Config
Log for #openttdcoop on 7th July 2013:
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00:00:37  <PublicServer> *** Gnemonix has left the game (leaving)
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00:07:51  <PublicServer> *** Game paused (number of players)
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07:07:47  <Stevetrov> !password
07:07:47  <PublicServer> Stevetrov: chicer
07:08:04  <PublicServer> *** Game still paused (number of players)
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07:09:52  <Stevetrov> morning
07:15:53  <Dom_> !password
07:15:53  <PublicServer> Dom_: chicer
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07:16:06  <PublicServer> <Dom> ello
07:16:16  <PublicServer> <stevetrov> hi
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08:48:22  <PublicServer> <Bassals> hello
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09:04:14  <Jam35_> !password
09:04:14  <PublicServer> Jam35_: braves
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09:05:11  <PublicServer> <Jam35> hi
09:05:17  <Stevetrov> hi there
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09:28:44  <PublicServer> <Jam35> brb
09:29:38  <PublicServer> *** Jam35 has joined company #1
09:29:55  <PublicServer> <Jam35> doing anything stevetrov?
09:30:21  <PublicServer> <stevetrov> not at the mo, was about to log off. do u need me to do anything?
09:30:59  <PublicServer> <Jam35> up to you but see !improve
09:31:10  <Stevetrov> !improve
09:31:25  <TWerkhoven> h means teh ingame sign methinks
09:31:31  <TWerkhoven> see the signlist
09:31:52  <PublicServer> <Jam35> yeh that :)
09:32:07  <PublicServer> <Jam35> any thoughts?
09:32:13  <PublicServer> <stevetrov> ah ok, new to this
09:32:18  <PublicServer> <Jam35> np
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09:34:27  <Stevetrov> Ah I c what you mean now.
09:35:22  <Stevetrov> Generally I think we need to upgrade all the SLH stations to 2 in 2 out, some are some aren't and appears to be where the bottle necks appear
09:35:48  <Stevetrov> I will have a look at !improve a bit later if no one else beats me too it !
09:36:03  <PublicServer> *** stevetrov has joined spectators
09:36:11  <PublicServer> <Jam35> well I was going to do it
09:36:17  <PublicServer> <Jam35> thought you could help np
09:36:29  <Stevetrov> ok have fun
09:36:33  <PublicServer> <Jam35> :)
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09:45:51  <ZxBiohazardZx> !players
09:45:54  <PublicServer> ZxBiohazardZx: Client 190 (Orange) is Jam35, in company 1 (Vikgard Transport)
09:45:54  <PublicServer> ZxBiohazardZx: Client 192 is stevetrov, a spectator
09:45:54  <PublicServer> ZxBiohazardZx: Client 69 (Orange) is Anson, in company 1 (Vikgard Transport)
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09:46:17  <ZxBiohazardZx> !password
09:46:17  <PublicServer> ZxBiohazardZx: seared
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09:48:43  <PublicServer> <ZxBiohazardZx> steve?
09:48:53  <PublicServer> <ZxBiohazardZx> your 2nd exit ruine dthe directional bridge idea :P
09:51:54  <Stevetrov> sry was afk which exit?
09:53:29  <PublicServer> *** stevetrov has joined company #1
09:54:16  <Stevetrov> and what is the directional bridge idea? I am not familar with that one
09:54:40  <PublicServer> <ZxBiohazardZx> well let me put it differently you created some double pathts that where unneeded
09:55:11  <PublicServer> <ZxBiohazardZx> the dir-bridge is more like a flow devider and then use it to channel the flow to both exits evenly
09:55:13  <PublicServer> <ZxBiohazardZx> doesnt matter
09:55:43  <PublicServer> <stevetrov> dont worry I am not offeneded just trying to leaern from my mistake
09:55:53  <PublicServer> <ZxBiohazardZx> well check the current flow
09:55:58  <PublicServer> *** Bassals joined the game
09:55:59  <PublicServer> <ZxBiohazardZx> the 2 exits go into 1 and 1 exits
09:56:19  <PublicServer> <ZxBiohazardZx> the issue you created was that trains could go to the same destination via 2-4 extra routes that blocked eachother
09:56:37  <PublicServer> <ZxBiohazardZx> split and then dont cross/spaghetti it again
09:57:40  <PublicServer> <stevetrov> ah i c what you have done there, did you expand out into the sea? didnt think there was room for that or am I just being blind
09:58:22  <PublicServer> *** Anson has joined spectators
09:58:24  <PublicServer> <ZxBiohazardZx> i expanded 1 tile into the sea to get rid of my bridges :P
09:58:34  <PublicServer> <ZxBiohazardZx> mostly i rearranged the trackwork
09:58:38  <PublicServer> <stevetrov> cool looks better now, thanks
10:01:12  <PublicServer> <ZxBiohazardZx> dahell on SLH08, not all directions are possible  lol
10:02:14  <PublicServer> <stevetrov> whats not possible now?
10:02:19  <PublicServer> <ZxBiohazardZx> well see SLH08
10:02:26  <PublicServer> <ZxBiohazardZx> that ugly X near CL fix /mfb
10:02:32  <PublicServer> <ZxBiohazardZx> track the routes, without that cross shit is bad
10:02:43  <PublicServer> <ZxBiohazardZx> and that cross imo shouldnt be there, as it used to block trains too long
10:03:19  <PublicServer> <ZxBiohazardZx> we basically want a  4-> 2+1 merger there
10:03:34  <PublicServer> <ZxBiohazardZx> 2 in from each SLH direction and 2 outs to station, 1 out to "skip station"
10:04:17  <PublicServer> <stevetrov> that sounds rather challenging to fit in the space
10:04:23  <PublicServer> <ZxBiohazardZx> hardly
10:04:33  <PublicServer> <ZxBiohazardZx> look at all that unused space on the map edge
10:04:44  <PublicServer> <ZxBiohazardZx> easy to put the ML there, spreading it a bit
10:06:10  <PublicServer> <Bassals> oh
10:06:18  <PublicServer> <ZxBiohazardZx> like there
10:06:20  <PublicServer> <Bassals> is this using cargodist?
10:06:22  <PublicServer> <ZxBiohazardZx> yes
10:06:58  <PublicServer> <Bassals> cargodist? in my openttdcoop?
10:11:06  <PublicServer> <stevetrov> Jam35: fire away
10:13:28  <PublicServer> <Jam35> thinking... :)
10:13:46  <PublicServer> <stevetrov> Jam35: did u see my suggestion sign?
10:13:57  <PublicServer> <Jam35> yep
10:15:28  <PublicServer> <Jam35> sorry semi-afk
10:15:54  <PublicServer> <stevetrov> Jam35: am happy to have a go, but didnt want to change anything without yr ok
10:16:20  <PublicServer> *** Bassals has left the game (leaving)
10:17:22  <PublicServer> <Anson> hallo ... Jam, at SLH06 drop, why do you not allow trains to refit while they are waiting to enter the exit area ? .... i use entry/exit signals myself, to guarantee that trains don't queue in the depot itself, but i use them only between drop and depot, and not also after the depot
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10:18:05  <PublicServer> <Jam35> i don't think they will stack anyway
10:18:24  <PublicServer> <Jam35> was built that way before I could view behaviour
10:20:21  <PublicServer> <Jam35> my idea might be crap...I'll try one exit first
10:20:51  <PublicServer> <Anson> you use entry/combo/depot/exit ... someone removed my entry/exit/depot/block layout at the central station "becase it is not needed" (although i think it doesn't hurt and makes it "more failsafe"), but i don't see why traiins should be blocked from already refitting while they are waiting for exit
10:25:01  <PublicServer> <ZxBiohazardZx> 3rd while changing the slh wont hurt :P
10:27:52  <PublicServer> *** Anson has joined company #1
10:30:11  <PublicServer> <ZxBiohazardZx> slightly better :)
10:45:20  <PublicServer> <Jam35> now just the merger
10:45:55  <PublicServer> <Jam35> 2 minutes unless any takers...
10:46:17  <PublicServer> <ZxBiohazardZx> what?
10:46:32  <PublicServer> <ZxBiohazardZx> nvm
10:49:29  <PublicServer> <Anson> there are 2 incoming lines to SLH03drop, and one more from opposite side, and all three (full) lines merge to the left leaving rail ... jamming, of course
10:49:34  <PublicServer> <Jam35> the merge isn't built yet
10:49:40  <PublicServer> <Jam35> read the chat :)
10:49:41  <PublicServer> <ZxBiohazardZx> haha
10:49:47  <PublicServer> <ZxBiohazardZx> similar cleanup as im doing in 08 Jam :P
10:49:57  <PublicServer> <Jam35> be my guest Anson :P
10:49:59  <PublicServer> <ZxBiohazardZx> im adding 3rd while cleaning some abundant railings :P
10:50:11  <PublicServer> <Jam35> im on a break
10:50:17  <PublicServer> <Jam35> :)
10:50:19  <PublicServer> <ZxBiohazardZx> are you now?:P
10:50:26  <PublicServer> <Jam35> 50/50
10:50:29  <PublicServer> <Jam35> :D
10:56:21  <PublicServer> <ZxBiohazardZx> hmmz so 15ish would be nice
11:01:26  <PublicServer> <ZxBiohazardZx> damn capslock
11:01:32  <PublicServer> <ZxBiohazardZx> :(
11:01:51  <PublicServer> <ZxBiohazardZx> i can cut it short, but not without disrupting alot :P
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11:10:24  <PublicServer> <stevetrov> upgraded SLH03  to smooth traffic flow and remove horrible X at exit let me know what you think
11:10:46  <PublicServer> <ZxBiohazardZx> im still busy on screwing over SLH08 :)
11:11:57  <PublicServer> <Jam35> who signed my merger?
11:12:03  <PublicServer> <Jam35> Anson...
11:12:53  <PublicServer> <Anson> signed ? claimed ownership ? no ... only a comment
11:13:11  <PublicServer> <Jam35> what's your point/issue?
11:13:57  <PublicServer> <Anson> when it was a lot more busy, the two most busy merged first and thus took the longest to get done
11:14:19  <PublicServer> <ZxBiohazardZx> something is wrong on SLH08 :P
11:14:25  <PublicServer> <ZxBiohazardZx> cant find where it fails so hard :(
11:14:36  <PublicServer> <ZxBiohazardZx> i blame x-crossings on the drop
11:14:42  <PublicServer> <ZxBiohazardZx> but its slow as turds
11:14:48  <PublicServer> <ZxBiohazardZx> blocking hte ML
11:14:51  <PublicServer> <Anson> the third was almost empty and also was handled first ... didn't know whether that was intended or only a (non serious) side effect
11:15:37  <PublicServer> <Jam35> purely trains favouritizing that side
11:15:58  <PublicServer> <Jam35> if the bay is full they will swap
11:16:48  <PublicServer> <Jam35> they all prefer the inner(shorter)
11:22:08  <PublicServer> <ZxBiohazardZx> shit is still bad on SLH08 :(
11:22:30  <PublicServer> <ZxBiohazardZx> station capacity just isnt cutting it
11:22:36  <PublicServer> <ZxBiohazardZx> causing jams almost to mainline
11:22:56  <PublicServer> <Jam35> full 2nd out might do it
11:24:54  <PublicServer> <stevetrov> @ 08 we have 2 out lines, 1 for 4 plats and the other for 8
11:26:16  <PublicServer> <ZxBiohazardZx> need more room :P
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11:28:38  <PublicServer> <Jam35> I evened them up but not sure that was the main issue
11:33:49  <Stevetrov> why have we gone back to a single line on the exit from 08?
