Log for #openttdcoop on 7th January 2010:
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00:07:01  <Ammler> !content
00:07:11  <PublicServer> *** Ammler has updated content from BaNaNaS.
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01:09:26  <sparr> anyone up for a game mechanics question?  regarding trains reversing when stopped at signals
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01:20:53  <gleeb> sparr: What do you want to know?
01:21:32  <sparr> Why does the signal marked "<--" influence the reversing behavior of trains stopped "across" it?
01:22:19  <sparr> if that signal is there, then trains stopped on the right side bridge will turn around and seek another route (after pf.wait_oneway_signal elapses).  if the signal is removed, then trains stay stopped on the right bridge until the path ahead clears.
01:23:18  <gleeb> sparr: Interesting, never seen that behaviour.
01:23:54  <gleeb> All I know is that a train will reverse if it has to wait too long, and if it can't find a path, it just sits there.
01:24:14  <sparr> right, in this case it never reverses (when it seemingly should)
01:24:39  <sparr> i encountered this in a worse situation, because pf.wait_oneway_signal was low and pf.wait_for_pbs_path was 255 (turned off), so every time a train turned around on that bridge it became permanently stuck, because it would never re-reverse
01:24:46  <gleeb> That clashes with what I've seen.
01:25:07  <gleeb> A train that is in a PBS block will always turn, but stay still if it can't find a path.
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01:28:59  <sparr> load my save
01:29:07  <sparr> set pf.wait_oneway_signal 2
01:29:12  <sparr> set pf.wait_for_pbs_path 255
01:29:16  <sparr> then unpause
01:29:24  <sparr> then repeat the whole process after removing that signal
01:37:16  <sparr> with the signal in place the train on the right bridge will turn around and get stuck (because it hits the path signal and refuses to turn around again, due to the settings)
01:37:26  <sparr> with that signal gone, it doesn't turn around in the first place
01:39:43  <sparr> the settings aren't mandatory, if you leave them then the reversing just keeps happening, instead of happening once
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01:52:59  <Ammler> sparr, you need 2 signals to "define" a block
01:53:11  <Ammler> else it uses the setting from pbs
01:53:32  <sparr> orly?
01:53:36  <sparr> can you elaborate on that?
01:54:03  <Ammler> if you have only one block signal
01:54:32  <Ammler> and that block signal is red, the train is in the pbs path
01:54:43  <Ammler> so it doesn't turn around
01:54:56  <sparr> pf.wait_for_pbs_path 255 is not part of the issue at hand
01:55:01  <sparr> it persists with f.wait_for_pbs_path 2
01:55:16  <sparr> the pbs thing causes permanent stuckness, which i understand.
01:55:56  <Ammler> well, if you set it 2 it does toggle
01:57:09  <Ammler> but at least, I am happy to "solve" my issue, I was wondering, why a train didn't reverse in front of a red block signal
01:58:31  <sparr> :)
01:58:40  <sparr> I am also happy to know that
01:58:51  <sparr> but I think you have not completely solved it
01:59:07  <sparr> remove the marked signal, and turn on reversing at path signals and at block signals...  the train still won't reverse
01:59:14  <sparr> even with both types of reversing enabled
01:59:20  <Ammler> well, solved we have a long time ago, since we disable block singals too
02:00:02  <Ammler> what you mean with reverse?
02:01:40  <sparr> pf.wait_for_pbs_path 2
02:01:45  <sparr> pf.wait_oneway_signal 2
02:01:53  <sparr> thus the train should reverse at any type of signal, yes?
02:02:18  <Ammler> it does here
02:02:39  <Ammler> the train at the pbs doesn't as there is no path
02:02:43  <Ammler> obvious
02:03:07  <Ammler> oh well, it does too
02:03:39  <sparr> always willing to recheck my findings...
