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00:06:38 *** evildwarf has quit IRC 00:13:43 *** evildwarfseviltwin has quit IRC 00:27:35 <PublicServer> <mfb> why do we have separate mail ML trains? 00:28:17 <PublicServer> <Sylf> I just did't make mixed cargo trains in the beginning 00:28:23 <PublicServer> <Sylf> That's all 00:28:58 <PublicServer> <mfb> oh nice, 70k passengers at PNT 00:34:27 *** Max| has quit IRC 00:34:52 <PublicServer> *** Sylf has joined spectators 00:55:50 <PublicServer> <mfb> down to 11k :) 00:57:12 <PublicServer> *** mfb has left the game (leaving) 00:57:12 <PublicServer> *** Game paused (number of players) 00:57:19 *** mfb- has quit IRC 00:57:24 *** valhallasw has joined #openttdcoop 01:13:34 *** frdm has quit IRC 01:13:42 *** frdm has joined #openttdcoop 01:13:54 *** valhallasw has quit IRC 01:15:37 *** Mark has quit IRC 01:16:41 *** roboboy has joined #openttdcoop 01:56:37 <PublicServer> *** nicfer has left the game (leaving) 02:00:00 *** uliko has quit IRC 02:07:37 *** frdm has quit IRC 02:08:07 *** frdm has joined #openttdcoop 02:10:08 *** roboboy has quit IRC 02:30:32 *** pugi_ has joined #openttdcoop 02:35:34 <PublicServer> *** Sylf has joined company #1 02:36:28 *** pugi has quit IRC 02:36:29 *** pugi_ is now known as pugi 02:37:35 <Sylf> !unpause 02:37:35 <PublicServer> *** Sylf has unpaused the server. (Use !auto to set it back.) 02:37:37 <PublicServer> *** Game unpaused (number of players) 03:02:39 <AnsonMobil> !password 03:02:39 <PublicServer> AnsonMobil: encase 03:02:53 <PublicServer> *** Anson joined the game 03:02:57 <PublicServer> <Sylf> hi 03:03:11 <PublicServer> <Anson> hallo 03:05:53 <PublicServer> <Anson> thanks for explaining BBH01 ... i already had thought whether it would be to simpify it, but since most other BBH that i had seen connected each with everything, even on 3 times 3 lines :-) ..... 03:06:43 <PublicServer> <Sylf> it's just a matter of style too. 03:06:45 <PublicServer> *** Anson has joined company #1 03:06:51 <Sylf> !auto 03:06:51 <PublicServer> *** Sylf has enabled autopause mode. 03:12:03 <PublicServer> <Anson> i did my first work on PS at SLH08 ... first one was nuked by a complete redesign :-) and second can be seen now .... 03:12:57 <PublicServer> <Anson> as it was my first, i added some comments to what i did ... but will have to see in the future what and how many comments are needed or are annoying people when looking at the sign list or the landscape 03:13:31 <PublicServer> <Sylf> hmmm 03:15:01 <PublicServer> <Sylf> grr 03:17:57 <PublicServer> <Sylf> ugh 03:18:14 <PublicServer> <Sylf> I'll have to spend lots of time assigning all ICE trains to proper groups 03:19:28 <PublicServer> <Anson> yes, that is ugly work when doing it afterwards ... it's always best to assign the first train and then clone ... 03:19:54 <PublicServer> <Sylf> It's hard to enforce in a multi player game 03:20:30 <PublicServer> <Anson> and i am speaking only of maybe 100 trains in offline games 03:21:36 <PublicServer> <Anson> train 2 has no orders 03:22:27 <PublicServer> <Anson> total of 12 trains with shared orders which fill their orders with implicit destinations 03:24:22 <PublicServer> <Anson> and train 318 belongs to a second group of 10 trains with no orders 03:26:00 <PublicServer> <Anson> as Sbahn, orders mostly are not needed, but i think that they are needed for cargodist, and also at the terminus ACM where they don't always find the exit on first attempt 03:27:28 <PublicServer> <Anson> look at train 300 now, which i have stopped while it tried to leave via the entrance rail 03:31:09 <PublicServer> <Sylf> don't worry about the trains with no orders 03:31:36 <PublicServer> <Sylf> It's intentional 03:34:06 <PublicServer> <Anson> with no orders, trains from the second and fourth platforms often try to leave via the entrance rails and thus go back and forth until another train arrives and forces them to take the exit 03:35:13 <PublicServer> <Sylf> hmmm 03:36:08 <PublicServer> <Sylf> I think it's still okay 03:36:43 <PublicServer> <Sylf> It only happens when the exit is blocked for those trains at the wrong moment 03:42:01 <PublicServer> <Anson> since they load and unload very fast, trains from platform 2 and 4 always follow directly behind trains which leave from 1 and 3 ... and thus it always happens once for all trains on 2 and 4 04:03:09 <BiG> hey :D 04:07:04 *** Abtag has joined #openttdcoop 04:07:17 *** Antag has joined #openttdcoop 04:07:23 <Antag> hello? 04:07:59 <BiG> hi 04:09:15 *** Antag_ has joined #openttdcoop 04:09:39 <Antag_> how are things in coop OTTD 04:09:43 <Antag_> ? 04:09:57 <BiG> not very busy 04:10:04 <PublicServer> <Sylf> too busy 04:10:08 <BiG> no way 04:10:30 <Antag_> ;*( oh 04:10:44 <BiG> !password 04:10:44 <PublicServer> BiG: scorch 04:11:08 <PublicServer> *** Big Meech joined the game 04:11:28 <PublicServer> <Big Meech> no way this isnt busy at all 04:12:10 <PublicServer> <Anson> Sylf, i added another exit to ACM which should (mostly) take care of the no-order rains, by giving them an exit when they immediately follow another train 04:13:14 <PublicServer> <Anson> test on platforms 3/4 seems to work, but building the same for 1/2 might be more complicated 04:13:46 <PublicServer> <Sylf> maybe this will work too 04:14:04 <PublicServer> <Sylf> yup, works. 04:15:10 <PublicServer> *** Big Meech has joined company #1 04:15:28 *** Antag has quit IRC 04:16:31 <PublicServer> <Big Meech> could i make a town with bus service? 04:16:49 <PublicServer> <Sylf> you can try 04:16:55 <PublicServer> <Big Meech> i didnt read the plan 04:16:57 <PublicServer> *** Big Meech has joined spectators 04:17:05 <PublicServer> <Sylf> just know the vehicle limit. 04:17:15 <PublicServer> <Anson> no, it doesn't ... you only were lucky when you tested it 04:17:38 <PublicServer> <Big Meech> what is the command? 04:17:44 <PublicServer> <Big Meech> set max_roadveh ? 04:17:58 <PublicServer> <Sylf> there's no command 04:18:08 <PublicServer> <Big Meech> yeah, rv limit 04:18:10 <PublicServer> <Sylf> for mere mortals 04:18:12 <PublicServer> <Big Meech> in terminal :P 04:18:58 <PublicServer> <Big Meech> Oh nice 04:19:09 <PublicServer> <Big Meech> no vehicles :( 04:21:13 <PublicServer> *** Big Meech has left the game (general timeout) 04:21:13 <PublicServer> *** Big Meech has left the game (connection lost) 04:22:49 <PublicServer> <Anson> do all trains briefly stop at PBS signals, or does that apply only to trains with no orders ? 04:23:04 <PublicServer> <Sylf> only the orderless trains 04:27:30 <Antag_> soo 04:28:06 <Antag_> I played TTD a bit back in the day ... not to the extent you guys do... Im thinking it looks like a lot more fun with a group to keep the challang driving 04:28:20 <Antag_> any tips for how to get started? 