11:34:12  <PublicServer> <ZxBiohazardZx> wip wip wip :)
11:34:18  <PublicServer> <ZxBiohazardZx> just let me build it out first ;P
11:34:26  <PublicServer> <ZxBiohazardZx> i needed some more space to fiddle with before making it full 2 out
11:34:52  <PublicServer> <stevetrov> ah ok. thought u had finished will leave u be
11:35:00  <PublicServer> <ZxBiohazardZx> nah not even close to finished :P
11:35:10  <PublicServer> <stevetrov> need  a hand?
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11:53:20  <PublicServer> <ZxBiohazardZx> there
11:53:22  <PublicServer> <ZxBiohazardZx> 2 outs :P
11:53:40  <PublicServer> <ZxBiohazardZx> ugly but yeah :)
11:54:16  <PublicServer> <ZxBiohazardZx> still the in is messed up, not all lines have all platforms ;P
11:55:46  <PublicServer> <ZxBiohazardZx> there isnt a TL after station :(
11:56:00  <PublicServer> <ZxBiohazardZx> gotta nuke and roro this lol, its ugly and i dislike it :p
11:56:10  <PublicServer> <ZxBiohazardZx> and its almost jamming ML @ SLH08
12:00:20  <PublicServer> <ZxBiohazardZx> who made that 2nd tunnelset lolz
12:00:36  <PublicServer> <Jam35> me
12:00:46  <PublicServer> <Jam35> might need  it :)
12:00:56  <PublicServer> <ZxBiohazardZx> hmmz
12:01:02  <PublicServer> <ZxBiohazardZx> then go fiddle it in with 3rd lane i added :p
12:01:04  <PublicServer> <ZxBiohazardZx> :P
12:01:34  <PublicServer> <ZxBiohazardZx> i did add 3rd ready on that side of the SLH hub and i was planning on 3rd other way as well
12:01:36  <PublicServer> <ZxBiohazardZx> but then jams got me
12:01:43  <PublicServer> <ZxBiohazardZx> the issue is the station exit
12:01:49  <PublicServer> <ZxBiohazardZx> not per se the exit tracks
12:02:07  <PublicServer> <ZxBiohazardZx> see SLH08, its hideous :P
12:02:17  <PublicServer> <ZxBiohazardZx> there isnt a TL waitbay after station, thus it jams the cross
12:02:55  <PublicServer> <ZxBiohazardZx> you need the 18 long tunnels to equal-split traffic
12:06:17  <PublicServer> <ZxBiohazardZx> there :P
12:06:20  <PublicServer> <ZxBiohazardZx> best solution for that 3rd :P
12:06:24  <PublicServer> <ZxBiohazardZx> rest is your prob :
12:07:55  <PublicServer> <ZxBiohazardZx> wait with that, we want 3rd while changing it :P
12:08:25  <PublicServer> <Jam35> can be done
12:16:19  <PublicServer> *** stevetrov has joined spectators
12:16:59  <PublicServer> <ZxBiohazardZx> just have to proper connect /end the 3rd but its in
12:19:21  <PublicServer> <Jam35> seems excessive
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12:20:29  <PublicServer> <Jam35> I mean the choice is made way too early
12:20:38  <PublicServer> <ZxBiohazardZx> ?
12:20:52  <PublicServer> <ZxBiohazardZx> the split is early i agree
12:21:07  <PublicServer> <Jam35> would be neater close to the merge
12:21:07  <PublicServer> <ZxBiohazardZx> but its because we tunnel that long under the mountian, we might as well use that as splitpoint
12:21:21  <PublicServer> <ZxBiohazardZx> if you split the incoming traffic neatly and assume a balanced ML then its fine
12:21:35  <PublicServer> <ZxBiohazardZx> else we might have up to 5 or 6 trains in the waitspace before it frees up
12:21:55  <PublicServer> <Jam35> yes
12:24:17  <PublicServer> <ZxBiohazardZx> also it seems to be handling ok atm, no real issues on the exit, the signal booster did its job :P
12:24:32  <PublicServer> <ZxBiohazardZx> that or the wave is gone due to the cargodist stuff
12:25:14  <PublicServer> <Jam35> could connect that side
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12:28:08  <PublicServer> <Jam35> yep handles ok atm
12:30:20  <PublicServer> <ZxBiohazardZx> means i can check 3rd and move it up :P
12:30:27  <PublicServer> <ZxBiohazardZx> towards MSH04 :P
12:30:41  <PublicServer> <ZxBiohazardZx> though atm it seems less full then it was before...
12:31:33  <PublicServer> <Jam35> idk
12:32:13  <Stevetrov> The traffic does seem to come in waves, maybe because the order list is so long
12:32:35  <hylje_> waves appear when somewhere is an obstruction or bottleneck
12:32:43  <PublicServer> <ZxBiohazardZx> yeah i know
12:32:44  <hylje_> every train behind it bunches up
12:33:01  <PublicServer> <ZxBiohazardZx> but its not bad to add 3rd while fixing junctions, its easier to do it on the go then fiddling later
12:33:12  <Stevetrov> yea but what I meant is that cause the order list is so long, waves persist for longer
12:33:43  <hylje_> waves persist as long as there isn't enough space for the trains to unbunch
12:35:06  <PublicServer> <Jam35> I might rebuild your rebuild Bio to make room @08 Drop
12:35:17  <PublicServer> <Jam35> the primary
12:36:50  <Stevetrov> I am off now, see yas later
12:36:55  <PublicServer> <Jam35> bb
12:36:58  <PublicServer> *** stevetrov has left the game (leaving)
12:39:47  <PublicServer> <ZxBiohazardZx> hey!
12:39:53  <PublicServer> <ZxBiohazardZx> who the F removed my overflow!
12:40:00  <PublicServer> <ZxBiohazardZx> :(
12:40:18  <PublicServer> <ZxBiohazardZx> the overflow was fine :(
12:40:30  <PublicServer> <ZxBiohazardZx> now you have jam on your hands :P
12:40:36  <PublicServer> <Jam35> making space
12:40:42  <PublicServer> <ZxBiohazardZx> for?
12:40:45  <PublicServer> <ZxBiohazardZx> rebuild of the drop?
12:40:53  <PublicServer> <Jam35> yep
12:40:55  <PublicServer> <ZxBiohazardZx> we gonna ro-ro the dropstation
12:40:57  <PublicServer> <ZxBiohazardZx> finally :)
12:40:59  <PublicServer> <ZxBiohazardZx> k
12:42:18  <PublicServer> <ZxBiohazardZx> wait
12:42:21  <PublicServer> <ZxBiohazardZx> before we make it ro-ro
12:42:47  <PublicServer> <ZxBiohazardZx> lets fix the incoming lanes from 1+1+1 -> 2+1 into 1+1+1  = 3
12:44:05  <PublicServer> <ZxBiohazardZx> numbered the ins
12:44:31  <PublicServer> <Jam35> ok i'll just finish up here
12:44:50  <PublicServer> <ZxBiohazardZx> fine im prepping the station
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12:48:14  <PublicServer> <ZxBiohazardZx> hmmz
12:48:28  <PublicServer> <ZxBiohazardZx> 3 in tracks 2 out tracks, magic number is eeehm 12?
12:48:46  <PublicServer> <ZxBiohazardZx> split 1 into 2-3 bays is enough?
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12:48:52  <PublicServer> <ZxBiohazardZx> 1 into 4
12:49:02  <PublicServer> <ZxBiohazardZx> then 6 to 1 :(
12:49:44  <PublicServer> <Jam35> maybe 9 is enough
12:50:06  <PublicServer> <Jam35> 2or3 into 3 then 3 out
12:50:20  <PublicServer> <ZxBiohazardZx> 3 out tracks :(
12:50:22  <PublicServer> <ZxBiohazardZx> blegh
12:50:23  <PublicServer> <Jam35> or 2 :)
12:50:28  <PublicServer> <ZxBiohazardZx> i prefer 2 outs, easier to build :P
12:50:34  <PublicServer> <Jam35> mhm
12:51:37  <PublicServer> <ZxBiohazardZx> 8 tracks atm, where to i fiddle 9th :P
12:51:49  <PublicServer> <ZxBiohazardZx> nvm 9 :)
12:53:16  <PublicServer> <ZxBiohazardZx> ugh we need to allow optional refit down the line btw
12:55:02  <PublicServer> <Jam35> yes that water looks like it should be land
12:56:36  <PublicServer> <Jam35> i like the 270deg spiral tho :)
12:56:51  <PublicServer> <ZxBiohazardZx> ?
12:57:06  <PublicServer> <ZxBiohazardZx> i literally make that station way small atm haha
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12:57:45  <PublicServer> <ZxBiohazardZx> make a temp station on the edge...
12:57:51  <PublicServer> <ZxBiohazardZx> i dont wanna full block it
13:02:21  <PublicServer> <Jam35> signal gap?
13:02:40  <PublicServer> <Jam35> at the entries, how bothered are you?
13:02:46  <PublicServer> <ZxBiohazardZx> wait wait
13:02:52  <PublicServer> <ZxBiohazardZx> not :p
13:02:58  <PublicServer> <ZxBiohazardZx> you can fix it if you want
13:03:01  <PublicServer> <ZxBiohazardZx> but imo its fine like so
13:03:31  <PublicServer> <Jam35> hm
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13:03:37  <PublicServer> <ZxBiohazardZx> trains roll
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13:05:41  <PublicServer> <ZxBiohazardZx> there
13:07:32  <PublicServer> <ZxBiohazardZx> meh we have blocks due to lack of overflow and/or low rates :P
13:07:42  <PublicServer> <Jam35> yep, now wait for it to clear
13:08:32  <PublicServer> <ZxBiohazardZx> its lost trains :P
13:10:12  <PublicServer> <ZxBiohazardZx> no no
13:10:14  <PublicServer> <ZxBiohazardZx> keep that
13:10:16  <PublicServer> <ZxBiohazardZx> ugh :P
13:10:34  <PublicServer> <ZxBiohazardZx> 3rd lane has more traffic due to routes, thus i want 3+3+4 instead of 3+3+3:P
13:11:08  <PublicServer> <Jam35> okies :)
13:15:31  <PublicServer> <ZxBiohazardZx> 2 3 5 :P
13:15:33  <PublicServer> <ZxBiohazardZx> even better
13:17:07  <PublicServer> <ZxBiohazardZx> ok next one Jam?
