Config
Log for #openttdcoop on 11th June 2009:
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09:06:34  <Strix_> !password
09:06:34  <PublicServer> Strix_: reborn
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09:07:10  <Strix_> !players
09:07:11  <PublicServer> Strix_: Client 3 (Orange) is Strix, in company 1 (OpenTTD Coop)
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09:12:04  <^Spike^> !password
09:12:04  <PublicServer> ^Spike^: reborn
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12:04:56  <Seppel> !password
12:04:56  <PublicServer> Seppel: robing
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12:46:14  <mensi> !players
12:46:16  <PublicServer> mensi: There are currently no clients connected to the server
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13:59:21  <jonde> !password
13:59:21  <PublicServer> jonde: tether
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15:03:17  <Mark> !password
15:03:18  <PublicServer> Mark: gabled
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16:14:33  <changeme> what it the password
16:15:46  <changeme> anyone?
16:15:57  <changeme> is*
16:16:51  *** changeme is now known as Venom
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16:18:30  <Venom> password please
16:19:22  <Venom> !help
16:19:22  <PublicServer> Venom: http://www.openttdcoop.org/wiki/IRC_Commands
16:19:28  <mensi> !tell Venom about !password
16:19:28  <PublicServer> Venom: winced
16:19:38  <Venom> thank you
16:20:21  <PublicServer> *** Kenji joined the game
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16:20:29  <PublicServer> <Venom> hello
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16:20:56  <mensi> so what do we have to fix before running trains?
16:21:37  <PublicServer> <Thraxian|Work> a bunch of slow turns, mostly
16:21:40  <PublicServer> <Kenji> plunt, pon and the merge before splits
16:21:43  <PublicServer> <Thraxian|Work> a few desyncs
16:22:37  <mensi> hmm turning ponhattan into a terminus isn't such a bad idea
16:22:51  <mensi> I built it that way without really thinking about it
16:23:04  <PublicServer> <Kenji> IF you can givev incoming trains enough waiting space
16:23:09  <PublicServer> <Kenji> -v
16:23:27  <mensi> hmmm
16:23:43  <PublicServer> *** Thraxian|Work has joined company #1
16:24:11  <PublicServer> <Kenji> oh and don't worry about breaking those two trains
16:26:15  <PublicServer> <Kenji> urg.. I swear I'm gonna start mauling people who use auto-signal and then don't check the track
16:27:01  <hylje> are you a bear
16:27:12  <PublicServer> <Kenji> rawr
16:28:00  <mensi> auto-signal?
16:28:11  <PublicServer> <Kenji> the ctrl-drag feature
16:28:19  <mensi> ah
16:28:26  <Thraxian|Work> where'd you find it this time?
16:28:47  <confound> I miss playing cooperatively :( (no time)
16:28:49  <PublicServer> <Kenji> slh01
16:28:52  <mensi> autosignal would be more fun if it would follow the tracks automatically
16:29:03  <hylje> it wont follow through intersections
16:30:20  <PublicServer> <Thraxian|Work> the map is riddled with those Xs
16:30:53  <mensi> Xs?
16:31:11  <Razaekel> !password
16:31:12  <PublicServer> Razaekel: winced
16:31:21  <PublicServer> *** Razaekel joined the game
16:33:22  <PublicServer> <Kenji> sign convos \o/
16:33:33  <PublicServer> <Thraxian|Work> ftw
16:35:30  <PublicServer> <Kenji> oh for the love of crap
16:35:47  <PublicServer> <Kenji> if you're gonna build merges into things, at least signal the damn thing
16:36:03  <PublicServer> <Thraxian|Work> what now?  oil line on north?
16:36:18  <PublicServer> <Kenji> yea, left a 3 signal gap on the ML
16:36:35  <PublicServer> <Kenji> also, how ugly
16:36:43  <^Spike^> !password
16:36:43  <PublicServer> ^Spike^: safari
16:36:47  <PublicServer> <Thraxian|Work> fixed problem at SLH01
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16:37:10  <PublicServer> <Kenji> oh, nice, it also CREATES a signal gap at the entry
16:37:26  <PublicServer> <Thraxian|Work> well - actually, there's a bridge length 14 there
16:38:11  <PublicServer> <Kenji> where? what?
16:38:18  <PublicServer> <Razaekel> already shortened them
16:38:33  <PublicServer> <Razaekel> now the longest is 8
16:38:50  <PublicServer> <Kenji> where?
16:38:55  <PublicServer> <Razaekel> SLH01
16:39:02  <PublicServer> <Kenji> oh righy
16:39:07  <PublicServer> <Kenji> right*
16:44:55  <PublicServer> <Thraxian|Work> what now brown cow?
16:45:13  <PublicServer> <Razaekel> the area near BBH03 needs a checkup
16:46:24  <PublicServer> <Thraxian|Work> those evil Xs are everywhere! aaaggghhhh!!!
16:48:52  <PublicServer> <Razaekel> bah
16:49:13  <PublicServer> <Thraxian|Work> there's a few of those left
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16:49:49  <PublicServer> <Razaekel> i thought it was cl5
16:49:52  <PublicServer> <Razaekel> oh well, my bad
16:49:57  <Strix_> !password
16:49:57  <PublicServer> Strix_: tilled
16:50:03  <PublicServer> <Thraxian|Work> TL6 for PAX means CL6
16:50:22  <PublicServer> <Razaekel> depending on the curve speed
16:50:31  <PublicServer> <Razaekel> what if you had TL12 for pax?
16:50:38  <PublicServer> <Thraxian|Work> it depends on train speed
16:50:46  <KenjiE20> @clcalc 300
16:50:46  <Webster> <train/mono/mag>cl <speed km/h> returns minimum CL for full speed transit (assuming TL > CL returned else use TL) (e.g. 'traincl 110' returns '2') -- <train/mono/mag>clspd <CL> returns the maxspeed a CL can manage (e.g. trainclspd '2' returns '110km/h or 68.75mph')
16:50:48  <tneo> !curves
16:50:52  <PublicServer> *** Strix joined the game
16:50:52  <KenjiE20> @traincl 300
16:50:52  <Webster> CL 13 required for rail at speed 300km/h (or TL if it's shorter)
16:50:54  <tneo> !curve
16:50:54  <PublicServer> tneo: http://www.openttdcoop.org/wiki/Max_Curve_Speed
16:50:54  <PublicServer> *** Strix has left the game (connection lost)
16:50:56  <KenjiE20> duuh
16:51:00  <tneo> Razaekel, ^^
16:51:01  <PublicServer> <Thraxian|Work> http://wiki.openttd.org/Speed#Vehicle_speeds
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16:51:12  <PublicServer> <Razaekel> lol, CL 13
16:51:18  <PublicServer> <Strix> Hi!
16:51:22  <mensi> can somebody have a look at !will that work?
