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Log for #openttdcoop on 13th February 2014:
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10:03:48  <coopserver> Tray: reread
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14:21:42  <Steve_McQuack> So...
14:22:02  <Steve_McQuack> Can anyone teach me the ways of making good pickup station exits?
14:22:23  <V453000> yes
14:22:37  <V453000> next question? :P
14:22:53  <Steve_McQuack> halp
14:23:10  <V453000> http://wiki.openttdcoop.org/Junctionary_-_Stations_-_All
14:23:12  <Steve_McQuack> I don't understand all this hoobajoob
14:23:15  <Steve_McQuack> I've read that before
14:23:17  <V453000> or just have a look through the whole archive (:
14:23:22  <V453000> well then what is the issue
14:23:29  <Steve_McQuack> I don't understand
14:23:32  <Steve_McQuack> how it all works
14:23:54  <Steve_McQuack> say I want to get my trains out of a pickup station as fast as possible
14:24:01  <Steve_McQuack> with as little interference as possible
14:24:06  <Steve_McQuack> using two lines
14:24:10  <Steve_McQuack> wat do
14:24:16  <V453000> @abr07
14:24:17  <Webster> Advanced Building Revue 07: Stations at #openttdcoop - http://blog.openttdcoop.org/2010/09/28/advanced-building-revue-07-stations/
14:24:21  <V453000> this is also helpful
14:24:41  <Steve_McQuack> Think I've read that before but I'll have a look again...
14:25:00  <V453000> but in general: assuming the X platforms you have output less trains than 2 lines can take, and assuming all platforms are used about equally, you can simply put half platforms exit to line 1, and half platforms exit to line 2
14:25:21  <V453000> you Can make it wtfcomplicated, give all platforms choices to either of the 2 lines, but you dont have to
14:25:29  <V453000> as long as trains are able to get out and dont get stuck anywhere, easy
14:25:47  <Steve_McQuack> Like this image for instance http://blog.openttdcoop.org/files/blog/V453000/ABR07_balanced_04.png
14:25:59  <Steve_McQuack> How do I know when I'm doing this right @_@
14:26:10  <V453000> you dont, this is unnecessary bullshit
14:26:23  <Steve_McQuack> But I wanna D:>
14:26:47  <Steve_McQuack> I'm through with simpleton diamond-shaped stations for my pickups
14:27:18  <V453000> it doesnt help and takes enormous amount of space, trust me that exits are generally totally simple
14:27:25  <V453000> few "diamonds" at the end will be easy
14:27:29  <V453000> and sufficient
14:27:38  <V453000> that doesnt mean entrance has to look that way :)
14:27:51  <Steve_McQuack> As far as I understand
14:28:01  <Steve_McQuack> the entrance design hardly matters at all for pickup stations
14:28:09  <Steve_McQuack> it's the exits that make a difference, right?
14:28:26  <V453000> as an exit this works too http://blog.openttdcoop.org/files/blog/V453000/ABR07_Xth_01.png
14:28:37  <V453000> the entrance matters extremely much for pickup stations
14:28:44  <Steve_McQuack> pffft
14:28:45  <V453000> the exit has only one purpose - to let trains get out
14:29:01  <Steve_McQuack> You can make your entrance as nice as you want but
14:29:14  <Steve_McQuack> at the end of the day a surge in cargo can still result in jamming when the trains want to leave
14:29:25  <Steve_McQuack> I want to reduce that jamming as much as possible
14:29:55  <Steve_McQuack> well not a surge in cargo, but a temporary drop
14:29:57  <V453000> surges of cargo? well if suddenly there is 10X max throughput, it will always slow down for the short period but in average it will work
14:30:00  <Steve_McQuack> messes up the synchronization
14:30:04  <Steve_McQuack> you get what I mean
14:30:25  <V453000> you dont need any synchronization either and if you have problems with cargo amounts, just put there a overflow to make trains always load
14:31:21  <V453000>  @@ABR04 @@ABR08 @@ABR12
14:31:23  <Webster> Advanced Building Revue 04: Overflows at #openttdcoop - http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/
14:31:24  <Webster> Advanced Building Revue 08: Overflows II at #openttdcoop - http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/
14:31:25  <Webster> Advanced Building Revue 12: Overflows III at #openttdcoop - http://blog.openttdcoop.org/2012/06/28/advanced-building-revue-12-overflows-iii/
14:31:26  <Steve_McQuack> blegh
14:31:31  <Steve_McQuack> overflows shmoverflows
14:31:41  <Steve_McQuack> Sorry I didn't mean cargo surges
14:31:53  <Steve_McQuack> I really want to alleviate the problem of cargo drops
14:32:03  <Steve_McQuack> causing jams on train exits
14:33:42  <V453000> right, although your request doesnt make much sense (or the problem is probably somewhere else than in the exit), this is quite indestructible in terms of throughput and overall mechanism how it works http://wiki.openttdcoop.org/File:Psg216_coaldrop.png
14:34:00  <V453000> this is very decent http://wiki.openttdcoop.org/images/9/93/Psg211_fruitdrop.png
14:34:50  <Steve_McQuack> That fruit drop is nice and tight for dropoff
14:35:06  <Steve_McQuack> oh wait
14:35:11  <Steve_McQuack> I'm reading that backwards
14:35:18  <Steve_McQuack> Yeah I've made something similar to that before
14:35:26  <Steve_McQuack> I'm not really sure if I'm on the right track though
14:35:31  <V453000> there is pickup in the same station too actually
14:35:32  <Steve_McQuack> let me find the save and get a screenshot...
