Times are UTC Toggle Colours
00:06:34 *** DrSpangle has joined #openttdcoop 00:06:37 <DrSpangle> !password 00:06:37 <PublicServer> DrSpangle: flinch 00:07:00 <PublicServer> *** Game still paused (number of players) 00:07:02 <PublicServer> *** DrSpangle joined the game 00:08:05 *** smoovi has quit IRC 00:13:13 *** mrbragster has joined #openttdcoop 00:13:15 *** DrSpangle has left #openttdcoop 00:13:28 <mrbragster> anny one here? 00:13:30 *** DrSpangle has joined #openttdcoop 00:13:56 <mrbragster> sup? 00:13:59 <Rhamphoryncus> We're hiding in the dark 00:14:41 * DrSpangle lurks 00:16:08 <Rhamphoryncus> I tried that when I first joined #openttd. Didn't work. 00:16:31 <DrSpangle> what didn't work? 00:16:50 <Rhamphoryncus> saying I was lurking 00:17:41 <DrSpangle> they caught you lurking huh 00:17:52 * Mazur lurkest. 00:18:48 <Rhamphoryncus> Mazur: I'm pretty sure I wanted to ask you something but I have no idea what 00:19:10 *** mrbragster has quit IRC 00:25:25 <DrSpangle> how have you guys managed to get seperate stations for livestock and wheat? 00:25:45 <DrSpangle> whenever i get a train rolling into a station connected to a farm, all the livestock and wheat gets dumped on the one station 00:27:17 <planetmaker> build trains which load only one thing. And then send them to the respecitve stations only 00:27:28 <planetmaker> avoid that trains go to wrong stations 00:27:47 <DrSpangle> that's odd, i always did it that way but it would consistently dump them both even if i only owned wheat cars 00:27:50 <planetmaker> and yes, even while they may look like one station, we build one for each cargo 00:27:52 <DrSpangle> is it just a newgrf thing? 00:28:00 <planetmaker> nope 00:28:21 <DrSpangle> i wonder why i've been frustrated with this 00:28:25 <DrSpangle> maybe i'll try it again 00:28:38 <planetmaker> it even works that way in TTD itself 00:28:50 <DrSpangle> what's the advantage to only having one cargo per station, as opposed to combining farm stations 00:29:14 <planetmaker> you can better adjust trains for the station and provide better service 00:29:34 <planetmaker> when output is different and the output ration changes 00:29:45 <DrSpangle> i'm not sure what you mean by that 00:30:20 <planetmaker> you have, say, 12 livestock and 80 grain. You want excellent service for both 00:30:35 <DrSpangle> ah, naturally 00:30:50 <planetmaker> you might now adjust the wagons in a train to match that. But then a year later you might have 48 livestock and 66 grain 00:31:46 <planetmaker> where then the livestock gets bad service 00:32:30 <planetmaker> alternatively you use single-cargo trains. But then you might end up the whole station only taken by, say, grain trains. And again the livestock gets bad service 00:32:41 <DrSpangle> so what makes having a separate station better in this case, rather than just sending more/less/different 00:32:48 <DrSpangle> ah i see, yes 00:33:09 <DrSpangle> so by having dedicated paths for the specific resource type you guarantee a quality of service for that node 00:33:41 <planetmaker> yup 00:33:51 <planetmaker> it need not be path. Just station 00:33:55 <DrSpangle> i suppose this would also answer my question for how i can get the trains to use certain paths rather than others when they all meet in a big high efficiency station 00:33:58 <DrSpangle> right 00:34:12 <DrSpangle> i meant station platforms 00:34:22 <DrSpangle> they are, in themselves, a path are they not? 00:34:22 <planetmaker> yeah, that then yes 00:34:33 <planetmaker> well... path... yes 00:34:58 <DrSpangle> and you're right, it's important to make the distinction 00:35:02 <planetmaker> at least part of it 00:35:19 <DrSpangle> i guess you could say, you got me back on track 00:35:46 <planetmaker> :-) 00:35:57 <planetmaker> attention, pun coming in ;-) 00:36:41 <DrSpangle> so i've noticed that almost every sideline station is not a ro-ro station, but rather one where trains reverse once they've reached the station - why is this? it's really sidelined my progress towards efficient station design 00:37:02 <DrSpangle> i feel that using a ro-ro is always more suitable because the trains proceed in one direction, although it also imposes constraints on the architecture of the in and out paths 00:38:19 <planetmaker> There's no real reason for it. RoRo might be slightly more efficient. But for primary pickup stations a very simple terminus is also sufficient 00:38:41 <DrSpangle> what metrics is it sufficient to 00:38:44 <planetmaker> and otoh you can build terminus stations which are not worse than a roro ;-) 00:39:18 <DrSpangle> sorry? 00:39:26 <planetmaker> sufficient as in that it ensures that always a train loads 00:39:46 <DrSpangle> so the aim is to always have room for a train to come in and load 00:40:57 <planetmaker> yeah. And if you have two tracks... you have that quite normally as most of the time two trains will wait. One loading. One sitting there till the other departs and loading only then 00:41:35 <DrSpangle> in a terminus, you mean 00:41:52 <planetmaker> either station actually 00:42:07 <planetmaker> and that's why it doesn't matter roro or terminus 00:42:25 <DrSpangle> but i thought the aim was to always have a free track for a train to come in on 00:43:11 <DrSpangle> i suppose neither design really allows for this, you'll always have a queue in the path into the station regardless of which design you choose 00:44:22 <PublicServer> *** Mazur has left the game (connection lost) 00:44:24 <PublicServer> *** Game still paused (number of players) 00:44:38 <PublicServer> *** Game still paused (number of players) 00:44:41 <PublicServer> *** Mazur joined the game 00:44:41 <planetmaker> if there's a big queue, you have too many trains or a too small station 00:44:48 <planetmaker> that's then bad management ;-) 00:44:55 <planetmaker> one train waiting or two - maybe 00:44:59 <planetmaker> but not more 00:45:05 <DrSpangle> that's good reasoning 00:45:24 <DrSpangle> i am studying trunington mines right now 00:45:54 <planetmaker> I didn't look at this particular map tbh 00:45:57 <planetmaker> !screen 00:45:57 <PublicServer> *** planetmaker liked to make screenshot of last action, but nobody was working since. (http://ps.openttdcoop.org/publicserver/webcam/00006D43.png) 00:46:14 <DrSpangle> it is a terminus station that has 1 input and 1 output path, intersect from 2 paths, and splits to 2 paths respectively 00:46:42 <DrSpangle> i've noticed in this architecture the output path splits but has no real way to guide the train into either of the 2 available outputs at the split 00:47:37 <DrSpangle> why is this? i've found in my experience that the trains choose arbitrarily but generally the pathfinding algorithm will only choose one of these, resulting in a disused path 00:47:45 <DrSpangle> what's the purpose of this? 00:48:15 <PublicServer> <Mazur> If there are may be more trains waiting, we use waiting bays or overflows: for a primary pickup station, two platforms is enough: one with a loading train, one with a train leaving and then the next train coming in, that never takes more time than loading a train. 00:48:16 <DrSpangle> oh, wait, maybe the bridge has something to do with this 00:48:47 <DrSpangle> i see 00:49:18 <PublicServer> <Mazur> What bridge? 00:49:23 <DrSpangle> there appears to be a depot here but it is not in overflow configuration 00:49:30 <DrSpangle> Mazur: i am looking at trunington mines 00:49:44 <DrSpangle> the entry/exit paths split and then these turn into bridges 00:50:01 <DrSpangle> my guess is that this configuration allows two trains to traverse the bridge 00:50:10 <DrSpangle> this essentially makes a raceway which allows whichever train is faster to exit first 00:50:34 <DrSpangle> but in theory you should only have one train exiting from this point at any given time, right 00:50:53 <PublicServer> <Mazur> No, that depot is just for adding trains. We do not use depots trains can get directly into from the ML, because they collect lost trains without releasing them always. 00:50:54 <DrSpangle> so it seems that this configuration is redundant on the output path. and further, it seems that this is of no advantage on the input path if the trains are the same speed 00:51:31 <planetmaker> anyway, g'night 00:51:34 <PublicServer> <Mazur> The double nridge is massive overkill in this situation. 