13:17:09  <PublicServer> <ZxBiohazardZx> SLH01 :P
13:17:16  <PublicServer> <ZxBiohazardZx> same issues :P
13:17:25  <PublicServer> <ZxBiohazardZx> might be a wave, but the layout is ugly and helps jams :P
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13:18:27  <PublicServer> <Jam35> soz was afk...looking
13:18:29  <PublicServer> <ZxBiohazardZx> this one is harder then 08 due to the lack of space :P
13:18:55  <PublicServer> <Jam35> well there is space round the back of town
13:19:01  <PublicServer> <ZxBiohazardZx> vestua and olavatn will be pain for slh upgrade to 3rd  ML and 2 SL
13:19:05  <PublicServer> <ZxBiohazardZx> and yeah the drop is fine
13:19:11  <PublicServer> <ZxBiohazardZx> im more worried about the SLH :P
13:19:59  <PublicServer> <Jam35> mm
13:20:53  <PublicServer> <Jam35> olavatn mainly: nuke it
13:21:00  <PublicServer> <ZxBiohazardZx> haha
13:21:06  <PublicServer> <ZxBiohazardZx> i can go around that :P
13:21:09  <PublicServer> <ZxBiohazardZx> i just spotted a way :P
13:21:19  <PublicServer> <Jam35> right where the merge is made
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13:24:53  <PublicServer> <ZxBiohazardZx> ok thats partial split for all lanes
13:24:55  <PublicServer> <ZxBiohazardZx> 3 ins
13:24:58  <PublicServer> <ZxBiohazardZx> make up 1 full lane in
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13:29:36  <PublicServer> <ZxBiohazardZx> there temp solution will do for now
13:29:42  <PublicServer> <ZxBiohazardZx> gives bit more space to play with
13:31:00  <PublicServer> <ZxBiohazardZx> ugly wip stuff is always ugly :P
13:31:18  <PublicServer> <ZxBiohazardZx> i just realised ill need more tunnels :P
13:31:48  <PublicServer> <ZxBiohazardZx> better move that ML out of my way first :P
13:33:14  <PublicServer> <Jam35> brb
13:33:20  <PublicServer> *** Jam35 has joined spectators
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13:33:24  <PublicServer> <Jam35> maybe :)
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13:34:20  <PublicServer> <ZxBiohazardZx> come on
13:34:20  <PublicServer> <ZxBiohazardZx> damn
13:34:33  <ZxBiohazardZx> is there a way to show all gaps for 1 size?
13:35:22  <PublicServer> <ZxBiohazardZx> good enough
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13:41:08  <PublicServer> <ZxBiohazardZx> that gives "some" space, still not enough :P
13:42:02  <PublicServer> <ZxBiohazardZx> dat layout!
13:42:04  <PublicServer> <ZxBiohazardZx> XD
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13:48:12  <PublicServer> <ZxBiohazardZx> blegh this uglyness :P
13:48:40  <PublicServer> <ZxBiohazardZx> mostly ill swap the ML with choices soon :P
13:55:30  <PublicServer> <ZxBiohazardZx> need more room haha
13:55:34  <PublicServer> <ZxBiohazardZx> evil more
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14:10:30  <PublicServer> <ZxBiohazardZx> hmmz
14:10:37  <PublicServer> <ZxBiohazardZx> Jam back yet?
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14:19:16  <Jam35> 5 minutes
14:20:38  <PublicServer> *** Jam35 has joined company #1
14:20:42  <PublicServer> <ZxBiohazardZx> aah jam just in time
14:20:48  <PublicServer> <Jam35> wasup?
14:20:48  <PublicServer> <ZxBiohazardZx> SLH01 did get some work done
14:20:54  <PublicServer> <ZxBiohazardZx> but i need the trains out of my way :p
14:20:58  <PublicServer> <ZxBiohazardZx> to many trains, to much spaghetti
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14:21:28  <PublicServer> <ZxBiohazardZx> also town hates us
14:21:34  <PublicServer> <ZxBiohazardZx> and i wanna move the station up a bit
14:23:37  <PublicServer> <Jam35> well that achieved nothing :)
14:24:07  <PublicServer> <Jam35> wait for bribes i guess
14:24:57  <PublicServer> <ZxBiohazardZx> hmmz
14:25:52  <PublicServer> <ZxBiohazardZx> only the SLH01 in is done semi properly from south, rest is todo, but trains and messy SLH style forced rebuild of station first :(
14:27:20  <PublicServer> <Jam35> ok good rating
14:28:26  <PublicServer> <ZxBiohazardZx> after the station we can untangle the spaghetti to it and then fix the slh :)
14:35:02  <PublicServer> <Jam35> might be best to move !this !here
14:35:24  <PublicServer> <Jam35> less merges/splits
14:35:28  <PublicServer> <ZxBiohazardZx> yeah dont care that much
14:35:32  <PublicServer> <Jam35> k
14:35:36  <PublicServer> <ZxBiohazardZx> i first needed to solve the IN issues
14:35:47  <PublicServer> <ZxBiohazardZx> and thus the OUT issue of trains not able to go to the LSL
14:36:02  <PublicServer> <ZxBiohazardZx> funny thing that almost all trains leave the SL and hardly any of them is heading into it
14:36:28  <PublicServer> <Jam35> yep
14:36:42  <PublicServer> <ZxBiohazardZx> anyway can 288 continue or did you block on purpose?
14:36:56  <PublicServer> <Jam35> from earlier
14:41:46  <PublicServer> *** Anson has joined spectators
14:44:12  <PublicServer> <Jam35> wtf did i just do :)
14:44:14  <PublicServer> <Jam35> sucks
14:44:17  <PublicServer> <ZxBiohazardZx> haha
14:44:27  <PublicServer> <ZxBiohazardZx> looks fun :P
14:44:37  <PublicServer> <ZxBiohazardZx> untangle the flow before build :P
14:45:28  <PublicServer> <ZxBiohazardZx> i need that other entry fixed haha
14:45:35  <PublicServer> <ZxBiohazardZx> we have the worst 2+1-> 2 atm haha
14:45:53  <PublicServer> <ZxBiohazardZx> or no
14:45:55  <PublicServer> <ZxBiohazardZx> out even first
14:45:57  <PublicServer> <ZxBiohazardZx> it blocks it all :P
14:47:34  <PublicServer> <ZxBiohazardZx> yes :)
14:47:36  <PublicServer> <ZxBiohazardZx> thx
14:48:02  <PublicServer> <Jam35> was getting ther :)
14:49:37  <PublicServer> <ZxBiohazardZx> lets get rid of those trains a bit :P
14:50:03  <PublicServer> <ZxBiohazardZx> we jam the whole network haha
14:50:21  <PublicServer> <Jam35> indeed :)
14:50:23  <PublicServer> <ZxBiohazardZx> we now need to mod the SLH :P
14:50:30  <PublicServer> <ZxBiohazardZx> 2+2  SL and 3+3 ML
14:50:40  <PublicServer> <ZxBiohazardZx> LLRR -> LLL RRR :P
14:50:59  <PublicServer> <ZxBiohazardZx> exit 1 is LLRR ready and LLL RRR ML
14:51:22  <PublicServer> <ZxBiohazardZx> next up is adding the other entrys
14:51:29  <PublicServer> <ZxBiohazardZx> and best to do it similar approached
14:51:32  <PublicServer> <ZxBiohazardZx> saves fiddling
14:51:39  <PublicServer> <ZxBiohazardZx> just make it spiral longer i think?
14:53:05  <PublicServer> <ZxBiohazardZx> the ML and crossover will have to move (again)
14:59:48  <PublicServer> <ZxBiohazardZx> hate that IN from RIght
14:59:54  <PublicServer> <ZxBiohazardZx> id rather tunnel it like the other one
15:00:00  <PublicServer> <ZxBiohazardZx> and move the ML again
15:00:06  <PublicServer> <ZxBiohazardZx> so i will :P
15:00:08  <PublicServer> <ZxBiohazardZx> XD
15:00:23  <PublicServer> <Jam35> :)
15:01:05  <PublicServer> <ZxBiohazardZx> lol no more trains?
15:01:07  <PublicServer> <ZxBiohazardZx> XD
15:01:17  <PublicServer> <ZxBiohazardZx> haha now all on SLH02 :P
15:01:20  <PublicServer> <ZxBiohazardZx> gotta love the wave :)
15:01:34  <PublicServer> <ZxBiohazardZx> 100% jammed
15:01:49  <PublicServer> <ZxBiohazardZx> see map
15:01:51  <PublicServer> <ZxBiohazardZx> deadlocked :P
15:02:09  <PublicServer> <ZxBiohazardZx> 1 sec
15:02:15  <PublicServer> <ZxBiohazardZx> tunnels will be gone soon
15:02:17  <PublicServer> <Jam35> ooh
15:05:37  <PublicServer> <ZxBiohazardZx> its not 3rd ready solution, but meh
15:05:45  <PublicServer> <ZxBiohazardZx> mostly in from right isnt what i want :P
15:09:00  <PublicServer> <ZxBiohazardZx> fuck have to go:()
15:09:11  <PublicServer> <Jam35> :D
15:09:23  <PublicServer> <Jam35> wheres Anson when u need him
15:09:41  <PublicServer> <ZxBiohazardZx> :P
15:09:47  <PublicServer> *** ZxBiohazardZx has joined spectators
15:09:48  <PublicServer> *** Game paused (number of players)
15:09:49  <PublicServer> <ZxBiohazardZx> cya
15:10:07  <PublicServer> <Jam35> byee
15:11:24  <Jam35_> network is in a broken state
15:11:27  <PublicServer> <ZxBiohazardZx> hate it i just had new idea for the merger on the side :P
15:11:42  <PublicServer> <ZxBiohazardZx> i expect to be back later, but do finish it if you want
15:11:47  <Jam35_> leaving a sign here as i can't ingame
15:11:48  <PublicServer> <ZxBiohazardZx> ist just SLH01 thats open
15:11:58  <PublicServer> <ZxBiohazardZx> sign it with !!!!!!! FIX THIS ASAP
15:11:58  <PublicServer> <ZxBiohazardZx> or so
15:12:00  <Jam35_> i might need to go anyways
15:12:10  <Jam35_> can't sign anything
15:12:17  <Jam35_> but it should be obvious :D
15:13:09  <PublicServer> *** Jam35 has left the game (leaving)
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15:14:34  <PublicServer> <ZxBiohazardZx> also i can stay logged if you need
15:14:44  <PublicServer> <ZxBiohazardZx> but then some ppl hate that so i wont :P
15:15:41  <Jam35> I'm kicked off that PC now...no chance with this :(
15:16:15  <Jam35> so no worries someone else can sort it :D
15:18:03  <Jam35> !password
15:18:03  <PublicServer> Jam35: hastes
15:18:17  <PublicServer> *** Game still paused (number of players)
15:18:17  <PublicServer> *** Jam35 joined the game
15:35:15  <PublicServer> <Anson> having dinner .... but i ust had a look and saw the head of the jam at Lorenskog North ... it is lead by trains 388-390 which are waiting at a wood station without forest ...
15:35:52  <Sylf> feel free to delete those stations and trains
15:37:04  <PublicServer> <Anson> still having dinner
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16:08:29  <Firestar> hi
16:09:05  <Firestar> !password
16:09:06  <PublicServer> Firestar: pellet
16:09:24  <PublicServer> *** Game still paused (number of players)
16:09:27  <PublicServer> *** Firestar joined the game
16:14:34  <PublicServer> <Anson> hallo, i am back from dinner
16:14:40  <PublicServer> <Firestar> wb
16:14:59  <PublicServer> <Firestar> hey can ya pls join the company?
16:15:25  <PublicServer> <Firestar> theres a huge jam in BBH03
16:15:47  <PublicServer> <Anson> do you want to do something ? ... I'll join in a moment, and clean up Lorensjog north ... that is the head of the queue, with two trains in a wood station withiout forest ...
16:16:01  <PublicServer> <Firestar> ye i thats what i wanted to do xD
16:16:23  <PublicServer> <Anson> as long as the trains still are stopped ...
16:16:29  <PublicServer> <Anson> is this intended ?
