Config
Log for #openttdcoop.stable on 30th May 2015:
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00:21:54  <coopserver> *** valis has left the game (Leaving)
01:13:11  <coopserver> *** Sylf has joined
01:13:41  <coopserver> *** Sylf has joined company #1
01:13:42  <coopserver> *** Game unpaused (number of players)
01:26:33  <coopserver> *** Yugi_D has joined
01:35:34  *** Speedy` has joined #openttdcoop.stable
01:36:24  *** Speedy has quit IRC
01:36:24  *** Speedy` is now known as Speedy
02:07:42  <coopserver> *** Yugi_D has left the game (Leaving)
02:38:49  <coopserver> *** Sylf has left the game (Leaving)
02:38:50  <coopserver> *** Game paused (number of players)
02:39:15  <coopserver> *** Sylf has joined
02:39:19  <coopserver> *** Sylf has joined company #1
02:39:20  <coopserver> *** Game unpaused (number of players)
02:53:09  <coopserver> *** Player has joined
02:53:10  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
02:53:11  <coopserver> *** Player has started a new company #6
02:53:12  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
02:53:13  <coopserver> *** Player has joined spectators
02:53:16  <coopserver> *** Player has left the game (wrong company in DoCommand)
02:53:56  <coopserver> *** Player has joined
02:53:57  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
02:53:58  <coopserver> *** Player has started a new company #8
02:53:59  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
02:54:00  <coopserver> *** Player has joined spectators
02:54:02  <coopserver> *** Player has left the game (wrong company in DoCommand)
03:26:15  <coopserver> *** Player has joined
03:28:51  <coopserver> *** Player has left the game (Leaving)
04:04:51  <coopserver> *** Sylf has left the game (Leaving)
04:04:52  <coopserver> *** Game paused (number of players)
04:07:58  *** Mark has joined #openttdcoop.stable
04:07:59  *** Webster sets mode: +o Mark
04:08:06  <Mark> hello
04:11:28  <coopserver> *** Mark has joined
04:11:57  <Mark> !rules
04:11:57  <coopserver> Server rules can be found here: http://wiki.openttdcoop.org/Quickstart/Stable
04:14:38  <coopserver> *** Anson has joined
04:18:18  <coopserver> *** Anson has joined company #3
04:18:19  <coopserver> *** Game unpaused (number of players)
04:40:11  <coopserver> *** Mark has started a new company #6
04:49:36  <Mark> !companies
04:49:36  <coopserver> Mark: Company '1' (Dark Green): Unnamed, Founded in 1900, Vehicles owned: 94 Trains, 157 Roadvehicles, 0 Ships and 0 Aeroplanes
04:49:37  <coopserver> Mark: Company '2' (Red): Yugi_D Transport, Founded in 1919, Vehicles owned: 49 Trains, 0 Roadvehicles, 0 Ships and 0 Aeroplanes
04:49:37  <Mark> !clients
04:49:38  <coopserver> Mark: Company '3' (Light Blue): happy train sport Transport, Founded in 1920, Vehicles owned: 318 Trains, 0 Roadvehicles, 0 Ships and 0 Aeroplanes
04:49:39  <coopserver> Mark: Company '4' (White): __Felli_Lines__, Founded in 1925, Vehicles owned: 113 Trains, 0 Roadvehicles, 0 Ships and 0 Aeroplanes
04:49:40  <coopserver> Mark: Company '5' (Green): PooDy Transport, Founded in 1929, Vehicles owned: 10 Trains, 0 Roadvehicles, 0 Ships and 0 Aeroplanes
04:49:41  <coopserver> Mark: Company '6' (Pink): Mark Transport, Founded in 2033, Vehicles owned: 2 Trains, 2 Roadvehicles, 0 Ships and 0 Aeroplanes
04:49:42  <coopserver> Mark: Company '7' (Dark Blue): Jim Transport, Founded in 1952, Vehicles owned: 7 Trains, 0 Roadvehicles, 0 Ships and 0 Aeroplanes
04:49:47  <Mark> !players
04:49:47  <coopserver> Mark: Client 790 (Pink) is Mark, in company 6 (Mark Transport)
04:49:48  <coopserver> Mark: Client 792 (Light Blue) is Anson, in company 3 (happy train sport Transport)
04:49:57  <Mark> !rcon move 790 3
04:49:58  <coopserver> *** Mark has joined company #3
04:50:17  <coopserver> <Mark> oh didnt see you there Anson
04:50:22  <coopserver> <Mark> i just came to steal some money
04:50:39  <coopserver> <Anson> hallo
04:50:48  <coopserver> <Mark> hi :)
04:51:32  <coopserver> *** Mark #1 has joined
04:51:58  <coopserver> *** Mark #1 has left the game (Leaving)
04:52:04  <coopserver> *** Mark has joined company #6
05:18:33  <coopserver> *** Anson has joined spectators
05:26:11  <Mark> !rcon reset_company 6
05:26:12  <coopserver> ERROR: Cannot remove company: a client is connected to that company.
05:26:13  <coopserver> - Remove an idle company from the game. Usage: 'reset_company <company-id>'
05:26:14  <coopserver> - For company-id's, see the list of companies from the dropdown menu. Company 1 is 1, etc.
05:26:16  <coopserver> *** Mark has left the game (Leaving)
05:26:17  <coopserver> *** Game paused (number of players)
05:26:19  <Mark> !rcon reset_company 6
05:26:20  <coopserver> Company deleted.
05:45:03  <coopserver> *** Yugi_D has joined
05:47:07  <coopserver> *** Yugi_D has left the game (Leaving)
05:48:27  <coopserver> *** Dnz-Ali has joined
06:17:59  <coopserver> *** Dnz-Ali has started a new company #6
06:18:00  <coopserver> *** Game unpaused (number of players)
06:42:41  <coopserver> *** Yugi_D has joined
06:42:46  <coopserver> <Dnz-Ali> hi
06:43:08  <coopserver> <Yugi_D> hi Dnz
06:46:01  <coopserver> <Yugi_D> hey dnz, r u able to help?
06:46:18  <coopserver> <Dnz-Ali> help. make signal
06:46:44  <coopserver> <Yugi_D> iv already got the signs at point of demise
06:47:40  <coopserver> <Yugi_D> its in my std rail area
06:48:21  <coopserver> <Yugi_D> near Coonanga
06:49:06  <coopserver> <Dnz-Ali> i see you teritory
06:49:21  <coopserver> <Dnz-Ali> what you wanth. sorry my english is not best
06:49:34  <coopserver> <Yugi_D> i have done a minor fix, but not good enuf
06:50:19  <coopserver> <Yugi_D> i need help with station design and superb entrance/exits
06:51:56  <coopserver> <Yugi_D> i can give u mil for ur assistance
06:56:08  <coopserver> <Dnz-Ali> tnx mone
06:56:10  <coopserver> <Dnz-Ali> monex
06:56:14  <coopserver> <Dnz-Ali> money
06:56:56  <coopserver> <Yugi_D> np
06:57:02  <coopserver> <Yugi_D> u need it
07:19:10  <coopserver> *** Player has joined
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07:50:59  <coopserver> *** Player #1 has left the game (Leaving)
07:51:21  <coopserver> *** Player has left the game (Leaving)
07:54:51  <coopserver> *** valis has joined
07:55:04  <coopserver> <valis> hi
07:56:36  <Mark> hello
07:56:45  <coopserver> *** Yugi_D has left the game (Leaving)
08:15:30  *** Jam35_ is now known as Jam35
09:02:40  *** __Fellini__ has joined #openttdcoop.stable
09:02:44  <__Fellini__> !date
09:02:44  <coopserver> Apr 27 2049
09:02:49  <__Fellini__> !players
09:02:49  <coopserver> __Fellini__: There are currently 1 players and 2 spectators, making a total of 3 clients connected
09:03:04  <__Fellini__> hi all
09:23:43  <coopserver> *** Funstuff has joined
09:23:57  <coopserver> *** Funstuff has left the game (Leaving)
09:24:06  <coopserver> *** Funstuff has joined
09:33:02  *** Mark has quit IRC
09:37:44  <coopserver> *** Funstuff has left the game (Leaving)
09:39:41  *** __Fellini__ has quit IRC
09:39:48  <coopserver> *** Bencze has joined
09:41:05  <coopserver> *** Bencze has left the game (Leaving)
10:37:43  <coopserver> *** timmy has joined
10:37:44  <coopserver> *** timmy has started a new company #8
10:40:52  <coopserver> *** Dnz-Ali has joined spectators
10:41:34  <coopserver> *** plonka has joined
10:45:19  <coopserver> *** plonka has joined company #3
10:45:57  <coopserver> <Anson> hallo
10:52:48  *** Plonka has joined #openttdcoop.stable
10:53:56  <coopserver> <Anson> hallo, plonka
10:54:02  <coopserver> <timmy> Hi
10:54:11  <coopserver> <Anson> what's the purpose of station "Dingo" ???
10:54:14  <Plonka> hi u two
10:54:35  <coopserver> <plonka> err good question
10:54:53  <coopserver> <plonka> im assuming yeti picuk up
10:55:25  <coopserver> <Anson> yeti yard is out of range of the station
10:55:37  <coopserver> <plonka> no shit sherlock :P
10:56:31  <coopserver> <plonka> grr happy
10:56:53  <coopserver> <Anson> and why are there five(!) separate networks to collect yeti and deliver them to the transfer station ?
10:56:55  <coopserver> <plonka> bribing is switched off to :(
10:57:16  <coopserver> <plonka> thats what happy wanted to do :/
10:57:35  <coopserver> <Anson> most of all: i might understand why there are three (for three main directions), but why add another two for long trains ?
10:58:12  <coopserver> <plonka> no idea :/
10:58:29  <coopserver> <plonka> lol a town has an ikea
10:58:38  <coopserver> <Anson> a separate network (loop with a single train !) at Springwood Lake West
10:59:19  <coopserver> <plonka> dont ask me
10:59:23  <coopserver> <plonka> happy built it
11:00:15  <coopserver> <Anson> and similarly a separate network with only one train each for two stations Saprae Lake Heights and Park Valley
11:02:23  <coopserver> <Anson> don't think so ... happy has his own building style :-) ... like line to Flatbush Yard, then added continuation to Silverado Yard, then added line to Warralunya Valley ... but i don't think he would add a parrallel line with different TL for a single train
11:02:56  <coopserver> <plonka> then ive no idea who built it
11:02:58  <coopserver> <plonka> wtf
11:03:09  <coopserver> <plonka> the oil well has disappeared
11:03:20  <coopserver> *** V453000 has joined
11:03:22  <coopserver> <V453000> sup
11:03:30  <coopserver> <timmy> Hi
11:03:40  <coopserver> <plonka> why would our oil well disappear
11:03:49  <coopserver> *** Anson has joined company #3
11:03:57  <coopserver> <V453000> lol point to point network
11:03:59  <coopserver> <V453000> well done guys
11:04:00  <coopserver> <V453000> :D
11:04:06  <coopserver> <plonka> happy's idea :P
11:04:12  <coopserver> <V453000> ikd
11:04:13  <coopserver> <V453000> ikr
11:04:39  <coopserver> <V453000> yeti dudes in boxcars :)
11:04:41  <coopserver> <V453000> :(
11:04:50  <coopserver> <plonka> :(
11:05:30  <coopserver> <timmy> why yeti-dudes can be transported in refrigarator wagons?
