Config
Log for #openttdcoop on 11th January 2010:
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00:09:42  *** csuke has quit IRC
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08:15:45  <PublicServer> Autopilot engaged
08:15:45  <PublicServer> Loading savegame: '#openttdcoop - The Public Server (www.openttdcoop.org)'
08:15:45  *** ChanServ sets mode: +v PublicServer
08:15:45  *** Webster changes topic to "Welcome to #openttdcoop, the Cooperative OpenTTD | PSG #172 (r18758) | STAGE: building | www.openttdcoop.org | New players, use @quickstart & !help | Screenshots: http://img.openttdcoop.org | Coopetition ladder: http://mz.openttdcoop.org/ladder"
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08:56:06  <pugi> hi :)
09:42:13  <Mark> morning
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11:16:52  <lomba> !players
11:16:54  <PublicServer> lomba: There are currently no clients connected to the server
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12:55:07  <jondisti> !password
12:55:07  <PublicServer> jondisti: quarry
12:55:16  <PublicServer> *** jondisti joined the game
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13:06:34  <PublicServer> *** jondisti has left the game (leaving)
13:42:20  <PublicServer> *** jondisti has left the game (connection lost)
13:49:45  <PublicServer> *** jondisti has left the game (connection lost)
14:01:59  <Razaekel> !win64
14:02:04  <Razaekel> ...
14:02:08  <Razaekel> !download
14:02:08  <PublicServer> Razaekel: !download autostart|autottd|autoupdate|lin|lin64|osx|win32|win64|win9x
14:02:12  <Razaekel> !download win64
14:02:12  <PublicServer> Razaekel: http://binaries.openttd.org/nightlies/trunk/r18758/openttd-trunk-r18758-windows-win64.zip
14:04:20  <Razaekel> !password
14:04:20  <PublicServer> Razaekel: salves
14:04:31  <PublicServer> *** Razaekel joined the game
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14:06:51  <PublicServer> *** Razaekel has left the game (leaving)
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15:33:56  <Osai> !playercount
15:33:56  <PublicServer> Osai: Number of players: 0
15:37:11  <V453000> many
15:52:41  <lomba> !password
15:52:41  <PublicServer> lomba: taboos
15:53:15  <PublicServer> *** lomba joined the game
15:54:01  <V453000> 73
15:54:05  <V453000> sry
15:54:13  <V453000> misclick
15:55:52  <PublicServer> *** jondisti joined the game
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15:58:41  <PublicServer> *** Game paused (not enough players)
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16:22:34  <Intexon> !password
16:22:34  <PublicServer> Intexon: storks
16:22:43  <PublicServer> *** Player joined the game
16:22:43  <Webster> Player, please change your in game nick
16:23:45  <PublicServer> *** Player has left the game (leaving)
16:24:06  <PublicServer> *** Player joined the game
16:24:06  <Webster> Player, please change your in game nick
16:24:08  <PublicServer> *** Player has changed his/her name to Intexon
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16:44:34  <PublicServer> Server closed down by admin
16:44:34  <PublicServer> Saving game...
16:44:35  <PublicServer> Game saved
16:44:37  <PublicServer> Server has exited
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16:46:31  <PublicServer> Autopilot engaged
16:46:31  <PublicServer> Loading savegame: '#openttdcoop - The Public Server (www.openttdcoop.org)'
16:46:31  *** ChanServ sets mode: +v PublicServer
16:46:31  *** Webster changes topic to "Welcome to #openttdcoop, the Cooperative OpenTTD | PSG #172 (r18758) | STAGE: building | www.openttdcoop.org | New players, use @quickstart & !help | Screenshots: http://img.openttdcoop.org | Coopetition ladder: http://mz.openttdcoop.org/ladder"
16:47:26  <Intexon> !password
16:47:26  <PublicServer> Intexon: breezy
16:47:35  <PublicServer> *** Intexon joined the game
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17:00:14  <Hyppy> !dl lin
17:00:14  <PublicServer> Hyppy: http://binaries.openttd.org/nightlies/trunk/r18758/openttd-trunk-r18758-linux-generic-i686.tar.bz2
17:03:54  *** MDGrein has joined #openttdcoop
17:04:46  <MDGrein> hia peeps
17:06:42  <Hyppy> !password
17:06:42  <PublicServer> Hyppy: stormy
17:06:49  <Hyppy> Heya
17:06:53  <PublicServer> *** Hyppy joined the game
17:07:06  <MDGrein> all well?
17:08:24  <PublicServer> <Hyppy> could be worse
17:08:27  <PublicServer> *** Hyppy has joined spectators
17:08:43  <MDGrein> always something :)
17:09:10  <PublicServer> *** Hyppy has left the game (leaving)
17:23:50  <V453000> !password
17:23:50  <PublicServer> V453000: chilly
17:24:09  <PublicServer> *** V453000 joined the game
17:36:56  <Osai> hi all
17:37:08  <MDGrein> ello Osai
17:38:29  <PublicServer> <V453000> hi Osai
17:38:38  <PublicServer> *** V453000 has joined spectators
17:43:24  <Osai> !password
17:43:24  <PublicServer> Osai: guffaw
17:43:31  <PublicServer> *** 0sai joined the game
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17:46:43  <Osai> hmmm
17:46:44  <Osai> oO
17:46:49  <Osai> time for dinner
17:47:03  <Osai> and I fixed major parts of the blog
17:47:11  <Osai> I don't feel like doing anything right now
17:48:05  *** Techinica has joined #openttdcoop
17:48:16  <Techinica> !password
17:48:16  <PublicServer> Techinica: toting
17:48:25  <PublicServer> *** Techinica joined the game
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18:08:32  <roysvork> !password
18:08:32  <PublicServer> roysvork: atones
18:09:06  <PublicServer> *** Roysvork joined the game
18:09:09  <PublicServer> <Roysvork> oi oi
18:09:16  <PublicServer> *** jondisti joined the game
18:09:29  <PublicServer> <Roysvork> sup J
18:09:52  <PublicServer> <jondisti> 'lo R
18:10:50  <PublicServer> <Roysvork> good weekend?