02:03:40  <Ammler> IMO, everything fine
02:03:42  <sparr> you seem to be right
02:03:48  <sparr> I must have tested something wrong in the first place
02:03:54  <sparr> so thanks x2 :)
02:04:28  <Ammler> still, a train in a pbs path shouldn't return, if there is no path available there
02:04:42  <Ammler> but that is a feature request, not a bug
02:05:24  <Ammler> well, same with trains in a oneway block
02:06:29  <Ammler> on coop games, networks are perfect, so we can safely disable turn arounds ;-)
02:06:59  <sparr> I'm working on a SRNW for freight with no orders and no logic trains
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02:07:35  <Ammler> where you need trains to turn on red signals?
02:07:46  <sparr> i encountered this problem originally in a much worse situation.  reversing at block signals was enabled, and at path signals was disabled.  so every time a train turned around and hit a path signal it got permanently stuck
02:08:04  <sparr> nah, don't need trains to turn
02:08:30  <sparr> was just dealing with odd settings when i built the first test run (a pax network, so much easier)
02:08:50  <Ammler> yeah, disabling for block signals isn't in trunk that long
02:09:08  <Ammler> I requested that around 6 months ago.
02:12:11  <Ammler>
02:12:22  <Ammler> he one year :-)
02:17:41  <Ammler> mäh, good night
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07:53:47  <tkjacobsen> !password
07:53:47  <PublicServer> tkjacobsen: enmity
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10:35:12  <Chris_Booth> good morning all
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10:47:03  <Chris_Booth> !password
10:47:03  <PublicServer> Chris_Booth: boomed
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12:54:45  <Mark> !password
12:54:45  <PublicServer> Mark: effigy
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14:27:44  <sietse> !password
14:27:44  <PublicServer> sietse: oozing
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15:01:42  <Chris_Booth> afternoon everyone
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16:06:25  <Chris_Booth> !password
16:06:25  <PublicServer> Chris_Booth: liners
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16:09:40  <Hyppy> !players
16:09:42  <PublicServer> Hyppy: Client 529 (Orange) is Chris Booth, in company 1 (New Safingley Transport)
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16:18:04  <sietse> !password
16:18:04  <PublicServer> sietse: barman
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16:18:41  <PublicServer> <Chris Booth> good golly miss molly
16:18:48  <PublicServer> <Chris Booth> i am not the only one connected
16:18:53  <PublicServer> <Sietse> no :)
16:19:04  <PublicServer> <Sietse> but I need to leave soon...
16:19:12  <PublicServer> <Sietse> just wanted to check for updates
16:19:26  <PublicServer> <Sietse> interesting game for me since SRNW quite new to me
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16:49:38  <Techinica> !password
16:49:38  <PublicServer> Techinica: tenets
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17:18:33  <PublicServer> *** Game paused (not enough players)
17:18:41  <PublicServer> <Chris Booth> that sucks
17:18:51  <Techinica> !password
17:18:52  <PublicServer> Techinica: decoys
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17:33:17  <PublicServer> <Chris Booth> brb
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17:33:40  <Techinica> kk
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17:46:24  <bimbo> !password
17:46:24  <PublicServer> bimbo: soaked
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18:16:34  <PublicServer> Zuu: attire
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18:26:28  <roysvork> !password
18:26:28  <PublicServer> roysvork: attire
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18:27:00  <PublicServer> <Roysvork> whoaa.... people have been busy
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18:58:01  <PublicServer> <Roysvork> anyone here? I has a question
18:58:10  <PublicServer> <Techinica> yeah
18:58:23  <PublicServer> <Roysvork> the timer at Frinnington mines... is that actually doing anything?
18:58:45  <Chris_Booth> probably not
18:58:56  <PublicServer> <Techinica> its not a timer
18:59:03  <Chris_Booth> !password
18:59:03  <PublicServer> Chris_Booth: stools
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18:59:16  <PublicServer> <Techinica> its only there to keep the pre-signals before the loading stations red until the dummy trains cross the line
18:59:32  <PublicServer> <Roysvork> ahh ok
18:59:46  <PublicServer> <Techinica> watch
19:00:00  <PublicServer> <Techinica> when the dummy trains are both full, the two trains up there stop
19:00:08  <PublicServer> <Techinica> then the queuing trains are let in.