11:05:51  <coopserver> <V453000> because the author of the train set made it that way :)
11:05:55  <coopserver> <plonka> to keep cool in the dessert
11:06:02  <coopserver> <timmy> ok :D
11:06:18  <coopserver> <V453000> I think yeti dudes have a label of express cargo which matches the refrigerated wagons
11:06:38  <coopserver> <V453000> yeti dudes should imo only be oversized, but most sets probably dont have that because dumb authors
11:07:01  <coopserver> <V453000> in edge case passenger class but that is boring and lame
11:07:24  <coopserver> <V453000> nice, livestock cars for batteries
11:07:26  <coopserver> <V453000> great stuff
11:07:29  <coopserver> <timmy> the best transportation possibility for them is the flatbed-transporter :p
11:07:39  <coopserver> <V453000> yes, typically oversized :P
11:08:51  <coopserver> <plonka> ore mine spaned closer to station name tag taking yeti
11:08:57  <coopserver> *** V453000 has left the game (Leaving)
11:09:01  <coopserver> <plonka> that's why oil wells closed :/
11:10:21  <coopserver> <Anson> hehe, found another proof why happy can't have built those single line/train networks : they drive on the right side while all the typpical happy stuff drives on the left (once again) ...
11:10:25  <coopserver> <Anson> :-)
11:10:38  <coopserver> <plonka> yeah good point :)
11:10:40  <coopserver> *** Dnz-Ali has joined company #6
11:10:45  <coopserver> <Dnz-Ali> hi all
11:10:53  <coopserver> <plonka> hi ali
11:12:53  <coopserver> *** Dnz-Ali has joined spectators
11:13:09  <coopserver> <plonka> natuarally oil ref died too
11:13:30  <coopserver> <plonka> and machine plant
11:14:48  <coopserver> <plonka> i have a feeling someone purposfully sabotaged our network
11:15:06  <coopserver> <plonka> by funding the ore mine that caused the problem
11:31:15  <coopserver> *** Dnz-Ali has left the game (general timeout)
11:38:53  <Sylf> Now you see why you never see me in that team.
11:39:05  <coopserver> <plonka> :D
11:39:26  <coopserver> <plonka> sylf you are admin right?
11:39:54  <Sylf> sort of
11:40:15  <Plonka> can you check server logs to see who funded what etc?
11:40:30  <Sylf> nope, those aren't logged
11:40:42  <Plonka> ah shame :(
11:41:01  <Plonka> i think someone funded a mine to sabotage our network last night
11:41:23  <Sylf> :/
11:41:32  <Plonka> an ore mine spanwed in the most unlikely place, taking yeti from oil well
11:41:51  <Plonka> which cause oil ell, refinery and machine plant all to close
11:42:15  <Sylf> it can happen
11:42:21  <Sylf> I've been bitten in the past
11:42:27  <coopserver> *** timmy has left the game (Leaving)
11:42:37  <coopserver> <plonka> yep of course
11:43:08  <Sylf> so I need to make sure that I buy some pieces of land around my drop stations so other's no chance of it happening, either by naturally or for sabotage
11:43:37  <coopserver> <plonka> good idea
11:43:46  <coopserver> <plonka> ill do that from now on
11:43:58  <Sylf> yup
11:44:45  <coopserver> <Anson> don't resources produce (minimal) cargo even without yeti ?
11:44:56  <Sylf> nope.
11:45:08  <Sylf> you're thinking of FIRS
11:45:59  <coopserver> <Anson> i had too few yeti games and too many firs games before i took my hospital break
11:49:43  <coopserver> <Anson> plonka : i don't understand the purpose of the RLLR route for yeti where you have to count trains manually to add some more in a balanced way ... why no normal LLRR where trains can use all lanes ?
11:50:00  <coopserver> <plonka> ask happy
11:50:14  <coopserver> <Anson> that line could use some more trains now ... 1600+ yeti waiting and still piling up :-)
11:50:28  <Sylf> don't ask that kind of questions
11:50:37  <coopserver> <plonka> add some trains then ? :P
11:50:42  <Sylf> Instead, just fix it.
11:51:09  <coopserver> <plonka> yeah good idea
11:51:19  <coopserver> <Anson> yes, juat wanted to do that, but didn't know whether to add them to the LR part or the RL part of that line :-) :-(
11:51:41  <coopserver> <plonka> wait until a third line gets added
11:51:54  <coopserver> <plonka> that'll really confuse matters :D
11:52:14  <Sylf> Go for LRRLRLRRLRRRRRRRR ML
11:52:22  <Jam35> !rcon set raw_industry_construction
11:52:23  <coopserver> Current value for 'raw_industry_construction' is: '1' (min: 0, max: 2)
11:52:25  <coopserver> <plonka> rofl
11:52:33  <Sylf> and throw in some bidirectional for a good measure
11:53:02  <coopserver> <plonka> would love to a hub built for it :D
11:53:15  <Sylf> then you'll never spot a signal facing the wrong direction
12:03:21  <Jam35> I don't think anybody sabotaged your stuff, only Mark joined through the night
12:04:33  <coopserver> <plonka> ah ok
12:04:36  <coopserver> <plonka> thanks jam
12:05:14  <Jam35> well, Yugi and Ali but I trust them
12:05:56  <coopserver> <plonka> i wonder who built the stuff on our network then
12:06:08  <coopserver> <plonka> the 7 tl trains and stations
12:06:22  <coopserver> *** Jam35 has joined
12:06:43  <coopserver> <Jam35> idk what you mean
12:06:52  <coopserver> <plonka> check !!here
12:07:15  <coopserver> <plonka> anson noticed them this morning
12:08:43  <Jam35> nobody had been in the company except Mark and Anson himself
12:09:07  <coopserver> <plonka> msut be mark then i assume
12:09:15  <coopserver> <Jam35> does the sign at Saprae Lake Heights suggest Anson?
12:09:18  <coopserver> <plonka> but doesn't seem like something he'd do
12:09:39  <coopserver> <plonka> no that anson sayin he "fixed" it
12:09:56  <coopserver> <plonka> by replacing long train with small ones
12:10:01  <coopserver> <Jam35> looks like happy did that to me?
12:10:28  <coopserver> <plonka> i said that too but anso said it wasn't happy's building style
12:10:35  <coopserver> <plonka> so i dunno
12:10:55  <coopserver> <plonka> just seems odd
12:11:05  <coopserver> <plonka> but then again the whole network is lol
12:11:12  <coopserver> <plonka> we have lrrl ml
12:11:17  <coopserver> <Jam35> 99% sure it was not Mark
12:11:18  <coopserver> <plonka> and lrlr ml
12:11:29  <coopserver> <Jam35> 99.9 :)
12:11:43  <coopserver> <plonka> yeah doesn't seem like something he'd do :D
12:12:11  <coopserver> <Jam35> maybe if he was on drugs or something
12:12:21  <coopserver> <plonka> lol
12:13:27  <coopserver> <plonka> is there a max output oil wells can do no matter how many yeti and machinery they recieve?
12:13:44  <coopserver> <Jam35> not afaik
12:13:57  <coopserver> <plonka> yeah nm it just jumped to 6 mil
12:14:04  <Sylf> @calc 2295 * 16
12:14:04  <Webster> Sylf: 36720
12:14:09  <Anson> looking at my IRC, i see several people online during the last 17 hours (after plonka left last evening) ... yugi_d, chaz, sylf, mark, anson, dnz-ali ... and finally during the last 3 hours also fellini and timmy
12:14:13  <Sylf> 36720 per month
12:14:56  <coopserver> <plonka> sylf is that for yeti?
12:15:37  <Sylf> for any supply-based industries in any industry set, the max is 2295 x number-of-tiles-in-the-industry
12:16:10  <Sylf> oh, for oil well that means 36,720,000 litres
12:16:23  <coopserver> <plonka> aha ok
12:16:36  <coopserver> <plonka> long way to gi then
12:16:44  <coopserver> <Anson> a sign signed "/anson" suggest it is from me, but that's the sign that i replaced the TL7 station which someone unknown had buolt
12:16:46  <coopserver> <Jam35> new production goal :P
12:16:55  <coopserver> <plonka> yeah :)
12:17:09  <coopserver> <Jam35> how many of them joined company 3?
12:17:13  <coopserver> <Jam35> 2
12:17:18  <coopserver> <Jam35> you and Mark
12:19:32  <coopserver> <Anson> [06:49] <@Mark> !rcon move 790 3
12:19:53  <coopserver> <Anson> [06:49] <@coopserver> <Mark> i just came to steal some money
12:20:00  <coopserver> <plonka> :D
12:20:51  <coopserver> <Jam35> he moved himself, like I said
12:21:08  <Sylf> My company wasn't attractive enough even for that
12:21:33  <coopserver> <Jam35> he could not send any money to himself anyway
12:21:53  <Sylf> login twice :P
12:22:01  <coopserver> <Jam35> mm yeah
12:22:42  <Sylf> I did that when I evicted the dark blue company from the area I was working on, then gave him £5million :D
12:23:10  <coopserver> <Jam35> but still he did not build the controversial stuff :)
12:23:13  <Sylf> But I haven't seen him back on the server since I maved him :/
12:23:49  <coopserver> <Jam35> I suspected poody cos I removed some of his , but he ahs not been here either
12:24:08  <coopserver> <plonka> yeah that's who i though funded the mine :P
12:24:13  <Sylf> poody is green?
