Times are UTC Toggle Colours
00:03:45 *** Ryton has quit IRC 00:45:59 <PublicServer> *** mfb has left the game (leaving) 00:46:06 *** mfb- has quit IRC 01:13:38 *** pugi has quit IRC 01:13:43 *** pugi has joined #openttdcoop 01:16:28 *** Firartix has quit IRC 02:18:55 *** pugi has quit IRC 05:24:05 *** sla_ro|master has joined #openttdcoop 06:43:20 *** jpfx1342 has joined #openttdcoop 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 06:56:38 *** jpfx1342 has quit IRC 07:52:26 <PublicServer> *** Game still paused (number of players) 07:52:27 <PublicServer> *** tneo joined the game 07:56:06 <PublicServer> *** tneo has left the game (leaving) 07:56:15 *** Enoria has quit IRC 07:58:14 *** Enoria has joined #openttdcoop 08:09:56 *** Enoria has quit IRC 08:21:49 *** Enoria has joined #openttdcoop 08:32:32 *** Rhamphoryncus has joined #openttdcoop 08:34:41 *** Progman has joined #openttdcoop 08:35:55 <Rhamphoryncus> !playercount 08:35:55 <PublicServer> Rhamphoryncus: Number of players: 0 (0 spectators) 08:44:46 *** Tray has joined #openttdcoop 08:49:35 *** Tray has quit IRC 09:09:59 <Rhamphoryncus> How much longer is the current map likely to run? 09:32:27 *** smoovi has joined #openttdcoop 09:36:29 *** pugi has joined #openttdcoop 09:48:18 *** pugi has quit IRC 09:59:11 *** pugi has joined #openttdcoop 10:13:22 *** bassals has joined #openttdcoop 10:26:53 *** Progman has quit IRC 10:26:59 *** pugi has quit IRC 10:28:39 *** pugi has joined #openttdcoop 10:29:55 *** Firartix has joined #openttdcoop 10:30:35 *** pugi has quit IRC 10:37:50 *** pugi has joined #openttdcoop 10:42:38 *** Firartix has quit IRC 10:53:09 *** Firartix has joined #openttdcoop 10:59:03 *** sla_ro|master has quit IRC 13:24:19 *** V has joined #openttdcoop 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? 13:31:26 *** ODM has joined #openttdcoop 13:31:26 *** ChanServ sets mode: +o ODM 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 13:41:28 *** V has quit IRC 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 14:16:44 *** Webster` has joined #openttdcoop 14:16:44 *** ChanServ sets mode: +o Webster` 14:17:08 *** Progman has joined #openttdcoop 14:17:15 *** LoPo has joined #openttdcoop 14:17:19 <LoPo> hello 14:18:05 *** pugi_ has joined #openttdcoop 14:18:28 *** Fuco_ has joined #openttdcoop 14:18:34 *** pugi has quit IRC 14:18:34 *** Webster has quit IRC 14:18:34 *** Webster` is now known as Webster 14:18:35 *** Fuco has quit IRC 14:18:36 *** pugi_ is now known as pugi 14:19:25 *** bassals has quit IRC 14:19:25 *** XeryusTC has quit IRC 14:19:25 *** V453000 has quit IRC 14:19:25 *** tneo has quit IRC 14:19:25 *** Yexo has quit IRC 14:19:25 *** Mazur has quit IRC 14:20:40 *** bassals has joined #openttdcoop 14:20:40 *** XeryusTC has joined #openttdcoop 14:20:40 *** V453000 has joined #openttdcoop 14:20:40 *** tneo has joined #openttdcoop 14:20:40 *** Yexo has joined #openttdcoop 14:20:40 *** Mazur has joined #openttdcoop 14:20:40 *** kilo.oftc.net sets mode: +ooo XeryusTC V453000 tneo 14:20:46 *** ChanServ sets mode: +v XeryusTC 14:20:46 *** ChanServ sets mode: +v V453000 14:20:46 *** ChanServ sets mode: +v tneo 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) 14:46:55 <PublicServer> *** Game unpaused (number of players) 14:46:58 <PublicServer> *** bassals joined the game 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 14:51:01 <PublicServer> *** LoPo joined the game 14:58:39 *** LXSJason has left #openttdcoop 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) 15:06:35 *** Firestar has left #openttdcoop 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 15:22:51 <PublicServer> *** Rhamphoryncus joined the game 15:25:51 <PublicServer> <elecRules> How do you count diagonal tiles for TL? 15:26:06 *** pugi has quit IRC 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 15:27:41 *** pugi has joined #openttdcoop 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 15:45:32 <PublicServer> *** LoPo has left the game (leaving) 15:47:30 *** sane has joined #openttdcoop 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 16:09:42 *** thecogwheel has joined #openttdcoop 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) 16:17:59 <PublicServer> *** bassals joined the game 16:18:03 *** DrSpangle has joined #openttdcoop 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) 16:24:55 *** dixon has joined #openttdcoop 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 