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Log for #openttdcoop.stable on 26th May 2014:
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00:01:20  <coopserver> *** Game paused (connecting clients)
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00:03:45  <coopserver> <Mr. Bojangles> hi
00:03:50  <coopserver> <Yugi_D> hello
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13:14:06  <happy> !date
13:14:06  <coopserver> Jun 19 2161
13:14:13  <happy> !players
13:14:13  <coopserver> happy: There are currently 0 players and 1 spectators, making a total of 1 clients connected
13:19:43  <coopserver> *** Anson has started a new company #INVALID
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13:30:37  <happy> hi  anson    how  things  going
13:30:43  <coopserver> *** Game paused (connecting clients)
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13:31:22  <coopserver> <Anson> was busy during the week, just returned today to the nw map which was already 2093 :-)
13:31:40  <coopserver> <happy tran sport> i  see
13:32:10  <coopserver> <Anson> got a nice rubbre network ... second place now, behind someone who built on four islands
13:32:59  <coopserver> <happy tran sport> yep  looks nice
13:33:15  <coopserver> <Anson> as you always say : "fill fre to john" :-) ... usual password
13:33:27  <coopserver> <happy tran sport> thanks
13:33:58  <coopserver> <Anson> besides a short piece of track i have no doubled ML yet
13:34:14  <coopserver> <happy tran sport> will  thats  2  holdays  dun  1  to  go
13:34:57  <coopserver> <Anson> when production increased a lot, trains started jamming a bit ... most of all the rubber next to the drop has 2200+ production and might need a single track by itself :-)
13:39:50  <coopserver> <happy tran sport> u got a train  q  going  to the  facotry
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13:40:42  <coopserver> <Anson> yes, that's what i meant ... the nearest rubber to the factory has 2200+ production and would need a track by its own
13:40:51  <coopserver> <Anson> plus 2 more for all the other trains
13:41:12  <coopserver> <happy tran sport> heem  that mite be hard  to doo  wher it is
13:41:30  <coopserver> <Anson> but until very recently, ALL tracks were only single, and the short double ML is only a temporary solution
13:42:32  <coopserver> <Anson> did you see the station "Marywood refitting RUBBER" ? :-)
13:43:19  <coopserver> <happy tran sport> will i  think     it  shord be not to  lone now  for  a new  map   so     i just keep it going
13:43:22  <coopserver> <happy tran sport> nop
13:43:50  <coopserver> <Anson> when that rubber plantation appeared, i didn't want to add a new station with trains, but only put the station on existing tracks, using some of the goods trains which otherwise would go to food and mostly end up returning to the goods pickup empty, without food
13:44:00  <coopserver> <happy tran sport> ar  isee
13:45:00  <coopserver> <Anson> all trains have to refit an additional time, but i don't think that that hurts ... and then ONE train always waits for full load while the others refit again to food and try that
13:45:25  <coopserver> <happy tran sport> u  need  to fixs   at  the    wip   un  refit  rubber
13:46:21  <coopserver> <Anson> same is done at the food pickup too : there are only 3 stations which deliver resources for making food, but lots for the factory ... thus i let all goods trains refit for food and only one of them is always waiting for full load while the others return empty to the goods pickup
13:46:33  <coopserver> <happy tran sport> u  see      train  53  shord  wate  in the deopert
13:49:56  <coopserver> <Anson> i had moved the depot, but forgotten to change the 2way combo signal to a 1way entry
13:50:35  <coopserver> <Anson> result : trains from the depot had three choices to leave it, instead of the correct two
13:52:03  <coopserver> <happy tran sport> i  all  ways  let  the goods train wate  in till  the ml  id free
13:52:18  <coopserver> <happy tran sport> not the  rubber
13:53:56  <coopserver> <Anson> i often give prio to thegoods trains, since sooner or later they will run out of resources and thus stop, freeing the path for resource delivery trains again
13:54:48  <coopserver> <Anson> your method improves throughput for delivery, and thus less statioins have waiting cargo
13:55:15  <coopserver> <Anson> my method prefers delivering all goods, never piling them up and instead letting resources wait
13:56:54  <coopserver> <happy tran sport> that  brige  is slowing  down  the trains
14:01:10  <coopserver> <Anson> it was less the bridge, but more that the two lanes merged ... but you fixed that now
14:02:18  <coopserver> <Anson> and i added a connection to enable trains to go to the goods pickup from the right lane ... there should be no such trains, but better to have a connection in case there comes such a train (lost, construction, whatever)
14:03:06  <coopserver> <Anson> there is some other problem ... still checking and no idea why : food trains go to the goods pickup and wait there
14:07:30  <coopserver> <happy tran sport> ther   train q  going to  the factory   drop  of shord be  beter  now  but      wher the drop of is  is  hard  to ade a new  line  for it
14:08:23  <coopserver> <happy tran sport> will  just trying sume  thin
14:09:01  <coopserver> <Anson> there are so many trains that drop resources at the factory, that goods trains NEVER find an empty spot to join
14:09:20  <coopserver> <happy tran sport> yer  i  no werking  on it
14:09:57  <coopserver> <Anson> when the goods trains get prio, there will be a time when all goods are transported (resource trains queuing up) and resource trains can pass the prio
14:14:19  <coopserver> <Anson> the factory drop would need a doubled exit, but there is no space for it
14:16:55  <coopserver> <happy tran sport> k  the new  train for  the  factory drop of is  allmost dun
14:18:56  <coopserver> <Anson> new train ? new track !
14:32:30  <coopserver> <happy tran sport> ther  beter  now
14:33:34  <coopserver> <happy tran sport> ar
14:33:50  <coopserver> <Anson> temp fix : the red purr with sign "need path"
14:33:57  <coopserver> <happy tran sport> k
14:34:51  <coopserver> <happy tran sport> k    i  be back  soon  i beon the irc   k
14:35:06  <coopserver> *** happy tran sport has left the game (Leaving)
14:37:31  <coopserver> <Anson> moved the temp fix ... better now, but still temp
14:39:38  <happy> k
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15:50:49  <happy> !date
15:50:49  <coopserver> Aug 11 2172
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16:26:39  <coopserver> <Anson> hallo, boj
16:26:43  <coopserver> <Mr. Bojangles> hallo!
16:26:49  <coopserver> <Mr. Bojangles> wie ghets
16:27:18  <coopserver> <Anson> you spek some german ?
16:28:10  <coopserver> <Anson> hint: "wie geht's ?"
16:28:51  <coopserver> <Mr. Bojangles> haha, you said "hallo" which sounded german to me... so i said "whats up" in german
16:30:01  <coopserver> <Anson> true ... i always say hallo instead of hello to give a hint on speaking german
16:30:12  <coopserver> <Mr. Bojangles> (:
16:30:31  <coopserver> <Anson> but hallo is also said in some other languages, like netherlands and parts of scandinavia
16:30:46  <coopserver> <Mr. Bojangles> yep, all nordics... but i only speak the german
16:30:48  <coopserver> <Mr. Bojangles> haha
16:31:20  <coopserver> <Anson> during the last days, you talked about using block signals vs pbs ?