12:24:18  <coopserver> <Jam35> does anybody care anyway? :)
12:24:21  <coopserver> <Jam35> yeah
12:24:37  <coopserver> <Jam35> he had some stealing stuff on company 3
12:24:37  <Sylf> I had to evict him too >_<
12:24:48  <coopserver> <plonka> yeah if he had funded thwe mine i was going to go to his house and smash his face in :P
12:28:26  <coopserver> <plonka> can't believe we have no food or bms
12:28:36  <coopserver> <plonka> how are we meant to grow the network :/
12:32:56  <Sylf> By connecting more yards
12:34:16  <coopserver> <plonka> seems like a lot of work though :/
12:34:25  <Sylf> ya i know, yeti really wasn't meant to be played like that
12:34:36  <coopserver> <plonka> ill wait for h
12:34:41  <coopserver> <plonka> appy to add more
12:37:28  <coopserver> <Anson> if there was no train crash, train numbers might give a hint ...
12:38:00  <coopserver> <Anson> the TL7 trains are #225, #226 and #315 ... of 360 total
12:38:38  <coopserver> <Anson> thus it would have been quite some time and lots of new trains after those TL7 tracks were built
12:39:09  <coopserver> <plonka> i just bought a shit load of new trains
12:43:21  <coopserver> <Anson> there is no use in grouping all yeti trains together when they are on at least 5 separate tracks (not counting the two TL7 networks)
12:51:45  <coopserver> <Anson> YETI transport L+R really should be two separate groups in the list to count them better :-) ... or maybe I'll rebuild the overflow so that it balances the L and R parts of that line
12:52:07  <coopserver> <plonka> whichever
12:52:16  <coopserver> <plonka> im making our hub llll,rrrr
12:54:22  <Sylf> I'd say destroy the pointless transfer
12:54:50  <Sylf> anyway.  you boys have fun.
12:54:54  <coopserver> <plonka> happy will
12:54:56  <coopserver> <plonka> cry
12:55:00  <coopserver> <plonka> cya sylf
12:55:11  <Sylf> assuming you all are boys
12:55:26  <coopserver> <plonka> im 50/50
12:55:38  <Sylf> (only seen couple girls in this game in 5 years)
12:55:50  <coopserver> <plonka> ladyhawk?
12:56:06  <coopserver> <plonka> that sounds like girls name
12:56:36  <Sylf> no, never seen him/her in the game
12:56:48  <coopserver> <plonka> oh ok :o
12:57:13  <Jam35> http://en.wikipedia.org/wiki/Ladyhawk_%28band%29
12:57:14  <Webster> Title: Ladyhawk (band) - Wikipedia, the free encyclopedia (at en.wikipedia.org)
12:57:20  <Jam35> not a fan? :)
12:57:40  <Plonka> haha not my kind of music :P
12:57:59  <Jam35> but maybe theirs :P
12:58:08  <coopserver> <plonka> yeah good point
12:59:13  <Jam35> I remember pinky or something involving pink
12:59:31  <Jam35> a bf/gf team thing going on
12:59:45  <Jam35> only time :)
12:59:52  <coopserver> <plonka> ok :o
13:01:53  <coopserver> <Anson> redirecting all trains to one half of the line now, to be able to rebuild a lot on the other half
13:10:20  <coopserver> <Anson> lol ... after redirecting all trains to one side, i just see that the overflow is barely used ... thus we will later be able to almost double the number of trains on that line
13:10:40  <coopserver> <plonka> good show
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13:37:56  <coopserver> <Anson> crap ... we don't have TL3, but TL2.7, and thus i have to adjust a few signal distances for waiting bays etc ... otherwise, I'm done
13:38:10  <coopserver> <plonka> sweet
13:38:31  <coopserver> <plonka> now help me signal the new llll,rrrr hub and ml
13:43:54  <coopserver> <Anson> all trains still are on one side now ... enabling the link to the other side for autobalancing via overflow depot
13:44:27  <coopserver> <plonka> ok
13:46:16  <coopserver> <plonka> anson
13:46:23  <coopserver> <plonka> can u extend machine drop
13:46:32  <coopserver> <plonka> so it can accept llll,rrrr
13:46:41  <coopserver> <Anson> seems to work ... adding more trains now
13:49:26  <coopserver> <Anson> I'll probably have to take a break (as soon as i can confirm that it really works and reduces the 6k yeti which are waiting, to 0 :-)
13:51:11  <coopserver> <plonka> babe i love u so and i want you to know
13:51:22  <coopserver> <plonka> that im,  gonna miss your love
13:51:30  <coopserver> <plonka> the minute, you walk out that door
13:51:34  <coopserver> <plonka> please don't go
14:04:39  <coopserver> <Anson> increased number of trains from 78 to 130 ... stress test successfull with up to 110 trains (20 in depot) since not enough yeti were waiting ... if needed, just add trains to the ONE overflow depot and they will choose L or R by themselves
14:04:57  <coopserver> <plonka> ok
14:05:16  <coopserver> <Anson> I'll have to take a break now
14:05:27  <coopserver> <plonka> toodlepip
14:05:46  <coopserver> *** Anson has joined spectators
14:11:01  <coopserver> <Jam35> it would be easy to convert to waypoint orders
14:11:23  <coopserver> <plonka> im wanting to extend hilford factory
14:11:33  <coopserver> <plonka> so it accpets llll,rrrr
14:11:44  <coopserver> <plonka> but there's overflow in the way
14:12:19  <coopserver> <Jam35> you only have 8 platforms :)
14:12:24  <coopserver> <Jam35> move the overflow
14:12:36  <coopserver> <Jam35> don't be lazy :)
14:12:45  <coopserver> <plonka> i dunno how to build them like that or i would :P
14:13:25  <coopserver> <Jam35> take it out then
14:13:37  <coopserver> <Jam35> and have big loop around your new extension
14:13:50  <coopserver> <plonka> ok
14:15:30  <coopserver> <Jam35> the norm is quite often 12 tiles
14:15:36  <coopserver> <Jam35> 16 is generous :P
14:16:02  <coopserver> *** valis has joined
14:16:06  <coopserver> <plonka> ok
14:16:07  <coopserver> <Jam35> small spread forces more creative building
14:16:13  <coopserver> <Jam35> and is less open to abuse
14:16:20  <coopserver> <valis> hi
14:16:23  <coopserver> <Jam35> hello
14:16:24  <coopserver> <plonka> hi valis
14:16:35  <coopserver> <plonka> im about as creative as a bag of sand
14:17:01  <coopserver> <Jam35> time to learn :D
14:17:28  <coopserver> <plonka> no i jdon't mean just in here
14:17:36  <coopserver> <plonka> i mean in general :D
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14:20:08  <coopserver> <plonka> hello fellini
14:20:15  <coopserver> <__Fellini__> hi plonka
14:20:18  <coopserver> <__Fellini__> o/
14:20:23  <coopserver> <valis> hi
14:20:48  <coopserver> <__Fellini__> hi valis
14:23:27  <coopserver> <__Fellini__> whoa
14:23:28  <coopserver> <plonka> quality
14:23:34  <coopserver> <__Fellini__> nice bbh
14:23:35  <coopserver> <plonka> the dog just farted
14:23:44  <coopserver> <plonka> yeah it's looking good :D
14:24:54  <coopserver> <__Fellini__> i dont like merger we build, plonka
14:25:07  <coopserver> <plonka> why not?
14:25:27  <coopserver> <__Fellini__> so many trains choce !this line
14:25:48  <coopserver> <plonka> yeah they will until you fill your lines
14:26:04  <coopserver> <plonka> because trains always choose path of least resistance
14:26:05  <coopserver> <__Fellini__> and no one choose other
14:26:27  <coopserver> <plonka> once your lineas fill up it'll start to plit propperly
14:27:19  <coopserver> <plonka> if you want everytime a train to go one way then the other
14:27:25  <coopserver> <plonka> you need to build a not gate
14:27:47  <coopserver> <plonka> all i would change in your merger is disconect at number 1
14:27:51  <coopserver> <__Fellini__> not gaye?
14:27:54  <coopserver> <plonka> and reconnect at number 2
14:28:01  <coopserver> <plonka> sorry not gate
14:28:19  <coopserver> <Jam35> you mean flip-flop
14:28:27  <coopserver> <plonka> yeah one of those
14:28:34  <coopserver> <__Fellini__> flip-flop?
14:28:44  <coopserver> <Jam35> not gate takes green input and makes red
14:28:46  <coopserver> <__Fellini__> what about u speak, guys? =D
14:28:50  <coopserver> <Jam35> and vice-versa
14:28:59  <coopserver> <plonka> makes every train take the alternate rail
14:31:18  <coopserver> <plonka> wait
14:31:25  <coopserver> <plonka> why'd u demolish all that?
14:31:40  <coopserver> <__Fellini__> want build newest
14:31:49  <coopserver> <plonka> we alright go for it
14:31:59  <coopserver> <plonka> thought u were try ing to do my suggestion
14:32:39  <Jam35> http://wiki.openttdcoop.org/Logic
14:33:13  <coopserver> <__Fellini__> oh, logic, i know about that
14:33:16  <coopserver> <__Fellini__> a little
14:33:23  <coopserver> <__Fellini__> but never try
14:34:37  <coopserver> <__Fellini__> plonka
14:34:43  <coopserver> <plonka> yep?
14:34:56  <coopserver> <__Fellini__> if i try "REBUILD" - i stuckin
14:35:06  <coopserver> <__Fellini__> better if i try build new
14:35:20  <coopserver> <plonka> rebuild what?
14:35:26  <coopserver> <plonka> honestly dude
14:35:40  <coopserver> <plonka> you're making alot of work dfor yourself needlessly
14:35:51  <coopserver> <plonka> that merger had nothing wrong with it :P
14:35:59  <coopserver> <Jam35> if you want trainsto split better, keep the waiting bays as short as possible
14:36:24  <coopserver> <Jam35> that way there is more chance of them meeting a waiting train in front
14:36:41  <coopserver> <Jam35> and choosing another route
14:39:33  <coopserver> *** [FR]Syl59 has joined
14:39:51  <coopserver> <[FR]Syl59> Hey there :)
14:39:56  <coopserver> <plonka> hello
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14:49:39  <coopserver> <__Fellini__> mb like that
14:49:48  <coopserver> <__Fellini__> or that is bad?
14:50:15  <coopserver> <plonka> extend your prios a bit
14:50:23  <coopserver> <plonka> change 2 way exit to combis
14:50:33  <coopserver> <plonka> then next signal back to 2way exit
14:50:40  <coopserver> <__Fellini__> but trauns is so short
14:50:56  <coopserver> <plonka> yeah that's why im telling you to build a short prio
14:51:27  <coopserver> <plonka> even for 1 tile length trains i'd use a minimum of what i said :)
14:51:49  <coopserver> <plonka> there yes that should work
14:51:59  <coopserver> <__Fellini__> this merger be work?