19:00:40  <PublicServer> <Techinica> there.
19:01:47  <PublicServer> <Roysvork> so there are logic gates at work in this construction right?
19:01:55  <PublicServer> <Techinica> yes
19:01:56  <PublicServer> <Chris Booth> yeah
19:01:59  <PublicServer> <Chris Booth> lots
19:03:33  <PublicServer> <Roysvork> the bit I'm still not sure on are the bits that cross but don't actually connect
19:03:44  <PublicServer> <Techinica> where?
19:03:56  <PublicServer> <Chris Booth> there are 4 of them working at slarfingway on sea east
19:04:05  <PublicServer> <Roysvork> so you have the main ring with the two trains on, and then tracks that intersect the ring
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19:04:32  <PublicServer> <Roysvork> and the pathfinder still considers that as a path for signalling?
19:04:52  <PublicServer> <Techinica> yeah, even if trains cant go on it.
19:04:55  <PublicServer> <Techinica> same way as prio's work
19:05:20  <PublicServer> <Roysvork> yeah... I'm just trying to trace it all through mentally
19:05:35  <PublicServer> <Techinica> start with a more simple version of the same thing.
19:05:38  <PublicServer> <Techinica> like my station
19:05:51  <PublicServer> <Techinica> only one platform to look at there.
19:06:28  <PublicServer> <Roysvork> but still the same concept, minus the and logic
19:06:47  <PublicServer> <Techinica> its the same concept almost entirely.
19:07:15  <PublicServer> <Techinica> moving dummy train stops the logic trains and lets in the loading train to the platform
19:08:48  <PublicServer> <Roysvork> the ring itself just has the one combo signal on yours then, or is it an entry signal, I can't quite see
19:13:40  <PublicServer> <Chris Booth> soon myy feeder network will be complete
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19:18:25  <csuke> !password
19:18:25  <PublicServer> csuke: twines
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19:18:57  <PublicServer> <Roysvork> At your station then technica, why does the signal that the train waits at turn green as the exit signal in the middle of the loop does?
19:19:11  <PublicServer> <Roysvork> not turn green*
19:20:21  <PublicServer> <Techinica> do you mean while its flashing?
19:20:26  <PublicServer> <Roysvork> yeah
19:20:46  <PublicServer> <Roysvork> is there just a minimum duration before it triggers?
19:20:51  <PublicServer> <Techinica> because there's always a train crossing under it when it does.
19:21:03  <PublicServer> <Techinica> look at the tile to the immediate west
19:21:13  <PublicServer> <Roysvork> yeah I see
19:21:28  <PublicServer> <Techinica> so that makes the other pre-signal next to the station stay red.
19:21:49  <PublicServer> <Techinica> compare those two :P
19:22:00  <PublicServer> <Techinica> if you get what I mean
19:22:22  <PublicServer> <Roysvork> tis making more sense now
19:23:59  <PublicServer> <Roysvork> so does the speed of trains on the loop matter? If they're too slow will it not function and vice versa?
19:24:53  <PublicServer> <Techinica> they need to be fast enough to keep going over that crossing yeah
19:27:56  <PublicServer> <Roysvork> Thanks for this by the way, it's all well and good reading about it on the wiki but with a lot of the stuff you do need to ask : )
19:28:17  <PublicServer> <Techinica> yeah, there's not much info on the wiki about how the stations are supposed to work..
19:28:30  <PublicServer> <Techinica> though if you sit and stare long enough, you'll work it out
19:28:41  <PublicServer> <Roysvork> maybe I'll add to it from a beginners perspective
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19:38:34  <Mark> !password
19:38:34  <PublicServer> Mark: moused
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19:38:51  <PublicServer> <csuke> hi Mark
19:38:52  <PublicServer> <Mark> evening
19:40:55  <PublicServer> <csuke> any idea who upgraded the dummy trains at Frinnington Mines?
19:41:06  <PublicServer> <Techinica> me.
19:41:11  <PublicServer> <csuke> why?