16:31:23  <coopserver> <Mr. Bojangles> and by speak... i mean babble
16:31:39  <coopserver> <Mr. Bojangles> i did, and have been trying to go back on the block signals... just for the sake of being nice
16:31:51  <coopserver> <Mr. Bojangles> still find pbs way more useful at station entrance/exits
16:32:04  <coopserver> <Mr. Bojangles> unless im doing complicated setups
16:32:29  <coopserver> <Anson> hehe, when i speak about me speaking english, i mostly mean writing :-) ... rarely have the opportunity to really speak, and thus probably a terrible accent
16:32:41  <coopserver> <Mr. Bojangles> where do you live?
16:32:58  <coopserver> <Anson> germany, berlin
16:33:04  <coopserver> <Mr. Bojangles> i see!
16:33:11  <coopserver> <Mr. Bojangles> i would luv to visit berlin
16:33:19  <coopserver> <Anson> hehe, i have no cam :-)
16:33:32  <coopserver> <Anson> how do you SEE ? :-)
16:33:34  <coopserver> <Mr. Bojangles> im cuban, studied german for a few years back in cuba, but have been living on the US for 8 years now
16:33:42  <coopserver> <Mr. Bojangles> its a phrase
16:33:47  <coopserver> <Mr. Bojangles> haha
16:34:10  <coopserver> <Mr. Bojangles> its like "also" in german, i gues
16:34:43  <coopserver> <Anson> i use both, block and pbs ... but mostly prefer block, just to get used to it, and use pbs only when there is a real advantage
16:34:54  <coopserver> <Mr. Bojangles> thats what ive been doing
16:35:26  <coopserver> <Mr. Bojangles> i eve "upgraded" some of my old tracks to have block instead of pbs
16:35:45  <coopserver> <Anson> you absolutely need to use block signals and presignals when you want to do any kind of logic
16:35:52  <coopserver> <Anson> like overflows, prios, etc
16:36:22  <coopserver> <Mr. Bojangles> in this island maps i rarely find the space to do anything that complex
16:36:50  <coopserver> <Anson> i have overflows on all my pickup stations
16:37:22  <coopserver> <Mr. Bojangles> ima go check now
16:37:24  <coopserver> <Anson> on the public server, there is always someone online when the game runs, since there is only one company
16:37:42  <coopserver> <Anson> but on this server, the games often runs for hours while i am afk
16:37:58  <coopserver> <Mr. Bojangles> i think this gets paused too when someone is away
16:38:00  <coopserver> <Mr. Bojangles> i mean
16:38:05  <coopserver> <Mr. Bojangles> when everyone is away
16:38:08  <coopserver> <Mr. Bojangles> but ive been playin a lot
16:38:11  <coopserver> <Mr. Bojangles> so the game keeps going
16:38:25  <coopserver> <Anson> thus i prefer having overflows, just to be safe when something happens and reduce the likelihood of jams or even deadlocks
16:39:06  <coopserver> <Anson> you are right: the game pauses when nobody plays ... but it keeps running when i am away and pothers are playing
16:39:30  <coopserver> <Anson> and there is nobody who stays online for a few days straight ...
16:40:16  <coopserver> <Anson> the danger of using overflows is that the network can easily jam badly when you have too many trains stuffed in the depots
16:40:25  <coopserver> <Mr. Bojangles> ha
16:40:36  <coopserver> <Anson> if some trains jam, more trains will be automatically released and jam even more
16:41:42  <coopserver> <Anson> but up to a production of maybe 1000, you easily can use stations with only two platforms and an overflow, instead of many platforms and several waiting bays
16:42:02  <coopserver> <Anson> and that applies even more when you use refitting, conditional orders, etc
16:42:18  <coopserver> <Mr. Bojangles> i dont really use refitting or conditional orders
16:43:01  <coopserver> <Mr. Bojangles> gotta go now!
16:43:05  <coopserver> <Mr. Bojangles> see you later!
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16:43:26  <coopserver> <Mr. Bojangles> im trying so hard to get to 100% performance... just a few stations away
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16:43:45  <coopserver> <Anson> on this map, i use the same trains for transporting goods in one direction and food in the oppoosite direction, and since there are lots more of goods than food, i even use some trains to transport rubber instead of food on their way back to the goods pickup
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17:20:30  <coopserver> <Mr. Bojangles> hi!
17:22:08  <coopserver> <Anson> wb
17:22:37  <coopserver> <Anson> refitting is very useful to transport twice the amount of cargo with the same number of trains
17:23:03  <coopserver> <Mr. Bojangles> but i hate that the trains have to go through a depot in the middle of the process
17:23:11  <coopserver> <Anson> on this map, i use the same trains for transporting lots of goods in one direction and some food in the other
17:23:41  <coopserver> <Anson> with some conditionals, they only go fully loaded, and skip the drop station when empty
17:24:32  <coopserver> <Anson> and since there are many more goods trains needed than food, i even have put a rubber station right on the existing track and use some of those trains for rubber too :-)
17:25:08  <coopserver> <Anson> the rubber plantation appeared later in the game right next to the existing track, and i now can transport it without adding a single train :-)
17:25:36  <coopserver> <Anson> station "Marywood refitting RUBBER"
17:25:38  <coopserver> <Mr. Bojangles> i know the benefits... i just dont like having to take them through depots for refitting
17:26:26  <coopserver> <Anson> if they are noit too long, a double depot can be used to get no reduction in throughput
17:26:56  <coopserver> <Mr. Bojangles> hmmm please explain that about the double depot
17:27:04  <coopserver> <Mr. Bojangles> you mean having one on each side of the track?
17:27:13  <coopserver> <Mr. Bojangles> do you have any exampls?
