Config
Log for #openttdcoop on 28th February 2012:
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00:03:45  *** Ryton has quit IRC
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06:43:43  <jpfx1342> @quickstart
06:43:44  <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart
06:44:52  <jpfx1342> !help
06:44:52  <PublicServer> jpfx1342: http://www.openttdcoop.org/wiki/IRC_Commands
06:46:53  <jpfx1342> !dl win32
06:46:53  <PublicServer> jpfx1342: http://binaries.openttd.org/nightlies/trunk/r23974/openttd-trunk-r23974-windows-win32.zip
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08:35:55  <Rhamphoryncus> !playercount
08:35:55  <PublicServer> Rhamphoryncus: Number of players: 0 (0 spectators)
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09:09:59  <Rhamphoryncus> How much longer is the current map likely to run?
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13:26:58  <V> !password
13:26:58  <PublicServer> V: darted
13:28:09  <PublicServer> *** V453000 has left the game (downloading map took too long)
13:28:09  <PublicServer> *** V453000 has left the game (connection lost)
13:28:11  <PublicServer> *** Game still paused (number of players)
13:29:10  <V> ...
13:29:59  <bassals> where is the 453000?
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13:34:55  <V> 453000 is gone I am just too lazy to connect to proper irc :)
13:35:10  <V> wifi here is so bad that it didnt make it there yesterday :D
13:35:39  <bassals> but I like the 453000
13:35:46  <bassals> :D
13:36:48  <V> taking ages :z
13:37:33  <V> hm interesting
13:37:38  <V> it doesnt connect me to channels
13:38:10  <V> I just see status window with all channels ... however I cant type in that window ofc :D
13:38:34  <V> I will try a different place in the room
13:41:23  <V453000> ha :) there you go
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13:41:40  <V453000> !password
13:41:41  <PublicServer> V453000: darted
13:42:20  <PublicServer> *** Game still paused (number of players)
13:42:46  <PublicServer> *** Game still paused (number of players)
13:43:24  <PublicServer> *** V453000 has left the game (downloading map took too long)
13:43:24  <PublicServer> *** V453000 has left the game (connection lost)
13:43:26  <PublicServer> *** Game still paused (number of players)
13:43:33  <V453000> ok not so awesome
13:44:00  <Rhamphoryncus> Double plus unawesome?
13:46:03  <V453000> well at least I can download autosaves here :D the wifi didnt manage to download one when I was at the other place :D
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14:17:19  <LoPo> hello
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14:20:40  *** kilo.oftc.net sets mode: +ooo XeryusTC V453000 tneo
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14:25:13  <LoPo> !password
14:25:13  <PublicServer> LoPo: darted
14:25:26  <PublicServer> *** Game still paused (number of players)
14:25:26  <PublicServer> *** LoPo joined the game
14:25:46  <V453000> hio
14:25:59  <LoPo> hi
14:43:34  *** Firestar has joined #openttdcoop
14:43:42  <Firestar> !players
14:43:44  <PublicServer> Firestar: Client 2179 (Orange) is LoPo, in company 1 (Trunington Transport)
14:43:50  <Firestar> hi LoPo
14:44:54  <PublicServer> *** LoPo has left the game (leaving)
14:45:04  <LoPo> ey :P
14:46:02  <Firestar> !password+
14:46:06  <Firestar> !password
14:46:06  <PublicServer> Firestar: darted
14:46:31  <PublicServer> *** Game still paused (number of players)
14:46:32  <PublicServer> *** Firestar joined the game
14:46:35  <Firestar> whyd ya leave?
14:46:55  <PublicServer> *** Game still paused (number of players)
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14:47:01  <PublicServer> <Firestar> hi
14:47:05  <PublicServer> <bassals> hello
14:48:50  <LoPo> want me to join?
14:50:47  <LoPo> !password
14:50:47  <PublicServer> LoPo: subbed
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14:59:11  <SAL9000> !download
14:59:11  <PublicServer> SAL9000: !download autostart|autottd|lin|lin64|osx|ottdau|source|win32|win64|win9x
14:59:11  <PublicServer> SAL9000: http://www.openttd.org/en/download-trunk/r23974
14:59:17  <SAL9000> !download win64
14:59:17  <PublicServer> SAL9000: http://binaries.openttd.org/nightlies/trunk/r23974/openttd-trunk-r23974-windows-win64.zip
14:59:31  *** SAL9000 is now known as elecRules
15:01:43  <V453000> oh hello :)
15:01:46  <PublicServer> <Firestar> hi
15:01:56  <PublicServer> <bassals> hi
15:02:01  <elecRules> Hi :)
15:02:25  <elecRules> PING 1330441341 819095
15:03:07  <elecRules> !password
15:03:07  <PublicServer> elecRules: bureau
15:03:31  <PublicServer> *** elecRules joined the game
15:05:35  <PublicServer> <elecRules> LOL the speed limits
15:06:01  <PublicServer> *** Firestar has left the game (leaving)
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15:16:56  <Rhamphoryncus> elecRules: those speed limits are all about candy
15:17:29  <PublicServer> <elecRules> ah
15:17:48  <PublicServer> <elecRules> we need speed limit signs placeable on rails
15:17:58  <PublicServer> <elecRules> (instead of timetabled speed limits)
15:19:05  <planetmaker> do we?
15:19:17  <PublicServer> <elecRules> Just joking :)
15:21:01  <PublicServer> <bassals> do we disconnect the right half of SLH10?
15:21:17  <PublicServer> <bassals> considering it only serves wood right now
15:21:36  <PublicServer> <elecRules> Fixed terminus at Rendstone Woods by switching it to PBS
15:22:39  <Rhamphoryncus> !password
15:22:39  <PublicServer> Rhamphoryncus: thrill
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15:25:51  <PublicServer> <elecRules> How do you count diagonal tiles for TL?
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15:26:10  <PublicServer> <bassals> like it's shown in the tooltip
15:26:20  <PublicServer> <Rhamphoryncus> Half a tile for each wagon, same as straight tiles
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15:34:48  <PublicServer> <Rhamphoryncus> oopsy?  :)
15:35:06  <PublicServer> <elecRules> Yep
15:35:12  <PublicServer> <elecRules> Couldn't build fast enough, lol
15:35:22  <PublicServer> <bassals> stop them then
15:35:28  <PublicServer> <elecRules> these take 3 ingame months to clean up, right?
15:35:38  <PublicServer> <Rhamphoryncus> You can ctrl-click on the head of a train beforehand to stop them
15:35:41  <PublicServer> <elecRules> ohhhhhh
15:35:44  <PublicServer> <Rhamphoryncus> But I almost never do that either, hehe
15:35:46  <PublicServer> <elecRules> didn't know about that
15:35:50  <PublicServer> <elecRules> lol
15:36:12  <PublicServer> <Rhamphoryncus> I nearly had a crash 10 minutes ago.  Luckily the train wasn't heading to an occupied platform.
15:38:22  <PublicServer> <elecRules> Phew
15:38:54  <PublicServer> <elecRules> This thing really needs to be Ro-Ro not terminus...
15:39:04  <PublicServer> <elecRules> idk if there's enough space for Ro-Ro though
15:39:43  <PublicServer> <bassals> it's ok right now
15:40:05  <PublicServer> <elecRules> gack, SLH 10 in is backed up, badly
15:40:20  <PublicServer> *** LoPo has joined spectators
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15:48:01  <sane> !info
15:48:01  <PublicServer> sane: #:1(Orange) Company Name: 'Trunington Transport'  Year Founded: 1950  Money: 2213689451  Loan: 0  Value: 2223256992  (T:1191, R:100, P:0, S:0) unprotected
15:48:07  <sane> !players
15:48:10  <PublicServer> sane: Client 2202 (Orange) is Rhamphoryncus, in company 1 (Trunington Transport)
15:48:10  <PublicServer> sane: Client 2187 (Orange) is bassals, in company 1 (Trunington Transport)
15:48:10  <PublicServer> sane: Client 2196 (Orange) is elecRules, in company 1 (Trunington Transport)
15:51:28  <theholyduck> elecRules, you can make high capacity terminuses
15:51:39  <theholyduck> not knowing the specific station you're talking about
15:51:55  <PublicServer> <elecRules> Fort Trinningbury Heights
15:52:01  <PublicServer> <elecRules> I added a 5th platform to it
15:52:04  <theholyduck> but its technically possible to have a terminus with the same capacity as a roro
15:52:08  <theholyduck> barring half a tile
15:52:09  <sane> !password
15:52:09  <PublicServer> sane: laming
15:52:09  <theholyduck> of blocking
15:52:12  <PublicServer> <elecRules> seems to be OK when the SLH isn't backstuffed
15:52:18  <PublicServer> <bassals> yes
15:52:19  <PublicServer> *** sane joined the game
15:52:30  <PublicServer> <elecRules> (SLH 10)
15:52:42  <PublicServer> <bassals> to fix that we would need to expant the paper station
15:53:04  <PublicServer> <elecRules> Hmmm
15:53:18  <PublicServer> <bassals> at least add a 4th exit lane
15:53:52  <PublicServer> <elecRules> Damn all this eye-candy, it's so confusing lol
15:54:54  <PublicServer> <elecRules> Taking down the paper pickup for upgrades
15:55:00  <PublicServer> <elecRules> prepare for possible SL jams
15:55:01  <theholyduck> http://wiki.openttdcoop.org/images/6/6f/Psg204_steelmill.png elecRules example
15:55:08  <theholyduck> if you havent seen high capacity terminuses before
15:55:38  <V453000> omg
15:55:48  <V453000> just ask if a station jams the ML
15:56:00  * theholyduck just went for the first xless terminus he could find in the stationary
15:56:02  <PublicServer> *** sane has left the game (leaving)
15:56:08  <V453000> yes exactly
15:56:10  * theholyduck licks V453000 
15:56:14  <V453000> x-less is "good" because?
