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Log for #openttdcoop on 23rd October 2014:
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00:19:44  *** liq3 has quit IRC
00:32:26  <Hazzard> !password
00:32:26  <coopserver> Hazzard: arrows
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03:40:11  <Sylf> !password
03:40:11  <coopserver> Sylf: reopen
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04:09:31  <o11c> !password
04:09:31  <coopserver> o11c: family
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04:27:46  <Hazzard> !password
04:27:46  <coopserver> Hazzard: studio
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04:40:58  <coopserver> <o11c> better start funding
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05:01:42  <coopserver> <o11c> ugh, BBH02's long tunnels are still jamming
05:03:25  <coopserver> <o11c> @@(gap 2)
05:03:26  <Webster> coopserver: For Trainlength of 2: <= 8 needs 2, 9 - 12 needs 3, 13 - 16 needs 4.
05:03:40  <coopserver> <o11c> need 5 tunnels per line, have 5 total
05:05:13  <V453000> yeah there was a refinery in the way when I built it
05:05:16  <V453000> idk if more can be added now :)
05:05:37  <coopserver> <o11c> tbh I'm thinking of making a whole new route around the east side
05:06:35  <V453000> too busy with nutz :)
05:22:08  <coopserver> <Hazzard> yuck
05:22:42  <coopserver> <Hazzard> @@gap
05:22:43  <Webster> coopserver: (gap <trainlength> [<split>]) -- Returns minimum and maximum signal gap sizes for 2,3 and 4 linesplits with <trainlength>. If <spilt> is given it will return the gap sizes for <split> (+/-) 1.
05:22:46  <coopserver> <Hazzard> @@gap 3
05:22:47  <Webster> coopserver: (gap <trainlength> [<split>]) -- Returns minimum and maximum signal gap sizes for 2,3 and 4 linesplits with <trainlength>. If <spilt> is given it will return the gap sizes for <split> (+/-) 1.
05:22:51  <coopserver> <Hazzard> @gap 3
05:22:54  <coopserver> <o11c> ahah
05:23:02  <coopserver> <o11c> @@(gap 2)
05:23:03  <Webster> coopserver: For Trainlength of 2: <= 8 needs 2, 9 - 12 needs 3, 13 - 16 needs 4.
05:23:07  <coopserver> <Hazzard> @(gap 2)
05:23:14  <coopserver> <Hazzard> @@(gap 2)
05:23:15  <Webster> coopserver: For Trainlength of 2: <= 8 needs 2, 9 - 12 needs 3, 13 - 16 needs 4.
05:23:18  <Hazzard> that's weird
05:23:23  <coopserver> <o11c> switching that curve from CL3 to CL2 helps
05:23:28  <Sylf> It's @@ + (command stuff) when you have text in front of @@
05:23:40  <Hazzard> asdf@@(gap 2)
05:23:41  <Webster> Hazzard: For Trainlength of 2: <= 8 needs 2, 9 - 12 needs 3, 13 - 16 needs 4.
05:23:46  <Sylf> and it's @ + command stuff when you give the command straight from IRC
05:23:59  <Hazzard> asdf@@asdf
05:24:05  <V453000> omg websterspam :D
05:24:08  <Hazzard> I guess that makes sense
05:24:14  <Hazzard> sorry :D
05:24:21  <V453000>  /care :)
05:25:27  <V453000> hm, after 3 days I am halfway through to making the nuts automation, and I realized that engines longer than 0.5 tiles will have to be hacked XD
05:25:31  <V453000> (the intercity steamers)
05:26:14  <Sylf> and the meow steamers?
05:26:18  <V453000> same thing
05:26:24  <Sylf> yeah
05:26:35  <V453000> with the current stuff I have, they will just have to bend in half
05:26:45  <V453000> e.g. cabin gets joined to the tender
05:26:51  <V453000> to make 0,5 + 0,5
05:27:01  <V453000> superstrong 1 does that
05:27:59  <V453000> perhaps at some point I will create a new template which enables to get bigger engines and align them
05:28:02  <V453000> for now this will work
05:28:33  <V453000> creating model of a steamer is so fucking long anyway that meh :D
05:36:36  <coopserver> <o11c> hm, now can I readd choice?