17:27:13  <coopserver> <Anson> btw: those double depots are one of theoccasions when you need to use PBS :-)
17:28:14  <coopserver> <Anson> look at "Marywood refitting RUBBER" ... there is a double depot for refitting to rubber in front of it, and one for refitting to food after it
17:28:38  <coopserver> <Mr. Bojangles> let me see
17:30:34  <coopserver> <Mr. Bojangles> yea thats what i though
17:30:36  <coopserver> <Mr. Bojangles> thought
17:30:56  <coopserver> <Mr. Bojangles> its a cool setup but you seem to have the same issue i dont like
17:30:57  <coopserver> <Anson> the waypoints next to the double depots are needed since the decision which of the two depots to use has to be done as late as possible ... else all trains would decide too early and always go to the same depot, or to a depot which later will just be used and thus the train would wait
17:31:13  <coopserver> <Mr. Bojangles> the trains do need to slow down considerably entering/exiting the depots
17:31:53  <coopserver> <Anson> i mostly use TL3, and i think that such double depots won't slow down up to TL4 or TL5
17:32:56  <coopserver> <Anson> yes, here (with TL5) the trains slow down a bit, but since one train enters and another leaves at the same time, it is only half as bad as a single depot
17:33:12  <coopserver> <Mr. Bojangles> yeah, but it would drive me crazy
17:33:15  <coopserver> <Mr. Bojangles> personally
17:33:20  <coopserver> <Mr. Bojangles> to see my pretty trains
17:33:23  <coopserver> <Mr. Bojangles> fast trains
17:33:28  <coopserver> <Mr. Bojangles> slowing down so much
17:35:12  <coopserver> <Anson> most of the time, refitting stations are done like this : first a drop station (eg for iron), then refitting, then a pickup station (eg for steel) ... then the same again for steel and goods ... and you transport three cargos with the same train, and the network is less crowded
17:36:12  <coopserver> <Anson> and between a drop station and a pickup station, you won't notice the slowdown, since the trains need lots of time to enter a station and leave a station anway ... enough time for a train to enter and leave a depot too
17:36:21  <coopserver> *** Game paused (connecting clients)
17:36:21  <coopserver> <Mr. Bojangles> i definitely see the benefits... i just dont know i could get use to do things this way
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17:37:41  <coopserver> <Mr. Bojangles> by the way, i think is very wrong that you guys were giving me crap for going the easy way and building pbs everywhere
17:37:55  <coopserver> <Mr. Bojangles> when you do purr lines everywhere instead of the dedicated lines for each type
17:38:06  <coopserver> <Anson> when you look at my station Marywood TOWNDROP, you see how badly stations are built when you start using PBS too much :-)
17:38:22  <coopserver> <Mr. Bojangles> haha
17:38:28  <coopserver> <Mr. Bojangles> thats a terrible station
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17:38:35  <coopserver> <Mr. Bojangles> but you where just lazy there
17:38:46  <coopserver> <Mr. Bojangles> there are better ways to do terminus stations and i know you know it
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17:39:10  <coopserver> <Mr. Bojangles> also, why dont add the other diagonal line so that trains enter faster
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17:39:17  <coopserver> <Mr. Bojangles> you are forcing them to do 90 degree turns
17:39:20  <coopserver> <Anson> how would i have been able to build a station of length 6 otherwise ? ... PBS was just the easy way to save lots of space
17:40:41  <coopserver> <Anson> yes, 90 degree is a small problem with those simple overflows
17:40:50  <coopserver> <Mr. Bojangles> (:
17:40:58  <coopserver> <Anson> but it is very compact and easy to build
17:41:36  <coopserver> <Anson> and 90 degrees right at a station are not as bad as 90 degrees on the mainline
17:41:45  <coopserver> <Mr. Bojangles> yea, true
17:42:09  <coopserver> <Anson> trains slow down anyway when entering stations, and most trains on my stations enter without using the 90 degrees
17:42:28  <coopserver> <Mr. Bojangles> yeah, i saw that
17:42:35  <coopserver> <Anson> those trains which do that are the overflowing trains anyway which have enough time to do that :-)
17:42:37  <coopserver> <Mr. Bojangles> mine dont do 90 degrees almost never
17:43:51  <coopserver> <Anson> the biggest disadvantage of those simple overflows are the visible depots ... on a big network, lots of trains will go to the next visible depoit and then get stuck or lost, when you autoreplace or do some other kind of maintenance
17:43:54  <coopserver> <Mr. Bojangles> do you know if theres a way to have the trains renew even when servicing is off?
17:44:42  <coopserver> <Anson> but i found that i can give service orders to my trains, and that will make them use only specific depots instead of any random visible depot
17:44:55  <coopserver> <Mr. Bojangles> yeah, thats a good work around
17:45:03  <coopserver> <Anson> thus i now can use simple stations with visible depots without getting into trouble later
17:45:07  <coopserver> <Mr. Bojangles> but what i want is for trains to autorenew when they get old
17:45:21  <coopserver> <Mr. Bojangles> but they dont do it, because servicings is set OFF in this game
17:45:43  <coopserver> <Mr. Bojangles> i dont like RED numbers, see?
17:45:50  <coopserver> <Mr. Bojangles> like the ones i have now in my train list
17:45:53  <coopserver> <Anson> when you set autorenew or autoreplace, trains will automatically switch on the maintenance mode
17:45:56  <coopserver> <Mr. Bojangles> so many old engines...
17:46:09  <coopserver> <Mr. Bojangles> autoreplace yes, autorenew no
17:47:16  <coopserver> <Anson> there should be a setting for autorenew in the advanced options where you can set the age
17:47:22  <coopserver> <Mr. Bojangles> i have it on
17:47:27  <coopserver> <Mr. Bojangles> but my trains dont autorenew
17:47:48  <coopserver> <Mr. Bojangles> they simply never go into depots
17:47:50  <coopserver> <Anson> too bad that you can only adjust the age by -12 to +12 months, and not eg autorenew always when they are 5 years old
17:47:53  <coopserver> <Mr. Bojangles> unless i have autoreplace
17:48:06  <coopserver> <Mr. Bojangles> yeah, that sucks too
17:48:32  <coopserver> <Mr. Bojangles> why the fuck would i want to be running a 50 years old train?
17:48:47  <coopserver> <Mr. Bojangles> im a respectable transport tycoon
17:48:52  <coopserver> <Mr. Bojangles> for pete's sake
17:49:04  <coopserver> <Anson> i am just watching TV ... there is a series about trains :-)
17:49:15  <coopserver> <Anson> some are 100+ years old :-)
17:49:28  <coopserver> *** KirdeX has left the game (Leaving)
17:49:56  <coopserver> <Mr. Bojangles> yeah, but those are vintage, restored engines and the sort...
17:49:59  <coopserver> <Mr. Bojangles> haha
17:50:32  <coopserver> <Anson> there is everything in that series, from old steam engines to shinkansen, etc
17:51:28  <coopserver> <Anson> and there are lots of people which like old steam engines ... and sometimes they even use those old museum steam engines for regular train traffic
17:52:00  <coopserver> <Anson> look at youtube, search for "Eisenbahn-Romantik"
17:52:22  <coopserver> <Anson> the series has a total of 800++ episoded now, running for dozens of years
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17:53:57  <happy> hi
17:54:04  <coopserver> <Mr. Bojangles> hi happy!