15:56:21  <V453000> because nothing
15:56:28  <theholyduck> V453000, lets trains exit with less blocking?
15:56:34  <theholyduck> in theory anyway
15:56:35  <sane> hmmm my old iMac cannot handle the amount of trains. hittin 100% all the time. Time to buy a proper pc
15:56:36  <V453000> so?
15:56:37  <Rhamphoryncus> theholyduck: that is spectacular.. but too many train tracks ;)
15:56:51  <theholyduck> V453000, capacity simelar to a roro.
15:56:57  <V453000> utter bullshit
15:57:08  <V453000> there is no question about capacity anywhere
15:57:21  <theholyduck> V453000, well, i think he ment he neaded the waiting bays on exit
15:57:24  <V453000> the only thing that you care about is if the station is enough for the amount of traffic coming in
15:57:43  <PublicServer> <elecRules> Backup
15:57:45  <theholyduck> which is why i was demonstrating how you add nice dedicated waiting bays for exiting trains.
15:57:45  <PublicServer> <elecRules> Back up*
15:57:45  <V453000> and terminus with or without x can both be done that way
15:57:49  <PublicServer> <elecRules> hopefully that helps
15:58:07  <theholyduck> V453000, sure, but this was the first terminus i found scrolling through that had the waiting bays out
15:58:14  <theholyduck> its not the ONLY way of doing it sure
15:58:18  <V453000> if exit has good throughput you dont really need bays on exit
15:58:55  <theholyduck> which apparently this station didnt have.
15:59:06  <V453000> if it has bad throughput, bays on exit can help with platform throughput. Still nothing saves you from having more platforms
15:59:07  <theholyduck> i worded it badly sure, i was just saying, roro isnt the only way of solving slow merges to sl
15:59:43  <theholyduck> <PublicServer> <elecRules> This thing really needs to be Ro-Ro not terminus...
15:59:43  <theholyduck> <PublicServer> <elecRules> idk if there's enough space for Ro-Ro though
15:59:47  <theholyduck> was what i was responding to
16:00:14  <PublicServer> <elecRules> Anything else we can do to fix paper pickup and it's SL?
16:00:16  <theholyduck> more bays definitly help, and for all i know, it might have enough exit waiting space.
16:00:18  <PublicServer> <elecRules> (SLH 10 is jammed to f**k)
16:00:41  <theholyduck> was just trying to explain, terminuses are suitable for the things roro are. with a bit of work
16:01:15  <V453000> pretty much
16:01:23  <PublicServer> <bassals> @@(gap 6)
16:01:23  <Webster> PublicServer: For Trainlength of 6: <= 12 needs 2, 13 - 20 needs 3, 21 - 28 needs 4.
16:02:36  <V453000> http://wiki.openttdcoop.org/images/8/85/Psg175_drop.png perhaps a good example too :P
16:02:54  <V453000> because the X really doesnt hurt
16:03:00  <theholyduck> V453000, well yeah
16:03:03  <theholyduck> the principle is the exit bay
16:03:05  <PublicServer> <bassals> hey
16:03:19  <V453000> the exit bay is pointless imo
16:03:23  <PublicServer> <bassals> you've broken the overflow :-(
16:03:46  <V453000> and in the end there still are bays for every set of 2 platforms
16:04:04  <theholyduck> i prefer seperate bays personally, because it looks cooler
16:04:14  <theholyduck> but with the exta space betwen platforms, etc
16:04:17  <theholyduck> its not optimal
16:04:24  <theholyduck> just cooler
16:04:33  <V453000> it sure does look nice
16:06:08  <V453000> but the X-less terminus is usually so very overrated
16:08:58  <theholyduck> V453000, just because its theoretically of higher capacity, doesnt mean its ever actually needed. sure
16:09:18  <PublicServer> <elecRules> Can someone take a look at the paper pickup near SLH 10?
16:09:40  <PublicServer> <elecRules> I think I've partially fixed it, but it's still very slow
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16:09:45  <V453000> it doesnt even theoretically mean higher capacity
16:09:50  <V453000> that is the point
16:10:30  <V453000> for example http://wiki.openttdcoop.org/File:Psg175_drop.png has absolute capacity potential. You can simply clone platforms for as long as you want
16:10:42  <V453000> as pretty much any other station design does
16:11:02  <V453000> perhaps not so obvious as it isnt just about cloning, but the principle is the same
16:13:08  <V453000> see what I mean?
16:14:59  <theholyduck> V453000, i guess
16:15:19  <V453000> just define a good station, really
16:15:26  <V453000> what are the thing you want from a station
16:15:39  <V453000> trains come from ML, drop shit, leave ... all that should be done without jamming
16:15:45  <V453000> jamming the ML that is
16:15:54  <V453000> anything else you do is not important in general
16:16:03  <theholyduck> we both agree roros arent necesarily needed for good capacity or less jams though
16:16:39  <V453000> even ro-ro or terminus shape is not important in general
16:16:51  <bassals> need to go
16:16:59  <PublicServer> <elecRules> cya
16:17:04  <Rhamphoryncus> Hrm.  Would 3 platforms per entrance, flanked by 2 exits, be a good design?  It'd guarantee the ability to exit even when a train is entering
16:17:05  <PublicServer> *** bassals has left the game (leaving)
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16:18:06  <Rhamphoryncus> Or I could just alternate entrance/exit and not let a train go beyond the adjacent options
16:18:16  <DrSpangle> @quickstart
16:18:18  <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart
16:18:21  <V453000> perhaps, perhaps not, perhaps it depends on trains, but certain is that if you did such platform trio multiple times to suffice the load it needs to, it would work for sure
16:18:56  <DrSpangle> hello everyone
16:19:13  <PublicServer> <elecRules> Hello
16:19:16  <V453000> hi
16:19:21  <DrSpangle> i am absolutely thrilled to be here
16:19:29  <V453000> well, welcome :)
16:19:31  <DrSpangle> i was all but sure that nobody played TTD anymore
16:19:51  <DrSpangle> shall we all introduce ourselves?
16:20:00  <V453000> if you like to :)
16:20:09  <theholyduck> DrSpangle, tons of people play openttd these days
16:20:27  <theholyduck> normal stable has quite a few servers and people playing
16:20:28  <theholyduck> at all times
16:20:43  <V453000> I am me, called V, everyone around here hates me as I am a complete idiot. Your turn :)
16:20:55  * theholyduck licks V453000's nose
16:21:06  <DrSpangle> i am new to openttd, i have been playing ttd unsuccessfully since it originally was sold
16:21:23  <V453000> unsuccessfully?
16:21:23  <DrSpangle> i have been studying the successful operation of trains from many sources
16:21:54  <theholyduck> well, normal ttd is pretty limited in a lot of ways
16:22:00  <theholyduck> stupid trains, limited signaling, etc
16:22:03  <DrSpangle> yes, i would say that i am a novice and it has only been very recently that i have learned to operate signals, or anything like this
16:22:14  <Rhamphoryncus> Openttdcoop shall bathe  you in awesome.  You shall go blind, but it will be awesome.
16:22:21  <DrSpangle> yeah, the trains are very stupid. there are so many signaling options now
16:22:33  <PublicServer> <elecRules> You haven't seen the insanity that is the public server :3
16:22:41  <DrSpangle> as yet, however, i am still new to concepts like proper junctions and hubs
16:22:47  <PublicServer> <elecRules> "Brains melted here"(tm)
16:22:50  <theholyduck> DrSpangle, well the new pathfinders are much smarter
16:22:54  <theholyduck> than the original ttd one
16:23:07  <theholyduck> so trains are slightly less stupid now
16:23:19  <Rhamphoryncus> All those references on the wiki's junction pages about "natural turns", heh
16:23:52  <V453000> yes those are funny
16:23:59  <theholyduck> i mean, its not THAT long ago that trains turning left to turn right and what not
16:24:01  <theholyduck> didnt work well
16:24:12  <V453000> it is very long ago duck
16:24:21  <theholyduck> V453000, 5-6 years?