05:36:43  <coopserver> <o11c> looks like there's room
05:38:41  <V453000> !dl win64
05:38:41  <coopserver> V453000: http://binaries.openttd.org/nightlies/trunk/r27018/openttd-trunk-r27018-windows-win64.zip
05:39:04  <V453000> !password
05:39:04  <coopserver> V453000: gained
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05:39:12  <coopserver> <V453000> wat up
05:39:47  <coopserver> <o11c> fixnig yyour BBH
05:39:59  <coopserver> <o11c> one side has no choice though
05:40:08  <coopserver> <o11c> plus there's a single bridge I haven't gotten rid of yet
05:40:24  <coopserver> <V453000> doesnt look like a big problem
05:40:34  <coopserver> <V453000> you could have gone through with the tunnels, but meh
05:40:36  <coopserver> <o11c> not much traffic that path
05:40:57  <coopserver> <o11c> didn't see anywhere to put more tunnels in reasonable distance
05:41:11  <coopserver> <o11c> since we needed 5 more tunnels
05:41:25  <coopserver> <V453000> something like that
05:41:39  <coopserver> <o11c> whereas with the bypass only need 2
05:41:43  <coopserver> <V453000> but yeah, going aroudn isnt bad at all
05:41:47  <coopserver> <o11c> nowhere to merge on the slope though
05:41:54  <coopserver> <o11c> plus when you get that long you need even more
05:41:55  <coopserver> <V453000> slope can be edited :)
05:42:22  <coopserver> <V453000> sure I am not saying it is the only solution :)
05:44:52  <coopserver> <o11c> there, choice
05:49:31  <coopserver> <V453000> spritesheet row 6 out of 16, go XD
05:56:07  <coopserver> *** V453000 has left the game (Leaving)
05:57:18  <liq3> is that @@gap function saying how many bridges/tunnels you need for a specific signal gap?
05:57:19  <Webster> liq3: (gap <trainlength> [<split>]) -- Returns minimum and maximum signal gap sizes for 2,3 and 4 linesplits with <trainlength>. If <spilt> is given it will return the gap sizes for <split> (+/-) 1.
05:57:27  <coopserver> <o11c> yes
05:57:29  <liq3> cool.
05:57:34  <coopserver> <o11c> wait no
05:57:38  <liq3> ??
05:57:39  <coopserver> <o11c> for a train length
05:57:42  <liq3> oh ok.
05:57:57  <coopserver> <o11c> well, the other number is the signal gapforced by the bridge length
05:58:05  <liq3> right.
05:58:14  <liq3> so @@(gap 3)
05:58:15  <Webster> liq3: For Trainlength of 3: <= 9 needs 2, 10 - 14 needs 3, 15 - 19 needs 4.
05:58:27  <coopserver> <o11c> 9 signal gap, 2 tunnels
05:58:30  <liq3> you need 2 tunnels for a forced signal gap less than or equal to 9?
05:58:31  <liq3> yeh.
05:58:42  <coopserver> <o11c> we have tl2, signal gap 18, so need 5 tunnels
05:59:02  <liq3> LOL
05:59:48  <coopserver> <o11c> bleh, awkward split location
06:00:24  <liq3> so, if you have 4L_4R, you need 40 tunnels? :D
06:00:35  <coopserver> <o11c> normally we don't use tunnels this long
06:00:49  <coopserver> <o11c> in this case, only 1 of the 4 tracks uses the long tunnels
06:00:59  <coopserver> <o11c> this game is 2L___2R
06:01:22  <liq3> ok.
06:01:35  <liq3> I wonder... @@(gap 3 10)
06:01:36  <Webster> liq3: For Trainlength of 3: 40 - 44 needs 9, 45 - 49 needs 10, 50 - 54 needs 11.
06:01:53  <liq3> ...
06:02:25  <liq3> Well, that info will help if I ever do an Alpinist 255 max height map.
06:05:09  <V453000> well, there is a reason why using very long and slow trains is good in hills
06:05:12  <coopserver> <o11c> I can't help but feel there should be a single-train waiting bay before each tunnel or something
06:05:14  <liq3> ...Nevermind. Would require 100TL tunnels.
06:05:19  <V453000> short curve yet huge throughput and low tunnel requirement
06:05:20  <liq3> So maybe 20 per track? :D
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06:07:12  <coopserver> <o11c> actually that join is not optimal
06:07:54  <liq3> V453000: You know any examples of Slug LLL_RRR to LLL_RRR BBHs?