18:11:00  <lomba> !password
18:11:00  <PublicServer> lomba: atones
18:12:12  <PublicServer> <jondisti> was working
18:12:13  <PublicServer> *** lomba joined the game
18:12:33  <PublicServer> <jondisti> so not that good :P
18:13:00  <PublicServer> <Roysvork> as long as you get some days off in the week to compensate then all is good :)
18:15:29  <PublicServer> <Roysvork> lol was that you drawing a boob with track next to our station?
18:15:42  <PublicServer> <Roysvork> in addition to the slow curve boobs
18:15:51  <PublicServer> <jondisti> no, im not that into it
18:15:58  <PublicServer> <Roysvork> someone has
18:16:13  <PublicServer> <jondisti> yeah
18:16:17  <PublicServer> <Roysvork> complete with square nipple
18:16:49  <PublicServer> <jondisti> and other one is broken
18:17:49  <PublicServer> <jondisti> i've been trying to design a station but every time after a while i'll get bored and destroy it
18:17:56  <PublicServer> <jondisti> SRNW
18:18:14  <PublicServer> <Roysvork> yeah it's tricky, most of the best strategies have been taken already
18:18:28  <PublicServer> <Roysvork> although there's definately scope for the entrace\exits to be made more efficient
18:18:44  <PublicServer> <Roysvork> possibly by using a counter
18:18:51  <PublicServer> <Roysvork> and an entrance loop
18:19:25  <PublicServer> <jondisti> roro stations are nice
18:19:32  <PublicServer> *** Techinica has left the game (connection lost)
18:19:37  <PublicServer> <Roysvork> if you watch the station up from ours, a lot of the trains miss or go one where there's already a train waiting
18:19:56  <Techinica> !password
18:19:57  <PublicServer> Techinica: brunch
18:20:10  <PublicServer> <Roysvork> and also the station at the end of the SRMN loop is always disadvantaged
18:20:13  <PublicServer> *** Techinica joined the game
18:20:16  <PublicServer> <Roysvork> SRNW*
18:20:23  <PublicServer> *** Intexon has left the game (connection lost)
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18:21:03  <Haener> identify jhkxxilp
18:21:09  <PublicServer> <jondisti> but i think there always has to be trains on overflow too. then the last one gets trains also
18:21:32  <Haener> !password
18:21:32  <PublicServer> Haener: brunch
18:21:46  <PublicServer> <Roysvork> I think there could be a style that allows trains to enter stations from either direction
18:22:10  *** Intexon has quit IRC
18:22:12  <PublicServer> <Roysvork> then have a conditional order that sends trains back to the injector if they are empty by the time it gets back
18:22:15  <PublicServer> *** Haener joined the game
18:22:37  <PublicServer> <Roysvork> I haven't thought it through by any means though really
18:23:00  <PublicServer> <jondisti> it would be hard at least
18:23:18  <PublicServer> <jondisti> with orders
18:23:54  <PublicServer> <Roysvork> yeah but not impossible I'm sure
18:24:30  <PublicServer> <jondisti> hmmm
18:24:32  <PublicServer> <Roysvork> you'd need damn clever signalling though too
18:26:36  <PublicServer> <Roysvork> hence why I mentioned the counter
18:27:10  <PublicServer> <jondisti> what you would use a counter for?
18:27:35  <PublicServer> <Roysvork> well part of the problem is that until a train reaches the waiting place for the station
18:27:46  <PublicServer> <Roysvork> it blocks another coming in after it
18:28:14  <PublicServer> <Roysvork> you can't put more signals in because then more trains wait than you might like
18:28:41  <PublicServer> <Roysvork> or there might be waiting places from another entrance that that track doesn't ordinarily go to
18:29:16  <PublicServer> <Roysvork> the only way around all that I can think of is an entrance that will let a certain amount of trains through at a time, then stack them up futher down
18:31:36  * SpComb joins to spec
18:31:50  <SpComb> !password
18:31:50  <PublicServer> SpComb: haying
18:31:57  <PublicServer> *** Player has left the game (connection lost)
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18:32:50  <PublicServer> <jondisti> i think it would be useful if each platform could be reached from both tracks of SL
18:35:11  <PublicServer> <Roysvork> personally though I think SRNWs are a bit messy
18:35:24  <PublicServer> <Roysvork> they also need a lot of space
18:36:20  <PublicServer> <jondisti> but it's nice to have something more complicated than "full load @ A" -  "unload @ B" orders
18:36:52  <PublicServer> <Roysvork> is it though?
