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Log for #openttdcoop on 12th November 2009:
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09:18:50  <DK> !password
09:18:50  <PublicServer> DK: banged
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09:23:34  <bartavelle> is it important in practice that in a junction all lanes could branch to all the other lanes ?
09:26:35  <DK> Hi
09:26:43  <DK> yes, i think so
09:27:09  <DK> otherways it would not be a network having the possibility for all trains going to all directions
09:27:41  <bartavelle> i meant it for double lanes for example
09:28:12  <bartavelle> that makes a lane branch to the two lanes left and two lanes rights if it goes up for example
09:29:24  <bartavelle> that greatly increases the complexity of my junctions and i'm not sure there is a benefit in this
09:29:38  <bartavelle> probably because i don't know how to create some load balancing system
09:30:52  <DK> i dont know either^^
09:31:08  <PublicServer> *** DK San has joined company #1
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09:32:12  <DK> i am trying some basic things on other servers
09:32:51  <DK> like 2+2 on 2 junctions and so on
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09:34:18  <planetmaker> bartavelle, it's one of the things which ensures that traffic is smooth.
09:34:27  <planetmaker> if you omit the balancing you'll have traffic jams
09:34:34  <planetmaker> or make them much more likely
09:34:58  <bartavelle> but is the "all lanes branch to all lanes" important if i do have balancing elsewhere ?
09:36:00  <planetmaker> yes
09:36:25  <bartavelle> ok
09:36:30  <planetmaker> assume there's a train coming on one track and another on one from the other ML
09:36:46  <planetmaker> if there's no choice, one train has to wait. If there's balancing, both can continue unhindered
09:37:32  <bartavelle> i suppose i'll have to look some more a the public server archives to figure out how this is achieved then
09:37:33  <bartavelle> thanks
09:37:51  <planetmaker> mind that not every BBH is balanced in the archive games :-)
09:38:02  <bartavelle> heh
09:38:05  <planetmaker> actually I guess there are a lot which aren't
09:38:30  <bartavelle> i figured that you relied on the fact that traffic will be evenly distributed for large number of trains before getting into the hubs
09:38:41  <bartavelle> (you = coop players)
09:39:03  <planetmaker> yes, but even if you have evenly distributed, sparse traffic, that's where balancing helps. Consider the above example.
09:39:13  <planetmaker> both trains arriving at the same time at the junction.
09:39:26  <planetmaker> You stop w/o balancing. You can continue on the free lane with balancing
09:39:53  <bartavelle> do you have in mind a game in the archive with such a hub implemented ?
09:40:09  <planetmaker> balanced one?
09:40:14  <bartavelle> yup
09:40:34  <planetmaker> I guess the current one has balanced hubs :-) At least most one direction of BBH02 has :-P
09:41:06  <planetmaker> But a 6->2 mixer / merger is... usually HUGE and takes quite a bit of time to build
09:41:11  <bartavelle> argh they are enormous, i'll try to figure out how it works
09:41:40  <planetmaker> took me one hour at least for one of them. But then I build, optimize, re-build, change until I'm satisfied ;-)
09:42:00  <bartavelle> so BBH02 should be a nice example ?
09:42:28  <planetmaker> well. I built only one merger, for the tracks going South (lower left direction)
09:42:36  <planetmaker> err.. lower right direction
09:42:48  <planetmaker> in general BBH02 can be made much better :-)
09:42:57  <planetmaker> But it's ok
09:43:12  <planetmaker> There's no merger, though - last time I checked - on the Northbound direction
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09:44:32  <planetmaker> Afaik we weren't quite vigorous in balancing every BBH in the past.
09:45:03  <planetmaker> But it makes sense. Basically you build the same for every lane of the ML as you build for a SLH for the joining track
09:45:13  <planetmaker> but you cut back a bit on the priority lengths.
09:45:23  <bartavelle> hum
09:45:27  <planetmaker> :-P
09:45:47  <planetmaker> difficult to explain. A side line also gets the choice of each main line at a SLH
09:45:56  <planetmaker> so... give each ML at a BBH also the choice.
09:46:13  <planetmaker> Problem is only: you have more than one track then :-)
09:46:21  <planetmaker> So you have to build it multiple times
09:46:34  <planetmaker> And Mark wrote a nice blog article about that recently check it out
09:47:03  <bartavelle> you do branch all the track that should go down/right and then you build this merger ?
09:47:08  <bartavelle> that's how you did it ?
09:48:03  <planetmaker> yes
09:48:26  <bartavelle> and the blog post would be on openttd.org ?
09:48:36  <planetmaker> On openttdcoop.org
09:49:00  <bartavelle> oh sure
09:49:14  <bartavelle> i'll check it right now
09:49:15  <bartavelle> thanks a lot
09:51:27  <planetmaker> you're welcome
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14:32:49  <jondisti> !password
14:32:49  <PublicServer> jondisti: batons
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14:43:46  <PublicServer> <Mark> oh wow, tneo actually made the missing SLH
14:43:56  <PublicServer> <Mark> too bad it's only half of it
14:45:55  <PublicServer> <jondisti> half?
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14:46:05  <PublicServer> <Mark> it doesn't have a connection to the oil drop
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14:46:17  <PublicServer> <Mark> it's not needed, but still.. :P
14:46:18  <PublicServer> <jondisti> oh
14:46:41  <PublicServer> <jondisti> but it would be needed
14:47:03  <PublicServer> <Mark> yeah
14:47:24  <PublicServer> <jondisti> hmm why there  isn't any oil wells anyway?
14:47:43  <PublicServer> <Mark> they die easilly
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14:54:14  <Seppel> !password
14:54:14  <PublicServer> Seppel: iguana
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14:54:24  <PublicServer> <Sepp> yo
14:54:41  <PublicServer> <Mark> yo
15:00:17  <PublicServer> *** Mark has left the game (connection lost)
15:05:52  <PublicServer> <Sepp> mhh factory pickup is jamming
15:06:29  <PublicServer> <jondisti> hmh
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15:09:21  <PublicServer> <jondisti> what are you doing?