06:08:09  <V453000> sure the archive is full of them
06:08:12  <liq3> hrm
06:08:18  <V453000> even got a 4way XD
06:08:22  <liq3> i'll go look for slug games then. ;p
06:08:38  <coopserver> *** Hazzard has left the game (Leaving)
06:09:51  <V453000> there is always pzg22 or what number
06:09:59  <V453000> I cant access the archive from here
06:10:06  <liq3> i'll check that out first then. :]
06:10:16  <liq3> Hrm think I already have it.
06:10:33  <liq3> Trying to build my first 3 to 3, and I'm realising it's not that easy. :<
06:10:38  <liq3> quite a few ways to build it.
06:10:48  <V453000> of course because 3->3 merger is harder
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06:10:56  <V453000> well ->3 in general
06:11:03  <V453000> I meant 6->3 obviously :)
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06:11:09  <liq3> heh.
06:11:20  <liq3> right, yeh it's 6->3
06:11:51  <V453000> just have a look at junctionary - mergers - 3 line mergers
06:11:57  <V453000> and you got the most important part
06:12:03  <V453000> rest is just putting tracks aroudn
06:12:06  <liq3> oh this is funny. Got PZG21 and 23, but not 22
06:12:16  <V453000> idk which number it is
06:12:18  <liq3> well
06:12:18  <V453000> name is slug nest
06:13:03  <liq3> tbh the pics don't help that much. :P
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06:13:24  <liq3> I've seen like 3 ways to build a 3 to 3 BBH I think.
06:13:29  <liq3> or maybe just 2 ways.
06:13:45  <V453000> @merger
06:13:49  <V453000> @merge
06:13:50  <Webster> Merging Tracks - #openttdcoop Wiki - http://wiki.openttdcoop.org/Merging_Tracks
06:13:56  <V453000> well that article explains it
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06:14:39  <liq3> Yeh, I've read that. Made 3 to 1 SLHs and 2 to 2 BBHs.
06:14:44  <liq3> Just 3 to 3 is like a whole nother level. ;P
06:15:10  <V453000> well yes
06:15:28  <V453000> at the same time, if you get the merger right, it functions well - everything else is just about compact vs. expandable
06:15:37  <V453000> if you just make it too large, at least you can expand it
06:15:43  <V453000> I am still a fan of starting with L_R.
06:15:47  <V453000> you learn most that wya
06:15:49  <V453000> way
06:16:12  <liq3> I did. It was an LL_RR to L_R. Kept jamming tho.
06:16:21  <liq3> and I'm going to get a lot of traffic, so mightas well do 3 to 3 now.
06:16:43  <V453000> I mean starting with L_R everywhere and just expanding where needed
06:16:50  <V453000> not building a hub from scratch
06:16:53  <liq3> yeh, that's what I do. :]
06:16:57  <V453000> that is how the Slug Nest game was built after all
06:16:58  <V453000> good
06:17:13  <liq3> I'm trying to get a single YETI yard to 8k+ YETI. :D
06:17:14  <liq3> so.
06:17:20  <V453000> XD
06:17:22  <liq3> it's up to about 3k already.
06:17:43  <liq3> I think i'll need 4L_4R tbh
06:17:44  <V453000> that is exactly what I like about yeti
06:17:48  <V453000> it lets people do crazy shit
06:17:50  <liq3> but I'll add the 4th later... and probably cry again.
06:18:25  <liq3> tho, i've incountered one pretty big problem imo.
06:18:32  <liq3> Figuring out how to distribute the YETIs around.
06:19:02  <V453000> it doesnt actually matter much
06:19:30  <liq3> mmmm. It bugs the hell out of me if I don't transport all the YETIs :D
06:19:38  <liq3> admittedly would be a lot easier if I didn't.
06:20:44  <liq3> the problem I suppose is due to the way YETI works, I get large flucations in production, which result in gridlocks.
06:20:57  <liq3> if I don't have overflows. And overflows don't work very well for even distribution. :(
06:21:56  <liq3> hrm that's an idea. I could use waypoints to segment off part of the station, and make that part non-overflow for less high traffic trains.