14:35:36  <V453000> good
14:35:40  <Steve_McQuack> @_@
14:35:54  <V453000> either way, difference between pickup/drop exits is none, same logic applies to both
14:37:31  <Steve_McQuack> ah found it
14:38:55  <Steve_McQuack> So here's what I've managed to come up with before http://gyazo.com/0d90a2974e90dd8510047348a1eb5586
14:38:56  <Webster> Title: Gyazo - 0d90a2974e90dd8510047348a1eb5586.png (at gyazo.com)
14:39:06  <Steve_McQuack> I'm not really sure if I'm on the right track with this or not though
14:39:44  <Steve_McQuack> A closer view: http://gyazo.com/921b2d30216b01cfa9b5b1e6e3597753
14:39:45  <Webster> Title: Gyazo - 921b2d30216b01cfa9b5b1e6e3597753.png (at gyazo.com)
14:40:02  <Steve_McQuack> also wut
14:40:13  <Steve_McQuack> A drop exit can be really simple
14:40:26  <Steve_McQuack> because you can rely on trains to always spend the exact same time in the station
14:40:26  <V453000> the signals dont make much sense, but yeah track logic is fine
14:40:32  <V453000> pretty much
14:40:45  <Steve_McQuack> Basically the two-way entry signals
14:40:53  <Steve_McQuack> check ahead at the track merge
14:40:59  <V453000> if your trains are always loading in all platforms (ensured by choices to all platforms at entrance and overflow), then you can assume all trains load the same time
14:41:06  <V453000> yes but that is terrible
14:41:13  <Steve_McQuack> and then a train tries to take the opposite path if it's busy
14:41:14  <V453000> never use combo signals which lead to the same point from 2 directions
14:41:35  <Steve_McQuack> @_@
14:41:35  <V453000> yes but if a train goes towards the entry signal and the entry signal gets suddenly red, the train will just get stuck there
14:41:54  <Steve_McQuack> yeah
14:42:04  <Steve_McQuack> but this seemed like the best compromise
14:42:07  <V453000> IF the entry signal has 1x train length of free space in front of it [just remove the entry signal and move it to the place where your combo signal is] then it is fine
14:42:08  <Steve_McQuack> for what I could come up with
14:42:25  <Steve_McQuack> actually wait I tried this stuff again on a more recent save too
14:42:30  <Steve_McQuack> maybe I did it better then
14:42:36  <V453000> Best solution - use normal presignals and agressively signal the waiting bays for best throughput
14:43:15  <Steve_McQuack> Use the presignals where?