14:52:03  <coopserver> <plonka> yes
14:52:05  <coopserver> <__Fellini__> ithink do
14:52:14  <coopserver> <__Fellini__> but...
15:21:38  <coopserver> <plonka> caboom
15:21:58  <coopserver> <__Fellini__> yep =D
15:22:53  <coopserver> <valis> bad day :)
15:23:05  <coopserver> <__Fellini__> for trains?
15:23:07  <coopserver> <__Fellini__> mb
15:23:11  <coopserver> <__Fellini__> =)
15:23:27  <coopserver> <plonka> i haven't crashed a train for almostr 4 days now
15:23:35  <coopserver> <plonka> that's easily a record for me
15:23:40  <coopserver> <__Fellini__> XD
15:24:41  <coopserver> <plonka> what a frigging idiot
15:25:21  <coopserver> <__Fellini__> who?
15:25:24  <coopserver> <__Fellini__> O_o
15:25:37  <coopserver> <plonka> me
15:25:44  <coopserver> <__Fellini__> WHY?
15:25:46  <coopserver> <__Fellini__> O_O
15:25:57  <coopserver> <plonka> i haven't fully balnced my llll,rrrr
15:26:09  <coopserver> <plonka> so trains can't get to 3&4 rails lol
15:26:23  <coopserver> <plonka> i know what ill do
15:26:40  <coopserver> <plonka> yep that a good idea
15:26:41  <coopserver> <__Fellini__> delete OTTD?
15:26:46  <coopserver> <plonka> nah
15:26:50  <coopserver> <__Fellini__> XD
15:26:57  <coopserver> <plonka> ill build a mixer into my station exits
15:28:32  <coopserver> <valis> ...It took only a mouse when he flew screen
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15:32:30  <coopserver> <__Fellini__> wohoo
15:32:50  <coopserver> <__Fellini__> i make overflow
15:32:52  <coopserver> <__Fellini__> =D
15:33:15  <coopserver> <plonka> nice one
15:47:25  <coopserver> <valis> plonka: station "Dingo" is built too far
15:47:34  <coopserver> <plonka> yep i know
15:47:46  <coopserver> <plonka> local authority wont let us fix it
15:48:54  <coopserver> <plonka> i think i need to call all mach and refine products trains to depot
15:48:56  <coopserver> <plonka> :(
15:49:09  <coopserver> <plonka> and redo their exits to mix better to 4 lines
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15:53:39  <coopserver> <Anson> hallo
15:53:48  <coopserver> <plonka> yo umm bop
15:54:03  <coopserver> <Anson> an unused station always increases bad reputation with the authorities and never will get better
15:54:22  <coopserver> <plonka> thx f
15:54:32  <Sylf_mobile> go plant some cactii
15:54:48  <coopserver> <Anson> either use some other trick like building trees around the city, or delete the station which is unusable anyway and wait until reputation might increase sometime
15:54:49  <coopserver> <plonka> thx sylf
15:54:54  <Sylf_mobile> and shoo off those dingos
15:55:03  <coopserver> <plonka> must be the only tree i didn't try :D
15:55:39  <coopserver> <Anson> https://wiki.openttd.org/Game_mechanics#Local_authority_rating
15:56:41  <Sylf_mobile> these are some bad cactii
15:56:54  <coopserver> <plonka> haha fellini
15:56:57  <Sylf_mobile> the dont survive in the desert very long
15:57:01  <coopserver> <__Fellini__> =\
15:57:12  <coopserver> <Anson> short summary of the important facts : very low reputation increases by 5, unused stations decrease it by 12, used station increase it by 15
15:57:39  <coopserver> <__Fellini__> AAAAAAAAAAAAAAAAAAAAA
15:57:47  <coopserver> <valis> :D
15:57:54  <coopserver> <plonka> fellini are you drunk??
15:58:04  <coopserver> <Anson> thus always have more used than unused stations at a town :-)
15:58:20  <coopserver> <plonka> thanks anson
15:58:36  <Sylf_mobile> :D
15:58:51  <Sylf_mobile> now we are one fact wiser
15:58:57  <coopserver> <Anson> fellini: did you already have a look at your station Topingen Yard ? ... probably not ....
15:58:59  <coopserver> <plonka> ^^
15:59:54  <coopserver> <Anson> the green company put up some signs that your overflows are broken, and i put a template of a slightly different (but working) version of it
16:01:37  <coopserver> <Anson> the trick is that trains should have no direct exit from the reverser to te ML, but be forced to go through the depot where they wait until a platform is free again
16:02:33  <coopserver> <Anson> and while you do that change, you can extend the entry a bit so that at least a full train can wait there (when another train enters/leaves depot etc) and not block the ML while waiting
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16:06:02  <coopserver> <__Fellini__> but trains using depot on this OFs
16:06:04  <coopserver> <__Fellini__> =\
16:06:34  <coopserver> <Anson> some brake space (a free tile in front of the station, between the 2way signals and the platforms) is also helpful : trains can enter at full speed and don't start to slow down too much before they have passed the 2way signal (and thus block the whole area including exit and reverser for longer than necessary)
16:07:25  <coopserver> <Anson> look at sign !broken overflow" ... trains go in the reverser and then directly exit the station area to the ML without going to the depot
16:08:18  <coopserver> <__Fellini__> look now
16:08:36  <coopserver> <Anson> to test it, you can just stop two trains on the platforms and wait for a third train to come ...
16:09:32  <coopserver> <__Fellini__> fck
16:09:34  <coopserver> <__Fellini__> XDXDXD
16:09:37  <coopserver> <__Fellini__> really
16:09:48  <coopserver> <__Fellini__> omg
16:09:49  <coopserver> <Anson> just what the signs say and what i wrote :-)
16:10:15  <coopserver> <Anson> look at the station nearby at the edge of the map ... small difference, but does what you wanted to achieve
16:13:29  <coopserver> <Anson> yes, that should work now
16:13:30  <coopserver> *** Sylf has joined
16:13:50  <coopserver> <Anson> except a waiting space which is only long enough for TL1 trains without blocking the ML
16:14:12  <coopserver> *** Anson has joined company #3
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16:15:03  <coopserver> <Anson> for testing, just stop two trains on the platforms (CTRL-CLICK them) and wait for a third to enter reverser and then the depot
16:16:30  <coopserver> <Sylf> What did timmy see in Nanview/Malawee Butte...
16:18:24  <coopserver> <Anson> btw: just like the entry, also the exit should have enough space to let one (or more) trains wait and not block anything (blocking ML on waiting at entry, blocking station/reverser/etc on waiting at exit)
16:18:55  <coopserver> <Sylf> I wish there's an easy way how much stuff is in the processing queue for each industries
16:19:41  <coopserver> <Anson> works as intended now !?
16:20:40  <coopserver> <__Fellini__> yep
16:20:53  <coopserver> <__Fellini__> now working
16:21:19  <coopserver> <Sylf> so you guys aren't going anywhere beyond the oil...
16:21:23  <coopserver> *** Sylf has left the game (Leaving)
16:21:42  <coopserver> <Anson> same problem (and same solution) at all the other stations too, eg Johnson, etc
16:21:46  <Sylf> can't keep my sanity watching it
16:22:25  <coopserver> <__Fellini__> sure, but now i need to end build OF on ore pick up
16:23:50  <coopserver> <Anson> i guess that quite some percentage of all your trains is driving back and forth empty ... while the trains don't wait for a free platform and instead leave the reverser to the ML
16:25:18  <coopserver> <Anson> another solution to the problem would be to have no reverser and build the depot directly at the side of the X in front of the station
16:26:06  <coopserver> <Anson> ottd purists might hate that, but with one additional order for every train, depots don't need to be invisible, and thus you don't need the reversers :-)
16:26:35  <coopserver> <Jam35> purists?
16:26:49  <coopserver> <Jam35> I think you mean hardcore coopers
16:27:02  <Sylf> eh, I hate overflows in general
16:27:12  <coopserver> <__Fellini__> reverser for lost trains
16:27:36  <coopserver> <Anson> for examples, look at our station Saprae Lake Heights or most any other station, and the orders of the trains (an additional "maintain at nearest depot")
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16:28:18  <coopserver> <Anson> you mean "reverser so that trains don't see a depot and might get lost there" ?
16:29:38  <coopserver> <Anson> the additional service order takes care of that : on this server, maintenance is always off, but on autorenew/autoreplace it is switched on again, EXCEPT if a train has any "goto/maintain at depot" orders
16:29:42  <coopserver> <__Fellini__> no,
16:30:05  <coopserver> <__Fellini__> when i build & rebuild my lines trains can lost
16:31:06  <coopserver> <Anson> thus trains with that addtional order never will go to random depots and only will go to the nearest depot after a full load ... thus also nicely distributing all the small jams to each station instead of all trains going to some common main depots
16:32:11  <coopserver> <Anson> reversers by themselves don't avoid lost trains ... they only make the depots invisible so that trains don't go to random depots when they go for service
16:33:33  <coopserver> <Anson> when you rebuild lines and thus cause trains to be lost, reversers will not improve anything
16:34:37  <coopserver> <__Fellini__> oh, ok, i understood
16:34:40  <coopserver> <__Fellini__> will know
16:36:12  <coopserver> <Anson> for an example, you can look at our station Saprae Lake Heights and the orders of any of those trains there
16:36:27  <coopserver> <__Fellini__> yeh
16:36:30  <coopserver> <__Fellini__>  i see
16:38:57  <coopserver> <Anson> if there isn't too much cargo and too many trains, you can even use forced depots ... almost the same layout, but also usable for farms with two types of cargo
16:41:46  <coopserver> <Anson> example at sign "farm station with one depot" :-)
16:43:26  <coopserver> <Anson> that layout might work up to 1000 cargo production, or maybe even 1200 or 1400 ...
16:48:35  <coopserver> <Anson> the nicest networks have no overflows, but on a server where production can change a lot while noboy is watching a specific company, there easily may be too few or too many trains at a station and overflows take care of that
16:50:08  <coopserver> <Anson> without the overflows, stations would need very long entrance lines that can buffer trains ... and in refitting networks, trains also come in waves which need buffers/overflows ...
16:55:25  <coopserver> <Anson> Fellini : JAM/DEADLOCK at the overfklow next to your ore pickup
16:57:08  <coopserver> <Anson> you have added some bad logic rails and bad signals there :-(
16:58:37  <coopserver> *** Jam35 has left the game (Leaving)
17:07:10  <coopserver> <__Fellini__> sorry, been afk
17:07:14  <coopserver> <Anson> without checks whether trains can/should be released from the overflow, there is still a chance of jams/deadlocks
17:07:36  *** Jam35 is now known as Jam35_
17:08:42  <coopserver> <Anson> earlier today, i built a similar overflow (double version with a single common depot), but that has a out of those useful checks :-)
17:09:03  <coopserver> <__Fellini__> u delete rhem?