18:37:03  <PublicServer> <Roysvork> I mean we clone all the trains anyway so it's almost a bit pointless
18:37:22  <PublicServer> <Roysvork> the balancing between stations is good though
18:37:37  <PublicServer> <jondisti> well, in this network it's not that useful since we have 16 different trains anyway
18:37:38  <PublicServer> <Roysvork> so they go to the next one if it's full of waiting trains
18:37:57  <PublicServer> <jondisti> but 1 or 2 big SRNWs are easier to manage than 150 basic pickup stations
18:38:04  <PublicServer> <Roysvork> yeah
18:38:21  <PublicServer> <Roysvork> I mean only one of the fruit SLs has more than two stations on it at present
18:38:25  <PublicServer> <Roysvork> more than one*
18:39:36  <PublicServer> <jondisti> there will not be space for every SL to have stations so plan's a bit bad also
18:40:36  <PublicServer> <Roysvork> certainly not maximising economic efficiency
18:41:21  <PublicServer> <Roysvork> I know it's damn easy to make money in this game but thats no reason you shouldn't strive for efficiency both in terms of your network and your finances
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18:42:13  <PublicServer> <jondisti> nah, money could be disabled :P
18:42:29  <PublicServer> <Roysvork> maybe we could have a gametype where you keep all but a handful of trains over a certain profit threshold
18:42:46  <Ammler> !dlin
18:42:52  <Ammler> !dl lin
18:42:52  <PublicServer> Ammler: http://binaries.openttd.org/nightlies/trunk/r18758/openttd-trunk-r18758-linux-generic-i686.tar.bz2
18:43:10  <PublicServer> <Roysvork> say 100,000, or even 150,000 for a challenge
18:43:56  <PublicServer> <jondisti> that would mean primaries can't be close to their drops
18:44:13  <PublicServer> <Roysvork> or too far
18:44:46  <PublicServer> *** AmmIer joined the game
18:44:46  <PublicServer> <Roysvork> there's always an optimum distance
18:46:29  <PublicServer> *** Roysvork has joined spectators
18:46:36  <PublicServer> <Roysvork> lasagne time : )
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18:57:57  <SpComb> silly game
18:58:13  <MDGrein> odd question: anyone here that pwns mod_rewrite
19:00:09  <PublicServer> <Techinica> php problems?
19:00:25  <hylje> MDGrein: you mean regular expressions
19:00:28  <MDGrein> sorta, but mod_rewrite is more of an apache issue
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19:01:09  <MDGrein> hylje: not really i'm sorta good with regexp, it's the rewrite syntax that's pulling my leg
19:01:09  *** Yexo has quit IRC
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19:01:31  <hylje> MDGrein: paste some details
19:01:31  <MDGrein> i would like x.domain.se rewritten to domain.se/x
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19:01:49  *** [1]Mark is now known as Mark
19:03:15  <MDGrein> hylje: RewriteCond %{HTTP_HOST} ^(\w+)\. <- that finds x, now what :)
19:04:09  <MDGrein> or rather, it cheks if x exists and then forwards what what found to the next rule
19:04:21  <MDGrein> what what -> what was
19:04:55  <hylje> %0
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19:05:50  <Osai> MDGrein: that not too difficult
19:06:07  <MDGrein> Osai: I think so ^^
19:06:32  <Osai> do you have a solution already?
19:06:41  <MDGrein> nope
19:06:41  <Osai> !playercount
19:06:41  <PublicServer> Osai: Number of players: 5
19:06:51  <MDGrein> this is what I've got http://climator.sites.mdnetworks.se/
19:06:54  <MDGrein> some debug output
19:07:08  *** Guest1699 has quit IRC
19:07:18  <MDGrein> x.sites.mdnetworks.se shuld become sites.mdnetworks.se/x
19:07:28  *** Haener has quit IRC
19:07:28  *** Haener_ is now known as Haener
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19:07:37  <Osai> Do you want a solution with mod_rewrite?
19:08:18  <MDGrein> that would be otimal, I don't think pushing every request into a .php and parse it from there will be suitable
19:08:34  <MDGrein> since there will be even more rewrites happening at the target dir
19:08:38  <hylje> php is the solution to everything
19:08:49  <Osai> lol oO
19:09:04  <Osai> aren't you php's foe hylje? :>
19:09:06  <MDGrein> hylje: not in this case i'm afraid :)
19:10:50  <hylje> Osai: that's the joke :>
19:10:53  <Osai> MDGrein:
19:10:54  <Osai> RewriteCond %{HTTP_HOST} ^*.domain.se$ [NC]
19:10:54  <Osai> RewriteRule ^(.*)\.domain.se/(.*)$ http://www.domain.se// [L,R,NC]
19:11:29  <Osai> or ! www.domain.se
19:11:44  * MDGrein is pasting for all his worth
19:13:41  <Osai> ^!(www)\.domain.se$
19:14:18  <Osai> I am not sure whether it works or not, I just wrote it down quickly :>
19:14:35  <MDGrein> I've gotten an internal server error :)
19:16:05  <Osai> nie
19:16:07  <Osai> nice*
19:16:08  <Osai> :D
19:16:47  <MDGrein> not every day you see one of those buggars :)
19:17:55  <hylje> especially when php happily outputs faulty information instead of 500ing when stuff is about to go south
19:18:29  <tkjacobsen> !password
19:18:29  <PublicServer> tkjacobsen: trance
19:18:47  <PublicServer> *** tkjacobsen joined the game
19:20:08  <MDGrein> got it to, sorta, work :)
19:20:57  <Osai> okay
19:21:04  <Osai> whats the final statement?
19:21:23  <Osai> !password
19:21:23  <PublicServer> Osai: trance
19:21:31  <PublicServer> *** 0sai joined the game
19:22:49  <MDGrein> not sure if it works just yet... might be the second bunch of redirects that screw things up, i'll run some debugging :)
19:24:04  <MDGrein> it works, but not as intended, I was unclear :)
19:24:18  <MDGrein> it shuld only redirect internally, the url can't change
19:25:07  <MDGrein> so x.domain.se/whatever.jpg equalls domain.se/x/whatever.jpg but the url shuldn't change
19:25:43  <Osai> okay
19:25:49  <Osai> right now we do redirects
19:25:57  <Osai> but then it depends on your local paths
19:26:01  <Osai> else its always a redirect
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19:27:06  <MDGrein> isn't there external and internal redirects?