04:28:54 <PublicServer> <Sylf> join our multiplayer game here and get inspired 04:29:05 <Antag_> k 04:30:31 <PublicServer> <Sylf> one you play 3-4 games on this server, the world will never be the same after that 04:30:41 <Antag_> I want the public server right 04:30:45 <Antag_> !password 04:30:45 <PublicServer> Antag_: refill 04:30:47 <PublicServer> <Sylf> yes 04:31:25 <Antag_> ok silly question alert... how do i type the password in 04:31:39 <Antag_> I have found the server and selcted it but the join butotn is greyed out 04:31:52 <Sylf> !quickstart 04:31:54 <Antag_> Version mismatch 04:32:00 <Sylf> @quickstart 04:32:00 <Antag_> !quickstart 04:32:01 <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart 04:32:07 <Antag_> thanks 04:32:07 <Sylf> go read that page first 04:32:19 <AnsonMobil> !dl 04:32:20 <PublicServer> AnsonMobil: !dl autostart|autottd|lin|lin64|osx|ottdau|source|win32|win64|win9x 04:32:20 <PublicServer> AnsonMobil: http://www.openttd.org/en/download-trunk/r25385 04:32:31 <Sylf> It has everything from where to download, the rules, tips and tricks, etc 04:32:54 <Sylf> Anson, please don't show that command directly, or else people won't read the quickstart 04:35:56 <AnsonMobil> k 04:38:04 <AnsonMobil> i had read the quickstart more than once, but didn't remember that part since i wanted to download from the nightly page. and then only found another (newer) version... 04:39:17 <Antag_> i think that is the issue I had too, my version is different 04:40:21 <PublicServer> <Sylf> quickstart isn't exactly a quickest read, but it has critical information for players on this server 04:40:59 <PublicServer> <Sylf> of course, there's also @@slowstart 04:40:59 <Webster> Read everything on the wiki, and I mean everything 04:41:32 <PublicServer> <Sylf> but then again, we have too many outdated wiki pages too 04:43:06 <Antag_> ok another silly question I downloaded the newGRF pack do i unzip to a specific location 04:43:23 <PublicServer> <Sylf> yes, unzip to.... hm 04:43:41 <PublicServer> <Sylf> are you on mac? Windows? linux? 04:43:50 <Antag_> win 7 x64 04:44:10 <PublicServer> <Sylf> unzip to My Document\Openttd\newgrf 04:44:12 <Antag_> install directory F:\OTTD\openttd-trunk-r25385-windows-win64 04:44:17 <Antag_> oh really ok 04:44:37 <PublicServer> <Sylf> If you downloaded the tar.gz version, you can leave it in one .tar file 04:45:11 <PublicServer> <Sylf> if it was .zip file, of course, you just unzip everything... 04:49:50 <PublicServer> <Anson> when you unzip the zip version, one file will be a duplicate: in one of the normal subfolders and in theobsolete subfolder 04:50:22 <Antag_> yeah had that 04:50:33 <Antag_> now im gettgin the open GFC sound and music 04:51:03 <PublicServer> <Anson> and when looking for a newgrf folder, there are two: newgrf and content_download/newgrf 04:51:18 <Antag_> hmm got an error 04:51:35 <Antag_> the currebtly used base graphisc set is missin a number of sprites 04:51:51 <Antag_> then a bit about development snapshots 04:54:56 <PublicServer> <Anson> do an "update newgrf" from the main screen 04:55:08 <PublicServer> <Anson> and if the error repeats, just ignore it :-) 04:55:31 <Antag_> i dont have thet abutton on main screen 04:55:49 <PublicServer> <Sylf> Update online contents is what you want 04:56:06 <Antag_> "check online content" 04:56:17 <PublicServer> <Sylf> yeah, that. 04:56:23 <Antag_> cool 05:00:16 <Antag_> so the new grfs are fine in multi folders 05:00:27 <PublicServer> <Sylf> yes 05:00:29 <Antag_> ie C:\Users\Antag\Documents\OpenTTD\newgrf\ottdc_grfpack_8.0\ottdc_grfpack 05:04:32 <PublicServer> <Anson> i have one subdir less: .../grfpack/ottdc_grfpack/... , without the subdir that has the version number 05:05:02 <PublicServer> <Anson> that probably is from unzipping into a directory with the archive's name 05:05:57 <PublicServer> <Anson> but i think that OTTD is very tolerant and lookd for grf files in many directories and their subdirectories :-) 05:06:36 <Antag_> ok gettging the names and stations Grfs now 05:06:50 <Antag_> as in the ones you get it to find just be fore connecting 05:07:38 <PublicServer> <Sylf> are you unzipping folder by folder? 05:08:00 <PublicServer> <Sylf> because theres no need to do that if you were 05:08:06 <Antag_> no 05:08:08 <Antag_> im not 05:08:40 <Antag_> !password 05:08:40 <PublicServer> Antag_: vaster 05:08:54 <Antag_> :D 05:08:56 <PublicServer> *** Antag joined the game 05:08:56 <Antag_> im in 05:09:07 <PublicServer> <Sylf> hmmmm 05:09:09 <Antag_> NICE... it links the chats! 05:09:16 <PublicServer> <Sylf> cargo dist is still weird to me 05:10:16 <Antag_> oh... my...... 05:10:25 <Antag_> hang on... I just need to go pick up my jaw 05:11:07 <PublicServer> <Antag> th 05:11:21 <PublicServer> <Antag> that town is a people farm 05:12:03 <PublicServer> <Anson> just looked at the parameters of cargodist: effect on distance is set to 100%, thus it tries to send pax to near destinations first ... eg from ACM to flagstaff south/Halt etc 05:12:23 *** pugi has quit IRC 05:12:45 <PublicServer> <Anson> maybe with a low percentage or even 0%, it would send more pax all across the map :-) 05:13:38 <PublicServer> <Anson> currently, 13k pax are waiting in ACM, and almost 7k of them want to go by Sbahn only :-) 05:16:44 <PublicServer> <Anson> the Sbahn in ACM mostly leaves with empty trains although there are 7k pax waiting ... probably caused by the graph not knowing that trains will go to those towns when they have no explicit order to go there !?!? 05:21:35 <PublicServer> <Anson> to test that, i have given oders to one of the two Sbahn circles at ACM 05:22:20 <PublicServer> <Antag> I like the museum 05:25:26 <PublicServer> <Anson> NOW it seems to work ... graph was recalculated and trains now pick up pax from ACM for the Sbahn destinations 05:26:49 <PublicServer> <Sylf> make that note and let mfb know that orderless trains and cargodist don't mix 05:27:53 <PublicServer> <Antag> there are some nice mods at work here 05:32:10 <PublicServer> <Antag> im going to get some lunch and will be back after 05:32:24 <PublicServer> <Sylf> kk 05:33:18 <PublicServer> <Anson> I'll watch it for some more ... whether it only appeared so, or whether it really works with orders 05:33:44 <PublicServer> *** Antag has left the game (leaving) 05:33:52 <PublicServer> <Sylf> we should reload the game once and let the roads reset themselves 05:34:03 <PublicServer> <Sylf> oh well. too lazy. 05:40:21 <PublicServer> <Anson> almost looks like a confirmation now : in ACM, there are 4k pax waiting for flagstaff south which is the first station on the no-order route, and only 1300 for flagstaff halt which is the first on the oder route 05:41:44 <PublicServer> <Anson> 2 or 3 sbahn in acm and there are only a few hundred pax left for flagstaff halt, while the other still doesn't pick up pax for flagstaff south 05:47:34 <PublicServer> <Anson> while giving the orders to the second route now too, some stations were not included and thus unreachable in the graph ... that's why now there are a few thousand pax going to "any station" (via flagstaff south) 05:47:52 <PublicServer> <Anson> but the numbers are already shrinking ... seems to work ... 