00:51:37 <DrSpangle> so long 00:51:43 <PublicServer> <Mazur> Slweep well, PM. 00:52:36 <DrSpangle> it seems a lot of things have gone awry with this bridge 00:52:48 <PublicServer> <Mazur> Double or more bidges are necessary on the ML to make sure traffic flow gets not halted at bridges. 00:52:50 <DrSpangle> especially on the output path, there is an errant exit signal, i see no reason for this to exist 00:52:58 <DrSpangle> yeah, but this is a sideline 00:53:03 <PublicServer> <Mazur> Indeed. 00:53:03 <DrSpangle> and it leads back into a single rail 00:53:15 <PublicServer> <Mazur> That is normal. 00:53:39 <PublicServer> <Mazur> Look at SLH 11N 00:53:53 <PublicServer> <Mazur> IN, I mean. 00:54:36 <DrSpangle> okay, what in particular should i notice about this 00:54:38 <PublicServer> <Mazur> You can see lots of parallel bridges joining back to one line. 00:55:21 <DrSpangle> i see that on the out path 00:55:24 <PublicServer> <Mazur> That is to make sure birdges are no flow stopper. 00:56:08 <PublicServer> <Mazur> While one train is on one bridge, the nexty can proceed over the other while the first one clears its bridge. 00:56:22 <Rhamphoryncus> !password 00:56:22 <PublicServer> Rhamphoryncus: circus 00:56:32 <PublicServer> *** Game still paused (number of players) 00:56:32 <PublicServer> *** Rhamphoryncus joined the game 00:56:36 <DrSpangle> right, so that seems consistent with that raceway observation i made 00:57:14 <DrSpangle> but what i don't understand is how this prevents a train from waiting at the end of the bridge for the other to pass at the intersection point of the two paths 00:57:32 <Rhamphoryncus> Where are you looking now? 00:57:42 <Rhamphoryncus> Still trunington? 00:57:52 <DrSpangle> Mazur asked me to have a look at SLH 11 IN /OUT 00:57:52 <PublicServer> <Mazur> Only, since we use only one speed on the network, the first train alwasy exits the bridges first. 00:59:16 <PublicServer> <Mazur> Look for instance at the west most pair of bridges. 00:59:49 <DrSpangle> on the out path? 00:59:53 <PublicServer> <Mazur> One bridge is occcupied by a train, with a single bridge, the train that's following closely would have to wait until the birdge is completely cleared. 01:00:03 <PublicServer> <Mazur> No hte other side of the hub. 01:00:25 <PublicServer> <Mazur> Bottom left side. 01:00:31 <PublicServer> <Rhamphoryncus> Put a sign on it? 01:00:45 <PublicServer> <DrSpangle> yeah plop a sign there 01:01:03 <PublicServer> <DrSpangle> oh, i had my directions confused 01:01:11 <PublicServer> <DrSpangle> i see it now 01:01:17 <PublicServer> <Rhamphoryncus> directions are confusing. There's no in-game definition 01:01:40 <PublicServer> <DrSpangle> i was referring to the double bridges located on your eastern side, near the SLH11 IN sign 01:01:42 <PublicServer> <Mazur> There is, sort of, top-left is north. 01:02:05 <PublicServer> <Rhamphoryncus> Openttdcoop has the definition of top-left is north, but even that isn't consistently followed 01:02:15 <PublicServer> <Mazur> It is with us. 01:02:16 <DrSpangle> i'll follow your convention 01:02:31 <PublicServer> <Rhamphoryncus> It hasn't been in the few games I've played 01:02:34 <PublicServer> <Mazur> Anyway, at !here. 01:02:36 <PublicServer> <Rhamphoryncus> But it doesn't matter 01:03:02 <PublicServer> <DrSpangle> ok look here 01:03:16 <PublicServer> <DrSpangle> i don't think i'm allowed to place a sign 01:03:19 <PublicServer> <Rhamphoryncus> The bridge at !here is a better example because it has higher traffic requirements 01:03:21 <PublicServer> <DrSpangle> look at the path right at the SLH11 IN sign 01:03:23 <PublicServer> <Mazur> Just past my sign a train is blocking its bridge. 01:03:46 <PublicServer> <Mazur> The red train would have to wait. 01:03:48 <PublicServer> <Rhamphoryncus> click the train and tell us the number 01:04:02 <PublicServer> <Rhamphoryncus> 222 and 667? 01:04:24 <PublicServer> <Mazur> But by building a second bridge, the red train can use that while the 222 clears its bridge. 01:04:30 <PublicServer> <Mazur> Yes. 01:04:56 <PublicServer> <Rhamphoryncus> In particular that's because we're using presignals 01:05:06 <PublicServer> <DrSpangle> right, so we've increased the bandwidth at that point, but it also means that the signals prior to the bridge must be long enough to account for the train exiting the bridge 01:05:08 <PublicServer> <Mazur> Mind you, they have to be separated with signals. 01:05:10 <PublicServer> <DrSpangle> yes 01:05:20 <PublicServer> <Rhamphoryncus> Classic TTD had only block signals but openttd has three varieties: block signals, presignals, and path signals 01:05:20 <PublicServer> <DrSpangle> that's what i was just saying, so we're on the same wavelength 01:05:38 <PublicServer> <Mazur> Yes. 01:05:49 <PublicServer> <DrSpangle> yeah, so we put a presignal at the beginning of the split, and then an exit signal at the beginning and end of the bridge 01:06:25 <PublicServer> <Mazur> You can also do it with a path signal and only block signals didectly behind the bridges, but we prefer the pre-/exit-signal entries. 01:06:36 <PublicServer> <DrSpangle> i prefer those also 01:06:50 <PublicServer> <Mazur> Due to major path signal errors (in the past?). 01:07:04 <PublicServer> <Rhamphoryncus> Pathsignals use a variety of weightings. Powerful, but ultimately a heuristic 01:07:23 <PublicServer> <Rhamphoryncus> Presignals are more self contained and predictable 01:07:30 <PublicServer> <DrSpangle> okay so do you see where train 894 is 01:07:36 *** pugi_ has joined #openttdcoop 01:07:37 <PublicServer> <DrSpangle> it is passing under two bridges 01:07:55 <PublicServer> <DrSpangle> it appears to me that this bridge system is not sufficiently engineered to account for the scenario illustrated !here 01:08:02 <PublicServer> <Mazur> Anyway, there is a formula for calculating how many birdges or tunnels you need to maintainthe same capacity as a single line without bridges. 01:08:12 <PublicServer> <Mazur> @@(gap) 01:08:13 <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. 01:08:26 <Mazur> !gap 01:08:26 <PublicServer> Mazur: !gap <trainlength> <gap>: Returns amount of tunnels/bridges needed. Formula: (<gap>+<trainlength>-2)/(<trainlength>+2) 01:09:16 <PublicServer> <DrSpangle> do you see? 01:09:58 <PublicServer> <Mazur> `` 01:10:00 <PublicServer> <Rhamphoryncus> See what? 01:10:23 <PublicServer> <Mazur> DO you see-ee-eee the light?!? 01:10:29 <PublicServer> <DrSpangle> train 894 is passing under two bridges which do not conform to the standard required to the trains to enter (SLH11 IN) in sync 01:11:02 <PublicServer> <DrSpangle> or am i misinterpreting the purpose of this path 01:11:02 <PublicServer> <Mazur> But with a PATH signal at the split it works. 01:11:04 <PublicServer> <Rhamphoryncus> The ones next to the SLH11 IN wp? 01:11:16 <PublicServer> <DrSpangle> yes 01:11:30 <PublicServer> <Rhamphoryncus> That's just using a path signal for the same effect 01:11:41 <PublicServer> <Rhamphoryncus> Due to space constraints 01:11:56 <PublicServer> <Mazur> Indeed. 01:12:26 *** pugi has quit IRC 01:12:27 *** pugi_ is now known as pugi 01:12:28 <Rhamphoryncus> Unrelated: I don't suppose you know anything about the pathfinder implementation, Mazur? 01:12:46 <PublicServer> <DrSpangle> hm , okay 01:12:52 <PublicServer> <Mazur> Not the first word of code. 01:13:11 <PublicServer> <DrSpangle> so how does the path signal prevent a train from having to wait at this split then 01:13:13 <PublicServer> <Rhamphoryncus> Oh well 01:13:35 <PublicServer> <DrSpangle> at SLH11 OUT 01:13:41 <PublicServer> <DrSpangle> just after the waypoint 01:13:43 <PublicServer> <Rhamphoryncus> Path signals can enter the same block another train is in 01:13:49 <PublicServer> <Rhamphoryncus> So long as their paths don't overlap 01:14:07 <PublicServer> <DrSpangle> so we're relying on the signal gap prior to this split in order to maintain the timing 01:14:13 <PublicServer> <Mazur> DrSpangle: With a PBS (Path Based Signal), the next block can contain 2 trains, as long as each can see a next signal without interference. 