15:09:54  <PublicServer> <Sepp> earlier entry
15:10:31  <PublicServer> <jondisti> i think it's ok now
15:13:23  <PublicServer> <Sepp> at least take the same bridge type :P
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15:27:16  <CommieSi> !password
15:27:16  <PublicServer> CommieSi: grater
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16:09:06  <Seppel> !password
16:09:06  <PublicServer> Seppel: cretin
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16:10:03  <kais58> !players
16:10:05  <PublicServer> kais58: Client 1204 (Orange) is jondisti, in company 1 (Town Scarers Inc.)
16:10:05  <PublicServer> kais58: Client 1213 (Orange) is CommieSi, in company 1 (Town Scarers Inc.)
16:10:05  <PublicServer> kais58: Client 1215 (Orange) is Sepp, in company 1 (Town Scarers Inc.)
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16:26:00  <sietse> !revision
16:26:00  <PublicServer> sietse: Game version is r17847
16:26:47  <sietse> !password
16:26:47  <PublicServer> sietse: realty
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18:01:01  <damalix_> !players
18:01:03  <PublicServer> damalix_: Client 1204 is jondisti, a spectator
18:01:03  <PublicServer> damalix_: Client 1217 is Sietse, a spectator
18:01:43  *** damalix is now known as Guest1801
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18:01:58  <damalix> !password
18:01:58  <PublicServer> damalix: marshy
18:02:13  <PublicServer> *** Damalix joined the game
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18:04:48  <PublicServer> <Damalix> Aha many raw have been connected :)
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18:58:58  <PublicServer> <Damalix> Hi
19:04:46  <kais58> !players
19:04:47  <PublicServer> kais58: Client 1204 is jondisti, a spectator
19:04:48  <PublicServer> kais58: Client 1226 (Orange) is Damalix, in company 1 (Town Scarers Inc.)
19:04:48  <PublicServer> kais58: Client 1228 (Orange) is Kolo, in company 1 (Town Scarers Inc.)
19:04:48  <PublicServer> kais58: Client 1217 is Sietse, a spectator
19:04:50  <kais58> !password
19:04:50  <PublicServer> kais58: annals
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19:05:47  <csuke> !password
19:05:47  <PublicServer> csuke: annals
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19:07:39  <Seppel> !password
19:07:39  <PublicServer> Seppel: alleys
19:07:49  <PublicServer> *** Sepp joined the game
19:14:09  <PublicServer> <csuke> the mainline was getting backed up
19:14:56  <PublicServer> *** kais58 has left the game (leaving)
19:15:00  <PublicServer> <csuke> Sepp?
19:15:14  <PublicServer> <Sepp> yeah ?
19:15:23  <PublicServer> <csuke> did u just delete stuff at slh02?
19:15:39  <PublicServer> <Sepp> jup
19:15:42  <PublicServer> <csuke> how comes?
19:16:12  <PublicServer> <Sepp> uhm long enough prio ? xD
19:16:22  <PublicServer> <csuke> i been sitting watchin it lol
19:16:43  <PublicServer> <csuke> it was backin up the mainline at that length
19:17:32  <PublicServer> <Sepp> mhh a little
19:18:00  <PublicServer> <Sepp> but empty trains have time :P
19:18:43  <PublicServer> <csuke> what happens when it backs up to the drop? :P
19:18:55  <PublicServer> <Sepp> its not possible ? xD
19:19:09  <PublicServer> <csuke> not at current traffic levels
19:19:33  <PublicServer> <Sepp> the sideline isnt able to cut in a flow
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19:29:22  <kais58> !password
19:29:23  <PublicServer> kais58: bunion
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19:37:31  <PublicServer> <kais58> no land bridges?
19:37:37  <PublicServer> <jondisti> they're ugly
19:37:50  <PublicServer> <jondisti> and you have to build separate stations for grain and livestock
19:38:57  <PublicServer> <jondisti> you can build them next to each other
19:39:06  <PublicServer> <jondisti> by holding ctrl same time
19:44:36  <PublicServer> *** Player has left the game (connection lost)
19:44:52  <PublicServer> *** Player has left the game (connection lost)
19:46:43  <PublicServer> <jondisti> just sayin... any connections to/from north aren't needed :)
19:47:03  <PublicServer> <kais58> I thought we were supposed to do both ways anyway
19:47:44  <PublicServer> <jondisti> trains from that stations are coming from SLH and when fully loaded they're gonna go to factory drop via SLH
19:47:57  <PublicServer> <jondisti> trains coming to that station i mean...
19:49:29  <PublicServer> <jondisti> but gotta go
19:49:32  <PublicServer> *** jondisti has joined spectators
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19:55:35  <Fuco> !dl win64
19:55:35  <PublicServer> Fuco: http://binaries.openttd.org/nightlies/trunk/r17847/openttd-trunk-r17847-windows-win64.zip
19:55:48  <CommieSi> !password
19:55:48  <PublicServer> CommieSi: exerts
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19:58:47  <PublicServer> *** Damalix has joined spectators
19:58:52  <PublicServer> <Damalix> I'm out to lunch
20:02:42  <PublicServer> <Fucoo> bbh02 is pretty hardcore
20:04:48  <PublicServer> <Fucoo> hm cool, from all the clients on the server i only know PS
20:05:05  <PublicServer> <Fucoo> mark stopped playing? so many new players...