14:43:22  <V453000> PS using maglev fast class isnt the most constructive for learning to build properly, acceleration is most key ;)
14:43:32  <Steve_McQuack> bah humbug
14:43:39  <Steve_McQuack> that's the medium class anyway
14:43:51  <V453000> presignals at teh split http://blog.openttdcoop.org/files/blog/V453000/ABR07_buffer_01.png
14:44:04  <V453000> oh yeah it is, true
14:44:07  <V453000> still, maglev :P
14:44:10  <Steve_McQuack> those are station entries @_@
14:44:29  <V453000> this is a split, doesnt matter if it leads to platforms or various lines as a choice
14:44:39  <V453000> the logic of the split and its signalling is still the same
14:45:05  <V453000> just imagine choice to 3 lines instead of the platforms there
14:46:22  <Steve_McQuack> Here's a clearer more recent example of what I'm trying to accomplish here: http://gyazo.com/0de7c63eb506c6cd9d2f9ce9e8d02b14
14:46:24  <Webster> Title: Gyazo - 0de7c63eb506c6cd9d2f9ce9e8d02b14.png (at gyazo.com)
14:46:30  <V453000> look, easiest way to figure out what works and what doesnt is to build it on our server, there people will tell you if it is good or bad, and you can easily see what it does, too
14:46:48  <V453000> yeah I see what you are trying to accomplish
14:47:00  <V453000> and to that I say waiting bays instead of "clever train decisions" are way more reliable
14:47:13  <Steve_McQuack> hmm
14:47:19  <V453000> OR - the thing I posted does what you want it to http://wiki.openttdcoop.org/File:Psg216_coaldrop.png
14:48:02  <V453000> key difference is that there is Space before the entry signal so train can Eventually wait there
14:48:46  <Steve_McQuack> uh huh...
14:48:58  <Steve_McQuack> I don't see much priority on that
14:49:15  <V453000> there are priorities on every join?
14:49:22  <Steve_McQuack> just a li'l
14:49:34  <V453000> PBS looks for entry signal, and entry signal detects some priority - just enough to know if that track is full or not
14:49:35  <Steve_McQuack> I bet that works good anyway since you have 4 different mainline tracks to choose from
14:49:40  <V453000> if it is full, train tries to go elsewhere
14:49:56  <V453000> 4 or 40, everything can be broken by enough trains
14:50:07  <V453000> thing to discuss is the logic not the amount
14:50:36  <V453000> it works because it is done for each few platforms, it also works because it detects the line safely - but effectively
14:50:38  <Steve_McQuack> okay lemme take a closer look at this again...
14:50:41  <V453000> safely because of the waiting bay
14:51:06  <Steve_McQuack> the waiting back just before the main track merge?
14:51:14  <Steve_McQuack> behind the two-way entry signals?
14:51:22  <Steve_McQuack> waiting bay*
14:51:27  <V453000> yes
14:51:37  <V453000> the 1x train length or more
14:52:04  <V453000> means a train can wait there safely without interrupting the rest, no matter how long or at what situation
14:52:13  <V453000> if your trains stop at entry signal, the whoel choice will break
14:52:52  <Steve_McQuack> this looks like it concentrates trains preferentially towards the last mainline track there
14:52:54  <Steve_McQuack> Is that correct?
14:53:14  <V453000> no and it does not matter either :)
14:53:17  <Steve_McQuack> or maybe the first mainline there
14:53:58  <V453000> it is one mainline, that it consists of 6 rails is irrelevant, it should be considered as one big thing
14:54:10  <V453000> you dont care on which part the trains are - eventually they will be on all parts anyway
14:54:30  <V453000> obviously if they are only on half and it is jamming already, then you built it wrongly yeah
14:55:07  <Steve_McQuack> hmm
14:55:11  <Steve_McQuack> I see what you're getting at now
14:55:31  <Steve_McQuack> I'm just not a fan ob waiting bays -_-
14:55:34  <Steve_McQuack> of
14:55:44  <Steve_McQuack> I guess if a train has to wait at some point though
14:55:46  <Steve_McQuack> and it will
14:55:48  <V453000> this isnt about fan of or not
14:55:51  <V453000> waiting bays are a necessity
14:55:57  <Steve_McQuack> then setting up specific areas for it
14:55:58  <Steve_McQuack> is better
14:56:01  <V453000> without waiting bays it simply isnt safe
14:56:15  <V453000> I think what you need to read is http://wiki.openttdcoop.org/Merging_Tracks
14:56:38  <Steve_McQuack> read it
14:56:52  <V453000> read it again you could clearly take more from it :)
14:57:02  <Steve_McQuack> I guess what I'm asking about designing station exits like this
14:57:11  <Steve_McQuack> is if there's some sort of balancing to keep in mind here
14:57:28  <Steve_McQuack> or
14:57:33  <Steve_McQuack> some sort of rules...
