson (lots of AFK)> if you are interested in ESC, did you already check youtube ? there are complete recordings of all previous ESC ... even when some are blocked here for copyright, gema, etc
19:02:57  <coopserver> <Anson (lots of AFK)> my favourites are all from previous years, eg spain from 1969(?), italy from another 196x contest, etc
19:05:00  <coopserver> <Anson (lots of AFK)> what do you think of australia ? ... would be a nice change to have australia win the EUROPEAN contest :-)
19:15:59  <happpy> overflow is  not  hard to  doo   starbud   jam  has tech me  on  overflows
19:17:03  <coopserver> <Anson (lots of AFK)> LOL ... they just welcomed australia on the ESC : "welcome to breakfast TV" :-)
19:24:21  <coopserver> *** Anson (lots of AFK) has joined spectators
19:24:37  <coopserver> *** Vtron has joined
19:24:38  <coopserver> *** Vtron has started a new company #8
19:25:08  <happpy> hi   vtron
19:25:09  <coopserver> *** Vtron has left the game (processing map took too long)
19:25:18  <happpy> welcome  to  the server
19:32:20  <coopserver> <Anson (lots of AFK)> we need to rebuild something urgently : trains first merge from two mainlines (2x2 lanes) to only 2 lanes, then immediately split to 4 lanes (2 drop, 2 pickup) for the fizzy drink factory .. those 2 lines in between are a bad bottleneck
19:34:38  <happpy> i word  leve  it  in till  plonka  come on
19:36:43  <coopserver> <Anson (lots of AFK)> it still works, with no long queues, but it should be the next part to rebuild since it would jam a lot if only a few more trains would be added for fizzy drinks (pickup or drop)
19:48:36  <coopserver> *** Player has joined
19:48:37  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
19:48:38  <coopserver> *** Player has started a new company #8
19:48:39  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
19:48:40  <coopserver> *** Player has joined spectators
19:49:12  <coopserver> <Anson (lots of AFK)> !name "Anson (AFK)"
19:49:13  <coopserver> *** Anson (lots of AFK) has changed his/her name to Anson (AFK)
19:50:36  <coopserver> *** Player has left the game (Leaving)
20:01:55  *** Plonka has joined #openttdcoop.stable
20:03:03  <happpy> hi  Plonka
20:03:11  <happpy> how  things
20:03:28  <Plonka> yeah good thx happy
20:03:38  <Plonka> hows this server doing?
20:04:05  <happpy> good    but   the  game run  a bit slow  for me now
20:05:03  <Plonka> oh :/
20:05:08  <Plonka> come checkout ps
20:05:15  <Plonka> before that gets too big
20:05:25  <Plonka> its looking pretty good
20:10:42  *** Maraxus has quit IRC
20:40:55  * happpy slaps Anson around a bit with a large fishbot
20:41:08  <happpy> soory  rone  buttern
20:50:58  * Plonka slaps happpy around a bit with a large fishbot
20:55:31  *** Mark has joined #openttdcoop.stable
20:55:33  *** Webster sets mode: +o Mark
21:04:16  <happpy> whonts  up   Plonka
21:07:04  <Plonka> nowt
21:07:13  <Plonka> just slappig u with a fish :P
21:09:29  <happpy> lol
21:09:31  <happpy> k
21:09:35  * happpy slaps Plonka around a bit with a large fishbot
21:22:22  * Jam35 slaps a large fishbot around with a Plonka
21:23:00  <Plonka> lol
21:23:24  * Plonka slaps Jam35 around a bit with a large fishbot
21:23:30  * Plonka slaps Anson around a bit with a large fishbot
21:23:32  * Plonka slaps happpy around a bit with a large fishbot
21:25:11  <coopserver> <Anson (AFK)> hallo
21:25:19  <coopserver> <Anson (AFK)> !name Anson
21:25:20  <coopserver> *** Anson (AFK) has changed his/her name to Anson
21:25:46  <coopserver> <Anson> plonka, do you want to rebuild one spot on our network ? :-)
21:26:19  <coopserver> *** plonka has joined
21:26:36  <coopserver> <plonka> hi anson
21:26:41  <coopserver> <plonka> which spot?
21:26:44  <coopserver> <Anson> there is a bottleneck : 2 mainlines merge (2x2 lanes) to only TWO lanes, and then immediately split again to 4 lanes (2 drop and 2 pickup)
21:27:08  <coopserver> <Anson> just in front of the fizzy drink drop/pickup
21:27:09  <coopserver> <plonka> where?
