Config
Log for #openttdcoop on 28th December 2009:
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00:00:16  *** weaselboy246 has joined #openttdcoop
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00:19:50  <PublicServer> <sparr> bridge penalties are annoying when you have split bridges
00:36:49  <JinGleeBell> split bridges?
00:37:01  <PublicServer> <sparr> multiple bridges to avoid a signal gap
00:37:17  <JinGleeBell> Oh...
00:37:32  <JinGleeBell> I didn't think they were special enough to warrant a name.
00:37:55  <PublicServer> <sparr> well, i think that part of the reason bridges get a pathfinding penalty is because most normal players don't do that
00:38:58  <JinGleeBell> I really should finish my pathfinder model :|
00:44:45  <De_Ghosty> normal?
00:44:46  <De_Ghosty> this
00:44:47  <De_Ghosty> IS
00:44:52  <De_Ghosty> OTTDCOOP
00:45:54  <KenjiE20> One does not simply "SPARTA" into #openttdcoop
00:53:09  <JeromeBlackridge> Wait Sparta is DoWing on TPF tonight?
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01:05:47  <Lillefix> !password
01:05:47  <PublicServer> Lillefix: flakes
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01:10:59  <PublicServer> <sparr> what is the optimal packing for TL3?
01:11:04  <PublicServer> <sparr> 5 tiles between them?
01:11:17  <JinGleeBell> Optimal packing?
01:11:34  <PublicServer> <sparr> the closest that consecutive trains can be together without producing traffic problems
01:11:58  <JinGleeBell> Pah, they spread out over time anyway.
01:12:04  <PublicServer> <sparr> why?
01:12:57  <PublicServer> <sparr> i'm building a train packer
01:13:04  <PublicServer> <sparr> so that SLs can merge more effectively
01:13:04  <JinGleeBell> It's an intrinsic inherant behaviour of the trains.
01:13:31  <PublicServer> <sparr> seems like trains stay the same distance apart as long as nothing hinders them
01:13:35  * JinGleeBell <3 emergant behaviours.
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02:06:16  <PublicServer> <sparr> wood production plummeted again
02:06:18  <PublicServer> <sparr> and rose again
02:06:22  <PublicServer> <sparr> around 2278-2280
02:08:23  <PublicServer> <sparr> I added a train packer to the ML in network 4, on one of two lines
02:08:50  <PublicServer> <sparr> my theory is that a 1-4 day delay in every delivery is LESS impact than the delays caused by inefficient merging in SLHs
02:09:01  <PublicServer> <sparr> a train can wait at a SLH prio for a month+
02:09:14  <PublicServer> <sparr> while 6-8 tile gaps go past
02:17:06  <PublicServer> *** sparr has left the game (leaving)
02:17:06  <PublicServer> *** Game paused (not enough players)
02:17:24  <sparr> anyone around?
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04:35:08  <De_Ghosty> if you need to pack em
04:35:15  <De_Ghosty> it's time to build another line
04:35:17  <De_Ghosty> :o
04:35:39  <De_Ghosty> the last packer i saw was huge
04:35:48  <De_Ghosty> and timing it i think was a fluk
04:36:37  <De_Ghosty> imo
04:36:45  <De_Ghosty> i think you should never run a line past 80%
04:36:54  <De_Ghosty> sometimes there is flux of trains :o
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07:00:25  <sparr> De_Ghosty: oh, the packer isn't necessary
07:00:30  <sparr> the network is under-loaded
07:00:35  <sparr> i just felt like building one :)
07:00:53  <sparr> the packer on wood drop 03 might be needed...
07:00:56  <sparr> but the one i built, no
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07:14:50  <leila> !players
07:14:52  <PublicServer> leila: Client 178 is Grayson, a spectator
07:18:47  <sparr> also...  a packer makes the line more efficient even when it's not fully loaded
07:19:16  <sparr> or, it can
07:19:25  <sparr> whether it does overall is something id love to come up with a good way to test
07:20:20  <leila> @packer
07:20:25  <sparr> my theory is that it is less time-wasting to delay every train on the ML by a small number of days than it is to leave the ML unpacked and incur much longer delays on SLH prios
07:21:13  <leila> I am guessing that packer thing is a very new construction ?
07:21:20  <sparr> apparently it's been done before
07:21:23  <sparr> today is the first i saw one
07:21:37  <sparr> basically you take incoming trains and split them onto parallel tracks
07:21:53  <sparr> then release them in such a fashion that they merge into an optimally dense full-speed line
07:22:01  <sparr> with minimal gaps between trains
07:22:17  <leila> Sounds rather hard to accomplish
07:22:29  <sparr> easy with enough space :)
07:22:32  <sparr> making it smaller is hard
07:23:08  <leila> but basically you buffer up a bunch of trains
07:23:13  <sparr> side by side
07:23:24  <sparr> -<EEEE
07:23:53  <sparr> then you release them in such a way that when they get to the merge they are the right distance apart
07:24:19  <sparr> the two i've seen so far used same-length parallel tracks, with bridges to slow down some of the trains
07:24:33  <sparr> I am going to try to build one where the buffer is staggered
07:24:47  <sparr> will be longer, but more accurate and easy to build
07:25:19  <sparr> if you want to see one, spectate the current game and look at WOOD DROP 03
07:25:28  <leila> At work atm :)
07:25:37  <sparr> pshaw
07:29:15  <leila> but a horrible inefficient would be one where there is like X parallell tracks that can have the the max tl trains, making them stop, and then release them one at a time, hoping that the acceleration of all trains would be the same.
07:31:19  <sparr> would also be much harder to build
07:31:38  <sparr> releasing them all at requires *relatively* trivial "logic" train construction
07:31:41  <sparr> all at once
07:32:04  <leila> ah logic trains, those make me smile :)
07:32:24  <leila> First time encountered those I went: Aha... that actually looks like a timer ...
07:33:12  <leila> but with a logic train you could just trigger a green light at the right interval I suppose
07:34:56  <leila> Maybe I should get out of my lazy ass, brush up the c++ skills and add "logic signals" to the game ;)
07:39:11  <leila> But. I am realy getting stuck on the "And how is a normal user actually going to understand the workings"
07:40:45  <Grayson> I guess no one had that in mind when they programmed the Street Fighter II move combos. :-P
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07:41:55  <De_Ghosty> logc train would be betterif we can link em without useing tracks
07:42:06  <De_Ghosty> sometimes its hard getting the tracks to the palce
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07:43:55  <leila> Grayson: XD
07:45:05  <sparr> leila: i think programmable signals could be implemented in a way that is no more complicated than the current conditional order interface
07:45:19  <leila> De_Ghosty: the way I thought it would work was with: A logic sign can be "Tagged" wit a name. Another logic signal can then use the simple boolean operators (or, and, xor, not) in combination with the tags.
07:45:40  <sparr> i envision an orders interface for signals, and each signal "knows" how many reds and greens are visible ahead and behind it
07:46:05  <sparr> with just that we could eliminate 99% of the logic trains and tracks currently in use
07:46:25  <sparr> what currently takes a hundred tiles of track and 4 trains could be done with one train and ten tiles of track
07:46:50  <leila> sparr: I am not familier with this "conditional orders interface".
07:46:54  <sparr> so the signal would be a state machine (like trains are now)
07:46:59  <leila> sparr: yes that would nullify the prios
07:47:09  <sparr> leila: heh, i used conditional orders for the first time today, have you not?
07:47:31  <leila> Today was wake-up, groan, shower and go to work :)
07:47:44  <sparr> in the train orders dialog, click the dropdown by GO TO, then "conditional order jump".  basically you have one construct "IF _____ THEN GOTO ORDER #X"
07:48:01  <sparr> and _____ has a half dozen variables and a few comparison operators
07:48:07  <leila> where ____ can be full / empty and such ?
07:48:52  <sparr> IF [age / speed / load / a few other things] [=, !=, <=, <, >, >=] [text field] THEN...
07:49:09  <sparr> full is "load = 100"
07:49:23  <leila> that is pretty neat.
07:49:35  <sparr> yeah, i hadnt used it, was only somewhat aware of it
07:49:36  <leila> That at least means there is an interperter in the code :)
07:49:44  <sparr> needed it today
07:49:54  <sparr> had a loop around 4 train stations to shuttle pax to an airport
07:50:05  <sparr> used conditional orders to make the trains bypass stations when they were full
07:50:09  <sparr> go directly to the airport
07:50:36  <leila> and each trains starts at a different station ?
07:50:45  <sparr> nah
07:50:50  <sparr> they all share the orders
07:50:56  <sparr> PITA to do it otherwise
07:51:10  <sparr> so the first station had to be a bit bigger
07:51:28  <leila> that is true. Was just thinking that it could be possible that the last station was never serviced
07:51:34  <sparr> what I'd love to see is "random" as a conditional variable :)
07:51:52  <sparr> THAT is a patch that I could probably write
07:52:15  <sparr> oh
07:52:18  <sparr> someone already wrote it :(
07:52:23  <leila> XD
07:52:40  <sparr> http://bugs.openttd.org/task/1989
07:53:13  <leila> well it makes it easier.
07:53:19  <sparr> which is a dupe of a previous patch :)
07:53:34  <leila> I think it would be nice to regulate the trains speed as well...
07:55:30  <sparr> heh
07:55:42  <sparr> someone built a "yellow light" with a logic train
07:55:50  <sparr> flashes red, causes a train to proceed at a certain % speed
07:56:20  <leila> well.. that is it basically. Just without the need for the logic train
07:56:46  <sparr> http://www.tt-forums.net/viewtopic.php?t=38317
07:56:47  <Webster> Title: Transport Tycoon Forums • View topic - Patch: More conditonal orders (r15271) (at www.tt-forums.net)
07:56:48  <sparr> ooooh, i want
07:57:04  <sparr> 'Next station accepts' and 'Waiting at next station' as conditions
07:57:21  <sparr> SRNW would be SO much easier to build with that sort of stuff
07:58:39  <leila> indeed
07:59:37  <leila> if (coal transported >= 74%) skip station :)
08:01:06  <sparr> Jump if next station has X platforms free
08:01:49  <sparr> it seems like so many of the things i want to see in openttd are already written
08:01:56  <sparr> just not polished enough to make it into trunk
08:02:52  <leila> tho.. this all might make the game to easy :)
08:04:02  <sparr> meh
08:04:14  <sparr> the game, overall, is easy to the point of being broken
08:04:26  <Razaekel> heh
08:04:50  <sparr> the only challenge to playing the whole game is in friendly multiplayer
08:04:51  <Razaekel> yea, once you hit the teetering point between profitability and brokeness into profitability, you never look back
08:04:56  <sparr> so i prefer to play subsets of the game
08:05:00  <sparr> attacking small bits like puzzles
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08:54:58  <Obli> !password
08:54:58  <PublicServer> Obli: ratted
08:55:35  <Obli> mornin people!
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08:59:19  <Obli> :)
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09:12:10  <leila> Good morning.
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09:48:11  <Xaroth> sparr: TTD, by design, has always been -too easy- for it to be challenging
09:52:02  <Phazorx> password
09:52:06  <Phazorx> !password
09:52:06  <PublicServer> Phazorx: salute
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09:54:54  <Phazorx> !players
09:54:55  <PublicServer> Phazorx: There are currently no clients connected to the server
09:55:01  <Phazorx> err...
09:55:30  <Phazorx> why it fails to sync then
09:57:20  <Zuu> Phazorx: Do you have any static grfs in your openttd.cfg?
09:58:18  <Zuu> Also, the sync is done between your client and the server. The number of clients connected to the server shouldn't matter. Only inconcistencies between your client and the server.
10:01:27  <pugi> Phazorx is just failing :D
10:02:23  <Ammler> hmm, is it still possible to crash when you use problematic statig grfs?
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10:06:16  <persil> !password
10:06:16  <PublicServer> persil: ginned
10:06:24  <Phazorx> Ammler: noidea but there were no changes since yesterday anywhere near openttd
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10:11:27  <Ammler> well, it looks more like connection issues (slow)
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10:13:01  <persil> @logs
10:13:01  <Webster> Logs: http://hyru.ath.cx:60080/~kenji/ottdcoop/
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10:16:27  <Phazorx> !password
10:16:27  <PublicServer> Phazorx: wrests
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10:19:24  <PublicServer> <Phazorx> too bad osai will not see his idea powering this exit
10:22:20  <PublicServer> <Phazorx> damn who broke mlh01
10:22:28  <Phazorx> !unpause
10:22:28  <PublicServer> Phazorx: you must be channel op to use !unpause
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10:23:04  <Phazorx> unpause
10:23:08  <Phazorx> !unpause
10:23:09  <PublicServer> *** Phazorx has unpaused the server. (Use !auto to set it back.)
10:23:10  <PublicServer> *** Phazorx has left the game (connection lost)
10:23:11  <PublicServer> *** Game paused (not enough players)
10:23:28  <Phazorx> !password
10:23:28  <PublicServer> Phazorx: wrests
10:23:37  <PublicServer> *** Phazorx joined the game
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10:23:40  <PublicServer> *** Game paused (not enough players)
10:23:45  <Phazorx> interestic
10:23:49  <Phazorx> now i get desyncs
10:24:07  <PublicServer> *** Phazorx joined the game
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10:24:08  <PublicServer> *** Game paused (not enough players)
10:24:18  <Phazorx> can anyone else join?
10:25:20  <Phazorx> !date
10:25:20  <PublicServer> Phazorx: 21 Feb 2281
10:29:00  <pugi> !dl win32
10:29:00  <PublicServer> pugi: http://binaries.openttd.org/nightlies/trunk/r18594/openttd-trunk-r18594-windows-win32.zip
10:29:18  <pugi> !password
10:29:18  <PublicServer> pugi: fonder
10:29:46  <pugi> one moment :D
10:29:53  <Phazorx> k thx
10:30:31  <PublicServer> *** pugi has left the game (connection lost)
10:30:31  <PublicServer> *** Game paused (not enough players)
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10:30:37  <pugi> :O
10:30:47  <pugi> can't sync
10:30:48  <pugi> hmm
10:30:49  <Phazorx> Ammler: out of luck
10:31:00  <Phazorx> it's server not my client it seems
10:31:09  <Phazorx> but we both on win
10:31:25  <PublicServer> *** pugi joined the game
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10:31:27  <PublicServer> *** Game paused (not enough players)
10:31:30  <pugi> hmm
10:31:33  <pugi> i'll stay in
10:31:36  <pugi> until i click :D
10:32:09  <PublicServer> *** pugi joined the game
10:32:10  <Phazorx> i tried to zoom in
10:32:26  <pugi> works as spec
10:32:37  <Phazorx> !unpause
10:32:37  <PublicServer> *** Phazorx has unpaused the server. (Use !auto to set it back.)