20:05:21  <PublicServer> <CommieSi> well i'm kinda new
20:05:21  <PublicServer> <Fucoo> (new, or really oldschool)
20:05:40  <pugi> hmm
20:05:44  <PublicServer> <CommieSi> been way too long
20:05:47  <pugi> haven't played for a while
20:06:26  <PublicServer> <Fucoo> last  one i've played was by the end summer
20:06:30  <PublicServer> <Fucoo> 155 or so
20:07:55  <Chris_Booth> !info
20:07:55  <PublicServer> Chris_Booth: #:1(Orange) Company Name: 'Town Scarers Inc.'  Year Founded: 1970  Money: 2508225556  Loan: 0  Value: 2560754177  (T:482, R:6, P:0, S:14) unprotected
20:08:04  <Chris_Booth> !password
20:08:04  <PublicServer> Chris_Booth: herded
20:08:20  <PublicServer> *** Chris Booth joined the game
20:08:39  <PublicServer> <Fucoo> hmm, factory station is @_@ whaaat
20:08:56  *** LittleBoyRick has joined #openttdcoop
20:09:38  <LittleBoyRick> !password
20:09:38  <PublicServer> LittleBoyRick: herded
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20:09:58  <PublicServer> * Fucoo likes the totally useless tunnels
20:10:39  <PublicServer> <Chris Booth> what totaly useless tunnels?
20:10:40  <PublicServer> <Chris Booth> where?
20:10:46  <PublicServer> <Fucoo> factory
20:11:06  <PublicServer> <Fucoo> someone marked it already with signs
20:11:06  <PublicServer> <Chris Booth> they are not useless
20:11:14  <PublicServer> <Fucoo> out pick1
20:11:18  <PublicServer> <Fucoo> what's the purpose
20:11:36  <PublicServer> <Chris Booth> so trains can leave the station without crossing
20:11:44  <PublicServer> <Fucoo> wait
20:11:53  <PublicServer> <Fucoo> look !here
20:12:11  <PublicServer> <Fucoo> it looks pretty useless to me
20:12:13  <PublicServer> <Chris Booth> to stop the TF
20:12:32  <PublicServer> <Fucoo> hmm
20:12:43  <PublicServer> <Chris Booth> plus trains like tunnels
20:12:47  <PublicServer> <Fucoo> TF set to medium
20:13:05  <PublicServer> <Fucoo> anyway, im just askinf if there's some deeper meaning in it
20:13:33  <PublicServer> <csuke> they can go over the top without slow down, but it wouldn't make it any more efficient than it is at the moment
20:13:52  <PublicServer> <kais58> could I have comments on !this , I just finished the tracks
20:14:04  <PublicServer> <Fucoo> i am simply asking if there is any point :P like maybe some exploit or whatever
20:14:18  <PublicServer> <Fucoo> because, i wouldn't add a tunnel just for the sake of it
20:14:32  <PublicServer> <Chris Booth> they look nice
20:14:38  <PublicServer> <csuke> would work better as roro maybe?
20:14:47  <PublicServer> <csuke> the west loop is very tight
20:14:47  <PublicServer> <Fucoo> those are personal preferences
20:15:47  <PublicServer> *** Mark joined the game
20:15:48  <PublicServer> <Mark> evening
20:15:49  <PublicServer> <kais58> there is no beefit from a ro-ro as trains are only going one way, and I'll fix the loop
20:15:57  <PublicServer> <csuke> i would bridge at x, loop at y and zion at z
20:16:17  <PublicServer> <csuke> join* at z
20:17:22  <PublicServer> <Fucoo> now im interested how are you going to connect it whrought the town
20:17:40  <PublicServer> <csuke> erm ...
20:17:43  <PublicServer> <Mark> what are we talking about?
20:17:53  <PublicServer> <Sietse> connecting !this
20:18:11  <PublicServer> <csuke> oh
20:18:17  <PublicServer> <csuke> didnt see that house ... lol
20:18:22  <PublicServer> <Fucoo> kill it with fire
20:18:48  <PublicServer> <Chris Booth> why such a big loop?
20:19:11  <PublicServer> <csuke> reduce TF
20:20:04  <PublicServer> <Mark> just connect it to that?
20:20:16  <PublicServer> <csuke> eh?
20:20:20  <PublicServer> <Fucoo> oO
20:20:42  <PublicServer> <Mark> oh you're making it a roro?
20:20:46  <PublicServer> <Chris Booth> use a PF trap and make train just turn arround?
20:20:59  <PublicServer> <csuke> whats a pf trap?
20:21:22  <PublicServer> <Mark> pf traps are pointless if trains have real orders
20:22:02  <PublicServer> <Chris Booth> check !PF trap
20:22:09  <PublicServer> <Chris Booth> will trun trains arround much easier
20:22:12  <PublicServer> <csuke> btw, sorry, i really annoy myself when i interfere too much :P lol
20:22:39  <PublicServer> <kais58> and is was such an overengineered station till you came along
20:22:41  <PublicServer> <csuke> what's the theory?
20:23:01  <PublicServer> <Sietse> what is that PF trap actually doing?
20:23:04  <PublicServer> <csuke> u mean giving the SL prioroty?
20:23:11  <PublicServer> <Mark> in this game, nothing
20:23:17  <PublicServer> <Chris Booth> it trick the trains into thinking there is a route
20:23:22  <PublicServer> <Mark> don't bother looking at it, it's pointless
20:23:33  <PublicServer> <csuke> lol
20:23:33  <PublicServer> <Mark> or at least irellevant
20:23:34  <PublicServer> <Chris Booth> mark it isnt
20:23:38  <PublicServer> <Mark> of course it is
20:23:47  <PublicServer> <Chris Booth> it means you dont need that srupid loop
20:23:50  <PublicServer> <Mark> if it's the only route trains will run into a dead end
20:23:58  <PublicServer> <Mark> you can do that without the trap
20:24:20  <PublicServer> <csuke> lol
20:24:21  <PublicServer> <Mark> just like that
20:24:27  <PublicServer> <csuke> now i get it ...
20:24:33  <PublicServer> <Chris Booth> thats a million times better
20:24:46  <PublicServer> <Chris Booth> and if you had 2
20:26:03  <PublicServer> <csuke> now how do you create the false route without making trains go over 2x45?