16:51:24  <PublicServer> <Kenji> "or TL if it's shorter"
16:51:33  <mensi> it's supposed to be a prio ;)
16:52:19  <PublicServer> <Razaekel> fine, dont belabor the point
16:52:22  <PublicServer> <Kenji> I doubt it, but I could be wrong
16:52:47  <PublicServer> <Thraxian|Work> no, it won't
16:52:59  <PublicServer> <Kenji> needs extra pbs
16:53:03  <PublicServer> <Thraxian|Work> at least, yes
16:53:08  <PublicServer> <Kenji> and that will fail anyway
16:53:27  <PublicServer> <Thraxian|Work> I still the the oil line should merge to ML wherever it splits from the ML
16:53:30  <PublicServer> <Kenji> I forsee trains crossling lines and chaos
16:54:03  <PublicServer> <Kenji> that will definately fail
16:54:35  <PublicServer> <Kenji> still no tbh
16:56:46  <PublicServer> <Thraxian|Work> Raz: if that was you, nice work at Mefingford
16:56:54  <PublicServer> <Thraxian|Work> got all those slows on the station entrance resolved :)
16:57:03  <PublicServer> <Razaekel> thx
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16:59:19  <PublicServer> <Thraxian|Work> actually, that's still a no
16:59:29  <PublicServer> <Kenji> see where the '>'s are
16:59:44  <PublicServer> <Kenji> a train could take that path
16:59:47  <PublicServer> <Kenji> and it's bad
16:59:59  <Combuster> !download win32
16:59:59  <PublicServer> Combuster: http://binaries.openttd.org/nightlies/trunk/r16520/openttd-trunk-r16520-windows-win32.zip
17:00:13  <PublicServer> <Thraxian|Work> the exit signals on the bridges will cause entry to turn green too often
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17:03:17  <Combuster> !password
17:03:17  <PublicServer> Combuster: tilled
17:03:25  <PublicServer> *** combuster joined the game
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17:09:36  <PublicServer> <Kenji> thrax, sign list
17:11:31  <Xaroth> !password
17:11:31  <PublicServer> Xaroth: funner
17:11:39  <PublicServer> *** Xaroth joined the game
17:11:48  <PublicServer> <Thraxian|Work> sign list what?
17:11:59  <mensi> sign chatting ftw
17:12:22  <PublicServer> <Kenji> thrax, THE signlist, the mid build vote to be specific
17:12:53  <PublicServer> <Thraxian|Work> my vote's been there for a while
17:13:00  <PublicServer> <Thraxian|Work> I just signed it though
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17:14:52  <mensi> wh00t? are those magic coop rules? shouldn't the goal be to build an elegant und good performing network?
17:15:11  <mensi> I mean I get it if this bypass really messes things up
17:15:23  <mensi> but if it takes traffic off the ML and enables more thoughput
17:15:25  <mensi> why not?
17:15:30  <PublicServer> <Thraxian|Work> http://www.openttdcoop.org/wiki/Line_hierarchy
17:15:53  <PublicServer> <Kenji> because that traffic has to filter back onto a ML and causes congestion
17:16:33  <PublicServer> <Thraxian|Work> the same reason tractor trailers don't come through my neighborhood
17:16:51  <mensi> the come though mine... ;)
17:17:04  <mensi> we even have tanks coming through occasionally ;)
17:17:48  <PublicServer> <combuster> so, what's going to be at drop 2
17:18:02  <PublicServer> <Thraxian|Work> quick question: there's a note on the plan abuot PAX-only at first
17:18:03  <PublicServer> <Kenji> see plan
17:18:10  <PublicServer> <Thraxian|Work> is that part of the plan, or just an afterthought?
17:18:23  <PublicServer> <Thraxian|Work> and if it's  part of the plan, shouldn't we get pax moving before we worry about cargo?
17:18:24  <PublicServer> <Kenji> was part of the plan
17:18:56  <PublicServer> <combuster> "drop 2 for rest"
17:19:01  <PublicServer> <combuster> nice station... ^^
17:19:38  <PublicServer> <Strix> drop 1 ore and oil and drop 2 for rest,  i think its clear :-]
17:24:25  <PublicServer> *** combuster has left the game (connection lost)
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17:25:03  <Combuster> !password
17:25:03  <PublicServer> Combuster: barter
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17:28:09  <PublicServer> <Xaroth> hm, thrax you still recon Pluntbridge station needs a redesign?
17:28:42  <PublicServer> <Thraxian|Work> Nah - let's just get trains on the network
17:28:53  <Thraxian|Work> !info
17:28:53  <PublicServer> Thraxian|Work: #:1(Orange) Company Name: 'OpenTTD Coop'  Year Founded: 1930  Money: 232010559  Loan: 0  Value: 232530036  (T:17, R:44, P:0, S:0) unprotected
17:29:07  <PublicServer> <Thraxian|Work> 140 years, and no trains yet - this is just silly
17:29:16  <PublicServer> <Xaroth> I like the design tho
17:29:20  <PublicServer> <Kenji> want me to reorder the route proving trains ready for cloning?
17:29:34  <PublicServer> <Xaroth> sure
17:30:27  <Thraxian|Work> @logs
17:30:28  <Webster> WIP logs; http://hyru.ath.cx:60080/~kenji/ottdcoop/logs/ now updating on the hour
17:31:44  <PublicServer> <Kenji> trains ready for cloning, I'll flip the orders once their shared and running
17:32:02  <PublicServer> <Xaroth> feel free to launch em to outter space :)
17:32:30  <PublicServer> <Thraxian|Work> if we want to resdesign Pluntbridge, let's do it, but leave the current station connected until we're ready to switch over
17:32:41  <PublicServer> <Thraxian|Work> that's the way that type of change should be handled anyways
17:32:53  <PublicServer> <Xaroth> yeh
17:32:54  <PublicServer> <Kenji> well it's not really live atm
17:32:57  <PublicServer> <Xaroth> also @ !hmmm
17:33:03  <PublicServer> <Kenji> so you could do it either way
17:33:25  <PublicServer> <combuster> errr
17:33:36  <PublicServer> <combuster> do I want to see this O.o
17:33:41  <PublicServer> <Xaroth> see what?
17:33:51  <PublicServer> <Kenji> that station in action?
17:33:57  <PublicServer> <Xaroth> Slendingworth?
17:34:28  <PublicServer> <combuster> I sure hope the pathfinder knows not to make 45_45s in ther
17:34:50  <PublicServer> <Xaroth> you talking about slending com?
17:34:55  <PublicServer> <combuster> yea
17:34:58  <PublicServer> <Xaroth> yeh
17:35:03  <PublicServer> <Xaroth> but there's penalties there
17:35:09  <PublicServer> <Thraxian|Work> where's a 2x45?
17:35:12  <PublicServer> <Thraxian|Work> I'm not seeing it
17:35:15  <PublicServer> <combuster> I know
17:35:18  <PublicServer> <Xaroth> under "redesign"  thrax
17:35:21  <PublicServer> <combuster> thrax: !hmmm
17:35:25  <PublicServer> <Thraxian|Work> oh, there
17:35:34  <PublicServer> <Thraxian|Work> just didn't see that route
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17:35:44  <PublicServer> <Kenji> ick
17:35:47  <PublicServer> <combuster> One problem
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17:36:04  <PublicServer> <combuster> trains from the south are going to lock up on trains from the north
17:36:35  <damalix> !password
17:36:35  <PublicServer> damalix: hastes
17:36:41  <narc> Kalispera, all.