19:27:16  <MDGrein> internal = invisible and external changes the url
19:29:10  <Osai> yea
19:29:37  <MDGrein> I'm after an internal redirect
19:29:47  <PublicServer> *** tkjacobsen has left the game (leaving)
19:30:06  <Osai> internal is something like domain.se/gallery/3/ index.php?section=gallery&id=3
19:31:27  <MDGrein> yeah, but in my case gallery.domain.se/image.jpg -> domain.se/gallery/image.jpg
19:31:36  <PublicServer> *** Haener has left the game (connection lost)
19:32:12  <MDGrein> all directories in the root shuld be accessable as subdomains
19:32:56  <MDGrein> a sort of virtual virtual server :)
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19:33:33  <csuke> !password
19:33:33  <PublicServer> csuke: lusher
19:33:47  <PublicServer> *** csuke joined the game
19:34:27  <Osai> RewriteRule ^(.*)\.domain.se/(.*)$ /root/subdomains// ??
19:35:10  <MDGrein> yeah, something like that
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20:06:55  <PublicServer> <Roysvork> lol what on earth is going on a tudingworth transfer : )
20:07:05  <PublicServer> <Roysvork> thats some hectic business right there
20:07:06  <PublicServer> <Techinica> a station :)
20:07:33  <PublicServer> <Techinica> there's no traffic on the maize lines yet...
20:07:36  <PublicServer> <Techinica> figured I start with a bang.
20:08:01  <PublicServer> <Roysvork> is it collecting all the farms in the Northeast? : ()
20:08:04  <PublicServer> <Techinica> yeah
20:08:07  <PublicServer> <Techinica> will be.
20:08:26  <MDGrein> !password
20:08:26  <PublicServer> MDGrein: tinsel
20:08:29  <PublicServer> <Techinica> Southeast corner of the map.
20:08:37  <PublicServer> <Techinica> All around Tudingworth
20:08:37  <PublicServer> *** MDGrein joined the game
20:08:39  <PublicServer> <Roysvork> ahh yeah southeast sorry
20:08:44  <PublicServer> <jondisti> i gotta go
20:08:46  <PublicServer> <Techinica> and around the Maize Drop there
20:09:04  <PublicServer> <jondisti> feel free to add overflow and some trains for maize01, i built a station there :P
20:09:25  <PublicServer> <Techinica> awesome :)
20:13:33  <PublicServer> *** jondisti has left the game (leaving)
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20:32:05  *** dlazerka has joined #openttdcoop
20:33:11  <PublicServer> <0sai> who is working at Tudingworth Transfer??
20:33:17  <dlazerka> Hello! How can I install OpenTTD with free OpenSFX: OpenTTD requires valid TTD installation directory, white OpenSFX requires the OpenTTD to be installed first.
20:34:09  <Osai> dlazerka: it depends on the version you use
20:34:29  <PublicServer> <Roysvork> grrr, two of my fruit farms just died
20:34:29  <dlazerka> OpenTTD 0.7.5 bits for Windows XP and Vista
20:34:47  *** Phazorx has joined #openttdcoop
20:34:47  *** ChanServ sets mode: +o Phazorx
20:34:51  <Osai> hmmm, I am not sure about those version
20:34:52  <Osai> s
20:35:02  <Osai> important is OpenGFX
20:35:07  <dlazerka> all are the latest "stable" versions
20:35:11  <Intexon> !password
20:35:11  <PublicServer> Intexon: stride
20:35:21  <PublicServer> *** Intexon joined the game
20:35:29  <Osai> and iirc, the best thing is 1.0.0 beta2
20:35:38  <Osai> which comes with OpenGFX
20:35:56  <Osai> and then you can easily install OpenSFX
20:36:42  <Phazorx> !opengfx
20:36:46  <dlazerka> Thanks, though I do not use unstable soft, I'll make an exception for OpenTTD, as it just a game :)
20:36:49  <Phazorx> hmm
20:36:53  <Phazorx> wasnt that wrig before?
20:36:57  <Phazorx> @opengfx
20:37:00  <Osai> @opensfx
20:37:03  <Osai> hmmm
20:37:05  <Osai> !opengfx
20:37:08  <Osai> @opengfx
20:37:14  <Osai> hey Phazorx
20:37:17  <Phazorx> yo
20:37:19  <PublicServer> <Techinica> Osai, fix my exit :P
20:37:19  <Osai> I read you article
20:37:26  <Phazorx> err... which one?
20:37:30  <Osai> latest
20:37:32  <Phazorx> packer/compressor?
20:37:32  <Osai> station packer
20:37:40  <Phazorx> traffic packer :)
20:37:48  <Osai> did you see the cyclotron on openttd wiki
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20:37:53  <PublicServer> <Techinica> Need 12 stations to 2 rails :P
20:37:57  <Phazorx> err... no
20:38:02  <Osai> thats a cool thing
20:38:04  <PublicServer> <Techinica> er 12 platforms even
20:38:13  <Phazorx> our wiki or their?
20:38:23  <Osai> http://wiki.openttd.org/images/a/a8/Cyclotron_Full.png
20:38:42  <PublicServer> <0sai> Techinica: just continue :P
20:38:56  <PublicServer> <0sai> I am doing some other stuff right now
20:39:05  <PublicServer> <Techinica> :)
20:39:12  <hylje> Osai: err... wtf
20:39:22  <Mark> that prio is too long
20:39:31  <Mark> hardly makes sense to use that cyclo thingy there
20:39:36  <Osai> there is a savegame
20:40:29  <Phazorx> osai neat idea
20:40:36  <Mark> could block though
20:40:36  <Osai> check this save game: http://patrickthomson.ath.cx/cyclotron.sav
20:40:40  <Phazorx> so like preaccelerator for an slh
20:40:49  <Osai> yep
20:40:56  <Phazorx> it's bulky tho
20:41:02  <Phazorx> but does need less of a gap
20:41:03  <Osai> but the author insists, preaccelleration makes more sense
20:41:05  <Mark> why does it have 4 sectors?