20:26:12  <PublicServer> <Chris Booth> you dont need it
20:26:15  <FrancoBegbie> !dl win32
20:26:15  <PublicServer> FrancoBegbie: http://binaries.openttd.org/nightlies/trunk/r17847/openttd-trunk-r17847-windows-win32.zip
20:26:17  <PublicServer> <csuke> oh, ignore me
20:26:18  <PublicServer> <csuke> lol
20:26:19  <PublicServer> <Mark> i think it's on the wiki somewhere
20:26:22  <PublicServer> <Chris Booth> as that is the only route
20:26:25  <PublicServer> <Mark> you can see it in action in game 121
20:26:44  <PublicServer> <Mark> 121 is mandatory study material btw
20:26:58  <PublicServer> <Mark> completely abstract
20:27:00  <PublicServer> <Chris Booth> we should have another SRNW game
20:27:04  <PublicServer> <Chris Booth> with PF traps
20:27:07  <PublicServer> <csuke> SRNW?
20:27:15  <KenjiE20> define: srnw
20:27:15  <Webster> Self-regulating Network, see: http://www.openttdcoop.org/wiki/SRNW
20:27:18  <FrancoBegbie> !password
20:27:18  <PublicServer> FrancoBegbie: prying
20:27:19  <PublicServer> <Chris Booth> self regulating networks
20:27:26  <PublicServer> *** FrancoBegbie joined the game
20:27:33  <PublicServer> *** kais58 has left the game (leaving)
20:27:35  <PublicServer> <Chris Booth> its like talking to people that havent every played coop
20:27:49  <PublicServer> <csuke> shouldn't we aim to make all networks self regulating?
20:28:05  <PublicServer> <Chris Booth> it can cause issues
20:28:11  <Mark> http://www.openttdcoop.org/wiki/images/6/6c/Srnwstationbig.png
20:28:13  <Mark> pf traps :D
20:28:16  <PublicServer> <Fucoo> yea chris that's what i was talking about when joining the server
20:28:17  <PublicServer> <Chris Booth> when you have very high producing industries
20:28:33  <PublicServer> <Fucoo> at first i thought mark left the game, so many new players;D
20:28:40  <PublicServer> <Mark> Chris Booth: not if you make dual dummies :P
20:28:46  <PublicServer> <Chris Booth> no
20:28:51  <PublicServer> <Mark> or quadruple for that matter
20:28:52  <PublicServer> <Chris Booth> but then the stations get huge
20:29:14  <PublicServer> *** FrancoBegbie has left the game (leaving)
20:29:22  <PublicServer> <csuke> i presume in games like that we don't usually go for low TF?
20:29:31  <PublicServer> <Mark> no.. :P
20:30:47  <PublicServer> *** Kolo has left the game (connection lost)
20:31:37  <PublicServer> *** Fucoo has left the game (leaving)
20:31:43  <PublicServer> <Mark> 'night
20:31:45  <PublicServer> *** Mark has left the game (connection lost)
20:31:48  <PublicServer> <Chris Booth> night mark
20:33:51  <PublicServer> *** LittleBoyRick has left the game (leaving)
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20:45:20  <PublicServer> <csuke> woohoo, 500 trains!
20:46:00  <KenjiE20> at last
20:46:28  <PublicServer> *** tneo joined the game
20:46:50  <CommieSi> you could probably double the trains on steel pickup
20:47:35  <KenjiE20> guess what you just volunteered for? :D
20:47:46  <CommieSi> no probs
20:48:16  <PublicServer> <Chris Booth> i think steel pickup needs only 45 trains max
20:48:26  <PublicServer> *** Chris Booth has joined spectators
20:48:40  <CommieSi> 10 more it is then
20:48:50  <PublicServer> *** Kolo has left the game (connection lost)
20:49:08  <PublicServer> <csuke> too may vehicles in game?
20:49:11  <PublicServer> *** Kolo joined the game
20:49:21  <CommieSi> hmm 500 limit then...
20:49:24  <PublicServer> <csuke> we run out??
20:49:26  <KenjiE20> !trains 900
20:49:26  <PublicServer> *** KenjiE20 has set max_trains to 900
20:49:34  <PublicServer> <csuke> how long has there been 500 limit?
20:49:37  <PublicServer> <csuke> :)
20:51:43  <PublicServer> *** Chris Booth has left the game (connection lost)
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20:57:38  <PublicServer> *** Damalix has joined company #1
20:57:40  <PublicServer> <Damalix> Re
21:00:17  <PublicServer> <csuke> damn it's so annoying you can't combine docks
21:00:25  <PublicServer> <Spike> cause
21:00:33  <PublicServer> <Spike> boats don't have collision detection
21:00:41  <PublicServer> *** Spike has joined company #1
21:00:54  <PublicServer> <csuke> yeah but i wanna set up a feeder boat that as short as possible
21:01:03  <PublicServer> <Sietse> which patch/trick is needed to build stations  separated (while having the same name)?
21:01:20  <KenjiE20> @distantjoin
21:01:21  <Webster> Adding extra station tiles away from the main station by using CTRL+build, see: http://www.openttdcoop.org/wiki/DistantJoin
21:01:34  <PublicServer> <Sietse> cheers
21:01:35  <PublicServer> <Spike> kenji it's with docks
21:01:46  <PublicServer> <csuke> doesn't work
21:01:47  <PublicServer> <Spike> multiple docks 1 station
21:01:54  <PublicServer> <csuke> only one dock per station
21:01:59  <KenjiE20> yup
21:02:52  <PublicServer> <csuke> i got a cool idea :)
21:03:18  <KenjiE20> ..unless it involves beer...
21:04:35  <PublicServer> <CommieSi> whos doing the lorry/oil rig at kundingstone?
21:04:47  <PublicServer> <csuke> me
21:04:59  <PublicServer> <CommieSi> interestng...
21:05:26  <PublicServer> <csuke> seems the only way to transfer to the main station lol
21:05:32  <PublicServer> <CommieSi> based on the idea that lots of small trips encourages growth?