16:24:31  <theholyduck> i remember it happening to me once atleast
16:24:44  <DrSpangle> i don't understand any of this business, for the most part i have been successful at creating point to point rails with large RO-RO stations, and it was only very recently that i was able to implement a 3-track design (one multidirectional, two unidirectional N/S)
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16:25:10  <V453000> bidirectional lines arent really useful anyhow :)
16:25:19  <V453000> hi dixon
16:25:30  <theholyduck> trains arent smart enough to use them well enough anyway
16:25:54  <DrSpangle> i have found that this one was useful for allowing trains to pass blocked tracks but it was only sometimes that they were used properly
16:26:08  <DrSpangle> but adding sidelines to connect to this has always been very frustrating
16:26:11  <theholyduck> DrSpangle, better to just avoid blocking tracks and using trains of the same speed.
16:26:19  <V453000> ^
16:26:26  <PublicServer> <bassals> breakdowns I guess
16:26:26  <Rhamphoryncus> The throughput of a bidirection track is inversely proportional to it's length
16:26:28  <theholyduck> DrSpangle, and play with breakdowns off.
16:26:30  <DrSpangle> the tracks would become blocked as a result of breakdowns
16:26:53  <PublicServer> *** bassals has left the game (leaving)
16:26:58  <Rhamphoryncus> And putting signals along it to allow switching does NOT decrease the length.
16:26:59  <bassals> goodbye
16:27:03  <DrSpangle> see, i wished to play with breakdowns because i found it was more realistic, and i fancied the idea of being able to make tracks that could regulate themselves against broken down trains
16:27:08  <PublicServer> <elecRules> cya
16:27:12  *** bassals has quit IRC
16:27:19  <PublicServer> <elecRules> New game type proposal: Breakdowns on
16:27:20  <Rhamphoryncus> DrSpangle: it is a nice idea
16:27:22  <V453000> breakdowns arent an option if you want to play "well"
16:27:42  <PublicServer> <elecRules> Redundant SLs and MLs are a possibility though
16:27:47  *** dixon has quit IRC
16:27:50  <theholyduck> especially because they happen all the time
16:27:57  <theholyduck> even with reduced breakdowns, it happens a fair share
16:28:00  <Rhamphoryncus> The problem with breakdowns is that they cause so much slowdown as to trump everything else you do
16:28:02  <PublicServer> <elecRules> Making the hubs redundant will be *fun* though
16:28:18  <DrSpangle> consistantly i have used redundancy to some success in dealing with breakdowns, but i have never successfully implemented a hub because i did not understand the design
16:28:37  *** sepp has joined #openttdcoop
16:28:52  <PublicServer> <elecRules> Try starting 'simpler' - single linear main line with SLs branching off wherever you need them
16:29:03  <PublicServer> <elecRules> and a main-line drop/pickup station on the end of the ML
16:29:06  <V453000> hubs are just where tracks meet, point is simple - get trains from direction A to B and vice versa etc
16:29:06  <DrSpangle> but i have even made redundant station split (is this the right term? i mean large forked station entrances with presignals) successfully
16:29:26  <DrSpangle> yes, i understand the concept, but the design is where the difficulty lies
16:29:44  <V453000> well sure that is all about the way how you solve the stuff :)
16:29:44  <elecRules> !players
16:29:47  <PublicServer> elecRules: Client 2202 (Orange) is Rhamphoryncus, in company 1 (Trunington Transport)
16:29:47  <PublicServer> elecRules: Client 2196 (Orange) is elecRules, in company 1 (Trunington Transport)
16:30:05  <V453000> concept is all you need to know
16:30:32  <PublicServer> <elecRules> V, any idea on how to increase throughput of the paper pickup at SLH 10?
16:30:38  <DrSpangle> i like to pretend i can learn these things quickly because i am a computer engineer by trade, but i find that in practice it is very difficult to miscalculate a design while trying to build, because you can't lay down "blueprint" tracks prior to actually laying real tracks
16:30:50  <DrSpangle> difficult not to miscalculate, i mean
16:31:04  <PublicServer> *** Sepp joined the game
16:31:07  <V453000> paper pickup certainly isnt at SLH10
16:31:22  <PublicServer> <elecRules> uhm, the station says "PAPER PICKUP"
16:31:36  <V453000> but afaik the paper pickup jams because the exiting mergers and lines are jamming
16:31:38  <PublicServer> <elecRules> and it's 1 screen away from SLH10
16:31:46  <V453000> yes
16:31:48  <V453000> main station
16:31:51  <V453000> therefore ML
16:31:58  <PublicServer> <elecRules> ohhhhhh
16:32:00  <PublicServer> * elecRules facepalms
16:32:09  <DrSpangle> !dl win64
16:32:09  <PublicServer> DrSpangle: http://binaries.openttd.org/nightlies/trunk/r23974/openttd-trunk-r23974-windows-win64.zip
16:32:34  <PublicServer> <elecRules> Anything we can do about this, since a 4th line probably won't fit in down here?
16:32:52  <V453000> improve the merger
16:33:00  <PublicServer> <elecRules> Which one?
16:33:02  <V453000> if 3 lines can get in, 3 must be able to get out
16:33:30  <V453000> holy jesus, PBS station exit
16:33:38  <PublicServer> <elecRules> It helped a bit
16:34:07  <V453000> just allow the jamming line to join all 3 other lines
16:34:25  <V453000> also the pre-signals at the station exit only make the gap larger, nothing else
16:34:30  <DrSpangle> this sounds fascinating, i would like to watch you guys
16:34:44  <PublicServer> <elecRules> The pre-signals at station exit prevent premature injection
16:34:47  <PublicServer> <elecRules> from the sidings
16:35:37  <V453000> they do nothing but increase the gap.
16:35:47  <PublicServer> *** Sepp has left the game (leaving)
16:35:51  *** sepp has quit IRC
16:36:02  <V453000> DrSpangle: then join :) @@quickstart will help you with that
16:36:03  <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart
16:36:17  <DrSpangle> i am reviewing that at the moment
16:37:29  <V453000> but yes your "fix" will basically work elecRules, however the pre-signals should be killed
16:37:53  <V453000> but unfortunately it will jam the extra 3 platforms of the drop
16:37:58  <V453000> so you should give those a priority
16:38:05  <PublicServer> <elecRules> I've killed the presignals
16:38:11  <PublicServer> <elecRules> k, adding prios
16:38:41  <PublicServer> <elecRules> WTF
16:38:48  <V453000> btw train 1100 doesnt have full load
16:38:53  <PublicServer> <elecRules> why the F**K did that crash?!?!???
16:39:00  <V453000> PBS
16:39:08  <PublicServer> <elecRules> D:
16:39:10  <DrSpangle> !dl win32
16:39:10  <PublicServer> DrSpangle: http://binaries.openttd.org/nightlies/trunk/r23974/openttd-trunk-r23974-windows-win32.zip
16:39:39  <PublicServer> <elecRules> Guess I'll have to raise the 2 paper lines to allow for a emergency patch
16:40:31  <V453000> just wait for it to clear
16:41:21  *** sane has quit IRC
16:43:57  <PublicServer> <elecRules> Would that give prio to the top line?
16:44:04  <PublicServer> <elecRules> (the presignals I just set up)
16:45:46  <DrSpangle> how does one install this newgrf pack i downloaded from the quickstart guide?
16:46:59  <V453000> it is written there
16:47:08  <V453000> extract it to documents/openttd/data
16:47:31  <DrSpangle> can i circumvent this by just downloading the missing files ingame
16:47:40  <theholyduck> DrSpangle, no
16:47:46  <theholyduck> not all the grfs we use are in bananas
16:48:41  <DrSpangle> it's definitely documents\openttd\data? not openttd\newgrf?
16:48:48  <theholyduck> yes
16:49:00  <DrSpangle> i haven't got a folder called \data\
16:49:02  <DrSpangle> i'll make one
16:49:32  <DrSpangle> oh, perhaps i do
16:49:35  <DrSpangle> and i'm just blind
16:50:37  <DrSpangle> !password
16:50:37  <PublicServer> DrSpangle: belows
16:50:41  <PublicServer> *** DrSpangle has left the game (connection lost)
16:50:50  <DrSpangle> what on earth
16:50:58  <DrSpangle> my computer is too slow to keep up with the server?