20:41:15  <Phazorx> it does make more sense
20:41:17  <Osai> Mark: to juggle two trains inside
20:41:24  <Mark> yes but it doesn't allow that
20:41:30  <Mark> or does it?
20:41:34  <Osai> load the savegame
20:41:35  <Osai> it works
20:41:36  <Osai> oO
20:42:10  <Phazorx> Mark: the idea is for entering train to have enough room
20:42:16  <Mark> yeah i just realised
20:42:29  <Mark> must be hell to get the timing right
20:42:36  <Mark> i'd rather have two loops and allow one in either
20:42:54  <Phazorx> Osai: while i can see it being better to some extent
20:43:00  <Phazorx> i also see how it can fail more often
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20:43:29  <Phazorx> reasn being - it chesks for gap at particular time then for rest of cycle it doesnt
20:43:45  <Osai> yes
20:43:46  <Phazorx> so unless gap occurs when train can enter - train does not
20:43:47  <Osai> sometimes you miss the gap
20:43:56  <Phazorx> meaining they will just keep circling rather than get in
20:44:07  <Osai> but with two trains in the cyclotron it works quite well
20:44:09  <Phazorx> i can see this thing used together with real entrance
20:44:36  <Osai> hmm, I loaded the game again
20:44:42  <Osai> it misses the gap quite offen :D
20:44:44  <Phazorx> so if the gap is large enough for full speed train to get in and has proper winow - unaccelerated tains wait
20:45:04  <Techinica> !tunnels 5 11
20:45:04  <PublicServer> Techinica: You need 2 tunnels/bridges for trainlength 5 and gap 11.
20:45:05  <Phazorx> but if cylotronned trains wont be able to enter - it should just let one of waiting trains in
20:46:18  <Mark> i dont get the cyclotron, if you'd put that much time in getting the timing right you might as well finetune pre acceleration to perfection
20:46:21  <Osai> do we have something written about pre-accelerated entrances?
20:46:31  <Phazorx> Osai: i was toying with an idea of detecting room on ML and if there is room for train to enter
20:46:43  <Osai> the same I have
20:46:46  <Osai> but right now
20:46:54  <Osai> I want a less space intensive packer
20:46:59  <Osai> for a parallel station setup
20:47:46  <Phazorx> but it is badly formed (it would slow down ML train and let SL train enter
20:47:46  *** Zarenor has joined #openttdcoop
20:47:46  <Osai> I just don't have an idea right now
20:47:46  <Zarenor> !players
20:47:46  <PublicServer> Zarenor: Client 39 (Orange) is csuke, in company 1 (New Safingley Transport)
20:47:46  <PublicServer> Zarenor: Client 41 (Orange) is MDGrein, in company 1 (New Safingley Transport)
20:47:46  <PublicServer> Zarenor: Client 22 (Orange) is Techinica, in company 1 (New Safingley Transport)
20:47:46  <PublicServer> Zarenor: Client 43 is Intexon, a spectator
20:47:46  <PublicServer> Zarenor: Client 19 (Orange) is Roysvork, in company 1 (New Safingley Transport)
20:47:47  <PublicServer> Zarenor: Client 37 (Orange) is 0sai, in company 1 (New Safingley Transport)
20:47:47  <Phazorx> Osai: the stagered one works quite well on entrance part as well
20:47:47  <Phazorx> check the save game
20:47:57  <Phazorx> that entrace handles full blown packed stream
20:48:04  <Phazorx> with minimal spacing
20:48:15  <Zarenor> !dl win64
20:48:15  <PublicServer> Zarenor: http://binaries.openttd.org/nightlies/trunk/r18758/openttd-trunk-r18758-windows-win64.zip
20:49:19  <Zarenor> !password
20:49:19  <PublicServer> Zarenor: piking
20:50:01  <PublicServer> *** ZarenorDarkstalker joined the game
20:50:11  <Phazorx> hmm... what we might want to do si come up with ruling on fully accelerated SLHs
20:50:16  <Phazorx> rather than preaccelrated
20:50:32  <Phazorx> so SLH would act in SMLish fashion
20:51:05  <Phazorx> oh yeah... abother thing occured to m... is it possible to make SML concept to work beter with PBS
20:51:25  <Phazorx> to reduce chances of trains getting stuck at chooser?
20:51:31  <roysvork> what does it even do? lol
20:51:42  <Osai> hmmm
20:51:44  <Phazorx> or PBS completely messes up pathfinding?
20:51:50  <Osai> no
20:52:03  <Osai> you can even build prios with PBS
20:52:10  <Osai> we could at least try it
20:52:20  <Osai> we have SML in the current game
20:52:26  <Osai> we might rework one entrance :D
20:52:33  <Phazorx> go for it :)
20:52:50  <Osai> just check the entrance
20:52:55  <Mark> you could wrap the ML around the cyclotron to allow more entrances
20:53:08  <Mark> perhaps you could even have entrances every second tile or something
20:53:09  <Osai> hehe, nice idea
20:53:13  <Mark> that'd be huge though
20:53:30  <Osai> or at least at two sides
20:53:40  <Phazorx> that doesnt make sense
20:53:45  <Osai> I thought about a circled packer
20:53:46  <Phazorx> these train run at same speed
20:53:47  <Mark> indeed it doesn't
20:53:50  <Mark> i just realsied :P
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20:53:58  <Phazorx> meaning they pass same amount of times at same time
20:54:01  <Osai> but different radius
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20:54:16  <Phazorx> Osai: for that you need to turn ML trafic completely
20:54:23  <Phazorx> like more than 90 deg
20:54:33  <Mark> yeah, a complete loop in the ML :P
20:54:41  <Mark> doesn't matter a lot for high speed networks
20:54:53  <Mark> @calc 6.4*5.6
20:54:53  <Webster> Mark: 35.84
20:54:54  <sietse> !password
20:54:55  <PublicServer> sietse: piking
20:54:57  <sietse> hello all
20:54:59  <Mark> hello
20:55:02  <Phazorx> hi
20:55:03  <Osai> hi
20:55:05  <PublicServer> *** Sietse joined the game
20:56:09  <Phazorx> just occured to me
20:56:39  <PublicServer> <0sai> hmm
20:58:02  <Phazorx> why don't we fix FS1063
20:58:05  <Phazorx> for coop games
20:58:16  <Phazorx> so trians on curves would be predictable
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20:59:10  <Phazorx> i mean the easy way where geometrical speed matches the traveled distance on both straight and diagonal
20:59:19  <Mark> Phazorx: that'd mean we need patched clients, right?