06:22:37  <V453000> overflows arent really an "if" on an efficient yeti network
06:22:46  <V453000> it is just as must
06:23:19  <liq3> well, the BDMT primaries don't need many YETIs, no where near as many as the Food ones.
06:23:29  <liq3> so the BDMT ones could get away without an overflow.
06:23:35  <liq3> or maybe have a seperate overflow for them.
06:24:36  <liq3> Right now I'm just sending the YETIs from the main workyard only to the Food primaries, and using other YETI workyards to service the other primaries.
06:25:13  <liq3> ...I love how complex this game is. o>O
06:25:47  <V453000> well overflow is always good in order to prevent deadlocks
06:25:49  <V453000> even if you dont use it
06:25:54  <liq3> true
06:26:07  <V453000> it is true thought that you can put less workers going towards BDMT chain to get less
06:26:16  <V453000> :)
06:26:19  <V453000> makes sense
06:26:32  <V453000> I would probably do something similar if not some proportional distribution but that would be rather wtf
06:26:33  <liq3> yeh
06:26:42  <liq3> you only need 1/3rd machines, and like 1/8th BDMT or something.
06:26:53  <liq3> xD
06:27:14  <V453000> :)
06:30:36  <liq3> Slug Fest is such a horrifying mess. Can't even find a 3 to 3 junction.
06:30:37  <liq3> >.<
06:30:45  <liq3> No SIGNS for the junctions. :<
06:31:08  <liq3> oh I think I found one.
06:32:06  <liq3> V453000: is all to all even necessary?
06:32:08  <V453000> see, that is a proper game :)
06:32:12  <V453000> not 100%
06:32:16  <V453000> there are other ways to do it
06:32:32  <liq3> hrm
06:32:46  <V453000> "you need as much choice as necessary" - e.g. there can be 3 tracks which dont split at all in a 6->
06:32:50  <V453000> 6->3
06:33:02  <V453000> so you can just have 3 tracks going through and 3 other tracks simply merging on them
06:33:24  <liq3> hrm
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06:34:09  <liq3> seems like that could result in some bad wait times.
06:34:23  <V453000> not necessarily
06:34:29  <V453000> nobody said the prio has to be ultra long
06:34:33  <V453000> it depends a lot.
06:34:44  <liq3> yeh I mean they're both mainlines.
06:34:51  <liq3> Neither line really matters more
06:35:03  <liq3> hrm
06:35:08  <V453000> prio is a bad name in the sense that it seems to imply that any trains have the extra rights
06:35:11  <V453000> which they dont
06:35:21  <V453000> priority is just a mechanism to make trains choose the less occupied track
06:35:30  <V453000> by checking for traffic there
06:35:45  <liq3> I thought it was also used to avoid slow downs on the mainline?
06:35:59  <V453000> well sure, partially
06:36:21  <V453000> but avoiding slowdowns entirely is counterproductive too
06:36:27  <liq3> I mean if you've got a really dense string of trains, and one comes in front of the leader and slows it down 5 tiles... stops all the trains.
06:36:31  <liq3> yeh
06:36:48  <liq3> and these 5TL slugs accelerate really fast.
06:37:03  <V453000> sure but you usually merge in spots where there is not 100% traffic because something got split
06:37:08  <V453000> so thye should be able to re-accelerate
06:37:15  <liq3> hrm
06:37:17  <V453000> 0 acceleration joiners are pzg2013.
06:37:27  <liq3> lol I've seen that. :P
06:37:58  <V453000> it just shows what you end up with if you really want to avoid slowdowns
06:38:07  <V453000> obviously there is no merger, but still
06:38:22  <liq3> lol.
06:38:26  <V453000> slowdowns are fine, they just need to be regulated, which is why short prios are for - so trains dont join the track if it is full already
06:38:58  <liq3> I might try it without mergers.
06:39:03  <liq3> See what happens.
06:39:08  <V453000> BBH without mergers isnt a BBH
06:39:13  <liq3> :p
06:39:16  <liq3> Doing it anyway
06:39:19  <liq3> gotta experiment. ;p
06:39:25  <V453000> you cant even do that, it is impossible
06:39:31  <V453000> it has to merge 6->3 somehow
06:39:37  <V453000> ~somehow~ is merger
06:39:38  <liq3> oh sorry.