17:54:23  <happy> how  things
17:54:31  <coopserver> <Mr. Bojangles> happy... actuallly
17:54:34  <coopserver> <Mr. Bojangles> (:
17:54:36  <coopserver> <Anson> cargo starts piling up now ... i think we would need at least quad tracks now, with so many productions at or above 1000
17:55:54  <coopserver> <Anson> i don't like the productions starting at insanely low values like 32, and then in the late game going up to 2200+ so that each station would need its own track to transport everything
17:56:26  <coopserver> <Mr. Bojangles> yah
17:56:48  <coopserver> <Mr. Bojangles> but ive managed to still keep things somewhat within network and have good transportation
17:57:00  <coopserver> <Anson> btw : animal express can be used if you have lots of tight curves ... those trains ignore CL completely :-)
17:57:11  <coopserver> <Mr. Bojangles> i start by always building different networks,around different industries
17:57:26  <coopserver> <Mr. Bojangles> but they are ANIMALS!
17:57:29  <coopserver> <Mr. Bojangles> haha
17:58:18  <coopserver> <Anson> oh, i just see a station where using PBS is mandatory ... at least if you want to have only one obverflow depot for both meat and grain :-)
17:58:31  <coopserver> <Anson> Goalburn stations
18:00:43  <coopserver> <Anson> and in case you really want a perfect score of 1000, you shouldn't cheat by using four islands :-)
18:00:49  <coopserver> <Mr. Bojangles> let me see
18:00:51  <coopserver> <Mr. Bojangles> hahahah
18:00:56  <coopserver> <Mr. Bojangles> it wasnt cheating!
18:01:16  <coopserver> <Mr. Bojangles> i filled all the industries and waited 100 long years before settling a second island
18:01:51  <coopserver> <Anson> on this map, there are few people only ... but if all 15 companies exist, some people would really complain about someone using more than a single island
18:02:15  <coopserver> <Mr. Bojangles> thats why i only started on the second island after we hit the first 100 yrs
18:02:22  <coopserver> <Anson> btw : those island maps are done since many other maps gave problems when people built too near to each other
18:02:25  <coopserver> <Mr. Bojangles> i assumed people wouldnt be getting on so late in the game
18:02:48  <coopserver> <Anson> i started almost in 2100 :-)
18:03:07  <coopserver> <Mr. Bojangles> true, i wont do it again GRRRR
18:03:30  <coopserver> <Anson> and besides you, i have the best profits and almost the most cargo transported
18:04:04  <coopserver> <Anson> on this server, almost all maps are played to 2100+, some even to 2200+
18:05:07  <coopserver> <Anson> maps are never restarted automatically, but new maps are loaded when the old map is almost full, and people want a new map, and someone made a new map, and an admin is there to load the new map
18:05:31  <coopserver> <Mr. Bojangles> ah! i thought there was an end date to all maps
18:05:57  <coopserver> <Anson> the original TT had an end date in 2050 .. that's when you get the screen with statistics
18:06:15  <coopserver> <Anson> but openttd doesn't have any limit besides what people want
18:06:21  <coopserver> <Mr. Bojangles> i know! i played it!
18:06:43  <coopserver> <Mr. Bojangles> i have played this game since i was a kid, since it was transport tycoon without the deluxe
18:07:25  <coopserver> <Anson> i started playing this game with TT ... when there were not even oneway signals and everything was real luck, whether you got jams because trains started facing each other
18:07:40  <coopserver> <Mr. Bojangles> yea
18:07:43  <coopserver> <Mr. Bojangles> i remember
18:08:20  <coopserver> <Anson> hehe, when i found a bug in TT, i wrote them an email and a week later i got a floppy disk with a patch
18:08:33  <coopserver> <Mr. Bojangles> really?!
18:08:39  <coopserver> <Mr. Bojangles> i was still in cuba
18:08:41  <coopserver> <Mr. Bojangles> it sucked
18:08:47  <coopserver> <Anson> and that new version even had an editor (for TT, without D) which wasn't available otherwise :-)
18:08:49  <coopserver> <Mr. Bojangles> i saw the game first on a friends hacked computer
18:09:01  <coopserver> <Mr. Bojangles> he was playing it off a black/white TV
18:09:05  <coopserver> <Mr. Bojangles> i loved it!
18:09:25  <coopserver> <Mr. Bojangles> so i had to winzip it into 11 floppies to get it home
18:09:32  <coopserver> <Mr. Bojangles> of course, one of the floppies went bad
18:10:10  <coopserver> <Mr. Bojangles> it was the time i learned the lesson of always breaking the game in zips, and asking my friend to not erase them until i confirmed i got them all to my computer
18:10:27  <coopserver> <Mr. Bojangles> of course, we had no internet or game manuals or shit
18:10:35  <coopserver> *** Anson has joined company #5
18:10:36  <coopserver> <Mr. Bojangles> so we were trying to understand things as we went
18:14:28  <coopserver> <Anson> to avoid problems with those trains facing each other, i mostly built a big loop
18:15:15  <coopserver> <Anson> and with some tricky layout of rails around a station, trains mostly prefered starting in one direction, so that all trains would only follow the loop
18:15:31  <coopserver> <Mr. Bojangles> wow
18:15:46  <coopserver> <Mr. Bojangles> i only started building complex stuff when i was already playing the ttdpatch
18:16:13  <coopserver> <Anson> the difficulty settings to not turn around in stations, and similar were quite helpful ... even though that ws intended to make it more difficult, it helped a lot to not get jams
18:16:31  <coopserver> <Mr. Bojangles> yea
18:17:33  <coopserver> <Anson> when i had built a track with 8 lanes, and 16 trains faced each other and thus blocked the whole network, i gave up on playing TT, and resumed only when there was the new version with 1way signals
18:18:43  <coopserver> *** Game paused (connecting clients)
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18:19:04  <coopserver> <Liuk Sk> zdar
18:19:11  <coopserver> <Liuk Sk> hi
18:19:18  <coopserver> <Anson> somthing that didn't work properly in TT, or in TTD, or in any other version up to the most current OTTD is the breakdowns :-(
18:19:19  <coopserver> <Mr. Bojangles> hi
18:19:32  <coopserver> <Mr. Bojangles> yeah breakdowns suck
18:19:53  <coopserver> <Anson> there is nothing you can do against it ... they always stop right on some junction and thne block everything
18:20:36  <coopserver> <Anson> it would be real nice if trains would have some warning, and you could use some conditionals to drive up to 30 tiles until they really break down
18:21:17  <coopserver> <Anson> then you could build servicing stations, use double tracks where endangered trains drive right and leave one lane for working trains, etc
18:21:43  <coopserver> <Anson> but just stopping at random locations, mostly right on some junctions is stupid
18:21:50  <coopserver> <Mr. Bojangles> wow... someone has given it a lot of thought....
18:21:51  <coopserver> *** Liuk Sk has left the game (Leaving)
18:26:03  <coopserver> <Anson> Boj, you got a little jam at Moss Plains ... two platforms are juts not enough for that many trains
18:26:54  <coopserver> <Anson> loading and unloading of pax takes too long with those trains and 2 platforms
18:27:15  <coopserver> <Mr. Bojangles> i knooooo!