20:59:45  <Mark> because the devs say it's the penalty you get for cheating to make more money (which makes zerzo sense)
20:59:47  <Phazorx> dont we use custom client now anyway?
20:59:54  <Mark> well, no
20:59:59  <Phazorx> !dl
20:59:59  <PublicServer> Phazorx: !dl autostart|autottd|autoupdate|lin|lin64|osx|win32|win64|win9x
21:00:05  <Phazorx> where these come from?
21:00:21  <Mark> they're just openttd's nightlies
21:00:25  <Mark> right?
21:00:30  <Phazorx> !dl win32
21:00:31  <PublicServer> Phazorx: http://binaries.openttd.org/nightlies/trunk/r18758/openttd-trunk-r18758-windows-win32.zip
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21:00:39  <Phazorx> oh now they are :)
21:00:50  <Phazorx> th usedto e hosted on coopers box at some point
21:00:59  <Phazorx> we can at least do it from mz games
21:01:03  <Phazorx> and IS :)
21:01:09  <PublicServer> <Techinica> bah
21:01:18  <PublicServer> <Techinica> all the trains jondisti added for me dont have shared orders :(
21:01:26  <Phazorx> and i can come up with a few ways to compensate income gain
21:03:02  <Phazorx> well before i get into this discussion i better finish with DF i guess
21:05:57  <PublicServer> <Techinica> :(
21:05:58  <PublicServer> <csuke> hmm
21:07:14  <PublicServer> <ZarenorDarkstalker> What is the logic setup at Fruit 04 doing?
21:07:21  <PublicServer> *** MDGrein has left the game (leaving)
21:08:54  <PublicServer> <csuke> Techinica you missed a waypoint
21:09:00  <Osai> Phazorx: it doesn't work with pbs
21:10:03  <PublicServer> *** csuke has left the game (connection lost)
21:10:04  <Phazorx> whoch mean it screws pathing
21:10:10  <Phazorx> but you can cheat
21:10:15  <csuke> :S
21:10:22  <Phazorx> with reversed PBS
21:10:27  <Phazorx> as local penalty
21:10:32  <csuke> !password
21:10:32  <PublicServer> csuke: rapist
21:10:39  <csuke> omg @ password
21:10:46  <PublicServer> *** Intexon has left the game (connection lost)
21:11:00  <PeterT> !tell csuke !password
21:11:00  <PublicServer> csuke: rapist
21:11:03  <PeterT> !tell csuke !password
21:11:03  <Phazorx> csuke: autopilot does not like you :)
21:11:03  <PublicServer> csuke: rapist
21:11:04  <PeterT> !tell csuke !password
21:11:04  <PublicServer> csuke: rapist
21:11:20  <csuke> i saw the password, i was just omg
21:11:49  <PublicServer> *** csuke has left the game (connection lost)
21:11:53  <PeterT> csuke: You need a theRAPIST
21:12:00  <csuke> !password
21:12:00  <PublicServer> csuke: rapist
21:12:12  <PublicServer> *** csuke joined the game
21:12:38  <PublicServer> *** csuke has left the game (connection lost)
21:12:41  <csuke> server is *really slow
21:12:49  <Osai> and Phazorx, even with a
21:13:04  <Osai> pbs you can't get rid of those extra lanes for failed joins
21:13:19  <Osai> only if you reserve the track
21:13:35  <Osai> but if you decide to use that, you can't give a train priority
21:14:16  <PublicServer> <ZarenorDarkstalker> I'd found some way of using PBS for no-abort joins
21:14:19  <PublicServer> <ZarenorDarkstalker> with prio
21:14:28  <Osai> how?
21:14:43  <PublicServer> <ZarenorDarkstalker> but too long a series of switchers would result in too high a penalty and break it
21:15:03  <PublicServer> <ZarenorDarkstalker> I'm not sure I remember, would have to screw around with an active set of switchers
21:15:10  <PublicServer> <0sai> can you make an example
21:15:14  <PublicServer> *** csuke has left the game (connection lost)
21:15:19  <PublicServer> <0sai> try in !testarea
21:15:24  <PublicServer> <ZarenorDarkstalker> Thrax and I were messing around with them for probably 3 hours to get a working one
21:15:41  <PublicServer> <0sai> hmm
21:16:04  <Phazorx> i'll og in and show you wnat i meant
21:16:04  <PublicServer> <ZarenorDarkstalker> and then we found our set of switchers were too large, and broke them.. and people didn't like them
21:16:16  <PublicServer> *** ZarenorDarkstalker has left the game (connection lost)
21:16:30  <PublicServer> *** Intexon has left the game (connection lost)
21:16:32  <csuke> something is up with server
21:16:35  <PublicServer> *** csuke has left the game (connection lost)
21:16:35  <Zarenor> Strange D/C
21:16:40  <Zarenor> yeah...