05:48:44 <PublicServer> <Anson> at least trains are now loading at ACM, most of them full to 100%, instead of just turning around and leavuing empty 05:52:34 <PublicServer> <Anson> hehe, there now are no more pax waiting in ACM for flagstaff south and halt ... 7k pax transported with orders ... only up to maybe 1000 wait there, depending on trains arriving with new pax (up to 500++ per train) 06:01:12 *** Maraxus has joined #openttdcoop 06:06:35 <PublicServer> <Anson> i think i need to feed myself now, and also feed my mouse 06:06:45 <PublicServer> <Sylf> :D 06:07:11 <PublicServer> <Anson> toyland would be useful now : i need batteries :-) 06:11:25 <PublicServer> <Anson> btw: ACM seems to be not only saturated now, but overloaded ... full platforms, waiting trains, and still 11k+ pax and 3500+ mail waiting ... 06:12:03 <PublicServer> <Sylf> cargodist also does some weird stuff 06:12:27 <PublicServer> <Sylf> some pax come to this station from another town, only to take another ICE to get to their destination town 06:13:44 <PublicServer> <Anson> might look weird ... but it often is a circle of cause and effect: graphs look at existing connections and capacities and distributed cargo to them, thus they get more crowded and other lines with low or no traffic are sleeping 06:15:11 <PublicServer> <Anson> hehe, yes ... you don't need to connect every town with every town ! you only need to have some connection between any towns and the graph will route the pax, including several switch stations 06:15:58 <PublicServer> <Sylf> but that saturate some pax at some point needlessly 06:16:12 <PublicServer> <Sylf> so it's better to have connection from every town to every town 06:16:40 <PublicServer> <Anson> you probably also could build a gigantic station in the center of the map, which connects star-like to all other towns ... then cargodist would trake care of transfering them at the central station 06:16:44 <Antag_> hi again 06:17:23 <Antag_> !password 06:17:23 <PublicServer> Antag_: belies 06:17:40 <PublicServer> *** Antag joined the game 06:18:05 <PublicServer> <Antag> so what are you working on at the moment 06:19:20 <PublicServer> <Anson> hehe, we are trying to understand the consequences of cargodist :-) 06:19:34 <PublicServer> <Antag> rightyho 06:19:44 <PublicServer> <Antag> and how is that working out? 06:19:55 <PublicServer> <Sylf> I'm trying to be the head of Viking 06:20:17 <PublicServer> <Antag> do you have a pointy hat? 06:23:35 <PublicServer> <Anson> ACM - MIN N ... ACM needs better connection and more trains : currently 4500+ pax are waiting and still growing 06:24:11 <PublicServer> <Sylf> if you do that, more pax will come from other towns to ACM just to get to ministik, I think 06:25:13 <PublicServer> <Anson> hehe, that is the problem of cargodist i think ... the most crowded connections are preferred, and thus become more crowded, etc 06:26:45 <Antag_> I was thinking it would be interesting to have a similar mod that takes into account where the pax want to get from and to and then looks at timetable data to find the quickest route there 06:27:09 <PublicServer> <Anson> we would have to see what happens when we change parameters inb the advanced options, eg setting the saturation so that trains different connections will be used earlier, and reducing the "nearness" factor so that less pax prefer nearby stations and travel across the map 06:27:13 <Antag_> of course that would necessitate the use of timtables. 06:29:09 <PublicServer> <Sylf> we have 60+ groups of trains right now... No thanks. I don't want to deal with timetables. 06:29:15 <PublicServer> <Anson> there is some other free sim program which uses routes and timetables to the extreme ... you need to specify everything and when one train doesn't arrive on a specific platform in time, it blocks the whole traffic although all other platforms might be available :-) 06:29:25 <PublicServer> <Sylf> And time tables really gets in coop's way of playing the game 06:29:43 <Antag_> yeh i understand it would be a nightmare... that is what real trainlines must deal with 06:30:09 <PublicServer> <Anson> OTTD has the most advanced intelligence when it comes to send trains automatically from one station to another, without taking care of specifying routes etc 06:30:51 <PublicServer> <Anson> the only use i see in timetables is for FIRS and similar 06:30:57 <Antag_> do you recollect the title of the "other free sim program"? 06:31:17 <Antag_> yeah... or if timetabling is your goal 06:31:55 <PublicServer> <Anson> i had it installed on my old (broken) comp ... would have to search that old HD for some links 06:31:58 <Antag_> I was thinking along the lines that you commented all the pax go to congested stations and make them more congested 06:32:55 <Antag_> if the Pax could see timetables and numbers of other pax at the station they could work out the fastest route to there destination (in a similar manner to the way people do on freways with GPS and live traffic updates) 06:35:30 <PublicServer> <Anson> look at the subsidies ... they mostly are for very distant connections, or where you have no tracks nearby. and when you just finished building them, the subsidies expire 06:36:32 <PublicServer> <Anson> thus cargodist doesn't give a completely random destination for each pax, but uses a graph with all possible connections, and prefers good connections ... with "good" being crowded :-) 06:37:36 <Antag_> yeah people want to go where the "cool" people are 06:38:32 <Antag_> I guess that makes some sense... Think Dubai and Singapore hubs 06:39:10 <PublicServer> <Anson> it probably is only a side effect and not intended 06:39:54 <PublicServer> <Anson> but the alternatives are : go to completely random places, which might even be not connected yet, or g to well connected destinations and cause them to be flooded even more 06:41:36 <PublicServer> <Anson> we would have to try different parameters, like more random selection, less nearby stations, use other connectionms earlier before the first is saturated, etc 06:42:48 <Antag_> I