10:32:41  <PublicServer> *** pugi has joined company #1
10:32:43  <Phazorx> runs?
10:32:46  <pugi> ah
10:32:47  <pugi> nw
10:32:48  <pugi> now
10:32:50  <pugi> join as spec
10:32:54  <pugi> and then join company
10:32:56  <pugi> worked for me
10:33:06  <Phazorx> !pause
10:33:06  <PublicServer> *** Phazorx has paused the server.
10:33:07  <PublicServer> *** Game paused (not enough players)
10:33:13  <Phazorx> !password
10:33:13  <PublicServer> Phazorx: fonder
10:33:24  <PublicServer> *** Phazorx joined the game
10:33:37  <Phazorx> !unpause
10:33:37  <PublicServer> *** Phazorx has unpaused the server. (Use !auto to set it back.)
10:33:45  <PublicServer> *** Phazorx has left the game (connection lost)
10:33:48  <pugi> hmm
10:33:51  <Phazorx> click and death
10:33:57  <Phazorx> !auto
10:33:57  <PublicServer> *** Phazorx has enabled autopause mode.
10:33:58  <PublicServer> *** Game paused (not enough players)
10:34:00  <pugi> did you join as spec first?
10:34:06  <Phazorx> yes
10:34:08  <pugi> okay
10:34:10  <Phazorx> i was joined as spec
10:34:13  <Phazorx> when i dced
10:34:14  <pugi> then i am out of ideas :D
10:34:15  <pugi> ah
10:34:15  <pugi> okay
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10:45:52  <floffe> !password
10:45:52  <PublicServer> floffe: verged
10:46:02  <floffe> !grf
10:46:02  <PublicServer> floffe: http://www.openttdcoop.org/wiki/GRF (Version 7.3)
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10:46:29  <cep> !password
10:46:29  <PublicServer> cep: verged
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10:51:20  <Phazorx> !ïàññâîðä
10:51:25  <Phazorx> !password
10:51:25  <PublicServer> Phazorx: verged
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10:52:13  <Phazorx> !unpase
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10:52:17  <Phazorx> !unpause
10:52:17  <PublicServer> *** Phazorx has unpaused the server. (Use !auto to set it back.)
10:52:32  <Phazorx> !pause
10:52:32  <PublicServer> *** Phazorx has paused the server.
10:52:34  <Phazorx> !unpause
10:52:34  <PublicServer> *** Phazorx has unpaused the server. (Use !auto to set it back.)
10:52:43  <PublicServer> <Phazorx> interesting
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11:09:19  <floffe> !ip
11:09:24  <floffe> !password
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11:12:20  *** ChanServ sets mode: +v Phazorx
11:12:37  <Webster> The third coop bot
11:13:06  <PublicServer> *** Player has left the game (connection lost)
11:14:07  <floffe> !password
11:14:07  <PublicServer> floffe: crazes
11:15:00  <PublicServer> *** Player joined the game
11:15:00  <Webster> Player, please change your in game nick
11:18:13  <PublicServer> <Phazorx> player name yourself plz
11:20:04  <PublicServer> *** Player has left the game (leaving)
11:22:23  <PublicServer> *** Hribek joined the game
11:22:24  <PublicServer> *** Hribek has left the game (connection lost)
11:22:43  <Phazorx> desync issues?
11:22:48  <Hribek> Yes.
11:22:51  <Phazorx> same here
11:22:54  <Phazorx> i'll pause
11:22:57  <Phazorx> join as spec
11:22:59  <Phazorx> !pause
11:22:59  <PublicServer> *** Phazorx has paused the server.
11:22:59  <PublicServer> *** Game paused (not enough players)
11:23:03  <Hribek> Ok
11:23:09  <PublicServer> <Phazorx> then switch
11:23:12  <PublicServer> <Phazorx> then i unpau
11:23:26  <PublicServer> *** Hribek joined the game
11:23:49  <PublicServer> <Phazorx> all good so far?
11:23:54  <PublicServer> <Hribek> Seems to be.
11:24:00  <PublicServer> <Phazorx> switch to company?
11:24:32  <PublicServer> *** Hribek has joined company #1
11:24:38  <Phazorx> !unpause
11:24:38  <PublicServer> *** Phazorx has unpaused the server. (Use !auto to set it back.)
11:24:48  <PublicServer> <Phazorx> no idea why
11:24:57  <PublicServer> <Phazorx> but i had desync issues too
11:25:06  <PublicServer> <Hribek> huh.
11:39:26  <sietse> !password
11:39:26  <PublicServer> sietse: pueblo
11:39:36  <PublicServer> *** Sietse joined the game
11:39:37  <PublicServer> <Sietse> hello
11:39:56  <PublicServer> <Hribek> Hello/
11:40:19  <PublicServer> <Hribek> I think I've done the train overflow buffer for 02 pickup
11:40:25  <PublicServer> <Hribek> Want to check it?
11:40:48  <PublicServer> <Phazorx> well you know how can it be checked very easy?
11:40:55  <PublicServer> <Hribek> I know.
11:43:22  <PublicServer> <Phazorx> what is !WTF?
11:45:08  <PublicServer> <Phazorx> it blocks ML
11:45:27  <PublicServer> <Phazorx> i mean your contaption
11:45:52  <PublicServer> <Hribek> Because I'm testing it and it's not working that great.
11:45:57  <PublicServer> <Phazorx> and tbhi dont get the idea
11:46:09  <PublicServer> <Phazorx> i'll check when you say it is done then :)
11:46:12  <PublicServer> <Hribek> That's why I asked
11:46:38  <PublicServer> <Hribek> Ehh, can you give me a hint or so?
11:46:47  <PublicServer> <Phazorx> well check 03 pickup
11:46:56  <PublicServer> <Hribek> The crucial element of this is a depot that doesn't release trains when there are trains incoming
11:46:57  <PublicServer> <Phazorx> if train can not enter station
11:46:59  <PublicServer> <Phazorx> it should depoyt
11:47:16  <PublicServer> <Phazorx> well that can be done with easy prio
11:47:23  <PublicServer> <Hribek> Show me, please.
11:47:28  <PublicServer> <Phazorx> a longer one tho
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11:47:45  *** ChanServ sets mode: +o KenjiE20
11:49:50  <PublicServer> <Phazorx> too long now
11:50:46  <PublicServer> <Phazorx> but whatever you do it should be much closer to station
11:50:51  <PublicServer> <Phazorx> basicaly like 03 has it
11:50:55  <PublicServer> <Sietse> lacking balance imo
11:51:02  <PublicServer> <Phazorx> one train in queue - rest go to depots
11:51:29  <PublicServer> <Phazorx> i also dont se how this can force trains to depot continuously
11:51:34  <PublicServer> <Sietse> all trains are on the northern most track
11:51:41  <PublicServer> <Phazorx> w/o blocking
11:51:50  <PublicServer> <Phazorx> Sietse: that doesnt really matter
11:51:55  <PublicServer> <Phazorx> but interesting why :)
11:52:12  <PublicServer> <Hribek> I think I know why
11:52:21  <PublicServer> <Sietse> it does, since that line is at 100% capacity at certain times
11:52:25  <PublicServer> <Sietse> BBH01
11:52:26  <PublicServer> <Hribek> because the trains are mostly departing using the southernmost track
11:52:41  <PublicServer> <Phazorx> bbh does no mixing
11:52:41  <PublicServer> <Hribek> Since the switcher was added
11:52:45  <PublicServer> <Phazorx> it is not a hub eve
11:52:52  <PublicServer> <Phazorx> just 3 lanes pass through same spot
11:53:29  <PublicServer> <Hribek> Well there is aomse attempt at balancing by csuke after it
11:53:35  <PublicServer> <Hribek> *some
11:53:44  <PublicServer> <Phazorx> well these attempts are disconnected
11:53:50  <PublicServer> <Phazorx> as they are unneded
11:54:11  <PublicServer> <Phazorx> till we get 4th lane between mslh01 and bbh
11:54:34  <PublicServer> <Hribek> third. you mean?
11:55:00  <PublicServer> <Phazorx> yeah 3rd
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11:55:38  <PublicServer> <Phazorx> check 03 pickup
11:55:41  <PublicServer> <Phazorx> S side
11:55:42  <PublicServer> <Phazorx> i stoped train
11:55:43  <PublicServer> <Sietse> there should be mixing before goods drop imo
11:55:48  <PublicServer> <Phazorx> so now all incomming go to depots
11:55:49  <PublicServer> <Sietse> or after
11:55:56  <PublicServer> <Phazorx> Sietse:  no point really
11:56:10  <PublicServer> <Phazorx> untill there is difference between incomming and outgoing lines
11:56:11  <PublicServer> <Hribek> Oh regarding    !WTF?
11:56:26  <PublicServer> <Phazorx> and yeah wtf is very wtfy
11:56:35  <PublicServer> <Phazorx> but see that stopped train there
11:56:35  <PublicServer> <Hribek> That's something I temp added there because some depoted goods trains were in the 03 overflow
11:56:44  <PublicServer> <Hribek> I forgot to remove it
11:57:05  <Varan> !help
11:57:05  <PublicServer> Varan: http://www.openttdcoop.org/wiki/IRC_Commands
11:57:12  <PublicServer> <Phazorx> Hribek: one more reason to name/sign things
11:57:19  <PublicServer> <Phazorx> so people know why it is there
11:57:24  <PublicServer> <Hribek> It was not supposed to be there.
11:57:34  <PublicServer> <Phazorx> probably true too
11:57:35  <Varan> !dl windows
11:57:35  <PublicServer> Varan: unknown option "windows"
11:57:39  <PublicServer> <Phazorx> but regardless
11:57:45  <PublicServer> <Hribek> Noted.
11:57:48  <PublicServer> <Phazorx> see south side of 03 pickup
11:57:51  <PublicServer> <Phazorx> it has stopped train
11:58:04  <Varan> !dl win
11:58:04  <PublicServer> Varan: unknown option "win"
11:58:13  <PublicServer> <Phazorx> it could be stopped because all platforms are taken
11:58:18  <PublicServer> <Phazorx> so rest of trains should depot
11:58:22  <PublicServer> <Phazorx> as they do now
11:58:57  <PublicServer> <Phazorx> so this is a very simple way to do what you we trying
11:59:18  <PublicServer> <Hribek> Wait a bit.
11:59:30  <PublicServer> <Hribek> I stopped the train in the overflow track as well.
11:59:55  <PublicServer> <Hribek> I see. PBS.
11:59:59  <PublicServer> <Phazorx> magic
12:00:06  <Varan> !dl win32
12:00:06  <PublicServer> Varan: http://binaries.openttd.org/nightlies/trunk/r18594/openttd-trunk-r18594-windows-win32.zip
12:00:19  <PublicServer> <Hribek> How it that block PB?
12:00:49  <PublicServer> <Hribek> this signal?
12:00:49  <PublicServer> <Sietse> penalty signal
12:00:50  <PublicServer> <Phazorx> it is penalty
12:01:03  <PublicServer> <Phazorx> so trains dot go there unless they can not pic other way
12:01:06  <PublicServer> <Sietse> if both free, it takes upper one
12:01:39  <PublicServer> <Sietse> just add 2 PBS signals to the other line to see the effect
12:01:46  <PublicServer> <Hribek> So that one is a penalty signal?
12:01:48  <PublicServer> *** Sietse has joined company #1
12:01:56  <PublicServer> <Hribek> Hm.
12:02:13  <PublicServer> <Phazorx> may be 3
12:02:26  <PublicServer> <Sietse> wtf
12:02:30  <PublicServer> <Hribek> heh
12:02:34  <PublicServer> <Sietse> how much do PBS count for?
12:02:36  <Varan> !password
12:02:36  <PublicServer> Varan: jovial
12:02:39  <PublicServer> <Phazorx> there
12:02:39  <leila> 500
12:02:41  <PublicServer> <Phazorx> 500 i tihnk
12:02:44  <leila> last time I heared
12:02:45  <PublicServer> <Phazorx> depot is 500 too
12:02:55  <PublicServer> *** Player joined the game
12:02:55  <Webster> Player, please change your in game nick
12:02:55  <PublicServer> <Sietse> ok, did not know that
12:03:13  <leila> (reverse facing pbs iirc)
12:03:23  <leila> station is 1000 ?
12:03:28  <PublicServer> <Phazorx> per tile
12:03:34  <PublicServer> <Sietse> ok
12:03:36  <PublicServer> <Phazorx> unless it is shorter
12:03:40  <PublicServer> <Phazorx> then there is more
12:04:00  <PublicServer> <Sietse> so the PBS penalty is not needed now because depot will cause penalty right?
12:04:29  <PublicServer> <Sietse> let's see\
12:04:33  <PublicServer> <Phazorx> well just to make sure :)
12:04:41  <PublicServer> <Sietse> ok
12:04:54  <PublicServer> <Sietse> I didn't know that depots were penalties
12:04:54  <leila> I still dont like doing stuff like that :)
12:04:58  <PublicServer> <Phazorx> the thing is it matter which platform it is going to take
12:05:10  <PublicServer> <Phazorx> because RR crossings are +50
12:05:14  <PublicServer> <Phazorx> signals have value too
12:05:34  <PublicServer> <Phazorx> so if it picks a platfrom which has lots of X to get to
12:05:40  <PublicServer> <Phazorx> it might weight more than depot
12:05:57  <PublicServer> <Sietse> ok
12:06:00  <PublicServer> <Phazorx> and penalties are fair game imo leila
12:06:10  <PublicServer> <Phazorx> you can not force PF to do what yo want any other way sometimes
12:06:36  <leila> I agree to that. But its so obfusciating
12:06:58  <PublicServer> <Phazorx> i'm all for a dedicated penaty device
12:07:00  <PublicServer> <Phazorx> with a set value
12:07:20  <PublicServer> <Phazorx> that would be as usefull as timer for gates
12:07:43  <leila> logic signals would be a boon too.