17:36:46  <PublicServer> *** Damalix joined the game
17:36:48  <PublicServer> <Damalix> Hi
17:36:49  <PublicServer> <Kenji> zomg a nzrc
17:36:56  <PublicServer> <Kenji> also that station has no prios
17:36:57  <narc> *narc :P
17:37:04  <PublicServer> <Kenji> yes, that
17:37:06  <PublicServer> <Kenji> :P
17:37:23  <KenjiE20> btw, my chanmon.pl made it onto the plugins list :)
17:38:41  <narc> Ha, neat.
17:40:07  <PublicServer> <combuster> Did the first half op drop 2
17:40:14  <PublicServer> <combuster> somebody fix up the exit
17:40:18  <PublicServer> <combuster> gotta go :(
17:40:36  <PublicServer> <Xaroth> cya mr bust0r
17:40:56  <PublicServer> <Thraxian|Work> I'm out too - probably see you all next game
17:41:02  <damalix> psg 144 is not in the archives ?
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17:41:10  <PublicServer> <Thraxian|Work> psg144 "never existed"
17:41:12  <PublicServer> *** Thraxian|Work has left the game (leaving)
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17:41:16  <PublicServer> <Kenji> lo
17:41:19  <PublicServer> <Kenji> lol
17:41:36  <damalix> :s what happened to it ?
17:41:46  <Raph> !password
17:41:46  <PublicServer> Raph: hastes
17:41:49  <PublicServer> <Xaroth> eye death
17:41:52  <Thraxian|Work> it ended after 4 days with 0 trains running
17:42:00  <PublicServer> *** Raph has left the game (connection lost)
17:42:01  <PublicServer> <Kenji> it was neglected
17:42:06  <Thraxian|Work> this one has gone almost 7 days with 0 trains, and it's still here....
17:42:07  <PublicServer> <Kenji> and got an emancepation
17:42:14  <Ammler> the save is there
17:42:18  <Ammler> just missing wiki entry
17:42:23  <PublicServer> *** Raph joined the game
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17:42:34  <Combuster> #144 got a save?
17:43:06  <PublicServer> <Xaroth> I agree with thrax tho, we need to get trains on this track
17:43:11  <damalix> seems so, I've just downloaded it
17:43:19  <damalix> I'll have a look at it
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17:43:31  <PublicServer> <Kenji> you want trains rolling, or fix the highlighted spots first?
17:43:41  <PublicServer> <Xaroth> er, i'd say get some trains rolling
17:43:46  <PublicServer> <Xaroth> then fix as we see issues
17:43:52  <PublicServer> <Kenji> rolling out now
17:44:15  <Combuster> loooooooooool
17:44:26  <Combuster> I think I was the only one to like toyland :D
17:44:29  <Combuster> *thought
17:44:30  <PublicServer> <Kenji> 10 each way?
17:44:32  <Xaroth> no, there's Mark
17:44:40  <PublicServer> <Xaroth> Kenji: sounds about right
17:44:52  <PublicServer> <Kenji> I liked it
17:45:19  <Combuster> dutchie as well, eh :D
17:45:19  * Combuster rofl
17:45:21  <damalix> I like it too :p
17:45:30  <PublicServer> <Kenji> trains are out
17:45:42  <Xaroth> Toyland is fun, but after a while my brain just starts hurting
17:45:58  <Combuster> that game looks better than my Mars game
17:46:08  <PublicServer> <Xaroth> I liked the mars game
17:46:10  <Combuster> and everybody was complaining about that O.o
17:46:13  <PublicServer> <Xaroth> it was 'different'.
17:46:26  <damalix> !password
17:46:26  <PublicServer> damalix: hastes
17:46:31  <Combuster> oh well
17:46:33  <Combuster> gotta run
17:46:36  <PublicServer> *** Damalix joined the game
17:46:41  <Combuster> have fun completing my station
17:46:48  <Combuster> might pop in around midnight
17:47:28  <PublicServer> <Xaroth> some stations need some distant joined stuff tho
17:47:31  <PublicServer> <Kenji> hahahaha
17:47:36  <PublicServer> <Kenji> I was just thinking that
17:47:42  <PublicServer> <Kenji> Slenn is the only working station
17:47:49  <PublicServer> <Kenji> oh and Mefing
17:48:25  <PublicServer> <Xaroth> Cundingstone has some now as well
17:48:40  <PublicServer> <Kenji> wheeee giant gaps
17:48:54  <PublicServer> <Xaroth> GAH
17:48:57  <PublicServer> <Kenji> lol
17:50:24  <PublicServer> <Damalix> So we'll never know how Davil's hub works :p
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17:52:09  <PublicServer> <Xaroth> what's with Valley?
17:52:17  <PublicServer> <Xaroth> LB?
17:52:18  <PublicServer> <Kenji> thats me
17:52:27  <PublicServer> <Xaroth> or eyecandy
17:52:30  <PublicServer> <Kenji> random eyecandy injector
17:52:33  <PublicServer> <Xaroth> ah
17:52:36  <gleeb> damalix: Davil-style line-hubs are a pretty simple idea. Works very much like a roundabout (traffic circle to americans)
17:52:46  <hylje> rotary for british
17:52:56  <hylje> or how was it
17:53:03  <PublicServer> <Xaroth> roundabout is brittish..
17:53:13  <PublicServer> <Xaroth> or at least, when i have brits talking they talk about roundabouts :P
17:53:20  <gleeb> ^
17:53:23  * gleeb is british
17:53:41  <Xaroth> I'm going to england in august
17:53:43  <Xaroth> for a few days
17:53:49  <Xaroth> Hertford surroundings
17:53:50  <Thraxian|Work> canadians call it a "rundaboot"
17:53:51  <Xaroth> visit some friends
17:53:56  <Xaroth> lol Thrax
17:54:19  <Thraxian|Work> I've been experimenting with a few intersection designs too
17:54:30  <hylje> magic roundabouts
17:54:31  <Thraxian|Work> like this one: http://www.quadranteng.com/
17:54:32  <Webster> Title: Quadrant Engineering LLC (at www.quadranteng.com)
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17:56:03  <gleeb> Thraxian|Work: That's just wrong.
17:56:21  <Thraxian|Work> but it looks so COOL
17:56:49  <Thraxian|Work> I'm having problems finding the other one I was making....
17:56:52  <hylje> i recall that kind of crossing being somewhere in the UK in the middle of a *motorway*
17:57:10  <hylje> that x-shaped thing on the left i mean
17:57:43  <Thraxian|Work> http://en.wikipedia.org/wiki/Diverging_diamond_interchange
17:57:44  <Webster> Title: Diverging diamond interchange - Wikipedia, the free encyclopedia (at en.wikipedia.org)
17:57:46  <gleeb> http://blogs.warwick.ac.uk/images/richardwinskill/2005/08/12/spaghetti_junction.jpg
18:00:05  <hylje> that's a very neat railway there
18:01:36  <PublicServer> *** Venom has left the game (leaving)
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18:02:06  <PublicServer> <Kenji> wtf? wheres the v100?