dont mind a semi random system 06:44:02 <PublicServer> <Anson> the main intention (as i understood) is that in normal ottd, you could easily collect all pax in a town with Sbahn by doing "no unload", then transfer at a main station and do some long distance ... but it was not possible to transfer pax to different towns, or to get pax on the reverse route, etc 06:45:01 <Antag_> so number of pax generated at each station based on density of pop in catchment area and go to other destinations based on density there 06:45:22 <Antag_> yeah the original model was to simplistic... pax just wanted to go somewhere else... 06:45:41 <PublicServer> <Anson> now cargodist uses the existing network to find destinations, and we have to finetune parameters to get good results, eg not sending all of them to nearby stations only, or to first saturate a route before using the next one 06:46:01 <Antag_> in reality pax have a destination in mind not just .. shut up and take my money and get me out of this place if its the last thing you ever do 06:46:27 *** ODM has joined #openttdcoop 06:46:27 *** ChanServ sets mode: +o ODM 06:47:16 <Antag_> there is an interesting discussion to be had as to how much the system should effect where people want to go .. and how much where people wnt to go should effect the layout of the system 06:48:27 <Antag_> yes if you put in a rail line between 2 cities the traffic between those citys will increase over time as it is now easier to do trade between the cities etc 06:48:46 <PublicServer> <Anson> yes .... part 1 is the convenience for players, that pax go to existing and well connected destinations 06:49:31 <Antag_> but at the same time if there are 2 big cities people will want to move between them even if there is not a route... this is where a shrewd tycoon will capitalise on the needs of the customers and build the needed routs 06:49:44 <PublicServer> <Anson> and part two would be the challenge to adjust the network when pax want to go elsewhere, to destinations which are not well connected or not connected at all 06:49:51 <Antag_> yeah 06:50:03 <Antag_> as you say this is a balancing act 06:50:45 <PublicServer> <Anson> as i understand, this is the first cargodist game, and thus a lot experimental :-) 06:50:48 <Antag_> it might be benificial to implement a 3rd element 06:51:01 <Antag_> people do not like being in overcrowded places 06:51:58 <Antag_> so if you have an efficient superline people will flock to it... but if it becomes overcrowded and waiting times get too large the pax get discuraged and seek alternate route or destination 06:52:27 <Antag_> right.. ill try to keep that in mind and not get too picky to start with ;p 06:52:54 <PublicServer> <Anson> i think there is such a parameter in the advanced options : how saturated routes have to be until the next routes are used too 06:53:08 <Antag_> right that is good 06:53:30 <Antag_> so in viking... I see you have layed out the rodes for the future city 06:53:32 <PublicServer> <Anson> and currently, the parameters probably are set to "use nearest towns first, and only use other routes when the first is completely saturated" 06:53:57 <Antag_> lol rodes 06:54:18 <Antag_> is that an IKEA store HAHA 06:54:36 <PublicServer> <Sylf> yes it is, from the Swedish house set 06:54:43 <PublicServer> <Antag> nice 06:55:33 <PublicServer> <Antag> so this is a common stratergy? build the road network and a train line and strat transporting to encorage city growth on an epic scale? 06:56:39 <PublicServer> <Sylf> there's no single prescribed strategy, really. 06:57:09 <PublicServer> <Sylf> we define our game plan before we start building, and build the whole map according to the plan 06:57:19 <PublicServer> <Sylf> that's the golden rule of this server 06:57:21 <PublicServer> <Antag> yeh i saw that 06:57:31 <PublicServer> <Antag> where is the plan to be found? 06:58:04 <PublicServer> <Sylf> It's normally found under !!NETWORK PLAN!! 06:58:22 <PublicServer> <Sylf> which, the sign is found at the very top of the signs list 06:58:40 <PublicServer> <Anson> but some strategies are the only meaningfull ... eg building roads so that lots of fre space is left, and no tiles are too far away from roads ... and that you build trains networks first since it is easier to place them on free land, and in a matter to cover the entire area 06:59:41 <Antag_> right ... so the plan is not to the detail or what cites will conect where and when 07:00:28 <PublicServer> <Sylf> we don't dictate to that level 07:00:38 <PublicServer> <Anson> i am also new here, but as i heard, some games had no pax and were about transporting a big amounbt of goods to single indistry, etc 07:00:50 <PublicServer> <Antag> ok 07:01:08 <PublicServer> <Sylf> we actually don't play for amount of cargo or amount of money. 07:01:30 <PublicServer> <Anson> then it was on the prozone ? 07:01:32 <PublicServer> <Antag> so the bit about no visible depots and all depots behind reversers or terminus? 07:01:46 <PublicServer> <Sylf> We either play for nice looking train networks, or insane amount of trains, or both 07:02:16 <PublicServer> <Anson> antag: do a "send for maintenance" with any visible depots, and you need years to clean up afterwards :-) 07:02:22 <PublicServer> <Sylf> prozone is completely out of the picture. 07:02:53 <PublicServer> <Antag> oh...so obviously im not understaning the term "visible" 07:02:59 <PublicServer> <Sylf> the whole depot is because, if you put a visible depot, when we start upgrading our trains, the trains will skip an order and go for the depot 07:02:59 <PublicServer> <Antag> can you expand on that? 07:03:09 *** nicfer has quit IRC 07:03:25 <PublicServer> <Sylf> Let me find a picture and a save game 07:04:22 <Sylf> https://www.tt-forums.net/viewtopic.php?p=1068416#p1068416 07:04:23 <Webster> Title: Transport Tycoon Forums View topic - Most efficient depot/rail switch setup? (at www.tt-forums.net) 07:05:23 <PublicServer> <Anson> Antag, did you already go nuts ? 