17:25:01 *** sla_ro|master has joined #openttdcoop 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) 17:40:12 *** DrSpangle has quit IRC 17:43:12 *** TWerkhoven[l] has joined #openttdcoop 17:47:04 *** TWerkhoven has joined #openttdcoop 17:51:26 <PublicServer> *** Game still paused (number of players) 17:51:26 <PublicServer> *** balats joined the game 17:58:30 *** TWerkhoven[l] has quit IRC 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 18:19:36 *** dickbutt has joined #openttdcoop 18:20:15 *** Tray has joined #openttdcoop 18:20:45 *** dickbutt has quit IRC 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 18:25:03 *** DrSpangle has quit IRC 18:25:30 *** DrSpangle has joined #openttdcoop 18:25:36 <DrSpangle> ah there we are 18:25:41 <DrSpangle> now i've got this working with a proper client 18:28:05 *** valhallasw has joined #openttdcoop 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 18:30:14 *** DrSpangle has joined #openttdcoop 18:30:27 <DrSpangle> !help 18:30:28 <PublicServer> DrSpangle: http://www.openttdcoop.org/wiki/IRC_Commands 18:31:57 *** DrSpangle has quit IRC 18:32:14 *** DrSpangle has joined #openttdcoop 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) 18:52:19 <PublicServer> *** Tray has left the game (leaving) 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 18:53:45 *** Tray has quit IRC 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 18:59:42 *** DrSpangle has quit IRC 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) 19:02:41 <PublicServer> *** TWerkhoven joined the game 19:07:59 *** Maraxus has joined #openttdcoop 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 19:25:51 <PublicServer> *** Game still paused (number of players) 19:25:51 <PublicServer> *** persil joined the game 19:26:11 <PublicServer> *** persil has joined spectators 19:27:20 <PublicServer> *** persil has left the game (leaving) 19:32:02 *** Ryton has joined #openttdcoop 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) 19:43:23 <PublicServer> *** bassals has left the game (general timeout) 19:43:23 <PublicServer> *** bassals has left the game (connection lost) 19:43:55 *** TWerkhoven[l] has joined #openttdcoop 19:44:24 <PublicServer> *** balats joined the game 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 19:58:36 *** dr_gonzo_ has joined #openttdcoop 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) 20:23:11 *** DrSpangle has joined #openttdcoop 20:24:14 <PublicServer> *** bassals has left the game (general timeout) 20:24:14 <PublicServer> *** bassals has left the game (connection lost) 20:24:49 <PublicServer> *** balats joined the game 20:25:13 <PublicServer> *** V453000 has left the game (leaving) 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 20:39:21 *** lmergen has joined #openttdcoop 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) 20:41:11 *** Bassals has quit IRC 20:51:12 *** pluton has quit IRC 20:54:52 *** Ivan_M has joined #openttdcoop 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 21:11:07 *** mwalling has quit IRC 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 21:39:22 *** TWerkhoven[l] has quit IRC 21:43:30 <PublicServer> *** TWerkhoven has left the game (leaving) 21:44:09 <planetmaker> folks, for those who want to vote on the titlegame, the first round is open for 26h only :-) 21:46:17 *** TWerkhoven has quit IRC 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 21:49:10 *** Ivan_M has quit IRC 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 21:59:59 *** murr4y has quit IRC 22:00:06 *** murr4y has joined #openttdcoop 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. 22:10:32 *** lmergen has quit IRC 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 22:13:49 <PublicServer> *** Rhamphoryncus has left the game (leaving) 22:13:53 <PublicServer> *** Ryton has left the game (leaving) 22:15:26 *** Maraxus has quit IRC 22:23:43 *** LoPo has quit IRC 22:41:44 *** sla_ro|master has quit IRC 22:46:48 *** dr_gonzo_ has quit IRC 22:51:52 *** Ryton has quit IRC 23:22:17 *** Firartix has quit IRC 23:24:03 *** smoovi has quit IRC 23:26:27 *** ODM has quit IRC 23:27:28 *** valhallasw has quit IRC 23:31:50 *** El_Timuel has joined #openttdcoop 23:32:28 *** Chris_Booth has quit IRC 23:32:59 *** smoovi has joined #openttdcoop 23:52:08 *** El_Timuel has quit IRC 23:53:19 *** Progman has quit IRC 23:54:30 *** DrSpangle has quit IRC