21:16:49  <Zarenor> But I'l gladly try and find what we'd done again
21:17:14  <Zarenor> it had something to do with the way PBS worked
21:17:18  <Zarenor> or maybe it wasn't
21:17:42  <Zarenor> It mayhave involved EOL presignals
21:17:44  <PublicServer> <Techinica> I hate Maize :P
21:17:44  <Phazorx> !password
21:17:44  <PublicServer> Phazorx: bettor
21:17:57  <PublicServer> *** Phazorx joined the game
21:18:00  <Phazorx> wth is bettor?
21:18:07  <Zarenor> forced trin to switch of there was room, but if EOL was green and switch wsn't it continued
21:18:13  <PublicServer> <Phazorx> osai where you tried ith pbs?
21:18:13  <Zarenor> which breaks if the line ahead clogs
21:18:23  *** Gleeb|Away is now known as Gleeb
21:18:27  <PublicServer> <0sai> Phazorx: !testarea
21:18:45  <Osai> Zarenor: a screenshot would be nice :>
21:19:21  <PublicServer> <Techinica> Anyone want to tell me why trains are stopping at Maize 01 OUT?
21:19:23  <PublicServer> *** ZarenorDarkstalker joined the game
21:19:26  <PublicServer> <Techinica> and IN for that matter
21:19:31  <PublicServer> <ZarenorDarkstalker> I'll see if I can build it
21:19:41  <PublicServer> <ZarenorDarkstalker> I didn't keep a ss, IDK if thrax did or not
21:20:09  <PublicServer> <0sai> go non stop via
21:20:10  <PublicServer> <0sai> helps
21:20:26  <PublicServer> *** lomba joined the game
21:20:41  <PublicServer> <Phazorx> ei dotn get it
21:20:43  <PublicServer> <Techinica> Copper 02 trains don't have that.
21:20:43  <PublicServer> *** lomba has left the game (connection lost)
21:20:46  <PublicServer> <Phazorx> are trains different
21:20:51  <PublicServer> <Phazorx> i mean orders
21:21:21  <PublicServer> <Techinica> I'm equally confused, but whatever works.
21:21:22  <PublicServer> <ZarenorDarkstalker> Osai: you want me to try modifying this test, or build seperately?
21:21:45  <PublicServer> <0sai> build sperately :>
21:21:59  <PublicServer> <0sai> maybe next to  it
21:22:01  <PublicServer> <0sai> nice
21:22:11  <PublicServer> *** lomba joined the game
21:22:24  <PublicServer> <0sai> hmm Phazorx
21:23:28  <PublicServer> <Phazorx> veh limit
21:23:32  <Phazorx> !trains 777
21:23:32  <PublicServer> *** Phazorx has set max_trains to 777
21:24:27  <PublicServer> <0sai> the problem in the middle is
21:24:33  <PublicServer> <Phazorx> osai hang on
21:24:37  <PublicServer> <0sai> the signal gap is very long
21:24:42  <PublicServer> <Phazorx> it doesntwork like it used to
21:24:47  <PublicServer> <0sai> yea
21:26:28  <PublicServer> <Phazorx> osai you see used to work and now ?
21:26:39  <PublicServer> <0sai> yea
21:26:53  <PublicServer> <Phazorx> w/o second exit signal
21:27:04  <PublicServer> <Phazorx> presignal stays red if the other is red
21:27:17  <PublicServer> <Phazorx> but it used to work like it is on "used to work"
21:27:59  <PublicServer> <Phazorx> problem is - it doubles the signal iterval in some cases
21:29:34  <PublicServer> <Phazorx> anyway what i was suggesting wth pbs
21:30:13  <PublicServer> <Phazorx> but it breas presignal then
21:30:28  <PublicServer> <0sai> yes
21:31:18  <PublicServer> <Phazorx> hrm
21:31:40  <PublicServer> <Phazorx> nah not possible
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21:33:01  <PublicServer> <Phazorx> run out of rom, lol
21:34:59  <PublicServer> <Phazorx> that actualy doesnt do anything
21:35:04  <PublicServer> <ZarenorDarkstalker> I know
21:35:09  <PublicServer> <ZarenorDarkstalker> I'm thinking
21:35:21  <PublicServer> <Phazorx> i meant mine setiup :)
21:35:25  <PublicServer> <ZarenorDarkstalker> ah
21:35:32  <PublicServer> <0sai> no
21:35:33  <PublicServer> <ZarenorDarkstalker> mine doesn't work well either then...
21:35:38  <PublicServer> <0sai> pbs is useless :D
21:35:42  <PublicServer> <Phazorx> it i
21:35:45  <PublicServer> <Roysvork> does anyone who knows what they're doing fancy fixing the pruntburg regulator\injector?
21:35:52  <PublicServer> <Roysvork> it keeps on jamming up
21:40:17  <PublicServer> <Phazorx> nah i give up
21:40:26  <PublicServer> <Phazorx> PBS is a fail
21:41:04  <PublicServer> *** Phazorx has left the game (connection lost)
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21:44:05  <PublicServer> <0sai> it doesn't work
21:44:19  *** Intexon has joined #openttdcoop
21:44:27  <PublicServer> <0sai> pbs is absolutely pointless if it comes to an 2>1 situation
21:44:41  <Phazorx> 2>2 there
21:44:49  <PublicServer> <0sai> but we want 2>1
21:44:57  <PublicServer> <0sai> in general
21:44:57  <Phazorx>  well yeah
21:45:00  <Phazorx> SML isa trick
21:45:11  <Phazorx> so we need programmable signals
21:46:15  <Osai> something like that, yes
21:46:23  <Phazorx> and fs1063 fix
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21:46:30  <Osai> yea
21:46:34  <Phazorx> whih is easy
21:46:39  <Phazorx> despite that rubi says
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21:46:56  <Phazorx> even with money thing
21:47:09  <Phazorx> i proposed to count tiles of both types
21:47:17  <Phazorx> and then factor ratio in for final profit
21:47:25  <Osai> good idea
21:47:37  <Phazorx> rubi didnt like that either
21:47:38  <Osai> you go faster on diagonal tracks, but earn less money
21:47:44  <Phazorx> yu
21:47:45  <Phazorx> yup
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21:48:01  <Phazorx> but i dont see money as an issue even
21:48:06  <Osai> me neither
21:48:15  <Phazorx> i justw ant to fix the nonesense with growing trains
21:48:25  <Phazorx> that really bugs me
21:48:41  <Osai> I want a fix for the join fail
21:48:49  <Phazorx> join fail ?
