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00:04:38 <Inhumanity> thanks 00:06:04 <Eddi|zuHause> basically, if we wanted to add it now, we have to drop the original graphics 00:06:34 <Eddi|zuHause> as we cannot make changes to those, which are needed for having the rotations 00:07:04 <Eddi|zuHause> also, lots of existing house and industry NewGRFs would get invalidated 00:18:31 *** smoke_fumus [~smoke_fum@188.35.176.90] has joined #openttd 00:26:59 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 00:35:11 *** APTX [~APTX@aptx.org] has quit [Ping timeout: 480 seconds] 00:48:50 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 01:36:55 <Flygon> Ehh, could always do the 98SE solution 01:37:08 <Flygon> Allow Hibernation ONLY if you have all the right drivers 01:37:15 <Flygon> Do the same with rotations 02:45:14 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 03:47:53 <Supercheese> Eeeeh... camera rotation is rather TMWFTLB 04:56:02 *** Eddi|zuHause [~johekr@p57BD5767.dip0.t-ipconnect.de] has quit [] 04:56:17 *** Eddi|zuHause [~johekr@p57BD4112.dip0.t-ipconnect.de] has joined #openttd 04:57:00 *** supermop [~supermop@pool-108-6-12-46.nycmny.fios.verizon.net] has quit [Ping timeout: 480 seconds] 05:10:48 *** Inhumanity [~oftc-webi@172.56.3.210] has quit [Ping timeout: 480 seconds] 05:23:34 *** Snail [~jacopocol@cpe-98-14-130-227.nyc.res.rr.com] has quit [Quit: Snail] 05:26:31 *** itsatacoshop247 [~itsatacos@ip98-176-6-104.sd.sd.cox.net] has quit [Ping timeout: 480 seconds] 06:08:02 *** sla_ro|master [slamaster@95.76.27.245] has joined #openttd 07:02:46 *** Zr40 [~zr40@000128ef.user.oftc.net] has quit [] 07:45:42 *** sla_ro|master [slamaster@95.76.27.245] has quit [] 08:39:51 *** glevans2 [~glevans2@71.12.36.79] has quit [Ping timeout: 480 seconds] 08:41:55 *** glevans2 [~glevans2@71.12.36.79] has joined #openttd 11:05:40 *** TheMask96 [martijn@lust.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds] 11:08:30 *** TheMask96 [martijn@pride.vhost.ne2000.nl] has joined #openttd 11:23:35 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 11:23:37 <andythenorth> is cat? 11:24:33 <V453000> is 11:24:41 <andythenorth> acers 11:27:09 <V453000> how is your pit? 11:28:06 <andythenorth> awesomes 11:28:18 <andythenorth> I completely deleted all the things that some players would like about it 11:29:13 <andythenorth> e.g. it no longer looks like you can load vehicles at one specific building 11:29:22 <V453000> XD 11:29:35 <V453000> but what will The Community say about that? 11:29:55 <andythenorth> maybe theyâll whine about that and overlook the other changes 11:29:57 <andythenorth> honey pot 11:31:17 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Read error: Connection reset by peer] 11:31:22 <V453000> :D 11:31:34 <V453000> what are the other changes? 11:31:53 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 11:33:47 <andythenorth> https://dev.openttdcoop.org/attachments/download/7445/clay_pit_improved_10.png 11:34:02 <andythenorth> removed the funky TTD-style fence in favour of base set fence 11:34:07 <andythenorth> removed the pit entrance 11:34:14 <andythenorth> removed the front loader 11:34:23 <andythenorth> removed the loading chutes from the big silo 11:34:48 <V453000> doesnt look like farm yet 11:34:50 <V453000> -> works 11:35:14 <andythenorth> this is one of the early industries I drew and it was trying to be too realistic 11:35:16 <andythenorth> like a scale model 11:35:24 <andythenorth> not worky 11:46:19 <Eddi|zuHause> i'd still like it more if there was no gap, and the buildings just alongside one edge of the industry 11:46:50 <andythenorth> yeah you wouldnât :) 11:46:58 <andythenorth> thereâs a horrible graphical glitch then 11:47:20 <andythenorth> the ground tiles for the buildings make a hard edge against the grass tiles 11:47:22 <andythenorth> looks weird 11:47:38 * andythenorth tried it, because convincing argument was made 11:47:58 <Eddi|zuHause> how is that different from now? 11:48:03 <andythenorth> https://dev.openttdcoop.org/attachments/download/7436/clay_pit_no_gap.png 11:48:52 <Eddi|zuHause> well, you should make the clay go up to the buildings 11:48:58 <V453000> DRAW stuff to connect it ? XD 11:49:00 <V453000> ye 11:49:38 <andythenorth> for three different layouts 11:49:51 <andythenorth> for two different industries that use same sprites, recoloured manually 11:51:02 <Eddi|zuHause> yes, and ideally the crane would be on the same side as the buildings 11:51:29 <andythenorth> Iâll consider it for v3 11:52:34 <Eddi|zuHause> also, the buildings should only stick out 1 row out of the pit 11:52:42 <Eddi|zuHause> possibly overlapping the two areas 11:59:03 <andythenorth> ha ha 11:59:12 <andythenorth> basically, to make these sprites good 11:59:28 <andythenorth> it would be best to start with a blank spritesheet :) 12:01:24 <V453000> I think if you ponder less and do more, it will get better results immediately :P 12:04:36 <andythenorth> thing is 12:04:53 <andythenorth> quarries are stupid to feature in TTD scale 12:04:58 <andythenorth> thereâs no way itâs ever going to work 12:13:07 *** Zr40 [~zr40@000128ef.user.oftc.net] has joined #openttd 12:27:24 *** Snail [~jacopocol@cpe-98-14-130-227.nyc.res.rr.com] has joined #openttd 12:27:56 *** TheMask96 [martijn@pride.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds] 12:28:55 *** TheMask96 [martijn@sloth.vhost.ne2000.nl] has joined #openttd 12:30:25 <peter1138> what is TTD scale? 12:36:33 <andythenorth> âvariableâ 12:36:50 <andythenorth> which idiot started talking about scale? 12:52:30 *** Snail [~jacopocol@cpe-98-14-130-227.nyc.res.rr.com] has quit [Quit: Snail] 13:01:03 <Supercheese> Why does it have fences around the entire perimeter? Where are the workers/vehicles supposed to go in/out? 13:01:36 <Supercheese> Well, in the _10 version, that is 13:04:24 <andythenorth> you donât need to worry about that 13:04:35 <andythenorth> itâs not important :) 13:04:47 <V453000> IS 13:04:56 <V453000> CHANGE IMMUDETELY 13:05:11 *** Hiddenfunstuff [~Geth@a392.ip16.netikka.fi] has joined #openttd 13:05:54 <andythenorth> first must change OpenTTD 13:06:00 <andythenorth> vehicles now enter industries 13:06:29 <andythenorth> Supercheese: the fence actually contains multiple gates 13:06:40 <andythenorth> but Iâve drawn them small, you can only see them on retina screens 13:06:55 <andythenorth> or in your imagination :P 13:06:56 <V453000> xd 13:06:56 <Supercheese> Haha 13:07:57 <andythenorth> shall I add a small truck? 13:08:11 <andythenorth> I feel that pikkaâs small generic truck sprite is not used enough :P 13:08:17 <andythenorth> like the crawler cranes also :P 13:10:13 <andythenorth> actually the truck is hardly used at all in FIRS :) 13:10:17 * andythenorth mis-remembered 13:25:49 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 13:25:52 *** mode/#openttd [+v tokai|noir] by ChanServ 13:31:05 *** Belugas [~belugas@216.191.111.230] has joined #openttd 13:31:08 *** mode/#openttd [+o Belugas] by ChanServ 13:32:02 *** tokai [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 13:40:11 <andythenorth> eh https://dev.openttdcoop.org/attachments/download/7446/clay_pit_improved_11.png 13:40:17 <andythenorth> V453000: the pit looks bare 13:40:28 <andythenorth> shall I delete 1 row of tiles so itâs 4x4? 