07:06:17 <PublicServer> <Anson> nuts is a specific train set which makes it easy to replace trains every few years, and when you do that, tzrains start going to the nearest depots ... and jam the whole network when depots are visible at bad locations 07:06:26 <Sylf> oh, this one also explains invisible depot 07:06:26 <Sylf> http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/ 07:06:58 <Antag_> ok 07:07:31 <Antag_> this makes sence 07:08:58 <PublicServer> <Anson> an alternative to having invisible depots would be to include maintain orders for every train ... then it would go to a specific depot only 07:09:16 <Antag_> yea 07:09:28 <Antag_> so if they are invisible... how do they ever find one? 07:09:34 <PublicServer> <Anson> but that is easily messed up by people forgetting to give such orders, or when you specify a "go to depot" command for all, which ignores that order 07:09:42 <Antag_> the deal is that they are only viible in small controlled secitons of track right 07:09:56 <Antag_> like just on that little bit out from the station the the depot 07:10:14 <PublicServer> <Sylf> basically yes 07:10:18 <PublicServer> <Anson> right, or with specific orders 07:10:20 <PublicServer> <Antag> ok 07:11:22 <PublicServer> <Anson> ACM to MIN N looks better now ... only 2500 waiting instead of 4500 07:12:08 <PublicServer> <Sylf> I've added at least 1 train for every possible combination of main stations 07:12:26 *** chester_ has joined #openttdcoop 07:12:46 <PublicServer> <Antag> oh right ... its drive on right 07:13:08 <PublicServer> <Anson> hehe, where do you come from ? 07:13:18 <PublicServer> <Antag> i was looking at a bunch of stations thinking ... why can a train not find this ... then I noticed the trains going past the oppisite way 07:13:21 <PublicServer> <Antag> Australia 07:13:27 <PublicServer> <Anson> there are few countries left which drive left ... 07:13:42 <PublicServer> <Antag> Aus Singapore and UK are all on left 07:13:57 <PublicServer> <Sylf> French trains too 07:14:02 <PublicServer> <Antag> there are fewer contires that use imperial :p 07:14:36 <PublicServer> <Anson> what about japan ? they don't drive left any longer ? 07:14:55 <PublicServer> <Antag> possibly they do ... i just listed the 3 off to top of my head 07:15:02 <PublicServer> <Sylf> that'll never change 07:15:04 <PublicServer> <Antag> canada might also 07:15:19 <PublicServer> <Sylf> no, Canada drives on right. 07:15:21 <PublicServer> <Anson> no, USA+canada would be stupid to do it differently 07:15:40 <PublicServer> <Anson> some years ago, swededn was a lefty too 07:16:19 <PublicServer> <Sylf> It's one thing to switch the system when there are only so many drivers on the road 07:16:47 <PublicServer> <Anson> but most countries which have neighbors, have switched to right driving ... which leaves GB (an island), AUS (a big island), and some former british colonies 07:16:55 <Antag_> india and the south of africa also 07:17:11 <Antag_> most of SE Asia 07:17:27 <Antag_> http://en.wikipedia.org/wiki/File:Countries_driving_on_the_left_or_right.svg 07:17:28 <Webster> Title: File:Countries driving on the left or right.svg - Wikipedia, the free encyclopedia (at en.wikipedia.org) 07:17:55 <PublicServer> <Anson> i saw videos on youtube ... do the SE asia countries drive on any specific side at all ? :-) LOL 07:18:29 <PublicServer> <Sylf> they all drive bicycles and rickshaws. 07:18:36 <PublicServer> <Sylf> who cares where on the road they drive? 07:21:16 <Antag_> you have not been to singapore have you? 07:21:55 <Antag_> poor antarctica has no information 07:23:11 <Antag_> so am I right in thienking a lot of time is spent refining the trains and only a little in building tracks? 07:23:23 <PublicServer> <Sylf> no 07:23:30 <Antag_> or i that just cos its the cargodist test map 07:23:40 <PublicServer> <Sylf> most time is spent on building and expanding rail networks 07:23:52 <PublicServer> <Antag> oh... i havent seen you guys doing much buildign 07:23:58 <PublicServer> <Sylf> this will probably coop's only cargo dist game 07:24:03 *** Anson has joined #openttdcoop 07:24:32 <PublicServer> <Sylf> that's because anson's been on analysis mode all day 07:24:46 <PublicServer> <Antag> ok 07:25:04 <PublicServer> <Sylf> while you guys were talking, I built SLH 10 and the town of Viking 07:25:10 <PublicServer> <Antag> so i have jsut seen an atypical result from my small dataset 07:25:26 <PublicServer> <Antag> i did see that spring up 07:27:05 <PublicServer> <Antag> is the 2 bridges on the overpass due to 1 bridge being a slow point 07:27:58 <Sylf> http://blog.openttdcoop.org/2010/07/27/building-101-double-bridges-and-you/ 07:29:14 *** AnsonMobil has quit IRC 07:30:42 <Anson> hehe... probably switcjrd crom wlan to phon whem o went afk 07:31:41 <Anson> amd eithout kryboatd my typing is bad 07:34:25 *** roboboy has joined #openttdcoop 07:34:27 <PublicServer> *** Sylf has joined spectators 07:34:48 <PublicServer> <Sylf> 2:30 AM again... 07:34:55 <PublicServer> *** Sylf has left the game (leaving) 07:35:13 <Anson> 9.30am 07:35:22 <Antag_> 340PM 07:38:16 <PublicServer> <Anson> back at keyboard ... 07:39:03 <PublicServer> <Anson> then we are almost evenly spaced around the globe :-) 07:40:22 <Antag_> haha we could keep a 24 hour watch 07:40:23 <Antag_> lol 07:40:55 <PublicServer> <Antag> so how does one get into participating with somethign on this scale? 07:41:17 <PublicServer> <Anson> no, since sylf plays in the evening, you in the afternoon, and i during the night ... else we wouldn't have met :-) 07:41:41 <Antag_> well its saterday hear 07:41:47 <Antag_> here too 07:41:55 *** Gregor-PLNL has joined #openttdcoop 07:41:58 <Antag_> normally I would play evening 07:42:40 *** Raaaak has joined #openttdcoop 07:44:14 <PublicServer> <Anson> if you know what you are doing, have a look at everything, see what needs to be fixed or improved, and do it 07:44:32 <PublicServer> <Anson> if you don't know what you are doing, better wait and watch a lot first :-) 07:44:38 <PublicServer> <Antag> im not sure I know what im doing to the level that people here do lol 07:45:13 <PublicServer> <Antag> there are some things in here that look odd to me... but im not sure if its me or them that are odd 07:45:59 <PublicServer> <Anson> hehe, same for me ... but just ask, and i see whether i understand different things than you :-) 07:46:01 <PublicServer> <Antag> like these little bits of 90degree side shoots on lines 07:46:44 <PublicServer> <Anson> you are probably speaking of prios ... like at the sign "now merge after split" 07:46:51 <PublicServer> <Antag> at SLH09 07:47:37 <PublicServer> <Anson> read on the topic of priorities in the wiki 07:47:45 <Antag_> ok 07:48:24 <PublicServer> <Anson> or look at the signals, and wiork your way backwards from the entry signal at "X" 07:49:02 <PublicServer> <Anson> do you see X ? 07:49:20 <PublicServer> <Antag> ? i see an X in your text lol 07:49:34 <PublicServer> <Anson> watch how it turns red when a train approaches onb the main line, and watch all signals between X and that train 07:49:52 <PublicServer> <Anson> the sign X near SLLH09 07:50:19 <PublicServer> <Anson> you can open a list of all signs to easily find any label on the map 07:51:00 <Antag_> yeah 07:51:16 <PublicServer> <Anson> start at X and follow the signals ... 