18:27:24  <coopserver> <Mr. Bojangles> but i cant think of a solution
18:27:51  <coopserver> <Mr. Bojangles> any ideas?
18:27:53  <coopserver> <Anson> different trains with faster loading times :-)
18:28:05  <coopserver> <Mr. Bojangles> what has a faster loading time that the maglev?
18:28:16  <coopserver> <Mr. Bojangles> i dont think theres a faster loading time than the one im using
18:28:21  <coopserver> <Anson> for pax ? i don't know
18:28:26  <coopserver> <Mr. Bojangles> i have looked
18:28:33  <coopserver> <Anson> but there are trains which load 0,50,100 %
18:29:33  <coopserver> <Mr. Bojangles> im gonna try with one of those beasts...
18:30:29  <coopserver> <Anson> look at holographic universe ... capacity 110 and loading speed 55 ... that is three stages 0,50,100
18:32:01  <coopserver> <Mr. Bojangles> i would have to change the rail type... to much hassle, lets try the slug first
18:32:44  <coopserver> <Anson> changing railtype for the entire net takes only 5 seconds :-)
18:33:08  <coopserver> <Anson> but if you only want to change railtype for one track, that takes a while, if at all possible
18:33:25  <coopserver> <Mr. Bojangles> haha
18:33:35  <coopserver> <Mr. Bojangles> no, i dont like having just one universal rail type
18:33:48  <coopserver> <Mr. Bojangles> i like the idea that you build as you have... so you have old tracks and new ones...
18:34:08  <coopserver> <Mr. Bojangles> this rainbow slugs are the cutest thing ever!
18:34:26  <coopserver> <Anson> look at the intercity maglev ... it has almost the worst loading time ... capacity 30x2 and loading speed 3x2, thus 10 stages
18:44:57  <coopserver> <Anson> oh, that ws a clear case of cold blooded murder ... driving a train into an existing crash site
18:45:05  <coopserver> <Mr. Bojangles> hahahahahahahahahaha
18:45:09  <coopserver> <Mr. Bojangles> evil man
18:45:16  <coopserver> <Mr. Bojangles> got mad at that train
18:45:25  <coopserver> <Mr. Bojangles> for reasons obviusly wrong
18:45:41  <coopserver> <Mr. Bojangles> i mean... it was my fault he was in the wrong place
18:45:54  <coopserver> <Mr. Bojangles> but yet there it was...
18:48:26  <coopserver> <Anson> bad signals at Newcastle Mines
18:48:43  <coopserver> <Anson> a block signal only, for two platforms and a depot ?
18:49:15  <coopserver> <Mr. Bojangles> haha
18:49:19  <coopserver> <Mr. Bojangles> its the girlfrined...
18:49:25  <coopserver> <Mr. Bojangles> shes distracting me with good food
18:49:32  <coopserver> <Mr. Bojangles> gotta stop trying to tdo both
18:49:39  <coopserver> <Mr. Bojangles> see ya laterz
18:49:51  <coopserver> *** Mr. Bojangles has left the game (Leaving)
18:50:05  <coopserver> <Anson> I'll switch to TV and a TCG in the meantime ... CU
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18:56:20  <coopserver> <happy tran sport> hi
18:56:29  <coopserver> <Niko> hi
18:56:36  <coopserver> <happy tran sport> how  things
18:56:46  <coopserver> <Niko> quite well, thx
18:56:48  <coopserver> <Niko> you?
18:56:51  <coopserver> <happy tran sport> good
18:56:58  <coopserver> <Niko> great
18:57:57  <coopserver> <happy tran sport> i  just  got  yester day  from  holday
18:58:37  <coopserver> <happy tran sport> so   larst  week  i did  not  play
18:59:00  <coopserver> <Niko> yeah I thought you are on holiday
18:59:15  <coopserver> <happy tran sport> thats  2  dun  1 to  go
19:01:57  <coopserver> <happy tran sport> i  can  play  for  6  harf  weeks  and then i have to  stop  i  going  to  crete  in grece  for   a  frend  partey
19:02:23  <coopserver> <Niko> Crete, nice :)
19:02:27  <coopserver> <happy tran sport> yep
19:02:38  <coopserver> <happy tran sport> i  bee    ther  a lot
19:02:50  <coopserver> <Niko> I want to go there some day
19:03:10  <coopserver> <happy tran sport> i   live  ther  for 3  years
19:03:40  <coopserver> <Niko> Is there any railways on Crete?
19:03:54  <coopserver> <happy tran sport> but  have  to  cume  back   be cours  it   ver  hard  to  live ther
19:03:58  <coopserver> <happy tran sport> nop
19:05:36  <coopserver> <happy tran sport> or  u can get a ship  from the  mean  land
19:05:41  <coopserver> <Niko> are you from greek mainland?
19:05:42  <coopserver> <happy tran sport> to  crete
19:05:48  <coopserver> <happy tran sport> nop
19:05:56  <coopserver> <happy tran sport> uk
19:06:04  <coopserver> <Niko> I see
19:06:24  <coopserver> <happy tran sport> it  ver  hard to  get  werk  in  vrete
19:06:30  <coopserver> <Niko> a lot of holiday flights from all over europe to crete
19:06:31  <coopserver> <happy tran sport> crete
19:06:40  <coopserver> <happy tran sport> true
19:08:22  <coopserver> <Niko> some mediterranian islands have railways
19:08:50  <happy> yer   but   in  crete  i  dont think  ther  is won
19:09:44  <coopserver> <Niko> I thick sicily is part of the italian mainline rail system
19:09:51  <coopserver> <happy tran sport> yep
19:09:55  <coopserver> <Niko> *I think
19:10:29  <coopserver> <Niko> but sicily is very close to italian continent
19:10:57  <coopserver> <Niko> perhaps a train ferry or tunnel
19:14:25  <happy> ferr   to  crete  u can
19:14:36  <happy> ferry
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19:17:38  <coopserver> <happy tran sport> Niko:   u   need  to  make your  woood  drop of  so 2 train can go  in
19:17:43  <coopserver> <Niko> yes, some former balticsea  ships are cruising there
19:17:50  <coopserver> <happy tran sport> yep
19:19:05  <coopserver> <Niko> thanks, there was one piece of track missing
19:19:10  <coopserver> <happy tran sport> k
19:19:16  <coopserver> <happy tran sport> np
19:22:01  <coopserver> <Niko> I have been experiminting with shorter trains and different track and signal setups
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19:25:32  <happy> i see
19:27:37  <coopserver> <Niko> happy I give you a random picture from this country
19:28:29  <happy> nice
19:28:38  <coopserver> <Niko> tinyurl.com/otbvk96
19:29:34  <happy> nice  train
19:29:37  <coopserver> <Niko> one of the few diesel-hauled regional train routes
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19:29:52  <coopserver> <Niko> mostly they are dmu:s
19:29:58  <happy> yep
19:30:41  <coopserver> <Niko> on the freight side there is a lot ot timber transport
19:31:29  <happy> i see
19:32:47  <coopserver> <Niko> trees are chopped down, transported to local stations and then loaded on trains
19:33:00  <happy> nice
19:33:05  <coopserver> <Niko> to paper mills
19:34:32  <happy> nice
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19:39:34  <happy> k   i  be  back  on the  server  later   i got to wach  Fist of Legend  whive  Jet Li  on  youtube
19:39:43  <coopserver> <Niko> see you
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21:24:28  <coopserver> <Mr. Bojangles> hi!