14:58:02  <Steve_McQuack> So in that example
14:58:10  <Steve_McQuack> you don't uh
14:58:16  <V453000> no rules at all ... just use what works :)
14:58:22  <Steve_McQuack> merge track
14:58:27  <Steve_McQuack> in a dichotomous fashion?
14:58:51  <Steve_McQuack> like, put these 32 tracks into 16
14:59:02  <Steve_McQuack> now merge these 16 into 8
14:59:03  <Steve_McQuack> etc.
14:59:11  <Steve_McQuack> or something like that
14:59:12  <Steve_McQuack> I dunno
14:59:15  <V453000> no not really
14:59:36  <Steve_McQuack> Does that not really help at all?
14:59:48  <Steve_McQuack> with all the extra opportunities for selection?
15:00:54  <Steve_McQuack> let me fix my example and ask you if it looks better
15:00:55  <Steve_McQuack> hold on
15:00:57  <V453000> for exit, almost not at all
15:01:01  <V453000> sure
15:03:22  <Steve_McQuack> Okay so you're saying this is better, right?   http://gyazo.com/0d3ba3c4367f66290fd81422d1b4f381
15:03:23  <Webster> Title: Gyazo - 0d3ba3c4367f66290fd81422d1b4f381.png (at gyazo.com)
15:03:37  <Steve_McQuack> Though obviously I'll want to make my waiting bays long enough for the trains now
15:03:47  <Steve_McQuack> some of those aren't 6-tiles of room
15:04:11  <Steve_McQuack> oh actually all of those are 6 tiles of room
15:04:25  <V453000> you need the 6 tiles of room, and you want the PBS to look directly at teh entry signals
15:04:33  <V453000> so it can see if the entry signal is red or green
15:04:34  <Steve_McQuack> How?
15:04:37  <V453000> -> better decisions
15:04:43  <V453000> by removing the dense signalling
15:04:46  <Steve_McQuack> oh
15:04:48  <V453000> but that is situational
15:04:50  <Steve_McQuack> I thought you said I wanted that
15:04:51  <Steve_McQuack> right
15:04:56  <V453000> it depends
15:05:05  <V453000> if you need throughput at that point, agressive signalling is a must
15:05:16  <V453000> but if you dont, more intelligent choices about what is ahead are preferable
15:06:15  <Steve_McQuack> http://gyazo.com/a40aeb57c7eb77d855cfec8cffd2ee16
15:06:16  <Webster> Title: Gyazo - a40aeb57c7eb77d855cfec8cffd2ee16.png (at gyazo.com)
15:06:25  <Steve_McQuack> I left the block signals in on the prioritized tracks
15:06:28  <Steve_McQuack> How's that look?
15:06:57  <V453000> why prioritize one track over another
15:07:01  <Steve_McQuack> I should probably reverse the prioritizing though
15:07:03  <V453000> but yeah that works +-
15:07:13  <Steve_McQuack> since the left side tracks have more space
15:07:16  <V453000> no reason to prioritize any
15:07:26  <V453000> especially the more space is no reason
15:07:27  <Steve_McQuack> There's priority in that other example @_@
15:07:37  <Steve_McQuack> What am I using these presignals for then
15:07:42  <V453000> yes because those tracks are mainline and the join is sequential one after another
15:08:01  <V453000> a lot of things, better decisions, etc ... in this specific example you dont totally need presignals
15:08:09  <Steve_McQuack> Why don't I want to get one part of the merge priority over another?
15:09:22  <V453000> why yes
15:09:32  <V453000> the prio will only slow trains A down when trains B are coming
15:10:10  <V453000> the only usage of priorities should be when the Prioritized track has no other choice where to go, and the track which has multiple choices is Choosing from the multiple tracks by checking if there are trains - by priority
15:10:15  <Steve_McQuack> uhh...
15:10:24  <Steve_McQuack> Then how do my trains detect
15:10:37  <Steve_McQuack> the other track when choosing where to go at the path signals?
15:11:02  <Steve_McQuack> That is what I'm trying to accomplish here...  isn't it?
15:11:43  <Steve_McQuack> If they only detect a two-way red when another train is on the track merge
15:12:07  <Steve_McQuack> then doesn't that kind of defeat the purpose?