21:27:18  <coopserver> <plonka> ok gimme a sec
21:27:21  <coopserver> <plonka> brb
21:27:45  <coopserver> *** Anson has joined company #1
21:28:18  <coopserver> <Anson> i put a sign there: !!bottleneck
21:29:32  <coopserver> <plonka> right my back
21:29:34  <coopserver> <plonka> lets see
21:30:08  <coopserver> <plonka> that's the one place i don't want to touch lol
21:30:21  <coopserver> <plonka> with the overflow and stuff it's a bit cramped
21:30:42  <coopserver> <plonka> and there's no real room to expand the drop
21:31:06  <coopserver> <plonka> butmaybe
21:33:11  <coopserver> <Anson> maybe leading 2 lanes from the left via A-B-C-D-E, and merging the other two lanes to them ?
21:33:33  <coopserver> <Anson> instead of currently merging the 2x2 lanes first, and then immediately splitting again
21:34:03  <coopserver> <Anson> not much to the right of E would need to be touched (where the overflow is)
21:34:19  <coopserver> <plonka> i've got a plan hangon
21:35:42  <coopserver> *** plonka has left the game (general timeout)
21:36:26  <coopserver> *** plonka has joined
21:37:03  <coopserver> <Anson> WB ... are you laggy ?
21:37:08  <coopserver> <plonka> nope
21:37:17  <coopserver> <plonka> even with both ps and here open
21:37:20  <coopserver> <plonka> no lag
21:37:29  <coopserver> <Anson> i have almost no lag ingame, but the mouse is laggy for quite a while now
21:38:00  <coopserver> <plonka> throw away your laptop and buy a propper pc :P
21:38:55  <coopserver> <plonka> ujmm doesn't look like i can fully blance the exit though
21:40:31  <coopserver> <Anson> just split the lanes from left first for going to fizzy and the other direction, and keep the lanes unbalanced
21:41:36  <coopserver> <Anson> and split each of those 2 lanes to 2 for pickup and 2 for drop ... then merge the 2 lanes from the other direction to those new 2x2 lanes
21:45:07  <coopserver> <plonka> did you stop a train?
21:45:09  <coopserver> <Anson> I'm taking all pickup trains out of circulation to give you morespace to work on the lines
21:45:22  <coopserver> <plonka> it's done :)
21:46:47  <coopserver> <plonka> it'll probably take 30 mins to fully clear up andf train leave overflow
21:46:53  <coopserver> <plonka> but now it should work
21:48:14  <coopserver> <Anson> i already sent all trains to the overflow once ... doesn't take long to clean it up again ... when the first train passes the overflow for the second time, it should be empty
21:48:35  <coopserver> <plonka> ok
21:49:55  <coopserver> <Anson> in the same short time, the pickup station dropped pilesizes from 9k to 1k, and increased pickup rating from 28% to 83% :-)
21:50:14  <coopserver> <plonka> nice
21:51:13  <coopserver> <Anson> happy did a nice work with the overflow, and i improved it a little bit by shortening the reversers ... 2 less tiles on them cause trains to enter 4 tiles faster
21:51:55  <coopserver> <plonka> i see
21:53:16  <coopserver> <Anson> hehe, you can still see the tips of the old reversers (in red) :-)
21:53:40  <coopserver> <plonka> heh yeah
21:54:47  <coopserver> *** Yugi_D has joined
21:55:01  <coopserver> <Anson> i also adjusted all the signals for the entry to the pickup ... now they areworking properly, not gtting trains stuck at the pbs splits
21:55:28  <coopserver> <plonka> ok
21:55:48  <coopserver> <plonka> hi starbud
21:55:56  <coopserver> <plonka> hi yugi
21:56:14  <coopserver> <Yugi_D> hi plonka
21:56:33  <coopserver> <Anson> I'm still trying to see what/how you changed so fast that it works so well now, plonka :-)
21:56:48  <coopserver> <plonka> heh :)
21:57:53  <coopserver> <plonka> oops
21:58:40  <coopserver> <Anson> did you want to add platforms to the drop ?
21:58:48  <coopserver> <plonka> yeah just 1
21:59:12  <coopserver> <plonka> 4 wasn't quite enough to handle the number of trains
21:59:27  <coopserver> <Anson> with 8 pickup, we can use more drop platforms :-)
21:59:57  <coopserver> <Anson> 4 ? there were 8 pickup and 8 drop !
22:00:13  <coopserver> <plonka> no iadded 4 more for the new line
22:00:19  <coopserver> <plonka> but it wasn't quite enough
22:00:31  <coopserver> <plonka> so i added a5th
22:00:39  <coopserver> <plonka> which unless u add more trains
22:00:44  <coopserver> <plonka> will be enough
22:01:47  <coopserver> <Anson> i already added 12 pickup trains 3 hours ago, and that was exactly what was needed to keep the pickup clean (below 1k) and send no trains in the overflow
22:02:06  <coopserver> <Yugi_D> nice network happy has got here anson and plonka
22:02:08  <coopserver> <Anson> should easily be able to increase that number now for pickup
22:02:31  <coopserver> <plonka> yeah i built most of it
22:02:57  <coopserver> <plonka> happy did the amazing overflows
22:03:17  <coopserver> <Yugi_D> ah
22:03:28  <coopserver> <plonka> he did mosstations too
22:03:29  <coopserver> <Anson> on this map, i barely did anything ... happy probably did the layout and eg the overflow, and plonka just removed a bad bottleneck by 1 minute work :-)
22:03:52  <coopserver> <plonka> happy usually makes the money maker
22:03:56  <coopserver> <Yugi_D> i had a network once...