18:02:29  <PublicServer> *** tneo joined the game
18:04:07  <mensi> if trains are running, shouldn't we enable town growth as well?
18:04:34  <PublicServer> <Kenji> probably not if we wanna rebuit
18:06:11  <narc> Hrm... Kenji, how does Webster handle URLs of tinyURL-like redirectors?
18:06:36  <narc> (I dunno if to link via is.gd or full URL)
18:06:53  <KenjiE20> iirc tinyurl is on the non-snarf
18:07:04  <KenjiE20> if you wanna spam test go join #merctest
18:07:33  <narc> Non-snarf is good. I has some pretty pictures I want to show around: http://is.gd/Z14O
18:07:38  <Webster> Title: Rainbowz Out My Window! Ramblings of Narc (at is.gd)
18:07:41  <narc> Bah.
18:07:49  <KenjiE20> is.gd isn't however :)
18:08:06  <narc> Well, it did follow the redirect, which is good.
18:09:10  <KenjiE20> if you do
18:09:12  <KenjiE20> @ http://is.gd/Z14O
18:09:17  <KenjiE20> it'll error and not snarf
18:09:22  <KenjiE20> anyway afk
18:09:24  <PublicServer> *** Kenji has joined spectators
18:09:29  <narc> Oh, quite clever. Thank you.
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18:10:27  <PublicServer> <Xaroth> uh oh
18:10:30  <PublicServer> <Xaroth> a train's stuck
18:11:26  <mensi> it was 2 trains
18:11:36  <mensi> I let the other one out backwords by ignoring signals ;)
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18:18:47  <Hafai> !password
18:18:47  <PublicServer> Hafai: cortex
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18:22:15  <damalix> !password
18:22:15  <PublicServer> damalix: slated
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18:34:15  <KenjiE20> back
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18:46:30  <shaine> !password
18:46:30  <PublicServer> shaine: grater
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19:07:09  <PublicServer> <Shaine> hi there. anyone here to answer some questions?
19:07:20  <KenjiE20> yup
19:07:41  <PublicServer> <Shaine> thanks a lot
19:07:50  <ODM> that was it? heh
19:07:55  <KenjiE20> yw, bai
19:07:57  <KenjiE20> :P
19:08:01  <PublicServer> <Shaine> you're doin some station entrances with path signals
19:08:16  <PublicServer> <Shaine> what about those wrong turned signals there?
19:08:24  <KenjiE20> they act as penalties
19:08:50  <PublicServer> <Shaine> block signals won't do that?
19:08:58  <KenjiE20> well, no
19:09:34  <PublicServer> <Shaine> why that? path signals are treated like red signals by pathfinding?
19:09:35  <ODM> works also with stations and roadbits:p
19:09:55  <KenjiE20> take a closer look at the signals placed backwards
19:11:36  <PublicServer> <Shaine> just doin ;) have to try sth. second
19:12:33  <Xaroth> basically it's a two-way path signal
19:12:34  <Xaroth> reversed
19:12:43  <Xaroth> it still gives the penalty, but doesn't serve a purpose
19:13:22  <PublicServer> <Shaine> well i just wondered about the difference to a normal block signal in correct direction
19:13:31  <Xaroth> er
19:13:37  <KenjiE20> you'd get queued trains for one ting
19:13:39  <KenjiE20> thing*
19:13:41  <Xaroth> a normal signal will end the pathfinding block
19:13:59  <PublicServer> <Shaine> ah ok. got the point
19:14:03  <KenjiE20> ?: pbs
19:14:03  <Webster> Path Based Signalling, see: http://www.openttdcoop.org/wiki/PBS
19:14:13  <KenjiE20> ^ might want to take a look
19:16:04  <PublicServer> <Shaine> know basically the signals, just didnt think of the pathfinding blocks
19:16:09  <PublicServer> <Shaine> next thing
19:16:22  <PublicServer> <Shaine> at merges/splits
19:16:43  <PublicServer> <Shaine> keep a 2 tile signaling or setup closer ones?
19:16:57  <KenjiE20> why would you need them closer?
19:17:44  <PublicServer> <Shaine> e.g. an exiting track
19:18:05  <PublicServer> <Shaine> there you can one signal at the first diagonal track part
19:18:22  <PublicServer> <Shaine> +can setup...
19:19:02  <PublicServer> <Shaine> mostly interesting when splitting a track for a short distance for parallel tunneling
19:19:07  <KenjiE20> can be two back and still not break 2 gap signalling, though they should be at the edge
19:19:12  <PublicServer> <Shaine> there the 2 tile thing gets screwed up
19:19:35  <KenjiE20> for splits, it doesn't matter so long as they're there
19:19:40  <PublicServer> *** Damalix has joined spectators
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19:19:54  <PublicServer> <Shaine> so closer signals wont change anything?
19:20:07  <KenjiE20> nope
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19:21:31  <PublicServer> <Shaine> thats what i supposed to ;) i remade the pro-zone 5 game and just wondered why you have such issues here with signaling ;)
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19:25:20  <PublicServer> <Shaine> is there any rule how long parallel tunneling can be in relation of train lenghts to not need a 3rd track?
19:25:36  <KenjiE20> see !tunnel
19:25:48  <shaine> !tunnel
19:25:49  <PublicServer> shaine: !tunnel <trainlength> <gap>: Returns amount of tunnels/bridges needed. Formula: (<gap>+<trainlength>-2)/(<trainlength>+2)
19:28:57  <PublicServer> <Shaine> gap is there tunnel lenghts i suppose?
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19:29:18  <KenjiE20> woah split
19:29:33  <KenjiE20> also, gap is biggest signal gap
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19:31:30  <Legolegs> !svn
19:31:30  <PublicServer> Legolegs: svn update -r16520 && make (raffle)
19:31:30  <PublicServer> Legolegs: svn checkout -r16520 svn://svn.openttd.org/trunk openttdcoop && cd openttdcoop && ./configure && make
19:31:42  <PublicServer> <Shaine> would mean i can do a 9 tile gap? pretty more as i thought... thanks
19:36:54  <PublicServer> <Shaine> again those penalties... i've seen some numbers for NPF, are there some for the penalty "size" for YAPF, too?
19:37:15  <KenjiE20> yep
19:37:19  <PublicServer> <Shaine> like... stations gives a penalty of 10... curve of 2 etc..
19:37:35  <KenjiE20> @man yapf
19:37:38  <Webster> Yet Another Pathfinder - OpenTTD - http://wiki.openttd.org/wiki/Special:Search?go=Go&search=yapf
19:38:26  <PublicServer> <Shaine> p[]={1000,810,640,490,360,250,160,90,40,10} is it?
19:38:41  <PublicServer> *** Game unpaused (enough players)
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19:40:02  <PublicServer> <Shaine> i'm looking for sth like this:npf_rail_curve_penalty = 1
19:42:37  <KenjiE20|SSH> have a look at openttd.cfg that'll have the full list of them
19:44:43  <PublicServer> *** legolegs has left the game (connection lost)
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19:45:55  <PublicServer> <Shaine> oh... easy solution. kinda stupid i didn't try myself. sorry :)
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19:50:34  <PublicServer> <Shaine> so thats a really nice thing :) i always had issues with making trains joining the less frequent track
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19:54:39  <Raph> Anyone here?