06:39:44  <liq3> I thought merger meant it had choice. :P
06:39:49  <liq3> I won't give the merging tracks any choice.
06:39:50  <V453000> right
06:39:54  <V453000> that will just break horribly
06:40:04  <liq3> maybe!
06:40:09  <liq3> I'm curious though, and it'll be fast to build. :]
06:40:17  <V453000> 99% probability it will break quickly
06:40:46  <V453000> and with every expanding when trains change their distribution over tracks, it will break again
06:41:00  <liq3> haha
06:41:10  <V453000> which is why hacky choices are not the best idea :) once train distribution over tracks matters, you are free to re-do the thing quite soon again :)
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06:42:47  <fleet75> !password
06:42:47  <coopserver> fleet75: depots
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06:44:43  <liq3> oh no, i have to rebuild my station exit for 3 tracks now. :(
06:45:15  <V453000> station exit tends to be easy
06:45:24  <V453000> you dont really need choices there generally
06:49:05  <liq3> yeh, gonna try without
06:51:30  <liq3> There a way to do overflows with path signals?
06:51:37  <V453000> jesus fuck
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06:51:47  <V453000> yes but it is extremely unreliable and shit
06:51:56  <liq3> heh damn.
06:51:59  <V453000> I dont see why would you want to do that
06:52:32  <liq3> the PBS would be the choice, instead of a proper one. save me some track. :P
06:52:42  <liq3> I'll just build some in.
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07:06:33  <V453000> 7F done XD
07:06:43  <V453000> 128 out of 256
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07:10:55  <Ivan_M> !password
07:10:55  <coopserver> Ivan_M: belong
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07:52:05  <Djanxy> !password
07:52:06  <coopserver> Djanxy: manual
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07:52:21  <V453000> smaaaash
07:52:26  <coopserver> <Djanxy> smash
07:52:52  <coopserver> <Ivan_M> hi
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08:18:34  <Ivan_M> !password
08:18:34  <coopserver> Ivan_M: wander
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09:34:04  <Ivan_M> !password
09:34:04  <coopserver> Ivan_M: accent
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12:32:09  <vok> !password
12:32:09  <coopserver> vok: editor
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15:10:59  *** luaduck is now known as luaduck_zzz
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15:19:18  <fleet75> !password
15:19:18  <coopserver> fleet75: depend
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15:42:57  <Sylf> !password
15:42:58  <coopserver> Sylf: comply
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16:10:29  <V453000> yooo
16:17:45  <coopserver> <Sylf> yo
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17:06:35  <fleet75> !password
17:06:35  <coopserver> fleet75: hangar
17:06:49  <coopserver> *** Game paused (connecting clients)
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17:14:58  <V453000> !password
17:14:59  <coopserver> V453000: buying
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17:50:18  <Maraxus> !password
17:50:18  <coopserver> Maraxus: warned
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18:01:22  <coopserver> <fleet75> hi
18:03:18  <coopserver> *** Maraxus has joined company #1
18:03:59  <coopserver> <fleet75> hi
18:04:03  <coopserver> <Maraxus> hi
18:04:28  <coopserver> <fleet75> do you think we could build more goods trains? both north and south
18:04:40  <coopserver> <Maraxus> I'm doing that atm
18:04:47  <coopserver> <fleet75> ok
18:07:11  <Sylf> FYI: I have half of goods trains take the lower half of the map
18:08:46  <coopserver> <Maraxus> they were all taking the same route?
18:09:05  <Sylf> yes
18:09:16  <coopserver> <fleet75> how does the goods injectors work?
18:09:21  <Sylf> the top half of the map is still much more congested than the bottom
18:09:37  <Sylf> goods injector at north - you just clone the trains, and release them.
18:09:56  <Sylf> the timer train releases 1 train every 20 days
18:09:57  <coopserver> <fleet75> ik what makes to train with no wagons move?
18:10:02  <coopserver> <fleet75> ok
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18:43:50  <Djanxy> !password
18:43:50  <coopserver> Djanxy: detect
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18:44:15  <coopserver> <Djanxy> hello
18:44:34  <coopserver> <Maraxus> hi
18:46:59  <coopserver> *** Game paused (connecting clients)
18:47:05  <damalix> hello
18:47:06  <coopserver> *** Damalix has joined
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18:48:15  <coopserver> <Damalix> aah :) this map starts to be more busy :)
18:49:32  <coopserver> <Djanxy> mm, some parts look like they already need expansion soon :)
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18:56:08  <fleet75> !password
18:56:08  <coopserver> fleet75: sqhash
18:56:13  <coopserver> *** Game paused (connecting clients)
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18:57:29  <coopserver> <fleet75> hi
19:04:07  <coopserver> <fleet75> do you think we have a bit too many south to north goods trains?