01:14:16 <PublicServer> <Rhamphoryncus> Yup 01:14:30 <PublicServer> <Rhamphoryncus> Which is actually true for the presignal bridges too 01:14:48 <PublicServer> <DrSpangle> yeah it's all about the signal gap timing to maintain the self regulation of this system 01:14:51 <PublicServer> <Mazur> It ignores the occupied bridge because it has a clear path over the other bridge. 01:14:53 <PublicServer> <Rhamphoryncus> If there's a blockage immediately after the bridge then they can stop on the bridge and sometimes have trouble getting back into s ync 01:15:27 <PublicServer> <DrSpangle> i'm not sure where these crazy bridges lead 01:15:38 <PublicServer> <DrSpangle> they seem to pass somewhere under that kludge of 5 bridges just west of there 01:15:58 <PublicServer> <Mazur> They also split to the south. 01:16:36 <PublicServer> <Mazur> And tunnel under the other ML track. 01:16:38 <PublicServer> <DrSpangle> does the southern bridge (the tube one) lead into a tunnel, which then aligns south past the refinery? 01:17:08 <PublicServer> <DrSpangle> how do you guys manage to design these complicated hubs without going crazy? do you do it on paper and then implement it? 01:17:10 <PublicServer> <Rhamphoryncus> It doesn't have to sync 01:17:20 <PublicServer> <Rhamphoryncus> It is challenging 01:17:38 <PublicServer> <Rhamphoryncus> But underneath it's just a few connected components 01:17:45 <PublicServer> <Rhamphoryncus> split, swap places, merge back together 01:18:07 <PublicServer> <Mazur> No, we build the ML tracks, leaving space between them, and add SL tracks where they are suppsoed to come from and go to. 01:18:41 <PublicServer> <Mazur> After the firs few you get the hang of it. 01:18:51 <PublicServer> <Mazur> For me it gets tricky again when the terrain is uneven. 01:19:03 <PublicServer> <DrSpangle> yeah i can't comprehend any of this when the terrain is uneven 01:19:13 <PublicServer> <Mazur> Because I ahve not build that many hubs yet. 01:19:16 <PublicServer> <DrSpangle> i am attempting to analyze it from a 2d perspective, like a circuit schematic diagram 01:19:34 <PublicServer> <Rhamphoryncus> Yeah, I can't handle the rought terrain either 01:20:40 <PublicServer> <DrSpangle> how do you perform work on these, without the trains blowing up all over the place? 01:20:51 <PublicServer> <DrSpangle> do you deactivate single lines? 01:21:13 <PublicServer> <Mazur> Either know what you;'re doing, or stop a train just before it reaches where you're going to change stuff. 01:21:15 <PublicServer> <DrSpangle> i mean this is a serious engineering problem in real life too 01:21:18 <PublicServer> <Rhamphoryncus> Stop the train when necessary, but mostly not removing a track with a signal if it'd let a collision happen 01:21:24 <PublicServer> <Rhamphoryncus> or join a track that'd let a collision happen 01:21:30 *** Steven has joined #openttdcoop 01:21:30 <PublicServer> <DrSpangle> yeah 01:21:52 <PublicServer> <Mazur> Removing a piece of track is not recommended, though, because trains would get lost. 01:22:11 <PublicServer> <Rhamphoryncus> You try to keep the window short but often it's the easiest way 01:22:22 <PublicServer> <Mazur> Normally we request you keep a conection between both sides to rpevent that. 01:22:30 <PublicServer> <Mazur> Indeed. 01:22:37 <PublicServer> <Rhamphoryncus> Build all the new track beside it, then preferably remove some signals in the way, connect the new, and remove the old 01:23:03 <PublicServer> <Mazur> Removing signals is always hte dangerous part, that's when trains collide. 01:23:05 <PublicServer> <Rhamphoryncus> but if you're on a slope you want to shift up or down you often have to remove the old first 01:23:12 <PublicServer> <Mazur> Indeed. 01:23:21 <Steven> !password 01:23:21 <PublicServer> Steven: sodomy 01:23:30 <PublicServer> <DrSpangle> i'm guessing once a mainline setup is completed, it's more or less set in stone 01:23:37 <PublicServer> <Mazur> If it's unavoidable, it's unavoidable. 01:23:43 <PublicServer> <Mazur> Not really. 01:23:45 <PublicServer> <DrSpangle> these really big hubs are basically monolithic 01:23:52 <PublicServer> *** Game still paused (number of players) 01:23:52 <PublicServer> *** Game unpaused (number of players) 01:23:54 <PublicServer> *** Steven joined the game 01:23:57 <PublicServer> <DrSpangle> i don't see how removing any one component wouldn't cause a big disaster 01:24:17 <PublicServer> <Mazur> Once things are good and well under way, traffi gets so heacy hte network can;t handle it. 01:24:23 <PublicServer> *** Mazur has joined spectators 01:24:23 <PublicServer> *** Game paused (number of players) 01:24:32 <PublicServer> <Mazur> And then we expand, adding lines. 01:25:06 <PublicServer> <DrSpangle> so it's possible to construct even these big sideline hubs like that? 01:25:13 <PublicServer> <Mazur> Starting with the busiest points and working our way along hte line until traffic subsides somewhere. 01:25:16 <PublicServer> <Mazur> Yes. 01:25:43 <PublicServer> *** Steven has joined spectators 01:25:59 <PublicServer> <Mazur> It's not alwasy easy, and sometimes hubs get completely rebuild, but usually it's simply adding new connections at the hubs. 01:26:45 <PublicServer> <Mazur> Anyway, I'm going. 01:26:51 <PublicServer> <DrSpangle> goodbye 01:26:51 <PublicServer> <Mazur> See ya. 01:26:54 <PublicServer> *** Mazur has left the game (leaving) 01:27:14 <PublicServer> <DrSpangle> it's just about time for me to go too 01:27:20 <PublicServer> <Rhamphoryncus> toodles 01:27:56 <PublicServer> *** Rhamphoryncus has left the game (leaving) 01:28:13 <PublicServer> *** DrSpangle has left the game (leaving) 01:30:20 *** DrSpangle has quit IRC 01:43:57 <PublicServer> *** Steven has left the game (leaving) 01:44:07 *** Steven has quit IRC 02:01:33 *** pugi has quit IRC 02:26:29 *** Razaekal has joined #openttdcoop 02:26:29 *** Razaekel is now known as Guest4480 02:26:30 *** Razaekal is now known as Razaekel 02:31:53 *** Guest4480 has quit IRC 05:06:18 *** Rhamphoryncus has quit IRC 06:46:55 *** sla_ro|master has joined #openttdcoop 07:37:55 *** `real has joined #openttdcoop 07:44:18 *** real` has quit IRC 08:09:51 *** roboboy has joined #openttdcoop 08:19:38 *** ODM has joined #openttdcoop 08:19:38 *** ChanServ sets mode: +o ODM 08:22:29 *** roboboy has quit IRC 08:27:17 *** pugi has joined #openttdcoop 08:33:15 *** Progman has joined #openttdcoop 08:49:28 *** Progman has quit IRC 08:49:41 *** Progman has joined #openttdcoop 09:06:36 *** elecRules has joined #openttdcoop 09:06:38 <elecRules> !players 09:06:41 <PublicServer> elecRules: There are currently no clients connected to the server 09:07:23 *** roboboy has joined #openttdcoop 09:07:31 <roboboy> hello 09:07:42 *** roboboy has left #openttdcoop 09:36:04 *** Firartix has joined #openttdcoop 09:55:32 *** roboboy has joined #openttdcoop 09:55:46 <roboboy> !logs 09:58:36 <roboboy> well the cookie plugin seems to break some tabs I am working with 09:58:36 <roboboy> the tabs work without the cookie plugin but not with it 09:58:36 <roboboy> the jqueryui forums don't seem to be very active 09:59:32 *** Progman has quit IRC 10:06:58 <elecRules> @roboboy what're you trying to do with jqueryui/cookie plugin? 10:08:04 <elecRules> !players 10:08:07 <PublicServer> elecRules: There are currently no clients connected to the server 10:34:54 *** smoovi has joined #openttdcoop 11:00:10 *** sla_ro|master has quit IRC 11:08:54 *** bassals has joined #openttdcoop 11:13:50 *** ashaw has joined #openttdcoop 11:28:08 *** ashaw has quit IRC 11:28:31 *** Tray has joined #openttdcoop 11:39:25 *** roboboy has quit IRC 11:45:54 *** Ivan_M has joined #openttdcoop 11:46:03 <Ivan_M> !password 11:46:03 <PublicServer> Ivan_M: sodomy 11:46:13 <PublicServer> *** Game still paused (number of players) 11:46:14 <PublicServer> *** Ivan_M joined the game 11:48:38 <elecRules> !password 11:48:38 <PublicServer> elecRules: sodomy 11:49:15 <PublicServer> *** Game still paused (number of players) 11:49:15 <PublicServer> *** elecRules joined the game 11:49:47 <PublicServer> <elecRules> Aren't two players sufficient for unpause? :/ 11:50:04 <elecRules> !players 11:50:06 <PublicServer> elecRules: Client 2508 is Ivan_M, a spectator 11:50:06 <PublicServer> elecRules: Client 2511 (Orange) is elecRules, in company 1 (Trunington Transport) 11:50:17 <elecRules> 0hhh, spectating 11:50:17 <elecRules> right 11:51:12 <Ivan_M> Hi, I just want to take a look but if you want to build I can join 11:51:51 <PublicServer> <elecRules> I just got confused by the spectator-mode :P 11:52:22 <PublicServer> <elecRules> a running network is more fun to observe :) 11:53:28 <PublicServer> <elecRules> could you join please? 