Config
Log for #openttdcoop.stable on 20th August 2014:
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00:11:21  <coopserver> *** MrD2DG has left the game (Leaving)
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09:40:53  <coopserver> *** cronux-afk has changed his/her name to cronux
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09:46:00  <coopserver> *** Vinnie has joined
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09:46:08  <coopserver> <cronux> Hey Vinnie
09:46:09  <coopserver> <Vinnie> howdy partner
09:47:55  <coopserver> <Vinnie> you have one wrong signal blocking your lines
09:49:53  <coopserver> <cronux> I do?
09:57:11  <coopserver> <cronux> Found it!!!
10:23:13  <coopserver> *** Game paused (connecting clients)
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10:46:31  <coopserver> *** Gieke85 has joined
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10:46:59  <coopserver> <Gieke85> howdy folks
10:51:19  <coopserver> <Gieke85> weird, logging back in and all industries have changed locations
11:20:22  <coopserver> <Vinnie> Gieke85: train 45
11:20:24  <coopserver> <Vinnie> 5
11:20:53  <coopserver> <Gieke85> well he seems to be having some fun...
11:21:13  <coopserver> <Vinnie> PBS needs to be block
11:22:34  <coopserver> <Gieke85> that should do it, thanks
11:22:39  <coopserver> <Vinnie> np
11:34:07  <coopserver> <Gieke85> haha got to love when you go back and you are like: how could I every have designed something that stupid?
11:34:22  <coopserver> <Gieke85> crossing a track one way to go back the other like 5 tiles later...
11:42:53  <coopserver> *** Game paused (connecting clients)
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11:42:59  <coopserver> *** NUDNIK has started a new company #15
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11:49:19  <coopserver> <Gieke85> what the diffirence between unload and transfer?
12:54:12  <coopserver> *** mulec has left the game (general timeout)
13:09:59  <coopserver> <Gieke85> how long will this game last?
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13:24:10  <coopserver> <Gieke85> lol there is a grand total of 1 ship allowed...
13:26:55  <V453000> !rcon set max_ships 0
13:26:56  <V453000> there you go
13:27:03  <V453000> changed it
13:27:21  <coopserver> <Gieke85> the ship thing?
13:27:45  <V453000> ya
13:27:55  <coopserver> <Gieke85> it still says "cant buy, to many vehicles in game"
13:28:05  <V453000> I didnt say I increased it
13:28:27  <coopserver> <Gieke85> haha oke, fair point
13:28:39  <coopserver> <Gieke85> ship usage is not encouraged than?
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15:30:17  <coopserver> <Vinnie> hello boys
15:30:24  <coopserver> <Vinnie> crap
15:30:29  <coopserver> <Vinnie> talking to myself again
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19:18:08  <coopserver> *** Game still paused (connecting clients, number of players)
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22:16:36  <coopserver> *** Game still paused (connecting clients, number of players)
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22:17:09  <coopserver> <MrD2DG> Hihi
22:17:14  <coopserver> <Gieke85> evening guys
22:18:51  <coopserver> <Gieke85> would anyone mind checking a design for me?
22:19:04  <coopserver> <MrD2DG> Well I'm the only one here :P
22:19:05  <coopserver> <MrD2DG> Sure
22:19:12  <coopserver> <Gieke85> owh, didnt notice :D
22:19:51  <coopserver> <Gieke85> its just about the signaling for the prio
22:21:08  <coopserver> <Gieke85> ugh, stupid town has to many highrises and not enough normal buildings so it keeps no longer accepting food :S
22:21:41  <coopserver> <MrD2DG> I think that shoul work
22:21:58  <coopserver> <Gieke85> awesome
22:22:26  <coopserver> <MrD2DG> Not sure about the placement of the exit signal though
22:22:45  <coopserver> <Gieke85> how so?