19:55:07  <PublicServer> <Shaine> 1 voyeur here. just watching
19:55:34  <Raph> :)
19:55:47  <Raph> So you're not one of the proffessionals, then?
19:55:56  <Raph> 'professionals
19:56:03  <PublicServer> *** legolegs has left the game (connection lost)
19:56:43  <PublicServer> <Shaine> if you have some questions, wait for someone else if you want to be sure for correct answers ;)
19:56:49  <Raph> !password
19:56:49  <PublicServer> Raph: swampy
19:57:16  <PublicServer> *** Game unpaused (enough players)
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19:57:48  <Raph> Okay, yeah, I was going to ask if someone could take a look at a savegame of my first attempt of making a network and give me some feedback.
19:57:52  <Raph> Guess I'll ask some other time :)
19:58:03  <PublicServer> *** Raph has left the game (leaving)
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19:58:49  <PublicServer> <Shaine> can you setup a server with it? always interested in others' things
19:59:43  <Raph> Sure, I'll try :)
20:00:13  <Raph> Set it up with server name raph and password raph, using latest stable version.
20:00:25  <Raph> Do you need IP to find it, too?
20:00:45  <PublicServer> <Shaine> would be helpful i guess. sometimes it just takes a lot of time
20:01:38  <Raph> 213.66.147.54
20:02:05  <Raph> Find it?
20:02:20  <Raph> Haven't tried to start a server before, so I might've done something wrong I guess.
20:02:48  <PublicServer> <Shaine> can't find it. you have a router? or some other firewall?
20:03:10  <tneo> Raph, post it on the forims
20:03:14  <Raph> I do have a router, might be that.
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20:03:21  <PublicServer> <Shaine> or just send i via email? dunno :)
20:04:29  <tneo> !forums
20:04:32  <tneo> !forum
20:04:34  <Raph> tneo> The openttd.org forums?
20:04:37  <Raph> !forum
20:04:40  <Raph> !forums
20:04:45  <shaine> !forum
20:04:49  <shaine> !forums
20:04:59  <tneo> yes those Raph
20:05:07  <KenjiE20> forums!
20:05:22  <tneo> plenty of people to give you feedback
20:07:35  <Raph> Okay, I'll try that then, thanks.
20:08:17  <PublicServer> *** Venom has left the game (connection lost)
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20:09:41  <tneo> not that we aren't willing :)
20:10:02  <tneo> we read the forums as well and just drop the link here
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20:11:32  <PublicServer> <Shaine> whats the goal of the current public server game? let it run until cities grow?
20:12:04  <KenjiE20|SSH> same as everygame, plan -> build -> break -> fix
20:12:55  <KenjiE20|SSH> and "try to take over the world"
20:13:08  <tneo> which world?
20:13:10  <PublicServer> <Shaine> sounds like pinky and brain :)
20:13:21  <KenjiE20|SSH> hence the quotes
20:13:52  <Raph> Well, posted at the forums if anyone wants to take a look and give me some tips! http://www.tt-forums.net/viewtopic.php?f=60&t=43919
20:13:54  <Webster> Title: Transport Tycoon Forums View topic - My first networked game (at www.tt-forums.net)
20:15:09  <tneo> lol @ KenjiE20 :P
20:15:21  <tneo> let me have a look Raph
20:15:53  <Raph> Oh, tips is the wrong word though, that's what you give to a waiter.
20:16:01  <Raph> But yeah, please look! :)
20:16:10  *** PeterT has joined #openttdcoop
20:16:16  <PeterT> !playercount
20:16:16  <PublicServer> PeterT: Number of players: 2
20:16:19  <tneo> suggestions ;)
20:16:20  <PeterT> !players
20:16:21  <PublicServer> PeterT: Client 53 (Orange) is Hafai, in company 1 (OpenTTD Coop)
20:16:21  <PublicServer> PeterT: Client 59 is Shaine, a spectator
20:16:25  <PeterT> hi everying
20:17:15  <shaine> hey
20:17:49  <PeterT> anyone buildign?
20:18:00  <shaine> no
20:18:04  <PeterT> !password
20:18:04  <PublicServer> PeterT: sieges
20:18:23  <PublicServer> *** Peter has left the game (connection lost)
20:18:29  <PeterT> !password
20:18:29  <PublicServer> PeterT: sieges
20:18:39  <PublicServer> *** Game unpaused (enough players)
20:18:40  <PublicServer> *** Peter joined the game
20:19:12  <tneo> !curves
20:19:14  <tneo> !curve
20:19:14  <PublicServer> tneo: http://www.openttdcoop.org/wiki/Max_Curve_Speed
20:20:35  <shaine> raph: i think you will get soon traffic problems caused by slow acceleration due to long trains, few power of the locomotives and "original acceleration model"
20:20:46  <shaine> gaps between trains will be really huge
20:21:54  <PublicServer> *** Peter has left the game (leaving)
20:21:54  <PublicServer> *** Peter has left the game (connection lost)
20:21:54  <PublicServer> *** Game paused (not enough players)
20:23:00  <shaine> and one more option missing: disable servicing when brakedowns are set to none
20:23:38  <shaine> your depots are screwing up mainline traffic even now
20:24:23  <Raph> Oh yeah, I don't really need those when there's no breakdowns of course.
20:24:30  <Raph> And the depots should all have priorities.
20:24:38  <Raph> Only did it on the ones up by the power station.
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20:25:10  <Raph> So you think I should have another engine per train? Or shorter trains?
20:25:22  <shaine> watch the depots right besides söpsvik
20:25:59  <shaine> i think you've seen that pro-savegame with about 2500 trains and wanna do sth like that? then, yes. shorter trains and more power ;)
20:26:58  <shaine> another great help for you would be to enalbe "realistic train acceleration". every single hill there now will get traffic stucked
20:27:17  <PeterT> !rcon
20:27:17  <PublicServer> PeterT: you are not allowed to use !rcon
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20:27:31  <Raph> Well, so far I don't really need that many trains since the raw material production is pretty low, but I try to keep at above 65% so that it'll eventually grow, I guess I'll need it later.
20:28:00  <tneo> no need Raph
20:28:15  <tneo> just enable realistic acceleration
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20:28:24  <Raph> Oh, I didn't realise that was why the hills slow down so much, I thought I'd just have to live with it :)
20:28:28  <tneo> the trains aren't that long
20:29:41  <shaine> but i think it will be helpful. long trains and bad acceleration make priorities really annoying from my experience ;)
20:30:24  <Raph> Feels a bit like cheating though, but if it's called realistic I'll use it ;)
20:30:36  <shaine> just try. if you get problems, try other ways
20:31:01  <Raph> Well, that gave things a much nicer flow.
20:31:52  <Raph> I was thinking a bit about load balancers, I keep getting most of the traffic on the same track, but I'm not really sure where I should put the load balancers, somewhere near the mainline entrances?