13:40:31 <andythenorth> or add a slug? 13:40:33 <andythenorth> or what? 13:40:51 <andythenorth> giant yellow duck? 13:48:49 <planetmaker> a truck to haul it away 13:49:13 <andythenorth> there was some reason I deleted the dump trucks 13:49:16 <andythenorth> I forget why 13:49:33 <planetmaker> 4x4 would suffice for size. Or 3x5 13:50:49 <planetmaker> it would be nice to have a version for sloped terrain where the sand is taken from the slope. But placement... so pro'ly not worth the effort 13:51:45 <andythenorth> one day I might tackle it 13:51:50 <andythenorth> the water thing annoys me 13:51:57 <andythenorth> but itâs a lot of work to make good 13:57:14 <planetmaker> yes... 13:57:29 <planetmaker> open pit mines are big hassle to get right and interesting 13:57:34 <andythenorth> I might do it just for bloody-mindedness 13:57:45 <andythenorth> but not while I have such little time for newgrfs :P 13:59:42 <andythenorth> planetmaker: 3x5? o_O https://dev.openttdcoop.org/attachments/download/7447/clay_pit_improved_12.png 13:59:49 <andythenorth> obviously needs tweaks 14:01:17 <andythenorth> will also improve placement opportunities further 14:02:10 <planetmaker> with a bit less green border: sure, why not? :) 14:02:27 * andythenorth thinks itâs better with less water 14:02:46 <planetmaker> looks quite good, I think. it doesn't miss anything compared to the 4x5 version 14:14:54 <andythenorth> eh, not bad https://dev.openttdcoop.org/attachments/download/7448/clay_pit_improved_13.png 14:14:58 * andythenorth fixed the edges 14:15:07 * andythenorth is happier with this overall 14:15:36 <andythenorth> I should have left an arbitrary island in the water, with seagulls circling :P 14:16:56 <planetmaker> yup :D 14:17:05 <planetmaker> or just a quacking duck ;) 14:25:01 *** Stimrol [~Stimrol@46-239-218-77.tal.is] has quit [Ping timeout: 480 seconds] 14:29:10 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 14:32:17 <peter1138> what is it, a water mine? 14:32:52 <andythenorth> yes but no but 14:33:06 <planetmaker> it explodes upon contact with the crane 14:35:20 <peter1138> water's probably a bit too blue for a clay pit 14:36:38 *** smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 14:37:33 <peter1138> also there's loads of it 14:39:29 <andythenorth> if someone would patch ânewgrf can specify terrain shapeâ I would bin the water 14:39:33 <andythenorth> and draw a quarry shape 14:41:11 *** HerzogDeXtEr [~flex@i59F6C0B5.versanet.de] has joined #openttd 14:41:19 <andythenorth> hmm 14:41:31 <andythenorth> I could make the small hut a pump 14:41:41 <andythenorth> and it could have animated âbreakdown' 14:41:42 <andythenorth> smoke 14:41:47 <andythenorth> then the pit fills up with water :P 14:41:49 <andythenorth> then drains again 14:42:13 <peter1138> not clean water though 14:42:16 <andythenorth> https://environmentagency.blog.gov.uk/wp-content/uploads/sites/84/2014/04/White-Water-Lagoon-e1398442114215.jpg 14:42:17 <andythenorth> ? 14:43:11 <andythenorth> also, water cycle? 14:43:12 <andythenorth> :P 14:43:22 <andythenorth> water cycle is broken for me anyway, maybe I should ignore it 14:44:15 <peter1138> palette animation 14:44:21 <peter1138> no reason for that to not work 14:45:11 <andythenorth> because Apple 14:45:19 <andythenorth> kills performance horribly 14:45:31 <andythenorth> although âbecause Appleâ is all you needed :P 14:47:36 <peter1138> what? 14:48:27 <andythenorth> if I enable âfull animationâ OpenTTD chugs horribly 14:48:36 <andythenorth> previous advice was to buy a new computer 14:48:40 <peter1138> it slows down fast forward a bit 14:48:46 <peter1138> but otherwise should be fine 14:48:56 <peter1138> alright, a lot 14:50:13 <andythenorth> and black squares all over the screen 14:50:24 <peter1138> no that's not a feature of palette animation 14:50:31 <andythenorth> unrelated 14:50:42 <andythenorth> caused by toggling it on 14:50:49 <andythenorth> but not off 14:51:53 <andythenorth> anyway I canât buy a new computer, so I turned off full animation :P 14:55:53 <andythenorth> 512x512 map, 1 train, the animation of track building cost (moving upwards, classic 80s style) takes about 4s with full animation off 14:55:58 <andythenorth> and about 6s with full animation on 14:56:08 <andythenorth> even allowing that my counting is crap 14:58:45 * andythenorth back to muddy waters 15:22:15 *** frosch123 [~frosch@x5f743882.dyn.telefonica.de] has joined #openttd 15:23:23 *** frosch123 [~frosch@x5f743882.dyn.telefonica.de] has quit [] 15:25:02 *** frosch123 [~frosch@x5f745f20.dyn.telefonica.de] has joined #openttd 15:32:11 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 15:32:14 *** mode/#openttd [+o Alberth] by ChanServ 15:45:07 <andythenorth> green clay pit water? o_O http://s0.geograph.org.uk/photos/49/37/493781_3fdb6cfe.jpg 15:46:00 <V453000> ponder less :) 15:46:59 <Sylf> that might look too weird in 8bit graphics 15:47:35 <andythenorth> V453000: Iâm done pitting tbh 15:47:42 <andythenorth> is finisheds 15:47:51 <andythenorth> new things to do 15:48:55 *** Progman [~progman@p57A19342.dip0.t-ipconnect.de] has joined #openttd 16:00:53 <andythenorth> mines mines mines 16:00:58 <andythenorth> are a pain the arse 16:03:14 <Alberth> there is grass underneath the clay :p 16:04:31 <andythenorth> I need to replace base set sprites at multiple other mines 16:04:43 <andythenorth> Gold Mine, Iron Ore Mine, Copper Mine, Bauxite Mine 16:04:57 <andythenorth> open pit mines really donât work well in OpenTTD 16:05:05 <andythenorth> and deep mines will all look the same :P 16:07:25 <andythenorth> maybe I just need some colour schemes 16:07:47 <Alberth> wouldn't an open mine have big heaps of top soil? 16:07:58 <Alberth> or at least one or two of them? 16:08:04 *** Wolf01 [~wolf01@host15-216-dynamic.48-82-r.retail.telecomitalia.it] has joined #openttd 16:08:10 <Wolf01> o/ 16:08:11 <Alberth> hihi W 16:08:34 <andythenorth> open mines have big spoil heaps 16:08:37 <andythenorth> and a massive pit :P 16:08:52 <Alberth> open gold mine is probably very big due to low concentration of the good stuff(tm) 16:09:01 <andythenorth> just make it a gold pan on a river :P 16:09:04 <andythenorth> 1 tile 16:09:35 <Alberth> but you need a washing installation, a small lake for the water, and bulldozers 16:09:44 <andythenorth> hmm 16:09:46 <andythenorth> Gold Rush 16:09:59 <andythenorth> https://en.wikipedia.org/wiki/Gold_Rush_(TV_series) 16:10:09 <andythenorth> this is certainly not going to fit :P http://3.bp.blogspot.com/-bVKa6kRBap0/UiPk8ITbp7I/AAAAAAAAE8Q/RUaJQvpTqqM/s1600/gold_mine.jpg 16:12:32 <Alberth> looks like ECS sand pit :) 16:13:11 * andythenorth wonders 16:13:18 <andythenorth> we have those rock tiles on base terrain 16:13:26 <andythenorth> repaint those to have no gaps 16:13:31 <andythenorth> let the mine just follow the terrain 16:13:35 <andythenorth> ?? 16:13:43 <andythenorth> wonât have nice shaped edges and such mind 16:19:35 <Alberth> could be confusing if some have no rocks, and I want to put a track or depot there? 