16:16:43  <PublicServer> <Jam35> I will try to join but it may be bye-bye for me :)
16:16:46  <PublicServer> *** Jam35 has joined company #1
16:16:46  <PublicServer> *** Game unpaused (number of players)
16:16:54  <PublicServer> <Anson> trains going clockwise use une rail and countercw use the other rail
16:17:10  <PublicServer> <Anson> that causes only 4 platforms to be used for the trains
16:17:13  <PublicServer> <Jam35> hi btw
16:17:19  <PublicServer> <Firestar> hi
16:17:22  <PublicServer> <Anson> also when a wave comes, it stays on one side only
16:17:32  <PublicServer> <Firestar> so the jam should be clearing up now
16:21:20  <PublicServer> <Anson> just NOW, the last train of the queue (in SLH02 drop) starts moving again :-)
16:22:42  <PublicServer> <Anson> did someone stop train 545 on purpose ?
16:22:57  <PublicServer> <Jam35> start it idk
16:23:55  <PublicServer> <Anson> maybe start ALL trains, in case some were forgotten ?
16:25:39  <PublicServer> *** Anson has joined company #1
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16:26:39  <PublicServer> <Anson> hehe, i stopped the trainyard trains again :-)
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16:27:37  <Jam35_> !password
16:27:37  <PublicServer> Jam35_: piques
16:28:01  <PublicServer> <Firestar> i just upgraded SLH 04 DROP to 12 platforms
16:28:36  <PublicServer> *** Jam35 joined the game
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16:31:17  <PublicServer> <Firestar> at last the jams cleared up :D
16:32:55  <PublicServer> *** Firestar has left the game (connection lost)
16:33:16  <Firestar> i didnt lose connection i closed the game -.-
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16:36:15  <PublicServer> *** Brumi joined the game
16:36:16  <PublicServer> <Brumi> hi
16:39:07  <PublicServer> *** Anson has left the game (general timeout)
16:39:10  <PublicServer> *** Anson has left the game (connection lost)
16:40:04  <AnsonMobil> server down?
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16:42:00  <PublicServer> <Brumi> where is the current construction going on?
16:42:10  <AnsonMobil> !password
16:42:14  <PublicServer> <Brumi> nvm found it :)
16:42:39  <Mazur> @calc
16:42:39  <Webster> Mazur: (calc <math expression>) -- Returns the value of the evaluated <math expression>. The syntax is Python syntax; the type of arithmetic is floating point. Floating point arithmetic is used in order to prevent a user from being able to crash to the bot with something like '10**10**10**10'. One consequence is that large values such as '10**24' might not be exact.
16:42:51  <Mazur> @gap
16:42:51  <AnsonMobil> !password
16:42:51  <Webster> Mazur: (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.
16:42:56  <Mazur> @gap  5 2
16:42:57  <Webster> Mazur: For Trainlength of 5: <= 11 needs 2, 12 - 18 needs 3, 19 - 25 needs 4.
16:43:34  <PublicServer> AnsonMobil: wedges
16:43:34  <PublicServer> AnsonMobil: wedges
16:43:46  <PublicServer> <Brumi> no it's running
16:44:20  <AnsonMobil> is the company name "psg262 transport"? where do i get a new password?
16:44:37  <Brumi> it is
16:44:46  <Brumi> well I entered with this password
16:44:49  <Brumi> !password
16:44:49  <PublicServer> Brumi: wedges
16:44:52  <AnsonMobil> oh... there it comes... in waves :-)
16:45:14  <PublicServer> *** Anson joined the game
16:45:31  <PublicServer> <Brumi> there is something wrong though
16:45:49  <PublicServer> <Brumi> your "server down?" question arrived much later ingame than in irc
16:47:26  <PublicServer> <Anson> IIRC, the company name was NOT "psg262 transport" before the disconnection ?!
16:47:42  <PublicServer> <Brumi> it was afaik
16:47:59  <Stevetrov> !password
16:47:59  <PublicServer> Stevetrov: adages
16:48:15  <scshunt> last I was around it started with a V
16:48:23  <PublicServer> *** stevetrov joined the game
16:48:23  <scshunt> Vilgard or something
16:49:06  <PublicServer> <Anson> Vikgard transport
16:51:09  <PublicServer> *** Anson has left the game (leaving)
16:52:10  <PublicServer> *** Anson joined the game
16:52:16  <PublicServer> <Brumi> connection problems?
16:52:39  <PublicServer> <Anson> after restarting OTTD, it runs much smoother now ... but the company name is still PSG262 Transport
16:52:57  <PublicServer> <Brumi> someone renamed it
16:53:28  <Brumi> it's also PSG262 Transport here: http://www.openttdcoop.org/?page=servers&s=ps
16:55:16  <PublicServer> <Brumi> is some help needed somewhere?
16:57:02  <PublicServer> <Anson> i see lots of unconnected primaries
16:57:24  <PublicServer> <Brumi> Is the network ready for a new wave of primaries?
16:57:42  <PublicServer> <Anson> it never is :-)
16:57:45  <PublicServer> <Brumi> :)
16:58:16  <Stevetrov> Its looking quite good to me
16:58:48  <PublicServer> <Anson> they just reworked sume hubs ... and we got a massive jam
16:59:55  <PublicServer> <Anson> the whole network was queued behind a wood station without forest ... probably with the help of the pathfinder which tried to run all trains through that station when a hub was temporarily interrupted
17:02:39  <PublicServer> *** Anson has joined company #1
17:04:04  <PublicServer> <Jam35> gtgbb
17:04:07  <PublicServer> *** Jam35 has left the game (leaving)
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17:10:01  <Castaras> !password
17:10:01  <PublicServer> Castaras: upturn
17:10:34  <PublicServer> *** Castaras joined the game
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17:17:17  *** Webster sets mode: +o evildwarf
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17:26:27  <PublicServer> *** stevetrov has left the game (leaving)
17:26:27  <PublicServer> *** Game paused (number of players)
17:26:51  <AnsonMobil> !password
17:26:51  <PublicServer> AnsonMobil: rhymed
17:27:05  <PublicServer> *** Game still paused (number of players)
17:27:06  <PublicServer> *** Anson joined the game
17:27:53  <PublicServer> <Brumi> I was connecting a primary could one of you join the company while I finish it?
17:28:08  <PublicServer> *** Anson has joined company #1
17:28:09  <PublicServer> *** Game unpaused (number of players)
17:28:13  <PublicServer> <Brumi> thy
17:28:16  <PublicServer> <Brumi> thx*
17:30:36  <PublicServer> <Brumi> ok I'm done thanks
17:31:14  <PublicServer> <Anson> about the orders for primaries ....
17:31:14  <PublicServer> *** Brumi has joined spectators
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17:31:35  <PublicServer> <Anson> i would think that it would be better to have the last command as first :-)
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17:31:57  <PublicServer> <Brumi> why?
17:32:15  <PublicServer> <Anson> that would cause ANY cloned vehicle to first do a refit to the proper type, and never accidentally start as paper, goods, steel, whatever
17:32:55  <PublicServer> <Anson> i tried it, and the refit order is executed for the vehicle before it leaves the depot
17:33:01  <PublicServer> <Brumi> good
17:33:11  <PublicServer> <Brumi> then we can do it on the trainyard trains
17:33:19  <PublicServer> *** Brumi has joined company #1
17:33:19  <PublicServer> *** Game unpaused (number of players)
17:33:51  <PublicServer> <Anson> best to replace the last order by a "always goto 1"
17:34:02  <PublicServer> <Anson> then all the jump commands can stay as they are
17:34:29  <PublicServer> <Brumi> the jump commands will stay ok even after reordering
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17:34:46  <scshunt> did we get another backup because of the wrong train getting to a primary?
17:34:53  <PublicServer> <Anson> which train do you do first ? i want to watch :-)
17:34:56  <PublicServer> <Brumi> but not in this case :P
17:35:10  <PublicServer> <Brumi> I'm doing them starting from the  top
17:35:40  <PublicServer> <Brumi> oh wait, everything is good after reordering
17:37:02  <PublicServer> <Brumi> done
17:38:13  <PublicServer> <Anson> looks all fine to me too
17:38:26  <PublicServer> <Brumi> I like how we vastly oversized the main stations when the SLH drops get the real traffic :)
17:38:51  <scshunt> heh
17:38:53  <PublicServer> <Anson> do a refit for coal trains too ? ... just once at the start, in case someone copies orders later
17:39:02  <scshunt> this plan didn't work :(
17:39:15  <PublicServer> <Brumi> I think not
17:39:25  <PublicServer> <Brumi> it may cause unneccessary depot visits
17:39:36  <scshunt> ^
17:39:54  <PublicServer> <Brumi> I like this plan btw
17:40:04  <PublicServer> <Brumi> we just got the size of the stations wrong
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17:41:08  <scshunt> I'm not a fan
17:41:18  <scshunt> refit + cargodist has led to a large number of nearly-empty trains
17:41:28  <scshunt> cargodist is good for pax because every dropoff is also a pickup
17:41:37  <PublicServer> <Brumi> true
17:42:06  <Stevetrov> !password
17:42:07  <PublicServer> Stevetrov: manors
17:42:08  <scshunt> the TL won't change the fact that you have trains at minimum non-empty load driving around
17:42:25  <PublicServer> *** stevetrov joined the game
17:42:38  <PublicServer> <Anson> cargodist also might be usefull for things like distributing the supplies on FIRS games
17:42:52  <PublicServer> <Brumi> when was the last FIRS game?
17:42:54  <scshunt> yeah
17:43:09  <PublicServer> <Anson> 3 games ago ... on welcome server :-)
17:43:20  <PublicServer> <Brumi> and here?
17:43:31  <scshunt> cargodist would be good for something like running multiple of each secondary
17:43:33  <PublicServer> <Brumi> I remember my first game here was a FIRS one :)
17:44:02  <Stevetrov> Vinnie suggested having dedicated goods trains looping around then goods drops rather than having all trains loop. I think that would work much better
17:44:44  <Stevetrov> But as with all things in life... live and learn
17:44:46  <scshunt> yeah, that would definitely better
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17:44:59  <scshunt> if the goods trains went drop -> secondary -> drop -> secondary, etc.
17:45:12  <scshunt> (or maybe less frequent secondaries but still more than once per loop)
17:45:27  <PublicServer> <Anson> brumi, will you have a look at the coal template ?