11:53:43 <PublicServer> *** Ivan_M has joined company #1 11:53:43 <PublicServer> *** Game unpaused (number of players) 11:53:47 <PublicServer> <elecRules> thx :) 11:53:52 <Ivan_M> np :-) 12:03:50 *** Hazard has joined #openttdcoop 12:04:50 <Hazard> Hi, is anyone active? 12:05:25 *** Progman has joined #openttdcoop 12:05:40 <Hazard> !register 12:07:07 <Hazard> Anyone active? 12:07:21 <Ivan_M> Hi, yes, sort of 12:08:24 <Hazard> Hi 12:08:45 <PublicServer> *** bassals joined the game 12:08:49 <PublicServer> <bassals> hello 12:09:15 * planetmaker recommends @@quickstart 12:09:16 <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart 12:09:19 *** Hazard is now known as Lugnuts 12:10:11 <Lugnuts> Okay 12:11:52 <Lugnuts> How popular is OTTDcoop? 12:13:21 <hylje> !playercount 12:13:21 <PublicServer> hylje: Number of players: 3 (0 spectators) 12:14:25 <Lugnuts> How many players do you think are active durin a day? 12:15:37 <hylje> maybe ten different players daily 12:18:05 <Lugnuts> How long does a typical game last? 12:18:05 <planetmaker> some questions make me wonder what answer is expected. And another 10 if you look at the Welcome server 12:18:25 <planetmaker> 1 to two weeks 12:19:16 <planetmaker> !archive 12:19:16 <PublicServer> planetmaker: http://www.openttdcoop.ORG/wiki/PublicServer:Archive | http://www.openttdcoop.org/wiki/ProZone:Archive | http://www.openttdcoop.org/wiki/MemberZone:Archive 12:19:25 <planetmaker> ^^ go figure yourself, if you need that more detailed 12:20:17 <Lugnuts> Thanks 12:20:19 <Lugnuts> I just want to get an idea of what this is 12:20:26 <Lugnuts> You guys seem pretty serious 12:20:34 <Lugnuts> about OTTD 12:20:44 <planetmaker> serious? It's a game 12:21:18 <planetmaker> We take joy in building jointly giant train networks which have a high throughput 12:22:12 <Lugnuts> Dedicated, maybe? 12:22:12 <theholyduck> its pretty fun yeah 12:22:38 <planetmaker> yeah, possibly 12:22:39 <theholyduck> Lugnuts, the exact number of people playing varies from game to game. 12:22:57 <theholyduck> for that sake, so does who 12:23:08 <Lugnuts> Ok 12:23:34 <planetmaker> people com and people go ;-) 12:24:37 <planetmaker> we have two main game server: this PublicServer and the Welcome server 12:24:44 <Ammler> around every tenth openttd player is a openttdcoop player :-) 12:24:58 <Ammler> openttd mp player 12:25:12 <planetmaker> on this PublicServer we strictly only play in one company and build a network to the style previously voted upon 12:26:06 <planetmaker> with the welcome server we operate a MP server with multiple companies where everyone can build his own style. But we take care that things work fair and no stealing and stuff 12:26:28 <Lugnuts> I'm suprised I haven't heard of this yet 12:26:55 <Ammler> we try to avoid mainstream 12:27:00 *** Lugnuts has quit IRC 12:27:00 <Ammler> that is why use nightlies 12:27:13 <planetmaker> heart of what? This server? This community? 12:27:36 <planetmaker> Well... we don't advertise directly 12:27:49 <theholyduck> i think people just stumble upon it 12:27:54 <planetmaker> though many searches for OpenTTD will (also) give links to our pages 12:28:13 <Ammler> and you can't be a good openttd player wihtout at least knowing openttdcoop :-P 12:28:19 <Ammler> (you don't need to like it) 12:28:36 <planetmaker> not least as we also operate the biggest platform for OpenTTD NewGRF, AI and other add-on development 12:29:01 <PublicServer> <bassals> also AI? 12:29:11 <planetmaker> sure 12:29:23 <Ammler> noai.openttd.org is closed afaik 12:29:26 <planetmaker> yup 12:29:34 <planetmaker> all projects were migrated to the devzone 12:30:23 <planetmaker> Bassals: doesn't mean that we write them. But we offer the infrastructure to host them 12:30:54 <PublicServer> <bassals> a 12:31:02 <PublicServer> <bassals> oops, okay thanks 12:33:06 <theholyduck> i wonder if infrastructure sharing will ever get commited to openttd 12:33:10 <theholyduck> its a cool concept atleast 12:37:05 *** Lugnuts has joined #openttdcoop 12:37:12 <Lugnuts> Sorry about that 12:38:16 <Lugnuts> !password 12:38:16 <PublicServer> Lugnuts: octave 12:38:27 <Lugnuts> !ip 12:38:27 <PublicServer> Lugnuts: ps.openttdcoop.org 12:39:10 <Lugnuts> Server is nightly? 12:39:25 <hylje> yup 12:39:27 <hylje> !dl 12:39:27 <PublicServer> hylje: !dl autostart|autottd|lin|lin64|osx|ottdau|source|win32|win64|win9x 12:39:27 <PublicServer> hylje: http://www.openttd.org/en/download-trunk/r23974 12:42:33 <Lugnuts> Zip archive download only? 12:42:38 <Lugnuts> Or am I missing something? 12:42:45 <elecRules> Which OS are you using? 12:43:05 <planetmaker> there's no installer for nightlies 12:43:07 <planetmaker> iirc 12:43:09 <Lugnuts> Windows 7 12:43:09 <elecRules> (Windows/Linux 32/64 bits) 12:43:17 <planetmaker> nor is any installer needed 12:43:23 <elecRules> 32 bit/64 bit? 12:43:27 <planetmaker> (also not for releases, but that's another matter) 12:44:25 <Lugnuts> My internet is terrible btw 12:44:46 <elecRules> !dl win32 12:44:46 <PublicServer> elecRules: http://binaries.openttd.org/nightlies/trunk/r23974/openttd-trunk-r23974-windows-win32.zip 12:44:51 <elecRules> ^^ that should work 12:44:58 <elecRules> just extract it to a folder, anywhere 12:45:23 <PublicServer> <elecRules> No need for that 2nd PBS 12:45:26 <Lugnuts> Is there any conflict with having two versions 12:45:36 <PublicServer> <elecRules> the crash occured due to me removing it at a bad time 12:45:37 <planetmaker> nope 12:45:47 <planetmaker> if they're in separate dirs, you're safe 12:46:06 <PublicServer> <bassals> the waiting bay has to be long to make the overflow work 12:46:20 <PublicServer> <bassals> now it's not working 12:46:22 <Lugnuts> How do you set the directory? 12:46:32 <PublicServer> <elecRules> Is that OK now? 12:46:47 <PublicServer> <elecRules> ohhhhh, it can't reach the depot 12:46:49 <PublicServer> <elecRules> right 12:48:27 <Lugnuts> elecRules: Which server are you playing on? 12:48:33 <PublicServer> <elecRules> The public one 12:48:41 <elecRules> !ip 12:48:41 <PublicServer> elecRules: ps.openttdcoop.org 12:48:54 <Lugnuts> Thanks 12:49:01 <PublicServer> <elecRules> No problem :-) 12:51:02 <Lugnuts> Do you guys know how to change the directory? 12:51:25 <bassals> the directory? 12:52:18 <Lugnuts> !log 12:54:01 *** ashaw has joined #openttdcoop 12:56:03 <Lugnuts> !curve 12:56:03 <PublicServer> Lugnuts: http://www.openttdcoop.org/wiki/Max_Curve_Speed 12:58:26 *** Maraxus has joined #openttdcoop 12:59:26 <Lugnuts> !companies 12:59:27 <PublicServer> Lugnuts: Company 1 (Orange): Trunington Transport 13:00:03 <Maraxus> !password 13:00:03 <PublicServer> Maraxus: quacks 13:00:21 <PublicServer> *** Maraxus joined the game 13:00:29 <PublicServer> <Maraxus> hi 13:00:43 <PublicServer> <elecRules> hi :) 13:00:48 <Ivan_M> hi 13:02:38 <ashaw> Hey, I 13:02:56 <ashaw> have been thinking about joining a game with you guys 13:05:27 <Lugnuts> Does the nightly save games, ais, etc in a different directory as default? 13:05:40 <bassals> no 13:05:55 <bassals> it saves them in the default directory 13:06:08 <Lugnuts> Is there a way to change it, or will there be conflicts? 13:06:32 <bassals> I don't know 13:07:32 <Lugnuts> You do nightlies only? 13:07:41 <PublicServer> <bassals> yes 13:07:55 <PublicServer> <bassals> you can download it with !dl 13:07:59 <bassals> !dl 13:07:59 <PublicServer> bassals: !dl autostart|autottd|lin|lin64|osx|ottdau|source|win32|win64|win9x 13:07:59 <PublicServer> bassals: http://www.openttd.org/en/download-trunk/r23974 13:08:29 <bassals> then you have to install the grf pack in the shared directory 13:09:25 <Lugnuts> I downloaded that 13:09:40 <Lugnuts> Shared directory/ 13:09:41 <Lugnuts> ? 