16:20:03 <Alberth> ie it's nice if it's clear where the industry starts and ends 16:21:05 <Alberth> there are a number of industries that are literally invisible in transparent mode, which is highly annoying if you're planning a track through them 16:24:27 <andythenorth> +1 16:24:36 <andythenorth> if you notice that in FIRS, let me know 16:24:42 <andythenorth> I can draw ground tiles 16:27:01 <Sylf> i need fix that in YETI too 16:46:15 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 16:46:18 *** mode/#openttd [+v glx] by ChanServ 16:48:38 *** sla_ro|master [slamaster@95.76.27.245] has joined #openttd 16:50:34 *** Stimrol [~Stimrol@46-239-220-130.tal.is] has joined #openttd 16:59:41 <andythenorth> https://dev.openttdcoop.org/attachments/download/7449/clay_pit_improved_14.png 16:59:42 <andythenorth> ha 16:59:48 <andythenorth> too much bulldozer? o_O 17:02:32 <Rubidium> rather weird scale for the yellow one 17:02:49 <andythenorth> âis a big one" 17:02:50 <andythenorth> :P 17:03:04 * andythenorth changes it 17:07:22 <andythenorth> hmm thereâs an even bigger one in HEQS 17:22:00 <Supercheese> are all these newly redesigned industries going to be fenced in all-round? 17:22:57 <Supercheese> or perhaps the images at the docs are not indicative of that 17:23:40 <andythenorth> mostly theyâre fenced in 17:23:45 <andythenorth> mostly theyâve been fenced in for a while 17:23:51 <Alberth> they're trying to keep all the bad transport companies out :) 17:24:04 <Supercheese> yeah nevermind the docs are seemingly not accurate 17:24:19 * Supercheese hasn't actually tried the newest versions of FIRS 17:24:47 <andythenorth> v2 docs here http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/get_started.html 17:24:51 <andythenorth> mostly up to date, ish 17:24:59 <andythenorth> making docs images is tedious, so theyâre not 100% accurate 17:25:58 <Supercheese> yeah, I was misinterpreting them 17:25:59 <andythenorth> boring smaller dozer :P https://dev.openttdcoop.org/attachments/download/7450/clay_pit_improved_15.png 17:26:08 <andythenorth> eh, at least I can animate it :) 17:26:10 <andythenorth> back and forth 17:26:12 <andythenorth> forth and back 17:26:26 <Supercheese> spin around 17:26:29 <Supercheese> do a dance 17:26:39 <Alberth> up side down 17:31:52 <andythenorth> should I just release v2? 17:32:06 <andythenorth> beta? 17:32:08 <Alberth> any reason not to? 17:32:33 <andythenorth> isnât done :D 17:32:46 <Alberth> ha :) 17:32:53 <andythenorth> I dunno, thereâs always v3 17:33:23 <Alberth> yep, lots of unused numbers available until infinity 17:34:10 <andythenorth> 368 commits since 1.4.4 17:34:16 <andythenorth> commits != features but eh 17:34:18 <andythenorth> itâs a few 17:34:51 <Alberth> refactoring improvements is also worthwhile 17:36:11 <planetmaker> hi hi 17:44:29 *** gelignite [~gelignite@mue-88-130-90-138.dsl.tropolys.de] has joined #openttd 17:44:54 <andythenorth> also for v2 I wanted an alternative supplies mechanic 17:45:05 <andythenorth> but eh, too much right now 17:45:43 <andythenorth> btw Supercheese, the fences auto-magically disappear when you build station adjacent ;) 17:46:02 <Supercheese> excellent 17:48:54 <andythenorth> bye 17:48:55 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 19:01:07 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 19:08:26 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 19:51:41 *** Hiddenfunstuff [~Geth@a392.ip16.netikka.fi] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- s0 d4Mn l33t |t'z 5c4rY!] 20:00:30 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has quit [Ping timeout: 480 seconds] 20:04:10 *** gelignite [~gelignite@mue-88-130-90-138.dsl.tropolys.de] has quit [Quit: http://bit.ly/1kso8Ta] 20:23:31 *** frosch123 [~frosch@x5f745f20.dyn.telefonica.de] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 20:48:53 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 21:01:44 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 21:13:44 *** CompuDesktop [~quassel@2604:6000:120a:a00a:5584:7d32:fb5f:188] has joined #openttd 21:18:20 *** Compu [~quassel@2604:6000:120a:a00a:e8f7:2f47:4720:19b] has quit [Ping timeout: 480 seconds] 21:44:42 *** Progman [~progman@p57A19342.