22:04:02  <coopserver> <plonka> then once that's working
22:04:18  <coopserver> <plonka> i build the hubs around his stations removing his lines
22:04:26  <coopserver> <plonka> once stuff's connected to my hubs
22:04:27  <coopserver> <Yugi_D> but couldnt go on with pink starting so close
22:04:41  <coopserver> <Yugi_D> neat
22:04:55  <Jam35> plonka your SL is broken on PS :D
22:05:06  <Jam35> come see what I mean
22:05:06  <coopserver> <plonka> ok omw :D
22:05:26  <coopserver> <Anson> I'll do a network with small trains on one of the next maps .... TL1 :-)
22:06:27  <coopserver> <Anson> or a network with ships ... didn't have some for quite a long time (years) ...
22:06:54  <coopserver> <Yugi_D> sounds good, and challenging :)
22:09:31  <coopserver> <Anson> my biggest problem with wet trains are the long loading times for large ships ... 9 stages
22:09:51  <coopserver> <Yugi_D> wow thats a while
22:14:30  <coopserver> <Yugi_D> ill be back in a bit...have fun
22:14:34  <coopserver> *** Yugi_D has left the game (Leaving)
22:16:09  <coopserver> <plonka> stupid trains
22:16:41  <coopserver> <plonka> ansons come check ps
22:16:51  <coopserver> <plonka> there's about 5 of us on ther atm
22:21:06  <coopserver> <plonka> anson
22:21:09  <coopserver> <plonka> come ps
22:21:42  <coopserver> *** happy train sport has joined
22:21:59  <coopserver> <plonka> hi happy
22:22:08  <happpy> hi
22:22:14  <coopserver> *** happy train sport has left the game (processing map took too long)
22:22:27  <coopserver> *** happy train sport has joined
22:22:59  <coopserver> *** happy train sport has left the game (processing map took too long)
22:23:05  <coopserver> <plonka> :/
22:23:20  <happpy> soory    to  much on this  map
22:24:00  <coopserver> *** happy train sport has joined
22:24:31  <coopserver> <plonka> weee
22:24:32  <coopserver> *** happy train sport has left the game (processing map took too long)
22:24:35  <coopserver> <plonka> u r in
22:24:39  <coopserver> <plonka> n ope u r not
22:25:10  <happpy> heem
22:25:20  <coopserver> *** happy train sport has joined
22:25:27  <coopserver> <plonka> try ps happy
22:25:36  <coopserver> <plonka> more humans on there anywa
22:25:44  <coopserver> <plonka> active humans that is
22:25:53  <coopserver> *** happy train sport has left the game (processing map took too long)
22:26:04  <coopserver> *** happy train sport has joined
22:26:15  <happpy> f  latop
22:26:36  <coopserver> *** happy train sport has left the game (processing map took too long)
22:27:02  <happpy> nop    to  much  lag
22:27:31  <happpy> and  been having  internet  speed  drop   and that  so
22:30:32  <happpy> i  just  wate  Plonka    i  will get lag on  that server  so  i  got uve  games to play
22:30:47  <coopserver> <plonka> ok pal
22:30:52  <coopserver> <plonka> have fun
22:31:12  <happpy> but  i be on  the irc so
22:31:24  <coopserver> <plonka> yeah i don't think it's your laptop
22:31:34  <coopserver> <plonka> uve been on maps with more trains than this
22:31:41  <coopserver> <plonka> must be your interent
22:31:44  <happpy> nop
22:31:57  <happpy> heen
22:32:01  <happpy> heem
22:32:13  <coopserver> *** happy train sport has joined
22:32:16  <coopserver> <plonka> what speed r u getting on speed test
22:32:45  <coopserver> *** happy train sport has left the game (processing map took too long)
22:33:34  <happpy> i  let  u no  in a   minte
22:34:17  <happpy> 12 .75  ov  donwload
22:34:29  <happpy> so  its not the sped
22:34:31  <coopserver> <plonka> is that normal for yo?
22:34:38  <happpy> yep
22:34:42  <coopserver> <plonka> ok
22:35:05  <coopserver> <plonka> hang on  a sec
22:35:32  <happpy> anson  can u  just    come  out  ov my company  for a  minte
22:35:33  <Mark> !pause
22:35:34  <coopserver> *** Game paused (manual)
22:35:45  <coopserver> *** happy train sport has joined
22:35:47  <coopserver> <plonka> happy try connecting now
22:35:56  <Mark> you in?