16:51:13  <DrSpangle> how is this possible, i'm on a quad core i7 machine
16:51:17  <PublicServer> <elecRules> Damn, can't fit a prio in there, lol
16:52:36  <PublicServer> *** DrSpangle joined the game
16:52:59  <PublicServer> <DrSpangle> mother of god
16:53:57  <V453000> havent yet seen any of our saves?
16:54:08  <PublicServer> <DrSpangle> no, my god
16:54:27  <V453000> oh :)
16:54:32  <V453000> @archive
16:54:32  <Webster> http://www.openttdcoop.org/wiki/PublicServer:Archive | http://www.openttdcoop.org/wiki/MemberZone:Archive | http://www.openttdcoop.org/wiki/ProZone:Archive
16:54:36  <V453000> might want to see that
16:55:07  <PublicServer> <DrSpangle> there is such chaos here
16:55:20  <theholyduck> DrSpangle, its not too bad really, once you wrap your head around it
16:55:30  <theholyduck> ofcourse, compared to point to point networks
16:55:32  <theholyduck> theres quite a gap
16:55:46  <V453000> and the worst thing of it all is that it isnt chaotic at all :)
16:55:57  <PublicServer> <DrSpangle> i have noticed there are many stations here that are not RO-RO stations
16:56:12  <PublicServer> <DrSpangle> i guess they're just reversing stations
16:56:22  <PublicServer> <DrSpangle> i am trying to watch them operate
16:56:32  <PublicServer> <DrSpangle> yeah, the trains simply reverse on them
16:56:38  <PublicServer> <Rhamphoryncus> Don't look at Wudstone lol
16:56:48  <PublicServer> <Rhamphoryncus> I wouldn't call anything it does "operate"
16:56:58  <PublicServer> <DrSpangle> i was looking at trunington
16:57:17  <PublicServer> <DrSpangle> the coal mine south of there
16:57:40  <PublicServer> <Rhamphoryncus> that's a pretty standard station
16:58:02  <PublicServer> <Rhamphoryncus> It's how path signals work
16:58:09  <PublicServer> <DrSpangle> but the train just magically turns around in there
16:58:11  <V453000> not so standard but well :)
16:58:15  <PublicServer> <DrSpangle> it's not even a double ended train
16:58:24  <V453000> oh you mean the coal station
16:58:28  <PublicServer> <Rhamphoryncus> The only trick is there's an extra tile of track leading up to allow space to slow down without blocking other trains
16:58:37  <V453000> well trains just reverse in stations if they need to
16:58:44  <PublicServer> <Rhamphoryncus> oh, and a pathfinder trap of some sort.  I haven't figured out those ones yet.
16:58:58  <PublicServer> <Rhamphoryncus> Trains in TTD have always reversed at end of line stations
16:59:03  <V453000> that is no pf trap and should be removed
16:59:07  <PublicServer> <DrSpangle> yes, but perhaps i'm a purist, i just don't allow it
16:59:15  <V453000> for as long as there is PBS in the station
16:59:17  <PublicServer> <DrSpangle> i would have turned this into a RO-RO station
17:00:31  <PublicServer> <DrSpangle> this is very interesting
17:00:34  *** Bassals has joined #openttdcoop
17:00:41  <PublicServer> <DrSpangle> i will need to leave shortly, but when i return i should like to observe more
17:00:44  <PublicServer> <elecRules> What's the best way to penalize a path?
17:00:54  <PublicServer> <elecRules> i.e. prevent trains from using it 50-50
17:01:00  <Bassals> reversed PBS?
17:01:00  <PublicServer> <elecRules> but make them use itwhen the others are closed
17:01:10  <PublicServer> <elecRules> Too powerful
17:01:21  <PublicServer> <elecRules> then they completely ignore that path
17:01:35  <Bassals> level crossing?
17:01:43  <PublicServer> <elecRules> No visible effect :(
17:01:45  <V453000> where exactly?
17:01:54  <V453000> or ... for what purpose
17:02:01  <PublicServer> <DrSpangle> am i experiencing a poor framerate because of network lag?
17:02:03  <PublicServer> <elecRules> The "shortcut" from the middle line to the inner line
17:02:09  <PublicServer> <elecRules> after the paper pickup
17:02:09  <Rhamphoryncus> What I was just experimenting with was a station, but with presignals and the exit signal *after* the station
17:02:11  <Bassals> !dl
17:02:12  <PublicServer> Bassals: !dl autostart|autottd|lin|lin64|osx|ottdau|source|win32|win64|win9x
17:02:12  <PublicServer> Bassals: http://www.openttd.org/en/download-trunk/r23974
17:03:08  <PublicServer> <elecRules> Oh good, they do use the path when the other one's blocked
17:03:15  <PublicServer> <elecRules> (just tested with a stopped train)
17:03:37  <V453000> oh that you mean
17:03:46  <V453000> sure, waiting bays have to do the job in such cases
17:05:11  <PublicServer> <elecRules> ok, there we go
17:05:15  <PublicServer> <elecRules> a random station worked
17:05:21  <PublicServer> <elecRules> without blocking the pre-signals' "data"
17:10:31  <PublicServer> <DrSpangle> how are all these station extras added?
17:10:38  <PublicServer> <DrSpangle> they're very pretty but i have not yet encountered this
17:11:18  <PublicServer> <elecRules> NewGRFs
17:11:34  <PublicServer> <DrSpangle> i mean, how do you place them
17:11:42  <PublicServer> <elecRules> Go to stations
17:11:44  <PublicServer> <elecRules> then select the category
17:11:54  <PublicServer> <elecRules> the list on the left of the new station window
17:13:53  <PublicServer> <DrSpangle> this is truly remarkable
17:14:01  <V453000> _
17:14:02  <V453000> :)
17:14:05  <PublicServer> <elecRules> :)
17:15:44  <PublicServer> <DrSpangle> sardwood meat to lonpool moofood, what's the deal there
17:16:06  <PublicServer> <Rhamphoryncus> It's just a wee little transfer
17:16:08  <PublicServer> <DrSpangle> and sardwood vegetables
17:16:10  <PublicServer> <Rhamphoryncus> with some "creativity"
17:16:25  <PublicServer> <DrSpangle> i don't understand how it works
17:16:40  <PublicServer> <Rhamphoryncus> You can ctrl-click when placing a station to select what it's part of
17:16:46  <PublicServer> <Rhamphoryncus> So that's 2 stations interwoven
17:17:38  <PublicServer> <DrSpangle> so i see that there are these tiny trains transferring from one farm to the other
17:17:44  <PublicServer> <Rhamphoryncus> Yup
17:17:48  <PublicServer> <DrSpangle> but where do these grains and livestock go
17:18:02  <PublicServer> <Rhamphoryncus> They transfer to the other station
17:18:13  <PublicServer> <DrSpangle> ... so they don't actually do anything
17:18:15  <PublicServer> <Rhamphoryncus> Those transfer points are part of Moos and Moofood
17:18:17  <PublicServer> <DrSpangle> ?
17:18:35  <PublicServer> <DrSpangle> oh i see
17:18:41  <PublicServer> <DrSpangle> they get moved onto this larger track
17:18:51  <PublicServer> <DrSpangle> that seems to be shared with a coal mine
17:18:56  <PublicServer> <Rhamphoryncus> yup
17:19:10  <PublicServer> <Rhamphoryncus> Which then goes to SLH16
17:19:41  <PublicServer> *** elecRules has left the game (general timeout)
17:19:41  <PublicServer> *** elecRules has left the game (connection lost)
17:19:41  <PublicServer> *** Game paused (number of players)
17:19:50  <PublicServer> <DrSpangle> where do i find SLH16?
17:20:21  <theholyduck> DrSpangle, sign list
17:20:22  <PublicServer> <Rhamphoryncus> Hold down the map icon at the top and select sign list
17:20:38  <PublicServer> <DrSpangle> the sign list seems to have zero signs on it
17:20:52  <PublicServer> <DrSpangle> ah, i need competitor signs enabled
17:21:06  <PublicServer> <Rhamphoryncus> Oh, spectator.