17:45:53  <PublicServer> <Brumi> that could do
17:46:00  <Stevetrov> vinnie was suggesting primary -> secondary -> nearest town. then having goods trains circling the towns
17:46:09  <PublicServer> <Anson> what do you think of those orders ? look a bit strange at first, but now ANY train can be updated with new commands by copying from the trainyard
17:46:35  <PublicServer> <Brumi> umm
17:47:10  <PublicServer> <Brumi> but the purpose of this whole thing is to prevent errors if you copy the wrong train
17:47:22  <PublicServer> <Brumi> if you copy another instead of this for coal
17:47:30  <PublicServer> <Brumi> you will surely screw up
17:48:25  <PublicServer> <Brumi> this error tolerance mechanism only works with trains having the same secondary
17:48:43  <PublicServer> <Brumi> so for coal I think this is unneccessary
17:48:47  <PublicServer> <Anson> and what if you have a spare train and want  it to use for coal ? then these orders will ensure the proper refit
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17:49:22  <PublicServer> <Brumi> well if you copy orders it may be
17:49:32  <PublicServer> <Brumi> leave it like this
17:49:34  <PublicServer> <Brumi> does no harm :)
17:50:12  <PublicServer> <Brumi> at least we don't have to skip orders before launching trains
17:50:46  <PublicServer> <Anson> you mean the "goto 2" at the end ? .-)
17:50:58  <PublicServer> <Brumi> no
17:51:16  <PublicServer> <Anson> i always try to program foolproof :-) ... but not always succeed with that :-(
17:51:18  <PublicServer> <Brumi> I mean when you replace RANDOM PRIMARY with your ... well, random primary
17:51:36  <PublicServer> <Brumi> you then skip orders in order to visit the primary first
17:52:02  <PublicServer> <Brumi> at least I do it like that
17:52:52  <PublicServer> <Brumi> speaking of cargodist
17:52:58  <PublicServer> <Anson> hehe, that was one thing i had to get used to : when you replace the RANDOM PRONMARY, insert the new destination after the order for random promary, and delete the random primary order next ... that will keep the pointer at the right order
17:53:16  <PublicServer> <Brumi> I had the idea of having a secondary as a main station
17:53:38  <PublicServer> <Brumi> then distributing the secondary cargo in a similar fashion we have primaries here
17:53:40  <Jam35> highlight the order you want & ctrl click skip
17:53:48  <PublicServer> <Brumi> yeah I know ;)
17:53:57  <Jam35> nm :)
17:54:20  <PublicServer> <Brumi> so I mean we transport wood from multiple primaries to the sawmill station
17:54:38  <PublicServer> <Brumi> then from the sawmill station to multiple towns with point-to-point trains
17:54:53  <PublicServer> <Brumi> double the complexity for the network :P
17:55:39  <scshunt> Brumi: add the new primary order after the RANDOM PRIMARY order
17:55:44  <scshunt> then delete the RANDOM PRIMARY order
17:55:46  <scshunt> no need to skip
17:56:14  <PublicServer> <Anson> thanks for the hint, jam ... it is an endless amount of CTRL shortcuts ...
17:56:29  <scshunt> heh, yeah
17:56:43  <scshunt> there needs to be a wiki article "The CTRL Button"
17:56:46  <PublicServer> <Brumi> you know the "hidden features" page on the wiki don't you?
17:57:00  <PublicServer> <Brumi> it is the wiki article on ctrl
17:57:56  <PublicServer> <Anson> scshunt : adding behind an order and then deleting the order messes up all commands if you have any conditional that points to the deleted line
17:58:30  <PublicServer> <Anson> because the pointer will be decreased by one, and thus now point to the order which was just one before the delete order
17:58:57  <PublicServer> <Brumi> but when you insert the order the pointer increases
17:58:59  <PublicServer> <Brumi> try it
18:00:06  <PublicServer> <Anson> yes, that's what i said : insert first, then delete ... but adding behind and then deleting will make all conditionals point to the wrong order
18:01:12  <PublicServer> <Anson> (of course not all, but all that were pointing to the deleted order)
18:01:14  <PublicServer> <Brumi> could you show me somewhere?
18:02:04  <PublicServer> <Anson> ok, brumi ... as an example, look at the newly created dummy train 627
18:02:18  <PublicServer> <Brumi> ok
18:02:52  <PublicServer> <Anson> now add a new "goto nearest depot" at the end
18:03:02  <PublicServer> <Anson> and delete order 46
18:03:25  <PublicServer> <Anson> all conditionals now point to 45 instead of 46
18:03:44  <PublicServer> <Brumi> now we were deleting an order to which conditionals were pointing
18:04:14  <PublicServer> <Brumi> no problem now
18:04:45  <PublicServer> <Anson> that's what i was talking about ... can very easily happen when you delete a line and didn't check ALL other orders first whether one of them was a conditional pointing to the line you wanted to delete
18:06:04  <PublicServer> <Anson> that'Äs why i always play safe and insert new orders first, then delete the old order, and NOT just add and then delete, or delete first and then add
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18:31:11  <PublicServer> <Anson> should we add more resources ? ... i just counted 11 wood stations with 76 trains, and one of them has 1400+ wood waiting ... but there are 8 more forests which are not yet connected ...
18:32:06  <Stevetrov> sounds like a good idea to me
18:34:18  <PublicServer> <Anson> hehe, i want to see printing works, how it works when more than 2 platforms are used :-)
18:35:00  <PublicServer> *** Brumi has joined company #1
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18:35:22  <PublicServer> <Anson> btw: there seems to be something wrong ... 662 goods and 142k (142 kilo!!!) paper are waiting there
18:35:24  <PublicServer> <Brumi> sometimes I also add some new trains to primaries
18:35:51  <PublicServer> <Brumi> and all the paper is unrouted
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18:36:33  <PublicServer> <Anson> the order refits to wood, then paper, and finally to GOODS (instead of paper)
18:36:59  <PublicServer> <Anson> sorry, messed my brain :-(
18:37:29  <PublicServer> <Brumi> but now as we put it like that
18:37:41  <PublicServer> <Brumi> why is even paper at the printing works station ? :D
18:39:07  <PublicServer> <Brumi> the paper wants to go through slh drops 1 & 2
18:39:13  <PublicServer> <Brumi> to anywhere
18:40:32  <PublicServer> <Brumi> maybe one of the slh drops accepted paper in the past?
18:40:46  <PublicServer> <Anson> there probably was some other route before ... the 142k paper are waiting at printing works, to be deliverd to ANY station via SLH01drop or SLH02drop ... it was unloaded with transfer and not unload commands (by cargodist)
18:42:04  <PublicServer> <Brumi> maybe fonso knows how this can be possible
18:42:10  <PublicServer> <Anson> how can we use the paper ? install a new (temporary)  route that transports paper back and forth between printing works and slh01 and slh02 ?
18:43:01  <PublicServer> <Brumi> I have some doubts whether such a route could mess up the link graph
18:45:13  <PublicServer> <Brumi> if I look at the link graph of paper
18:45:23  <PublicServer> <Brumi> even primaries are there in the graph
18:45:25  <PublicServer> <Anson> no new paper is added to those piles, but they also don't decrease ...
18:46:15  <PublicServer> <Brumi> I'll try in singleplayer what happens if I pick them up at the spot and then force unload
18:47:19  <PublicServer> <Anson> i think (but could be wrong) that a line between printworks and slh02 wouldn't hurt ... cargodist just would transport cargo between those two until printworks is empty ... and not add anything since there are no trains delivereing paper from somewhere else to slh02 ?
18:47:59  <PublicServer> <Brumi> the problem is with those refits and conditionals
18:48:05  <PublicServer> <Anson> force unload won't help when the paper is intended to go "via slh 02 to any station"
18:48:12  <PublicServer> <Brumi> cargodist may think the wood trains may carry paper
18:48:34  <PublicServer> <Brumi> but I don't know the inner workings of cargodist
18:48:46  <PublicServer> <Anson> not change any orders ... thus create additional temporary route/trains to transport paper between printwork and slh02
18:50:32  <PublicServer> <Brumi> I understand your idea
18:51:06  <PublicServer> <Anson> I'll create a new group TEMPWOOD in the train window for those trains
18:51:16  <PublicServer> <Anson> btw: the trainyard group has only 1 train ?
18:52:04  <PublicServer> <Brumi> yes at the moment
18:52:22  <PublicServer> <Brumi> the trains are in the groups of their respective cargo
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18:54:04  <PublicServer> <Brumi> whoa I crashed a train in singleplayer by releasing it from the depot
18:54:10  <PublicServer> <Brumi> without touching the signals
18:54:32  <PublicServer> <Brumi> maybe I just pressed ignore signals accidentally
18:55:26  <PublicServer> <Anson> hehe, that CAN happen, depending on other signals, mostly twoway PBS, and signals directly in front or behind stations
18:55:57  <PublicServer> <Brumi> well I did this at the printing works station in a copy of this game
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18:57:19  <PublicServer> <Anson> i start testing ... "sending a train to print works, goto same order" :-)
18:58:42  <PublicServer> <Brumi> uhm
18:58:53  <PublicServer> <Brumi> in singleplayer I tried you idea
18:59:08  <PublicServer> <Brumi> printworks -> slh1 -> slh2 -> printworks
18:59:23  <PublicServer> <Brumi> the trains started to drop the paper at the slh
18:59:34  <PublicServer> <Brumi> which then becomes routed to some random primary
19:00:04  <PublicServer> <Brumi> and that primary doesn't even accept paper
19:00:11  <PublicServer> <Brumi> it's a wood pickup
19:03:15  <PublicServer> <Anson> which train are you using, brumi ?
19:03:49  <PublicServer> <Anson> i am using train 643, which i put in a group by its own, TEMPWOOD
19:04:15  <PublicServer> <Brumi> I saved the game and now trying it in singleplayer
19:05:09  <PublicServer> <Anson> and my train didn't pickup anything in printworks or slh ... it goes back and forth empty
19:05:16  <PublicServer> <Brumi> it is refitted to wood
19:05:30  <PublicServer> <Anson> OH
19:05:41  <Stevetrov> !password
19:05:41  <PublicServer> Stevetrov: dazzle
19:05:55  <PublicServer> *** stevetrov joined the game
19:05:56  <PublicServer> <Brumi> that depot is far...
19:06:59  <PublicServer> <Anson> someone started my train ... i had stopped it to set up the refit order
19:07:09  <PublicServer> <Anson> now it runs by itself
19:08:04  <PublicServer> <Brumi> sorry I tried to send it to the depot
19:09:20  <PublicServer> <Anson> ok, it took full load of paper and is going to slh02drop now ... let's see what happens next
19:09:30  <PublicServer> <Brumi> following the train :)
19:10:00  <PublicServer> <Anson> i had stopped it and seen that it already had left the station by half ... was about to reverse it :-)
19:10:02  <PublicServer> <stevetrov> most watched train ;)
19:11:06  <PublicServer> <Brumi> looks good so far
19:11:33  <PublicServer> <Anson> it seems to have run through slh02, witzhout any attem,pt at loading or unloading
19:11:58  <PublicServer> <Brumi> better than unloading it at slh02 and leaving it there :P
19:13:39  <PublicServer> <Brumi> goooooood
19:16:58  <PublicServer> <Anson> to deliver 143k paper, it needs to go back and forth 700+ times now ... I'll add 6 more of those dummy trains, so that it takes only 100 times, but not more, to not jam the network
19:17:46  <PublicServer> <Brumi> yeah I managed to jam the network big time in singleplayer by adding way too many trains
19:18:22  <PublicServer> <Brumi> we could try to make them stop themselves by some conditionals
19:18:37  <PublicServer> <Brumi> like go to printingworks, if load is 0, goto depot and stop
19:18:39  <PublicServer> <Anson> I'll do that
19:18:49  <PublicServer> <Anson> but we have time ....