21:05:40  <PublicServer> <csuke> no, just i can't use a boat lol
21:05:45  <PublicServer> <CommieSi> lol
21:05:56  <PublicServer> <csuke> or rather i don't want to, too far to travel
21:06:41  <PublicServer> <Spike> you know your truck stop isn't locks to the transfer station?
21:06:49  <PublicServer> <csuke> bah
21:07:19  <PublicServer> <Spike> now the MILLION fictional DOLLAR question...
21:07:26  <PublicServer> <Spike> why is there an ORE train UNLOADING at the COAL drop
21:07:33  <PublicServer> <csuke> LOL
21:07:46  <PublicServer> <Spike> and it's been going on for years
21:07:51  <KenjiE20> uch
21:07:53  <PublicServer> <Spike> and nobody noticed
21:08:02  <PublicServer> <Spike> 14 years to be exact
21:08:13  <PublicServer> <csuke> who's fixing?
21:08:22  <PublicServer> <Spike> not me..
21:08:23  <PublicServer> *** Kolo has left the game (connection lost)
21:08:27  <PublicServer> <csuke> i will then
21:08:41  <PublicServer> <Spike> was just checking out the big stations why they had stuff there..
21:08:51  <PublicServer> <csuke> it will expire eventually ...
21:09:19  <PublicServer> <csuke> but have an APALLING ore rating :P
21:09:36  <PublicServer> *** Kolo joined the game
21:09:36  <KenjiE20> UNloading
21:09:41  <KenjiE20> un
21:09:54  <PublicServer> <csuke> ?
21:10:12  <KenjiE20> it'll expire but the station never supplied it in the first place
21:10:23  <PublicServer> <csuke> i know :P
21:10:52  <PublicServer> <csuke> i almost want to truck it to the ore drop just for the sake of it LOL
21:11:09  <KenjiE20> that would give it a rating
21:11:33  <PublicServer> <csuke> i know, it already has one tho
21:11:51  <KenjiE20> great, that means something's been trying to pickup from the drop
21:12:27  <PublicServer> <csuke> nah, it just means that as soon as it's been unloaded it starts to explire, which is what lowers ratings
21:12:50  <tneo> what is the magic dozer command?
21:12:56  <PublicServer> <Spike> really.. kenji.. we should just start new log files each game..
21:12:57  <PublicServer> <csuke> is there one?
21:13:00  <PublicServer> <Spike> and not mix them.. :)
21:13:06  <^Spike^> magic_bulldozer 1
21:13:08  <^Spike^> or 0 :)
21:13:09  <KenjiE20> no $%^&
21:13:23  <^Spike^> kenji i did it last time and everyone was like: WTF happend :)
21:13:40  <PublicServer> <csuke> can helicopters be refitted for oil nowadays? ;)
21:13:58  <KenjiE20> depends on the airset
21:14:08  <hylje> that's almost as silly as the coal plane MM
21:14:22  <PublicServer> <csuke> oooh i like the skylift 150!
21:17:53  <PublicServer> <csuke> frefinghill now servicing 12 rigs :)
21:20:40  <PublicServer> <csuke> i think we may need to push mainline to 4x4 at some point
21:21:01  <PublicServer> <Damalix> the BBH02 isn't even finished
21:23:32  <PublicServer> <Spike> csuke: this is about heavy traffic.. :)
21:23:43  <PublicServer> <csuke> i know, and coping with it :P
21:24:03  <PublicServer> <Spike> this is just fine :)
21:24:12  <PublicServer> <Spike> can handle alot more.. :)
21:24:50  <PublicServer> <Damalix> My comp won't handle more
21:25:01  <PublicServer> <Spike> just 500 trains....
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21:25:34  <PublicServer> <tneo> is it half way of set target :-)
21:25:38  *** Phoenix_the_II has joined #openttdcoop
21:25:40  <CommieSi> 1st time i've played this on my new PC, its just eating this up :-)
21:26:51  <PublicServer> <Damalix> but the ML will handle more if it is balanced
21:27:10  <PublicServer> * Spike gives Damalix a suprise.... a cookie... :)
21:27:19  <PublicServer> <Spike> what he said csuke :)
21:27:22  <PublicServer> <Damalix> coooooool :) nice, thanks :)
21:27:57  <KenjiE20> don't get too excited, it's a tracking one :P
21:28:08  <PublicServer> <Damalix> arf
21:28:09  <PublicServer> <Spike> sssshh kenji.. ;)
21:28:19  <PublicServer> <Spike> don't waste the talent.. :)
21:29:53  <PublicServer> *** Kolo has left the game (connection lost)
21:30:40  <PublicServer> *** Kolo joined the game
21:31:19  <PublicServer> <Spike> over the top signalling...
21:31:31  <PublicServer> <Spike> at a split place a PBS and after it place presig exit...
21:31:33  *** FrancoBegbie has quit IRC
21:31:39  <PublicServer> <Spike> on the split tracks
21:33:16  <PublicServer> <Spike> and no i am not making it up.. :)
21:33:42  <KenjiE20> buuhh
21:34:04  <PublicServer> <Spike> ... ppl really place pbs everywhere there is a split...
21:34:50  <KenjiE20> never understood that
21:35:07  <^Spike^> there is place to put like 50 pre sigs... but they place pbs
21:35:41  <KenjiE20> PBS is so easy to use; "can this spot take two trains? Yes -> PBS it"
21:36:10  <KenjiE20> "will there only ever be one train here? Yes -> block sig it"
21:36:21  <^Spike^> i can understand it when there is no space...
21:36:34  <^Spike^> but when you have enough space to presig.. or just normal signal it..
21:36:39  <Osai> !ip
21:36:40  <PublicServer> Osai: ps.openttdcoop.org
21:36:48  <Osai> !revision
21:36:48  <PublicServer> Osai: Game version is r17847
21:36:58  <PublicServer> <csuke> doesn't less signals = less overhead?