17:21:32  <PublicServer> <Rhamphoryncus> Doh, that's not a pause from someone connecting.  It's a pause because noone else is playing.  :/
17:21:46  <PublicServer> <DrSpangle> slh16 doesn't seem to accept livestock or wheat
17:21:56  <PublicServer> <DrSpangle> it seems to just be a waypoint
17:21:58  <PublicServer> <Rhamphoryncus> SLH = SideLine Hub
17:22:04  <PublicServer> <DrSpangle> oh, right
17:22:15  <PublicServer> <Rhamphoryncus> It's the connection onto the main network
17:22:18  <PublicServer> <DrSpangle> oh i see
17:22:20  <PublicServer> <DrSpangle> yes
17:22:38  <PublicServer> <DrSpangle> so the final destination for these goods could be anywhere on the main network
17:22:44  <PublicServer> <DrSpangle> and you bring big trains in here to pick up from the large station
17:23:03  <PublicServer> <Rhamphoryncus> Open up the map, stretch it big, toggle off town names, and switch to land owners mode (the face)
17:25:01  <PublicServer> <DrSpangle> ah i see a train is here going to the moofood station
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17:25:11  <PublicServer> <Rhamphoryncus> yup
17:25:40  <PublicServer> <DrSpangle> oh and look at that
17:25:45  <PublicServer> <DrSpangle> it goes all the way here to FPP drop
17:25:56  <PublicServer> <DrSpangle> remarkable, that must take forever
17:26:02  <PublicServer> <Rhamphoryncus> Yup
17:26:12  <PublicServer> <Rhamphoryncus> Takes a bit
17:26:35  <PublicServer> <DrSpangle> but of course FPP since it is a factory, also has a ton of ports for trains to stop and pick up food, to take to wherever
17:26:49  <PublicServer> <Rhamphoryncus> Then ALL the food from FPP goes to FOOD & GOODS DROP
17:26:59  <PublicServer> <Rhamphoryncus> Which is the town of slunwood, far corner
17:27:01  *** elecRules has quit IRC
17:27:10  <PublicServer> <DrSpangle> amazing
17:27:24  <PublicServer> <DrSpangle> what is the purpose of this extra line that connects north east of FP PICKUP/DROP
17:27:30  <PublicServer> <DrSpangle> near the power plant
17:27:56  <V453000> probably an overflow
17:28:03  <PublicServer> <DrSpangle> i am unfamiliar with that design
17:28:05  <PublicServer> <Rhamphoryncus> Yeah
17:28:09  <V453000> a depot that stacks trains when needed
17:28:17  <PublicServer> <Rhamphoryncus> No depots
17:28:32  <PublicServer> <Rhamphoryncus> It's the bypass on FPP is no platforms are open
17:28:39  <V453000> so you can add 100 trains to the pickup and it wont jam, they will just stack in the depot
17:28:45  <PublicServer> <Rhamphoryncus> Then the trains reverse
17:28:51  <PublicServer> <Rhamphoryncus> Oh, depot at the other end
17:28:52  <V453000> for more info, @@abr04 and @@abr08
17:28:54  <Webster> Advanced Building Revue 04: Overflows at #openttdcoop - http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/
17:28:55  <Webster> Advanced Building Revue 08: Overflows II at #openttdcoop - http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/
17:29:16  <PublicServer> <DrSpangle> i appreciate that this is well documented
17:29:32  <PublicServer> <DrSpangle> it's time for me to head out now
17:29:46  <PublicServer> <DrSpangle> i'm terribly excited to learn all of these design techniques
17:30:00  <PublicServer> <DrSpangle> i sincerely hope some of you will hold my hand while i learn
17:30:08  <Rhamphoryncus> How PF traps work is hard to get.  I've only learned one form.  Not the one that's there.
17:30:49  <PublicServer> <DrSpangle> i think it'd be interesting to see how all of this would work if you didn't allow trains to reverse at a whim
17:31:00  <V453000> off for dinner, later
17:31:11  <Rhamphoryncus> Well, if you want realism you'd have trains reversing, but slow when in reverse
17:31:29  <Rhamphoryncus> (depending on the train, if it has engines at both ends, etc)
17:31:48  <PublicServer> <DrSpangle> for sure, and many of these trains will reverse just as fast as they go forward, too
17:31:54  <PublicServer> <Rhamphoryncus> yup
17:32:24  <PublicServer> <DrSpangle> perhaps i shouldn't be so bothered by it, i'd just like the graphic for the train not to teleport is all
17:32:32  <Rhamphoryncus> But by the same token there should be various forms of realistic size limits which factor into it.  A long train is more limited in reverse than a short one.
17:32:40  <Rhamphoryncus> That does bother me, yes
17:32:56  <PublicServer> *** Rhamphoryncus has joined spectators
17:33:08  <PublicServer> <DrSpangle> anyway, off i go
17:33:14  <PublicServer> <DrSpangle> i'll discuss this further with you all later
17:33:17  <PublicServer> *** DrSpangle has left the game (leaving)
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17:51:26  <PublicServer> *** Game still paused (number of players)
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18:03:23  *** mwalling has joined #openttdcoop
18:03:58  <mwalling> there's a user in #oftc complaining that the *!~C0*@* ban is preventing him from joining the channel.
18:05:08  <mwalling> his hostmask from your webchat starts with ~c0, so he cannot join... might i suggest a +E for 101.haydn.openttdcoop.org?
18:05:44  <mwalling> ( 13:00 -!- DrSpangle [~c0c53620@101.haydn.openttdcoop.org] has joined #oftc
18:05:59  <SmatZ> mwalling: thank you for being so nice
18:06:11  <mwalling> meh, happy network users means less work for us
18:06:45  <SmatZ> /mode #openttdcoop +E *!*@101.haydn.openttdcoop.org
18:06:46  <SmatZ> fails
18:06:53  <SmatZ> I have to remember how to do that here :)
18:07:01  <mwalling> lowercase e
18:07:02  <mwalling> sorry
18:07:13  *** SmatZ sets mode: +e *!*@101.haydn.openttdcoop.org
18:07:17  <SmatZ> thanks mwalling
18:07:27  <mwalling> np
18:07:32  *** DrSpangle has joined #openttdcoop
18:07:51  <SmatZ> DrSpangle: sorry for the problems
18:07:53  <DrSpangle> howdy everyone
18:07:55  <DrSpangle> oh, no problem
18:08:22  <Bassals> hello
18:08:45  <DrSpangle> i just wanted to hang around in here anyway so i could absorb some of the track design knowledge by osmosis
18:10:11  <DrSpangle> i'm reading the overflow article inthe advanced building revue
18:10:38  <DrSpangle> these are remarkably helpful, but i don't think any amount of studying these guides will reveal how to make such complex mainline networks as the one i saw when i joined earlier
18:11:33  <Bassals> wiki pages are useful
18:11:48  <Bassals> but you also learn a lot by trying tu build them
18:12:01  <DrSpangle> i've been reading the pages on the openTTD website, and trying to build what i see
18:12:05  <DrSpangle> the application is not always obvious
18:12:37  <DrSpangle> my most successful scenario so far was when i made an attempt to implement a 3 track (2 unidirectional N/S, 1 multidirectional N/S)
18:12:53  <DrSpangle> but now i've learned these are not neccesarily the most efficient
18:14:04  <DrSpangle> perhaps next year i'll take a course in network engineering in order to determine more mathematical ways to calculate and optimize efficiency
18:14:06  <DrSpangle> hahah
18:14:22  <Bassals> well, here we always play with no breakdowns at all
18:14:46  <Bassals> so this multidirectional makes no sense at all
18:14:54  <DrSpangle> yeah, mine was with breakdowns enabled
18:15:03  <DrSpangle> i also didn't allow arbitrary train reversing either
18:15:22  <Bassals> what article of advanced revenue are you reading?
18:15:31  <DrSpangle> this one: http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/
18:15:49  <DrSpangle> i'm also simultaneously absorbing a lecture on algorithm analysis
18:17:03  <DrSpangle> it figures that i'd get hooked on ttd again just as i'm entering midterm time
18:17:36  *** Chris_Booth has joined #openttdcoop
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18:23:07  <Tray> !password
18:23:07  <PublicServer> Tray: grille
18:23:34  <PublicServer> *** Game still paused (number of players)
18:23:34  <PublicServer> *** Game unpaused (number of players)
18:23:34  <PublicServer> *** Tray joined the game
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18:25:36  <DrSpangle> ah there we are
18:25:41  <DrSpangle> now i've got this working with a proper client
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18:28:16  <PublicServer> <Tray> the train at the wood drop is stopped on purpose?
18:28:31  <PublicServer> <balats> where?
18:28:38  <PublicServer> <Tray> seems not ...
18:29:00  <PublicServer> <balats> omg I have a shitty computer now
18:29:58  *** DrSpangle has quit IRC
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18:30:27  <DrSpangle> !help
18:30:28  <PublicServer> DrSpangle: http://www.openttdcoop.org/wiki/IRC_Commands
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18:33:26  <DrSpangle> !junctionary
18:33:26  <PublicServer> DrSpangle: http://www.openttdcoop.org/wiki/Junctionary
18:37:22  <PublicServer> <balats> hey
18:37:25  <Chris_Booth> hoe
18:37:34  <PublicServer> <balats> I've misstyped my nick!