17:11:02  <coopserver> <Anson> trains that want to be released back to the ML wait at an entry signal until there is no new train coming on ML (very long prio) and until the reverser is free (just follow all those combo signals), and until the waiting bay towards the station is free (the last signal on that long chain of combos is the 2way exit signal)
17:11:22  <coopserver> <Anson> rhem ?
17:14:09  <coopserver> <plonka> rofl
17:14:15  <coopserver> <__Fellini__> XD
17:14:18  <coopserver> <plonka> stop crashing trains :P
17:14:24  <coopserver> <__Fellini__> why
17:14:27  <coopserver> <__Fellini__> ?
17:14:38  <coopserver> <plonka> i know the people driving them
17:14:46  <coopserver> <plonka> and it's upsetting and their family
17:14:53  <coopserver> <plonka> ting me*
17:14:59  <coopserver> <plonka> upsetting me*
17:17:02  <coopserver> <Anson> fellini, if you want to build such a complex overflow, have a look at the signs "1) wait for release", etc, up to the last one "6) and waiting bay empty" :-)
17:19:29  <coopserver> <__Fellini__> omg
17:23:31  <coopserver> <__Fellini__> mb i need finish now?
17:24:08  <coopserver> <Anson> finish what ?
17:24:17  <coopserver> <__Fellini__> finish play
17:24:20  <coopserver> <__Fellini__> =D
17:24:35  <coopserver> <__Fellini__> i destroy today so many trains
17:24:51  <coopserver> <__Fellini__> when try build ofs
17:25:35  <coopserver> <Anson> maybe you should simply tell the drivers to take a coffee break and stop their trains while you rearrange rails and signals :-)
17:25:50  <coopserver> <__Fellini__> mb
17:26:43  <coopserver> <__Fellini__> but i think i must stop try f*ck my brain and go to sleep\walk\eat\something else
17:27:09  <coopserver> <Anson> sleep ? where do you live ?
17:27:18  <coopserver> <__Fellini__> Russia
17:28:12  <coopserver> <Anson> 3 timezones east of most players (CEST) ?
17:28:34  <coopserver> <__Fellini__> idk
17:28:37  <coopserver> <Anson> only 19:30 (7.30pm) here ...
17:28:46  <coopserver> <plonka> 6:30 here
17:28:53  <coopserver> <__Fellini__> lol
17:29:03  <coopserver> <__Fellini__> 20:30
17:29:35  <coopserver> <Anson> only one timezone east of CEST ? you have no summer timezone setting ?
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17:31:00  <coopserver> <Anson> WB
17:31:20  <coopserver> <__Fellini__> my i-net tell me stop too
17:31:22  <coopserver> <__Fellini__> lol
17:31:43  <coopserver> <plonka> ignore it
17:31:47  <coopserver> <plonka> it's wrong :P
17:31:51  <coopserver> <__Fellini__> =D
17:33:08  <coopserver> <__Fellini__> afk some mins
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17:33:21  <coopserver> <Anson> fellini: some useless signaling at your second overflow
17:37:24  <coopserver> <plonka> anson
17:37:40  <coopserver> <Anson> still reading
17:37:53  <coopserver> <plonka> plz can you expand the yeti trasnfer pickup
17:38:06  <coopserver> <plonka> and maybe fund some more towns
17:38:12  <coopserver> <plonka> so we have more yeti
17:38:27  <coopserver> <plonka> im off to 5 guys so will be afk 2 hours or so
17:38:33  <coopserver> <plonka> cya when i get back
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17:49:39  <coopserver> *** __Fellini__ has joined company #4
17:54:30  <coopserver> <__Fellini__> Anson
17:54:33  <coopserver> <__Fellini__> u here?
18:02:55  *** Jam35_ is now known as Jam35
18:05:05  <coopserver> *** Jam35 has joined
18:32:05  <coopserver> <__Fellini__> Anson
19:07:55  *** happpy has joined #openttdcoop.stable
19:08:09  <happpy> !players
19:08:09  <coopserver> happpy: There are currently 2 players and 3 spectators, making a total of 5 clients connected
19:08:13  <happpy> hi alll
19:08:19  <coopserver> <__Fellini__> hi happpy
19:08:28  <happpy> how things
19:08:35  <coopserver> <__Fellini__> good
19:08:37  <coopserver> <__Fellini__> ur?
19:08:47  <happpy> good
19:08:51  <coopserver> *** happy train sport has joined
19:09:24  <coopserver> <Anson> i was rebuilding the oil line and had console closed, thus didn't read
19:09:27  <coopserver> <Anson> hallo !
19:09:43  <coopserver> <__Fellini__> Anson
19:09:51  <coopserver> <__Fellini__> check pls OF
19:10:00  <coopserver> <__Fellini__> its right now?
19:10:19  <coopserver> <Anson> the oil line now has 25+ more trains :-) ... using one depot for both parts of the oil line now, balancing new trains easily
19:11:03  <coopserver> *** happy train sport has joined company #3
19:11:13  <coopserver> <happy train sport> woo  i see a  lot as been dun
19:11:47  <coopserver> <Anson> also rebuilt one side of the oil drop to make it faster (with waiting bays in front of and bhind the bridges (and now using only one bridge by exchanging entry and exit of one pair of platforms)
19:12:00  <coopserver> <happy train sport> yep  nice
19:12:09  <coopserver> <__Fellini__> gl & hf all
19:12:13  <coopserver> <__Fellini__> thx
19:12:41  <coopserver> <__Fellini__> cya
19:12:46  <coopserver> <happy train sport> bb
19:14:19  <coopserver> <happy train sport> how  the net werk  going  __Fellini__
19:14:44  <coopserver> <Anson> at the oil pickup, i also adjusted the size of waiting bays and the signal gaps ... might even be better with some more adjustements between bridges and station, but i would have to move everything a bit, including the overflow :-(
19:14:54  <coopserver> <__Fellini__> my?
19:14:59  <coopserver> <happy train sport> yep
19:15:03  <coopserver> <__Fellini__> may be better
19:16:08  <coopserver> *** valis has left the game (general timeout)
19:16:14  <coopserver> <__Fellini__> ok, im gone
19:16:20  <coopserver> <happy train sport> k]
19:16:29  <coopserver> *** __Fellini__ has left the game (Leaving)
19:20:57  *** __Fellini__ has quit IRC
19:22:14  <coopserver> <Anson> oil drop (second half) should be done now
19:23:03  <coopserver> <Anson> only one bridge for one pair of platforms, and waiting bays before, on, and behind the bridge ... should be faster now
19:23:47  <coopserver> <Anson> hehe, i didn't build this :-)
19:25:02  <coopserver> <Anson> happy, do you think we need more trains (and platforms) for oil pickup and drop ?
19:28:34  <coopserver> <Anson> with 25+ more oil trains, we need more refined trains too ... what's that name in the train list mean "oil-ref-mach" ? i see trains without refitting orders for mach ?!?
19:30:02  <coopserver> <happy train sport> yer  go  for it
19:30:47  <coopserver> <Anson> added 20 ref trains, now 100 ... matching the 110 oil trains with rating 90%
19:31:08  <coopserver> <happy train sport> yep nice
19:32:08  <coopserver> <Anson> let's see whether the ref pickup station can handle so many trains with its different layout (compared to the rebuilt oil stations)
19:32:22  <happpy> k
19:33:22  <coopserver> <Anson> i think that the insertion method for ref trains that come from the depot and want to enter the stations is a bit "exotic" :-)
19:33:36  <coopserver> <happy train sport> yep  true
19:34:44  <coopserver> <Anson> they always pick a platform and then wait until that platform is empty ... thus they ignore other platforms that become empty first, and they even enter the platform when trains are waiting for all platforms and have to enter the overflow instead
19:34:52  <coopserver> *** Jam35 has joined company #3
19:34:57  <coopserver> <happy train sport> yer  i see it  as will
19:35:02  <coopserver> <happy train sport> hi  jam
19:35:09  <coopserver> <happy train sport> how   things
19:35:17  <coopserver> <Jam35> hi good
19:35:23  <coopserver> <Jam35> how are you
19:35:27  <coopserver> <happy train sport> grate
19:35:28  <coopserver> *** Jam35 has joined spectators
19:38:04  <coopserver> *** Jam35 has joined company #3
19:42:00  <coopserver> <Anson> you were right about the problems at "this" ... with the additional trains, this is causing a queue ... which extends through the drop and quitesome distance in front of the drop
19:43:32  <coopserver> <Anson> there is a problem at THIS? ... trains always go to one side only and don't use a choice
19:43:41  <coopserver> <happy train sport> yep
19:43:59  <coopserver> <happy train sport> not  shor  how to  fixs    it yet
19:44:11  <coopserver> <Anson> even worse: the side that they select has the lomng single bridge ...
19:44:18  <coopserver> <happy train sport> yep]
19:44:50  <coopserver> <Anson> look at train 244 ... there must be a bad signal on that route
19:45:10  <coopserver> <happy train sport> heem  yer i think  so   as will
19:45:37  <coopserver> <Anson> reversed signal ... fixed
19:47:32  <coopserver> <Anson> immediately looks better now ... but we'll have to check latre wen it calms down a bit and hopefully balances itself a bit
19:48:35  <coopserver> <Anson> refined products no longer are piling up now ... nice
19:50:19  <coopserver> <Anson> the entry to the reverser at sign XXX is a bit too short. waiting trains block following trains that would be able to enter thestation
19:55:24  <coopserver> <Anson> why don't the trains select the reverser when both other lanes are full ? ... penalty too high from reverser plus depots etc ?
19:57:06  <coopserver> <Jam35> signals were beyond TL
19:57:29  <coopserver> <Anson> looks bettre now
19:58:30  <coopserver> <Anson> i always get confused when doing waiting bays, signal distances etc ... TL is not 3, but 2.7 :-(
19:59:03  <coopserver> <Jam35> should not matter 2.7 ends in same zone as 3 even with half tiles
19:59:17  <coopserver> <plonka> hi all
19:59:22  <coopserver> <Jam35> hihi
19:59:23  <coopserver> <happy train sport> HI
19:59:29  <coopserver> *** plonka has joined company #3
19:59:36  <coopserver> <plonka> umm 5 guys was awesome
19:59:52  <coopserver> <Anson> jam ... i replaced the pbs with presignals ... why don't the trains enter the reverser now ?