15:12:17  <V453000> you dont nede to detect it really, that is just a tiny helper
15:12:23  <Steve_McQuack> or does the train pathfinding already figure this out
15:12:47  <V453000> you just send the train towards the waiting bay, and if there is enough space, it will go, if there is not enough space, it will stop in the waiting bay and force other choices to be taken
15:12:59  <V453000> if there is no choice to take, you simple need to expand to more lines
15:13:18  <Steve_McQuack> But I want it to preferentially take a waiting bay that doesn't connect to a merge that's going to be occupied.
15:13:45  <V453000> and now this question:
15:13:46  <V453000> why
15:13:58  <Steve_McQuack> to reduce slowdown and jams when exiting the station @_@
15:14:03  <V453000> exactly
15:14:03  <V453000> why
15:14:18  <Steve_McQuack> uh
15:14:25  <Steve_McQuack> because it's a fun problem to consider?
15:14:33  <Steve_McQuack> for funzies
15:14:46  <V453000> well in such case you can use the design I posted
15:15:11  <V453000> or in general just have any exit with PBS - decider signal (can be just block but has to "know if trains are in that block ahead"
15:15:47  <Steve_McQuack> I really need to try this more often
15:15:53  <Steve_McQuack> I don't mess with secondary cargo enough
15:16:12  <V453000> build on the server if you dont feel like creating a whole game just or one station test (:
15:16:19  <V453000> you also get feedback there
15:16:25  <Steve_McQuack> which server
15:16:31  <Steve_McQuack> the welcome one or public server?
15:16:40  <V453000> public is best
15:17:05  <V453000> welcome server is ok if you cant even buy vehicles
15:17:15  <V453000> but for learning anything advanced, it is rather useless
15:17:55  <Steve_McQuack> I wonder if...
15:18:03  <Steve_McQuack> instead of a dichotomous decision system
15:18:09  <Steve_McQuack> a trichotomous
15:18:10  <Steve_McQuack> or more
15:18:16  <Steve_McQuack> would provide cleaner joining
15:18:21  <V453000> doesnt change the logic
15:18:30  <V453000> the key information is if any platform can go anywhere
15:18:39  <V453000> but again, the exit does NOT need those choices really
15:18:58  <V453000> in 99% cases a simple "X platforms to each line" works perfectly fine
15:19:05  <Steve_McQuack> blegh
15:19:14  <V453000> if not, the problem is elsewhere than in the station exit
15:20:23  <Steve_McQuack> by the way
15:20:42  <Steve_McQuack> does it matter if my pickup stations are diamond-shaped at all
15:21:00  <Steve_McQuack> I'm guessing it doesn't really do anything
15:21:19  <V453000> what exactly do you mean
15:21:23  <Steve_McQuack> So I can focus on space-saving station design over balance and just worry about the exits?
15:22:03  <Steve_McQuack> well with a drop station a diamond-shaped station layout provides
15:22:15  <Steve_McQuack> for trains to spend the same time entering and exiting the station
15:22:21  <Steve_McQuack> so it's balanced
15:22:50  <V453000> entrance = important, exit = just get train away = dont care how
15:22:54  <Steve_McQuack> but balance doesn't really do anything for a pickup station because it's the fact that trains spent different amounts of time loading...  right?
15:23:05  <V453000> look lets completely forget word balance
15:23:31  <V453000> there is no "balance" between trains spending time entering and exiting
15:23:45  <V453000> how does it matter at all if a train spends x3 time more entering station than exiting it
15:24:10  <Steve_McQuack> because a balanced station leads to perfect track re-merges at the exit
15:24:13  <Steve_McQuack> in a drop station
15:24:22  <Steve_McQuack> because all the trains spent the same time in the station
15:24:31  <Steve_McQuack> and
15:24:36  <Steve_McQuack> oh lemme just make an example
15:24:48  <V453000> ah this you mean
15:24:53  <V453000> synchronized station
15:25:04  <V453000> look, stop using word balanced it only confuses things :P
15:25:07  <Steve_McQuack> sure :3
15:25:09  <Steve_McQuack> http://gyazo.com/ddc24638162a1b65bc999db84f4f3163
15:25:10  <Webster> Title: Gyazo - ddc24638162a1b65bc999db84f4f3163.png (at gyazo.com)
15:25:11  <Steve_McQuack> See this
15:25:15  <Steve_McQuack> this works great for drops
15:25:19  <Steve_McQuack> perfectly, in fact
15:25:43  <Steve_McQuack> but synchronization is impossible for a pickup station
15:25:47  <V453000> yes except the presignal bypass is pointless and swapping line A-lineB is also reasonless
15:25:54  <V453000> yes you dont need to synchronize anything
15:25:57  <Steve_McQuack> so making them in that sort of diamond shape doesn't really do anything...  or does it?