12:07:56  <PublicServer> <Phazorx> hmmm
12:07:59  <PublicServer> <Phazorx> packer got out of whack
12:08:17  <leila> I realy would like a screenshot of a packer :)
12:08:29  <PublicServer> <Phazorx> join the game ?
12:08:38  <leila> at work ;)
12:08:57  <leila> the wiki does not have an article about it
12:09:13  <leila> (or I was unable to locate one)
12:09:20  <PublicServer> <Phazorx> it's like the 2nd ever made
12:09:33  <PublicServer> <Phazorx> so there is no article
12:09:41  <leila> I heared that, so that is why I am curious
12:09:49  <PublicServer> <Phazorx> since current release is borderline magic operated
12:10:00  <PublicServer> <Phazorx> join and see :)
12:10:02  <leila> will join the game when I get home and stuff does not foobar all over
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12:10:36  <PublicServer> <Phazorx> well i'll make SS once i uned it back to function
12:11:58  <PublicServer> *** persil joined the game
12:13:07  <PublicServer> <Phazorx> man
12:13:08  <PublicServer> <Sietse> it looks awesome PhazorX
12:13:10  <PublicServer> <Phazorx> missing signals
12:13:17  <PublicServer> <Phazorx> at 03 Dannenmünster
12:13:32  <PublicServer> <Phazorx> are cause of L2 packer failure lol
12:15:04  <PublicServer> <Sietse> but no clue how it works :)
12:15:20  <Phazorx> ug h
12:15:24  <Phazorx> i got DCed
12:15:32  <PublicServer> <Phazorx> or not
12:15:32  <PublicServer> <persil> MSH 01 still jamming
12:15:43  <PublicServer> <Phazorx> persil:  not it isnt ?
12:15:50  <PublicServer> <Phazorx> it is packed
12:16:00  <PublicServer> <Phazorx> but it works as good as it can
12:16:01  <PublicServer> <Phazorx> with 2 lanes
12:16:31  <PublicServer> <Phazorx> trains do come through
12:16:40  <PublicServer> <Phazorx> just not as good as we would like
12:16:57  <PublicServer> <Phazorx> since gaps between trains are not 5 tiles :(
12:17:09  <PublicServer> <persil> ok. But their is q long queue comming from GOOD PICKUP 03
12:17:22  <PublicServer> *** Thraxian joined the game
12:17:25  <PublicServer> <Phazorx> someone removed one of signals there too
12:18:25  <PublicServer> <Phazorx> prios work quite decent now
12:19:22  <PublicServer> <persil> yep
12:19:28  <PublicServer> <Phazorx> fixed some missing signals at bbh
12:19:33  <PublicServer> <Phazorx> should be better now'
12:19:54  <PublicServer> <Phazorx> since timed trained from 01 were catching tails of leading ones further down
12:19:59  <PublicServer> <Phazorx> causing whole lane to halt
12:20:08  <PublicServer> <Sietse> traffic is predictable atm at BBH01
12:20:15  <PublicServer> <Phazorx> bad signaling is numberu uno cause of issues on busy nets
12:21:03  <PublicServer> <Sietse> trains coming from east (line 2 and 3) all go north for example
12:21:19  <PublicServer> *** Player has left the game (leaving)
12:21:21  <PublicServer> <Phazorx> huh?
12:21:30  <PublicServer> <Phazorx> well as i said before
12:21:33  <PublicServer> <Phazorx> bbh is just a name
12:21:37  <PublicServer> <Phazorx> there is no hubbing there
12:21:45  <PublicServer> <Phazorx> just 3 lanes running along
12:22:06  <PublicServer> <Sietse> yep, but a little mixing occurs at GOODS DROP entry atm
12:22:22  <PublicServer> <persil> SAWMILL 03 is only transported at 30%... but ML is quiet 100%
12:22:25  <PublicServer> <Phazorx> more like exit there
12:22:33  <PublicServer> <Phazorx> actually there is no mixing anywhere
12:22:42  <PublicServer> <Sietse> that's what I meant yes
12:22:55  <PublicServer> <Phazorx> persil:  ML is kinda busy
12:23:22  <PublicServer> <Phazorx> may be 01 should be mixed to all 3 lanes :)
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12:24:38  <PublicServer> <Phazorx> hmm
12:24:41  <PublicServer> <Phazorx> i have an idea
12:26:09  <PublicServer> <Phazorx> no room there
12:26:10  <PublicServer> <Phazorx> hmm
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12:31:27  <PublicServer> <Phazorx> some trains got lost due to contruction
12:31:34  <PublicServer> <Phazorx> but they will be fine
12:31:39  <PublicServer> <Phazorx> just dont add new ones to 04 yet
12:32:52  <PublicServer> <Phazorx> lol
12:34:23  <PublicServer> *** Grayson joined the game
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12:35:08  <PublicServer> <Phazorx> oh
12:35:15  <PublicServer> <Phazorx> thanks for laying not electrified tracks
12:35:57  <PublicServer> <Phazorx> some of it still makes no sense tho
12:36:37  <PublicServer> <Sietse> hehe, that is annoying when you have electric cables to transparency
12:36:45  <PublicServer> <Sietse> what makes no sense btw?
12:37:15  <PublicServer> <Phazorx> trains were moving passed presignal
12:37:24  <PublicServer> <Phazorx> even when there was no green on any exits
12:37:34  <PublicServer> <persil> oh... sorry for the unelectrified lines
12:37:47  <PublicServer> <Sietse> hehe
12:37:54  <PublicServer> <Sietse> fooled trains
12:38:11  <PublicServer> <Hribek> Happens to me as well sometimes.
12:38:12  <PublicServer> <Phazorx> missing singals FTW
12:38:21  <PublicServer> <Phazorx> now after bbh to drop
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12:42:51  <PublicServer> <Phazorx> why 375 did what it did ?
12:43:05  <PublicServer> <Phazorx> 67 now
12:43:08  <PublicServer> <Phazorx> msh01
12:44:23  <PublicServer> <Phazorx> wth
12:44:46  <PublicServer> <Sietse> u ne
12:44:55  <PublicServer> <Sietse> you need an exit signal
12:45:00  <PublicServer> <Phazorx> there are 3
12:45:03  <PublicServer> <Sietse> instead of that combo
12:45:12  <PublicServer> <Phazorx> i need combo on last
12:45:29  <PublicServer> <Sietse> ok
12:45:30  <PublicServer> <Phazorx> and combo means exit and entry
12:45:32  <PublicServer> <Phazorx> so it is exit
12:45:38  <PublicServer> <Sietse> true
12:46:01  <PublicServer> <Sietse> I thought it was interfering with that prio, but it is bridged (transparent here )
12:46:07  <PublicServer> <Sietse> sorry
12:48:46  <PublicServer> <Phazorx> seems to be working
12:48:50  <PublicServer> <Sietse> ye
12:48:52  <PublicServer> <Sietse> nice work
12:50:30  <PublicServer> <Phazorx> need 5th platfrom on goods drop
12:50:48  <PublicServer> <Phazorx> can someone extend that station south to add 1/2 platfroms
12:50:51  <PublicServer> <Phazorx> plz
12:54:08  *** kratt has joined #openttdcoop
12:54:40  <kratt> !password
12:54:40  <PublicServer> kratt: tonics
12:54:55  <PublicServer> <Sietse> we should rebuild BBH01 and add an extra (3rd) line north
12:55:00  <PublicServer> *** kratt joined the game
12:55:09  <PublicServer> <Phazorx> do that :)
12:55:17  <PublicServer> <Phazorx> but it isnt necessary
12:55:18  <PublicServer> <kratt> hey phaz
12:55:22  <PublicServer> <Phazorx> yo
12:55:41  <PublicServer> <kratt> i wanted to ask you before u leave yesterday
12:55:51  <PublicServer> <Sietse> there are many unused tracks now
12:55:53  <PublicServer> <Phazorx> i tihnk you missed the window on that one :)
12:56:02  <PublicServer> <kratt> if srnw only have drop, how trains can get full load
12:56:12  <PublicServer> <Phazorx> Sietse: make some of themused
12:56:22  <PublicServer> <Phazorx> kratt: funky station design
12:56:31  <PublicServer> <Phazorx> look at some SRN station
12:56:36  <PublicServer> <Phazorx> it has 2 sets of platforms
12:56:40  <PublicServer> <Phazorx> one for regulating train
12:56:44  <PublicServer> <Phazorx> which doesnt move much
12:56:49  <PublicServer> <Phazorx> but measures the loads
12:57:02  <PublicServer> <Phazorx> it is Nxsize of regular
12:57:07  <PublicServer> <Phazorx> where N is number of pltforms served
12:57:14  <PublicServer> <Phazorx> so for one platfrom it is same train
12:57:36  <PublicServer> <Phazorx> what it does is loading to full then leaves comes back right awaya and unloads
12:57:47  <PublicServer> <Phazorx> thus making sure statin DOES have full load worth of cargo
12:58:13  <PublicServer> <Phazorx> and by moving in/out of station via logic trains it lets dummies onto their platform
12:58:17  <PublicServer> <Phazorx> which is same station
12:58:18  <PublicServer> <kratt> and all load stations must have 1 trains what loads same place and then unloads
12:58:31  <PublicServer> <Phazorx> so as it unloads FULL cargo wich is N x load
12:58:45  <PublicServer> <Phazorx> yes
12:58:48  <PublicServer> <Phazorx> with this design they do
12:59:15  <PublicServer> <kratt> this is also a waste of trains :D
12:59:22  <PublicServer> <Phazorx> and we also do not care
12:59:31  <PublicServer> <Phazorx> you cant imagine how much time it saves
12:59:42  <PublicServer> <Phazorx> you can have 100 stations onSRN network
12:59:48  <PublicServer> <Phazorx> and one set of dummies
12:59:55  <PublicServer> <Phazorx> and no matter what production changes happen
13:00:02  <PublicServer> <Phazorx> orwhat gets connected
13:00:10  <PublicServer> <Phazorx> you ned NOT worry about making any special train
13:00:13  <PublicServer> <Phazorx> or manageing them
13:00:23  <PublicServer> <Phazorx> in terms of adding new ones removing unused
13:00:34  <PublicServer> <Phazorx> it DOES manage itsefl as name suggests
13:00:45  <PublicServer> <Phazorx> when you have 100 stations and 1000 trains on it
13:00:55  <PublicServer> <Phazorx> train management is where most time goes
13:01:08  <PublicServer> <Phazorx> we had some fluctuations on wood production a while ago
13:01:12  <PublicServer> <Phazorx> not sure what was the reason
13:01:21  <PublicServer> <Phazorx> but it droped to 20% on all foressts
13:01:28  <PublicServer> <Phazorx> when came back for a year
13:01:43  <PublicServer> <Phazorx> all other nets had issues with long tails of loading trains blocking some other trains
13:01:54  <PublicServer> <Phazorx> SRN just depoted 70% of them into overflow depots
13:01:57  <PublicServer> <Phazorx> automatically
13:02:21  <PublicServer> <kratt> can you make dummy station to the dolphin
13:02:30  <PublicServer> <kratt> where the simulation is
13:02:31  <PublicServer> <Phazorx> ???
13:02:39  <PublicServer> <Phazorx> hang on
13:02:43  <PublicServer> <Phazorx> working on somertihng here
13:02:45  <PublicServer> <kratt> k
13:04:30  <leila> thus.. you basically have 1 train on each station ensuring that there is a full load... how does that scale to stations with more than 1 track ?
13:04:41  <PublicServer> <Phazorx> yup
13:04:51  <PublicServer> <Phazorx> you have one station that measuer full load
13:05:00  <PublicServer> <Phazorx> which has size of as many trains you want to load at same time
13:05:46  <leila> at that station or on the entire network ?
13:05:57  <PublicServer> <Sietse> is it possible to double the load trains?
13:06:00  <PublicServer> <Phazorx> each
13:06:09  <PublicServer> <Phazorx> Sietse: check some stations on SRN
13:06:14  <PublicServer> <Phazorx> there are double and tripple
13:07:45  <PublicServer> <Sietse> but I mean the load train (dummy)
13:08:10  <PublicServer> <Phazorx> well diff length trains are normally are not allowed to same net
13:08:15  <PublicServer> <Sietse> to decrease the interval to trains coming in to deliver
13:08:18  <PublicServer> <Phazorx> because that breaks every network element
13:08:42  <PublicServer> <Sietse> true
13:08:59  <leila> and when the dummy train is loading the trains skip the station ?
13:09:01  <PublicServer> <Phazorx> so who was adding lane 3 to MSH01?
13:09:14  <PublicServer> <Phazorx> leila there is a forced queue of 1 train
13:09:30  <PublicServer> <Sietse> not me :)
13:09:38  <PublicServer> <Phazorx> once it occupied rest of dummies can not enter anymore
13:10:03  <leila> !srnw
13:10:08  <leila> @srnw
13:10:08  <Webster> srnw: Self-regulating Network, see also: http://wiki.openttdcoop.org/SRNW
13:10:27  <leila> hmm forbidden
13:10:51  <Phazorx> XeryusTC
13:11:03  <Phazorx> we still got issues with webserver?
13:11:07  <KenjiE20> @topic set 4 www.openttdcoop.org (down)
13:11:07  *** Webster changes topic to "Welcome to #openttdcoop, the Cooperative OpenTTD | PSG #170 (r18594) | STAGE: Building | www.openttdcoop.org (down) | New players, use @quickstart & !help | Screenshots: http://mz.openttdcoop.org/img/ | Coopetition ladder: http://mz.openttdcoop.org/ladder | IS2/FIRS game at #openttdcoop.dev | report issues with website to XeryusTC"
13:11:17  <KenjiE20> Phazorx: see .devzone
13:11:21  <Phazorx> heya KenjiE20
13:11:22  <Phazorx> okai
13:11:35  <Phazorx> as in a51?