21:24:32  <happy> hi
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21:33:41  <coopserver> <V453000> yoyo
21:33:43  <coopserver> <happy tran sport> hi v
21:33:46  <coopserver> <Mr. Bojangles> hi!
21:34:02  <coopserver> <happy tran sport> how  things   v
21:34:07  <coopserver> <V453000> great
21:34:20  <coopserver> <V453000> http://dev.openttdcoop.org/attachments/download/6138/3-X_f1.wmv
21:34:21  <coopserver> <Mr. Bojangles> awesome
21:35:04  <happy> nice
21:35:37  <coopserver> <Mr. Bojangles> whats that?
21:35:42  <coopserver> <Mr. Bojangles> you modeling in 3d?
21:35:49  <coopserver> <V453000> yes, new industry newgrf
21:35:53  <happy> yep
21:35:59  <happy> looks  nice
21:36:06  <coopserver> <Mr. Bojangles> swit!
21:36:19  <coopserver> <V453000> there are some other renders at the devzone if you want to see more
21:36:26  <coopserver> <V453000> http://dev.openttdcoop.org/projects/yeti/files
21:36:34  <coopserver> <Mr. Bojangles> cool
21:36:43  <coopserver> <Mr. Bojangles> i'll check it out
21:37:03  <coopserver> <V453000> there is also a blog article on the coop blog about functional features
21:41:06  <coopserver> *** happy tran sport has joined company #7
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21:43:51  <coopserver> <V453000> want to have at least some basic model for every industry soon :)
21:44:12  <coopserver> <happy tran sport> i see
21:44:15  <coopserver> <V453000> not nearly as complex as the machinery factory though
21:44:22  <coopserver> <V453000> that took over 3 weeks I think
21:44:22  <happy> ar
21:49:42  <coopserver> *** happy tran sport has started a new company #INVALID
21:51:19  <V453000> Taede: ^
21:51:25  <V453000> could be related to the wtf?
21:51:33  <V453000> [23:49] <@coopserver> *** happy tran sport has started a new company #INVALID
21:51:36  <V453000> looks strange
21:51:46  <coopserver> <Mr. Bojangles> whats up?
21:52:19  <coopserver> <V453000> there were some errors with IRC bridge lately, possibly caused by creating a new company
21:52:40  <coopserver> <Mr. Bojangles> i see
21:52:44  <coopserver> <V453000> having the company #13 display as company #INVALID is suspicious on its own
21:54:49  <coopserver> <V453000> simple yet nice railway Mr. Bojangles
21:55:01  <coopserver> <V453000> I wouldnt call it a network as almost everything is separate, but it is nice none the less
21:55:06  <coopserver> *** V453000 has started a new company #INVALID
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21:55:17  <coopserver> <Mr. Bojangles> thanks it started being more together
21:55:30  <coopserver> <Mr. Bojangles> but as industries starting producing in the thousands i had to separate a bit
21:55:46  <coopserver> <Mr. Bojangles> i still try to network, but only for separate industries
21:55:49  <coopserver> <Mr. Bojangles> makes sense?
21:55:50  <coopserver> <V453000> just expanding the "together" thing would be more interesting :P
21:56:01  <coopserver> <V453000> also more flexible (:
21:56:23  <coopserver> <Mr. Bojangles> i might not have the intelligence/skill to accomplish that...
21:56:31  <coopserver> <V453000> oh you do
21:56:46  <coopserver> <V453000> all it takes is logical thinking
21:56:53  <coopserver> <V453000> and well, trying
21:57:02  <coopserver> <Mr. Bojangles> also, i was doing only PBS signalling at first and i've been trying to change that
21:57:11  <coopserver> <Mr. Bojangles> use more block signals
21:57:13  <coopserver> <V453000> I noticed, that is good progress already
21:57:35  <coopserver> <V453000> it will make especially major difference once you start making your network more complete
21:57:36  <coopserver> <Mr. Bojangles> i still find PBS more efficient at the entrance of terminus stations
21:57:51  <coopserver> <V453000> sure it is fine to use it there
21:59:21  <coopserver> <Mr. Bojangles> could you look at The Rock Woods station?
21:59:51  <coopserver> <Mr. Bojangles> i wonder if there's a better signalling to use there, i have PBS at both entrances and in front of the station
21:59:59  <coopserver> <Mr. Bojangles> nothing else seems to work
22:00:08  <coopserver> <V453000> no, but at the same time just using 2x2 platforms is generally a better option
22:00:21  <coopserver> <Mr. Bojangles> whats 2x2?
22:00:26  <coopserver> <Mr. Bojangles> sorry dont know the terms
22:00:31  <coopserver> <V453000> just using 2 terminus stations
22:00:42  <coopserver> <Mr. Bojangles> ah! i see
22:00:52  <coopserver> <Mr. Bojangles> so i would have 4 entries
22:01:03  <coopserver> <V453000> no, 2 from each end
22:01:14  <coopserver> <Mr. Bojangles> yea 2 + 2 = 4
22:01:16  <coopserver> <V453000> well, 1 entrance and 1 exit from each end
22:01:18  <coopserver> <V453000> is what I mean
22:01:29  <coopserver> <Mr. Bojangles> oh
22:01:32  <coopserver> <V453000> still, this signalling is the only option for 2-way stations
22:01:56  <coopserver> <V453000> but, I recommend to use 1-way PBS signals always, and 2-way ONLY when there is the situation for them
22:02:05  <coopserver> <V453000> e.g. 1-way at the entrance, 2-way to separate the platforms
22:02:21  <coopserver> <Mr. Bojangles> do you see any example of that in this map? so i can look at it?
22:02:30  <coopserver> <Mr. Bojangles> its hard for me to get your idea in abstract
22:02:38  <coopserver> <V453000> what example
22:02:51  <coopserver> <Mr. Bojangles> of
22:02:56  <V453000> !players
22:02:56  <coopserver> V453000: Client 236 (White) is Mr. Bojangles, in company 1 (Bojangles!)
