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00:00:05 <coopserver> *** Sylf has joined 00:01:30 <coopserver> *** Sylf has left the game (Leaving) 00:22:43 <coopserver> *** Sylf has joined 00:22:53 <coopserver> *** Sylf has joined company #7 00:22:54 <coopserver> *** Game unpaused (number of players) 00:23:08 <coopserver> *** Sylf has left the game (Leaving) 00:23:09 <coopserver> *** Game paused (number of players) 00:58:55 <coopserver> *** RTM has joined 01:01:15 <coopserver> *** RTM has left the game (Leaving) 02:58:57 <coopserver> *** I. M. Legos has joined 03:01:43 <coopserver> *** I. M. Legos has started a new company #8 03:01:44 <coopserver> *** Game unpaused (number of players) 03:02:10 <coopserver> *** I. M. Legos has left the game (general timeout) 03:02:11 <coopserver> *** Game paused (number of players) 04:10:42 <coopserver> *** Anson has joined company #1 04:10:43 <coopserver> *** Game unpaused (number of players) 06:37:17 <coopserver> *** Anson has joined spectators 06:37:18 <coopserver> *** Game paused (number of players) 06:54:02 *** [1]Mark has joined #openttdcoop.stable 06:54:24 *** [1]Mark is now known as Mark 07:37:07 <coopserver> *** Yugi_D has joined 07:38:26 <coopserver> *** Yugi_D has left the game (Leaving) 08:34:34 *** happpy has joined #openttdcoop.stable 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 08:42:01 *** Mark has quit IRC 08:43:40 *** Maraxus has joined #openttdcoop.stable 08:43:40 *** ChanServ sets mode: +o Maraxus 08:55:54 <Jam35> hi happy good ty, you? 09:08:20 <happpy> good 10:39:52 <coopserver> *** Starbud has joined 10:39:53 <coopserver> *** Game unpaused (number of players) 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 11:19:58 *** happpy has quit IRC 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 14:53:31 *** happpy has joined #openttdcoop.stable 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? 15:05:54 <coopserver> *** happy train sport has left the game (processing map took too long) 15:06:26 <coopserver> *** happy train sport has joined 15:08:11 <coopserver> *** Player has joined 15:08:12 <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so. 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. 15:08:15 <coopserver> *** Player has joined spectators 15:08:43 <coopserver> *** Player has left the game (processing map took too long) 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 15:10:59 <coopserver> *** Player has joined 15:11:00 <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so. 15:11:01 <coopserver> *** Player has started a new company #8 15:11:02 <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so. 15:11:03 <coopserver> *** Player has joined spectators 15:11:11 <coopserver> <Starbud> i have tried 3 before but then the tunnels cant support the traffic properly 15:11:32 <coopserver> *** Player has left the game (processing map took too long) 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 15:12:20 <coopserver> *** Player has joined 15:12:21 <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so. 15:12:22 <coopserver> *** Player has joined spectators 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 15:12:53 <coopserver> *** Player has left the game (processing map took too long) 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 15:30:32 <coopserver> *** __Fellini__ has joined company #6 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 :-) 15:43:31 <coopserver> *** __Fellini__ has left the game (Leaving) 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 15:59:23 <coopserver> *** Player has joined 15:59:33 <coopserver> *** happy train sport has left the game (Leaving) 16:03:54 <coopserver> *** IIIRazor has joined 16:05:03 <coopserver> *** IIIRazor has left the game (Leaving) 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 18:08:27 <coopserver> *** [FR]Syl59 has joined company #3 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