13:11:43  <KenjiE20> as in the channel
13:11:45  <KenjiE20> -_-
13:11:52  <Obli1> !password
13:11:52  <PublicServer> Obli1: antics
13:11:53  <Phazorx> heh
13:11:58  <Phazorx> leila: http://blog.openttdcoop.org/2008/12/15/the-magic-of-srnw-self-regulating-networks/
13:12:02  <Phazorx> oh damn
13:12:03  <PublicServer> *** Obli joined the game
13:12:09  <Phazorx> but you can get it from google cache
13:12:25  <PublicServer> <Hribek> Hm, I guess this is my first working load balancer...
13:12:31  <Phazorx> http://74.125.77.132/search?q=cache:J5KyMXPv6loJ:openttdcoop.org/2008/12/15/the-magic-of-srnw-self-regulating-networks/+the-magic-of-srnw-self-regulating-networks&cd=1&hl=en&ct=clnk&gl=ru&ie=UTF-8
13:12:32  <KenjiE20> 12:11:00       Ammler | hmm, server is again over limit, can't run any shell command anymore
13:12:33  <KenjiE20> 12:34:37       Ammler | disabled openttdcoop.org
13:12:46  <Phazorx> are we traffic limitted?
13:12:50  <Ammler> no
13:12:52  <KenjiE20> memory
13:12:58  <Phazorx> ouch
13:13:05  <Phazorx> kill apache
13:13:07  <Phazorx> put lighty
13:13:45  <Phazorx> as in lighttpd :)
13:14:53  <Phazorx> KenjiE20/Ammler throw me an invite plz
13:15:09  <Ammler> the channel doesn't have +i anymore
13:15:29  <Phazorx> well i cant find it anyway :)
13:16:19  <PublicServer> <Phazorx> kratt: what was i supposed to look at ?
13:16:24  <KenjiE20> invite sent from webster, apparently you fail at them too :P
13:18:26  *** Varan has quit IRC
13:19:31  <PublicServer> <Phazorx> add mroe platforms
13:19:35  <PublicServer> <Phazorx> make it better?
13:19:57  *** kratt has quit IRC
13:19:58  <PublicServer> *** kratt has left the game (connection lost)
13:20:31  <PublicServer> <Hribek> The platforms are 7-6-5
13:20:45  <PublicServer> <Hribek> and those presignals weren't ideal either.
13:20:56  <PublicServer> <Phazorx> it needs 6
13:21:14  <PublicServer> <Obli> stupid question: when building SRN stations (like 03 ingolsdorf woods), how are the stations built so that all 3 are the "same" station? are they connected when built? or is there an option to link them?
13:22:03  <PublicServer> <Hribek> bbl
13:22:09  <PublicServer> *** Hribek has left the game (leaving)
13:23:13  <JinGleeBell> Obli: The Megic CTRL button, when placing the item.
13:23:44  <PublicServer> <Obli> jinglee: ty :P
13:23:55  <Paul2> !password
13:23:55  <PublicServer> Paul2: swines
13:23:57  <PublicServer> <Obli> I shall try this!
13:24:21  <JinGleeBell> NOT JINGLEE
13:24:22  <JinGleeBell> GLEEB
13:24:25  <JinGleeBell> >:(
13:24:47  <PublicServer> <Obli> yes mr (ms? ;))  Bell
13:25:05  <JinGleeBell> Mr >:(
13:25:12  <JinGleeBell> AND NOT BELL
13:25:14  <PublicServer> *** Paul joined the game
13:25:14  <PublicServer> <Obli> :x
13:25:24  <PublicServer> *** Paul has left the game (connection lost)
13:25:27  <JinGleeBell> JINGLE BELL. GLEEB. JINGLEEBELL
13:25:44  <PublicServer> *** Paul joined the game
13:25:51  <PublicServer> *** Paul has left the game (connection lost)
13:26:13  <PublicServer> *** Paul joined the game
13:26:24  <PublicServer> *** Paul has left the game (connection lost)
13:26:28  <Paul2> wtf?
13:26:32  <Paul2> why cant I join?
13:27:15  <Phazorx> some sync issues
13:27:16  <Phazorx> !pause
13:27:17  <PublicServer> *** Phazorx has paused the server.
13:27:18  <PublicServer> *** Game paused (not enough players)
13:27:19  <Phazorx> join as spec
13:27:25  <Phazorx> as in NOW
13:27:50  <Phazorx> or not...
13:27:51  <Paul2> !password
13:27:51  <PublicServer> Paul2: swines
13:27:52  <Paul2> sorry
13:27:54  <KenjiE20> # [2009-12-28 14:26:22] dbg: [net] send failed with error 104
13:28:00  <KenjiE20> that's not sync issue
13:28:10  <PublicServer> *** Paul joined the game
13:28:15  <Phazorx> KenjiE20: was sync with me
13:28:20  <Paul2> ok joined :)
13:28:23  <Phazorx> Paul2: switch to company
13:28:24  <Paul2> cheers muchly
13:28:30  <Phazorx> !unpause
13:28:30  <PublicServer> *** Phazorx has unpaused the server. (Use !auto to set it back.)
13:28:32  <PublicServer> *** Obli has joined company #1
13:28:32  <KenjiE20> !auto
13:28:32  <PublicServer> *** KenjiE20 has enabled autopause mode.
13:28:35  <Phazorx> !auto
13:28:35  <PublicServer> *** Phazorx has enabled autopause mode.
13:30:42  <PublicServer> *** Obli has joined spectators
13:34:23  <PublicServer> <Paul> i just repaid £1.5m loan....seemed no point in it?
13:34:59  <PublicServer> <Sietse> we could borrow 40M  =P
13:35:06  <PublicServer> <Sietse> that bank has loads of trust in us
13:35:34  <JinGleeBell> MOAR LOAN >:(
13:35:54  <PublicServer> <Paul> max loan says "20m for me...
13:36:11  <PublicServer> <Sietse> 40.1M here
13:36:27  <PublicServer> <Sietse> euro's
13:37:26  <PublicServer> <Paul> bah. Pounds ftw
13:37:29  <PublicServer> <Paul> ;)
13:37:37  <PublicServer> <Sietse> hehee
13:38:02  <PublicServer> <Sietse> maybe the british should get euros aswell
13:38:14  <PublicServer> <Phazorx> i'm busy elsewhere but 03 pickup would really appreciate extra lane
13:38:17  <PublicServer> <Sietse> instead of having a weak those weak pounds
13:38:27  <Grayson> Sietse: They were clever enough not do so...
13:39:54  <PublicServer> <Sietse> since 2002 (start of the euro), the euro/pound exchange rate has been changed in favor to the euro
13:40:37  <PublicServer> <Obli> since the euro, everything got wayyyy more expensive :P
13:40:39  <hylje> at first 1£ was like 1.5€
13:40:47  <hylje> now it's more like 1:1
13:41:08  <hylje> obli, inflation has been around all the time
13:41:09  <PublicServer> <Paul> apparently pints in france are now like €6!!
13:41:10  <PublicServer> <Sietse> inflation
13:41:12  <hylje> euro doesn't cause it
13:41:30  <PublicServer> <Sietse> also salary increased like that :)
13:41:52  <PublicServer> <Obli> hylje:  inflation should be around 2% per year, not price doubling in < 7 years
13:42:35  <PublicServer> <Obli> especially in restaurants/bars/clubs, etc
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13:46:40  <Paul2> why do you use train packers?
13:47:36  <hylje> to pack more trains
13:48:07  <Paul2> afaict it just makes them closer together by delaying the ones infront...
13:48:17  <PublicServer> <Phazorx> Paul: it makes a nice train stream on 2 lanes
13:48:25  <PublicServer> <Phazorx> rather than have 3 which it feeds from
13:48:37  <PublicServer> <Phazorx> so it makes it possible to have only 2 output lines where are 3 inputs
13:48:56  <PublicServer> <Paul> right ok
13:49:38  <PublicServer> <Paul> i understand that I think, but why the one next to 04 schwein bruken woods ?
13:49:47  <PublicServer> <Paul> thats just one track in, one track out
13:49:48  <PublicServer> <Phazorx> exaple case
13:50:03  <PublicServer> <Phazorx> it just shows a different and much easier way to do it
13:50:12  <PublicServer> <Paul> ah ok cool :)
13:53:36  *** De_Ghosty has quit IRC
13:55:02  <PublicServer> <Phazorx> marks' copressor does not seem to work to me
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13:55:30  <PublicServer> <Obli> where?
13:56:48  <PublicServer> <Phazorx> i just stopped it tho
14:01:26  <leila> is a packer working by holding back a train until one comming from behind has closed the gap ?
14:02:19  <PublicServer> <Obli> leila: as far as I can work out it basically holds/queues the trains and releases them based on a timer at different speeds (length/bridges) so they are packed together when then hit the ML
14:02:50  <PublicServer> <Phazorx> i can make SS now actually
14:02:55  <PublicServer> <Phazorx> or a video
14:03:10  <PublicServer> <Sietse> from what?
14:03:17  <PublicServer> <Sietse> packer?
14:03:20  <PublicServer> <Phazorx> yuo
14:03:23  <PublicServer> <Phazorx> yup
14:03:26  <PublicServer> <Sietse> ok
14:03:32  <leila> nah, will leave for home in about one hour :) If you can keep the game up for at least 2.5 hours I will observe it in action
14:04:23  <PublicServer> *** Phazorx has left the game (connection lost)
14:05:15  <Phazorx> !password
14:05:15  <PublicServer> Phazorx: pauper
14:05:26  <PublicServer> *** Phazorx joined the game
14:05:43  <PublicServer> *** Hribek joined the game
14:06:54  <PublicServer> *** Obli has left the game (connection lost)
14:06:56  <Paul2> when is this game due to end
14:07:00  *** Obli1 has left #openttdcoop
14:07:02  <Paul2> ?
14:07:16  <PublicServer> <Phazorx> 3467 december 2nd
14:07:25  <PublicServer> <Hribek> When everyone is satisfied with the network I think.
14:07:44  <JinGleeBell> Games end when they're done.
14:07:54  <PublicServer> <Paul> I think this one is done tbh
14:07:55  <PublicServer> <Phazorx> who killed overflow platforms on 03 pikup
14:07:57  <PublicServer> <Phazorx> and why
14:08:00  <PublicServer> <Paul> (aka I'm bored)
14:08:08  <PublicServer> <Sietse> I did
14:08:12  <PublicServer> <Sietse> rebuilding it later on
14:08:20  <PublicServer> <Phazorx> hrm
14:08:25  <PublicServer> <Sietse> expanding BBH -> MSH to 3 tracks
14:08:34  <PublicServer> <Phazorx> ahh
14:09:01  <PublicServer> <Sietse> and a 3rd entrance looked nicer then joining the other 2
14:09:10  <PublicServer> <Hribek> Wwe could expand MSH-MSH section to 3 as well.
14:12:16  *** mr-retard_ has joined #openttdcoop
14:13:37  <PublicServer> <Phazorx> is there need for 3 there?
14:13:48  <PublicServer> <Phazorx> doesnt look like it can saturate 2
14:14:01  <PublicServer> <Phazorx> if MSH1 still makes trains enter these lanes
14:15:09  <PublicServer> <Sietse> there are more than enough goods waiting
14:15:25  <PublicServer> <Phazorx> which is trains issue not lanes :)
14:15:41  <PublicServer> <Sietse> but trains needs capacity
14:15:48  <PublicServer> <Phazorx> but ues we definaly could expand
14:16:04  <PublicServer> <Phazorx> but then it would mean that SLH needs to become peroper
14:16:06  <PublicServer> <Phazorx> proper
14:16:14  <PublicServer> <Phazorx> since it will have 2+2>3
14:16:23  <PublicServer> <Sietse> also one exiting line will cause problems soon
14:16:40  <PublicServer> <Phazorx> Hribek: why did you added that to msh02
14:17:03  <PublicServer> <Phazorx> check !unbalancver
14:17:55  <KenjiE20> @topic set 4 www.openttdcoop.org
14:17:55  *** Webster changes topic to "Welcome to #openttdcoop, the Cooperative OpenTTD | PSG #170 (r18594) | STAGE: Building | www.openttdcoop.org | New players, use @quickstart & !help | Screenshots: http://mz.openttdcoop.org/img/ | Coopetition ladder: http://mz.openttdcoop.org/ladder | IS2/FIRS game at #openttdcoop.dev | report issues with website to XeryusTC"
14:18:32  <Phazorx> KenjiE20: what's the long term solution then?
14:18:42  <KenjiE20> dunno
14:19:11  <KenjiE20> seperating dev/redmine from web/wpress/wiki probably
14:19:12  <PublicServer> <Hribek> Phazorx, the split there is actually useful
14:19:18  <PublicServer> <Phazorx> Hribek: you kinda broke merger
14:19:25  <PublicServer> <Phazorx> the accel not long enough
14:19:26  *** mr-retard has quit IRC
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14:19:32  <PublicServer> <Hribek> In case more trains come using the left MSL
14:19:48  <PublicServer> <Hribek> How come?
14:19:51  <KenjiE20> but that doesn't seem feesable in the immediate future
14:19:53  <PublicServer> <Phazorx> you shrunk it
14:19:54  <Paul2> what are the requirements for the website? I've got a VM that has loads of free capacity
14:19:57  <PublicServer> <Phazorx> now it is too short
14:20:10  <PublicServer> <Hribek> Let me observe for a moment
14:20:14  <PublicServer> <Phazorx> k
14:20:22  <PublicServer> <Phazorx> watch speed of merginf train
14:20:27  <KenjiE20> Paul2: fairly high traffic wise
14:20:51  <PublicServer> <Hribek> Well the train that was at full speed didn't decelerate
14:21:11  <PublicServer> <Hribek> are you suggesting the train that's speeding up is not accelerating fast enough?