19:41:14  <PublicServer> <Techinica> the old ones are in the depot
19:41:19  <PublicServer> <Techinica> they were too slow.
19:41:31  <PublicServer> <Techinica> and the pickup trains were getting to the end of the platform first
19:41:36  <PublicServer> <Techinica> picking up no load and leaving empty
19:41:41  <PublicServer> <csuke> hmm
19:41:50  <PublicServer> <csuke> wasn't when i looked at it
19:41:53  <PublicServer> <Techinica> I also edited the entry to make it a bit longer.
19:41:56  <PublicServer> <Techinica> for the same reason
19:41:57  <PublicServer> <csuke> i saw that
19:42:27  <PublicServer> <Techinica> the old ones are in the depot if you want to add them back though
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19:43:07  <PublicServer> <Techinica> I only edited it because there was like only 2 out of 10 trains leaving with a load there
19:44:10  <PublicServer> <Techinica> as for the 3x locos, I only took those to match the speed against the incoming trains.
19:46:01  <jondisti> !password
19:46:01  <PublicServer> jondisti: raisin
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19:49:34  <PublicServer> <Roysvork> whats the name of the trainset we're using here?
19:49:41  <PublicServer> <Mark> tropical refurbishment set
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19:59:01  <Techinica> !password
19:59:02  <PublicServer> Techinica: raisin
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20:08:48  <PublicServer> <csuke> Technicia
20:09:01  <PublicServer> <csuke> can i amend your entrance slightly?
20:16:56  <PublicServer> <jondisti> and now we have train groups
20:17:05  <PublicServer> <Mark> oh nice
20:17:37  <PublicServer> <Mark> i guess we can make a seperate group for dummies
20:18:06  <PublicServer> <jondisti> oh, i have to drag them one by one
20:18:24  <PublicServer> <Mark> no, you can "add shared vehicles"
20:18:38  <PublicServer> <Mark> it's in the "manage list" dropdown menu
20:18:47  <PublicServer> <jondisti> coool
20:19:48  <PublicServer> <Mark> it's going to take a while to get a fully loaded dummie..
20:20:24  <PublicServer> <Mark> probably they'll all be fully loaded add the same time, meaning the SL can't supply enough trains
20:20:27  <PublicServer> <jondisti> how about your rubber feeders, which group?
20:20:38  <PublicServer> <Mark> not sure
20:21:01  <PublicServer> <Mark> we could either make a seperate group for dummies per sideline or one group for all dummies
20:23:00  <PublicServer> <Mark> hah i got a full one
20:23:07  <PublicServer> <Mark> and it works
20:23:09  <PublicServer> <Mark> good
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20:23:13  <PublicServer> <Mark> now i can go to bed
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20:23:20  <PublicServer> <jondisti> heh
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20:29:06  <mitooo> !download lin32
20:29:06  <PublicServer> mitooo: unknown option "lin32"
20:29:12  <mitooo> !download
20:29:12  <PublicServer> mitooo: !download autostart|autottd|autoupdate|lin|lin64|osx|win32|win64|win9x
20:29:24  <mitooo> !download lin
20:29:24  <PublicServer> mitooo:
20:29:43  <Hyppy> !password
20:29:43  <PublicServer> Hyppy: dispel
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20:41:35  <mitooo> do you know where i can download missing grfs? (without the grf parck)
20:42:16  <PublicServer> <csuke> erm?
20:42:48  <PublicServer> <Hyppy> Why not just grab the GRF pack?  A few of them aren't on BaNaNaS
20:42:50  <PublicServer> <csuke> what happened?
20:42:57  <PublicServer> <Techinica> signals happened :(
20:43:11  <mitooo> nvm, i just find where they were :)
20:43:25  <Ammler> really, tell me
20:43:26  <mitooo> !password
20:43:26  <PublicServer> mitooo: snores
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20:44:19  <Ammler> we should have removed all links to possible downloads of single grfs
20:44:21  <PublicServer> <Hyppy> Wow, too much logic in this game for my newbie vision to decipher :-)
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20:44:45  <Ammler> as we break some licenses
20:45:27  <Ammler> mitooo: ?
