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00:01:20 <coopserver> *** Game paused (connecting clients) 00:01:24 <coopserver> *** Mr. Bojangles has joined 00:01:24 <coopserver> *** Game unpaused (connecting clients) 00:03:37 <coopserver> *** Game paused (connecting clients) 00:03:43 <coopserver> *** Yugi_D has joined 00:03:43 <coopserver> *** Game unpaused (connecting clients) 00:03:45 <coopserver> <Mr. Bojangles> hi 00:03:50 <coopserver> <Yugi_D> hello 00:04:46 <coopserver> *** Yugi_D has joined company #2 00:18:18 <coopserver> *** Yugi_D has left the game (Leaving) 00:33:49 *** Brumi has quit IRC 00:35:07 <coopserver> *** Mr. Bojangles has left the game (Leaving) 01:01:39 <coopserver> *** Game paused (connecting clients) 01:01:51 <coopserver> *** John Adams has joined 01:01:51 <coopserver> *** John Adams has started a new company #INVALID 01:01:51 <coopserver> *** Game unpaused (connecting clients) 01:04:26 <coopserver> *** John Adams has left the game (Leaving) 01:17:08 *** tycoondemon has quit IRC 01:17:23 *** tycoondemon has 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#openttdcoop.stable 13:12:36 *** happy has joined #openttdcoop.stable 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 13:19:43 <coopserver> *** Game unpaused (number of players) 13:21:51 <coopserver> *** Anson has joined company #5 13:30:37 <happy> hi anson how things going 13:30:43 <coopserver> *** Game paused (connecting clients) 13:30:46 <coopserver> *** happy tran sport has joined 13:30:46 <coopserver> *** Game unpaused (connecting clients) 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 13:40:00 <coopserver> *** happy tran sport has joined company #5 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 15:00:59 *** tycoondemon has quit IRC 15:01:13 *** tycoondemon has joined #openttdcoop.stable 15:31:03 *** Godde has quit IRC 15:35:57 *** Godde has joined #openttdcoop.stable 15:50:46 <coopserver> *** Anson has joined spectators 15:50:46 <coopserver> *** Game paused (number of players) 15:50:49 <happy> !date 15:50:49 <coopserver> Aug 11 2172 16:25:46 <coopserver> *** Game still paused (connecting clients, number of players) 16:25:50 <coopserver> *** Mr. Bojangles has joined 16:25:50 <coopserver> *** Game still paused (number of players) 16:25:50 <coopserver> *** Game unpaused (number of players) 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! 16:43:07 *** ODM has joined #openttdcoop.stable 16:43:07 *** ChanServ sets mode: +o ODM 16:43:26 <coopserver> <Mr. Bojangles> im trying so hard to get to 100% performance... just a few stations away 16:43:41 <coopserver> *** Mr. Bojangles has left the game (Leaving) 16:43:41 <coopserver> *** Game paused (number of players) 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 17:20:16 <coopserver> *** Game still paused (connecting clients, number of players) 17:20:20 <coopserver> *** Mr. Bojangles has joined 17:20:20 <coopserver> *** Game still paused (number of players) 17:20:20 <coopserver> *** Game unpaused (number of players) 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 17:36:24 <coopserver> *** KirdeX has joined 17:36:24 <coopserver> *** KirdeX has started a new company #INVALID 17:36:24 <coopserver> *** Game unpaused (connecting clients) 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 17:38:32 <coopserver> *** Game paused (connecting clients) 17:38:34 <coopserver> *** nerio has joined 17:38:34 <coopserver> *** Game unpaused (connecting clients) 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 17:38:51 *** Mark has joined #openttdcoop.stable 17:38:53 *** Webster sets mode: +o Mark 17:39:10 <coopserver> <Mr. Bojangles> also, why dont add the other diagonal line so that trains enter faster 17:39:14 <coopserver> *** nerio has left the game (Leaving) 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 17:52:57 <coopserver> *** Game paused (connecting clients) 17:53:01 <coopserver> *** happy tran sport has joined 17:53:01 <coopserver> *** Game unpaused (connecting clients) 17:53:39 <coopserver> *** happy tran sport has left the game (Leaving) 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) 18:19:00 <coopserver> *** Liuk Sk has joined 18:19:00 <coopserver> *** Game unpaused (connecting clients) 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 18:51:44 <coopserver> *** Anson has joined spectators 18:51:44 <coopserver> *** Game paused (number of players) 18:55:09 <coopserver> *** Game still paused (connecting clients, number of players) 18:55:13 <coopserver> *** happy tran sport has joined 18:55:13 <coopserver> *** Game still paused (number of players) 18:56:11 <coopserver> *** Game still paused (connecting clients, number of players) 18:56:16 <coopserver> *** Niko has joined 18:56:16 <coopserver> *** Game still paused (number of players) 18:56:16 <coopserver> *** Game unpaused (number of players) 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 19:16:04 *** Mark has quit IRC 19:16:45 *** Mark has joined #openttdcoop.stable 19:16:46 *** Webster sets mode: +o Mark 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 19:22:47 *** [1]Mark has joined #openttdcoop.stable 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 19:29:48 *** Mark has quit IRC 19:29:48 *** [1]Mark is now known as Mark 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 19:37:32 *** tycoondemon has quit IRC 19:37:46 *** tycoondemon has joined #openttdcoop.stable 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 19:39:45 <coopserver> *** happy tran sport has left the game (Leaving) 19:40:00 <coopserver> *** Niko has left the game (Leaving) 19:40:00 <coopserver> *** Game paused (number of players) 19:42:58 <coopserver> *** Game still paused (connecting clients, number of players) 19:43:05 <coopserver> *** [FR]Syl59 has joined 19:43:05 <coopserver> *** Game still paused (number of players) 19:45:16 <coopserver> *** Game still paused (connecting clients, number of players) 19:45:20 <coopserver> *** Player has joined 19:45:20 <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so. 19:45:20 <coopserver> *** Player has started a new company #INVALID 19:45:20 <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so. 19:45:20 <coopserver> *** Player has joined spectators 19:45:20 <coopserver> *** Game still paused (number of players) 19:45:57 <coopserver> <Player> !pxg 19:46:06 <coopserver> <Player> !name pxg 19:46:06 <coopserver> *** Player has changed his/her name to pxg 19:46:39 <coopserver> *** pxg has joined company #11 19:46:39 <coopserver> *** Game unpaused (number of players) 19:46:55 <coopserver> *** [FR]Syl59 has joined company #8 19:53:12 <coopserver> *** [FR]Syl59 has left the game (Leaving) 19:53:55 *** Djanxy has joined #openttdcoop.stable 19:57:56 *** Brumi has quit IRC 20:09:47 <coopserver> *** Game paused (connecting clients) 20:09:55 <coopserver> *** John Adams has joined 20:09:55 <coopserver> *** Game unpaused (connecting clients) 20:11:21 <coopserver> *** John Adams has started a new company #INVALID 20:23:28 <coopserver> *** John Adams has joined spectators 20:23:34 <coopserver> *** John Adams has joined company #12 20:24:23 *** ODM has quit IRC 20:25:03 <coopserver> *** John Adams has left the game (Leaving) 20:47:58 *** Djanxy has quit IRC 20:55:25 *** Brumi has joined #openttdcoop.stable 21:24:16 <coopserver> *** Game paused (connecting clients) 21:24:21 <coopserver> *** Mr. Bojangles has joined 21:24:21 <coopserver> *** Game unpaused (connecting clients) 21:24:28 <coopserver> <Mr. Bojangles> hi! 21:24:32 <happy> hi 21:24:49 <coopserver> *** Game paused (connecting clients) 21:24:53 <coopserver> *** happy tran sport has joined 21:24:54 <coopserver> *** Game unpaused (connecting clients) 21:32:34 <coopserver> *** pxg has left the game (Leaving) 21:33:35 <coopserver> *** Game paused (connecting clients) 21:33:37 <coopserver> *** V453000 has joined 21:33:37 <coopserver> *** Game unpaused (connecting clients) 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 21:41:43 <coopserver> *** happy tran sport has joined spectators 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 21:55:15 <coopserver> *** V453000 has joined spectators 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) 23:06:19 *** Brumi has quit IRC 23:16:48 *** Mark has quit IRC 23:27:00 *** happy has quit IRC