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00:19:44 *** liq3 has quit IRC 00:32:26 <Hazzard> !password 00:32:26 <coopserver> Hazzard: arrows 00:38:48 <coopserver> *** Game still paused (connecting clients, number of players) 00:38:51 <coopserver> *** Hazzard has joined 00:38:52 <coopserver> *** Game still paused (number of players) 00:38:53 <coopserver> *** Game unpaused (number of players) 01:21:50 <coopserver> *** Hazzard has left the game (Leaving) 01:21:51 <coopserver> *** Game paused (number of players) 03:40:11 <Sylf> !password 03:40:11 <coopserver> Sylf: reopen 03:40:17 <coopserver> *** Game still paused (connecting clients, number of players) 03:40:19 <coopserver> *** Sylf has joined 03:40:20 <coopserver> *** Game still paused (number of players) 03:40:26 <coopserver> *** Sylf has joined company #1 03:40:27 <coopserver> *** Game unpaused (number of players) 04:00:43 <coopserver> *** Sylf has left the game (Leaving) 04:00:44 <coopserver> *** Game paused (number of players) 04:09:31 <o11c> !password 04:09:31 <coopserver> o11c: family 04:09:58 <coopserver> *** Game still paused (connecting clients, number of players) 04:10:03 <coopserver> *** o11c has joined 04:10:04 <coopserver> *** Game still paused (number of players) 04:11:22 <coopserver> *** o11c has joined company #1 04:11:23 <coopserver> *** Game unpaused (number of players) 04:17:42 *** liq3 has joined #openttdcoop 04:27:46 <Hazzard> !password 04:27:46 <coopserver> Hazzard: studio 04:27:59 <coopserver> *** Game paused (connecting clients) 04:28:03 <coopserver> *** Hazzard has joined 04:28:04 <coopserver> *** Game unpaused (connecting clients) 04:40:58 <coopserver> <o11c> better start funding 04:49:07 *** ODM has joined #openttdcoop 04:49:07 *** ChanServ sets mode: +o ODM 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 05:39:09 <coopserver> *** Game paused (connecting clients) 05:39:10 <coopserver> *** V453000 has joined 05:39:11 <coopserver> *** Game unpaused (connecting clients) 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 06:06:30 *** rambo has joined #openttdcoop 06:07:07 *** rambo is now known as Guest2706 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 06:10:51 *** Hazzard has quit IRC 06:10:56 <V453000> well ->3 in general 06:11:03 <V453000> I meant 6->3 obviously :) 06:11:07 *** Djanxy has quit IRC 06:11:07 *** jrambo has quit IRC 06:11:07 *** Max| has quit IRC 06:11:07 *** luaduck_zzz has quit IRC 06:11:07 *** keoz has quit IRC 06:11:07 *** berndj has quit IRC 06:11:07 *** scshunt has quit IRC 06:11:07 *** o11c has quit IRC 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 06:13:04 *** berndj has joined #openttdcoop 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 06:14:22 *** KenjiE20 has quit IRC 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 06:33:48 <coopserver> *** o11c has left the game (Leaving) 06:33:49 <coopserver> *** Game paused (number of players) 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 :) 06:42:44 *** fleet75 has joined #openttdcoop 06:42:47 <fleet75> !password 06:42:47 <coopserver> fleet75: depots 06:42:53 <coopserver> *** Game still paused (connecting clients, number of players) 06:42:55 <coopserver> *** fleet75 has joined 06:42:56 <coopserver> *** Game still paused (number of players) 06:42:57 <coopserver> *** Game unpaused (number of players) 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 06:51:41 <coopserver> *** fleet75 has left the game (Leaving) 06:51:42 <coopserver> *** Game paused (number of players) 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. 