19:04:35  <coopserver> <Damalix> we don't need more for the moment
19:04:53  <coopserver> <fleet75> thats definitely true
19:04:59  <coopserver> <Damalix> but adding some primary would resorb the overflow :D
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19:44:05  <coopserver> <Damalix> bbye
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19:56:05  <fleet75> !password
19:56:05  <coopserver> fleet75: import
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21:01:45  <zxbiohazardzx> !player
21:01:48  <zxbiohazardzx> !players
21:01:48  <coopserver> zxbiohazardzx: The server is empty, noone is connected. Feel free to remedy this situation
21:01:51  <zxbiohazardzx> !info
21:01:51  <coopserver> zxbiohazardzx: #openttdcoop - Public Server (www.openttdcoop.org), Version: r27018, date: Jan 24 2232, map size: 256x512, address: publicserver-new.openttdcoop.org:3983
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22:11:46  <Sylf> !password
22:11:46  <coopserver> Sylf: winapi
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22:13:20  <Saladan0> !password
22:13:20  <coopserver> Saladan0: winapi
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23:06:04  <o11c> !password
23:06:04  <coopserver> o11c: endian
23:06:16  <coopserver> *** Game paused (connecting clients)
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23:12:25  <coopserver> <o11c> hm, that forest died?
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23:17:37  <coopserver> <o11c> ugh, almost all of the /?s were me
23:17:44  <coopserver> <o11c> not sure about the last one
23:18:26  <coopserver> <o11c> if it was me it was modified
23:18:49  <coopserver> <o11c> I don't use path signals
23:19:24  <coopserver> <o11c> I know I did *something* in this area, but it might have only been moving the tunnels
23:19:53  <coopserver> <o11c> but then, why did I *need* to move the tunnels?
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23:30:23  <coopserver> <Sylf> hmmm
23:30:41  <coopserver> <Sylf> the train flow is still lopsided
23:31:04  <coopserver> <o11c> is there any reason not to give all sets of orders to all goods S->N trains?
23:31:14  <coopserver> <o11c> just have them do one set after another
23:31:51  <coopserver> <Sylf> on both sides, half of the trains take the bottom line on 1 way: the other half gets the bottom line on the other way
23:32:14  <coopserver> <o11c> yeah, I get that part
23:32:19  <coopserver> <Sylf> so, as far as goods and steel trains go, they should be balanced
23:32:20  <coopserver> <o11c> but it requires manually balancing which half
23:32:35  <coopserver> <o11c> as opposed to all the same with longer orders
23:32:49  <coopserver> <Sylf> if we make 1 station vs the other, that assumes the train counts on both stations are balanced
23:32:52  <coopserver> <Sylf> which they are not
23:32:58  <coopserver> <o11c> no no no
23:33:22  <coopserver> <o11c> I mean, just for S->N trains say, the order is PICKUP, DROP, WAYLPOINT, PICKUP, WAYPOINT, DROP
23:33:37  <coopserver> <Sylf> possibility for waves
23:33:53  <coopserver> <Sylf> you can do it
23:34:05  <coopserver> <Sylf> experiment and see what happens
23:34:17  <coopserver> <Sylf> if it works well, great.
23:35:06  <coopserver> *** o11c has joined spectators
23:36:08  <coopserver> <o11c> why is there a random single station tile at TOWN SOUTH
23:36:45  <coopserver> <Sylf> cargo acceptance
23:36:55  <coopserver> <o11c> it's in the middle of nowhere ?
23:36:56  <coopserver> <Sylf> there's one for NORTH too
23:37:01  <coopserver> <Sylf> yes
23:37:41  <coopserver> <Sylf> it was easy to place the tile there right after I built the station and have the town rating of horrible
23:38:43  <coopserver> <Sylf> for cargo acceptance, everything between 4 extreme edges of the station are included
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23:39:40  <o11c> oh ...
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