21:37:13  <KenjiE20> pbs needs a tiny bit more than block though
21:37:30  <^Spike^> pbs keeps the PF busy.. :)
21:37:31  <PublicServer> <csuke> even with the reduced signal count from pbs?
21:38:09  <PublicServer> *** tneo has left the game (leaving)
21:38:26  <damalix> As for me I hate PBS, I only use it when 1/ I cannot do any other way or 2/ in terminus station when it needs heavy traffic andor it'll be too big to build it simply with bloc
21:40:00  <PublicServer> <Spike> i've seen public servers where ppl use it on their whole network..
21:40:05  <PublicServer> <Spike> and i'm like wtf.....
21:41:17  <csuke> there's also the argument that pbs allows trains to clear the path quicker for the train behind
21:41:57  <PublicServer> <Spike> the only usefull use i've found for PBS what damalix said + penalties :)
21:42:37  <damalix> that's a false argument because the next train waits to be able to cross the entire section before reserving the path
21:42:53  <PublicServer> <csuke> true, but that isn't what i meant
21:43:16  <PublicServer> <csuke> the first train does not have to clear the next signal in order for the following train to take a different path
21:43:39  <PublicServer> <Damalix> for different pathes, this may be an argument
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21:43:47  <KenjiE20> that's a pretty minimal clearance on coop games in the norm
21:44:22  <PublicServer> <Spike> and here we have "science" on our side? ;)
21:44:46  <hylje> SCIENCE
21:44:55  <PublicServer> <Spike> openttd science.. ;)
21:45:56  <Kolo> see !crossing tracks
21:46:14  <PublicServer> <Spike> no need for the excessive spaces..
21:46:20  <PublicServer> <Spike> the ! already makes it high in the list
21:46:24  <PublicServer> <Spike> we're not too lazy to scrol :)
21:47:30  <PublicServer> <csuke> sorry, old habbit :)
21:47:46  <PublicServer> <csuke> the pbs allows trains to clear one block sooner
21:48:04  <PublicServer> <csuke> so keeps the 2-tile signalling
21:48:16  <PublicServer> <Spike> now look at the avg distance between the trains here
21:48:32  <PublicServer> <Spike> would that 1 tile sooner matter?
21:48:42  <PublicServer> <csuke> in certain places, yes
21:48:53  <PublicServer> <csuke> i go for efficiency over cpu load all the time
21:48:55  <PublicServer> <Spike> not talking SL stuff.. but ML
21:49:22  <PublicServer> <Spike> perfect distance would be 3 tiles but usually distance is 4-5
21:51:01  <PublicServer> <csuke> have we invented a way to make cheat amber signals yet? i cant remember
21:51:21  <PublicServer> <csuke> ie make a train slow until it just reaches a signal then move
21:57:00  <PublicServer> <csuke> anyone alive?
21:57:04  <PublicServer> <Damalix> I'm
21:57:11  <PublicServer> <CommieSi> just looking about for things
21:57:14  <PublicServer> <csuke> have a look at !does this work
21:57:44  <PublicServer> <Spike> for what
21:57:49  <PublicServer> <csuke> if the mainline is free the sideline trains continue as normal
21:58:03  <PublicServer> <csuke> if the mainline is busy then the trains will slow slightly
21:58:14  <PublicServer> <csuke> causing "amber effect" signalling?
21:58:44  <PublicServer> <csuke> i was going for even green/red times
21:58:53  <PublicServer> <csuke> but can be adjusted i suppose
21:58:59  <PublicServer> <csuke> what that?
21:59:40  <PublicServer> <Spike> not gates aren't my strongest point.. but working on it.. :)
21:59:56  <PublicServer> <csuke> see SLsignal flashes...
22:00:20  <PublicServer> <Spike> there
22:00:24  <PublicServer> <Spike> that's how you want it
22:01:32  <PublicServer> *** jondisti has joined company #1
22:01:37  <PublicServer> <Spike> almost.. :)
22:01:42  <PublicServer> <Damalix> argh
22:01:43  <PublicServer> <Spike> seems selfblocking not gate.. ;)
22:02:01  <PublicServer> <csuke> lol
22:02:31  <PublicServer> <csuke> hrmmm
22:02:46  <PublicServer> <csuke> dont know why but it broken lol
22:02:52  <PublicServer> <csuke> there we go
22:03:07  <PublicServer> * Spike gets the wiki :)
22:03:13  <PublicServer> <Damalix> I copied the trains
22:03:27  <PublicServer> *** Kolo has left the game (connection lost)
22:03:31  <PublicServer> <csuke> see trains just slow
22:04:02  <PublicServer> <csuke> me likey :)
22:04:14  <PublicServer> <csuke> if we can get the slow more even i think we on sometihng
22:04:42  <PublicServer> *** Kolo joined the game
22:04:46  <PublicServer> <csuke> (until i find out this was done months ago and i aint read the wiki recently :)
22:04:47  <PublicServer> <Spike> not gate isn't good..
22:05:00  <PublicServer> *** Kolo has left the game (connection lost)
22:05:02  <PublicServer> <Spike> the maglev should stop when that 1 train blocks it
22:05:03  <PublicServer> <csuke> what is a not gate exactly?
22:05:16  <PublicServer> <csuke> why?
22:05:44  <PublicServer> <csuke> the maglev is supposed to provide auto switching red/green when the mainline is blocked
22:05:55  <PublicServer> <csuke> to create amber effect
22:06:24  <PublicServer> <Damalix> I'm going off, can someone tie the two last branches to the mixer/balancer please ?
22:06:38  <PublicServer> <Damalix> I cannot play anymore because it's too laggy
22:06:40  <PublicServer> <Spike> those come from?
22:06:51  <PublicServer> <Spike> atleast where should they be connected
22:07:19  <PublicServer> <csuke> spike do you see the theory we are working with?