06:56:16 *** Progman has joined #openttdcoop 06:56:22 *** Djanxy has joined #openttdcoop 06:58:58 *** fleet75 has quit IRC 07:00:22 *** Max| has joined #openttdcoop 07:00:43 *** scshunt has joined #openttdcoop 07:01:15 *** KWKdesign has quit IRC 07:01:27 *** KWKdesign has joined #openttdcoop 07:03:10 *** luaduck_zzz has joined #openttdcoop 07:03:38 *** luaduck_zzz is now known as luaduck 07:06:33 <V453000> 7F done XD 07:06:43 <V453000> 128 out of 256 07:09:03 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(connecting clients, number of players) 15:19:35 <coopserver> *** fleet75 has joined 15:19:36 <coopserver> *** Game still paused (number of players) 15:19:37 <coopserver> *** Game unpaused (number of players) 15:22:53 <coopserver> *** fleet75 has left the game (Leaving) 15:22:54 <coopserver> *** Game paused (number of players) 15:27:23 *** fleet75 has quit IRC 15:42:57 <Sylf> !password 15:42:58 <coopserver> Sylf: comply 15:43:08 <coopserver> *** Game still paused (connecting clients, number of players) 15:43:10 <coopserver> *** Sylf has joined 15:43:11 <coopserver> *** Game still paused (number of players) 15:45:19 <coopserver> *** Sylf has joined company #1 15:45:20 <coopserver> *** Game unpaused (number of players) 16:10:29 <V453000> yooo 16:17:45 <coopserver> <Sylf> yo 16:29:06 *** Jam35_ is now known as Jam35 17:06:34 *** fleet75 has joined #openttdcoop 17:06:35 <fleet75> !password 17:06:35 <coopserver> fleet75: hangar 17:06:49 <coopserver> *** Game paused (connecting clients) 17:06:51 <coopserver> *** fleet75 has joined 17:06:52 <coopserver> *** Game unpaused (connecting clients) 17:14:58 <V453000> !password 17:14:59 <coopserver> V453000: buying 17:15:09 <coopserver> *** Game paused (connecting clients) 17:15:12 <coopserver> *** V453000 has joined 17:15:13 <coopserver> *** Game unpaused (connecting clients) 17:15:59 <coopserver> *** V453000 has left the game (Leaving) 17:36:42 <coopserver> *** Sylf has left the game (Leaving) 17:41:53 <coopserver> *** fleet75 has joined spectators 17:41:54 <coopserver> *** Game paused (number of players) 17:44:16 *** Maraxus has joined #openttdcoop 17:44:16 *** ChanServ sets mode: +o Maraxus 17:45:14 *** Progman has joined #openttdcoop 17:49:48 <coopserver> *** fleet75 has joined company #1 17:49:49 <coopserver> *** Game unpaused (number of players) 17:50:18 <Maraxus> !password 17:50:18 <coopserver> Maraxus: warned 17:50:28 <coopserver> *** Game paused (connecting clients) 17:50:30 <coopserver> *** Maraxus has joined 17:50:31 <coopserver> *** Game unpaused (connecting clients) 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 18:10:56 <coopserver> *** fleet75 has left the game (general timeout) 18:15:54 *** fleet75 has quit IRC 18:20:58 *** Sylf has quit IRC 18:24:26 *** Sylf has joined #openttdcoop 18:24:26 *** ChanServ sets mode: +o Sylf 18:33:47 *** luaduck_zzz is now known as luaduck 18:39:17 *** Djanxy has joined #openttdcoop 18:41:52 *** damalix has joined #openttdcoop 18:43:50 <Djanxy> !password 18:43:50 <coopserver> Djanxy: detect 18:43:56 <coopserver> *** Game paused (connecting clients) 18:43:58 <coopserver> *** Djanxy has joined 18:43:59 <coopserver> *** Game unpaused (connecting clients) 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 18:47:07 <coopserver> *** Game unpaused (connecting clients) 