Config
Log for #openttdcoop on 10th July 2013:
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07:02:55  <Stevetrov> !password
07:02:55  <PublicServer> Stevetrov: whinny
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08:10:43  <Dom_> !password
08:10:43  <PublicServer> Dom_: unmans
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08:14:44  <PublicServer> <Dom> @gap 5
08:14:54  <PublicServer> <Dom> @@gap 5
08:14:55  <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.
08:15:10  <PublicServer> <Dom> @@gap 5 19
08:15:12  <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.
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08:15:34  <PublicServer> <Dom> @@gap 5 3
08:15:35  <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.
08:15:43  <PublicServer> *** Dom has left the game (leaving)
08:18:31  <scshunt> !dl lin64
08:18:31  <PublicServer> scshunt: http://binaries.openttd.org/nightlies/trunk/r25575/openttd-trunk-r25575-linux-generic-amd64.tar.xz
08:20:37  <scshunt> !password
08:20:37  <PublicServer> scshunt: tunics
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11:54:14  <Ayoui> !help
11:54:14  <PublicServer> Ayoui: http://www.openttdcoop.org/wiki/IRC_Commands
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12:25:09  <ZxBiohazardZx> !players
12:25:11  <PublicServer> ZxBiohazardZx: There are currently no clients connected to the server
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14:31:00  <ZxBiohazardZx> !players
14:31:03  <PublicServer> ZxBiohazardZx: There are currently no clients connected to the server
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15:08:45  <planetmaker> !screen
15:08:45  <PublicServer> *** planetmaker liked to make screenshot of last action, but nobody was working since. (http://ps.openttdcoop.org/publicserver/webcam/00000000.png)
15:10:37  <planetmaker> !screen
15:10:37  <PublicServer> *** planetmaker liked to make screenshot of last action, but nobody was working since. (http://ps.openttdcoop.org/publicserver/webcam/00000000.png)
15:24:54  <planetmaker> !date
15:24:54  <PublicServer> planetmaker: 27 May 2289
15:25:39  <planetmaker> hm, is there a reason to use SwedishRails 0.7.4 instead of 0.8.0?
15:27:24  <Sylf> Not much.
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15:27:38  <planetmaker> and little?
15:28:57  <Sylf> Just seeing different style of tunnels
15:32:42  <planetmaker> hm, yes
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17:48:38  <ZxBiohazardZx> !players
17:48:40  <PublicServer> ZxBiohazardZx: There are currently no clients connected to the server
17:48:43  <ZxBiohazardZx> hmmz
18:06:01  <V453000> planetmaker: swedish rail tunnels somehow cannot be overwritten by e.g. BK tunnels
18:06:14  <V453000> soo 0.7.4 is kind of best
18:06:30  <planetmaker> yes... tunnels are railtype-specific
18:06:47  <V453000> mhm :)
18:07:18  <planetmaker> or can be
18:07:32  <planetmaker> actually... always are
18:07:51  <planetmaker> but BK tunnels does not use the railtype method
18:07:55  <V453000> ah yes
18:08:01  <planetmaker> thus it fails. Failure on its side, I say ;-)
18:08:06  <V453000> :P
18:08:22  <V453000> well, we use both versions of Swedish Rails, 074 being one of them
18:10:31  <ZxBiohazardZx> !password
18:10:31  <PublicServer> ZxBiohazardZx: tunics
18:10:42  <PublicServer> *** Game still paused (number of players)
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18:10:49  <ZxBiohazardZx> hmmz
18:10:59  <ZxBiohazardZx> fonsinchen around?
18:11:12  <fonsinchen> I'm here
18:11:21  <ZxBiohazardZx> the routing idea you put up yesterday
18:11:37  <ZxBiohazardZx> simply eliminates the network and downgrades it to a cycle of through stations :P
18:11:57  <ZxBiohazardZx> the only reason we have a need for SLH like constructs over a through station is due to the "random" factor
18:12:36  <fonsinchen> I don't understand. What exactly is "random factor"?
18:12:38  <V453000> I said that like a million times already :P
18:12:42  <ZxBiohazardZx> yes V
18:12:51  <ZxBiohazardZx> but still we are playing a cargodest version
18:13:08  <ZxBiohazardZx> and the " jump to X if empty" gives it a chance to exit the sequence of loading no?