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20:45:36  <PublicServer> <Mitooo> yeah?
20:45:45  <Ammler> where did you find single grfs?
20:46:05  <mitooo> on download "service" of openttd
20:46:18  <Ammler> ah, mäh
20:46:34  <Ammler> I thought you downloaded grfs from the pack
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20:51:20  <LittleBoyRick> !password
20:51:20  <PublicServer> LittleBoyRick: exiles
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20:51:51  <De_Ghosty> can we get trains that when run gives money?
20:52:56  <hylje> negative running costs
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20:53:31  <PublicServer> <Hyppy> I see a few different implementations of the returns at the SLHs, notably M03, C02, and F01.  Is one of these the "correct" or "incorrect" way?
20:54:48  <PublicServer> <Hyppy> oh, R03 does it differently as well, apparently :-)
20:55:52  <hylje> there's usually no correct way to do everything
20:56:08  <hylje> you can benchmark them and check for defects
20:56:54  <PublicServer> <Hyppy> Still trying to decipher them, actually
20:59:05  <sparrL> Hyppy: been there.  it takes a while to get used to it all.
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20:59:39  <PublicServer> <Roysvork> is it a requisite of a SRNW that each station must be closer to the drop than the next one?
21:00:21  <PublicServer> <csuke> each station must present a shorter path to the drop than skipping it
21:00:47  <PublicServer> <Roysvork> safe
21:02:06  <PublicServer> <Hyppy> Usually just having the trains queue up and/or bypass at each station is sufficient, as long as the only way to the drop is through a staton?
21:09:03  <PublicServer> *** Spike has left the game (leaving)
21:09:32  <roysvork> I'm having trouble getting my trains to take the station instead of the overflow
21:10:00  <roysvork> and the overflow definately looks longer
21:15:30  <roysvork> ok well I worked it out based on technicas station
21:15:37  <roysvork> but I'm still not sure why it works
21:18:02  <sparrL> I've been playing with pathfinding penalties on the overflow tracks elsewhere.  not sure if that's acceptable here
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21:20:46  <Mark> roysvork: is your station a terminus?
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21:23:08  <V453000> good evening
21:24:23  <V453000> !password
21:24:24  <PublicServer> V453000: bribed
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21:24:47  <PublicServer> <V453000> hi
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21:25:28  <roysvork> it's very similar to Technicas station in the online game Mark
21:25:28  <Techinica> !password
21:25:29  <PublicServer> Techinica: bribed
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21:26:06  <PublicServer> <V453000> whats going on?
21:27:58  <Mark> roysvork: have a look at the stations section on the SRNW page, especially the part about PF traps
21:28:11  <Mark> hope that helps you out, i'm off to bed now
21:28:19  <V453000> cya
21:28:32  <roysvork> ta, good night
21:30:49  <roysvork> ahhh lol turns out in the end my path was actually shorter by a tiny bit
21:34:23  <V453000> where?
21:34:31  <V453000> it shouldnt be about the length
21:34:38  <V453000> but about the presence of any path
21:37:14  <roysvork> well given two open paths it has to have a way of choosing no?
21:37:50  <sparrL> yes, and stations are a big penalty
21:37:59  <PublicServer> <Hyppy> The return shouldn't be a path to the dropoff, though should it?
21:38:23  <roysvork> it's not no
21:39:16  <roysvork> ahhh that would make sense then sparr
21:39:46  <sparrL> it takes 3-6 backwards path signals in a single signal block to equal the penalty of a single station
21:40:01  <sparrL> the precise handling of pathfinding penalties is on my list of things that needs documenting
21:40:51  <V453000> that is pretty easy
21:40:59  <V453000> just depends on the .cfg
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21:43:06  <roysvork> I can tell you it's three from a 3 tile station according to my testing just now
21:43:28  <roysvork> oh wait
21:43:30  <roysvork> hang on
21:44:26  <V453000> is it online?