22:23:20  <coopserver> <MrD2DG> Not sure if the PBS combo with that exity signal will work for both bridges
22:23:21  <coopserver> <Gieke85> this should work the same I think
22:23:43  <coopserver> <MrD2DG> If the train goes left it wont
22:24:17  <coopserver> <Gieke85> wouldnt it be the same block as the right one? at least as far as the exit signal is concerned
22:24:29  <coopserver> <MrD2DG> Hmm maybe actually
22:24:41  <coopserver> <Gieke85> yep
22:24:43  <coopserver> <MrD2DG> Yeah
22:25:25  <coopserver> <Gieke85> awesome, thanks :D
22:25:46  <coopserver> <MrD2DG> NP
22:26:37  <coopserver> <Gieke85> how long will this game run for btw?
22:27:01  <coopserver> <MrD2DG> Got some life left in it, usually we restart when people stop playing/ask for a reset
22:27:35  <coopserver> <Gieke85> ah oke, well I am looking forward to start fresh tbh, the things I build now was good to learn, but its a mess :DS
22:28:01  <coopserver> <MrD2DG> :P Yeah the #coop servers in general are great for learning new things
22:29:10  <coopserver> <Gieke85> would you mind checking checking 1 more thing?
22:29:16  <coopserver> <MrD2DG> Sure
22:29:46  <coopserver> <Gieke85> I read something on the wiki I dont quite understand, I understand the fork in the overflow, but why do they advice the fork in the station lines?
22:30:24  <Sylf> you don't technically need those folks
22:30:47  <Sylf> but when you build and rebuild stuff, you have a good chance that trains get lost because of the temporary missing tracks somewhere
22:30:54  <coopserver> <MrD2DG> Something to do with the games pathfinding, lost trains can attempt to enter occupied platforms in certain orientations
22:31:11  <coopserver> <MrD2DG> But yeah they aren't necessary for the most part
22:31:19  <coopserver> <Gieke85> wouldnt the exit signals block that though?
22:31:29  <Sylf> not the lost trains
22:31:47  <coopserver> <MrD2DG> Yes but it wouldn't block the train for attempting to go to the platform , thus blocking the junction
22:32:13  <coopserver> <MrD2DG> *from
22:32:16  <coopserver> <Gieke85> if I am correct the lost train would actually use the overflow, get back into the depot and be able to take the station exit though
22:32:36  <Sylf> lost trains in the overflow is completely another matter
22:32:41  <coopserver> <MrD2DG> ^
22:32:55  <coopserver> <MrD2DG> That overflow will work fine for trains routed to the station
22:33:09  <Sylf> a truly lost train that enter an overflow can get stuck in the overflow system, if there's no escape route for them
22:33:38  <coopserver> <Gieke85> ah yeah, for the station trains it wouldnt matter because depot is just an other route with high penalty
22:35:05  <coopserver> <Gieke85> so how do you get lost trains to fix themselfs in that situation?
22:35:27  <Sylf> manually create an escape path
22:35:56  <Sylf> or include the escape path in the overflow design
22:36:05  <coopserver> <MrD2DG> He has the escape path from the depot line
22:36:56  <coopserver> <MrD2DG> But to ensure that the lost trains go to the depot line or an empty platform to turn around those splits are necessary
22:41:54  <coopserver> <Gieke85> should work I think, just dont really like the 2x2 X, would have prefered a 2x1
22:41:54  <coopserver> <MrD2DG> Yeah, but TBH it shouldn't matter too much with a primary pickup station
22:41:54  <coopserver> <MrD2DG> For a high traffic drop or secondary pickup then there are other designs to use
22:41:54  <coopserver> <Gieke85> fair enough
22:44:32  <coopserver> <Gieke85> right, back to my singleplayer designs, thanks for the help guys
22:44:48  <coopserver> <MrD2DG> NP
22:44:51  <coopserver> <MrD2DG> Enjoy :P
22:45:06  <coopserver> *** Gieke85 has left the game (Leaving)

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