19:18:55  <PublicServer> <Brumi> sure :)
19:19:35  <PublicServer> <Brumi> there goes slh01 now
19:20:18  <PublicServer> <Anson> i don't know yet, how conditionals would affect the orders and the cargodist ... thus i will not do it before all paper to SLH01 is done
19:21:12  <PublicServer> <Brumi> just hope that cargodist doesn't want to route the cargo to some random primary
19:27:39  <PublicServer> <Anson> no, the count is already down from 142k to 138k, and trains are still running
19:28:04  <PublicServer> <Brumi> and there is no paper at the drops either
19:29:00  <PublicServer> <Anson> paper seems to be properly unloaded at printworks, made to goods, and the goods are transported by the other trains which otherwise wouldn't be full anyway
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19:33:40  <V453000> !dl win64
19:33:40  <PublicServer> V453000: http://binaries.openttd.org/nightlies/trunk/r25549/openttd-trunk-r25549-windows-win64.zip
19:34:29  <PublicServer> <Anson> i add a few more of those trains
19:34:54  <V453000> !password
19:34:55  <PublicServer> V453000: supper
19:35:05  <PublicServer> <V453000> moo
19:35:06  <PublicServer> *** V453000 joined the game
19:35:11  <PublicServer> <Brumi> moo
19:35:41  <PublicServer> <V453000> what the actual fuck :d
19:35:51  <PublicServer> <Brumi> ?
19:36:33  <PublicServer> <V453000> univ rail everywhere - wtf
19:36:39  <PublicServer> <V453000> cargodist used again - wtf2
19:36:59  <PublicServer> <Brumi> it was univ rail and maglev mixed for quite a long time :P
19:37:21  <PublicServer> <V453000> it should be maglev only
19:38:51  <PublicServer> <Brumi> intentional that train 657 is stopped in depot?
19:39:11  <PublicServer> <V453000> no idea I didnt touch it
19:39:25  <PublicServer> <Brumi> Anson's stuff
19:39:49  <Stevetrov> vinnie set it all to universal yesterday cause it was easier to see what is going on
19:40:07  <PublicServer> <Anson> i added those trains and indert them manually
19:40:25  <PublicServer> *** V453000 has left the game (leaving)
19:40:33  <PublicServer> <Anson> to avoid a wave of 15 paper transports
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19:41:41  <V453000> there is a strange issue with the newGRF setup
19:41:44  <V453000> !password
19:41:44  <PublicServer> V453000: supper
19:41:52  <Mazur> I never touched nuffink.
19:42:00  <PublicServer> *** V453000 joined the game
19:42:07  <PublicServer> *** V453000 has left the game (leaving)
19:42:12  <V453000> !paise
19:42:15  <V453000> !pause
19:42:15  <PublicServer> *** V453000 has paused the server.
19:42:17  <PublicServer> *** Game paused (number of players)
19:43:23  <V453000> !getsave https://dl.dropboxusercontent.com/u/20419525/PSG262%20Transport%2C%202264-08-08.sav
19:43:25  <PublicServer> V453000: OK :-)
19:43:26  <V453000> !rcon ls
19:43:26  <PublicServer> V453000: ‎[All] Brumi: what is the problem?
19:43:27  <PublicServer> V453000: 0) .. (Parent directory)
19:43:27  <PublicServer> V453000: 1) archive/ (Directory)
19:43:27  <PublicServer> V453000: 2) autosave/ (Directory)
19:43:27  <PublicServer> V453000: 3) uploads/ (Directory)
19:43:27  <PublicServer> V453000: 4) restart.sav
19:43:29  <PublicServer> V453000: 5) game.sav
19:43:29  <PublicServer> V453000: 6) post_desync.sav
19:43:31  <PublicServer> V453000: 7) desync_start.sav
19:43:31  <PublicServer> V453000: 8) psg235_final.sav
19:43:33  <PublicServer> V453000: you have 3 more messages
19:43:35  <V453000> !rcon cd 3
19:43:38  <V453000> !rcon load 2
19:43:55  <PublicServer> *** Game still paused (manual, number of players)
19:43:57  <V453000> !changepw
19:43:57  <PublicServer> V453000: Password changed to measly
19:44:01  <V453000> !auto
19:44:01  <PublicServer> *** V453000 has enabled autopause mode.
19:44:03  <PublicServer> *** Game still paused (number of players)
19:44:21  <PublicServer> *** Game still paused (number of players)
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19:47:26  <PublicServer> <Brumi> so if you load nuts before swedish rails the signals will change?
19:48:04  <PublicServer> <stevetrov> Ah now that looks much better :D
19:49:26  <PublicServer> <Anson> i understand that those other (nice looking, but hard to recognize on first sight) signals are forced on us with WET rails, but why also with maglev ?
19:49:44  <V453000> no, there just seems to be a bug in the latest nuts but I dont know why yet
19:50:08  <V453000> I wont even answer that Anson
19:50:28  <PublicServer> <Anson> ah, then you didn'Ät intend this, and all rail types should have normal signals as default and the new signals as alternate ?
19:50:49  <V453000> obviously. :)
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19:52:56  <PublicServer> <Anson> hehe, only 2000 tons of paper left to transport back and forth via 01 .... then comes the next 124000 via 02 :-)
19:53:06  <PublicServer> <Brumi> :)
19:54:20  <PublicServer> <Anson> biobreak ... I'll be back, change orders and release trains again after all are parked in a depot automatically
19:54:42  <PublicServer> <stevetrov> Is it my imagination or is it all less laggy now?
19:55:08  <PublicServer> <Brumi> possible
19:55:23  <PublicServer> <Brumi> maybe but not sure
19:55:33  <PublicServer> <stevetrov> is it normally this laggy?
19:55:43  <PublicServer> <Brumi> I think not
19:55:57  <PublicServer> <Brumi> the previous game was not this laggy as I recall
19:56:01  <PublicServer> <Brumi> and it also had cargodist
19:56:09  <PublicServer> <Brumi> and more trains
19:58:43  <PublicServer> <Anson> i even lost con once, and got con warnings several times, and the server appeared to be down to me, while others seemed to play ok ...
19:59:01  <PublicServer> *** Anson has joined company #1
19:59:13  <PublicServer> <Brumi> for me it's only a bit laggy at times
19:59:53  <V453000> I have found and fixed the issue, but how it happened is totally beyond me :D
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20:00:07  <PublicServer> <Brumi> you know
20:00:10  <PublicServer> <Brumi> magic
20:00:46  <Stevetrov> turn it off and on again is always the first thing to try
20:02:44  <PublicServer> <Brumi> woohoo all the slh01 paper is gone
20:04:07  <PublicServer> *** stevetrov has left the game (leaving)
20:05:59  <PublicServer> <Anson> brumi, look at the rightmost platform of printworks :-)
20:06:23  <PublicServer> <Anson> as soon as it starts for slh02drop, i skip and it unloads :-)
20:06:33  <PublicServer> <Brumi> lol
20:06:51  <PublicServer> <Brumi> hmm
20:07:02  <PublicServer> <Brumi> umm nothing
20:07:13  <PublicServer> <Brumi> I was just thinking this could be done manually
20:07:25  <PublicServer> <Brumi> automatically*
20:07:52  <PublicServer> <Anson> it loads for slh02drop, but since the destination is rerolled at every station, it is good enough to load for going via 02, without really going there ... and thus it unloads at any printwork
20:08:54  <PublicServer> <Anson> i thought about that too ... had inserted a "always goto 1" to make it go directly to printwork again, but then it doesn't see the slh02drop any longer and doesn't load
20:09:12  <PublicServer> <Brumi> nice idea anyway
20:09:51  <PublicServer> <Anson> will we do it with the swarm of trains ? or who volunteers to press "skip" 650+ times ?
20:10:18  <PublicServer> <Brumi> we need some extra long trains with a superstrong engine
20:12:00  <PublicServer> <Brumi> should be 21 long
20:13:03  <PublicServer> <Anson> refit to paper !
20:13:07  <PublicServer> <Brumi> yep :D
20:13:18  <PublicServer> <Brumi> copied before refit
20:17:51  <PublicServer> <Brumi> insane profits :D
20:18:28  <PublicServer> <Anson> yes ... imagine what the profits would have been when not waiting 100 years to deliver the paper ? .-)
20:19:54  <PublicServer> <Brumi> 75k left
20:20:28  <PublicServer> <Brumi> now the goods are piling up
20:21:26  <PublicServer> <Anson> shall we do a 64TL train to get rid of them ?
20:21:40  <PublicServer> <Brumi> if you can fit in the station ;)
20:21:52  <PublicServer> <Brumi> only 50k left
20:21:58  <PublicServer> <Anson> loading time will be a bit long ...
20:22:04  <PublicServer> <Brumi> this can be done in a few minutes with these anyway
20:22:46  <PublicServer> <Anson> for the next year(s), all trains will be full, no matter what the rating percentage is :-)
20:23:00  <PublicServer> <Brumi> sure :)
20:24:26  <PublicServer> <Brumi> this is even visible in the operating profit graph :D
20:25:45  <PublicServer> <Brumi> aaand it's gone
20:27:43  <PublicServer> <Anson> hehe, waiting for the last train now :-)
20:27:50  <PublicServer> <Brumi> I see :)
20:28:00  <PublicServer> <Brumi> I have to go after that
20:29:18  <PublicServer> <Brumi> yaay
20:29:45  <PublicServer> <Brumi> see you next time
20:29:52  <PublicServer> *** Brumi has left the game (leaving)
20:29:52  <PublicServer> *** Game paused (number of players)
20:30:00  <PublicServer> <Anson> now, there are 10k goods for slh01drop and 5k goods for slh02drop :-)
20:30:45  <ZxBiohazardZx> ohi
20:30:46  <ZxBiohazardZx> back
20:30:51  <ZxBiohazardZx> !info
20:30:51  <PublicServer> ZxBiohazardZx: #:1(Orange) Company Name: 'PSG262 Transport'  Year Founded: 2050  Money: 3297047786  Loan: 0  Value: 3301234016  (T:659, R:0, P:0, S:0) unprotected
20:31:02  <ZxBiohazardZx> !password
20:31:02  <PublicServer> ZxBiohazardZx: mowers
20:31:13  <PublicServer> *** Game still paused (number of players)
20:31:14  <PublicServer> *** Game unpaused (number of players)
20:31:14  <PublicServer> *** ZxBiohazardZx joined the game
20:31:14  <ZxBiohazardZx> so is jam still there?
20:31:17  <PublicServer> <ZxBiohazardZx> so sup
20:31:28  <PublicServer> <ZxBiohazardZx> who made it monorail again?:P
20:32:41  <PublicServer> <ZxBiohazardZx> maglev but same question
20:32:47  <PublicServer> <ZxBiohazardZx> hate maglev readability :P
20:32:57  <PublicServer> <ZxBiohazardZx> worst of all tracktypes for junctions
20:33:11  <PublicServer> <ZxBiohazardZx> also cargodist was there for a reason afik
20:34:30  <PublicServer> <ZxBiohazardZx> hmmz next project is SLH06
20:34:40  <PublicServer> <ZxBiohazardZx> similar junk as 08 and 01 but this time its more fun
20:34:59  <Jam35> !password
20:34:59  <PublicServer> Jam35: truant
20:35:22  <PublicServer> *** Jam35 joined the game
20:35:24  <PublicServer> <ZxBiohazardZx> yeah its jam :)
20:35:26  <PublicServer> <ZxBiohazardZx> sup buddy :P
20:35:29  <PublicServer> <Anson> V was here, said something about messed up GRFs, asked about the tracktypes, then restarted server, fixed GRFs (and lag), and after grfs were reorderes, the signals are now better visible
20:35:31  <PublicServer> <ZxBiohazardZx> how far is SLH01 done?