22:02:57  <coopserver> V453000: Client 238 (Light Blue) is happy tran sport, in company 13 (happy tran sport Transport)
22:02:58  <coopserver> V453000: Spectators: Client 184 (Anson), Client 240 (V453000)
22:03:00  <coopserver> <Mr. Bojangles> a station like the one youre describing
22:03:04  <V453000> !rcon move 240 1
22:03:05  <coopserver> *** V453000 has joined company #1
22:03:45  <coopserver> <V453000> just this
22:04:07  <coopserver> *** happy tran sport has joined spectators
22:04:32  <coopserver> <Mr. Bojangles> yeah! thats what i meaaaant!
22:04:38  <coopserver> <Mr. Bojangles> youve got 4 entrances now
22:04:42  <coopserver> <V453000> no, 2
22:04:45  <coopserver> <V453000> :D and 2 exits (:
22:04:48  <coopserver> <Mr. Bojangles> grrr
22:04:55  <coopserver> *** V453000 has joined spectators
22:04:57  <coopserver> <Mr. Bojangles> x
22:05:28  <coopserver> <V453000> btw I dont think using rail fast for this long trains is very useful
22:05:40  <coopserver> <V453000> it isnt totally awful, but nothing great
22:06:02  <coopserver> <Mr. Bojangles> i was using green rails, (strong)
22:06:04  <coopserver> <V453000> their performance at stations and in the short distances is bad due to the bad acceleration
22:06:19  <coopserver> <V453000> most trains dont react to rails, but strong class is great
22:06:45  <coopserver> <Mr. Bojangles> do you know of a way to have trains autorenew when servicing is OFF?
22:06:51  <coopserver> <Mr. Bojangles> other than doing autoreplace, that is
22:06:56  <coopserver> <V453000> yeah, simply dont
22:07:05  <coopserver> <V453000> no reason to have trains autorenew
22:07:13  <coopserver> <Mr. Bojangles> but i hate red numbers!
22:07:17  <coopserver> <V453000> the train life is just a pointless number
22:07:18  <coopserver> <Mr. Bojangles> they give me creeps
22:07:19  <coopserver> <V453000> meh
22:07:35  <coopserver> <Mr. Bojangles> my brain is wired to hate red numbers in lists
22:07:47  <coopserver> <Mr. Bojangles> meens deficit, gives me an itch in the back of my mind
22:07:51  <coopserver> <V453000> I guess you can set some wtf settings to make it autorenew trains, but I never use it
22:08:00  <coopserver> <Mr. Bojangles> what is wtf?
22:08:15  <coopserver> <V453000> what the fuck, substituted for any word :D
22:08:19  <coopserver> <Mr. Bojangles> hahahahahahahahaha
22:08:38  <coopserver> <Mr. Bojangles> i had an idea before, but it brought troubles with the autoreplace
22:08:48  <coopserver> *** happy tran sport has joined company #13
22:08:51  <coopserver> <V453000> possibly
22:08:55  <coopserver> *** happy tran sport has joined spectators
22:08:56  <coopserver> <Mr. Bojangles> i had a conditional order to go to depot if end life was near
22:09:01  <coopserver> <V453000> I dont really know, autorenew is completely not-useful
22:09:09  <coopserver> <V453000> right
22:09:12  <coopserver> <Mr. Bojangles> oh you pragmatic you
22:09:19  <coopserver> <V453000> that could break autoreplacing indeed
22:09:27  <coopserver> <Mr. Bojangles> the problem with my idea, is that trains would NEVER go to depot unless near endlife
22:09:31  <coopserver> <V453000> y
22:09:32  <coopserver> <Mr. Bojangles> thus not autoreplacing
22:10:03  <coopserver> <V453000> I mean, if you want me to I can make all NUTS trains have life of 666 years if that makes you happy :D
22:10:06  <coopserver> <V453000> no red numbers
22:10:15  <coopserver> <V453000> but that is about as functional fix as the feature itself
22:10:19  <coopserver> <Mr. Bojangles> (:
22:10:25  <coopserver> <Mr. Bojangles> you know... i would love you for it
22:10:35  <coopserver> <V453000> kay
22:10:49  <coopserver> <Mr. Bojangles> not everything in life is functional, look at the pretty flowers we give women (or men)
22:11:06  <coopserver> <V453000> it makes them happy which is functional
22:11:14  <coopserver> <Mr. Bojangles> haha
22:11:16  <coopserver> <Mr. Bojangles> maybe
22:12:57  <coopserver> <V453000> okay 255 is maximum
22:12:59  <coopserver> <V453000> so be it :D
22:13:04  <coopserver> <Mr. Bojangles> greeeeeeat
22:14:16  <coopserver> <Mr. Bojangles> whats the use of the logic engine?
22:14:42  <coopserver> <V453000> logic operations :)
22:14:54  <coopserver> <V453000> switching signals, controlling other trains, ...
22:15:02  <coopserver> <V453000> you got a lot of time for that, trust me :)
22:17:46  <coopserver> *** happy tran sport has joined company #13
22:19:17  <coopserver> <V453000> I wonder how effective would ships be on your coal network
22:19:21  <coopserver> <V453000> since they got some serious capacity
22:20:14  <coopserver> <V453000> [WETRail ships]
22:20:39  <coopserver> <Mr. Bojangles> i thought of it.. but they look so funny to me...
22:20:47  <coopserver> <Mr. Bojangles> i may still give them a try
22:20:59  <coopserver> <V453000> funny is bad owat :D
22:21:02  <coopserver> <Mr. Bojangles> let me plug the water supply that just popped on my island
22:21:13  <coopserver> <Mr. Bojangles> to a tank
22:21:27  <coopserver> <Mr. Bojangles> then i'll change the coal to water
22:21:33  <coopserver> <V453000> :)
22:22:42  <coopserver> <V453000> anyway, NUTS 0.7.1 is on bananas now, so just poke the person who creates the new map to download it first :)
22:23:14  <coopserver> <V453000> there is just one change done, fully working on yeti now :)
22:23:46  <coopserver> <Mr. Bojangles> cool beans!
22:23:58  <coopserver> <Mr. Bojangles> do you know who makes the map? do you know when yeti will launch?
22:24:08  <coopserver> <Mr. Bojangles> id like to play with it
22:24:25  <coopserver> <V453000> well whoever feels like it, most likely Sylf or Jam35
22:24:43  <coopserver> <V453000> YETI, I am HOPING for end of June, whether that is within bounds of reality is unknown
22:25:04  <coopserver> <Mr. Bojangles> cool thanks
22:25:04  <coopserver> <V453000> but I think I will be able to get it done by end of June ... cant promise anything though
22:25:39  <coopserver> <Mr. Bojangles> looks like a a lot of fun to play with
22:26:11  <coopserver> <V453000> although many of the models are going to be quite simple at start, they are going  to be sufficient already, and the functional gameplay impact should be so good that it should indeed be fun :)
22:27:49  <coopserver> <V453000> none of the industries made so far had any system, just random industry chains
22:27:54  <coopserver> <V453000> yeti should change that
22:27:57  <coopserver> <V453000> just like nuts did
22:28:05  <coopserver> <Mr. Bojangles> what did nuts change?