14:21:12  <PublicServer> <Phazorx> the one i saw before did
14:21:21  <PublicServer> <Phazorx> nope
14:21:24  <PublicServer> <Phazorx> it speeds up
14:21:27  <PublicServer> <Phazorx> when sees red
14:21:35  <PublicServer> <Phazorx> when speeds up again
14:21:39  <PublicServer> <Phazorx> so ther eis a hicup now
14:21:53  <PublicServer> <Sietse> does the 3rd track needs to go all the way to MSH02?
14:21:55  <Paul2> KenjiE20: fair enough. well if you need to offload some stuff I have about 100gig traffic a month istr
14:22:01  <PublicServer> <Phazorx> Sietse: not yet
14:22:04  <PublicServer> <Hribek> Then it was there before as well
14:22:12  <PublicServer> <Hribek> Sietse: why not
14:22:16  <PublicServer> <Hribek> ok/
14:22:46  <PublicServer> <Phazorx> there is enough room to make merger to second line w/o breaking 1st tho
14:22:52  <PublicServer> <Phazorx> so should be easy to revert and fix
14:23:13  <PublicServer> <Hribek> Ok, see it now.
14:23:31  <PublicServer> <Phazorx> thatas dangerous lol
14:23:36  <PublicServer> <Hribek> :P
14:24:01  <PublicServer> <Phazorx> now your split wont work
14:24:10  <PublicServer> <Phazorx> tail of merging trin will be blocking it
14:24:11  <PublicServer> <Hribek> Yeah, yeah
14:24:14  <PublicServer> <Hribek> getting to that.
14:24:44  <PublicServer> <Hribek> I knoow, thx
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14:27:53  *** ChanServ sets mode: +o Mucht
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14:31:15  <PublicServer> <Sietse> lacking space for merging there
14:31:22  <PublicServer> <Phazorx> where?
14:31:26  <PublicServer> <Sietse> MSH01
14:32:14  <PublicServer> <Phazorx> dont really see which merger you mean
14:32:17  <PublicServer> <Phazorx> what i am doing?
14:32:21  <PublicServer> <Phazorx> or sometihng else
14:32:24  <PublicServer> <Sietse> someone is building it
14:32:29  <PublicServer> <Sietse> probably you
14:32:33  <PublicServer> <Phazorx> it'll be fine
14:32:57  <PublicServer> <Sietse> ok
14:33:12  <PublicServer> <Phazorx> what i dont get is why trains still make bad choices there
14:33:18  <PublicServer> <Phazorx> but may be it will get resovled too
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14:35:53  <PublicServer> <persil> feedback from BBH to MSH01 won't be usefull anymore if we add a third line between MSH01 and BBH
14:36:02  <PublicServer> <Phazorx> ptrue
14:36:17  <damalix> !svn
14:36:17  <PublicServer> damalix: svn update -r18594 && make (scents)
14:36:17  <PublicServer> damalix: svn checkout -r18594 svn://svn.openttd.org/trunk openttdcoop && cd openttdcoop && ./configure && make
14:36:32  <PublicServer> <Sietse> are you done Phazorx?
14:36:52  <PublicServer> <Sietse> i.e. Can I flip the signal and route trains over the new path?
14:36:53  <PublicServer> <Phazorx> i hope so
14:37:08  <PublicServer> <Sietse> let's give it a shot
14:38:14  <PublicServer> <Phazorx> why no middle now
14:38:17  <PublicServer> <Phazorx> oh
14:38:30  <PublicServer> <Phazorx> damn
14:38:34  <PublicServer> <Phazorx> need combo there
14:38:40  <PublicServer> <Sietse> ye
14:39:14  <PublicServer> <Phazorx> oh
14:39:22  <PublicServer> <Phazorx> need no signal there ?
14:39:42  <PublicServer> <Sietse> just a path is sufficient
14:39:48  <PublicServer> <Sietse> to the next signal
14:40:00  <PublicServer> <Phazorx> looks like it isnt
14:40:20  <PublicServer> <Sietse> so need one TL after the cross imo
14:40:58  <PublicServer> <Phazorx> why no middle again ?
14:41:24  <PublicServer> *** Hribek has left the game (connection lost)
14:41:31  <PublicServer> <Sietse> hmmm
14:41:40  <PublicServer> <Sietse> looks like it needs time to think
14:41:41  <PublicServer> <Phazorx> pbs is a fail as usual
14:41:54  <PublicServer> <Sietse> whahaha
14:41:56  <PublicServer> <Phazorx> i shall make reg cross there
14:42:55  <PublicServer> <Sietse> out for a while, need to shop
14:42:56  <PublicServer> <Sietse> ciao
14:43:01  <PublicServer> *** Sietse has joined spectators
14:43:05  <PublicServer> <Phazorx> have fun
14:50:07  <PublicServer> <Phazorx> oops
14:51:53  <leila> 1000 trains collide ?
14:52:03  <PublicServer> <Phazorx> 2
14:52:05  <PublicServer> <Phazorx> still bad
14:55:33  *** Polygon has quit IRC
14:57:27  <PublicServer> <Paul> i dont know if its all the PBS or what but this game is really laggy on my machine
15:02:52  <PublicServer> <Phazorx> 1000 trains make many things laggy
15:03:16  *** leila has quit IRC
15:04:29  <PublicServer> *** Hribek joined the game
15:04:33  <PublicServer> <Phazorx> why someone always messes up my prios lo;
15:05:04  <PublicServer> <Phazorx> and i spend 20 minus signaling something while all the funkiness is deriveded from bad catchment area
15:05:09  <PublicServer> <Phazorx> which someone else touched :/
15:05:25  <PublicServer> <Hribek> Can I help?
15:05:47  <PublicServer> *** Paul has left the game (connection lost)
15:05:57  <PublicServer> <Phazorx> 3rd lane into 03 pickup
15:06:01  <PublicServer> <Phazorx> needs hook to overflow
15:06:10  <PublicServer> <Phazorx> better yet - dedicated one
15:06:42  <PublicServer> <Hribek> hook to overflow?
15:06:57  <PublicServer> <Phazorx> well it needs depots like other 2 lanes have
15:07:02  <PublicServer> <Phazorx> so if too many trains there
15:07:05  <PublicServer> <Phazorx> it wont block ML
15:07:18  <PublicServer> <Hribek> got that
15:13:11  <PublicServer> <Phazorx> errr
15:13:19  <PublicServer> <Phazorx> you have to ctrl+make station
15:13:25  <PublicServer> <Phazorx> cuz these 2 are diofferent statoons
15:13:33  <PublicServer> <Hribek> don't worry, I'll fix that.
15:13:45  <PublicServer> <Phazorx> well i just released 5 trains to that track
15:14:00  <PublicServer> <Phazorx> and wondered why there are empty trains on full god net
15:14:15  <PublicServer> <Hribek> Ehh
15:15:02  <PublicServer> <Phazorx> heh
15:15:07  <PublicServer> <Phazorx> no goods there platform :)
15:15:22  <PublicServer> <Hribek> DIY then?
15:15:27  <PublicServer> <Phazorx> nah
15:15:32  <PublicServer> <Phazorx> you are doing fine
15:15:38  <PublicServer> <Hribek> I wanted to help, not interfere with what you are doing.
15:15:45  <PublicServer> <Phazorx> i just didnt pay attention to station someone esle made before
15:19:45  *** Techinica has joined #openttdcoop
15:20:32  <Techinica> !password
15:20:32  <PublicServer> Techinica: embody
15:20:39  <PublicServer> *** Spike joined the game
15:20:54  <PublicServer> *** Techinica joined the game
15:21:07  <PublicServer> *** Techinica has left the game (connection lost)
15:21:23  <PublicServer> * Phazorx wonders about sync issues
15:21:24  <PublicServer> *** Techinica joined the game
15:30:18  <PublicServer> <Phazorx> you need combo/exit
15:30:34  *** ^Spike^ has quit IRC
15:31:12  <PublicServer> <Phazorx> added more traint to 03
15:31:19  <PublicServer> <Phazorx> let's see if we can make 10k
15:31:30  <PublicServer> <Hribek> The overflow is in place
15:31:35  <PublicServer> <Phazorx> 10x
15:38:37  <PublicServer> *** Spike has left the game (connection lost)
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15:45:52  <PublicServer> *** Sietse has joined company #1
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15:46:37  <leila> !down lin64
15:46:42  <leila> !dl lin64
15:46:42  <PublicServer> leila: http://binaries.openttd.org/nightlies/trunk/r18594/openttd-trunk-r18594-linux-generic-amd64.tar.bz2
15:48:36  <leila> not all grfs are downloadable with the gameclient ?
15:48:46  <Phazorx> grab the pack
15:48:48  <Phazorx> !grf
15:48:48  <PublicServer> Phazorx: http://www.openttdcoop.org/wiki/GRF (Version 7.3)
15:49:03  <PublicServer> *** Phazorx has left the game (connection lost)
15:49:06  <leila> that one is listed in the client tho
15:49:08  <KenjiE20> @quickstart
15:49:10  <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart
15:49:30  <Phazorx> !password
15:49:30  <PublicServer> Phazorx: urchin
15:49:40  <PublicServer> *** Phazorx joined the game
15:49:59  <PublicServer> <Sietse> not enough capacity
15:50:07  <PublicServer> <Phazorx> what wher ?
15:50:12  <Ammler> he, I have a new idea for server password
15:50:27  <Phazorx> captcha?
15:50:27  <PublicServer> <Sietse> the LLL_RRR to / from GOODS DROP is completely filled
15:50:42  <leila> !password
15:50:42  <PublicServer> leila: urchin
15:50:42  <PublicServer> <Phazorx> there are gaps
15:50:46  *** JinGleeBell is now known as Gleeb
15:50:48  <Ammler> the answer to "!password" is a question where the answer is in our wiki :-)
15:50:51  <PublicServer> <Hribek> Not much of gaps.
15:50:53  <PublicServer> *** Player joined the game
15:50:53  <Webster> Player, please change your in game nick
15:50:57  <PublicServer> *** Player has changed his/her name to leila
15:51:13  <PublicServer> <Phazorx> well we can make it LLLL_RRRR :)
15:51:17  <PublicServer> <Phazorx> if we wish to continue
15:51:22  <PublicServer> <Sietse> there are just a few gaps
15:51:39  <PublicServer> <Sietse> hmmm
15:51:54  <PublicServer> <Techinica> the line up to 01 could use doubling...
15:52:01  <PublicServer> <Phazorx> may be it needs a packer :)
15:52:02  <PublicServer> <Sietse> I have only 15 mins so can't do much
15:52:06  <Ammler> something like "what is default 'stop' setting for orders"
15:52:22  <PublicServer> <Phazorx> Ammler we will have feweer players :)
15:52:26  <PublicServer> <Phazorx> password is fine :)
15:53:17  <KenjiE20> 'non-stop', 'full-load', 'no unloading' it could be many
15:54:04  <Ammler> that is why added "stop" :-P
15:55:53  *** ^Spike^ has joined #openttdcoop
15:55:53  *** ChanServ sets mode: +o ^Spike^
15:58:22  <PublicServer> <Phazorx> leila: watching magic yet?
15:58:34  <PublicServer> <Phazorx> Ammler what shall we do... archive or make a monster?
15:59:05  <PublicServer> <Hribek> Btw I removed Rottwald woods
15:59:12  <PublicServer> <Phazorx> no idea what it is
15:59:15  <PublicServer> <Phazorx> which net?
15:59:24  <PublicServer> <Hribek> the station was too close to wood drop and trains were losing money.
15:59:28  <PublicServer> <Hribek> 02 south.
15:59:40  <PublicServer> <Phazorx> not like we care
16:00:15  <PublicServer> <Hribek> Well paul did care to transform my balanced terminus station to roro :P
16:00:22  <PublicServer> <Phazorx> lols
16:00:30  <PublicServer> <Hribek> So I figured rather than make them lose even more money...
16:01:12  <PublicServer> <Phazorx> there is rally not much to do left
16:01:17  <PublicServer> <Hribek> btw we might need to replace the trains again...
16:01:20  <PublicServer> <Phazorx> unless we feel like adding lanes to ML
16:01:27  <PublicServer> <Sietse> I started with a fourth track
16:01:36  <Ammler> [16:58] <PublicServer> <Phazorx> Ammler what shall we do... archive or make a monster? <-- with current map?
16:01:42  <PublicServer> <Phazorx> yeah
16:01:55  <PublicServer> *** AmmIer joined the game
16:02:22  <PublicServer> <AmmIer> isn't it already a monster?
16:02:44  <PublicServer> <Sietse> I am out
16:02:44  <sparr> !password
16:02:45  <PublicServer> sparr: enzyme
16:02:50  <leila> hmm using bridges and track length yo merge trains proper at the dolphin ?
16:02:52  <PublicServer> <Sietse> might work on it later on tonight
16:03:03  <PublicServer> <Sietse> but ofcourse feel free to finish :)
16:03:08  <PublicServer> <Sietse> ciao
16:03:11  <PublicServer> <Phazorx> it's a baby monster
16:03:14  <PublicServer> *** Sietse has left the game (connection lost)
16:03:15  <PublicServer> <Phazorx> see ya
16:03:29  <PublicServer> <AmmIer> oh, mark did a compressor example
16:03:36  <PublicServer> <Phazorx> AmmIer: it fails
16:03:43  <PublicServer> <Phazorx> as in trains block each other
16:03:44  <PublicServer> <AmmIer> it does?
16:03:51  <PublicServer> <AmmIer> hmm
16:03:56  <PublicServer> <Phazorx> run it
16:04:01  <leila> also packer was near wood 3 or something ?
16:04:06  <PublicServer> <AmmIer> this system is running on another map
16:04:17  <PublicServer> <Phazorx> may be it is running
16:04:22  <PublicServer> <Phazorx> as it is functional
16:04:28  <PublicServer> <Phazorx> but it doesnt do what packer needs to
16:05:31  <PublicServer> <Phazorx> i guess signaling on curve can be much btter
16:05:36  <PublicServer> <Phazorx> it obstructs traffic
16:05:56  <PublicServer> *** sparr joined the game
16:07:12  <PublicServer> <Phazorx> how is it different in the way it acts
16:07:18  <PublicServer> <Phazorx> from say good drop exit?
