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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? 15:40:11 *** theholyduck has quit IRC 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 15:55:17 *** ODM has joined #openttdcoop 15:55:17 *** ChanServ sets mode: +o ODM 16:04:04 *** Steve_McQuack has quit IRC 16:12:06 *** Max|_ has joined #openttdcoop 16:13:59 *** Max| has quit IRC 16:52:18 *** theholyduck has joined #openttdcoop 17:08:05 *** Phoenix_the_II has quit IRC 17:12:14 *** valhallasw has quit IRC 17:23:13 *** cornjuliox has joined #openttdcoop 17:43:08 *** drhese_ has joined #openttdcoop 17:44:18 <drhese_> Hi all! :) 17:49:39 *** drhese_ has left #openttdcoop 17:57:19 *** mrruben5 has joined #openttdcoop 18:01:33 *** Progman has joined #openttdcoop 18:04:36 *** Progman_ has joined #openttdcoop 18:09:49 *** Progman has quit IRC 18:09:51 *** Progman_ is now known as Progman 18:35:50 *** cornjuliox has quit IRC 18:38:19 *** a_sad_dude has quit IRC 19:00:29 *** cornjuliox has joined #openttdcoop 19:25:31 *** valhallasw has joined #openttdcoop 19:38:49 *** cornjuliox has quit IRC 19:55:42 *** a_sad_dude has joined #openttdcoop 20:03:02 *** Djanxy has joined #openttdcoop 20:12:59 *** valhallasw has quit IRC 20:14:27 *** valhallasw has joined #openttdcoop 20:31:23 *** cornjuliox has joined #openttdcoop 20:50:26 *** cornjuliox has quit IRC 20:54:23 *** ODM has quit IRC 21:18:09 *** mrruben5 has quit IRC 21:44:04 *** Djanxy has quit IRC 21:48:14 *** Ristovski has quit IRC 22:32:54 *** Elyon has joined #openttdcoop 22:49:41 *** Progman has quit IRC 23:36:05 *** valhallasw has quit IRC 23:47:17 *** Elyon_ has joined #openttdcoop 23:49:04 *** Elyon has quit IRC