20:31:55  <shaine> another thing is, you use loads of X-crossings with PBS. can cause trouble, too lateron
20:33:35  <Raph> Yeah, I'll try to work away some of those later, but in some places space is really tight. I guess I should separate the mainlines more when making sidelines.
20:33:48  <Raph> The x-crossings are mostly due to lazyness :)
20:34:09  <tneo> !irc
20:34:35  <Mark> evening
20:34:35  <tneo> Raph, http://www.openttdcoop.org/wiki/Main_Page and read the getting started pages
20:34:40  <Mark> do we have trains yet? :P
20:34:48  <tneo> !info
20:34:48  <PublicServer> tneo: #:1(Orange) Company Name: 'OpenTTD Coop'  Year Founded: 1930  Money: 237491151  Loan: 0  Value: 249434849  (T:41, R:44, P:0, S:0) unprotected
20:34:48  <KenjiE20> yes
20:34:53  <tneo> 41
20:34:55  <tneo> ;)
20:35:02  <Mark> _wow_
20:35:10  <Mark> !password
20:35:10  <PublicServer> Mark: writhe
20:35:10  <tneo> lol
20:35:12  <KenjiE20> iirc 12 in either direction
20:36:04  <PublicServer> *** Game unpaused (enough players)
20:36:05  <PublicServer> *** Mark joined the game
20:36:31  <shaine> and in some places you have too short curves slowing trains down
20:37:01  <Mark> basically you want to stop trains from slowing down at all
20:37:08  <Mark> that's all it takes
20:37:44  <KenjiE20> makes it sound so easy, doesn't he?
20:38:05  <PublicServer> *** Mark has left the game (leaving)
20:38:06  <PublicServer> *** Mark has left the game (connection lost)
20:38:06  <PublicServer> *** Game paused (not enough players)
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20:38:56  <Mark> Raph: that's a pretty decent game you got there
20:38:58  <shaine> oh yeah... :) just make a network without jams and stuff. that's what it is all about ;)
20:39:05  <Mark> was expecting much worse to be honest
20:39:16  <Raph> tneo> Read through those already, but I guess I could read some more, I mainly need to get the hang of load balancers :)
20:39:21  <Raph> Mark> Thanks, I guess :)
20:39:54  <KenjiE20> can read all the wiki you like, but nothing beats experiance imo
20:40:02  <Mark> spreading trains over tracks is pointless
20:40:11  <tneo> check some games in the archives on how to load balance
20:40:30  <Mark> "load balance" is a pretty confusing term
20:40:38  <tneo> true
20:40:41  <Raph> Yup, that's why I started this one, I've been checking some of your old games in the archives but it's a bit too complex when you're just looking at someone else's work and there's all these zillions of tracks.
20:40:54  <Mark> seems to make people think they need to spread trains equally
20:41:06  <tneo> which in a way it does
20:41:09  <Raph> So I decided to start a game with a simple plan and do some trial and error. Learned (pretty much) to do priorities today.
20:41:26  <shaine> there always will be one more frequent than another
20:41:30  <tneo> very good
20:41:44  <Mark> Raph: dont do inline load balancing
20:41:53  <Mark> your joins are pretty good as they are
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20:42:43  <Raph> Yeah, that was my first though when I looked at the load balancer page in the wiki, the examples looked like they wore in the middle of the line and that felt like it was bound to slow down things, so I was trying to figure out how to do it at the mainline entrances.
20:42:48  <Raph> *though
20:42:52  <Raph> *thought
20:43:09  <Mark> yeah the load balancer page is outdated
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20:43:26  <KenjiE20> <@Mark> yeah the [wiki] is outdated <-- fixed :P
20:45:05  <shaine> joining trains to the mainline will mostly take the "straight" way on the track, not the one splitting away to the inner mainline track. changing the "straight" way would be an easy alternative
20:45:19  <shaine> strange to express this in english :( sorry for that
20:45:40  <Mark> they might take the longer route if the short ML is full
20:45:54  <Mark> as yapf looks ahead for trains
20:47:00  <Raph> I've mostly been looking at my route away from the goods drop in the NE corner to (mainly) the sawmill and the factory.
20:47:15  <Raph> I need to make more of the goods trains to go to the inner track.
20:47:34  <Raph> Or, well, it's not jamming as it is now, but I guess it will eventually as I get more trains.
20:47:51  <Mark> then, trains will merge to the inner track more
20:47:53  <shaine> oh and disable 90° turns in options :)
20:48:38  <Mark> i should get some sleep
20:48:44  <Mark> working at 6..
20:49:22  <shaine> uhm raph. at goods drop there is only the possibilty to join outer ML track
20:50:33  <Raph> No?
20:50:54  <Raph> Though one of the tracks lacks the possibility, I should fix that :)
20:51:12  <KenjiE20> heh, that isn't a bad network indeed
20:51:15  * tneo = off night all
20:51:34  <KenjiE20> reminds me of what I used to build after I'd played ttdlx for a year or so
20:51:42  <shaine> ah there is one thing, you really shouldn't do :)
20:51:58  <shaine> no drop and pickup at factories and stuff in one station
20:52:06  <Raph> tneo> Good night, thanks for your feedback!
20:52:22  * Mark is off too
20:52:25  <Mark> night folks
20:52:32  <shaine> night
20:52:43  <Raph> Yeah, I noticed that in the archives, but I thought it mostly was for a "cleaner" network?
20:52:56  <shaine> imagine there is a 5 track station
20:53:02  <Raph> Felt like having different stations would just take up more space thart I don't have.
20:53:05  <shaine> and then coming 5 empty goods trains there
20:53:20  <Raph> Of course, it could jam if production is too low, but it's working fine so far.
20:53:21  <shaine> there won't be space for eg... grain trains to unload
20:54:16  <Raph> Yeah, guess I should change those later on for the sawmill and factory, I was going with just expanding the stations.
20:54:43  <Raph> KenjiE20> And that was many years of progress back, I guess? :)
20:55:04  <KenjiE20> well I've been playing ttldx since it came out so..... yea
20:55:28  <shaine> networks with few trains forgive you some mistakes, the more trains, the less mistakes allowed, that's my experience
20:55:56  <shaine> just keep on playing this game. you will find out yourself
20:58:52  <Raph> What about factory stations and entrances, I have X crossings there and then split to all the platforms, but it doesn't seem like the best way to do it, because trains occassionally have to wait.
20:59:01  <Raph> Should i dedicate some platforms for each incoming track?
21:00:53  <shaine> mh thats one possibility. another one would be, e.g. at the factory station
21:01:43  <shaine> if you make the outer track longer. the inner one blocks away the joining outer one right now
21:02:01  <shaine> understand what i mean?
21:03:13  <Raph> So that the outer track joins to the easternmost platformws?
21:03:15  <Raph> *platforms
21:03:48  <Raph> Sounds good, I guess, just have to fix so that it can still get to all platforms from there, that would take a lot of intersections.
21:03:58  <Raph> might be better with a X crossing at the two center platforms?