15:26:00  <Steve_McQuack> ah good then
15:26:12  <V453000> no, shape doesnt matter :)
15:26:28  <Steve_McQuack> Actually presignal bypass can help you save space
15:26:33  <Steve_McQuack> That's why I use it there
15:26:34  <V453000> nope
15:26:37  <V453000> it doesnt do anything
15:26:40  <Steve_McQuack> yeah huh
15:26:41  <V453000> you can use block signals instead
15:26:48  <V453000> without any presignals
15:27:00  <Steve_McQuack> nuh uh
15:27:10  <Steve_McQuack> with block signals you can't combine the two track stations like that
15:27:16  <V453000> which you dont need
15:27:17  <Steve_McQuack> leading you to using a bit more space
15:28:05  <Steve_McQuack> Depends on your train length how much space is really saved though
15:28:09  <V453000> http://blog.openttdcoop.org/files/blog/V453000/ABR07_incoming_02.png
15:28:13  <Steve_McQuack> if your trains are like 2 or 3 tiles it doesn't do much
15:28:14  <V453000> this works perfectly fine for drop
15:28:22  <Steve_McQuack> I know
15:28:27  <Steve_McQuack> but it takes a li'l more room
15:28:36  <Steve_McQuack> that's the only reason I have that setup like that there
15:28:37  <V453000> how does this take more room over presignal bypass...
15:28:51  <V453000> if it is just signals without anything extra
15:29:02  <Steve_McQuack> well
15:29:07  <Steve_McQuack> it's difficult to explain
15:29:14  <Steve_McQuack> uh
15:29:19  <Steve_McQuack> with the stations separated
15:29:24  <Steve_McQuack> you need two diamonds
15:29:31  <Steve_McQuack> which uses more rectangular area
15:29:57  <V453000> nobody said you have to get the stations separated
15:30:02  <V453000> you can use the same signalling for non separated
15:30:11  <Steve_McQuack> you can't combine the stations like that with simple block signals
15:30:19  <Steve_McQuack> well you can but
15:30:22  <Steve_McQuack> they create signal gaps
15:30:36  <V453000> there is no signal gap with basic block signals
15:30:45  <Steve_McQuack> there is when you combine them @_@
15:31:01  <V453000> combine what?
15:31:11  <Steve_McQuack> the two stations
15:31:16  <Steve_McQuack> using tunnels or bridges
15:31:22  <Steve_McQuack> erm
15:31:26  <Steve_McQuack> like the picture
15:31:31  <V453000> nope doesnt have to be any gap, just like in presignal bypass
15:31:38  <V453000> in fact even shorter gap than in the bypass
15:32:09  <Steve_McQuack> like this en shorter gap than in the bypass
15:32:16  <Steve_McQuack> like this http://gyazo.com/c8290d1df552bb3df7ba8e0a70a412f1
15:32:17  <Webster> Title: Gyazo - c8290d1df552bb3df7ba8e0a70a412f1.png (at gyazo.com)
15:32:22  <Steve_McQuack> signal gaps
15:32:37  <V453000> this is the same gap as in the bypass, and you can use more signals there
15:32:48  <V453000> in fact the signal gap can be half here
15:32:50  <Steve_McQuack> ummmm
15:32:56  <V453000> just by using more signals
15:32:57  <Steve_McQuack> oh no
15:32:59  <Steve_McQuack> I'm thinking this wrong
15:33:05  <Steve_McQuack> I want to use presignals
15:33:16  <Steve_McQuack> and the extra signalling track
15:33:17  <V453000> you dont need presignals for drops
15:33:21  <Steve_McQuack> is the only way to do that without gaps
15:33:38  <V453000> yes, which defeats the purpose of the presignals
15:33:46  <Steve_McQuack> nuh uh
15:33:51  <Steve_McQuack> when the station gets full
15:33:56  <Steve_McQuack> the trains will still stop
15:33:58  <V453000> drop station never gets full?