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:01:17 *** APTX [~APTX@2001:470:71:71d:216:36ff:fe70:d359] has joined #openttd 22:09:42 *** APTX_ [~APTX@2001:470:71:71d:216:36ff:fe70:d359] has joined #openttd 22:11:59 *** dlhero [~user@ehidna.physics.upatras.gr] has joined #openttd 22:13:10 <dlhero> any advice on how to improve this http://i.imgur.com/fkw95qh.jpg ? 22:13:11 <dlhero> :d 22:13:25 <dlhero> <--- really really bad at hubs 22:13:36 *** APTX [~APTX@2001:470:71:71d:216:36ff:fe70:d359] has quit [Ping timeout: 480 seconds] 22:14:10 <Sylf> are they all path signals? 22:14:38 <dlhero> yeah 22:14:49 <dlhero> haven't figure out how to use entry/exit to provide prio 22:15:19 <Sylf> also, what's wrong with it? 22:15:30 <Sylf> what needs to be improved? 22:16:27 <dlhero> can't figure out how to do non-blocking in/out from terminus station on the "main-line" 22:17:41 <Sylf> the screen shot alone doesnt tell much 22:18:28 <Sylf> one thing is, with path signals, you do NOT want signals after splits 22:19:25 <dlhero> i think i figured out when on the "entry bridges" of a station 22:19:40 <dlhero> path signals before/after the bridge, broke load balancing 22:20:09 <dlhero> so 1 path signal before the split, one after each entry bridge 22:21:52 *** supermop [~supermop@pool-108-6-12-46.nycmny.fios.verizon.net] has joined #openttd 22:23:48 <Wolf01> <Sylf> one thing is, you do NOT want signals after splits <- fixed 22:24:54 <dlhero> https://wiki.openttdcoop.org/File:Tunnel_Flow.png 22:24:59 <Sylf> but you do want signals aftet splits if you use block signals 22:26:01 <Sylf> so, dont confuse those two types of signals 22:27:09 <dlhero> no I just use path signals, with rare exceptions 22:27:09 <Sylf> all of coop's articles assume you have good understandings of path signals, and block (pre-)signals 22:27:34 <dlhero> I understand PBS but the rest not that much 22:27:47 <Sylf> so if you only use path signals, dont copy stuff from coop sites 22:28:59 <dlhero> well I tried to understand the SLH example where one line is prioritized but I don't get how it works 22:34:03 <dlhero> for example, I do understand this particular case: http://wiki.openttdcoop.org/File:Mergers_42innerOuter.png 22:34:45 <dlhero> however I cannot understand why block signals are used after the exit signals 22:35:30 <Sylf> the outer 2 lines are given priority over inner lines in that image 22:36:28 <Sylf> also, that structure is built specifically for trains that are 3 tiles long 22:36:44 <dlhero> yeah, I deduced that. 22:37:01 <dlhero> you need longer diagonal lines for longer lines 22:37:03 <dlhero> (I think) 22:37:29 *** sla_ro|master [slamaster@95.76.27.245] has quit [] 22:49:26 *** HerzogDeXtEr [~flex@i59F6C0B5.versanet.de] has quit [Quit: Leaving.] 22:55:24 <supermop> hello 23:03:51 *** snorre [~snorre@178-197-212.connect.netcom.no] has quit [Read error: Connection reset by peer] 23:22:01 <Wolf01> 'night 23:22:04 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 23:24:09 *** eQualizer|dada [~lauri@46-163-226-192.blcnet.fi] has joined #openttd 23:24:10 *** eQualizer [~lauri@46-163-226-192.blcnet.fi] has quit [Read error: Connection reset by peer] 23:51:05 *** snorre [~snorre@89.9.168.213] has joined #openttd 23:56:36 *** snorre_ [~snorre@158-77-8.connect.netcom.no] has joined #openttd 23:59:20 *** snorre [~snorre@89.9.168.213] has quit [Ping timeout: 480 seconds]