16:07:59  <PublicServer> <Phazorx> aside of having to wait for whole set of trains
16:08:22  *** Polygon has quit IRC
16:08:30  <PublicServer> <Phazorx> we can even do a competition if we should care :)
16:08:46  <PublicServer> <Phazorx> like a face of one packer feeding another
16:08:49  <PublicServer> <leila> I am wtf'd
16:09:00  <PublicServer> <Phazorx> leila?
16:09:12  <PublicServer> <leila> Looking at the !compressor
16:09:25  <PublicServer> <Phazorx> ahh sorry jut stopped it
16:09:42  <PublicServer> <Phazorx> it does do something
16:09:46  <PublicServer> <sparr> closest station to wood drop 04 is negative income again at train age ~45 years
16:10:11  * Ammler is listening OpenMuSiX
16:10:28  <PublicServer> <leila> stopped as in game closed ?
16:10:36  <PublicServer> *** persil has left the game (leaving)
16:10:42  <PublicServer> <Phazorx> nope, i stopped trains at !compressor
16:10:57  <PublicServer> <Phazorx> bk to watching packer :)
16:11:00  <PublicServer> <Phazorx> back
16:11:03  <PublicServer> <leila> aha, no worries, just figuring out how the signals propagate
16:14:06  <PublicServer> <leila> also those little circles of trains is also quite mind boggeling
16:14:29  <PublicServer> <Phazorx> think of it as a NOT logic
16:14:35  <PublicServer> <Phazorx> they see green - they run
16:14:44  <PublicServer> <Phazorx> and something what sees them sees red
16:14:49  <PublicServer> <Phazorx> but when they see red
16:14:51  <PublicServer> <Phazorx> they stop
16:14:59  <PublicServer> <Phazorx> so something what sees them - goes
16:15:30  * ^Spike^ misses his znc already
16:16:16  <PublicServer> *** AmmIer has left the game (connection lost)
16:19:43  <PublicServer> <Phazorx> the entrance to 03 drop is holding ML
16:19:58  <PublicServer> <Phazorx> err not ML
16:20:00  <PublicServer> <sparr> 1344 wood per month, biggest forest i've seen so far
16:20:00  <PublicServer> <Phazorx> SRN
16:20:12  <PublicServer> <Phazorx> 1460 was around somewhere
16:20:57  <PublicServer> <Phazorx> too bad osai is gone till 02
16:21:31  <PublicServer> <Phazorx> cuz his entrace is majorly bottlenecking atm
16:23:11  <PublicServer> <Phazorx> check t496
16:23:19  <PublicServer> <Phazorx> been standing there for more than a year
16:24:16  <PublicServer> <sparr> if it was a normal network i would say the entrance needs to be balanced
16:24:21  <PublicServer> <sparr> the west side is under-utilized
16:24:44  <PublicServer> <Phazorx> it is a normal entrance
16:24:52  *** Obli has joined #openttdcoop
16:24:58  <Obli> !password
16:24:58  <PublicServer> Obli: volley
16:25:24  <PublicServer> *** Obli joined the game
16:25:29  <PublicServer> <Phazorx> redo time
16:25:30  <PublicServer> <Obli> heya
16:25:42  <PublicServer> *** Hribek has left the game (connection lost)
16:25:43  <PublicServer> <sparr> I am ready to call this game a learning experience :)
16:26:18  *** Hribek has quit IRC
16:26:43  <PublicServer> <sparr> Phazorx, I stopped WOOD 03 and WOOD 03 dummies while you're working
16:27:01  <PublicServer> <Phazorx> kk
16:27:26  <PublicServer> <sparr> not stopping logic, someone said that broke last time
16:27:33  <PublicServer> <Phazorx> i did
16:28:55  <PublicServer> <sparr> 4x4 doesn't divide by 3 :)
16:29:14  <PublicServer> <Obli> :)
16:30:06  <PublicServer> <sparr> sorry
16:33:00  <leila> is there a place on a wiki where those lil not logics are explained step-by-step
16:33:09  <PublicServer> <sparr> dont think so
16:33:10  <pugi> which ones?
16:33:28  <leila> the ones with 2 trains
16:33:45  <leila> 3x3 roundabounds
16:33:57  <pugi> mostly watching them in action helps :P
16:34:08  <leila> trai ns to fast :)
16:34:12  <PublicServer> <Phazorx> let them run
16:34:28  <leila> looking  at the srnw now
16:35:47  <leila> seems that if the exit signal of the dummy train triggers it sets of the trains waiting to load
16:36:06  <leila> ilsenhaven forest is death
16:37:00  <leila> seems that the little trains is keeping the lights on red untill they are stopped
16:37:39  <PublicServer> <sparr> phazor, the west line is the lightest, you're not mixing anything to the west-most 3 platforms
16:38:00  <leila> "As long as the lil trains are moving the lights they control will be red"
16:38:30  <^Spike^> !password
16:38:30  <PublicServer> ^Spike^: nomads
16:38:33  <PublicServer> <Phazorx> wth
16:38:36  <PublicServer> <Phazorx> stop breaking stuff
16:38:39  <PublicServer> *** Spike joined the game
16:38:41  <PublicServer> <sparr> you said put it back
16:38:42  <PublicServer> <Phazorx> nbot helping
16:39:01  <PublicServer> <Phazorx> look at packer
16:39:08  <PublicServer> <Techinica> yeah, something boned there
16:39:13  <PublicServer> *** Spike has joined company #1
16:39:47  <PublicServer> <Techinica> there was a train up on the station there...
16:39:55  <PublicServer> <Spike> then someone removed the signal there
16:39:58  <PublicServer> <Phazorx> how did it get there
16:40:05  <PublicServer> <Spike> cause that is a simple PF trap
16:40:13  <PublicServer> <Spike> trains will not go there if that signal is there
16:40:30  <PublicServer> *** Spike has left the game (connection lost)
16:40:36  <PublicServer> *** leila has left the game (connection lost)
16:41:07  <PublicServer> <sparr> that entrance needs a 3->16 balancer
16:41:17  <PublicServer> <sparr> call it 3->4 for simplicity
16:42:04  <PublicServer> <sparr> but w/e, this network is a lost cause anyway
16:43:10  <PublicServer> <Phazorx> k
16:43:18  <PublicServer> <Phazorx> shouldb fine once mess clears
16:43:26  <PublicServer> *** sparr has left the game (leaving)
16:43:43  <PublicServer> <Phazorx> overflow is working overtime :/
16:44:23  <PublicServer> <Phazorx> tickers should never be stopped btw
16:44:29  <PublicServer> <Phazorx> they have lapsided timers
16:44:45  <PublicServer> <Phazorx> so if they stop at wrong phase - pools will be flushed bad
16:45:47  <PublicServer> <Phazorx> oh boy
16:45:57  <PublicServer> <Phazorx> someone did stop them,
16:47:11  <PublicServer> <Phazorx> and removed signals
16:47:18  <PublicServer> <Phazorx> this is like sabotage
16:47:20  <PublicServer> <Phazorx> :/
16:48:13  <Mark> Phazorx: you know we can check who did it right?
16:48:31  <^Spike^> if you know the tile where signal is removed
16:48:32  <^Spike^> easily
16:48:34  <PublicServer> <Phazorx> for every piece?
16:48:40  <PublicServer> <Phazorx> well i just fixed them
16:48:44  <Mark> yeah
16:48:44  <^Spike^> just check what tile it is
16:48:56  <PublicServer> <Phazorx> not is - was
16:49:02  <Mark> what are the coordinates?
16:49:08  <^Spike^> Phazorx get the HEX of the tile where the signal was removed?
16:49:47  <sparr> I was arguing with #openttd folks about accountability in multiplayer games yesterday, they insisted you couldn't track which player in a company did something.  how are you tracking it?
16:49:59  <KenjiE20> with maguc
16:50:01  <KenjiE20> magic*
16:50:05  <PublicServer> <Phazorx> hang on
16:52:30  <Ammler> sparr: the server is patched a bit...
16:52:40  <PublicServer> <Phazorx> 1A297 or 1A296
16:52:54  <Ammler> a bit more than that company watch gui
16:53:59  <PublicServer> <Phazorx> there is more mess
16:54:07  <PublicServer> <Phazorx> but i cant figure out why it happened
16:54:26  <Mark> kratt cleared the area for 36k this morning
16:54:43  <PublicServer> <Phazorx> 36k?
16:54:49  <Ammler> http://ps.openttdcoop.org/public/stats/
16:54:57  <Mark> well i'm guessing that's caused by inflation
16:55:04  <PublicServer> <Phazorx> 1 tile of rail s 61k
16:55:34  <PublicServer> <Phazorx> last editr of 188EF plz
16:55:46  <PublicServer> <Phazorx> that is something ugly too
16:56:13  <Mark> nothing
16:56:47  <PublicServer> <Phazorx> well tha tile has rail on it
16:56:53  <PublicServer> <Phazorx> means it has been touched
16:57:05  <KenjiE20> build didn't start on that tile then
16:57:11  <PublicServer> <Phazorx> nope
16:57:14  <PublicServer> <Phazorx> might have end there
16:57:53  <PublicServer> <Phazorx> 188EE 18AEE 18CEE
16:57:59  <Ammler> KenjiE20: improve your analyzer script :-P
16:58:12  <KenjiE20> yea, been thinking about area scanning :)
16:58:12  <PublicServer> <Phazorx> 18EEE 190EE 192EE
17:04:28  <Obli> phazorx: what's the name of that script (that shows hex loc)
17:04:52  <PublicServer> <Phazorx> no idea
17:04:57  <PublicServer> <Phazorx> 1st time i hear about it
17:05:05  <PublicServer> <Phazorx> i been away for like 2 years
17:05:12  <KenjiE20> Obli: it's on the query tool
17:05:13  <Obli> 18EEE 190EE 192EE <-- how do you know those locations?
17:05:18  <PublicServer> <Phazorx> last PS i played before that was 78
17:05:19  <PublicServer> <Phazorx> oh
17:05:19  <Obli> Kenji: ?
17:05:25  <KenjiE20> big red ?
17:05:28  <PublicServer> <Phazorx> see question mark tool?
17:05:39  <PublicServer> <Phazorx> land area info
17:05:45  <PublicServer> <Obli> got it.
17:07:27  <PublicServer> <Phazorx> errr
17:07:34  <PublicServer> <Phazorx> some more pbs mistery :/
17:08:09  <sparr> Obli: use the query tool (last toolbar button) on a tile
17:10:15  <PublicServer> <Obli> sparr: got it, ty
17:14:05  <PublicServer> <Phazorx> can you check who stopped train?
17:14:16  <KenjiE20> yes
17:14:24  <PublicServer> <Phazorx> t260
17:14:38  <KenjiE20> Phazorx: get an IRC with highlighting
17:14:56  <Phazorx> lol it does high light
17:15:00  <Phazorx> but sound is disabled
17:19:00  <PublicServer> *** Obli has left the game (connection lost)
17:19:12  <Obli> ?
17:19:23  <PublicServer> *** Grayson has left the game (leaving)
17:19:24  <Obli> !password
17:19:24  <PublicServer> Obli: cellar
17:19:35  <PublicServer> *** Obli joined the game
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17:28:55  <PublicServer> <Obli> is there a way to see track&station statistics? (# of trains per day, avg speed of ML track, etc) ?
17:29:29  <PublicServer> <Phazorx> not really
17:29:41  <PublicServer> <Phazorx> ther are patches for that
17:29:50  <PublicServer> <Phazorx> and i really would like for that info to be visible
17:30:05  <PublicServer> <Phazorx> cuz it makes sense to be used as metrics of network quality
17:30:44  <PublicServer> <Phazorx> L1 just failed :/
17:33:49  *** Dred_furst has joined #openttdcoop
17:38:26  <PublicServer> <Obli> MSH 01 Ext (sign) prio seems too long (enough room?)
17:38:50  <PublicServer> <Phazorx> well it needs to have 3 trains there
17:38:57  <PublicServer> <Phazorx> in case of secuential gaps
17:39:05  <PublicServer> <Obli> hmmk
17:39:07  <PublicServer> <Phazorx> and 3d acts as blocker for chooser
17:47:58  *** Polygon has joined #openttdcoop
17:53:01  <PublicServer> *** Grayson joined the game
18:00:19  *** weaselboy246 has quit IRC
18:01:41  <PublicServer> *** Obli has left the game (leaving)
18:01:45  *** Obli has left #openttdcoop
18:15:21  <PublicServer> *** Grayson has joined company #1
18:18:02  *** Dwarden has joined #openttdcoop
18:19:02  <Dwarden> i got q, is there updated openttdcoop pack since year ago (e.g. this month ECS vectors ?)
18:19:10  <PublicServer> <Phazorx> blah
18:19:35  <PublicServer> <Phazorx> Dwarden, i tihnk development of coop pack stoped since bananes got intorduced
18:19:39  <PublicServer> <Phazorx> since it is more convinient
18:19:56  <Dwarden> ...?
18:20:11  <PublicServer> <Phazorx> BaNaNas, ingame grf distribution
18:20:17  <KenjiE20> @bananas
18:20:17  <Webster> bananas: The online content service, which services Base graphics And Newgrfs And Noais And Scenarios, see also: http://wiki.openttd.org/Online_content
18:20:54  <Dwarden> yeah but for some reaon e.g. ECS Houses are missing
18:21:06  <Dwarden> or is this online content also 'pushable' by server ?