21:44:54  <roysvork> five signals needed to make the train take a three tile station
21:45:17  <PublicServer> <Hyppy> Can someone critique my return on C 03?  I want to make sure it doesn't muck things up later ;-)
21:45:49  <PublicServer> <V453000> wow
21:45:52  <PublicServer> <V453000> interesting...
21:45:57  <PublicServer> <V453000> but hwy
21:45:59  <PublicServer> <V453000> why not
21:46:36  <PublicServer> <V453000> I will just add priorities to the ML
21:47:44  <PublicServer> <Hyppy> oh wow, that's a creative way of making a prio, didn't even think of that
21:47:59  <PublicServer> <V453000> though not very good yet
21:48:00  <PublicServer> <V453000> hold on
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21:48:21  <PublicServer> <V453000> way better
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21:48:43  <PublicServer> <V453000> this should do
21:48:49  *** Techinica has quit IRC
21:48:50  <PublicServer> <Hyppy> Thanks so much!
21:48:55  <PublicServer> <V453000> no problem
21:49:29  <PublicServer> <V453000> oh
21:49:32  <PublicServer> <V453000> one more thing
21:49:39  <PublicServer> <V453000> look at this
21:49:45  <PublicServer> <V453000> it needs to be long as the train
21:50:18  <PublicServer> <Hyppy> gotya
21:50:56  <PublicServer> <V453000> even better now
21:51:28  <PublicServer> <V453000> we will see ...
21:51:33  <PublicServer> <Hyppy> awesome, now there will be... 7 or so trains able to queue for return, 2 at a time?
21:51:35  <PublicServer> <V453000> I think it will perform ok
21:51:56  <PublicServer> <V453000> ummm ... yes about that
21:53:11  <PublicServer> <V453000> ok, quite cool, I have to say I like it
21:54:11  <PublicServer> <Hyppy> It's somewhat modeled after R03, which was one of the easier ones for me to understand.  The only issue was space because of F04
21:54:51  <PublicServer> <V453000> I will add prios to R03 as well
21:57:19  <PublicServer> <V453000> just a note hippy: add the PBS before the double depots ... thats the point of doubling them because with PBS one train can enter depot and secon leave a depot at the same time
21:58:01  <PublicServer> <csuke> i would also lengthen the curves slightly
21:58:06  <PublicServer> <V453000> which
21:58:16  <PublicServer> <csuke> at the double depots
21:58:20  <PublicServer> <V453000> not really
21:58:29  <PublicServer> <V453000> the train slows to ... 63? when depotted
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21:58:35  <PublicServer> <V453000> the curve slows to 88
21:59:00  <PublicServer> <csuke> yes, but you want to increase the distance between the junction and the depot
21:59:12  <PublicServer> <Hyppy> the curve under the 250 sign?
21:59:15  <PublicServer> <csuke> so the train behind doesn't get delayed as much
21:59:34  <PublicServer> <Hyppy> gotya
21:59:59  <PublicServer> <csuke> ideally you would use standard CL, so no slowdown
22:00:20  <PublicServer> <csuke> but there isn't the room
22:00:27  <PublicServer> <V453000> where?
22:01:16  <PublicServer> <V453000> oh
22:01:17  <PublicServer> <V453000> lol.
22:01:22  <PublicServer> <V453000> your depots again
22:01:29  <PublicServer> <csuke> no train will slow one behind it
22:02:00  <PublicServer> <Hyppy> theres already a few spots along the return that have 8+ gaps, but the depots should shoot out enough trains to buffer any gaps or slowdowns from curves.  The return is low-prio, right?
22:02:03  <PublicServer> <V453000> hmmm .... it is way better to double the depots once more
22:02:50  <PublicServer> <csuke> now thats just getting involved lol
22:04:04  <PublicServer> <csuke> lol
22:04:05  <PublicServer> <V453000> depends
22:04:20  <PublicServer> <V453000> if used as service center, then the rail should be there
22:04:25  <PublicServer> <V453000> otherwise of course not
22:04:26  <PublicServer> <csuke> indeed
22:04:36  <PublicServer> <Hyppy> The trains can only leave at most 1 every 5 days, so as long as it handles that capacity or thereabouts it should be good, right?