13:10:01 <PublicServer> <bassals> where the saves are stored 13:10:15 <PublicServer> <bassals> for windows usually Documents/OpenTTD 13:10:17 <Lugnuts> So in documents/OpenTTD? 13:10:42 <Lugnuts> So just plop it in there and both versions will work fine? 13:10:49 <PublicServer> *** Ivan_M has left the game (general timeout) 13:10:49 <PublicServer> *** Ivan_M has left the game (connection lost) 13:11:03 <bassals> mmm no 13:11:13 <Lugnuts> Also, can you connect to older versions (non-nightly) servers? 13:11:18 <bassals> no 13:11:31 <bassals> you have to keep the two versions in different folders 13:11:53 <bassals> you've got to download the nightly from there 13:11:53 <Ammler> documents/OpenTTD/newgrf or data 13:12:13 <Ammler> @quickstart 13:12:14 <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart 13:12:17 <PublicServer> <elecRules> You can put all the newgrfs in the folder you extracted too 13:12:19 <PublicServer> <elecRules> to* 13:12:37 <PublicServer> <elecRules> as long as you do that for all your installations instead of using the shared folder, it should be OK 13:13:12 <Ammler> elecRules: why? using shared folder is what is meant for the grfpack 13:13:26 <PublicServer> <bassals> my fault 13:13:40 <PublicServer> <elecRules> The grfpack isn't compatible with previous/future versions too well, isn't it? 13:13:46 <Ammler> why not? 13:13:58 <PublicServer> <elecRules> it's designed for a nightly version 13:14:06 <Ammler> folder newgrf isn't compatbile with older openttd, that is why I still would use data 13:14:10 <PublicServer> <elecRules> a.k.a. VeryBuggy(tm) 13:14:14 <Ammler> as that works also on newer 13:15:02 <Ammler> elecRules: what is buggy? that might be worth a bug report 13:15:09 <PublicServer> <elecRules> I don't mean a particular bug 13:15:15 <PublicServer> <elecRules> I mean that nightlies are unstable, in general 13:15:56 <Ammler> yes, but that should not matter, where it reads the newgrf data 13:15:57 <Webster> Read the Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart (again, try !grf) 13:17:03 *** Ivan_M has quit IRC 13:20:29 <Lugnuts> I think I got it working 13:20:37 <PublicServer> <elecRules> :) 13:22:02 <Lugnuts> My AIs from the stable shouldn't show up in content download, right? 13:22:09 <Lugnuts> And other online content 13:23:15 <Ammler> if you don't want, you install those to the install dir else you do it the usual way and install it to your data dir, which you share with other installs 13:24:55 <Lugnuts> My computer can't find the 4 new GRF Files 13:25:13 <planetmaker> elecRules: define unstable or VeryBuggy 13:25:15 <PublicServer> <bassals> can't you download them ingame? 13:25:41 <elecRules> planetmaker: Random desyncs, crashes, etc 13:26:11 <Lugnuts> I'm doing the find missing GRFs option 13:26:41 <PublicServer> <bassals> if the game does not find them it means they are from the pack 13:26:55 <Lugnuts> Pack? 13:26:56 <bassals> you have to download the newgrf pack 13:26:58 <bassals> !grf 13:26:58 <PublicServer> bassals: http://www.openttdcoop.org/wiki/GRF (Version 8.0) 13:27:12 <bassals> and copy it to Documents/OpenTTD/data 13:28:28 <Lugnuts> Ok 13:29:09 <Ammler> Lugnuts: just wondering, did you read quickstart? 13:29:29 <planetmaker> :-) 13:29:32 <Lugnuts> I skimmed over it 13:29:37 <Ammler> :-) 13:29:46 <planetmaker> at least I gave the link. And the quickstart is for reading. Not just noticing the link 13:29:57 <planetmaker> skimming over is fine for slowstart 13:29:59 <planetmaker> @slowstart 13:29:59 <Webster> Read everything on the wiki, and I mean everything 13:30:58 <PublicServer> <elecRules> Damn it, gotta go to bed 13:31:01 *** Absolutis has joined #openttdcoop 13:31:02 <PublicServer> <elecRules> cya soon everyone 13:31:08 <PublicServer> <bassals> goodbye 13:31:14 <Absolutis> !password 13:31:14 <PublicServer> Absolutis: wanton 13:31:14 <PublicServer> <elecRules> someone please add a 4th platform to wood drop near SLH10 13:31:20 <PublicServer> <bassals> what is your timezone? 13:31:34 <PublicServer> <elecRules> GMT+9:30 (+1 more due to DST) 13:31:41 <PublicServer> <elecRules> SA, Australia 13:31:47 <PublicServer> *** elecRules has left the game (leaving) 13:31:47 <PublicServer> *** Game paused (number of players) 13:32:13 <PublicServer> *** Game still paused (number of players) 13:32:13 <PublicServer> *** Game unpaused (number of players) 13:32:13 <PublicServer> *** Absolutis joined the game 13:32:21 <PublicServer> <bassals> hello 13:33:13 *** Lugnuts_ has joined #openttdcoop 13:33:14 *** Lugnuts_ is now known as Lugnuts2 13:33:58 *** Lugnuts is now known as Guest4521 13:33:58 *** Lugnuts2 is now known as lugnuts 13:34:09 *** lugnuts is now known as Lugnuts 13:34:17 <Lugnuts> Sorry 13:34:21 <Lugnuts> Internet problem 13:37:37 *** Guest4521 has quit IRC 13:40:11 <Lugnuts> Aparently it is going to take me an half hour to download the GRF pack 13:40:55 *** Ivan_M has joined #openttdcoop 13:41:03 <Ivan_M> !password 13:41:03 <PublicServer> Ivan_M: amoral 13:41:20 <PublicServer> *** Ivan_M joined the game 13:41:21 <PublicServer> <bassals> hello 13:41:27 <PublicServer> <Absolutis> Hi 13:41:41 <Ivan_M> Hi 13:41:56 <PublicServer> *** bassals has joined spectators 13:42:03 <Ivan_M> theese passwords are always so funny 13:42:50 <PublicServer> <Absolutis> hmm 13:43:36 <PublicServer> <Absolutis> should MSH 05- BBH 03 be expanded? 13:46:14 <Lugnuts> How does the server connect to the IRC with the nametags? 13:46:20 <PublicServer> *** Absolutis has joined spectators 13:46:20 <PublicServer> *** Game paused (number of players) 13:48:30 <Lugnuts> My download speed is 10MB/s 13:48:34 *** Rhamphoryncus has joined #openttdcoop 13:49:28 <Rhamphoryncus> !playercount 13:49:28 <PublicServer> Rhamphoryncus: Number of players: 8 (6 spectators) 13:49:32 <PublicServer> *** Ivan_M has left the game (leaving) 13:49:59 <Rhamphoryncus> !password 13:49:59 <PublicServer> Rhamphoryncus: golfed 13:50:16 <PublicServer> *** Game still paused (number of players) 13:50:16 <PublicServer> *** Rhamphoryncus joined the game 13:50:30 <Rhamphoryncus> .. 13:51:08 <Rhamphoryncus> it claimed 2 players and 6 spectators. It was at most 1 and 3. 13:51:57 <planetmaker> happens 13:52:45 <planetmaker> no-one finished an open-source admin client which suits at least approx. our needs. Or at least there's non I know of 13:52:54 * Rhamphoryncus nods 13:54:18 <PublicServer> *** Rhamphoryncus has left the game (leaving) 13:55:58 *** Ryton has joined #openttdcoop 13:57:38 <Lugnuts> Erm, my download speed isn't 10MB/s its 10KB/s 14:05:51 <Lugnuts> Dammit 14:05:59 <Lugnuts> My download has frozen up 14:08:05 <planetmaker> the server has a working 1GBit connection 14:12:15 *** Webster has joined #openttdcoop 14:12:15 *** ChanServ sets mode: +o Webster 14:13:17 <Lugnuts> ? 14:13:17 <Lugnuts> I am downloading the GRF pack 14:13:17 <Lugnuts> Meh 14:13:17 <Lugnuts> I'll just let it run overnight 14:15:20 <Lugnuts> Yesss 14:15:23 <Lugnuts> It downloaded 14:15:31 <Lugnuts> My Internet can be very random at times 14:15:46 *** Guest4530 has quit IRC 14:15:53 <Lugnuts> Oh 14:16:00 <Lugnuts> Looks like it is corrupted 14:16:48 <Lugnuts> !players 14:16:51 <PublicServer> Lugnuts: Client 2538 is Absolutis, a spectator 14:16:51 <PublicServer> Lugnuts: Client 2517 is bassals, a spectator 14:16:51 <PublicServer> Lugnuts: Client 2529 is Maraxus, a spectator 14:17:00 <PublicServer> *** bassals has joined company #1 14:19:06 <Lugnuts> !playercount 14:19:06 <PublicServer> Lugnuts: Number of players: 3 (2 spectators) 14:24:39 <Rhamphoryncus> Heya bassals 14:24:54 <bassals> hello yellow 14:27:22 *** Lugnuts has quit IRC 14:34:02 <V453000> !password 14:34:02 <PublicServer> V453000: melted 14:34:24 <PublicServer> *** Game still paused (number of players) 14:34:33 <PublicServer> *** V453000 has left the game (connection lost) 14:34:35 <PublicServer> *** Game still paused (number of players) 14:35:19 <PublicServer> *** V453000 has left the game (downloading map took too long) 14:35:19 <PublicServer> *** V453000 has left the game (connection lost) 14:35:19 <PublicServer> *** Game still paused (number of players) 14:35:53 <PublicServer> *** Game still paused (number of players) 14:35:53 <PublicServer> *** Game unpaused (number of players) 14:35:53 <PublicServer> *** V453000 joined the game 14:36:01 <PublicServer> <V453000> hi 14:36:02 <PublicServer> <bassals> hello 14:37:40 *** Ryton has quit IRC 14:38:37 *** Ryton has joined #openttdcoop 14:40:46 <PublicServer> *** V453000 has left the game (leaving) 14:40:46 <PublicServer> *** Game paused (number of players) 14:46:11 <PublicServer> *** bassals has left the game (leaving) 14:46:19 <PublicServer> *** Maraxus has left the game (leaving) 14:47:53 <PublicServer> *** Game still paused (number of players) 14:47:56 <PublicServer> *** bassals joined the game 14:48:50 *** mfb- has joined #openttdcoop 14:48:50 *** ChanServ sets mode: +o mfb- 14:48:59 <mfb-> hi 14:49:01 <PublicServer> *** Game still paused (number of players) 14:49:01 <PublicServer> *** Game unpaused (number of players) 14:49:04 <PublicServer> *** mfb joined the game 14:49:07 <PublicServer> <bassals> hello 14:51:35 <V453000> hai 14:53:37 <PublicServer> <mfb> do you know what !here is? 14:54:14 <PublicServer> <bassals> no 14:55:18 <PublicServer> <mfb> wtf is paper pickup exit 14:55:19 *** TWerkhoven[l] has joined #openttdcoop 14:57:24 <PublicServer> <mfb> is it me, or the server, with the bad connection? 