22:35:58  <coopserver> <happy train sport> k  go
22:36:03  <Mark> !auto
22:36:04  <Jam35> !vehicles
22:36:04  <coopserver> *** Game unpaused (manual)
22:36:05  <coopserver> <plonka> thx mark
22:36:06  <coopserver> Jam35: Total vehicles per type: Rail: 1303, Road: 235, Water: 0, Air: 0
22:36:52  <coopserver> <Anson> I'm just testing wet trains (see trains 422-425)
22:37:07  <coopserver> <happy train sport> right    loks  k  but  stil  a bit   lag   but  shord be k
22:37:19  <coopserver> <happy train sport> ar  no wate
22:37:23  <coopserver> <plonka> i did some wet trains last ps game
22:37:25  <coopserver> <Anson> and i get more lag for those additional train windows :-(
22:37:35  <coopserver> <plonka> :/
22:37:38  <coopserver> <happy train sport> its  k  noq
22:37:42  <coopserver> <plonka> hovercats pwns btw :P
22:37:44  <coopserver> <happy train sport> now
22:37:54  <coopserver> <plonka> just stay zoomed in happy
22:38:03  <coopserver> <happy train sport> yep
22:38:32  <coopserver> <happy train sport> i  think  i no y   players  not not  stay on  the  server
22:38:49  <coopserver> <plonka> why?
22:39:16  <coopserver> <happy train sport> mark   can u set     the server  to  pause  when some wonn join  in
22:40:13  <coopserver> <happy train sport> if  ther   game    stil  run  when some won  try to  join   ther  can not stay  in
22:40:33  <coopserver> <plonka> ps always pauses while people connect
22:40:38  <coopserver> <happy train sport> as  u  see     when  i  try  to  join
22:40:52  <coopserver> <plonka> so i assume this server could do the same
22:41:04  <coopserver> <happy train sport> or   when some  won    try to  join  the game4
22:41:22  <coopserver> <happy train sport> yep
22:43:15  <coopserver> <happy train sport> sorry  ther not  room  at  ther   fizzy   factory  but i dont  whont to  redo  that overfloew  a gen
22:43:44  <coopserver> <happy train sport> as  it tork  me  a lone time
22:46:42  <happpy> !vehicles
22:46:43  <coopserver> happpy: Total vehicles per type: Rail: 1303, Road: 235, Water: 0, Air: 0
22:47:28  <coopserver> <plonka> yep
22:47:31  <coopserver> <plonka> i agree
22:47:47  <coopserver> <happy train sport> i get  no lag  when  zoom in out  out
22:48:38  <coopserver> <happy train sport> wich  is a  ferst
22:49:49  <coopserver> <happy train sport> how  things  Starbud
22:50:30  <coopserver> <plonka> hes afk i think
22:50:51  <coopserver> <happy train sport> but  get  lag  when    mor  on  the map
22:50:56  <coopserver> <happy train sport> ar  k
22:51:20  <happpy> !date
22:51:20  <coopserver> Aug 19 2382
22:53:01  <coopserver> <plonka> should see v station on ps
22:53:26  <coopserver> <plonka> it's beyond crazy
22:53:34  <coopserver> <happy train sport> lol
22:53:50  <coopserver> <plonka> it's a huge station with wps all around it
22:54:00  <coopserver> <plonka> each wp has a name say toffee
22:54:06  <coopserver> <happy train sport> will   v   dus  a  crazy  station
22:54:26  <coopserver> <plonka> if the train will try and turn at every wp it passes
22:54:36  <coopserver> <plonka> if the first clear one is toffee
22:54:40  <coopserver> <plonka> it turns in
22:54:45  <coopserver> <plonka> then refits to toffee
22:54:54  <coopserver> <happy train sport> nice
22:54:55  <coopserver> <plonka> if the first clear one is bubbles
22:55:04  <coopserver> <plonka> it turns in there and refits to bubbles
22:55:12  <happpy> nice
22:55:20  <coopserver> <plonka> each train has like 69 potential orders
22:55:27  <coopserver> <plonka> with loads of conditioanls
22:55:28  <coopserver> <happy train sport> lol
23:20:09  <coopserver> *** Starbud has left the game (connection lost)
23:34:10  *** Jam35 is now known as Jam35_
23:53:02  <happpy> k  gn alll have a nice  night
23:53:17  <coopserver> *** happy train sport has left the game (Leaving)
23:53:20  <coopserver> <plonka> gn happy
23:53:44  <happpy> be back on  the irc  to mor
23:54:06  *** happpy has left #openttdcoop.stable

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