22:28:07  <coopserver> <Mr. Bojangles> what is nuts?
22:28:16  <coopserver> <V453000> the train set used here? :D
22:28:30  <coopserver> <Mr. Bojangles> oh, but whats 'new' about it?
22:28:35  <coopserver> <Mr. Bojangles> besides the silly names
22:28:36  <coopserver> <Mr. Bojangles> (:
22:28:51  <coopserver> <V453000> 1. systematic and functional choice between engines
22:28:58  <coopserver> <V453000> 2. many other functional features
22:29:05  <coopserver> <V453000> 3. yeah, silly stuff which makes for more fun
22:29:29  <coopserver> <V453000> but the first 2 points were and are nonexistent in other train sets
22:29:35  <coopserver> <Mr. Bojangles> what i really like about it is the color/number codes and the universal carriages
22:29:53  <coopserver> <V453000> :) that is because there is system
22:29:55  <coopserver> <V453000> other
22:30:06  <coopserver> <V453000> most other train sets just have one best engine
22:30:08  <coopserver> <V453000> and done
22:30:15  <coopserver> <V453000> obviously gets boring after a while
22:30:50  *** tycoondemon has quit IRC
22:30:51  <coopserver> <V453000> since NUTS has like 40 different engines, one for each different network, you got some time until you can effectively use them all :)
22:31:05  *** tycoondemon has joined #openttdcoop.stable
22:31:30  <coopserver> <Mr. Bojangles> i dont like the PURR lines
22:31:42  <coopserver> <Mr. Bojangles> because its very simple to just use purr from the beginning
22:31:50  <coopserver> <V453000> why is that
22:32:35  <happy> PURR lines  is  the  best
22:33:07  <coopserver> <V453000> beat that argument :D
22:33:47  <happy> i  like    the   PURR lines   it  looks  good  to play  whive
22:33:58  <coopserver> <V453000> universal tracks are just a massive convenience as it gives autreplace the ultimate power to change from any, to any engine
22:34:11  <happy> true
22:34:18  <coopserver> <V453000> secondly, MEOW trains benefit from PURR Bonuses which can be interesting to play with
22:34:39  <coopserver> <V453000> and thirdly yeah, in case you dislike how some tracks look, you can always fix it with PURR (in case you like PURR better)
22:34:41  <coopserver> <Mr. Bojangles> i just think its silly you give me shit for going the easy way and placing pbs galore and then you go the easy way and place purr everywhere
22:35:00  <coopserver> <V453000> why should mass purr be the easy way :)
22:35:20  <coopserver> <Mr. Bojangles> because of the "massive" convinience
22:35:25  <coopserver> <V453000> it just changes graphics of the tracks, and makes them universal
22:35:26  <coopserver> <Mr. Bojangles> convenience
22:35:34  <coopserver> <Mr. Bojangles> exactly so
22:35:40  <coopserver> <V453000> having autoreplace Actually work entirely?
22:35:47  <coopserver> <Mr. Bojangles> which means you'll be potentially building futuristic tracks in the 1950s
22:35:57  <coopserver> <V453000> well sure but how do those tracks help you
22:36:02  <coopserver> <V453000> in no way? :)
22:36:10  <coopserver> <Mr. Bojangles> you dont get to build tracks where monorail will run so early irl
22:36:28  <coopserver> <V453000> NUTS stands for NUTS Unrealistic Train Set
22:36:33  <coopserver> <V453000> the U word is there for a reason
22:36:36  <coopserver> <V453000> irl = care shit bout
22:36:38  <coopserver> <Mr. Bojangles> hahahahahahaha
22:36:39  <coopserver> <Mr. Bojangles> ok
22:36:44  <coopserver> <Mr. Bojangles> (:
22:36:52  <coopserver> <V453000> I care about functional gameplay reasons, that is what makes it fun
22:37:11  <coopserver> <V453000> if autoreplace is stupidly broken, I fix it for player convenience
22:37:32  <coopserver> <V453000> -> player does less slave labour with stupid features and is allowed to think more about the actual network building
22:38:11  <coopserver> <V453000> same deal like with all wagons being equally long, and all engines being equally long
22:38:24  <coopserver> <V453000> again, operational autoreplace
22:38:39  <coopserver> <Mr. Bojangles> yea yea yea
22:38:41  <coopserver> <Mr. Bojangles> (:
22:39:01  <coopserver> <Mr. Bojangles> yet grampa told me hard work is good work
22:39:05  <coopserver> <Mr. Bojangles> :P
22:39:15  <coopserver> <Mr. Bojangles> and dont you dare go against grampa
22:39:19  <coopserver> <V453000> I sez hard work that makes sense :P
22:39:36  <coopserver> *** V453000 has left the game (Leaving)
22:40:09  <V453000> gtg
22:40:11  <V453000> laterz
22:40:15  <coopserver> <happy tran sport> gn v
22:40:21  <coopserver> <Mr. Bojangles> see ya
22:41:05  <coopserver> <happy tran sport> ther a nice    town  net werk
22:41:11  <coopserver> *** happy tran sport has joined spectators
22:41:19  <coopserver> <Mr. Bojangles> where do you mean happy?
22:42:06  <coopserver> <happy tran sport> i  got  a  town net werk  whive  train
22:42:15  <coopserver> <Mr. Bojangles> ?
22:42:22  <coopserver> *** happy tran sport has joined company #13
22:43:25  <coopserver> <happy tran sport> k  see  my  sign   say  happy  town net  werk
22:43:28  <coopserver> *** happy tran sport has joined spectators
22:43:35  <coopserver> <Mr. Bojangles> let me check!
22:44:49  <coopserver> <happy tran sport> or  chek  my train  1 and  u see
22:45:10  <coopserver> <Mr. Bojangles> whaaaaat
22:45:16  <coopserver> <Mr. Bojangles> warenr vale
22:45:22  <coopserver> <happy tran sport> yep
22:47:15  <coopserver> *** happy tran sport has joined company #13
22:47:35  <coopserver> *** happy tran sport has joined spectators
22:48:08  <coopserver> <Mr. Bojangles> happy im still understanding your network
22:50:28  <coopserver> <happy tran sport> k
22:51:19  <coopserver> *** happy tran sport has joined company #13
22:55:20  <coopserver> *** happy tran sport has joined spectators
22:55:47  <coopserver> *** happy tran sport has joined company #2
22:58:58  <coopserver> *** happy tran sport has joined spectators
22:59:40  <coopserver> <happy tran sport> k  lest  see  if  eney  ov  the  company  has  a train  q  need  fixs
23:00:01  <coopserver> *** Mr. Bojangles has left the game (Leaving)
23:00:01  <coopserver> *** Game paused (number of players)
23:02:24  <coopserver> *** happy tran sport has left the game (Leaving)
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