22:07:27  <PublicServer> <csuke> and do you know if it has been done before?
22:07:47  <PublicServer> <Spike> not that i know
22:07:50  <PublicServer> <csuke> :)
22:07:55  <PublicServer> <Damalix> Thanks, I'm off
22:08:06  <PublicServer> <csuke> now i can go to sleep knowing it's (afaik) an original idea
22:08:41  <PublicServer> <csuke> are there amber signals on the road map?
22:09:14  <PublicServer> *** Damalix has left the game (connection lost)
22:09:15  <PublicServer> <CommieSi> are you still looking for a more substanial slowdown?
22:09:25  <PublicServer> <csuke> no, just a more even slowdown
22:09:30  <damalix> Good night
22:09:33  <PublicServer> <csuke> sometimes it skips, sometimes it stops
22:09:45  *** damalix has quit IRC
22:09:53  <PublicServer> <Spike> done btw damalix
22:09:56  <PublicServer> <csuke> a more substantial slowdown can be created by multiples
22:09:57  <PublicServer> *** Kolo joined the game
22:09:59  <PublicServer> <CommieSi> due to the reliance on a timer...
22:10:06  <PublicServer> <CommieSi> hm...
22:10:17  <PublicServer> <csuke> is there a better way? i do not want trains stopping
22:10:33  <PublicServer> <csuke> cos that causes a butterfly effect
22:10:59  <PublicServer> <csuke> if the maglev could go faster ...
22:11:05  <PublicServer> <csuke> or use 90deg
22:11:11  <PublicServer> <CommieSi> is it poss to add a 2nd timer to increase the light change freq?
22:11:12  <PublicServer> <Spike> well there is a logic train newgrf just not in this game
22:11:29  <PublicServer> <csuke> is it really* quick?
22:11:34  <PublicServer> <Spike> you can set it's speed..
22:11:37  <PublicServer> <csuke> im talking lightspeed :)
22:11:40  <PublicServer> <csuke> ooooh
22:11:43  <PublicServer> <Spike> last time we used it.. we set it to 7k or so
22:11:48  <PublicServer> <Spike> check psg eh...
22:11:54  <PublicServer> <csuke> we should use that all games
22:12:02  <PublicServer> <csuke> i know i should
22:12:08  <Ammler> yes "eh" was a nice game :-)
22:12:10  <PublicServer> <Spike> 157
22:12:11  <PublicServer> <csuke> so much to catch up on
22:12:14  <PublicServer> <Spike> ;)
22:12:24  <PublicServer> <Spike> Ammler as if i have a db in my head with all the numbers :D
22:12:47  <Ammler> memebers should :-P
22:12:51  <PublicServer> <Spike> i know 152 was a nice game with the big rebuilds since i did alot of them.. but that's it.. :)
22:12:52  <PublicServer> <csuke> would the quick timer make the stops more even?
22:12:57  <PublicServer> <Spike> i don't know
22:13:05  <PublicServer> <csuke> we will have to test
22:13:12  <PublicServer> <Spike> not here.. :)
22:13:15  <PublicServer> <csuke> but NOT 2nite! me sleepy lol
22:13:16  <PublicServer> <Spike> since the grf isn't loaded :)
22:13:50  <PublicServer> <Kolo> shit
22:13:58  <PublicServer> <Kolo> it's me - sorry
22:15:37  <PublicServer> *** csuke has left the game (leaving)
22:15:40  *** csuke has quit IRC
22:16:56  <Seppel> !password
22:16:57  <PublicServer> Seppel: deaves
22:17:04  <PublicServer> *** Sepp joined the game
22:20:01  *** AD has quit IRC
22:23:22  <PublicServer> <jondisti> why did you add that 3rd bridge?
22:25:14  <PublicServer> <jondisti> there are 2 slow curves now
22:25:38  <^Spike^> '
22:25:43  <^Spike^> where
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22:26:01  <PublicServer> <jondisti> bbh 01
22:28:08  <PublicServer> <jondisti> and it merges 3 lanes coming from west into 2 before splitting to north
22:28:16  <PublicServer> <jondisti> no wonder it's jammy
22:29:04  <PublicServer> <Spike> who is still here building btw
22:29:35  <^Spike^> !players
22:29:36  <PublicServer> ^Spike^: Client 1204 (Orange) is jondisti, in company 1 (Town Scarers Inc.)
22:29:36  <PublicServer> ^Spike^: Client 1262 (Orange) is Kolo, in company 1 (Town Scarers Inc.)
22:29:36  <PublicServer> ^Spike^: Client 1264 (Orange) is Sepp, in company 1 (Town Scarers Inc.)
22:29:37  <PublicServer> ^Spike^: Client 1217 is Sietse, a spectator
22:29:37  <PublicServer> ^Spike^: Client 1254 (Orange) is Spike, in company 1 (Town Scarers Inc.)
22:29:38  <PublicServer> ^Spike^: Client 1243 (Orange) is CommieSi, in company 1 (Town Scarers Inc.)
22:29:38  <PublicServer> <jondisti> im looking for something to build :)
22:29:42  <^Spike^> :)
22:29:48  <^Spike^> well some seem to be idling
22:29:52  <^Spike^> or spectating
22:31:02  <PublicServer> <Spike> and seems like no-one but you respond...
22:31:20  <PublicServer> <jondisti> i guess kolo was building while ago
22:31:31  <^Spike^> !rcon move 1243 255
22:31:31  <PublicServer> ^Spike^: *** CommieSi has joined spectators
22:31:35  <^Spike^> !rcon move 1254 255
22:31:35  <PublicServer> ^Spike^: *** Spike has joined spectators
22:32:28  <Kolo> yes I did - with some crash as a result :(
22:32:50  <PublicServer> *** CommieSi has left the game (leaving)
22:33:41  <^Spike^> Kolo as in you're in-game.. but can't play?
22:34:31  <Kolo> no - I meant 2 trains crashing
22:34:43  <^Spike^> oh..