20:00:09  <coopserver> <Jam35> not 2way
20:00:27  <coopserver> <Jam35> reverser is not presignal
20:02:30  <coopserver> <Jam35> weir configuration
20:02:35  <coopserver> <Jam35> sometimes does that
20:03:02  <coopserver> <Jam35> did you see?
20:04:19  <coopserver> <Anson> maybe it decided to not split to the reverser first when it had not yet seen that both other signals were red, then at the next split it had no choice but to run into a red signal and stop
20:05:05  <coopserver> <Jam35> maybe that there are two choices beyond the first split
20:05:23  <coopserver> *** valis has joined
20:05:29  <coopserver> <Jam35> the path is decided at the signal
20:07:13  <coopserver> <Anson> plonk, how will you improve the exits of oil, without rebuilding also the entry and the overflow ?
20:07:14  <coopserver> <happy train sport> hi  valis
20:07:18  <coopserver> <valis> hi
20:07:37  <coopserver> <happy train sport> how    things
20:07:43  <coopserver> <plonka> sorry not doing oil pick i mean machine drop
20:09:01  <coopserver> <Anson> jam: path decided at the signal: true for PBS, but for presignals, it only detects a free block and enters, then decides at every split where to go
20:09:51  <coopserver> <Anson> thus it enters the block, then ignores the reverser since it sees that there will be another choice later, and at that choice it has two red signals
20:11:01  <coopserver> <Jam35> well it works now
20:11:49  <coopserver> *** Kejhic has joined
20:12:04  <coopserver> <Anson> "need mor station" ? you mean more platforms for oil ? ... i think we are just at the limit, since oil doesn't pile up ... it's just 0-700, the reserved cargo for the current loading
20:12:27  <coopserver> <Anson> but if we increase production, it will become difficult
20:12:35  <coopserver> <happy train sport> hi  Kejhic
20:12:51  <coopserver> <Kejhic> hi
20:13:01  <coopserver> <happy train sport> welome  to  the server
20:13:24  <coopserver> <happy train sport> doo   !rules  to  see  them
20:13:39  <coopserver> <Kejhic> ! rules
20:13:44  <coopserver> <Kejhic> !rules
20:13:45  <coopserver> Server rules can be found here: http://wiki.openttdcoop.org/Quickstart/Stable
20:13:50  <coopserver> <Anson> it doesn't work because of a single bridge for lots of traffic, and made even worse by large signal gap
20:14:16  <coopserver> <happy train sport> ar  k
20:14:23  <coopserver> <happy train sport> now i see
20:16:28  <coopserver> <Anson> oh, is there a bad signal (reversed signal) ???
20:16:39  <coopserver> *** Kejhic has started a new company #9
20:17:30  <coopserver> <Anson> i think it was only a reversed signal on the track that you just deleted, and thus blocked that whole choice
20:17:50  <coopserver> <happy train sport> yep7
20:17:58  <coopserver> <happy train sport> have fun  Kejhic
20:18:25  <coopserver> <Kejhic> When you are planning to restart server ?
20:18:41  <coopserver> <happy train sport> when  a  map  is  up  load
20:18:47  <coopserver> <happy train sport> or  22000
20:19:23  <coopserver> <Anson> when every island is filled up, networks are maxed out, and then someone has made a new map .... (server is NEVER restarted, but a different map is loaded)
20:19:36  <coopserver> <happy train sport> true
20:20:02  <coopserver> <valis> strange question
20:20:51  <coopserver> <Anson> valis: other servers always have the same map and automatically reset to start conditions at a specific date
20:21:15  <coopserver> <happy train sport> in  the  rules   Kejhic u can not take stuf from  players      if ther  a train or a statiom  on  ther
20:21:17  <coopserver> <Anson> but for this server, the question is strange/wrong since this server never restarts :-)
20:21:24  <coopserver> <valis> it's just that I hate restart
20:22:22  <coopserver> <Anson> new maps rarely get loaded before 2100, sometimes even as late as 2200, 2250 or later
20:23:07  <coopserver> <happy train sport> will  the  larst  map  whent up  to 4000  year in ther server year  anson
20:25:33  <coopserver> <Anson> ca. 15 minutes per year, right ? ... that would be 2100 in 2 days, 2200 in 3 days, and 4000 in almost a month ????
20:25:50  <coopserver> <happy train sport> yer  true
20:27:29  <coopserver> <Anson> our oil stations look good ... always only the "reserved for loading" amount is waiting ... but the refined looks bad with 1k+
20:27:46  <coopserver> <happy train sport> whont  a   construction  yard   Kejhic
20:28:13  <coopserver> <Kejhic> i see one empty
20:29:04  <coopserver> <happy train sport> k   leve  a nufe  room for  players to   up  grade
20:29:30  <coopserver> <happy train sport> when  u  cros  over  players  nwt  werk
20:31:52  <coopserver> <happy train sport> mite  need a overflow   on  the machimery  pick up
20:32:52  <coopserver> <plonka> right machine exit should mix a bit better now
20:33:01  <coopserver> <happy train sport> nice
20:35:38  <coopserver> <plonka> refinepickup needs extending
20:36:19  <coopserver> <plonka> oh
20:36:29  <coopserver> <plonka> someone has done it
20:36:32  <coopserver> <Jam35> not really
20:36:45  <coopserver> <Jam35> all trains choose same 2 lines
20:37:02  <coopserver> <plonka> due to wp?
20:37:25  <coopserver> <Jam35> wp?
20:37:30  <coopserver> <plonka> way points
20:37:31  <coopserver> <Jam35> what waypoint? :)
20:40:12  <coopserver> <happy train sport> need  a goos  splt  for  that station
20:40:17  <coopserver> <happy train sport> mite  help
20:40:39  <coopserver> <plonka> hink there's a abckward signal somewhere
20:40:51  <coopserver> <plonka> oil trains don't seem to want to use 3 rail
20:41:36  <coopserver> <plonka> ok so they are now
20:42:00  <coopserver> <Anson> we got 6 new yards ... on old stations, thus by adding only a few trains :-)
20:42:09  <coopserver> <Anson> now 500+ trains
20:43:04  <coopserver> <valis> YETI guys are hungry
20:43:10  <coopserver> <happy train sport> we  need  to   redo  the    oil   net werk so  we can ade  mor  station and mor trains]
20:44:17  <coopserver> <plonka> definiately need a buigger oil pickup for sure
20:44:32  <coopserver> <happy train sport> yep
20:44:39  <coopserver> <happy train sport> but  how
20:44:43  <coopserver> <plonka> need a bigger yeti pick and more towns too
20:45:16  <coopserver> <plonka> if we move the yeti drop 8 tiles nw
20:45:23  <coopserver> <happy train sport> i  doo  the  towns bit    some won dus the biger station
20:45:32  <coopserver> <plonka> we cahn get 8 more platforms in oil pikc
20:45:53  <coopserver> <happy train sport> yep
20:48:33  <coopserver> <Anson> lol ... 4500+ yetis waiting to be processed, and 65k+ machinery ... producing 7300+ oil (4800+ @80% are transported) ... and thus the oil is slowly piling up ...
20:53:33  <coopserver> <plonka> piss off ore mine
20:53:46  <coopserver> <Anson> watch out for distances(?) ... no yeti are arriving at the oil well
20:56:50  <coopserver> <plonka> who's building at mite need a split?
20:57:03  <coopserver> <Jam35> me
20:57:10  <coopserver> <plonka> ok
20:59:55  <coopserver> <Anson> fixed one problem of the queue for yeti trains : missing signal in the middle of the track caused jam and queue
21:01:11  <coopserver> <Anson> when there is a queue, the guilty is always JAM :-)
21:05:41  <coopserver> *** Yugi_D has joined
21:05:50  <coopserver> <Yugi_D> hello
21:05:58  <coopserver> <plonka> hey yugi
21:06:17  <coopserver> <Yugi_D> hi plonka
21:07:54  <coopserver> *** Jam35 has joined spectators
21:07:55  <coopserver> <Yugi_D> can i plz get some help
21:08:00  <coopserver> <Jam35> machinery jam
21:08:05  <coopserver> <Jam35> where?
21:09:06  <coopserver> <Yugi_D> iv completely confsed myself with routes going anywhere
21:09:38  <coopserver> <plonka> lol
21:10:39  <coopserver> <Jam35> so what is the problem? :)
21:11:00  <coopserver> <Yugi_D> the stations
21:11:11  <coopserver> <Jam35> you want someone to study your tracks and say what is missing?
21:11:26  <coopserver> <Jam35> what about the stations?
21:11:45  <coopserver> <Yugi_D> at the time ofbuild, i had plenty of room
21:12:03  <coopserver> <Yugi_D> but as time went on, production started sl;owing
21:12:13  <coopserver> <Yugi_D> slowing*
21:13:24  <coopserver> <Jam35> so now you have too many trains?
21:13:31  <coopserver> <Jam35> or what? :)
21:14:03  <coopserver> <Yugi_D> yes
21:14:13  <coopserver> <Jam35> separate unload/load platforms would help
21:14:18  <coopserver> <Jam35> by the look of it
21:14:40  <coopserver> <Jam35> food waits behind yeti without increasing production
21:14:59  <coopserver> <plonka> happy
21:15:15  <coopserver> <plonka> i need !this overflow moving
21:15:40  <coopserver> <happy train sport> k
21:16:37  <coopserver> <Jam35> that mixing I made worked
21:16:48  <coopserver> <plonka> nicceone jammy
21:16:52  <coopserver> <Jam35> now both sets are jammed instaead of one :P
21:17:01  <coopserver> <plonka> :D
21:17:23  <coopserver> <plonka> next time i will blance the hub propperly :P
21:17:40  <coopserver> <plonka> that should save a lot of hassel
21:18:46  <coopserver> <Yugi_D> ...
21:19:59  <coopserver> <happy train sport> k we  need  to  redo  the overflow  for the oil  pick up  enry   plan  eney won
21:20:40  <coopserver> <Jam35> only oil trains on that line
21:20:46  <coopserver> <Jam35> why do you need overflow
21:20:53  <coopserver> <Jam35> they can't block anything
21:21:12  <coopserver> <happy train sport> k
21:21:33  <coopserver> <Anson> "only" oil trains ... but 110+ of them, and the overflow is also used to balance the two halves of that line
21:21:45  <coopserver> <happy train sport> true
21:22:03  <coopserver> <Jam35> they only pick there?