22:04:42  <PublicServer> <V453000> anyways ... this is more powerful and more spacesaving
22:05:04  <PublicServer> <V453000> Hyppy: of course, overflows dont get many trains
22:05:14  *** slas has quit IRC
22:05:15  <PublicServer> <csuke> *shouldn't
22:05:31  <PublicServer> <V453000> ...
22:05:49  <PublicServer> *** bimbo has left the game (connection lost)
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22:06:01  <PublicServer> <V453000> as long as there is a timer, the train amount can not grow out of control
22:06:06  <PublicServer> <V453000> (can not) *** :D
22:06:19  <PublicServer> <V453000> if it does, something is way wrong
22:06:33  <PublicServer> <Hyppy> heh, well, it has about 80 train lengths to back up before it hurts the SL.  As you say, something would have to be absurdly wrong
22:06:41  <LittleBoyRick> Is it possible to get a copy of the cfg config that the public server uses? I think that trains act differently in my own games.
22:06:53  <PublicServer> <csuke> save the gam
22:06:56  <PublicServer> <csuke> game*
22:07:05  <LittleBoyRick> that's it?
22:07:07  <PublicServer> <csuke> and then load it, it will have the same config
22:07:28  <LittleBoyRick> But only in new games i guess.
22:07:46  <PublicServer> *** LittleBoyRick has left the game (leaving)
22:08:02  <PublicServer> <csuke> i dont know that
22:08:06  <PublicServer> <Hyppy> Rick, there is a "Preparing Good Maps" section on the Wiki that spells out many of the standard cfg settings
22:08:23  <PublicServer> <csuke> but it gives you a chance to play around with them
22:08:46  <LittleBoyRick> Ill check. Thanks for the info.
22:09:30  <V453000> I have to go now ... see you
22:09:36  <PublicServer> *** V453000 has left the game (leaving)
22:09:36  <PublicServer> <Roysvork> laters
22:09:40  *** V453000 has quit IRC
22:10:06  <PublicServer> <Hyppy> Alas, me too
22:10:13  <PublicServer> <Hyppy> thanks for the help, everyone
22:10:18  <PublicServer> *** Hyppy has left the game (leaving)
22:10:18  <PublicServer> <csuke> yeah sounds like a good idea
22:10:35  <PublicServer> <csuke> sorry Roy, im off as well, you in the middle of anything?
22:10:39  *** Hyppy has quit IRC
22:11:11  <PublicServer> <Roysvork> I'm just figuring some stuff out but I can do that anywhere
22:11:20  <PublicServer> <csuke> ok, nite then
22:11:28  <PublicServer> <Roysvork> have a good un dude
22:11:30  <PublicServer> *** csuke has left the game (leaving)
22:11:31  <PublicServer> *** Game paused (not enough players)
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22:14:09  <starbuck> !dl win64
22:14:09  <PublicServer> starbuck:
22:14:19  <starbuck>
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22:29:57  <Ammler> starbuck: something broken?
22:30:19  <Ammler> (you repeated the link to the download)
22:30:30  <starbuck> no
22:30:35  <starbuck> I just failed at PuTTY
22:30:44  <starbuck> (right click is paste...)
22:31:05  <Ammler> he, you are a geeky irssi user?
22:31:12  <starbuck> :D
22:31:39  <PublicServer> *** Kolo joined the game
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22:33:38  <PublicServer> <AmmIer> not that many trains yet
22:33:42  <Ammler> !info
22:33:43  <PublicServer> Ammler: #:1(Orange) Company Name: 'New Safingley Transport'  Year Founded: 1960  Money: 85958749  Loan: 0  Value: 90216924  (T:86, R:9, P:6, S:0) unprotected
22:45:32  <PublicServer> *** Kolo has left the game (leaving)
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22:48:30  <Chris_Booth> !password
22:48:30  <PublicServer> Chris_Booth: inbred
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