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 :) 18:53:59 <coopserver> *** Djanxy has left the game (Leaving) 18:56:06 *** fleet75 has joined #openttdcoop 18:56:08 <fleet75> !password 18:56:08 <coopserver> fleet75: sqhash 18:56:13 <coopserver> *** Game paused (connecting clients) 18:56:15 <coopserver> *** fleet75 has joined 18:56:16 <coopserver> *** Game unpaused (connecting clients) 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 19:14:24 <coopserver> *** Maraxus has joined spectators 19:25:00 <coopserver> *** Maraxus has left the game (Leaving) 19:25:22 *** Maraxus has quit IRC 19:26:49 <coopserver> *** fleet75 has left the game (Leaving) 19:35:56 *** luaduck is now known as luaduck_zzz 19:44:05 <coopserver> <Damalix> bbye 19:44:20 <coopserver> *** Damalix has left the game (Leaving) 19:44:21 <coopserver> *** Game paused (number of players) 19:49:08 *** fleet75 has quit IRC 19:50:29 *** damalix has quit IRC 19:56:01 *** fleet75 has joined #openttdcoop 19:56:05 <fleet75> !password 19:56:05 <coopserver> fleet75: import 19:56:18 <coopserver> *** Game still paused (connecting clients, number of players) 19:56:20 <coopserver> *** fleet75 has joined 19:56:21 <coopserver> *** Game still paused (number of players) 19:56:22 <coopserver> *** Game unpaused (number of players) 19:58:23 <coopserver> *** fleet75 has left the game (general timeout) 19:58:24 <coopserver> *** Game paused (number of players) 20:03:53 *** Suicyder has quit IRC 20:04:07 *** fleet75 has quit IRC 20:10:13 *** ODM has quit IRC 20:46:01 *** Max| has quit IRC 20:50:46 *** Jam35 is now known as Jam35_ 21:01:40 *** zxbiohazardzx has joined #openttdcoop 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 21:02:32 *** zxbiohazardzx has quit IRC 21:16:00 *** Brumi has quit IRC 21:16:13 *** Brumi has joined #openttdcoop 22:11:46 <Sylf> !password 22:11:46 <coopserver> Sylf: winapi 22:11:56 <coopserver> *** Game still paused (connecting clients, number of players) 22:11:58 <coopserver> *** Sylf has joined 22:11:59 <coopserver> *** Game still paused (number of players) 22:12:46 <coopserver> *** Sylf has joined company #1 22:12:47 <coopserver> *** Game unpaused (number of players) 22:13:16 *** Saladan0 has joined #openttdcoop 22:13:20 <Saladan0> !password 22:13:20 <coopserver> Saladan0: winapi 22:13:32 <coopserver> *** Game paused (connecting clients) 22:13:35 <coopserver> *** Saladan0 has joined 22:13:36 <coopserver> *** Game unpaused (connecting clients) 22:16:29 <coopserver> *** Saladan0 has left the game (Leaving) 22:20:17 *** liq3 has joined #openttdcoop 22:22:57 *** Progman has quit IRC 23:06:04 <o11c> !password 23:06:04 <coopserver> o11c: endian 23:06:16 <coopserver> *** Game paused (connecting clients) 23:06:19 <coopserver> *** o11c has joined 23:06:20 <coopserver> *** Game unpaused (connecting clients) 23:12:25 <coopserver> <o11c> hm, that forest died? 23:14:51 <coopserver> *** o11c has joined company #1 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? 23:22:38 *** Saladan0 has quit IRC 23:26:57 *** Nickman87 has quit IRC 23:27:22 *** Nickman87 has joined #openttdcoop 23:27:52 *** XeryusTC has quit IRC 23:28:12 *** XeryusTC has joined #openttdcoop 23:28:12 *** ChanServ sets mode: +o XeryusTC 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 23:38:53 *** Brumi has quit IRC 23:39:40 <o11c> oh ... 23:47:39 *** Guest2706 has quit IRC 23:48:00 *** rambo has joined #openttdcoop 23:48:40 *** rambo is now known as Guest2807