18:21:24  <PublicServer> <Phazorx> well for coop server it is unlikely to be missing
18:21:34  <KenjiE20> @quickstart
18:21:36  <Ammler> Phazorx: https://dev.openttdcoop.org/projects/grfpack/issues <-- I once started to plan grfpack 8.0 :-)
18:21:37  <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart
18:21:43  <KenjiE20> ^ make sure to use those buttons
18:21:44  <PublicServer> <Phazorx> and for other servers - it's up to admins of them to make sure they got their content available
18:21:53  <KenjiE20> and not the ones on the main menu
18:22:05  <PublicServer> <Phazorx> Ammlaer should make one
18:22:10  <PublicServer> <Phazorx> imho more convinient
18:22:24  <Ammler> well, bananas grf won't be in the new pack
18:23:32  <PublicServer> <Techinica> goods entry into Sawmill 02 needs help
18:23:44  <PublicServer> <Phazorx> well i'm messing 03s drop entrance
18:23:49  <PublicServer> <Phazorx> time consuming :/
18:23:55  <PublicServer> <Techinica> okay
18:29:32  <PublicServer> <Phazorx> heh my activity resulted in steady decline of profit
18:30:50  <leila> !password
18:30:50  <PublicServer> leila: spouts
18:31:01  <PublicServer> *** leila joined the game
18:32:44  *** Chillosophy has joined #openttdcoop
18:33:05  <PublicServer> <leila> I wish I could zoom in more
18:33:13  <PublicServer> <Phazorx> why cant you ?
18:33:24  <PublicServer> <leila> Game does not let me :)
18:33:27  <PublicServer> <Phazorx> or ctrl+D doesnt work anymore
18:33:28  <PublicServer> <Phazorx> lol
18:33:51  <PublicServer> <Phazorx> like how far exactly you want to zoom in
18:33:52  <PublicServer> <Grayson> Do you want to watch the grass growing? ;-)
18:34:08  <PublicServer> <leila> clearer view on the sign would ne nice
18:34:35  *** Madis has joined #openttdcoop
18:34:48  *** seandasheep has joined #openttdcoop
18:35:02  <seandasheep> !players
18:35:03  <PublicServer> seandasheep: Client 243 (Orange) is Phazorx, in company 1 (Tonbrücken Transport)
18:35:03  <PublicServer> seandasheep: Client 258 is leila, a spectator
18:35:03  <PublicServer> seandasheep: Client 256 (Orange) is Grayson, in company 1 (Tonbrücken Transport)
18:35:03  <PublicServer> seandasheep: Client 242 (Orange) is Techinica, in company 1 (Tonbrücken Transport)
18:35:23  <seandasheep> !password
18:35:23  <PublicServer> seandasheep: spouts
18:36:33  <PublicServer> <Phazorx> ...
18:36:38  <PublicServer> *** seandasheep joined the game
18:36:57  <PublicServer> <seandasheep> hi
18:37:06  <PublicServer> <Phazorx> hey
18:38:34  <PublicServer> <Phazorx> leila: just making sure you are at 1x zoom ?
18:38:47  <PublicServer> <leila> at MSH 01 every train is waiting to pass the bridge
18:39:04  <PublicServer> <Phazorx> bridge?
18:39:19  <PublicServer> <Phazorx> there is a lot of waiting indeed
18:39:22  <PublicServer> <leila> the (+) is grayed, that should mean I am at max zoom
18:39:23  <PublicServer> <Phazorx> ML is busy
18:39:50  <PublicServer> <leila> N to Z is clogged as well
18:40:02  <PublicServer> <leila> well N to E
18:40:36  <PublicServer> <Phazorx> msh01 doesnt have N to E...
18:40:49  <PublicServer> <Phazorx> actually
18:40:57  <PublicServer> <Phazorx> goods drop is failing
18:41:09  <PublicServer> <Phazorx> lanes are stopping
18:42:03  <PublicServer> <Phazorx> hmm
18:42:06  <PublicServer> <Phazorx> Ammler
18:42:16  <PublicServer> <Phazorx> apparently 7 platforms is not enough for full unload
18:42:41  <PublicServer> <Phazorx> which is insane
18:45:00  <Ammler> Mäh?
18:45:15  <PublicServer> <Phazorx> check goods drop
18:45:23  <PublicServer> <Phazorx> there is on lane per 7 platforms
18:45:31  <PublicServer> <Phazorx> and they bork
18:47:48  <PublicServer> <Phazorx> works now ?
18:47:53  <PublicServer> <seandasheep> should do
18:49:01  <PublicServer> <Phazorx> other lane is fine with 6 ?
18:49:06  <PublicServer> *** AmmIer joined the game
18:49:18  <PublicServer> <seandasheep> looks like it
18:49:26  <PublicServer> <AmmIer> is this game archiveable?
18:49:31  <PublicServer> <Phazorx> lol
18:49:34  <PublicServer> <Phazorx> i think so
18:49:38  <PublicServer> <Phazorx> 03 is the gem
18:50:37  <PublicServer> <Phazorx> and we even makingprofit
18:51:32  <PublicServer> <leila> what is an accelerated prio ?
18:51:59  <PublicServer> <Phazorx> the one that has room for train to start acelerating
18:52:06  <PublicServer> <Phazorx> in order to need less of a gap
18:52:13  <PublicServer> <seandasheep> a prio that allows the train entering to accelerate to full speed before joining the mainline
18:52:45  <PublicServer> <leila> More fiddeling to get right I presume
18:53:50  <PublicServer> <Phazorx> well to be even more precise
18:54:09  <PublicServer> <Phazorx> a prio which lets train to accelerate to full speed when END of the train gets to ML
18:54:23  <PublicServer> <Phazorx> looking for my post on this
18:54:43  <PublicServer> <leila> exit of wooddrop 3 is fun to watch as well.
18:55:02  <PublicServer> <AmmIer> Phazorx: that reminds me of your first coop game
18:55:09  <PublicServer> <AmmIer> a tropic one
18:55:19  <Phazorx> http://blog.openttdcoop.org/2007/04/28/non-blocking-sl-to-ml-mergers/
18:55:33  <Phazorx> Ammler: oh you remember that one?
18:55:42  <Phazorx> you know the funky thing about that game
18:55:46  <PublicServer> <AmmIer> yes :-)
18:55:55  <Phazorx> it was my first one indeed... and we used my plan :)
18:55:56  <PublicServer> <AmmIer> hmm
18:56:18  <PublicServer> <AmmIer> and I gave you the idea about accleration room
18:57:01  <leila> you get the credits :)
18:58:57  <Ammler> well, phazorx somehow optimised the idea, I just used it.
18:59:24  <Mark> isn't that concept pretty ancient?
18:59:32  <Ammler> yes
18:59:35  <Phazorx> yeah accel prio wasnt even mine
18:59:54  <Phazorx> Mark: very much so, but i forgot that it roots in very first game i played :)
19:00:08  <leila> and, since I am a programmer, not being able to understand most of it makes me sad :)
19:00:13  <Webster> Latest update from blog: SRNW with subnetworks <http://blog.openttdcoop.org/2009/12/28/srnw-with-subnetworks/>
19:00:29  <Ammler> playing openttd is programming for non coders
19:00:36  <Mark> :D
19:00:48  <Phazorx> it's engineering :)
19:00:51  <Phazorx> actualy
19:01:01  <Phazorx> network coders can have a field day on it
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19:01:17  <Phazorx> the way we optimize nets is similar to packet trafficking and routing
19:01:18  <PublicServer> *** AmmIer has left the game (connection lost)
19:01:38  <Mark> coffee time
19:02:39  <leila> its more the logic constructs that I am referring to. As to what they actually (try) to accomplish is not the issue :)
19:03:28  <Phazorx> well in TTD world you just have much differnt "lego pieces"
19:03:41  <Phazorx> can see it is as very high level language
19:05:24  <leila> Yet I still dont know how to put them things together, let alone spot a wrong signal.
19:05:32  <PublicServer> <seandasheep> guh, just read the new blog post and it went pretty much totally over my head :L
19:05:37  <Ammler> Phazorx: you should make a "comeback" blog ;-)
19:05:39  <leila> I like your new srnw setup from the post better.
19:05:57  <leila> less logic trains and more trains doing something
19:07:21  <leila> then again. I still boggle my mind when it comes to the difference between a 2way and a 1way signal
19:07:31  <PublicServer> <Phazorx> Ammler hat requirs something to blog abou
19:07:41  <PublicServer> <Phazorx> may be i'll design a neat packer :)
19:07:50  <PublicServer> <Phazorx> this one is uber fugly
19:08:03  <PublicServer> <leila> referring to wood drop 03 ?
19:08:07  <Ammler> do you have a scenario ready to restart the server?
19:08:20  <PublicServer> <seandasheep> goods pickup 03 exit is fairly clogged up
19:08:56  <PublicServer> <leila> more like not moving at all
19:09:09  <PublicServer> <seandasheep> moves rarely
19:09:56  <Phazorx> Mark: i have a suggestion for a device needed for SRN+ :)
19:10:14  <Phazorx> counter that measure amount of trains exiting after conditional filtering
19:10:54  <Phazorx> if they are rarely flushed to another pickup tour - time to add trains
19:11:01  <Phazorx> even that can be automatical :)
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19:14:33  <PublicServer> <Phazorx> i tihnk investing more time and making ML wider is pointless actually
19:14:54  <PublicServer> <Phazorx> and i cant see a way to improve 03 pickup in any other way
19:15:08  <PublicServer> <seandasheep> adding a dedicated line would be quickest
19:15:31  <PublicServer> <Phazorx> not fun :)
19:15:36  <PublicServer> <Phazorx> dedicated is not coopish
19:15:40  <PublicServer> <seandasheep> but then it wouldn't be a netwrok
19:15:50  <PublicServer> <Phazorx> yeah count number of stations
19:15:55  <PublicServer> <Phazorx> then double it
19:16:09  <PublicServer> <seandasheep> ?
19:16:10  <PublicServer> <Phazorx> and that would be number of dedicated lanes needed to feed wood to sawmills
19:16:36  <PublicServer> <seandasheep> are we on about different things?
19:16:38  <PublicServer> <Phazorx> not to mention that would be borring to - tracks will cover most of maps
19:16:45  <PublicServer> <Phazorx> well no same thing
19:16:52  <PublicServer> <Phazorx> but i'm extrapolating dedicated lanes idea
19:16:53  <PublicServer> <seandasheep> see sign this???
19:17:00  <PublicServer> <seandasheep> ah
19:17:02  <PublicServer> <seandasheep> ok
19:17:07  <PublicServer> <Phazorx> ohi se that
19:18:25  <PublicServer> <Phazorx> we need to come with some general aproach to stations that feed traffic into mergable lanes
19:18:42  <PublicServer> <Phazorx> as in they should try to do it with nimimal gaps
19:18:57  <PublicServer> <Phazorx> basically there is enough capacity on ML for mroe trains
19:19:06  <PublicServer> <Phazorx> but they are spaced in way so new trains cant join
19:19:12  <PublicServer> <seandasheep> mark said a while ago that station desync if the (un)load time is the same
19:19:31  <PublicServer> <Phazorx> desync?
19:19:38  <PublicServer> <seandasheep> yh, like tunnels desync
19:19:49  <PublicServer> <Phazorx> that shouldnt matter
19:19:57  <PublicServer> <seandasheep> stations do in the same way if the load time is the same
19:19:58  <PublicServer> <Phazorx> by aproach i mean forming train stream
19:20:02  <PublicServer> <Phazorx> like packer does
19:20:07  <PublicServer> <leila> I think you want gaps to happen. Just that if a gap happens, it should be big enough.
19:20:17  <PublicServer> <Phazorx> leila: yes
19:20:18  <PublicServer> <leila> Maybe it is possible to slow a train to close a gap
19:20:23  <PublicServer> <seandasheep> yh, if trains are entered in a stream, they should be able to leave in the same stream
19:20:29  <PublicServer> <Phazorx> leila: that skida beyond TTD
19:20:39  <PublicServer> <leila> like 2 prios and a slowing bridge might actually be used to make that happen
19:20:48  <PublicServer> <Phazorx> because it would require figuring out if that train is a part of a problem or solution
19:20:59  <PublicServer> <Phazorx> since it uses group of trains that is purely virtual
19:21:06  <PublicServer> <Phazorx> where as network elements deal with individual trains
19:21:23  <PublicServer> <Phazorx> packer is ecxlusive in a way that it affects ALL trains
19:21:29  <PublicServer> <Phazorx> not just these that hve b gaps
19:21:55  <leila> I am just thinking in space between trains here.
19:22:05  <PublicServer> <Phazorx> yeah
19:22:07  <leila> If space is to small, make it smaller
19:22:21  <PublicServer> <Phazorx> heh
19:22:29  <PublicServer> <Phazorx> space is usually too big :)
19:22:30  <leila> Just need 1) a way to measure to small and 2) a way to slow down a train
19:22:32  <PublicServer> <seandasheep> but you can't make it smaller though
19:22:43  <PublicServer> <Phazorx> leila:  okay think about this one
19:22:50  <PublicServer> <Phazorx> you have 3 trains folowing each other
19:23:10  <PublicServer> <Phazorx> train A B C and gaps G between
19:23:16  <PublicServer> <Phazorx> A g g B g g C
19:23:32  <PublicServer> <Phazorx> if it would be ggg - that is enough for D to enter
19:23:40  <PublicServer> <Phazorx> and idea would be A g D g B g C
19:23:47  <PublicServer> <Phazorx> or A g B g D g C
19:23:58  <PublicServer> <Phazorx> so basicaly B needs to be moved back or forward
19:24:07  <PublicServer> <seandasheep> and it can't go forward
19:24:13  <PublicServer> <Phazorx> however when you take that example and implement it
19:24:28  <PublicServer> <Phazorx> it turns out that B quickly becomes A of next train pack
19:24:39  <PublicServer> <Phazorx> and your device which decided to move B a second ago is confused
19:24:52  <PublicServer> <Phazorx> since another group of trains is considered "active" now
19:25:27  <PublicServer> <Phazorx> that's what  meant a part of problem or solution :)
19:25:33  <leila> A gg B gg C would need to become A g B ggg C yes. Point is that the device should only do something with gg and with ggg.
19:25:46  <PublicServer> <Phazorx> posible
19:25:55  <PublicServer> <Phazorx> i tryed to do similar things
19:25:57  <leila> tho I do see a cascading problem in that..