20:35:45  <Jam35> hey
20:35:55  <Jam35> jeez might be short lived
20:35:57  <PublicServer> <ZxBiohazardZx> its fine, i dont mind maglev that much, ill tempchange some workspots to univ again :P
20:36:19  <PublicServer> <Anson> look at the company profit graph :-)
20:36:21  <Jam35> this PC really SUCKS
20:36:30  <PublicServer> <ZxBiohazardZx> haha
20:36:48  <PublicServer> <Anson> Brumi and i fixed a problem with 142k paper being stuck in the printworks station :-)
20:36:59  <PublicServer> <Anson> now there are 8k goods instead
20:37:01  <PublicServer> *** Jam35 has left the game (general timeout)
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20:37:04  <Jam35> wtf
20:37:20  <Jam35> nm i tried :(
20:37:40  <PublicServer> <ZxBiohazardZx> its ok Jam :p
20:37:47  <PublicServer> <ZxBiohazardZx> i se the work on SLh01 isnt bad
20:37:57  <PublicServer> <ZxBiohazardZx> was hoping you wanted to look along 05 but not sure whatup
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20:39:12  <Jam35> didn't have a lot of time to finish but it was ok at the time
20:39:29  <PublicServer> <ZxBiohazardZx> yeah its good enough for now
20:39:35  <PublicServer> <ZxBiohazardZx> also has 3rd ready so :P
20:39:38  <Jam35> now I have time: can't get on
20:39:42  <PublicServer> <ZxBiohazardZx> next big one is slh05 that is semi jammed so :P
20:39:49  <PublicServer> <ZxBiohazardZx> i feel your pain :p
20:40:20  <Jam35> :) new pc for me i think...
20:40:40  <Jam35> just to play this hmm
20:41:08  <PublicServer> <Anson> when we had a big jam on the whole network, it was easy to see that SLH05 leads traffic from one direction on the left rail, and traffic from the other direction on the right rail, towards the SLH05drop
20:41:36  <PublicServer> <Anson> one lane was empty, the other was jammed toether with the whole network
20:41:50  <PublicServer> <Anson> is that intentional ?
20:43:29  <PublicServer> <ZxBiohazardZx> no
20:43:31  <Jam35> no, not sure why that would/could happen
20:43:43  <PublicServer> <ZxBiohazardZx> but like SLH01 and SLH08 there is a design flaw me and Jam would fix :P
20:44:06  <PublicServer> <ZxBiohazardZx> this one at least is ro-ro but still has output issues on the SLH
20:44:12  <PublicServer> <Anson> there are only connections from one side to left rail and from other to right rail, at SLH05
20:44:14  <PublicServer> <ZxBiohazardZx> due to the Xs
20:44:26  <PublicServer> <ZxBiohazardZx> eeehm SLH06 is what i mean
20:45:08  <PublicServer> <ZxBiohazardZx> hmmz yeah SLH05 isnt fully done either it seems
20:45:34  <PublicServer> <ZxBiohazardZx> it lacks a connect to the SLH near Selsaetra indeed
20:45:38  <PublicServer> <ZxBiohazardZx> but ll fiddle that later
20:45:44  <PublicServer> <ZxBiohazardZx> as its not hugely demanded atm
20:46:06  <PublicServer> <ZxBiohazardZx> most traffic is due to other SLH anyway
20:46:21  <PublicServer> <ZxBiohazardZx> and SLH06 is a way bigger issue jamwise
20:46:40  <PublicServer> <ZxBiohazardZx> univ rail for building :)
20:47:42  <PublicServer> <Anson> i don't mind ,... i also use unirail when i build new wet tracks :-)
20:48:18  <Jam35> I'm not seeing the missing connection @05
20:48:46  <Jam35> at the drop station?
20:50:18  <PublicServer> <Anson> i put signs on SLH05
20:50:38  <PublicServer> <Anson> not SLH05drop
20:53:08  <nicfer> !password
20:53:08  <PublicServer> nicfer: goblin
20:53:26  <PublicServer> *** nicfer joined the game
20:53:33  <Jam35> It's 2 lines, shouldn't be necessary to mix them there
20:53:54  <Jam35> both have all destinations
20:55:15  <PublicServer> <Anson> yes, the "left/right only"only applies to incoming trains for SLH05drop ... leaving trains have the choice where to go
20:55:31  <PublicServer> <ZxBiohazardZx> incoming is not that important (yet)
20:56:53  <PublicServer> <Anson> CW and CCW should roughly have the same amount of traffic anyway, and thus separate tracks might make it faster now ... i only noticed it when there was a big jam which caused half the network and the right track to be jammed, and the other half and the left track to be empty
20:57:16  <PublicServer> <ZxBiohazardZx> hmmz feel free to change stuff;)
20:57:30  <PublicServer> <ZxBiohazardZx> im on SLH06 atm, 3rd ready and editting exit/mergers
20:57:42  <PublicServer> <Anson> no thanks ... there are good arguments for merging and not merging them
20:58:12  <Jam35> hm It could ease things under pressure to make a choice there: maybe better to do it at the drop
20:59:13  <Jam35> or both :)
20:59:24  <PublicServer> <Anson> easier and faster access to drop with no extra splitters and mergers, but no chance to handle a big wave better by using all 8 platforms
21:01:10  <PublicServer> <Anson> effect was only visible with a complete block of the whole network ... when a wood station lost its forest, and some work at a hub led all trains through that blocked station
21:05:08  <PublicServer> <ZxBiohazardZx> oh man i miss you Jam :(
21:05:37  <Jam35> awww
21:05:41  <PublicServer> <ZxBiohazardZx> :P
21:05:48  <Jam35> nice to be wanted :)
21:05:50  <PublicServer> <ZxBiohazardZx> spaghetti puzzel solo is less fun
21:06:16  <Jam35> would like to...
21:06:21  <PublicServer> <ZxBiohazardZx> haha i know
21:06:32  <Jam35> also nearly bedtime for me
21:06:39  <Jam35> ...early start
21:06:52  <PublicServer> <ZxBiohazardZx> similar but i wanna finish SLH06 :P
21:07:23  <Jam35> not leave a smashed network then quit? :P
21:07:44  <PublicServer> <ZxBiohazardZx> ;)
21:12:42  <PublicServer> *** nicfer has joined company #1
21:13:30  <PublicServer> <nicfer> can I delete 'duplicated rail'?
21:13:45  <PublicServer> <ZxBiohazardZx> >??
21:14:48  <PublicServer> <nicfer> look near Steinkjer
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21:18:37  <PublicServer> <ZxBiohazardZx> i love temp temp temp shit
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21:23:14  <Jam35> gots2go
21:23:21  <Jam35> til tomorrow... :)
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21:42:15  <PublicServer> <nicfer> I redesigned SLH04 drop a bit
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22:01:47  <PublicServer> <Anson> at the backside of SLH05drop, i changed the connections to the "refit depots" ... length of in and out should be ok now (>=TL), the prio to rejoin the main line (not ML :-) should work too, but i have problems with the release signals for the depot
22:02:01  <PublicServer> <ZxBiohazardZx> fine
22:02:07  <PublicServer> <ZxBiohazardZx> im on slh06 puzzling :0
22:02:07  <PublicServer> <ZxBiohazardZx> :)
22:02:19  <PublicServer> <nicfer> there's a wrong signal @ SLH04
22:02:46  <PublicServer> <Anson> it SHOULD stop trains when another train is already waiting for joining the main line, and also wghen another train wants to enter the depot soon ... that works, but is not failsafe :-( thus it may lockup :-(
22:03:16  <PublicServer> <Anson> would be nice when someone had an idea to solve that problem
22:03:39  <PublicServer> <ZxBiohazardZx> sign?
22:05:09  <PublicServer> <Anson> the exit of SLH05drop
22:05:27  <PublicServer> <Anson> and jjust now, it failed and locked up
22:05:34  <PublicServer> <ZxBiohazardZx> let me see
22:05:52  <PublicServer> <ZxBiohazardZx> follow the chain
22:05:56  <PublicServer> <ZxBiohazardZx> the combo checks itself :P
22:06:28  <PublicServer> <ZxBiohazardZx> C was red, thus B was red Thus A is red
22:06:31  <PublicServer> <ZxBiohazardZx> A shouldnt be there
22:06:45  <PublicServer> <ZxBiohazardZx> depot is start
22:06:48  <PublicServer> <ZxBiohazardZx> this solves it
22:07:06  <PublicServer> <Anson> incoming trains block the leaving train, as intended ... problem is only when the leaving train just starts to leave and THEN the signal starts to block it
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22:10:52  <PublicServer> <Anson> thanks !!!!
22:11:43  <PublicServer> <Anson> my first version was the simple exit protection, using only A ... then i added B and C to also check for incoming trains and not only outgoing trains that wait at the main line ...
22:11:58  <PublicServer> <ZxBiohazardZx> :P
22:12:13  <PublicServer> <ZxBiohazardZx> epic jam on 06 is epic
22:12:19  <PublicServer> <Anson> didn't get the idea, that B also works when A is not there :-)
22:12:25  <PublicServer> <ZxBiohazardZx> love wip stuff blocks
22:13:31  <PublicServer> <nicfer> SLH07 too
22:14:34  <Dom_> !password
22:14:35  <PublicServer> Dom_: limped
22:14:47  <PublicServer> *** Dom joined the game
22:14:50  <PublicServer> <ZxBiohazardZx> hey dom
22:14:52  <PublicServer> <Dom> hello
22:14:55  <PublicServer> <ZxBiohazardZx> im raping your SLH :)
22:15:01  <PublicServer> <Dom> :(
22:15:01  <PublicServer> <ZxBiohazardZx> xf
22:15:03  <PublicServer> <ZxBiohazardZx> xd*
22:15:03  <PublicServer> <Dom> xDD
22:15:07  <PublicServer> <ZxBiohazardZx> with love :)
22:15:09  <PublicServer> <Dom> which?
22:15:11  <PublicServer> <ZxBiohazardZx> 06
22:15:25  <PublicServer> <Dom> hf^^
22:15:27  <PublicServer> <ZxBiohazardZx> the shithole jammed up to much, working under jams is fun, this is now full of "temp wip stuff"
22:16:41  <PublicServer> <Anson> oh, wait ... it doesn't work !!!! when a train waits now, it not only blocks trains from leaving the depot (as intended), but also blocks trains from entering the depot !!!!
22:16:47  <PublicServer> <Dom> i can do the merger at !here
22:17:10  <PublicServer> <Dom> if ya need
22:17:26  <PublicServer> <Anson> that's why i had signal A there, which you removed
22:17:26  <PublicServer> <ZxBiohazardZx> needs to be moved up a bit but yeah
22:17:29  <PublicServer> <ZxBiohazardZx> check the TODO lower
22:17:36  <PublicServer> <ZxBiohazardZx> 2 exit from 3 incomings
22:17:38  <PublicServer> <Dom> yeah saw that
22:20:05  <PublicServer> <Dom> i wanted to do full mixing
22:20:08  <PublicServer> <ZxBiohazardZx> thats fine
22:20:10  <PublicServer> <Dom> well inner lanes
22:20:16  <PublicServer> <ZxBiohazardZx> i just wanted all connections to still be tehre :P
22:20:22  <PublicServer> <ZxBiohazardZx> 2+2-> 2 is the solution :P
22:20:26  <PublicServer> <ZxBiohazardZx> however you want :P
22:21:01  <PublicServer> <ZxBiohazardZx> total deadlock ftw
22:21:31  <PublicServer> <ZxBiohazardZx> trains are in the  way i need some movement so i can move some out of your way
22:21:53  <PublicServer> <Anson> can you have another look, at what your solution now does at SLH05drop exit depots ?