21:04:00  <De_Ghosty> http://www.openttdcoop.org/wiki/Max_Curve_Speed
21:04:07  <De_Ghosty> also depends of train length :o
21:04:55  <shaine> enlarge the outer track to the station track at the very top
21:05:14  <shaine> and make a connection to every single station track
21:05:30  <shaine> just like the existing one for the inner track
21:06:11  <Raph> Wont that cause jams with all the crossings?
21:06:48  <shaine> strange to explain :/
21:06:50  <De_Ghosty> what are we looking at ? ;o
21:07:02  <Raph> http://www.tt-forums.net/viewtopic.php?f=60&t=43919&start=0
21:07:03  <Webster> Title: Transport Tycoon Forums View topic - My first networked game (at www.tt-forums.net)
21:08:03  <Raph> shaine> I think I understand, it'll be like a giant X across all the waiting tracks before the station?
21:08:05  <shaine> you have pro-zone savegame#5 for sure?
21:08:23  <shaine> the one with like 2500 trains?
21:08:50  <Raph> Not sure, I'll check.
21:09:00  <mensi> !archive
21:09:00  <PublicServer> mensi: http://www.openttdcoop.ORG/wiki/PublicServer:Archive | http://www.openttdcoop.org/wiki/MemberZone:Archive
21:10:57  <Raph> shaine> I have it now.
21:11:05  <mensi> #5 has 344 trains...
21:11:45  <shaine> prozone #5
21:12:12  <shaine> and raph: at the very top corner of the map you see the sign "PBS Station / Ammler"?
21:12:46  <shaine> there is a station as you use it with 2 entry tracks
21:13:12  <De_Ghosty> nice
21:13:16  <De_Ghosty> let me com play :o
21:13:21  <De_Ghosty> make network avalible :d
21:13:47  <Raph> shaine> The sawmill/refinery station?
21:13:51  <shaine> yes
21:14:13  <shaine> right of the sawmill/reffinery
21:14:34  <Raph> Okay, so in other words, I'll split the platforms between the incoming tracks so that each track has its own set of platforms.
21:15:07  <Ammler> !reload config
21:15:07  <PublicServer> Ammler: you must be channel op to use this command!
21:15:19  <shaine> mh right after the PBS there is a possibility to cross over the tracks
21:15:20  <Ammler> common :-(
21:15:26  *** Ammler has left #openttdcoop
21:15:32  *** Ammler has joined #openttdcoop
21:15:32  *** ChanServ sets mode: +o Ammler
21:15:40  <Ammler> !reload config
21:15:40  <PublicServer> Ammler: config reloaded
21:15:44  <Ammler> !archive
21:15:44  <PublicServer> Ammler: http://www.openttdcoop.ORG/wiki/PublicServer:Archive | http://www.openttdcoop.org/wiki/ProZone:Archive | http://www.openttdcoop.org/wiki/MemberZone:Archive
21:15:44  <De_Ghosty> !reload config
21:15:44  <PublicServer> De_Ghosty: you must be channel op to use this command!
21:16:30  <Ammler> the tricky part of pbs stations is the merger
21:17:18  <De_Ghosty> ur entrence is funn for the wood drop
21:17:20  <De_Ghosty> :o
21:18:06  <De_Ghosty> and u might wanna split drop and pickups
21:18:12  <Raph> De_Ghosty> Mine? Yeah, I'm not all that satisfied with it, that's one of the reasons I went here fore som suggestions.
21:18:50  <shaine> i think the sawmill entrance is even better than the factory entrance :)
21:19:54  <shaine> but there are more experienced people than me here now
21:20:44  <De_Ghosty> you are like looping tracks:o
21:20:56  <Raph> I guess I might change the entire sawmill station, starting with changing the station orientation to get some more space. Will be a mess in the meantime though with all the trains waiting...
21:21:13  <De_Ghosty> make a network game :D
21:21:17  <De_Ghosty> let me come join you
21:22:15  <shaine> if you can host it :P i can't because i don't have all the GRFs and raph has a router blocking ports :)
21:22:57  <De_Ghosty> open ze port
21:23:00  <De_Ghosty> or use hamachi
21:23:03  <Raph> Another day maybe, I need to sleep for today.
21:23:06  <De_Ghosty> easy vpn
21:23:12  <De_Ghosty> :o
21:23:19  <Raph> But I'd be happy to do it another day!
21:23:34  <De_Ghosty> sleep is for the WEAK!!
21:23:58  <Ammler> De_Ghosty: you often sleep on our server :P
21:24:03  <De_Ghosty> lol
21:24:11  <shaine> hehe
21:24:13  <De_Ghosty> can't help it
21:24:28  <De_Ghosty> i look at it and is like
21:24:31  <De_Ghosty> errrrrrrrrrr
21:24:39  <De_Ghosty> i like to fix things
21:25:11  <Raph> I was up 05:50 to day to go to work, work all day in a cold storage room lifting a couple of tonnes, then come home and build railroads all evening, I'm tired!
21:25:19  <Raph> *today
21:25:48  <shaine> that's one thing annoying about TTD. i just started playing it, but all the construction work is annoying yet :(
21:27:10  <^Spike^> !password
21:27:11  <PublicServer> ^Spike^: wigwam
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21:28:53  <Thraxian|Work> Raph: nice looking game
21:29:01  <shaine> well, i'm out for today, too. there is someone waiting for me. see you another time... perhaps i'll build sth then ;)
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21:30:12  <Raph> Thraxian|Work> Thanks! I'll try to rework somethings and post another version in the weekend, hopefully it will be even nicer :)
21:30:44  <Thraxian|Work> did someone already mention something about merge before split?
21:31:16  <Raph> To do list for now: Fix some more priorities, fix slow curves, split factory/sawmill drop/pickup, try do do something about load balancing the mainline, rework factory/sawmill entry/exit. Anything to add?
21:31:35  <Thraxian|Work> yeah - don't merge before a split
21:31:41  <Raph> Not really, I've read signs about it in archived games, but I'm not 100% sure I understand it?
21:32:01  <Thraxian|Work> I think all 4 of your SLHs have that little problem - I'm focusing on SLH2 in this upcoming description
21:32:20  <Thraxian|Work> At SLH02, you have some trains moving north (towards the upper-left) on the mainline
21:32:41  <Thraxian|Work> Trains coming from SLH2 to merge onto the mainline have to wait because of priorities
21:33:13  <Thraxian|Work> Trains moving north on the mainline that want to get off at SLH2 block trains that are currently on SLH2 trying to go north on the mainline
21:33:45  <Thraxian|Work> To fix the problem, have trains going north on the mainline exit onto SLH2 before trains coming from SLH2 join the mainline
21:33:49  <Thraxian|Work> Does that make any sense at all?
21:34:18  <Raph> Yeah, I see the problem.
21:34:46  <Thraxian|Work> actually, SLH1 doesn't have this problem
21:34:56  <Raph> But SLH1 is ugly :)
21:35:27  <Thraxian|Work> perhaps, but it doesn't have any merges before splits
21:35:50  <Raph> It got a bit cluttered when I was building it, so I thought I'd get more room if I used a different design, but I didn't think of that problem.