15:01:41 *** Ivan_M has quit IRC 15:07:06 <PublicServer> <mfb> oh, progress at the SLH 15:07:16 <PublicServer> <bassals> where? 15:07:28 <PublicServer> <mfb> where you are working :p 15:08:22 <PublicServer> <bassals> what is that penalty and that in the MS? 15:08:36 <PublicServer> <mfb> penalty is a pathfinder penalty 15:08:39 <PublicServer> <mfb> MS? 15:08:49 <PublicServer> <bassals> main station 15:08:56 <PublicServer> <bassals> why not a reversed pbs? 15:09:06 <PublicServer> <mfb> no idea 15:09:13 <PublicServer> <mfb> has a similar effect 15:10:42 <mfb-> !ping 15:10:42 <PublicServer> mfb-: pong 15:17:36 <PublicServer> <mfb> cleaning up? 15:21:43 <Ryton> is a fourth line at wood drop/paper pickup done? 15:21:58 <PublicServer> <mfb> the station exit is crap 15:22:01 <PublicServer> <mfb> but the 4th line works 15:22:35 <PublicServer> <mfb> nice signal gaps on that ML 15:22:45 <PublicServer> <bassals> where? 15:22:55 <PublicServer> <mfb> fixed 15:23:06 <PublicServer> <mfb> somewhere on the diagonal elements near hunworth heights 15:23:17 <Ryton> my fault again? 15:23:40 <PublicServer> <mfb> +- some tiles 15:23:56 <Rhamphoryncus> Spot my !broken signal insanity yet? 15:24:25 <PublicServer> <mfb> there is no such sign 15:24:40 <Ryton> I'm really making too many mistakes these days :-( 15:24:46 <PublicServer> <mfb> snake nest exit to west is jamming 15:25:00 <Rhamphoryncus> Ryton: but you are prolific ;) 15:25:14 *** theholyduck has quit IRC 15:25:17 <Rhamphoryncus> !password 15:25:17 <PublicServer> Rhamphoryncus: sucked 15:25:28 <PublicServer> *** Rhamphoryncus joined the game 15:26:01 <PublicServer> <Rhamphoryncus> ... somebody just deleted all the signs and put the track piece back 15:26:16 <PublicServer> <Rhamphoryncus> Nothing saying they actually fixed it 15:26:26 <PublicServer> <mfb> where? 15:26:45 <Ryton> lol, ty for the irony in your compliment ;-) 15:26:56 <PublicServer> <Rhamphoryncus> It was a pathfinder bug, not actually a signal bug 15:27:01 <Rhamphoryncus> Ryton: :) 15:27:47 *** valsina has joined #openttdcoop 15:28:00 <PublicServer> <Rhamphoryncus> What happened is you'd have a train in the northeastexit back and one in the southwest bay and one waiting to come in from south 15:28:11 <PublicServer> <Rhamphoryncus> when the southeast clears the south goes northeast instead 15:28:12 *** elecRules has quit IRC 15:28:13 <PublicServer> <Rhamphoryncus> just like that 15:28:53 <Ryton> yeah I witnessed it as well 15:29:17 <PublicServer> <Rhamphoryncus> If the load conditions are right it'll happen every couple trains 15:29:20 <Ryton> should have made a screenshot :-( 15:29:26 <mfb-> where? ;) 15:30:44 <PublicServer> <Rhamphoryncus> If you reverse the stuck train a moment it'll happily go another way 15:30:53 <Ryton> msh02 I thought 15:31:13 <Rhamphoryncus> huh? 15:31:27 <PublicServer> <mfb> wtf 15:31:50 <PublicServer> <Rhamphoryncus> exactly 15:32:08 <PublicServer> <mfb> is it really so difficult to understand ">200km/h"? 15:32:14 <PublicServer> <Rhamphoryncus> lol 15:32:20 <PublicServer> <mfb> or just leaving working stations like they are? 15:32:42 <PublicServer> <mfb> who removed the fast trains and added 112km/h-trains to that station... 15:32:56 <PublicServer> <Rhamphoryncus> Padhattan Ridge? Not I 15:33:18 <PublicServer> <mfb> it's just... so extremely wrong 15:33:32 <PublicServer> <Rhamphoryncus> I rerouted most of SL10 to SL01, but I'm not intentionally going to make them slow 15:34:02 <PublicServer> <mfb> hmm well, that is another issue 15:34:12 <PublicServer> <Rhamphoryncus> yeah 15:35:14 <PublicServer> <Rhamphoryncus> I don't think any of them can hit 200 15:35:48 <Maraxus> !password 15:35:49 <PublicServer> Maraxus: podded 15:35:51 *** valsina has quit IRC 15:36:03 <PublicServer> *** Maraxus joined the game 15:36:16 <PublicServer> <Maraxus> hi 15:36:22 <PublicServer> <bassals> hello 15:36:22 <PublicServer> <mfb> hi 15:37:20 <mfb-> !rcon set max_trains 1202 15:39:13 <PublicServer> <Rhamphoryncus> I actually hit another pathing bug earlier. Train at paper pickup insisted on attempting a 90° turn 15:39:43 <PublicServer> <Rhamphoryncus> let me see if it'll still do it 15:40:49 *** theholyduck has joined #openttdcoop 15:41:05 <PublicServer> <Rhamphoryncus> naw, not triggering and I don't feel like babysitting it 15:41:15 <PublicServer> <mfb> :p 15:42:05 <PublicServer> <bassals> well, I have to go 15:42:09 <PublicServer> <bassals> goodbye 15:42:12 <PublicServer> <mfb> bye 15:42:22 <Rhamphoryncus> Cya 15:42:26 <PublicServer> <Maraxus> cu 15:42:36 <PublicServer> *** bassals has left the game (leaving) 15:42:40 *** bassals has quit IRC 15:42:41 <Rhamphoryncus> I'm gonna leave the server too. Playing openttd in another window ;) 15:42:47 <PublicServer> *** Rhamphoryncus has left the game (leaving) 15:46:53 *** ashaw has quit IRC 16:00:12 *** AdmSpock has joined #openttdcoop 16:00:49 <AdmSpock> Greetings, Earthlings! :P 16:06:13 <AdmSpock> quite al lot has changed the past years in ottd 16:35:34 <planetmaker> it has. be greeted 16:38:43 <AdmSpock> @password 16:38:52 <AdmSpock> !password 16:38:52 <PublicServer> AdmSpock: tartan 16:39:20 <PublicServer> *** Adm.Spock joined the game 16:43:11 <PublicServer> *** Maraxus has joined spectators 16:47:47 <PublicServer> <Adm.Spock> There seems to be a traffic jamm @MSH02 :-) 16:53:13 *** Ryton has quit IRC 16:54:53 <PublicServer> <mfb> well, MSH02... 16:55:15 <PublicServer> <mfb> that is a difficult thing 16:56:34 <PublicServer> <Adm.Spock> Crammed into a valley 16:57:29 <smoovi> !screen 16:57:29 <PublicServer> *** smoovi liked to make screenshot of last action, but nobody was working since. (http://ps.openttdcoop.org/publicserver/webcam/00006D43.png) 17:15:53 *** Ryton has joined #openttdcoop 17:17:27 *** Ivan_M has joined #openttdcoop 17:17:34 <Ivan_M> !password 17:17:34 <PublicServer> Ivan_M: garret 17:18:14 <PublicServer> *** Ivan_M joined the game 17:23:49 *** sla_ro|master has joined #openttdcoop 17:24:31 *** lmergen has joined #openttdcoop 17:24:49 *** valhallasw has joined #openttdcoop 17:25:19 <PublicServer> <Adm.Spock> who's currently meddling with MSH02? 17:25:23 <PublicServer> <mfb> me 17:25:49 <PublicServer> <Adm.Spock> ok :P 17:25:55 <Ivan_M> can I use RV to connect the farn near FPP to it? 17:25:55 <PublicServer> <Adm.Spock> what's your plan? 17:26:05 <PublicServer> <mfb> connect the 4th from W 17:26:39 <PublicServer> <mfb> the one near SLH11? just use SLH11 please 17:27:02 <PublicServer> <mfb> if a farm spawns on the same area as the drop station, RVs are fine 17:27:08 <PublicServer> <mfb> like the coal mine there 17:27:09 <Ivan_M> yup near SLH11 17:27:20 <PublicServer> <mfb> but this farm is so nice near the SLH 17:31:50 *** DrSpangle has joined #openttdcoop 17:36:58 *** Ryton has quit IRC 17:37:22 <PublicServer> <Adm.Spock> Solved ;-) 17:37:32 <PublicServer> <mfb> but why? 17:41:44 <PublicServer> <mfb> another one 17:41:48 <PublicServer> <mfb> who makes these? 