07:51:38 <PublicServer> <Anson> at X uis an entry whioch turns red when it has no green exit signal 07:52:00 <PublicServer> <Anson> and now the trick: the exit signal is opposite the driving direction :-) 07:52:39 <PublicServer> <Anson> then the "strange rails which can't be used", but the signals on them are applied !!!! 07:52:59 <PublicServer> <Anson> and thus you end up at the exit signal, near sign Y 07:52:59 <Antag_> oh 07:53:02 <Antag_> smart 07:53:30 <PublicServer> <Anson> as soon as a train arrives near Y, all signals turn red and the next train on the sideline at X stops 07:53:52 <PublicServer> <Anson> there are several chapters on the wiki on those constructions 07:54:17 <Antag_> yeah so rather than the side line train getting its nose infront and stopping the mainline it stops and allows the minline to continue and meges in behind them 07:54:40 <PublicServer> <Anson> exactly 07:55:19 <PublicServer> <Anson> the length of that priority (short Prio) is determined by train speeds, available space, importance, etc 07:56:28 <PublicServer> <Anson> look near SLH08 ... there are some more prios which are built a bit differently 07:57:13 <Antag_> yeah 07:58:30 <PublicServer> <Anson> that was built by me :-) i like the "reverse arrows" in the layout better than those short bows :-) 07:58:48 <PublicServer> <Anson> but the effect is the same ... sidelines at X are stopped, when a train comes to Y 07:58:55 <Antag_> yeah 08:00:02 <PublicServer> <Anson> there are lots of extremely short prios, eg at XXX 08:00:41 <PublicServer> <Anson> you see them ? 08:00:44 <PublicServer> <Antag> yrah 08:00:58 <PublicServer> <Antag> they odnt have the parrallell track 08:01:18 *** Vinnie_nl has joined #openttdcoop 08:01:18 *** ChanServ sets mode: +o Vinnie_nl 08:01:48 <PublicServer> <Anson> with the signals for entry, exit and the third which is both, you can build those short prios 08:02:40 <Antag_> should tht hve happened 08:02:56 <PublicServer> <Antag> at XXX 08:03:00 <PublicServer> <Anson> i stopped trains ... now you can see how that construction works ... 08:03:07 <PublicServer> <Antag> right ok 08:03:34 <PublicServer> <Anson> trains from left go to left and right, and when one is jammed, they still can use the other 08:04:09 <PublicServer> <Antag> cool 08:05:11 <PublicServer> <Anson> i think the missed a few signals ... 08:05:33 <PublicServer> <Antag> so left and right track are the same correct? 08:05:56 <PublicServer> <Antag> after the staiton i mean 08:05:59 <PublicServer> <Anson> block signals direct trains to use them when it is the "nearest path" to the destination 08:06:22 <PublicServer> <Anson> twoway signals allow a choice, to use the other when one signal is red 08:09:29 <PublicServer> <Antag> so stopping those trains diverted a pile ot the right side of the Ministick station... thats ok cos the 2 lines from the station are just a duplicate line right? 08:10:55 <PublicServer> <Anson> yes ... too many trains for a single line --> just duplicate it and add some switches so that trains can select where they need to go 08:11:18 <PublicServer> <Anson> when one route is full/blocked/jammed, they select the other 08:11:52 <PublicServer> <Anson> that is the task of the pathfinder in ottd ... it finds pathes :-) 08:12:07 <Antag_> well named that one 08:12:20 <PublicServer> <Anson> and when the pathfinder can't find a depot, it is said to be hidden or invisible (to the pathfinder) 08:13:54 <PublicServer> <Anson> look at XXX 08:14:13 <PublicServer> <Antag> yeah 08:14:20 <PublicServer> <Anson> there is the mainline with two rails, each having a prio 08:14:57 *** valhallasw has joined #openttdcoop 08:14:59 <PublicServer> <Anson> when trains come from the station and want to merge, at most one train is stuck and the next will take the other side of the mainline 08:16:47 <PublicServer> <Anson> that's also why there is no signal in the front of the tunnel at Y 08:17:05 *** pugi has joined #openttdcoop 08:17:09 <PublicServer> <Anson> with a signal there, trains would queue behind a waiting train and cause a jam 08:17:48 <PublicServer> <Anson> without a signal at Y, the split at Z will send trains to the other track instead 08:18:19 <Antag_> yeah thats effecitn 08:18:31 <Antag_> althogh why is Z not clser 08:19:37 *** roboboy has quit IRC 08:20:01 <PublicServer> <Anson> do you know about max curve speed ? 08:20:06 <Antag_> right 08:20:17 <PublicServer> <Antag> i see now 08:20:40 <PublicServer> <Anson> z is exactly halfway between the next curves to the left and right 08:20:50 <PublicServer> <Antag> so its ok if the curve is an S shape 08:21:00 <PublicServer> <Anson> if you move Z, either of them would be too short and slow down trains 08:21:19 <PublicServer> <Anson> the S-band at Z does not slow it down 08:21:33 <PublicServer> <Antag> k 08:21:35 <PublicServer> <Anson> but the two curves in the same direction do 08:21:41 <PublicServer> <Antag> ok 08:21:56 <PublicServer> <Antag> im loearngin lots here 08:22:19 <PublicServer> <Anson> A followed by A would slow them down 08:22:25 <PublicServer> <Anson> and B followed by B 08:22:36 <PublicServer> <Antag> yeah 08:22:38 <PublicServer> <Anson> but not B followed by A (near Z) 08:23:24 <PublicServer> <Anson> that's is also a topic on the wiki ... but it can be understood more easily when you see it in action :-) 08:23:38 <PublicServer> <Antag> yeah a train can pull round a S bend but not a U 08:24:28 <PublicServer> <Antag> so there is no issue with putting short side steps in a rail... 08:24:30 <PublicServer> <Anson> it always depends on the number of wagons which are between two 45 degree curves which turn in the SAME direction 08:24:37 <PublicServer> <Antag> all this time i have been trying to minimise that 08:24:39 <PublicServer> <Anson> thus S bend doesn't matter 08:25:17 *** Progman has joined #openttdcoop 08:25:49 <PublicServer> <Anson> at XXX, i marked the waiting spaces for trais with a different rail type (darker) 08:26:39 <PublicServer> <Anson> thus you can see that each of the pathes has space for one train, and there are no signals behind the last wagon which would allow more trains to pass the split point behind them 08:26:57 <PublicServer> <Anson> exception: the longer path for one of them has space for two trains 08:27:19 <PublicServer> <Antag> yeah 08:29:11 <PublicServer> <Anson> when you want to do some more tests, you can also go to the welcome server 08:29:36 <Antag_> ok 08:29:51 <PublicServer> <Anson> both have the same parameters, most importantly, they have some specific settings which influence how trains react to red twoway signals :-) 08:29:51 <Antag_> so for offline pay 08:30:24 <PublicServer> <Anson> when you play offline, you need to set those parameters yourself 08:30:29 <PublicServer> <Antag> I should copy the welcome server mods set for a good default test situation? 