21:36:08  <Raph> And I wanted to avoid bridges/tunnels as much as possible.
21:36:10  <Thraxian|Work> it's the main reason we don't use standard cloverleaf junctions
21:36:25  <Thraxian|Work> bridges and tunnels aren't bad things, to be honest.  they're actually quite necessary
21:36:26  <Raph> But with realistic acceleration turned on, that's not at all as big a problem.
21:36:33  <Thraxian|Work> oh yeah, forgot that
21:36:40  <Raph> I realise that now :)
21:37:03  <Raph> I was a bit puzzled before, because I got so big slowdowns, I just thought my engines where to weak because of the relatively early date.
21:37:09  <Thraxian|Work> in SLH2, you could have the trains exit from the mainline just north of the depots and go to the right of the line coming from SLH2 to the mainline
21:37:15  <Thraxian|Work> basically, just making the ML split a bit earlier
21:37:19  <Thraxian|Work> no bridges or tunnels required
21:38:38  <Raph> I just tried it out, I lengthened the merging (didn't really get the terminology here before either) track for the outer mainline track so that it merges on the other side of the split, no bridges or anything. That solves it, right?
21:38:44  <Thraxian|Work> but I like how clean your network looks - very easy to follow
21:38:50  <Raph> It just goes all the way round the splitting bend.
21:38:59  <Thraxian|Work> that works too
21:39:19  <Raph> Yeah, I was aiming for that, I've been studying some of your archived networks and didn't really get everything, so I wanted to make a simple one for myself to learn step by step.
21:39:33  <Thraxian|Work> did someone point you to the tutorial save game?
21:39:55  <Thraxian|Work> if I remember correctly, the tutorial save game covers basicaly everything (except the new stuff, like PBS)
21:39:57  <Raph> Yeah, I've actually been reading all of the wiki and checking it out.
21:40:15  <Raph> Up to the point where I felt that reading didn't bring me any further :)
21:40:26  <Thraxian|Work> hehe - I know what you mean
21:41:25  <Raph> Hmm, it's smarter to make the ML split earlier instead of what I said of course, since that frees up more ML space. Not much more, but some more, and I guess that counts in the long run.
21:41:44  <Raph> Or hmm, no big difference I guess.
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21:42:00  <Raph> What about the inner line at SLH2, I'll have to get another bridge/tunnel there, right?
21:42:49  <Thraxian|Work> well, it means that when a train exits onto the sideline, it frees up space for a train on the sideline to take its place on the mainline
21:42:50  <Osai> hey Thraxian|Work
21:42:52  <Osai> :)
21:42:57  <Thraxian|Work> howdy Osai
21:43:01  <Osai> how are you?
21:43:19  <Thraxian|Work> Raph: where on the inner line?  I think that looks fine.
21:43:35  <Thraxian|Work> Osai: doing well.  Staying busy, and just getting over a cold, but no complaints.  I'm still alive and employed!
21:44:01  <Osai> that's good news :)
21:44:12  <Thraxian|Work> How're you doing?  hit anyone with a big stick lately?
21:44:19  <Raph> If I'm following you, we've been discussing the split/merge at the outer track at SLH2, but the split/merge at the inner track at SLH2 the merge is before the split, which is wrong, right?
21:44:39  <Raph> More space between them though.
21:44:45  <Thraxian|Work> oh - the westmost northbound line - I was looking at the southbound mainline
21:44:52  <Thraxian|Work> yeah - you need to do somthing about that also....
21:45:40  <Thraxian|Work> either move the split further south (before the merge), or move the merge futher north (after the split)
21:46:01  <Thraxian|Work> either way will require a bridge or tunnel
21:46:26  <Raph> Okay, yeah that's what I though, just wanted to double-check!
21:46:28  <Raph> *thougt
21:46:31  <Raph> *thought
21:46:32  <Raph> grr
21:46:55  <Raph> The southbound line should be fine there, though?
21:47:10  <Thraxian|Work> southbound looks good, yeah
21:48:05  <Raph> Okay! Well, I've added no merge before split to my to do-list then, I'll work on it sometime this weekend and then I'll drop by here again fore some feedback, if it's okay? Not sure if you're actually bothered by these kinds of questions :)
21:48:57  <Thraxian|Work> no, please do stop by
21:49:13  <Thraxian|Work> we're (most of us anyways) always happy to help out
21:49:34  <Thraxian|Work> hope you'll join us in one of our coop games soon - it seems you have a good understanding of how things work
21:49:53  <Thraxian|Work> I learned everything I know about efficient networks from these guys
21:50:46  <Thraxian|Work> the fact that you have prios, no double 45s, and good signalling technique shows you've been doing your studies :)
21:51:01  <Raph> Okay, thanks a lot for the help (you other guys in here too, of course!), I'll stop by again :)
21:51:11  <KenjiE20> @makeop Thraxian
21:51:11  <Webster> KenjiE20: The operation succeeded.
21:51:32  <KenjiE20> dunno why that was still missing
21:51:44  <Raph> And yeah, I'd love to join in on the public server, but so far when I've checked it's felt a bit above my level :)
21:54:18  <Thraxian|Work> not sure either - I have two IDs, and they should both be attached to Thraxian
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22:10:16  <Venom> !playercount
22:10:16  <PublicServer> Venom: Number of players: 1
22:10:26  <Venom> !password
22:10:26  <PublicServer> Venom: weaned
22:10:47  <PublicServer> *** Venom joined the game
22:13:51  <Ammler> goode nighde
22:13:59  <PublicServer> <Venom> night
22:14:21  <PublicServer> <Venom> ...just viewing before sleeo
22:14:25  <PublicServer> <Venom> sleep
22:14:29  <KenjiE20> Thraxian|Work, so long as you log into webster with /msg identify you'll be recognised
22:15:01  <Thraxian|Work> I don't typically log into webster
22:15:02  <KenjiE20> that was adding the #channel,op capability to the bot user entry, so it'll auto-op you when you join
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22:15:15  <Thraxian|Work> I usually just log into the nickserv
22:15:47  <PublicServer> *** Venom has left the game (leaving)
22:15:47  <PublicServer> *** Venom has left the game (connection lost)
22:16:23  *** Venom has quit IRC
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22:24:32  <Combuster> !password
22:24:32  <PublicServer> Combuster: shaves
22:24:41  <PublicServer> *** Game unpaused (enough players)
22:24:43  <PublicServer> *** combuster joined the game
22:26:47  <PublicServer> *** combuster has left the game (connection lost)
22:26:48  <PublicServer> *** Game paused (not enough players)
22:27:15  <Combuster> !password
22:27:15  <PublicServer> Combuster: shaves
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22:27:25  <PublicServer> *** Game unpaused (enough players)
22:27:25  <PublicServer> *** combuster joined the game
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22:27:38  *** ChanServ sets mode: +o Brianetta
22:27:44  <PublicServer> *** combuster has left the game (connection lost)
22:27:44  <PublicServer> *** Game paused (not enough players)
22:28:06  <Combuster> lol
22:28:10  <Combuster> ottd crashes
22:28:14  <Combuster> and a dev enters ^^
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