22:34:50  <PublicServer> <Spike> bad Kolo :)
22:34:55  <PublicServer> <Spike> replaced them? :)
22:35:02  *** Xhizor has joined #openttdcoop
22:35:19  <Xhizor> !password
22:35:19  <PublicServer> Xhizor: rioter
22:35:25  <PublicServer> *** Xhizor joined the game
22:35:26  <Kolo> nope - got busy with the bypass
22:36:01  <PublicServer> <jondisti> fuck
22:36:21  <PublicServer> <Spike> played with PBS? :)
22:36:26  <PublicServer> *** Spike has left the game (connection lost)
22:36:36  <PublicServer> <jondisti> was going to
22:36:49  <^Spike^> always make sure it's clear OR stop trains when doing that :)
22:36:52  <^Spike^> cause it's a pain :S
22:36:53  <^Spike^> :D
22:37:02  <PublicServer> *** Spike joined the game
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22:41:10  <^Spike^> time for me to go to bed..
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22:47:17  <PublicServer> <jondisti> x
22:48:58  <PublicServer> <jondisti> don't remove it
22:49:00  <Chris_Booth> =!players
22:49:03  <Chris_Booth> !players
22:49:05  <PublicServer> Chris_Booth: Client 1204 (Orange) is jondisti, in company 1 (Town Scarers Inc.)
22:49:05  <PublicServer> Chris_Booth: Client 1262 (Orange) is Kolo, in company 1 (Town Scarers Inc.)
22:49:05  <PublicServer> Chris_Booth: Client 1264 (Orange) is Sepp, in company 1 (Town Scarers Inc.)
22:49:05  <PublicServer> Chris_Booth: Client 1217 is Sietse, a spectator
22:49:05  <PublicServer> Chris_Booth: Client 1266 (Orange) is Xhizor, in company 1 (Town Scarers Inc.)
22:49:22  <Chris_Booth> !password
22:49:22  <PublicServer> Chris_Booth: cooped
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22:49:33  <PublicServer> <jondisti> it is needed
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22:49:47  <Kolo> trains can choose erlier
22:50:04  <Kolo> simpler, no crossing, no PBS
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22:50:21  <PublicServer> <jondisti> what if there are 2 trains going north and 1st one has to choose left bridge?
22:50:26  <PublicServer> <jondisti> then other has to wait
22:50:38  <PublicServer> <jondisti> now they don't have to
22:50:48  <Kolo> they will wait at your crossing anyway
22:50:58  <PublicServer> <jondisti> i don't see trains waiting there
22:51:32  <PublicServer> <Chris Booth> where is the CL3 in my BBH?
22:51:46  <PublicServer> <jondisti> not anymore
22:51:47  <Kolo> because 2 trains going north is very rare event
22:52:40  <Kolo> and in your solution a train going north from right track will block trains going straith
22:53:11  <PublicServer> <jondisti> did it?
22:53:19  <PublicServer> <Chris Booth> it doesnt
22:53:22  <PublicServer> <Chris Booth> as they are synced?
22:53:52  <PublicServer> <jondisti> dunno
22:54:04  <PublicServer> *** Chris Booth has left the game (connection lost)
22:54:11  <Chris_Booth> !password
22:54:11  <PublicServer> Chris_Booth: scorns
22:54:27  <PublicServer> *** Chris Booth joined the game
22:54:43  <PublicServer> <jondisti> now let it be that way
22:55:35  <PublicServer> <jondisti> trains going N->E should have choices
22:55:51  <Kolo> i just think crossing tracks (as in going left from right lane, and right from left) is bad idea - don't use it if you have choice
22:56:11  <PublicServer> <Chris Booth> Kolo: it doesnt realy matter
22:56:15  <PublicServer> <jondisti> your solution wasn't an option
22:56:22  <PublicServer> <Chris Booth> as long as the cross is in sync
22:56:59  <PublicServer> <Chris Booth> so
22:57:05  <PublicServer> <Chris Booth> they all came from that line
22:57:10  <PublicServer> <Chris Booth> and its still synced
22:57:19  <PublicServer> <Chris Booth> so they can go back to that line
22:57:28  <PublicServer> <Chris Booth> its not realy a join you stupid idiot
22:58:07  <Kolo> hey - come on
22:59:18  <PublicServer> <jondisti> but merging 3 lanes into 2 before splitting to north is join before split :)
22:59:40  <PublicServer> <Chris Booth> the merge befor the bridge is fine
22:59:49  <PublicServer> <Chris Booth> as i split 2 lines out
23:00:48  <PublicServer> <Chris Booth> there are worse cappacity issue than BBH 01
23:00:59  <PublicServer> <Chris Booth> like 3rd lines or 4th lines needed
23:01:13  <PublicServer> <jondisti> yeah i didn't mean that was a major problem
23:01:26  <PublicServer> <jondisti> but it might be if we reach 900 trains
23:01:36  <PublicServer> <Chris Booth> no will be
23:01:46  <PublicServer> <Chris Booth> but by then all ML will be LLL_RRR
23:01:57  <PublicServer> <Chris Booth> and the central ML link will be LLLL_RRRR
23:02:05  <PublicServer> <Chris Booth> so expansion will be needed
23:02:10  <PublicServer> <jondisti> that's fine too :P
23:02:39  <PublicServer> <Chris Booth> but feel free to change it
23:03:27  <PublicServer> <jondisti> i don't think i could with that traffic
23:12:20  <PublicServer> *** Kolo has left the game (leaving)
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23:15:47  <Razaekal> !password
23:15:47  <PublicServer> Razaekal: framed
23:15:59  <Razaekal> oh no, i've been framed!
23:16:00  <PublicServer> *** Razaekel joined the game
23:16:11  <PublicServer> <Chris Booth> why raz/
23:17:44  <Razaekal> i was making up a sentence to go with the password
23:17:52  <Razaekal> consider it a personal game of mine
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