21:49:07  <Osai> when a train tries to join a track
21:49:16  <Osai> and in the same moment the signal turns red
21:49:18  <Phazorx> well PBS can be some of help
21:49:38  <Osai> not right now
21:49:42  <Phazorx> currently train only reserves track that are under it
21:50:01  <Phazorx> with PBS it reserves from where it is to end of signal block
21:50:11  <Osai> yes
21:50:18  <Osai> but it always needs an end
21:50:27  <Phazorx> if we can make presignals reserve tracks in same fashion it will fix the issue
21:50:35  <Phazorx> well presignals have "end"
21:50:42  <Phazorx> which is exit/combo
21:50:48  *** csuke has quit IRC
21:50:59  <Phazorx> at the point when it rolls over choise entry signal
21:51:03  <Osai> well, it would help if we can reserve track to the next train in a pbs block too
21:51:24  <Phazorx> it should reserve one of possible ways to the exit
21:51:46  <Osai> yes, buts an absolutely useless
21:52:02  <Phazorx> that kinda depnds on design :)
21:56:11  <PublicServer> <0sai> hmm
21:56:16  <PublicServer> <ZarenorDarkstalker> hm?
21:56:18  <PublicServer> <0sai> does it make sense ZarenorDarkstalker
21:56:22  <PublicServer> <0sai> .D
21:56:45  <PublicServer> <ZarenorDarkstalker> I know what we need to make it easy.. I'm just trying to think of extra ways to make it work.. better
21:57:09  <PublicServer> <ZarenorDarkstalker> Let me increase TL on my corrent example and see if it breaks
21:57:15  <PublicServer> <ZarenorDarkstalker> *current
22:05:28  *** dr_gonzo has quit IRC
22:07:10  <PublicServer> <Roysvork> right I'm gonna call it a night I think
22:07:31  <PublicServer> <Roysvork> 'laterz'
22:08:06  <PublicServer> *** Roysvork has left the game (leaving)
22:08:10  <PublicServer> <ZarenorDarkstalker> Phazorx: See my current build, please comment
22:08:19  <PublicServer> <ZarenorDarkstalker> I'm off to make dinner
22:08:19  *** roysvork has quit IRC
22:08:20  <PublicServer> <ZarenorDarkstalker> bbl
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22:09:48  <PublicServer> <0sai> hmm
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22:24:10  <Osai> Phazorx: could we fix the problem if the have signal gap = 1 on diagonal tracks?
22:24:50  <Osai> I just extended the cyclotron
22:24:50  <Osai> :D
22:24:58  <Osai> and had the problem
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22:25:03  <Osai> but signal gap 1 helpd
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22:36:11  <Phazorx> Phazorx: actualy there is aoter isue relevant to that
22:36:51  <Chris_Booth> Phazorx: is that the sprite getting longer?
22:37:15  <Phazorx> on diagonl tracks autosignal places signals with gaps of X + 0.5 of chosen signal interva
22:37:38  <Phazorx> so with autotool instead of 1 you get 1.5
22:37:55  <Chris_Booth> but its the sprit 1.5 instead of 1?
22:38:10  <Chris_Booth> as the get longer as the go into a daigonal track section?
22:38:13  <Phazorx> errr... no i mean signal gaps at that moment
22:38:20  <Chris_Booth> yes i know that
22:38:21  <Phazorx> the sprite is another issue
22:38:32  <Phazorx> which is relevant to FS1063
22:38:47  <Chris_Booth> but if the sprit is 25% bigger then should the signal gap be 25% bigger?
22:39:04  <Phazorx> sprite actualy has "same size"
22:39:12  <Phazorx> one train car occupies half a tile
22:39:29  <Chris_Booth> its not the same size though
22:39:37  <Phazorx> that;s a very tricy question
22:39:43  <Phazorx> very much depend what you deem as size
22:40:00  <Phazorx> visualy it is different as any object is supposed to be with isometrical projection
22:40:08  <Phazorx> actualy that inst iso that's deometrical
22:40:29  <Phazorx> where diometrical even
22:41:29  <Phazorx> so to anwer Osai question gap 1 (half a tile i guess?) fixes differnt issue
22:42:05  <Phazorx> since fs1063 is really represents itself with tail of train slowing down while train enters diagonal section
22:44:46  <Phazorx> and even you you place signals with gap of 0 (on every tile) that only deals with problem up to certain train size,  so it is sort of a workaround
22:46:53  <Chris_Booth> !password
22:46:53  <PublicServer> Chris_Booth: threes
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22:56:27  <Osai> !tunnels
22:56:27  <PublicServer> Osai: !tunnels <trainlength> <gap>: Returns amount of tunnels/bridges needed. Formula: (<gap>+<trainlength>-2)/(<trainlength>+2)
22:57:05  <Osai> !tunnels 4 6
22:57:05  <PublicServer> Osai: You need 2 tunnels/bridges for trainlength 4 and gap 6.
22:57:12  <Osai> !tunnels 4 8
22:57:12  <PublicServer> Osai: You need 2 tunnels/bridges for trainlength 4 and gap 8.
22:57:58  <Techinica> !password
22:57:58  <PublicServer> Techinica: threes
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