19:26:12  <PublicServer> <Phazorx> issues is while you are dealing with A B C traisn there is X on horizont
19:26:33  <leila> like X A B C?
19:26:39  <PublicServer> <Phazorx> so as trains move (B rolls where A was)
19:27:09  <PublicServer> <Phazorx> it turns from (A gg B gg C) gg X to A gg (B gg C gg X)
19:27:21  <PublicServer> <Phazorx> and now you are slowing down/speeding up different trains
19:27:48  <PublicServer> <seandasheep> what is the minimum gap between trains anyway?
19:27:55  <leila> well ... it would only need to pick B once, does it not ?
19:28:00  <PublicServer> <Phazorx> depends if you have diagonals seandasheep
19:28:05  <PublicServer> <Phazorx> minimal is 3 tiles
19:28:05  <leila> After B is selected it can not be selected again.
19:28:11  <PublicServer> <Phazorx> but trains grow when they enter curves
19:28:22  <PublicServer> <Phazorx> so it is 5 unlesstrains are longer than 7 tiles
19:28:35  <PublicServer> <Phazorx> leila: there is no selection like that in TTD
19:28:42  <PublicServer> <Phazorx> all trains are individual
19:28:47  <PublicServer> <Phazorx> and engine treats them that way
19:29:26  <PublicServer> <Phazorx> gotta go for a few...
19:29:31  <leila> My basic thought was: If I could make B go on a "parallel" track and slow it down, then merge it back it would be the same stream of trains, just with the g moved
19:30:03  <leila> and that should be possible with signaling, somehow
19:32:19  <leila> basicall if there is gg behind a train it should take the slow down track, else move on.
19:33:06  <leila> now I should probably work this out on paper. Perhaps with math
19:35:38  <PublicServer> *** Grayson has left the game (leaving)
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19:38:33  <seandasheep> gtg, bye
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19:52:16  <Mark> [20:10] <@Phazorx> counter that measure amount of trains exiting after conditional filtering -> we already developed an injection that adds a train if none has overflowed for x days
19:52:25  <Mark> assuming that's what you mean :)
19:54:27  <Mark> hmm, i doubt i can join while unpacking, going to try anyway
19:54:29  <Mark> !password
19:54:29  <PublicServer> Mark: fezzes
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19:55:58  <Phazorx> Mark: sometihng like that is what i meant actually
19:56:14  <Mark> http://wiki.openttdcoop.org/Self-regulating_Network
19:56:20  <Mark> have a look at the injection part
19:56:24  <Mark> the second method
19:56:44  <Phazorx> but that is not taking to consideration goods fluctuation
19:56:53  <Phazorx> i tihnk you missed it but on this map we had something
19:56:55  <Phazorx> very severe
19:56:59  <PublicServer> <Mark> i just realised it can be much simpler using timetables
19:57:06  <Phazorx> all forests dropeed to 20% output
19:57:18  <Phazorx> and all networks but 03 required manual tuning
19:57:30  <Phazorx> because of all train pileups
19:57:48  <Phazorx> but it also fluctated back to 100% of what production was before
19:58:00  <PublicServer> <Mark> you mean it should remember the average load and slowly add trains
19:58:22  <Phazorx> well depends what you want to achieve
19:58:40  <PublicServer> <Mark> well, full service and minimal overflow
19:58:55  <Phazorx> in this map case 03 reacted very good to drop down
19:59:07  <Phazorx> but adding them was much slowe than required
19:59:20  <PublicServer> <Mark> i see
19:59:31  <Phazorx> timed criteria was not good enough to react
19:59:39  <PublicServer> <Mark> yeah
19:59:57  <PublicServer> *** Spike joined the game
20:00:10  <Phazorx> what i meant is simply count how many go right to how many go left
20:00:20  <Phazorx> if it passes some threshold - add trains
20:01:02  <PublicServer> <Mark> well, counting is not exactly simple :P
20:02:51  <PublicServer> *** Spike has left the game (connection lost)
20:02:52  *** jondisti has joined #openttdcoop
20:03:14  <jondisti> !password
20:03:14  <PublicServer> jondisti: wanner
20:03:26  <PublicServer> <Mark> you could have a timer that releases a train every day and pauses for, say, 30 days when one overflow
20:03:56  <PublicServer> *** jondisti joined the game
20:06:31  <PublicServer> <Mark> oh that's very simple actually
20:06:36  <PublicServer> <Mark> lovely
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20:12:54  <PublicServer> *** Spike joined the game
20:16:04  <PublicServer> <Mark> heh i'm loving it
20:22:28  <PublicServer> <Mark> Spike: you here?
20:22:36  <^Spike^> sort of
20:22:36  <^Spike^> why
20:22:45  <PublicServer> <Mark> have a look at !injection concept
20:25:36  *** cep has joined #openttdcoop
20:25:55  <cep> !password
20:25:55  <PublicServer> cep: dammed
20:26:09  <PublicServer> *** jondisti has left the game (leaving)
20:26:11  <PublicServer> *** Cep joined the game
20:26:16  <PublicServer> <Cep> hi
20:26:22  <PublicServer> <Mark> hello
20:26:33  <PublicServer> <Mark> you're not going to build random coal lines anymore are you?
20:30:05  <PublicServer> <Mark> i wonder how much CPU SRNW eats compared to regular networks
20:30:29  <PublicServer> <Mark> i'm guessing it's lower because trains always think they're going to pick a short route
20:30:36  <PublicServer> <Spike> looks nice btw mark
20:30:42  <PublicServer> <Mark> thanks
20:35:25  <PublicServer> *** Cep has joined company #1
20:37:15  <PublicServer> <Cep> How do you call this mechanism ?  I created a sign for it.
20:37:22  <PublicServer> <Mark> what sign?
20:37:30  <PublicServer> <Cep> thi first one
20:38:00  <PublicServer> <Mark> that's actually quite a few mechanisms used together to create selfregulating stations
20:38:10  <PublicServer> <Mark> the 3 by 3 loop is a not-gate
20:38:32  <PublicServer> <Mark> the 3 tile train moving back and forth is a dummy train
20:38:47  <PublicServer> <Mark> it allows a train to enter the real station only if a full load is waiting
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20:39:01  <PublicServer> <Mark> even though it's not working atm because productions are too high
20:39:35  <PublicServer> <Cep> thanks for the info
20:39:44  <PublicServer> <Cep> it is fascinating
20:39:52  <PublicServer> <Mark> you could look up SRNW on our wiki
20:39:56  <damalix> !svn
20:39:56  <PublicServer> damalix: svn update -r18594 && make (fiddly)
20:39:56  <PublicServer> damalix: svn checkout -r18594 svn://svn.openttd.org/trunk openttdcoop && cd openttdcoop && ./configure && make
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20:40:02  <PublicServer> <Mark> or did you mean just the not-gate?
20:40:09  <PublicServer> <Cep> yes, the gate
20:40:41  <PublicServer> <Mark> basically it makes the output the opposite of the input
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21:01:23  <^Spike^> mark did you change something on your concept thingie?
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21:31:05  <cep> !password
21:31:05  <PublicServer> cep: forage
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21:42:27  <persil> !password
21:42:27  <PublicServer> persil: forage
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21:54:48  <Phazorx> !players
21:54:49  <PublicServer> Phazorx: Client 266 (Orange) is Spike, in company 1 (Tonbrücken Transport)
21:54:49  <PublicServer> Phazorx: Client 242 (Orange) is Techinica, in company 1 (Tonbrücken Transport)
21:59:49  <PublicServer> <Techinica> forest outputs are dropping again...
21:59:56  <PublicServer> <Techinica> like they did yesterday
22:01:18  <PublicServer> <Techinica> networks are grinding to a halt again...
22:01:39  <PublicServer> <Techinica> couldn't be bothered depo'ing trains though... it'll probably pickup like it did yesterday in like 10 mins
22:07:00  *** mixrin has joined #openttdcoop
22:07:39  <sparr> yeah, whatever that is, we either have to account for it next time we do a wood network, or not do a wood network again
22:07:57  <sparr> "account for it" == buffer depots at every station
22:11:04  <Phazorx> or SRNW it :)
22:11:14  <sietse> !passworsd
22:11:17  <sietse> !password
22:11:17  <PublicServer> sietse: dourer
22:11:25  <PublicServer> *** Sietse joined the game
22:11:27  <PublicServer> <Sietse> heya
22:11:38  <PublicServer> <Sietse> or goodnight all!
22:13:59  <sparr> and that's still not a great plan
22:14:18  <sparr> unless the trains are stopped or really-depoted (as opposed to buffered), they are costing money
22:14:23  <sparr> money you arent making back while production is down
22:14:55  <PublicServer> <Techinica> one hell of a ML jam now :P
22:15:43  <PublicServer> <Techinica> picked up again now
22:15:46  <PublicServer> <Techinica> forest production
22:16:01  <sparr> forest production goes down
22:16:09  <sparr> goods production goes down shortly afterward
22:16:18  <sparr> goods pickup fills with trains
22:16:22  <sparr> jam moves backwards to ML
22:16:33  <sparr> predictable, fixable, pain in the ass
22:16:45  <sparr> also, all those goods trains are also bleeding money while they sit idle
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22:20:37  <Lillefix> !players
22:20:39  <PublicServer> Lillefix: Client 278 is Sietse, a spectator
22:20:39  <PublicServer> Lillefix: Client 266 (Orange) is Spike, in company 1 (Tonbrücken Transport)
22:20:39  <PublicServer> Lillefix: Client 242 (Orange) is Techinica, in company 1 (Tonbrücken Transport)
22:20:46  <Lillefix> !password
22:20:47  <PublicServer> Lillefix: elites
22:21:21  <PublicServer> *** Lillefix joined the game
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22:23:11  * Phazorx votes to archive it
22:26:14  <^Spike^> @stage Finalizing
22:26:14  *** Webster changes topic to "Welcome to #openttdcoop, the Cooperative OpenTTD | PSG #170 (r18594) | STAGE: Finalizing | www.openttdcoop.org | New players, use @quickstart & !help | Screenshots: http://mz.openttdcoop.org/img/ | Coopetition ladder: http://mz.openttdcoop.org/ladder | IS2/FIRS game at #openttdcoop.dev | report issues with website to XeryusTC"
22:26:19  <PublicServer> *** Spike has left the game (leaving)
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22:26:49  <PublicServer> *** Game paused (not enough players)
22:27:11  <Phazorx> well i love this european democracy now
22:27:27  <Lillefix> !password
22:27:27  <PublicServer> Lillefix: elites
22:28:07  <^Spike^> i've been wanting to archive it for days :)
22:28:13  <^Spike^> and seems done mostly
22:28:17  <Techinica> bah @ pause
22:28:31  <PublicServer> *** Lillefix joined the game
22:28:35  <^Spike^> no real big projects needed anymore on this map
22:28:38  <PublicServer> *** Lillefix has left the game (connection lost)
22:28:39  <PublicServer> *** Game paused (not enough players)
22:28:55  <Lillefix> Are we thinking of starting a new game?
22:29:01  <Phazorx> Spike it would have be archived w/o packer then :|
22:29:09  <sparr> i hope so, this one was done days ago
22:29:10  <^Spike^> what packer who where
22:29:18  <Phazorx> traffic packer
22:29:21  <Phazorx> OUR traffic packer!
22:29:26  <Techinica> its a monster...
22:29:28  <^Spike^> oh that thing
22:29:54  <sparr> Phazorx: have you considered a traffic packer that doesn't have delays, but instead releases the trains in an already-spaced-out configuration?  that is, stagger the staging and buffer areas
22:30:27  <Techinica> do you guys have a sandbox server somewhere?
22:30:45  <planetmaker> this is the sandbox server so to speak
22:31:01  <Techinica> okay
22:31:17  <Phazorx> sparr: i'm tring to make one
22:31:19  <sparr> it would be nifty to have a server running that autocleaned regularly, on a "sandbox" map with regularly spaced industries and such
22:31:23  <Phazorx> together with staggered station design
22:31:28  <Phazorx> but it has to be timed
22:31:32  <Phazorx> if i want to mix them
22:31:38  <Phazorx> and pooled so trains dont interfere
22:32:55  <sparr> one of the most annoying parts of testing new designs is producing the regular-ish stream of trains of a full network
22:33:10  <Phazorx> heh loop and let them go :)
22:33:12  <sparr> i keep testing things on saves from old public server maps, but that's less useful than multiplayer would be
22:34:45  <PublicServer> *** Phazorx has left the game (connection lost)
22:35:15  <Phazorx> huh
22:35:19  <Phazorx> that wasnt me
22:36:46  <PublicServer> *** Techinica has left the game (leaving)
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22:45:32  <PublicServer> *** Sietse has left the game (leaving)
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22:50:23  <leila> hmm it is possible to measure "gaps" right ?
22:55:33  <Phazorx> pause + count ?
22:55:52  <leila> with some magic rails :0
22:56:00  <Phazorx> shift + place
22:56:16  <Phazorx> it counts for you
23:00:24  <Paul2> !password
23:00:24  <PublicServer> Paul2: cloudy
23:03:20  <Phazorx> err... how do you get to cheat menu?
23:05:17  <sparr> ctrl alt c
23:06:14  <planetmaker> but not in multiplayer
23:07:33  <Phazorx> oh... it was system intercepted here
23:07:48  <Phazorx> had to use ctrl+alt+win + c
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23:20:05  <leila> can you mass edit trains ?
23:20:57  *** Polygon has quit IRC
23:20:57  <Phazorx> replace engins?
23:21:13  <leila> add more wagons
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23:23:07  <planetmaker> not possible afaik. Missed it also once :-)
23:23:19  <planetmaker> but you can refit existing wagons...
23:23:44  <leila> sell all, and just rebuild them
23:25:42  <leila> right retry to see if I can make build a prio myself
23:28:04  <leila> so the first sign on the prio is an exit.. then cascade for each prio segment ?
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23:35:02  <sparr> parallel track prio, or not?
23:35:15  <leila> yes
23:42:54  <leila> good night
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