17:42:14 <PublicServer> <mfb> maybe the ML builder was unaware of the ctrl+drag-option 17:42:16 *** TWerkhoven has joined #openttdcoop 17:42:41 <Rhamphoryncus> !password 17:42:41 <PublicServer> Rhamphoryncus: passer 17:42:52 <PublicServer> *** Rhamphoryncus joined the game 17:42:57 <PublicServer> <Rhamphoryncus> mfb, where? 17:43:29 <PublicServer> <mfb> I think these two 17:43:37 <PublicServer> <Rhamphoryncus> ahh 17:43:43 <PublicServer> <mfb> but I fixed at least 4 signal gaps like this in that section 17:43:58 <PublicServer> <Rhamphoryncus> this one is already fixed? 17:44:02 <PublicServer> <mfb> it is 17:44:33 <PublicServer> <Rhamphoryncus> Ryton had been expanding here 17:45:46 <PublicServer> <mfb> 2 17:45:57 <PublicServer> <Rhamphoryncus> Ahh, I see 17:46:11 <PublicServer> <Adm.Spock> i'm tidying in that corner of MSH02 17:46:17 <PublicServer> <Rhamphoryncus> wait, ctrl-drag option? 17:46:43 <PublicServer> <mfb> rham: see !signals 17:46:49 <PublicServer> <Rhamphoryncus> No, there is no ctrl-drag option 17:47:15 <PublicServer> <mfb> do you see it? 17:47:27 <PublicServer> <Rhamphoryncus> missed it 17:47:35 <PublicServer> <Rhamphoryncus> huh 17:47:41 <PublicServer> <mfb> signals around all corners automatically 17:48:08 <PublicServer> <Rhamphoryncus> I've been suffering without that for a long time x_x 17:48:24 <PublicServer> <Adm.Spock> until it hits a junction or other signal 17:48:25 <PublicServer> <Rhamphoryncus> "This is stupid, it'd be easy to automate" 17:48:31 <PublicServer> <mfb> :p 17:48:41 <PublicServer> <Rhamphoryncus> The !signalgap was due to a junction 17:48:41 <PublicServer> <mfb> ctrl, the magic button in OTTD 17:48:44 <PublicServer> *** Absolutis has joined company #1 17:49:08 <PublicServer> <Rhamphoryncus> Too magic unfortunately. Does many contradictory things 17:49:54 <PublicServer> <Rhamphoryncus> So the stopping at a junction thing forces you to look at the spacing there 17:50:00 <PublicServer> *** Absolutis has left the game (leaving) 17:50:38 <PublicServer> <Rhamphoryncus> Speaking of, do you remember what was wrong with MSH 04? 17:50:42 *** lmergen has quit IRC 17:50:52 <PublicServer> <Adm.Spock> more like forces you to think what signals you want at the junction 17:51:02 <PublicServer> <mfb> well, a lot of signal gaps 17:51:05 <PublicServer> <mfb> mainly at junctions 17:51:27 <PublicServer> <Rhamphoryncus> Hrm. I don't remember any at the junctions 17:51:34 <PublicServer> <Rhamphoryncus> The bridges were spaced a little odd 17:52:19 <PublicServer> <mfb> no idea which signals I added 17:52:26 <PublicServer> <mfb> but it was this style usually 17:52:29 <PublicServer> <Rhamphoryncus> hrm 17:53:12 <PublicServer> <Rhamphoryncus> Well it's the original 2 lines so it must have been me 17:53:26 <PublicServer> <Rhamphoryncus> Unless someone went and resignaled, but I doubt t hat 17:54:25 <PublicServer> <Rhamphoryncus> The station itself has survived amazingly well 17:54:28 <PublicServer> <Adm.Spock> resignalling is a b*tch 17:55:07 <PublicServer> <Rhamphoryncus> Could use larger exit bays, heh 17:56:35 <PublicServer> <Rhamphoryncus> wasn't me :D 17:56:46 <PublicServer> <mfb> spock? ivan? :D 17:57:04 <PublicServer> <Adm.Spock> who? where? 18:00:02 *** Ryton has joined #openttdcoop 18:00:14 <PublicServer> <Rhamphoryncus> didn't even backlog onto the mainline.. which is why it's survived lol 18:01:04 <PublicServer> <Rhamphoryncus> less is more, hehe 18:02:06 <PublicServer> <Adm.Spock> most of the time, it is 18:05:27 <PublicServer> <Rhamphoryncus> pretty :) 18:06:17 <PublicServer> <Adm.Spock> @BBH02 someone used intermediate signals in the selectors there 18:06:44 <PublicServer> <Adm.Spock> traffic is flowing better since i removed those 18:08:30 <PublicServer> <Rhamphoryncus> I know the PF treats them specially with our settings 18:10:58 <PublicServer> <Adm.Spock> Also someone used a PBS signal there wich broke the selector 18:11:06 <PublicServer> <Rhamphoryncus> heh 18:12:14 <AdmSpock> ah, dinner's ready :P 18:12:42 <PublicServer> <Rhamphoryncus> Is adding more trains okay? 18:12:53 *** Absolutis has quit IRC 18:15:34 <mfb-> I think we have some jams or nearly-jams to fix first 18:18:23 *** lmergen has joined #openttdcoop 18:21:28 *** Ryton has quit IRC 18:21:34 *** Firestar has joined #openttdcoop 18:22:04 <Firestar> !password 18:22:04 <PublicServer> Firestar: snaked 18:22:10 <Firestar> !players 18:22:12 <PublicServer> Firestar: Client 2598 (Orange) is Adm.Spock, in company 1 (Trunington Transport) 18:22:12 <PublicServer> Firestar: Client 2568 (Orange) is mfb, in company 1 (Trunington Transport) 18:22:12 <PublicServer> Firestar: Client 2610 (Orange) is Ivan_M, in company 1 (Trunington Transport) 18:22:12 <PublicServer> Firestar: Client 2581 is Maraxus, a spectator 18:22:12 <PublicServer> Firestar: Client 2617 (Orange) is Rhamphoryncus, in company 1 (Trunington Transport) 18:22:28 <Firestar> hi 18:22:32 <PublicServer> *** Firestar joined the game 18:22:37 <PublicServer> <mfb> hi 18:23:42 <mfb-> @gap 6 18:23:43 <Webster> mfb-: For Trainlength of 6: <= 12 needs 2, 13 - 20 needs 3, 21 - 28 needs 4. 18:32:06 <PublicServer> *** Rhamphoryncus has left the game (leaving) 18:33:59 <PublicServer> *** Firestar has left the game (leaving) 18:34:02 *** Firestar has left #openttdcoop 18:45:48 <PublicServer> *** Maraxus has joined company #1 18:56:32 <PublicServer> <mfb> wtf train 986 18:57:14 <PublicServer> *** Ivan_M has left the game (leaving) 19:08:02 <Tray> !password 19:08:02 <PublicServer> Tray: upbeat 19:08:31 <PublicServer> *** Tray joined the game 19:08:37 *** lmergen has quit IRC 19:09:26 *** smoovi has quit IRC 19:10:24 *** DrSpangle has quit IRC 19:12:57 *** Chris_Booth[ph] has joined #openttdcoop 19:19:59 *** Zeknurn has quit IRC 19:21:57 *** lmergen has joined #openttdcoop 19:23:31 *** Chris_Booth[ph]_ has joined #openttdcoop 19:25:23 *** Chris_Booth[ph] has quit IRC 19:25:29 *** Chris_Booth[ph]_ is now known as Chris_Booth[ph] 19:25:50 <PublicServer> <Adm.Spock> Hmm, I had an oops 19:26:50 <PublicServer> <Adm.Spock> Crashed trains have clones, already now 19:29:20 *** Chris_Booth[ph] has quit IRC 19:31:04 <PublicServer> <mfb> what happened to the 3rd from west at BBH03? 19:31:42 <PublicServer> <Maraxus> other than it is not finished yet? 19:32:59 <PublicServer> <mfb> and I do not see anything happening, right 19:36:42 <V453000> !password 19:36:42 <PublicServer> V453000: quench 19:37:03 <PublicServer> <V453000> hi 19:37:03 <PublicServer> *** V453000 joined the game 19:37:08 <PublicServer> <mfb> hi 19:37:10 <PublicServer> <Maraxus> hi V 19:37:41 <PublicServer> <Adm.Spock> SLH06 is slightly unjammed comming from north 19:38:07 <PublicServer> <V453000> uh 19:38:21 <PublicServer> <V453000> revolutionary experiments inc. at wood exit? :D 19:38:33 <PublicServer> <Tray> there is a problem at slh 08 wich caused a deadlock 19:38:35 <PublicServer> <mfb> no idea 19:39:01 <PublicServer> <Adm.Spock> goinh to north there still is a jamm from SLH06 19:39:37 <PublicServer> <mfb> big ML jams near BBH04? 19:42:08 <PublicServer> <V453000> it seems like the trains refuse to choose the rightmost track at SLH08 for no reason 19:42:22 <PublicServer> <V453000> I forced train 954 to choose it 19:42:24 <PublicServer> <V453000> and seems like its fine 19:42:32 <PublicServer> *** Ivan_M joined the game 19:42:40 <PublicServer> <V453000> so 2ways solve it pretty much 19:45:07 *** lmergen has quit IRC 19:52:12 <PublicServer> <V453000> gnight 19:52:14 <PublicServer> *** V453000 has left the game (leaving) 19:56:47 <PublicServer> <mfb> oh 19:57:06 <PublicServer> <mfb> I see that my comment at BBH05 is related to SLH08 19:57:56 *** MDGrein has joined #openttdcoop 19:59:33 <PublicServer> *** Tray has left the game (connection lost) 19:59:35 *** Tray has quit IRC 20:04:29 <PublicServer> <mfb> shorter prio there? 20:05:46 <AdmSpock> no remove that deadlock piece 20:05:54 <PublicServer> <mfb> this is not a deadlock 20:06:02 <PublicServer> <mfb> just a full line 20:06:28 <PublicServer> <mfb> hmm 20:06:39 <PublicServer> <mfb> actually it is really 100% full 20:06:45 <PublicServer> <mfb> ok 20:06:59 <AdmSpock> see my point? 