21:22:14  <coopserver> <Jam35> build it better
21:22:53  <coopserver> <happy train sport> k   no   overflow  for  the   oil  pick  up  jam is  right   its not  going to  blok   eney thinm
21:22:56  <coopserver> <happy train sport> thin
21:23:29  <coopserver> <Anson> someone built an LR, then an RL was added, then each got a (posibly unneded) overflow, and when adding trains, it was impossible to count on which half to add them
21:23:57  <coopserver> <Anson> thus i merged the two overflows, and they serve as a balancer between the LR and the RL halves of the oil line
21:24:10  <coopserver> <Jam35> there
21:24:21  <coopserver> <Jam35> balanced entry is simpler
21:26:03  <coopserver> <Anson> btw: it is exactly the same with the YETI line ... LRRL, completely separated in LR and RL, with overflow to connect those two halves
21:27:05  <coopserver> <plonka> oil pickup done
21:27:11  <coopserver> <plonka> overflows need adding
21:28:10  <coopserver> <Anson> oil pickup has 2x8 platforms now ?
21:28:16  <coopserver> <plonka> yes
21:28:38  <coopserver> <Anson> how many trains are on the left half, and how many on the right half ? where shall more trains be added ?
21:29:15  <coopserver> <plonka> nowhere yet
21:30:06  <coopserver> <Anson> you are right : i see no single depot on the entire oil line now :-)
21:30:17  <coopserver> <plonka> :D
21:30:45  <coopserver> <Jam35> idk why you don't just mix the lines
21:31:07  <coopserver> <Anson> what do you mean with "mix" ?
21:31:11  <coopserver> <plonka> yep we should fix it propperly
21:31:20  <coopserver> <plonka> should make it llll,rrrr
21:31:25  <coopserver> <plonka> not lrlrlrlrl
21:31:30  <coopserver> <Jam35> let both lines choose either side
21:31:50  <coopserver> <Jam35> you don't even need to sort the directional issue
21:32:12  <coopserver> <Jam35> but it would be tidier
21:32:31  <coopserver> <Anson> but it looks so nice now ... full trains in the middle, and empty trains on the outside :-)
21:33:04  <coopserver> <Jam35> leave it then and give choice
21:33:52  <coopserver> <Jam35> simply done at pick exit
21:34:03  <coopserver> <Jam35> all tracks are already there
21:34:18  <coopserver> <plonka> nah i think we need more lines too
21:34:27  <coopserver> <plonka> don't think dual ine is enough
21:34:53  <coopserver> <Anson> to me it now looks slower than before :-(
21:35:13  <coopserver> <plonka> yeah becuase 16 platforms share dual line
21:35:19  <coopserver> <plonka> before it was only 8
21:35:58  <coopserver> <Anson> i mean the train density on the line ... starting from the last merge at the pickup
21:36:46  <coopserver> <plonka> ther only slowness i see is the station exits
21:36:56  <coopserver> <Anson> trains are now even queuing back to the mainline part while there is still 3k oil waiting in piles
21:37:01  <coopserver> <plonka> cos 8 platforms merger to one line
21:37:13  <coopserver> <Jam35> shitty acceleration
21:37:16  <coopserver> <Anson> how can 16 platforms transport less than 8 platforms ?
21:37:30  <coopserver> <plonka> i just told you how
21:37:35  <coopserver> <plonka> less throughput
21:37:52  <coopserver> <plonka> before 8 platforms merged in twolines
21:38:01  <coopserver> <plonka> now 8 merges into one
21:38:06  <coopserver> <plonka> so it's jamming
21:38:45  <coopserver> <plonka> like the sign say
21:38:55  <coopserver> <Anson> then somethibg is wrong with the splitting and merging ... when 1 to 4 followed by 4 to 1 is faster tahn 1 to 8 foloowed by 8 to 1
21:39:04  <coopserver> <plonka> we meed (sic) llll,rrrr
21:39:59  <coopserver> <Anson> two lines with 2x4 platforms were (barely) enough, but now 2 lines with 2x8 platforms are worse
21:40:24  <coopserver> <plonka> yes becuase there's more mergin
21:40:30  <coopserver> <plonka> but same number of lines
21:41:07  <coopserver> <Anson> then what is the advantage of the new version ? more platforms that are less usable than the fewer platforms ?
21:41:30  <coopserver> <plonka> the advantage is none until will add more lines
21:42:04  <coopserver> <plonka> 1 line is not enough to handle 8 platforms
21:42:17  <coopserver> <plonka> 4 platforms per line is probably max
21:42:26  <coopserver> <plonka> under heavy load that is
21:43:50  <coopserver> *** Kejhic has left the game (Leaving)
21:44:18  <coopserver> <plonka> so are we adding more lines or what? :)
21:44:54  <coopserver> <Anson> how ? double the 2 lines to 4, and each gets 4 platforms ?
21:45:16  <coopserver> <plonka> well yeah currently we are using dual line
21:45:23  <coopserver> <plonka> so double to qud yes
21:45:31  <coopserver> <plonka> and each station gets 2 lines
21:45:39  <coopserver> <plonka> in and out
21:46:02  <coopserver> <plonka> i will do the station if somone sorts out the lines
21:46:11  <coopserver> <plonka> including directional issue
21:46:42  <coopserver> <Anson> i mean, will we do 4 separate lines, each with 4 platforms ? or do two double lines, each with 8 platforms, or maybe even a quadline with 16 platforms ?
21:47:01  <coopserver> <plonka> we do llll,rrrr
21:47:04  <coopserver> <plonka> as per normal
21:47:27  <coopserver> <Anson> that would be one quadline with 16 platforms, right ?
21:48:16  <coopserver> <plonka> can do yes
21:48:50  <coopserver> <plonka> well no
21:48:56  <coopserver> <plonka> 2x 8 pltforms
21:49:05  <coopserver> <plonka> two lines to one
21:49:10  <coopserver> <plonka> and 2 to other
21:56:49  <coopserver> <Anson> what will it be ?  2x LLRR = LLRRLLRR ?
21:56:58  <coopserver> <plonka> llll,rrrr
21:57:26  <coopserver> <plonka> i simplky don't understand anything else :P
21:57:50  <coopserver> <plonka> if it's any other conbination someone else will have to do the stations
21:58:02  <coopserver> <Anson> you said two doublelines, each with 8 platforms ... that would be 2x LLRR, completely separate
21:58:10  <coopserver> <plonka> no
21:58:16  <coopserver> <plonka> i said llll,rrrr
21:58:39  <coopserver> <Anson> if you do LLLLRRRR, it would be one quadline with 16 platforms and lots of splitting, merging and balancingh
21:58:52  <coopserver> <plonka> nope
21:59:06  <coopserver> <plonka> llll,rrrr each line has 4 pltforms
21:59:11  <coopserver> <plonka> then mixes on exit
21:59:34  <coopserver> <valis> oh those numbers :D
21:59:53  <coopserver> <plonka> :)
22:03:33  <coopserver> <Anson> then you have lots of crossings ... LLLLRRRR for the mainline, and crossover to get LR/LR/LR/LR for 4 sets of 4 platforms each ...
22:03:44  <coopserver> <plonka> ok
22:03:54  <coopserver> *** Jam35 has joined company #3
22:04:02  <coopserver> *** Jam35 has joined spectators
22:05:22  <coopserver> <valis> Changing direction on LLLL YYYY :)
22:05:23  <coopserver> <Anson> who autobuilds the signals ? at corners they get out of sync, and autobuilding signals causes gaps of 1.5
22:05:35  <coopserver> <plonka> i do
22:05:36  <coopserver> <valis> *RRRR
22:13:48  <coopserver> <plonka> lol is that you anson?
22:14:22  <coopserver> <Anson> not lol ... is that you, plonka ?
22:14:29  <coopserver> <plonka> no
22:14:35  <coopserver> <Anson> i had set up the signals on purpose
22:14:59  <coopserver> <happy train sport> not  me  i  was  afk
22:15:21  <coopserver> <plonka> must be anson then
22:16:08  <coopserver> *** Yugi_D has left the game (Leaving)
22:16:10  <coopserver> <plonka> why is there a depot there?
22:16:19  <coopserver> <plonka> haha wtf is going on#?
22:16:26  <coopserver> <happy train sport> was  the  deport  for  at  the  oil  drop of
22:17:59  <coopserver> <happy train sport> Anson:   y  is  the deport  at the  oll  drop
22:18:43  <coopserver> <Anson> i juist try to get the train off the track to be able to set signals by dragging ... and someone releases the trains again ... if happy is afk and does nothing, and i don't release the trains either, and plonka says he did nothing ... which ghost does it ???
22:19:08  <coopserver> <plonka> rofl
22:19:25  <coopserver> <happy train sport> we  dont need to up  grade  them
22:19:26  <coopserver> <plonka> i dont unsertand why we need trains off track
22:20:00  <coopserver> <plonka> haha i can't stop laughing
22:20:23  <coopserver> <Anson> drag and ctrl-drag to set up all signals quickly ... try that while trains are on that track and we quickly get 100++ crashed trains
22:22:57  <coopserver> <happy train sport> yer  plonka   is  right we dont need to get trains of  the net werk to redo  the net werk  se  just stop  the at won place
22:23:00  *** Sylf has joined #openttdcoop.stable
22:23:00  *** ChanServ sets mode: +o Sylf
22:23:55  <coopserver> <Anson> stopping trains is not good enough ... if signals between them are cleared and built on the next tile, they all can crash
22:24:20  <coopserver> <happy train sport> yer  but   thats   not  a big thin
22:24:32  <coopserver> <happy train sport> u just clone them
22:25:47  <coopserver> *** happy train sport has joined company #9
22:26:42  <coopserver> *** happy train sport has joined spectators
22:27:16  <coopserver> *** happy train sport has joined company #3
22:28:34  <coopserver> <plonka> lol
22:30:05  <coopserver> <happy train sport> i  just dun  a  temp  overflow  on  the  machimery  pick  up  it was  bloking  the   uver statuin
22:31:19  <coopserver> *** happy train sport has joined company #9
22:33:38  <coopserver> *** happy train sport has joined company #3
22:34:12  <coopserver> *** happy train sport has joined company #9
22:36:03  <coopserver> *** happy train sport has joined company #3
22:36:49  <coopserver> <happy train sport> i  just  move    compny  9  ml  over  a bit so  it  not nexs  to    us  ml
22:41:22  <coopserver> <plonka> who keeps crashing trains lol
22:47:27  <coopserver> <plonka> stupid arsehole saw mill
22:47:49  <coopserver> <happy train sport> lol  yer  f
22:50:55  <coopserver> <plonka> no
22:51:02  <coopserver> <plonka> wonder where he is?