15:34:04  <Steve_McQuack> instead of traveling to the end
15:34:21  <Steve_McQuack> well it happens
15:34:23  <Steve_McQuack> every now and then
15:34:29  <Steve_McQuack> for the particular game I'm playing
15:34:35  <V453000> then the station is built wrongly or you have jams elsewhere, not the station entrance
15:34:37  <Steve_McQuack> let's just forget about the presignal bypass okay @_@
15:34:53  <V453000> fine, you will discover it sooner or later anyway
15:34:55  <Steve_McQuack> I'm playing with breakdowns on in this game, it's a fact of life
15:35:08  <Steve_McQuack> dem full stations are gonna happen
15:35:13  <V453000> oh well then we have nothing to talk about if you use breakdowns
15:35:21  <Steve_McQuack> :)
15:35:41  <V453000> applying any logic in that case is stupid as it can break at any point
15:35:50  <Steve_McQuack> any logic helps :3
15:37:39  <V453000> openttd logic is about perfect cases a lot
15:37:42  <V453000> helps isnt good enough :)
15:38:01  <V453000> it works Y/N, not works Y[but can break at any point]
15:38:19  <V453000> if you want to learn what works, playing without breakdowns is vital
15:38:37  <Steve_McQuack> Now I feel like I have to test this trichotomous decision making
15:38:41  <Steve_McQuack> to see if it helps ....
15:39:11  <Steve_McQuack> but I'm getting ahead of myself I suppose
15:39:17  <Steve_McQuack> How big is the current Public server map?
15:39:54  <Steve_McQuack> and are you on the current 1.4 beta or fumbling around with a Nightly build?
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15:40:25  <V453000> 512x512 is reasonable maximum for PS
15:40:40  <V453000> and we use nightly for PS and 1.4 beta for welcome server
15:40:46  <Steve_McQuack> I just want to know how much space I can expect to have
15:40:47  <Steve_McQuack> guh
15:40:51  <V453000> I have to go now, but be invited to visit our servers (:
15:40:52  <Steve_McQuack> you guys and your nightlies -_-
15:40:54  <V453000> @quickstart
15:40:55  <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart
15:40:59  <Steve_McQuack> later, thanks for the help
15:41:05  <V453000> you are welcom
15:41:08  <V453000> e
15:41:50  <V453000> nightlies are nice :) more features
15:41:59  <V453000> and you need to be in IRC anyway to join the server, so shouldnt be big problem
15:42:11  <Steve_McQuack> it's just an extra barrier to entry for playing
15:42:19  <Steve_McQuack> I suppose a lot of you are OpenTTD devs though
15:42:26  <Steve_McQuack> gotta test those nightlies somehow
15:43:32  <V453000> we arent devs, but we like extra features and we often use them
15:43:47  <V453000> and the price for using it isnt any, just one unzipping
15:43:57  <Steve_McQuack> I know planetmakerguy is a dev
15:44:00  <Steve_McQuack> you can't fool me
15:44:00  <V453000> we dont update the nightly every day after all
15:44:01  <V453000> yes
15:44:11  <V453000> but that doesnt mean he plays here :D
15:44:15  <V453000> or, ultra rarely
15:44:20  <Steve_McQuack> pfft :(
15:44:26  <V453000> we like to help the development.
15:44:45  <V453000> and e.g. NUTS already managed to desync the game a couple of times, was nice to get a new nightly which fixes that
15:45:30  <V453000> anyway, back soonish
15:45:34  <V453000> just going from work home :D
15:46:00  <Steve_McQuack> see ya
15:49:48  <Steve_McQuack> hmm
15:49:54  <Steve_McQuack> where do I stick this junk on linux
15:49:58  <Steve_McQuack> for these nightly archives
15:50:30  <Steve_McQuack>   /.openttd  ?
15:52:03  <Steve_McQuack> Well that didn't work
15:52:07  <Steve_McQuack> still version mismatch
15:52:25  <Steve_McQuack> oh this is a newer nightly
15:54:06  <Steve_McQuack> !dl lin
15:54:06  <coopserver> Steve_McQuack: http://binaries.openttd.org/nightlies/trunk/r26315/openttd-trunk-r26315-linux-generic-i686.tar.xz
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17:44:18  <drhese_> Hi all! :)
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