08:30:47 <PublicServer> <Anson> but to do that, you need to know which they are and how they are spelled :-) 08:30:54 <PublicServer> <Antag> oh 08:30:56 <PublicServer> <Antag> lol 08:31:12 <PublicServer> <Antag> it there a list or config file in the wikiw ? 08:31:22 <PublicServer> <Anson> just save the game here or on the other server and kload it offline 08:32:13 <PublicServer> <Antag> well thanks so much for taking the time to share your knowladge with me 08:32:22 <PublicServer> <Anson> i once had set all those parameters myself, but after my old comp crashed, that info was lost :-( 08:32:44 <PublicServer> <Antag> Im off to meet up with a RL friend so try and get them hooked 08:33:20 <PublicServer> <Anson> when you want to go to the other server, you need a different version of otd 08:33:31 <PublicServer> <Anson> you can install it to a different directory 08:33:39 <Antag_> yeah I did that today 08:33:51 <PublicServer> *** Anson has joined spectators 08:33:51 <PublicServer> *** Game paused (number of players) 08:33:58 <Antag_> for this server is different to the singleplyaer I had 08:34:11 <PublicServer> <Anson> btw: this server stops running when there is less than two players active 08:34:17 <PublicServer> <Antag> oh 08:34:24 <PublicServer> *** Antag has joined spectators 08:34:32 <PublicServer> <Anson> but you can edit also when there is only you 08:34:50 <PublicServer> <Antag> untill you run out of cash right? 08:34:50 <PublicServer> <Anson> on the other server, it runs with only one player active 08:35:04 <PublicServer> <Anson> and you can't edit most things while it is not running 08:35:38 <PublicServer> <Anson> here you also can only edit until you run out of cash 08:36:12 <PublicServer> <Anson> but if you spend THAT MUCH money here, you will get kicked for excessife terraforming etc :-) LOL 08:36:24 <PublicServer> <Antag> yeah 08:36:43 <PublicServer> <Antag> well thnks for the OTTD 101 08:36:49 <PublicServer> <Anson> btw: each serever maps the ingame chat to IRC 08:37:03 <PublicServer> <Antag> yeah i have been using that 08:37:06 <PublicServer> <Anson> the channel for the other is #openttdcoop.stable 08:37:21 *** roboboy has joined #openttdcoop 08:37:46 <Antag_> ok 08:37:50 <Antag_> catch you round 08:38:03 <Antag_> thanks again 08:38:05 <PublicServer> <Anson> the other has no server pw, but has more companies 08:38:27 <PublicServer> <Anson> thus you need to make some money first, and then can experiment a bit 08:38:53 <PublicServer> <Anson> CU 08:39:00 <PublicServer> *** Antag has left the game (leaving) 08:39:11 <Antag_> bye 08:39:21 *** Antag_ has quit IRC 08:39:26 <PublicServer> *** Anson has left the game (leaving) 09:34:25 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sets mode: +o Vinnie_nl 17:55:33 <Vinnie_nl> !playercount 17:55:33 <PublicServer> Vinnie_nl: Number of players: 0 (0 spectators) 18:04:48 *** Ryton has joined #openttdcoop 18:04:56 <Ryton> !password 18:04:56 <PublicServer> Ryton: payers 18:07:19 <PublicServer> *** Game still paused (number of players) 18:07:21 <PublicServer> *** Ryton joined the game 18:12:53 *** Ryton_ has quit IRC 18:14:38 *** frdm has quit IRC 18:15:27 *** frdm has joined #openttdcoop 18:25:48 <Vinnie_nl> !password 18:25:48 <PublicServer> Vinnie_nl: myopic 18:26:03 <PublicServer> *** Game still paused (number of players) 18:26:05 <PublicServer> <Vinnie> hello 18:26:05 <PublicServer> *** Vinnie joined the game 18:28:57 <PublicServer> <Ryton> hi vinnie 18:29:00 <PublicServer> <Vinnie> hey 18:29:02 <PublicServer> <Ryton> wanna play? 18:29:17 <PublicServer> <Vinnie> no need, just looking for now 18:29:35 <PublicServer> <Ryton> same here 18:29:53 <PublicServer> <Ryton> i'm not so much into paxgames anyway 18:30:03 <PublicServer> <Vinnie> to mutch repetition for me 18:30:19 <PublicServer> <Vinnie> basicly every sbahn so far is the same 18:32:09 <PublicServer> <Vinnie> altough standard could be a test to see SRNW work with cargo dist 18:32:23 *** cyph3r has quit IRC 18:33:11 <PublicServer> <Ryton> mfb was testing orderless network 18:33:21 <PublicServer> <Ryton> but someone observed and changed the orders 18:33:27 <PublicServer> <Ryton> since pax were piling up 18:34:19 <PublicServer> <Ryton> I might build a small city though 18:34:38 <PublicServer> <Vinnie> but SRNW should work a little 18:35:18 <PublicServer> <Ryton> idk 18:35:24 <PublicServer> <Ryton> try it out, i'd say :-) 18:36:24 <PublicServer> <Vinnie> funny how PNT exit uses a reverser with CL2 18:36:44 <PublicServer> <Vinnie> without reverser the footprint will be smaller and also use CL2 18:37:02 <PublicServer> <Ryton> where's PNT? 18:37:08 <PublicServer> <Vinnie> Paintearth: 18:37:12 <PublicServer> <Ryton> k found it 18:37:50 <PublicServer> <Ryton> and thats potentially for a full line? 18:38:00 <PublicServer> <Ryton> 2 entries, 2 reversers 18:38:07 <PublicServer> <Vinnie> 4 reversers 18:38:17 <PublicServer> <Ryton> ah yes, 4 18:38:36 <PublicServer> <Ryton> should be enough then for CL2 :-) its probably tested 18:38:46 <PublicServer> <Ryton> thats like a double tunnel :-) 18:39:00 <PublicServer> <Vinnie> i can only imagine it is done for the depots behind the station 18:39:06 <PublicServer> <Vinnie> so they are invisible 18:39:16 <PublicServer> <Ryton> and for an easier entry design 18:39:26 <PublicServer> <Ryton> no need to mix in exit tracks 18:39:28 <PublicServer> <Vinnie> but Ministik ICE is also roro and has no depots 18:39:38 <PublicServer> <Ryton> btw I only ocunt 3 reversers :p 18:39:53 <PublicServer> <Vinnie> yes 2 exit tracks is a split 18:40:05 <PublicServer> <Vinnie> East and west SLH 07 18:41:23 <PublicServer> <Ryton> still, nice & clean design :-) 18:41:30 <PublicServer> <Ryton> I'll go in, I think, for one small city 18:41:38 <PublicServer> *** Ryton has joined company #1 18:41:38 <PublicServer> *** Game unpaused (number of players) 18:42:50 <PublicServer> <Ryton> transfer can have a cost (negative income?? 