18:37:36  <DrSpangle> let's go
18:37:47  <PublicServer> <balats> /nick bassals
18:37:53  <Chris_Booth> haha
18:37:58  <PublicServer> *** Chris Booth joined the game
18:38:05  <PublicServer> <Chris Booth> balats: type !name
18:38:22  <PublicServer> *** balats has changed his/her name to bassals
18:38:38  <PublicServer> <bassals> thanks
18:38:56  <PublicServer> <Chris Booth> np
18:42:26  <PublicServer> *** Chris Booth has left the game (leaving)
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18:52:19  <PublicServer> *** Game paused (number of players)
18:52:36  <PublicServer> <Rhamphoryncus> You playing, bassals?
18:52:44  <PublicServer> <bassals> well
18:52:52  <PublicServer> <Rhamphoryncus> I just sat back down
18:53:02  <PublicServer> <bassals> my computer is really shitty
18:53:27  <DrSpangle> any way to increase performance while in a big ass and heavily populated map like this one?
18:53:42  <DrSpangle> i'm uncertain whether it's network latency or just lots of things rendering
18:53:43  <Rhamphoryncus> not that I'm aware of
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18:54:05  <Rhamphoryncus> Rendering and all the grunt work the engine has to do
18:54:06  <PublicServer> <bassals> it's basically the cpu
18:54:27  <Rhamphoryncus> One trick if you want to zoom out is to hit x to toggle transparency
18:54:31  <DrSpangle> i've got a high end processor on this machine, but i was still sluggish
18:55:05  <PublicServer> <bassals> do you think transparency helps?
18:55:15  <PublicServer> <Rhamphoryncus> When zoomed out, yes
18:55:24  <DrSpangle> i'd wager that it would, alpha blending is a slow process
18:55:25  <PublicServer> <Rhamphoryncus> Not so much when zoomed in
18:55:39  <PublicServer> <Rhamphoryncus> No alpha blending, not with the default renderer
18:55:49  <DrSpangle> ok, fair enough
18:55:55  <PublicServer> <Rhamphoryncus> Wait
18:56:13  <PublicServer> <Rhamphoryncus> Forgot that transparency did alpha'd grey
18:56:19  <PublicServer> <Rhamphoryncus> But I also have trees set to turn invisible
18:56:24  <DrSpangle> yeah
18:56:39  <DrSpangle> making things invisible just doesn't render them, i'd guess the more stuff that's invisible the better your framerate will be
18:57:04  <DrSpangle> but i was on a crappy wireless connection, so i'm not sure if that was what was slowing me down
18:57:05  <Chris_Booth> DrSpangle: only if the sprite changes or moves
18:57:07  <Rhamphoryncus> If I'm in singleplayer and I want to fast-forward I shrink the window down when I'm doing it
18:57:15  <Rhamphoryncus> Makes a HUGE difference
18:57:36  <DrSpangle> Chris_Booth: when you move the viewport, for example?
18:57:41  <Chris_Booth> yes
18:57:53  <PublicServer> *** Rhamphoryncus has left the game (leaving)
18:58:00  <Chris_Booth> or you have steam smoke sparks etc
18:58:07  <Chris_Booth> flashing lights
18:58:08  <DrSpangle> yeah
18:58:11  <Chris_Booth> moving wheels
18:58:19  <Chris_Booth> then you also have alot of PF
18:58:35  <DrSpangle> but i don't see how mine would be so slow at medium zoom when i've got a top of the line i7 processor in here
18:58:46  <Chris_Booth> best way to reduce load, make window smaller, turn animation off and make think invisible
18:59:12  <Chris_Booth> might be the network
18:59:13  <DrSpangle> alright, well i've got to take off again
18:59:18  <DrSpangle> i'm guessing it's the network
18:59:22  <DrSpangle> i'll plug in to ethernet
18:59:24  <Chris_Booth> I would
18:59:27  <Chris_Booth> bb DrSpangle
18:59:28  <DrSpangle> but to do that i've got to disconnect, and walk home
18:59:37  <DrSpangle> so long
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18:59:42  <Bassals> my experience is that it is always the cpu
19:00:18  <Bassals> but perhaps I always use good network connections and bad cpus
19:02:41  <PublicServer> *** Game still paused (number of players)
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19:10:18  <PublicServer> *** bassals has joined spectators
19:18:06  <Maraxus> !players
19:18:08  <PublicServer> Maraxus: Client 2271 is TWerkhoven, a spectator
19:18:08  <PublicServer> Maraxus: Client 2245 is bassals, a spectator
19:18:49  *** pluton has joined #openttdcoop
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19:35:32  <V453000> !password
19:35:32  <PublicServer> V453000: bustle
19:36:08  <PublicServer> *** V453000 has left the game (downloading map took too long)
19:36:08  <PublicServer> *** V453000 has left the game (connection lost)
19:36:08  <PublicServer> *** Game still paused (number of players)
19:36:37  <V453000> almost
19:38:06  <PublicServer> *** Game still paused (number of players)
19:38:43  <PublicServer> *** Game still paused (number of players)
19:38:43  <PublicServer> *** V453000 joined the game
19:38:57  <PublicServer> <V453000> now this is interesting :D when I start opening a page when the map downloads, the download finishes
19:39:07  <PublicServer> <V453000> when I dont, the map wodnload stops
19:41:17  <PublicServer> <V453000> hm, 04 to be expanded :p
19:41:59  <PublicServer> <V453000> hmm
19:43:01  <V453000> !unpause
19:43:01  <PublicServer> *** V453000 has unpaused the server. (Use !auto to set it back.)
19:43:03  <PublicServer> *** Game unpaused (number of players)
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19:43:23  <PublicServer> *** bassals has left the game (connection lost)
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19:44:27  <PublicServer> <V453000> hiyo
19:44:33  <V453000> !auto
19:44:33  <PublicServer> *** V453000 has enabled autopause mode.
19:44:35  <PublicServer> <balats> hello
19:44:51  <PublicServer> <balats> now it's me that has a shitty computer
19:45:01  <PublicServer> <V453000> me too, I am on a lappy :)
19:55:50  <PublicServer> <V453000> Ryton makes some extremely alternative overflows that arent really working :X
19:56:00  <PublicServer> <balats> where?
19:56:14  <PublicServer> <V453000> about every one of his stations I have seen so far
19:56:20  <PublicServer> <V453000> be it Bonfingbridge
19:56:34  <PublicServer> <V453000> which is pretty wtf
19:57:16  <PublicServer> <V453000> hm where were the other ones ..
19:57:19  <PublicServer> <balats> I always use the simplest
19:57:29  <PublicServer> <balats> a depot just after the TL
19:57:45  <PublicServer> <V453000> like the one at paper pickup?
19:58:00  <PublicServer> <balats> yes, well thats 2*TL
19:58:08  <PublicServer> <balats> but it fits equal
19:58:10  <PublicServer> <V453000> I cn show you how to improve that a lot
19:58:12  <PublicServer> <V453000> see this
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19:58:54  <PublicServer> <V453000> this gives prio to incoming line
19:59:44  <PublicServer> <balats> I was thinking in using two depots and a PBS in the entrance
19:59:56  <PublicServer> <V453000> that doesnt really work
20:00:06  <PublicServer> <balats> but apparently PBS makes them take the exit even with a red 2-way
20:00:24  <PublicServer> <V453000> yes
20:00:34  <PublicServer> <V453000> but depends on settings probably
20:00:48  <PublicServer> <V453000> if the depot penalty would be lowered, I think it might work
20:01:07  <PublicServer> <V453000> but no real need to use PBS there
20:01:17  <PublicServer> <V453000> and it totally prevents you from making it give prio to incoming line
20:01:23  <PublicServer> <balats> yes
20:01:23  <PublicServer> <V453000> which is pretty good to do
20:02:22  <Rhamphoryncus> Mine would work ;)  Because I cheat.  The depot has an exit bay.  I can setup prio on the exit bay.
20:02:36  <PublicServer> <V453000> hm?
20:02:47  <Rhamphoryncus> Was it you I showed a screenshot too?
20:02:48  <Rhamphoryncus> to*
20:03:08  <Rhamphoryncus> http://i.imgur.com/px8IT.png
20:03:10  <PublicServer> <V453000> probably but I dont think it was a final version
20:03:17  <Rhamphoryncus> yeah
20:03:29  <V453000> hm so it was
20:03:30  <Rhamphoryncus> I removed the exit signal.  Problem solved.
20:03:36  <Rhamphoryncus> No, that's the old version
20:03:45  <V453000> yes
20:03:47  <V453000> ok
20:03:59  <Ryton> oops :-$
20:04:19  <V453000> I still dont see the point :) if you have wp -> order "go to nearest depot" it does the same?