18:13:20  <ZxBiohazardZx> where removing it would just make it drop some at a, then drop some on b etc etc
18:13:23  <V453000> chance is still conceptually wrong
18:13:23  <fonsinchen> You can not really eliminate the SLH for goods transport then
18:13:31  <fonsinchen> as goods are coming from 3 different stations
18:13:44  <ZxBiohazardZx> if you make them all follow same pattern you can
18:13:46  <fonsinchen> thus trains will stop their "half cycle" at different points
18:13:54  <ZxBiohazardZx> you create a circular route of through stations
18:13:59  <fonsinchen> But that will include long detours for their cargo
18:14:10  <ZxBiohazardZx> inject the goods on 1 end, exfill the empty trains of the net on other end
18:14:29  <ZxBiohazardZx> depends on station layout
18:14:33  <fonsinchen> True, that's possible
18:14:36  <ZxBiohazardZx> we can make it 3 sources on 1 point
18:14:44  <fonsinchen> but you have to get the primary cargoes to the middle, too
18:14:45  <ZxBiohazardZx> boring as shit and the concept is a bit off :P
18:15:06  <ZxBiohazardZx> BBHs can deal with that, flow to mid is almost none atm anyway
18:15:12  <ZxBiohazardZx> most trains are SLH hopping to drop cargo
18:15:27  <fonsinchen> Whatever, yes, you can make a boring game out of it, if you like
18:15:47  <fonsinchen> The order modification I promised doesn't necessitate that, though
18:15:58  <fonsinchen> It simply optimizes the loading times
18:16:07  <ZxBiohazardZx> well i just modified some orders, but what differences should that honestly make
18:16:09  <ZxBiohazardZx> ah ok
18:16:23  <fonsinchen> I think I have to create an example to prove that you can make a boring game without cargodist, too ...
18:16:48  <V453000> ^
18:16:58  <PublicServer> <ZxBiohazardZx> yes but in a game wihtout cargodest YOU decide where shit goes
18:17:08  <PublicServer> <ZxBiohazardZx> and in a game like this, the cargo decides where it goes
18:17:12  <fonsinchen> So?
18:17:18  <PublicServer> <ZxBiohazardZx> completely different
18:17:19  <fonsinchen> You can still make a boring game
18:17:26  <V453000> why do you guys even keep arguing about cargodist, I thougt we made it clear
18:17:32  <PublicServer> <ZxBiohazardZx> :P
18:17:33  <fonsinchen> I'll make a game without hubs for you that delivers all cargo on the map
18:17:45  <fonsinchen> without cargodist
18:17:52  <PublicServer> <ZxBiohazardZx> nah its fine
18:18:02  <PublicServer> <ZxBiohazardZx> the current net is fun to build
18:18:03  <V453000> there are many boring/dumb/not progressive types of playing with or without cargodist
18:18:13  <V453000> the only problem is that cargodist directly supports them
18:18:16  <PublicServer> <ZxBiohazardZx> i just dont get the sub-optimisation of the orders fully
18:18:19  <fonsinchen> I mean, without cargodist that just includes more complicated order systems
18:19:00  <PublicServer> <ZxBiohazardZx> hmmz
18:19:03  <PublicServer> *** ZxBiohazardZx has left the game (leaving)
18:19:07  <ZxBiohazardZx> oh well its fine
18:20:21  <fonsinchen> OK, back to the optimization. Have you read http://wiki.openttd.org/Passenger_and_cargo_distribution#Limitations ?
18:20:33  <fonsinchen> That basically explains it
18:20:53  <fonsinchen> I actually came up with an idea to reduce the effect, though, but I haven't implemented it, yet.
18:21:32  <fonsinchen> You can make the vehicle keep as much cargo as "possible" when unloading the same way it loads as much cargo as "possible" when loading.
18:21:43  <fonsinchen> Then it won't unload cargo it will later load again.
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18:27:12  <Jam35_> !password
18:27:13  <PublicServer> Jam35_: sugars
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18:40:18  <ZxBiohazardZx> that last line is exactly what we had a bit, but hmmmz
18:41:58  <ZxBiohazardZx> imo the YACD was better in a sense it would create demandlinks to ANYWHERE rather then "just serviced areas" (paxwise its better imo, not for cargo)
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18:59:40  <fonsinchen> You could implement the YACD behaviour on top of cargodist if you find a solution to the problem of finding all possible destinations on the map without enumerating them.
19:00:07  <fonsinchen> As the enumeration of all houses was the performance bottleneck in YACD
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20:28:06  <ZxBiohazardZx> !players
20:28:08  <PublicServer> ZxBiohazardZx: There are currently no clients connected to the server
20:28:15  <ZxBiohazardZx> fair enough
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