18:42:54 <PublicServer> <Vinnie> yes 18:48:43 <PublicServer> <Vinnie> nice 18:48:59 <PublicServer> <Ryton> whats nice? 18:49:18 <PublicServer> <Vinnie> you using wooden bridges with speedlimit of 32 kmph 18:49:34 <PublicServer> <Vinnie> keep it for fun 18:49:36 <PublicServer> <Ryton> ah, that might be a problem :-) 18:49:39 <PublicServer> <Ryton> sure :-) 18:49:50 <PublicServer> <Ryton> I mostly change bridges once 18:49:56 <PublicServer> <Ryton> and then ctr-copy them 18:50:03 <PublicServer> <Ryton> so I dont look at it , only notice it by the color 18:50:21 <PublicServer> <Vinnie> i just hotkey my bridges 18:50:36 <PublicServer> <Vinnie> build bridge, press 1 and always build fastest 18:55:01 <PublicServer> *** Sylf joined the game 18:55:10 <PublicServer> <Sylf> Cargodist srnw. curious idea. 19:00:57 *** Raaaak_ has joined #openttdcoop 19:01:42 <PublicServer> <Vinnie> well someone already killed idea 19:01:42 <PublicServer> <Vinnie> hello 19:01:53 <PublicServer> <Ryton> hi silf 19:01:59 <PublicServer> <Ryton> sylf* 19:02:01 <PublicServer> <Sylf> :) 19:02:22 *** frdm has quit IRC 19:03:16 *** frdm has joined #openttdcoop 19:17:34 <PublicServer> <Vinnie> cya later 19:17:37 <PublicServer> <Ryton> bya 19:17:39 <PublicServer> *** Vinnie has left the game (leaving) 19:20:24 <PublicServer> <Ryton> hmm, not a good idea 19:20:34 <PublicServer> <Ryton> to remove that light 19:20:49 <PublicServer> <Sylf> we can't remove the trains even with magic bulldozer :P 19:21:11 <PublicServer> <Ryton> doesnt matter too much 19:21:15 <PublicServer> <Ryton> just a beginning city 19:21:22 <PublicServer> <Ryton> not many casualties 19:25:31 <Sylf> !rcon set demand_distance 19:25:31 <PublicServer> Sylf: Current value for 'demand_distance' is: '100' (min: 0, max: 255) 19:26:08 <Sylf> !rcon set demand_distance 20 19:26:15 <Sylf> !rcon set demand_distance 0 19:27:33 *** ChanServ sets mode: +v Vinnie_nl 19:27:33 *** ChanServ sets mode: +v Ammler 19:27:33 *** ChanServ sets mode: +v V453000 19:27:33 *** ChanServ sets mode: -o evildwarfseviltwin 19:27:33 *** ChanServ sets mode: +v uliko 19:27:33 *** ChanServ sets mode: +v ODM 19:27:33 *** ChanServ sets mode: +v KenjiE20 19:27:33 *** ChanServ sets mode: +v Sylf 19:27:33 *** ChanServ sets mode: +v tneo 19:28:32 *** frdm has quit IRC 19:29:29 *** frdm has joined #openttdcoop 19:40:56 <PublicServer> <Ryton> hmm 19:41:06 <PublicServer> <Ryton> the SEX ice station should have been built a bit further 19:41:18 <PublicServer> <Ryton> now its within the city, & it accepts passsengers :s 19:41:28 <PublicServer> <Sylf> you can still move it 19:41:39 <PublicServer> <Ryton> true 19:41:45 <PublicServer> <Ryton> but thats a rebuild then :-) 19:41:51 <PublicServer> <Ryton> and defeats the concept of the bridging 19:41:57 <PublicServer> <Ryton> but might be the best option indeed 19:42:20 <PublicServer> <Sylf> like, over here? 19:42:35 <PublicServer> <Ryton> yeah 19:42:38 <PublicServer> <Ryton> makes more sense 19:43:58 <PublicServer> <Ryton> ah cl5 19:45:00 <PublicServer> <Ryton> pff 19:45:02 <PublicServer> <Ryton> :-) 19:45:04 <PublicServer> <Sylf> :P 19:45:35 <PublicServer> <Ryton> cl5 that close to the ML is annoying :) 19:45:51 <PublicServer> <Ryton> I'll just make a different type of entry 19:45:53 <PublicServer> <Sylf> well... 19:46:27 <PublicServer> <Ryton> could move the ML too :p 19:51:49 <PublicServer> <Ryton> oopz 19:51:59 <PublicServer> <Ryton> 3 renegade trains :p 19:54:23 *** frdm has quit IRC 19:54:35 *** frdm has joined #openttdcoop 19:58:11 <Maraxus> !password 19:58:11 <PublicServer> Maraxus: sinewy 19:58:29 <PublicServer> *** Maraxus joined the game 19:58:42 <PublicServer> <Maraxus> hi 19:58:44 <PublicServer> <Sylf> hi 20:11:50 *** Mazur has joined #openttdcoop 20:11:50 *** ChanServ sets mode: +o Mazur 20:12:49 <PublicServer> *** Mazur joined the game 20:15:25 *** ODM has quit IRC 20:17:29 <PublicServer> *** Sylf has joined spectators 20:19:09 <PublicServer> *** Mazur has left the game (leaving) 20:19:09 <PublicServer> <Ryton> I'm off 20:19:13 <PublicServer> <Ryton> cya Sylf 20:19:15 <PublicServer> <Sylf> see ya 20:19:19 <PublicServer> <Ryton> ah Maraxus 20:19:25 <PublicServer> <Ryton> still building, are you? 20:19:31 <PublicServer> <Maraxus> nope 20:19:33 <PublicServer> <Ryton> kk 20:19:35 <PublicServer> *** Ryton has joined spectators 20:19:35 <PublicServer> *** Game paused (number of players) 20:19:39 <PublicServer> *** Ryton has left the game (leaving) 20:20:31 <PublicServer> <Maraxus> I'm off as well - cu 20:20:39 <PublicServer> *** Maraxus has left the game (leaving) 20:21:00 *** Maraxus has quit IRC 20:27:43 *** Ryton has quit IRC 20:33:54 *** Chris_Booth has joined #openttdcoop 20:47:53 <fonsinchen> !pw 20:48:00 <fonsinchen> !password 20:48:00 <PublicServer> fonsinchen: prying 20:48:09 <PublicServer> *** Game still paused (number of players) 20:48:12 <PublicServer> *** fonso joined the game 20:57:57 *** Raaaak_ has quit IRC 20:59:59 <PublicServer> *** Game still paused (number of players) 21:00:02 <PublicServer> *** Mazur joined the game 21:00:27 <PublicServer> <Mazur> Oh, I thought you came to play, fors. 21:02:30 <PublicServer> *** fonso has left the game (leaving) 21:07:06 <fonsinchen> Sorry, I'm not so good at your play style. It looks very interesting, though. 21:18:39 <Vinnie_nl> looks like poop :P 21:18:58 <Vinnie_nl> !password 21:18:58 <PublicServer> Vinnie_nl: archer 21:19:05 <PublicServer> *** Game still paused (number of players) 21:19:05 <PublicServer> *** Game unpaused (number of players) 21:19:07 <PublicServer> *** Vinnie joined the game 21:19:11 <PublicServer> <Vinnie> hello 21:19:13 *** Chris_Booth has quit IRC 21:19:31 <fonsinchen> Poop with a lot of links and cargo flows in it. 21:19:59 <Vinnie_nl> good thing to stress your patches then 21:41:09 *** Gregor-PLNL1 has quit IRC 21:52:12 <PublicServer> <Mazur> Halo 2. 21:53:11 <PublicServer> <Mazur> Oh, supper's ready, I'll saty in but be absent for half an hour tops. 21:53:27 <PublicServer> <Vinnie> supper at 12 in the evening? 21:53:41 <PublicServer> <Mazur> I live shifted atm. 21:56:03 <PublicServer> <Mazur> Jam at SLH -05 21:56:45 <PublicServer> <Vinnie> blame the creator of the SLH 22:03:05 <PublicServer> <Vinnie> i don't see the problem 22:04:23 *** frdm has quit IRC 22:04:54 *** frdm has joined #openttdcoop 22:18:21 *** Max| has quit IRC 22:19:34 *** Max| has joined #openttdcoop 22:25:15 *** perk11 has quit IRC 22:25:33 <PublicServer> <Vinnie> Mazur: still here? 22:25:52 <PublicServer> <Vinnie> or rather, back yet 22:27:08 *** KenjiE20 has quit IRC 22:27:29 *** KenjiE20 has joined #openttdcoop 22:27:29 *** Webster sets mode: +o KenjiE20 22:28:37 <PublicServer> *** Vinnie has left the game (leaving) 22:28:37 <PublicServer> *** Game paused (number of players) 22:29:15 <PublicServer> *** Mazur has joined spectators 22:29:40 <Mazur> Making post-supper coffee. 22:40:51 <PublicServer> *** Sylf has joined company #1 22:48:42 *** frdm has quit IRC 22:49:02 *** frdm has joined #openttdcoop 22:52:59 *** Vinnie_nl has quit IRC 22:55:34 <PublicServer> *** Sylf has left the game (leaving) 22:55:43 *** valhalla1w has quit IRC 23:04:33 *** Jam35 has quit IRC 23:10:12 *** evildwarfseviltwin has quit IRC 23:10:37 *** evildwarfseviltwin has joined #openttdcoop 23:10:37 *** Webster sets mode: +o evildwarfseviltwin