22:22:08  <PublicServer> <ZxBiohazardZx> this seems fine
22:22:31  <PublicServer> <ZxBiohazardZx> 102 is longer then the actual tile shows
22:22:33  <PublicServer> <Anson> the train which waits for the main line to clear now blocks the incoming trains !
22:22:36  <PublicServer> <ZxBiohazardZx> blame shit
22:22:50  <PublicServer> <ZxBiohazardZx> wait?
22:22:52  <PublicServer> <ZxBiohazardZx> yeah
22:22:58  <PublicServer> <ZxBiohazardZx> train 102 is half tile to long
22:23:12  <PublicServer> <ZxBiohazardZx> A cant be there, it ruins your chain
22:23:16  <PublicServer> <Anson> that's why i have aignal A there ....
22:23:22  <PublicServer> <ZxBiohazardZx> A is bad
22:23:28  <PublicServer> <Anson> but with signal A it is no longer failsafe
22:23:28  <PublicServer> <ZxBiohazardZx> just move the join half a tile
22:24:06  <PublicServer> <ZxBiohazardZx> like so
22:24:08  <PublicServer> <ZxBiohazardZx> it shouldnt jam
22:24:26  <PublicServer> <Anson> let's see ... but i think it still doesn't work
22:24:48  <PublicServer> <ZxBiohazardZx> it shouldnt work for it has no detection to see if a train is waiting
22:24:55  <PublicServer> <ZxBiohazardZx> it shouldnt release if a train is where 74 is right?
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22:25:21  <PublicServer> <Anson> right
22:25:35  <PublicServer> <ZxBiohazardZx> not sure if new signal detects it
22:25:38  <PublicServer> <ZxBiohazardZx> to lazy to loop more
22:25:52  <PublicServer> <ZxBiohazardZx> see the overflow on
22:26:03  <PublicServer> <ZxBiohazardZx> SLH08 for depot release check
22:26:09  <PublicServer> <Anson> that signal detects nothing useful
22:26:19  <PublicServer> <ZxBiohazardZx> waiting trains, incoming trains, platform check
22:27:06  <PublicServer> <Anson> now, leaving trains will exit the depot and queue
22:27:20  <PublicServer> <ZxBiohazardZx> 1 sec
22:27:31  <PublicServer> <ZxBiohazardZx> on 06 again the blocking train moved:P
22:31:18  <PublicServer> <Anson> 74 waits for the main lie to clear ... 358 left the depot although it shouldn't ... and thus 259 is blocked from entering the depot
22:31:37  <PublicServer> <ZxBiohazardZx> ill check in a sec :P
22:32:34  <PublicServer> <Anson> of course, when a queue starts to build back on the main line, the prio will yield for 74, and thus it is no deadlock :-) ... but it is not what i wanted either
22:33:16  <PublicServer> <Anson> I'll take a minute biobreak ... will leave the trainjs waiting there as i just described it
22:33:59  <PublicServer> <ZxBiohazardZx> ok let me see
22:35:34  <PublicServer> <ZxBiohazardZx> seems to do the trick
22:35:56  <PublicServer> <ZxBiohazardZx> hows 06 doing DoM?
22:36:02  <PublicServer> <Dom> good
22:36:02  <PublicServer> <ZxBiohazardZx> ugh plz no X stuff :(
22:36:08  <PublicServer> <Dom> ?
22:36:11  <PublicServer> <ZxBiohazardZx> i honestly did my best to avoid them on the way
22:36:17  <PublicServer> <ZxBiohazardZx> Vadso X
22:36:19  <PublicServer> <ZxBiohazardZx> why
22:36:25  <PublicServer> <Dom> why not? they work
22:36:35  <PublicServer> <ZxBiohazardZx> we want 3  out not 2
22:36:53  <PublicServer> <ZxBiohazardZx> and the X is a potential block and eats time, specially with path imo
22:37:24  <PublicServer> <Dom> ill find a way :)
22:40:34  <PublicServer> <ZxBiohazardZx> fml
22:40:36  <PublicServer> <Dom> ...
22:40:42  <PublicServer> <ZxBiohazardZx> had an idea but its tight :P
22:42:44  <PublicServer> *** nicfer has left the game (leaving)
22:45:36  <PublicServer> <ZxBiohazardZx> yeah!
22:45:37  <PublicServer> <ZxBiohazardZx> thats it :)
22:46:15  <PublicServer> <ZxBiohazardZx> though the difference in lenght will be a pain to deal with i think
22:48:49  <PublicServer> <Dom> i think it should be called a bbh xD
22:48:55  <PublicServer> <ZxBiohazardZx> nooe
22:48:57  <PublicServer> <Dom> or msh
22:49:03  <PublicServer> <ZxBiohazardZx> BBH will be 3 to 3 :P
22:49:09  <PublicServer> <Dom> sbbh
22:49:09  <PublicServer> <ZxBiohazardZx> but yeah i like fiddling it :P
22:49:27  <PublicServer> <ZxBiohazardZx> i honestly got better over last few games in the mergers and the flow of the slh/bbh ones
22:49:58  <PublicServer> <Dom> i see that :) and i forgot quite some stuff over the last couple of months i didnt play
22:56:44  <PublicServer> <ZxBiohazardZx> dat jam!
22:56:45  <PublicServer> <ZxBiohazardZx> omg
22:56:46  <PublicServer> <ZxBiohazardZx> XD
22:56:56  <PublicServer> <ZxBiohazardZx> SLH07 again/still :P
22:57:16  <PublicServer> <ZxBiohazardZx> 08 and 07 are full lol
22:57:27  <PublicServer> <ZxBiohazardZx> station still needs to be upgraded but SLH came first ;P
22:57:33  <PublicServer> <ZxBiohazardZx> and now its almost sleeptime
22:57:39  <PublicServer> <ZxBiohazardZx> so just finishing that 3rd and done
22:58:55  <PublicServer> <Anson> bio, big thanks ... i think i kept the original layout that you had, only twisted the tracks a nit to make them shorter and avoid the bridge ... works now, if i didn't mess it up again :-)
22:59:17  <PublicServer> <ZxBiohazardZx> haha
22:59:19  <PublicServer> <ZxBiohazardZx> no prob
22:59:31  <PublicServer> <ZxBiohazardZx> again check the ABR13 on overflow logics
22:59:54  <PublicServer> <ZxBiohazardZx> and/or check prio examples from V from 2 games back (255 or 254 not sure, i put it on wiki )
23:01:12  <PublicServer> <Anson> really simple idea, just like the egg of columbus :-) ... just putting the signal at aa instead of A, and it still blocks the depot exit for leaving trains
23:01:42  <PublicServer> <ZxBiohazardZx> well simply put you have to visualise the chain that is what V told me, and it works;)
23:03:51  <PublicServer> <ZxBiohazardZx> fuck this im overflowing ugly on 07 to break the deadlock
23:05:33  <PublicServer> <Anson> the chain is not the problem ... the problem was the "strange" idea, where to connect the chain ... and to not use signal A for the combo signal, but signal aa which leads in a different direction, but still is connected to the same block and thus works the same as at position A
23:10:16  <PublicServer> <Anson> and thanks for the big wave you sent me ... without the new depot safety measures, it would have jammed badly, but now all the trains could go in the depot safely and wait until the main line was clear and no more trains wanted to add to the depot queue ... and thus the trains now (after the wave passed) can slowly leave the depot again, one after the other .-)
23:10:26  <PublicServer> <ZxBiohazardZx> hehe
23:10:37  <PublicServer> <ZxBiohazardZx> well we still have a deadlock on SLH08 and SLH07 :(
23:10:48  <PublicServer> <ZxBiohazardZx> we need trains to depots and then slowly released again
23:14:03  <PublicServer> <ZxBiohazardZx> trains on 08 are lost trains for 07, fuck dat shit
23:19:06  <PublicServer> <Dom> jamjamjamjamjam
23:19:12  <PublicServer> <ZxBiohazardZx> its fucked up
23:19:18  <PublicServer> <ZxBiohazardZx> all the traffic from 06 jams 07
23:19:25  <PublicServer> <ZxBiohazardZx> its a deadlock
23:19:28  <PublicServer> <Dom> i think we broke it xD
23:19:31  <PublicServer> <ZxBiohazardZx> no
23:19:34  <PublicServer> <ZxBiohazardZx> its a plain deadlock
23:19:41  <PublicServer> <Dom> nah i can fix it :)
23:19:43  <PublicServer> <ZxBiohazardZx> we need to get rid of some trains there
23:19:49  <PublicServer> <ZxBiohazardZx> skip orders :)
23:20:03  <PublicServer> <ZxBiohazardZx> just skip some orders
23:20:05  <PublicServer> <ZxBiohazardZx> depot there isnt solving it?
23:20:08  <PublicServer> <ZxBiohazardZx> oh well/care
23:22:11  <PublicServer> <Dom> to already open the small part of the third is useless...
23:24:34  <PublicServer> <ZxBiohazardZx> finally more expansion room
23:38:31  <PublicServer> <Dom> slh 06 and 07 are completly fucked :(
23:38:36  <PublicServer> <ZxBiohazardZx> hardly
23:38:38  <PublicServer> <ZxBiohazardZx> im fixing 06 :)
23:38:49  <PublicServer> <Dom> im partly fixing 7
23:38:51  <PublicServer> <ZxBiohazardZx> on station exits now
23:41:58  <PublicServer> <ZxBiohazardZx> hmmz 13 bays :(
23:42:08  <PublicServer> <ZxBiohazardZx> i expected 10 or 15....
23:42:12  <PublicServer> <ZxBiohazardZx> oh well
23:47:44  <PublicServer> <Dom> anyway im going to bed
23:47:44  <PublicServer> <Dom> gn8
23:48:02  <PublicServer> *** Dom has left the game (leaving)
23:49:39  <PublicServer> <ZxBiohazardZx> fuck i put a train in a tunnel
23:49:45  <PublicServer> <ZxBiohazardZx> but cant find out what number anymore
23:49:55  <PublicServer> <ZxBiohazardZx> and htus its hidden and im gonna boom it if i cant find it
23:50:29  <PublicServer> <Anson> who released my trains ?
23:50:43  <PublicServer> <ZxBiohazardZx> might be me to get rid of the stupid ass idiot tunneltrain
23:50:45  <PublicServer> <ZxBiohazardZx> sorry
23:51:23  <PublicServer> <Anson> when you release all trains, you also release the trainyard :-)
23:52:42  <PublicServer> <Anson> i think i got it now ... built and rebuilt the construction a few times that you had helped me with ... learning by doing :-)
23:54:04  <PublicServer> <ZxBiohazardZx> ok this isnt ideal, but im off for real now, its 2 AM :P
23:54:18  <PublicServer> <ZxBiohazardZx> and the project state isnt fubar :)
23:54:20  <PublicServer> <Anson> thanks for the new wave you sent me ... ideal to finish my test :-)
23:54:50  <PublicServer> <Anson> did you see how the depots look now ?
23:55:24  <PublicServer> <ZxBiohazardZx> not bad
23:55:27  <PublicServer> <ZxBiohazardZx> im off cya
23:55:30  <PublicServer> *** ZxBiohazardZx has left the game (leaving)
23:55:30  <PublicServer> *** Game paused (number of players)
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