22:51:10  <coopserver> <happy train sport> heem  yer
22:56:17  <coopserver> <plonka> pigging saw mill is in the wway
22:57:10  <coopserver> <happy train sport> yer
23:05:33  <coopserver> <happy train sport> i  dont  no  how  did  this  bit but ther need to chek   it a gen at my sing this
23:05:42  <coopserver> <plonka> ok
23:05:59  <coopserver> <happy train sport> the  singmal  ar  rone
23:06:19  <coopserver> <Anson> i added a temp bridge at this
23:06:32  <coopserver> <happy train sport> eney  way  gn all  have  fun
23:06:40  <coopserver> <happy train sport> yer  i see  it
23:06:48  <coopserver> <Anson> and at this too
23:06:49  <coopserver> <plonka> gn
23:07:53  <coopserver> <happy train sport> i  think  that    at  the sing this    need  redoing   so  can fish of  the  ml
23:08:05  <coopserver> *** happy train sport has joined spectators
23:08:21  <coopserver> *** happy train sport has left the game (Leaving)
23:08:44  *** happpy has left #openttdcoop.stable
23:13:37  <coopserver> <plonka> ah i can';t do the other stations tonight
23:13:43  <coopserver> <plonka> it's bedtime now
23:14:14  <coopserver> <plonka> you can do it if u want anson :P
23:14:33  <coopserver> <Anson> i mostly skipped my last bedtime
23:14:53  <coopserver> <plonka> you went to sleep this afternoon :P
23:16:03  <coopserver> <Anson> I'm only taking breaks now and then ... still difficult to sit through a long time
23:16:25  <coopserver> <plonka> ok
23:17:40  <coopserver> <plonka> maybe jam35 will do it:P
23:18:26  <coopserver> <Jam35> gn :)
23:18:29  <coopserver> *** Jam35 has left the game (Leaving)
23:18:30  <coopserver> <plonka> lol
23:19:24  <coopserver> <plonka> yeah anson
23:19:31  <coopserver> <plonka> just bodge it for now
23:19:43  <coopserver> *** __Fellini__ has joined
23:19:59  <coopserver> <plonka> hey everyone's fvourite ruski is back
23:20:19  <coopserver> <__Fellini__> hi
23:20:24  <coopserver> <plonka> o/
23:20:40  <coopserver> *** Player has joined
23:20:53  <coopserver> <Player> !rules
23:20:54  <coopserver> Server rules can be found here: http://wiki.openttdcoop.org/Quickstart/Stable
23:23:19  <coopserver> <__Fellini__> fck
23:23:26  <coopserver> <plonka> anson we need some penalties me thinks
23:23:48  <coopserver> <plonka> whats wrong fellini?
23:23:49  <coopserver> <__Fellini__> my food factory plant is busy other player =(
23:23:50  <coopserver> <Anson> penalties ??? where ? why ?
23:24:21  <coopserver> <plonka> every train is chosing track 1 or 2
23:25:02  <coopserver> <plonka> fund another one fellini
23:25:25  <coopserver> <Anson> wouldn't be too bad if (when there are more trains) those chose 3 or 4
23:25:48  <coopserver> <plonka> yeah hopeflly
23:26:21  <coopserver> <Anson> problem currently is that all 4 lines merge to 1 line, except for some dirty temp shortcuts which send a few trains to the other 8 platforms, etc
23:26:29  <coopserver> <plonka> well prolly don't need more trains
23:26:44  <coopserver> <plonka> just need to fix other stations to stop bunching
23:26:45  <coopserver> <__Fellini__> and this player steal ur yeties XD
23:26:57  <coopserver> <plonka> where>?
23:27:10  <Sylf> !players
23:27:10  <coopserver> Sylf: Client 792 (Light Blue) is Anson, in company 3 (happy train sport Transport)
23:27:11  <coopserver> Sylf: Client 819 (Light Blue) is plonka, in company 3 (happy train sport Transport)
23:27:12  <coopserver> Sylf: Client 854 (White) is __Fellini__, in company 4 (__Felli_Lines__)
23:27:13  <coopserver> Sylf: Spectators: Client 848 (valis), Client 857 (Player)
23:27:14  <coopserver> <__Fellini__> !here
23:27:23  <coopserver> <Anson> the old oil was JUST at its limit ... thus we will need a few more trains when production increases
23:27:47  <coopserver> <plonka> wtf
23:27:57  <coopserver> <plonka> this is an outrage
23:28:34  <coopserver> *** Sylf has joined
23:28:37  <coopserver> <Sylf> wtf's up?
23:29:01  <coopserver> <plonka> haha someone stealing our yetis
23:29:10  <coopserver> <__Fellini__> my?
23:29:25  <coopserver> <plonka> no
23:29:34  <coopserver> <plonka> sylf's asking whatswrong
23:30:20  <coopserver> <Sylf> It's not like you're working hard to fund those yards anyway
23:30:52  <coopserver> <plonka> yep i know i was joking when i said this is an outrage
23:31:03  <coopserver> <plonka> it's a well knowon line off a uk tv  show
23:31:11  <coopserver> <plonka> :)
23:31:29  <coopserver> <Sylf> so you decide to keep that pointless overflow...
23:31:35  <coopserver> <Sylf> I'm outta here.
23:31:37  <coopserver> *** Sylf has left the game (Leaving)
23:31:50  <Plonka> https://www.youtube.com/watch?v=YBCq8XDgrP0
23:32:08  *** Jam35 is now known as Jam35_
23:32:09  <coopserver> <Anson> which overflow ?
23:32:21  <Plonka> i ahevnt decided anything :P
23:32:50  <coopserver> <Anson> we just removed and rebuilt the oil line, removing its overflow and converting a LRRL to LLLLRRRR ...
23:33:13  <Sylf> actually, my point is moot
23:33:21  <Sylf> since the whole transfer is pointless
23:33:44  <Plonka> yep
23:33:45  <coopserver> <Anson> when (if) the oil line is converted, we might do the same for yetis too which is a similar line (LRRRL with 2x4 platforms and overflows)
23:34:30  <coopserver> <plonka> im emigrating to fellinis team if happy dones't stopp doing stupid stuff haha
23:34:30  <coopserver> <Anson> as i read on some signs, happy's idea probably was to build a network without being a net :-)
23:34:50  <coopserver> <Anson> replacing a 4way hub with that transfer station
23:36:14  <coopserver> *** Sylf has joined
23:36:15  <coopserver> *** Sylf has left the game (Leaving)
23:36:26  <Sylf> D:  didn't mean to connect
23:36:32  <Sylf> I just wanted to make the next map
23:36:40  <coopserver> <plonka> :/
23:36:45  <coopserver> *** Player has left the game (Leaving)
23:36:47  <coopserver> <__Fellini__> noooo
23:36:52  <coopserver> <__Fellini__> T_T
23:37:19  <Sylf> Ask people to build a "network" that doesn't drive me crazy
23:37:19  <coopserver> <Anson> the basic idea isn't too bad ... instead of having lots of trains for a long route at every small yeti yard, to have only few trains at the yards and let the main transport distance be done by a group of trains which only go back and forth between two stations
23:38:43  <coopserver> <plonka> i don't understand why we just didn't build a network and have 3 large towns or so for yetis :D
23:38:51  <coopserver> <plonka> would have been much simpler
23:39:10  <Sylf> because building the entire supply chain is too much work?
23:39:38  <Sylf> 12 secondaries and all the supporting yeti yards
23:39:55  <Sylf> and balance the food and machinery distribution
23:40:03  <coopserver> <Anson> it's not easy to build a moneymaker quickly, that later doesn't influence everything else
23:40:05  <Sylf> It's not the easiest task in 1920
23:40:32  <Sylf> I've just lost interest in the concept of moneymaker
23:40:41  <coopserver> <plonka> nope you've lost me
23:40:59  <coopserver> <Anson> quick MM : connect lots of yards and deliver yetis ... and you already have done a big step away from a few big towns to get those many yetis
23:41:01  <Sylf> me?
23:41:24  <coopserver> <plonka> he fact you cant build a llll,rrrr betwork and hubs in 1920 mean you have to build 3 speerate networks?
23:41:35  <coopserver> <plonka> why does the fact*
23:41:44  <coopserver> <plonka> yeah
23:41:57  <Sylf> meh.
23:42:03  <Sylf> Why is a wrong question.
23:42:11  <Sylf> It's happy style of building.
23:42:26  <coopserver> <plonka> oh so when you said it's too much work
23:42:32  <coopserver> <plonka> you were being sarcastic?
23:42:39  <coopserver> <plonka> :D
23:42:48  <Sylf> He'll have 100% coal network with BBH.
23:43:06  <coopserver> <plonka> yep i've seen  that :D
23:43:33  <Sylf> I've given up asking why.
23:43:53  <coopserver> <Anson> sign by happy : "the plan is LLLRRR net werk whive no bbh" :-)
23:43:54  <coopserver> <plonka> haha ok
23:45:43  <coopserver> <Anson> and the idea of a transfer station isn't bad *IF* you want yetis from many yards for a single industry
23:46:53  <coopserver> <Anson> without the transfer station, every yard station needs lotsof trains for the big distance ... with the transfer station, every yard needs only 2-4 trains, and the transfer station gets 100+ trains to bundle all yetis
23:48:30  <coopserver> <Anson> and doing a simple transfer order might be easier (not better) than building a hub with 3 entering and 3 leaving lanes in each of 4 directions :-)
23:49:45  <Sylf> I don't buy that point.
23:50:50  <coopserver> <plonka> i like hubs
23:51:26  <coopserver> <Anson> maybe you were not online when happy started this map, and thus he decides to use no bbh :-)
23:51:37  <coopserver> <plonka> correct :)
23:52:00  <coopserver> <__Fellini__> just ban happpy
23:52:01  <coopserver> <__Fellini__> lol
23:52:08  <coopserver> <plonka> hehe
23:52:27  <Sylf> trust me, that has crossed my mind... lost my counts
23:52:49  <Sylf> but I can't ban people on playing style disagreement >_<
23:52:57  <Sylf> I'm not a socialist
23:53:56  <Sylf> I may be close, but trying not to be so extreme on demanding people to play certain way
23:58:15  <coopserver> <plonka> right guys im off to bed
23:58:19  <coopserver> <plonka> good night
23:58:24  <coopserver> *** plonka has left the game (Leaving)
23:58:26  <coopserver> <__Fellini__> bb
23:58:28  <coopserver> <__Fellini__> gn
23:58:38  *** Plonka has left #openttdcoop.stable
23:58:57  <coopserver> <Anson> 2am ... i think i need something to eat before i go to sleep ... :-)

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