20:04:50  <Rhamphoryncus> No.  Goto nearest picks the nearest at that point and locks on.  It will not accept any other depot
20:05:04  <Ryton> !password
20:05:04  <PublicServer> Ryton: mentor
20:05:25  <PublicServer> <V453000> I didnt say you have to make 2 depots behind the wp
20:05:30  <PublicServer> <V453000> but the wp could be made twice
20:05:33  <Rhamphoryncus> http://i.imgur.com/WCAjX.png
20:05:34  <PublicServer> *** Ryton joined the game
20:05:48  <Rhamphoryncus> You could do that, yes
20:06:15  <Rhamphoryncus> Of course by the same token you could do 4 depots with 2 WP's
20:06:22  <PublicServer> <Ryton> which overflow of mine fails miserably? :p
20:06:53  <PublicServer> <V453000> Ryton: I already removed one but it is based on having a 2way combo signal in front of depot
20:07:05  <Rhamphoryncus> You'll get better throughput because your overflow doesn't have to alternate between incoming and outgoing.  It can always take an incoming.
20:07:06  <PublicServer> <V453000> why it is wrong is described in @@ABR04
20:07:07  <Webster> Advanced Building Revue 04: Overflows at #openttdcoop - http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/
20:07:14  <PublicServer> <Ryton> oh, that should be ok :p
20:07:16  <PublicServer> <Ryton> sorry
20:07:22  <PublicServer> <Ryton> not *
20:07:54  <V453000> Rhamphoryncus: same if you have enough depots
20:08:01  <V453000> they will always be able to take a train in
20:08:02  <Rhamphoryncus> Trains pick their paths in advance but don't allocate signals in advance.  Leads to various really annoying race conditions.
20:08:21  <Rhamphoryncus> Mine uses less space ;)
20:08:27  <V453000> then you didnt make smart enough signalling :))
20:08:32  <V453000> perhaps :)
20:08:40  <PublicServer> <balats> do you have any ideas to unjam SLH10 exit?
20:08:54  <Rhamphoryncus> No, I'm pretty sure there's no workaround to the race conditions.  Other than a logic train, heh.
20:08:56  <PublicServer> <V453000> probably only one way
20:09:27  <PublicServer> <V453000> race conditions like whether depot or in front of depot train is released first?
20:09:34  <Chris_Booth> haha I forgot about your cool images in ABR 4
20:09:49  <V453000> :d
20:10:14  <Rhamphoryncus> Well, okay
20:10:40  <Rhamphoryncus> I guess it's better to say that the race conditions severely limit what you can do reliably
20:10:56  <PublicServer> <V453000> I was asking what do you declare as race conditions though :|
20:11:25  <PublicServer> *** Chris Booth joined the game
20:11:30  <Chris_Booth> a black train, a white trains or a yelow train :P
20:11:57  <Rhamphoryncus> ahhh
20:13:30  <Chris_Booth> not funny?
20:13:44  <V453000> if you need depot trains to make sure they leave before incoming trains get into depot, you can make the double presignal array like shown in last abr. if you need to make trains coming from ML go to depot before the depot trains leave the depot, you can just make the depotted trains give prio to the ML
20:14:03  <PublicServer> <V453000> Chris Booth: what is?
20:14:11  <Rhamphoryncus> To main tracks that have a branch to a track in between.  Said track is optional, but they decide they prefer to take it.  That decision happens before they grab the block, so one can stop on the tiny bit of diagonal track turning off to it
20:14:19  <PublicServer> <Chris Booth> my play on the word race
20:15:01  <PublicServer> <balats> oh the jam has reached Hunworth primary
20:15:15  <PublicServer> <Chris Booth> then fix it bassals
20:15:49  <PublicServer> <balats> I think the only solution is a 4th for the wood drop
20:15:59  <PublicServer> <Chris Booth> that is possible
20:16:44  <Rhamphoryncus> !password
20:16:45  <PublicServer> Rhamphoryncus: mentor
20:16:55  <PublicServer> *** Rhamphoryncus joined the game
20:17:06  <PublicServer> <Chris Booth> you can start the balats XD
20:17:20  <PublicServer> <balats> oh
20:17:28  <PublicServer> *** balats has changed his/her name to bassals
20:19:04  <PublicServer> <Ryton> wood drop needs 4th?
20:19:14  <PublicServer> <Ryton> tricky to add that to MSH02 :s
20:19:36  <PublicServer> <bassals> V453000: did you allow to repeat trains in SL8?
20:19:50  <PublicServer> <V453000> sign on SLH says opposite
20:20:16  <PublicServer> <bassals> it's very difficult to find the unused engines now
20:20:20  <PublicServer> <V453000> I see some boring bastards did so
20:20:35  <PublicServer> <bassals> that's why I asked
20:20:55  <PublicServer> <V453000> it isnt that hard
20:21:25  <PublicServer> <V453000> see SLH 08 group, sort by max speed, then open a depot and sort it by max speed too
20:21:31  <PublicServer> <V453000> then just go one by one
20:22:06  <PublicServer> *** Chris Booth has left the game (leaving)
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20:24:14  <PublicServer> *** bassals has left the game (connection lost)
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20:29:22  <PublicServer> <Ryton> who will add a 4th to wood drop? :p
20:29:58  <V453000> anyone can
20:30:05  <V453000> isnt that hard
20:30:16  <PublicServer> <Ryton> not much space there
20:32:05  <PublicServer> *** balats has changed his/her name to bassals
20:32:43  <PublicServer> <Ryton> I'll add a 4th line to SLH10 :P
20:32:50  <PublicServer> <Ryton> thats the easy part ,-)
20:33:23  <Bassals> both to enter and to exit the MS
20:33:32  <PublicServer> <Ryton> yeah
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20:40:26  <PublicServer> <bassals> gotta go
20:40:32  <PublicServer> <Rhamphoryncus> bye
20:40:34  <PublicServer> <Ryton> cya
20:40:40  <PublicServer> <bassals> goodbye
20:40:48  <PublicServer> *** bassals has left the game (leaving)
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20:55:15  <Ivan_M> !password
20:55:15  <PublicServer> Ivan_M: tribal
20:55:34  <PublicServer> *** Ivan_M joined the game
21:04:14  <PublicServer> <Rhamphoryncus> hmm, that's a nice jam
21:04:24  <PublicServer> <Ryton> where?
21:04:27  <PublicServer> <Rhamphoryncus> flutown woods
21:04:29  <PublicServer> <Ryton> hope not at wood drop? :p
21:04:35  <PublicServer> <Rhamphoryncus> to.. half the map :)
21:05:30  <PublicServer> <Rhamphoryncus> presignals being lethal
21:05:40  <PublicServer> <Ryton> ok, thought so :p
21:07:15  <PublicServer> *** Ivan_M has left the game (leaving)
21:07:27  <PublicServer> <Ryton> @gap 6
21:07:31  <PublicServer> <Ryton> @@gap 6
21:07:31  <Webster> PublicServer: (gap <trainlength> [<split>]) -- Returns minimum and maximum signal gap sizes for 2,3 and 4 linesplits with <trainlength>. If <spilt> is given it will return the gap sizes for <split> (+/-) 1.
21:07:40  <PublicServer> <Ryton> @@gap6
21:08:04  <PublicServer> <Rhamphoryncus> As far as I can tell the root cause is just a prio on SLH08 starving the sideline
21:08:18  <PublicServer> <Rhamphoryncus> and eventually it backed up enough to sprawl on the ML
21:09:45  <PublicServer> <Rhamphoryncus> hrm.  BBH04 overloaded may be the cause
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21:13:00  <PublicServer> <Ryton> SLH10 might need a 2cond :p
21:13:11  <PublicServer> <Rhamphoryncus> a 2cond?
21:13:14  <PublicServer> <Ryton> second line
21:13:18  <PublicServer> <Rhamphoryncus> ahh
21:13:24  <PublicServer> <Ryton> entry line blocks, even with waiting bays
21:15:53  *** mwalling has joined #openttdcoop
21:16:55  <PublicServer> <Ryton> yay
21:17:07  <PublicServer> <Ryton> managed to squeeze a 4th trough SLH10 :p
21:17:13  <PublicServer> <Rhamphoryncus> heh
21:17:20  <PublicServer> <Ryton> just one more exit to go
21:17:22  <PublicServer> <Ryton> to add
21:17:27  <PublicServer> <Rhamphoryncus> :)
21:23:49  <PublicServer> <Ryton> I'll make it :-)
21:24:03  <PublicServer> <Rhamphoryncus> :D
21:28:58  <Rhamphoryncus> wtf
21:29:10  <PublicServer> <Rhamphoryncus> Check out !broken splitter
21:37:18  <PublicServer> <Ryton> made it :D
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21:44:09  <planetmaker> folks, for those who want to vote on the titlegame, the first round is open for 26h only :-)
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21:48:38  <Chris_Booth> planetmaker: when is round 2?
21:48:45  <Chris_Booth> or do we not get a 2nd vote?
21:49:00  <PublicServer> <Ryton> can someone help me with wood drop  / paper pickup?