20:07:28 <AdmSpock> best not to let trains go to the left track there, but keep 'm on the middle 20:08:27 <AdmSpock> or hack another solution in of course ;-) 20:08:39 <PublicServer> <mfb> see empty line 20:12:07 *** DrSpangle has joined #openttdcoop 20:12:33 <PublicServer> <mfb> ? 20:12:39 <PublicServer> <mfb> ah 20:14:12 *** DrSpangle has quit IRC 20:16:50 <PublicServer> <mfb> CL :/ 20:18:06 <PublicServer> <mfb> that does not work :p 20:19:24 <PublicServer> <mfb> what is that? 20:19:27 <PublicServer> <mfb> that is too short 20:19:44 <PublicServer> <mfb> no 20:19:45 <PublicServer> <mfb> leave that 20:21:07 <PublicServer> <mfb> what are you doing? 20:21:30 <AdmSpock> a little rstructuring 20:21:44 <PublicServer> <mfb> but the current system is working fine 20:22:34 <PublicServer> <mfb> now you add bad gaps everywhere 20:23:12 <PublicServer> <mfb> I think there was more in the old system than you suspect ;) 20:23:20 <AdmSpock> those gaps will be gone when i'm finished 20:23:25 <PublicServer> <mfb> hmm 20:23:31 <PublicServer> <mfb> well, feel free to try 20:26:56 <PublicServer> *** XeryusTC joined the game 20:27:08 <PublicServer> <XeryusTC> hey 20:27:10 <PublicServer> <mfb> hi 20:27:24 <PublicServer> <Maraxus> hi 20:29:05 <AdmSpock> done 20:29:18 <AdmSpock> and, most important, properly signalled 20:29:46 <PublicServer> *** XeryusTC has left the game (leaving) 20:30:02 <PublicServer> <mfb> the old system was much better 20:30:40 <PublicServer> <Adm.Spock> sure, execpt this balances the load too 20:30:50 <PublicServer> <mfb> which the old system did as well 20:31:32 <PublicServer> <mfb> hmm 20:31:38 <PublicServer> <mfb> let's do something in between 20:32:34 <PublicServer> <mfb> proper waiting bays everywhere 20:32:40 <PublicServer> <mfb> no CL1 20:41:15 <PublicServer> *** Ivan_M has left the game (general timeout) 20:41:15 <PublicServer> *** Ivan_M has left the game (connection lost) 20:42:57 <PublicServer> *** tneo joined the game 20:43:16 <PublicServer> <mfb> any idea how to pull the 3rd line from S through MSH05? 20:43:46 <PublicServer> <mfb> without going around the whole thing 20:48:24 <PublicServer> <mfb> jbs is not the problem 20:48:31 <PublicServer> <mfb> nearly no trains split there anyway 20:48:39 <PublicServer> <mfb> @ the sign at MSH05 20:49:33 <PublicServer> <Adm.Spock> first make some room by shifting some tracks? 20:49:47 <PublicServer> <tneo> oh helle Adm.Spock :-) 20:50:13 <PublicServer> <Adm.Spock> Hello tneo :-) 20:50:41 <PublicServer> <mfb> this area needed more s-bends 20:50:51 <PublicServer> <tneo> uhuh 20:51:37 <PublicServer> <tneo> now your making a bypass? 20:51:43 <PublicServer> <mfb> right 20:52:01 <PublicServer> <mfb> well 20:52:03 <PublicServer> <mfb> a 3rd line 20:52:39 <PublicServer> <tneo> the msh and slh should be rebuild 20:53:02 <PublicServer> <mfb> feel free to 21:06:33 <PublicServer> <mfb> lol 21:06:36 <PublicServer> <mfb> train 77 21:07:14 <PublicServer> <tneo> blocker 21:07:16 <PublicServer> <Adm.Spock> Very fast indeed :P 21:08:40 <PublicServer> <Adm.Spock> Not enough traction :P 21:26:04 *** Progman has quit IRC 21:31:44 *** DrSpangle has joined #openttdcoop 21:38:38 <PublicServer> *** tneo has left the game (leaving) 21:45:23 *** ODM has quit IRC 21:50:10 *** Chris_Booth has joined #openttdcoop 21:52:50 <PublicServer> <Adm.Spock> hmmm, someone used non electrified rails.... 21:58:00 <PublicServer> <Adm.Spock> Ah, got it 22:17:11 <PublicServer> <Maraxus> gn 22:17:25 <PublicServer> <mfb> good night 22:17:27 <PublicServer> <Adm.Spock> gn, maraxus 22:17:35 <PublicServer> *** Maraxus has left the game (leaving) 22:17:52 *** Maraxus has quit IRC 22:18:35 <PublicServer> <mfb> oh, "hi farm"-farm is gone 22:21:01 *** Ivan_M has quit IRC 22:26:35 <PublicServer> <Adm.Spock> mfb: still tinkering with the track somewhere? 22:26:45 <PublicServer> <mfb> which track? 22:28:23 <PublicServer> <Adm.Spock> must have been my imagination then... 22:28:33 <PublicServer> <mfb> at MSH02 some tiles just do not fit like I would prefer 22:28:45 <PublicServer> <mfb> but the current solution is acceptable 22:29:11 <PublicServer> <mfb> and BBH03 has a proper merge towards south now 22:29:53 <PublicServer> <Adm.Spock> what part of MSH02 doesn't fit? 22:30:35 <PublicServer> <mfb> see signs :D 22:30:42 <PublicServer> <Adm.Spock> ah, there 22:31:00 <PublicServer> <mfb> a bridge to "to here" would be nice 22:31:07 *** DrSpangle has quit IRC 22:31:11 <PublicServer> <mfb> but then I don't get an entry signal between bridge and ML 22:31:26 <PublicServer> <mfb> or the other bridge does not fit in 22:32:42 <PublicServer> <mfb> hmm 22:32:52 <PublicServer> <mfb> maybe this works 22:34:19 <PublicServer> <mfb> no 22:35:34 *** Chris_Booth has quit IRC 22:36:19 <PublicServer> <Adm.Spock> well, no jamms occur there, just leave it ;-) 22:36:25 <PublicServer> <mfb> :p 22:39:15 <PublicServer> <mfb> that is the solution! 22:39:37 <AdmSpock> i think most jamms were caused by accidental use of non-electric track 22:40:39 <PublicServer> <mfb> that would be bad 22:41:20 <AdmSpock> well, i converted the last 75 pieces, after wich jamming ceased 22:41:44 <PublicServer> <mfb> hmm 22:42:20 <AdmSpock> some hubs had non-el lanes.... 22:42:28 <PublicServer> <mfb> great... 22:43:07 <AdmSpock> mistake easily made with catanary set invisible 22:44:28 *** MDGreinOffice has joined #openttdcoop 22:48:17 <PublicServer> <Adm.Spock> main issue with wrong track was between snake nest BBH and SLH 13 22:49:00 <PublicServer> <mfb> interesting beginning of 4th there :D 22:49:35 <PublicServer> <Adm.Spock> indeed, but superfluous :P 22:50:16 <Rhamphoryncus> !password 22:50:16 <PublicServer> Rhamphoryncus: beaked 22:50:26 <PublicServer> *** Rhamphoryncus joined the game 22:50:34 <PublicServer> <Rhamphoryncus> All that talking, making me curious, it's evil ;) 22:50:36 *** sla_ro|master has quit IRC 22:50:44 <PublicServer> <mfb> :D 22:51:26 <PublicServer> <Adm.Spock> talking? there is no talk going on here! ;-P 22:51:48 <PublicServer> <mfb> serious business 22:52:08 <PublicServer> <Rhamphoryncus> I'm hiding from the nml 22:52:22 <PublicServer> <Adm.Spock> nml? 22:52:45 <PublicServer> <Rhamphoryncus> something something something. Used to make grf's 22:53:55 <PublicServer> <Rhamphoryncus> err 22:54:13 <PublicServer> <Rhamphoryncus> train 874 is inside SL 06, but looking for SLH06 IN? 22:54:15 <PublicServer> <Rhamphoryncus> someone forget a WP? ;) 22:54:26 <PublicServer> <Rhamphoryncus> hrm 22:55:00 <PublicServer> <Rhamphoryncus> orr got the reversed 22:56:12 <PublicServer> <Rhamphoryncus> Wonder how long that's been there 22:57:27 <PublicServer> <Rhamphoryncus> oh look, it's using the trap at cudingbury heights 22:57:49 <PublicServer> <Rhamphoryncus> and another train is 22:58:19 <PublicServer> <Rhamphoryncus> Train 167 from SL06 is in SL15 22:59:01 <PublicServer> <Rhamphoryncus> and train 164 has non-non-stop orders 22:59:29 <PublicServer> <Rhamphoryncus> it's going to SLH06 too, but is on SLH15 23:00:44 <PublicServer> <Rhamphoryncus> okay, there's a LOT of lost trains here. I have no idea why 23:01:54 <PublicServer> <Rhamphoryncus> And the game is bogging. I bet my sister is downloading >.> 23:03:04 <AdmSpock> don't you use QoS on your router? :P 23:03:33 <Rhamphoryncus> It's a telus POS 23:05:11 <PublicServer> *** Adm.Spock has left the game (leaving) 23:05:30 <AdmSpock> nu support for QoS? 23:05:34 <AdmSpock> *no 23:07:52 <Rhamphoryncus> Not that I can find 23:08:33 *** Mazur has quit IRC 23:08:56 <Rhamphoryncus> I've been through it many times 23:12:00 <PublicServer> *** Rhamphoryncus has left the game (leaving) 23:12:00 <PublicServer> *** Game paused (number of players) 23:12:11 <AdmSpock> http://www.avm.de/en/Produkte/FRITZBox/FRITZ_Box_Fon_WLAN_7390/index.php <- got this model from my ISP xs4all :P 23:12:12 <Webster> Title: AVM - FRITZ!Box 7390 (at www.avm.de) 23:13:11 * Rhamphoryncus nods 23:13:44 <PublicServer> <mfb> good night 23:13:50 <AdmSpock> gn mfb 23:13:57 <PublicServer> *** mfb has left the game (leaving) 23:14:09 *** mfb- has quit IRC 23:14:13 <AdmSpock> includes IPv6 support 23:29:06 *** valhallasw has quit IRC 23:30:05 *** KenjiE20 has quit IRC 23:31:39 *** KenjiE20 has joined #openttdcoop 23:31:39 *** ChanServ sets mode: +o KenjiE20 23:33:18 *** Mazur has joined #openttdcoop 23:57:57 *** Firartix has quit IRC