21:49:06  <PublicServer> <Ryton> I dont understand how the lines should be connected :s
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21:49:18  <PublicServer> <Rhamphoryncus> *looks around*
21:49:28  <PublicServer> <Rhamphoryncus> Guess that'd be me ;)
21:49:31  <PublicServer> <Ryton> seems wood drop is only accessible from some lines?
21:49:53  <PublicServer> <Rhamphoryncus> Click on the station tiles and check the window that activates
21:50:00  <PublicServer> <Rhamphoryncus> Those right 3 are all wood drop
21:50:12  <PublicServer> <Ryton> aah :-)
21:50:50  <PublicServer> <Rhamphoryncus> but PP needs access too of course
21:51:17  <PublicServer> <Rhamphoryncus> alright
21:51:55  <planetmaker> Chris_Booth, round two will start probably on March 1st
21:52:03  <PublicServer> <Ryton> that answers it
21:54:45  <PublicServer> <Ryton> can you help me with !!how to add prio?
21:54:51  <PublicServer> <Ryton> I'm a bit lost ther :p
21:54:53  <PublicServer> <Ryton> there*
21:54:55  <PublicServer> <Rhamphoryncus> hrm
21:55:09  <PublicServer> <Rhamphoryncus> First, your bridges aren't symmetric
21:55:13  <PublicServer> <Ryton> they are :p
21:55:21  <PublicServer> <Rhamphoryncus> .. are they?
21:55:27  <PublicServer> <Rhamphoryncus> hurts my head, heh
21:55:33  <PublicServer> <Ryton> yes. equal amount of straight and diagonal :p
21:55:48  <PublicServer> <Rhamphoryncus> yeah
21:55:56  <PublicServer> <Ryton> same Q here
21:55:59  <PublicServer> <Rhamphoryncus> okay, that's easier, lol
21:56:13  <PublicServer> <Ryton> i changed the bridges, since I cannot solve this :p
21:56:28  <PublicServer> <Rhamphoryncus> dips drive me nuts ;)
21:56:29  <PublicServer> <Ryton> is it?
21:57:00  <PublicServer> <Ryton> hmm
21:57:05  <PublicServer> <Ryton> i got room to just let the exit go further :-))
21:57:08  <PublicServer> <Rhamphoryncus> question is how much prio do you need?
21:57:10  <PublicServer> <Ryton> so no need to prio the bridges
21:57:14  <PublicServer> <Rhamphoryncus> yeah
21:57:16  <PublicServer> <Ryton> 8 tiles eg :-)
21:57:26  <PublicServer> <Ryton> sorry, I failed to notice that :-))
21:57:27  <Chris_Booth> Lets hope one of my 3 choices gets to round 2
21:57:31  <PublicServer> <Rhamphoryncus> What you could do with the bridge is path signal it
21:57:39  <PublicServer> <Rhamphoryncus> want me to show you?
21:57:41  <PublicServer> <Ryton> but what if you cannot: how to prio this type of bridge?
21:57:43  <PublicServer> <Ryton> yes plz
21:57:44  <Chris_Booth> althought all the maps where of a high standard
21:57:48  <PublicServer> <Ryton> path signal in front then?
21:58:06  <PublicServer> <Ryton> ah and then just one side, right
21:58:08  <PublicServer> <Ryton> now I remember :-)
21:58:19  <PublicServer> <Rhamphoryncus> :)
21:58:25  <PublicServer> <Ryton> is cleaner like this :-)
21:58:31  <PublicServer> <Rhamphoryncus> yeah
21:58:45  <PublicServer> <Rhamphoryncus> oh wait
21:58:51  <PublicServer> <Ryton> ah :p
21:59:01  <PublicServer> <Ryton> was already thinking: is that really needed? :-)
21:59:12  <PublicServer> <Rhamphoryncus> Didn't see you put down the exit signal
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22:00:57  <PublicServer> <Ryton> SLH202 is jammed
22:00:59  <PublicServer> <Ryton> bigtime
22:01:01  <PublicServer> <Rhamphoryncus> Woo PF fails :P
22:01:03  <PublicServer> <Ryton> SLH02 that i
22:01:21  <PublicServer> <Rhamphoryncus> Exit from paper pickup trying to make a 90° turn.  Fails, obviously
22:01:49  <PublicServer> <Rhamphoryncus> Did you get them going again?
22:02:03  <PublicServer> <Ryton> just giving priority to W now
22:02:06  <PublicServer> <Ryton> short one
22:02:09  <PublicServer> <Ryton> was 50/50
22:02:15  <PublicServer> <Ryton> with lots of trains waiting
22:02:28  <PublicServer> <Rhamphoryncus> ugh, those aren't from this SL
22:02:39  <PublicServer> <Ryton> ah :;p
22:02:41  <PublicServer> <Rhamphoryncus> They're wood trains
22:02:43  <PublicServer> <Ryton> missed that
22:02:49  <PublicServer> <Ryton> then I caused that :p
22:02:56  *** murr4y has quit IRC
22:02:57  <PublicServer> <Ryton> with my disconnection around Wood drop
22:02:58  *** murr4y has joined #openttdcoop
22:02:59  <PublicServer> <Rhamphoryncus> And thus why ML-visible depots are shunned
22:03:19  <PublicServer> <Rhamphoryncus> Trains go "I'm confused.. oh look, a depot on the far side of the map!"
22:03:27  <PublicServer> <Ryton> what depot are they seeing?
22:03:29  <PublicServer> <Ryton> ah that one
22:03:55  <PublicServer> <Rhamphoryncus> no idea, didn't actually look, lol
22:03:55  <PublicServer> <Ryton> hmm, SLH10 is pretty stuck oto
22:04:04  <PublicServer> <Ryton> check !this one
22:04:04  <PublicServer> <Ryton> just removed entry ther
22:04:22  <PublicServer> <Rhamphoryncus> Oh, it had an entry?
22:04:26  <PublicServer> <Ryton> jup :-)
22:04:33  <PublicServer> <Rhamphoryncus> That could do it, yeah
22:04:48  <PublicServer> <Rhamphoryncus> Put a sign on it saying you fixed it
22:05:34  <PublicServer> <Ryton> you go ahaid ;-))
22:05:37  <PublicServer> <Rhamphoryncus> jam at wood drop :(
22:05:51  <PublicServer> <Ryton> wow
22:05:53  <PublicServer> <Ryton> deadlock :D
22:06:04  <PublicServer> <Ryton> stopped train there?
22:06:12  <PublicServer> <Rhamphoryncus> it was going left
22:06:15  <PublicServer> <Ryton> 845 was stopped I think
22:06:21  <PublicServer> <Rhamphoryncus> I stopped it
22:06:27  <PublicServer> <Ryton> ah oke
22:06:33  <PublicServer> <Rhamphoryncus> then removed that bit of track you replaced
22:06:40  <PublicServer> <Rhamphoryncus> which got things flowing again
22:06:55  <PublicServer> <Rhamphoryncus> I have no idea why it jammed though
22:07:02  <PublicServer> <Ryton> its alive now. shouldht be doing that indeed :-)
22:07:12  <PublicServer> <Rhamphoryncus> Unless the pathfinder is bugging out, which it is elsewhere :(
22:07:40  <PublicServer> <Rhamphoryncus> check out !broken splitter
22:08:07  <PublicServer> <Rhamphoryncus> See it?
22:08:09  <PublicServer> <Ryton> wow
22:08:11  <PublicServer> <Ryton> yeah
22:08:11  <PublicServer> <Ryton> strange
22:08:21  <PublicServer> <Rhamphoryncus> Those are presignals.  The train shouldn't go that way
22:08:23  <PublicServer> <Rhamphoryncus> and, if I reverse it..
22:08:35  <PublicServer> <Rhamphoryncus> it happily goes another way
22:08:54  <PublicServer> <Ryton> mysteries of Openttd :-)
22:09:01  <PublicServer> <Ryton> can be some obscure setting :;p
22:09:17  <PublicServer> <Rhamphoryncus> I think that's a bug.
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22:11:31  <PublicServer> <Ryton> I'll be off soon
22:11:53  <PublicServer> <Ryton> expanding SLH10 was fun !
22:12:07  <PublicServer> <Ryton> just at my level, a bit of a challenge, but not impossible
22:12:07  <PublicServer> <Rhamphoryncus> Glad it wasn't me ;)
22:12:49  <PublicServer> <Ryton> you helped :p
22:13:20  <PublicServer> <Ryton> not building atm?
22:13:24  <PublicServer> <Rhamphoryncus> nope
22:13:42  <PublicServer> <Ryton> ok, cya then
22:13:44  <PublicServer> *** Ryton has joined spectators
22:13:44  <PublicServer> *** Game paused (number of players)
22:13:46  <PublicServer> <Rhamphoryncus> Toodles
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