Log for #openttdcoop on 20th October 2013:
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00:29:53  *** happy has quit IRC
00:54:47  <mfb-> SL->grain drop is still missing
00:57:45  <PublicServer> <mfb> 200 trains :)
01:03:31  *** uliko has quit IRC
01:18:06  *** mfb- has quit IRC
01:18:35  <PublicServer> *** mfb has left the game (leaving)
01:18:35  <PublicServer> *** Game paused (number of players)
01:55:07  <PublicServer> *** Anson has joined spectators
02:03:24  <PublicServer> *** Game still paused (number of players)
02:03:25  <PublicServer> *** Djanxy joined the game
02:05:23  <PublicServer> <Anson> hallo
02:05:30  <PublicServer> <Djanxy> hey
02:05:53  <PublicServer> <Djanxy> just wanted to see what had happened here ;)
02:07:35  <PublicServer> <Anson> i just got an idea how/where to build a missing connection ... but mfb already had left
02:07:46  <PublicServer> <Djanxy> ah
02:07:57  <PublicServer> *** Djanxy has joined company #1
02:08:01  <PublicServer> *** Anson has joined company #1
02:08:01  <PublicServer> *** Game unpaused (number of players)
02:08:13  <PublicServer> <Djanxy> there you go
02:08:20  <PublicServer> <Anson> when you want to leave, please give a two minute warnming :-)
02:08:26  <PublicServer> <Djanxy> yup
02:08:36  <PublicServer> <Djanxy> i can be on for a while
02:30:29  <PublicServer> <Anson> i should be almost finished ... only watching a testrun of new trains now
02:56:52  <PublicServer> <Anson> do you have any idea how to improve the SL at SLH04 ? most of all the access to Lonninghall Mines ?
02:57:42  <PublicServer> <Anson> probably best to leave it as is, and maybe later add it to another SL towards Sutburg !?
03:24:43  <PublicServer> <Djanxy> sorry, was away for a long while there
03:24:49  <PublicServer> <Djanxy> still building ?
03:25:11  <PublicServer> <Anson> at the third construction site now :-)
03:26:26  <PublicServer> <Djanxy> alright, ill be connected a little while yet - dont start anything crazy :D
03:26:32  <PublicServer> <Anson> added an iron mine, finished a connection at SLH04, and exchanged 2 long tunnels for a short bridge :-)
03:31:47  <PublicServer> <Anson> next could be 5 farms (=10 stations) at a new SL ... but that's what you meant with "starting something crazy" ? :-)
03:37:00  <PublicServer> <Anson> 230 trains now
03:37:26  <PublicServer> <Anson> 19 of them iron, 29 steel
03:37:32  <PublicServer> <Anson> :-)
03:40:39  <scshunt> blargh
03:40:50  <scshunt> can I aks a question?
03:41:04  <PublicServer> <Anson> yes, you just did :-) LOL
03:41:25  <scshunt> excellent
03:41:30  <scshunt> what the hell does this plan mean
03:41:35  <scshunt> !dl lin64
03:41:35  <PublicServer> scshunt:
03:42:12  <PublicServer> <Anson> a loop with several long legs from the BBHs to factories and drops
03:42:21  <scshunt> why do the stell trains have no orders
03:42:33  <scshunt> !passwrd
03:42:36  <scshunt> *steel
03:42:37  <scshunt> !password
03:42:38  <PublicServer> scshunt: queers
03:42:50  <scshunt> hmm.. glad to know we're inclusive
03:43:04  <PublicServer> *** scshunt joined the game
03:43:07  <PublicServer> <Anson> steel has special treatment : to distribute it on the whole loop and not only half of it, a flipflop sends trains alternatingly to a drop left and a drop right
03:43:46  <PublicServer> <scshunt> right, but it has no orders. how is it guaranteed to get ot its destination?
03:44:24  <PublicServer> <scshunt> uh, and why are there trucks?
03:44:34  <PublicServer> <Anson> all stations are terminus (or have reversers), thus the only path to the steel is from steel through a steel drop back to steel
03:44:40  <PublicServer> <scshunt> ah ok
03:45:06  <PublicServer> <Anson> those steel drops are the only visible roro
03:45:12  <PublicServer> <scshunt> kk
03:45:18  <PublicServer> <scshunt> what's being done right now then. More primaries?
03:45:36  <PublicServer> <Anson> trucks are for a few mines that are right next to the drop
03:45:59  <PublicServer> <Anson> only 3 tiles of road :-)
03:46:05  <PublicServer> <scshunt> ah ok
03:46:47  <PublicServer> <Anson> it also was useful in the beginning to ensure that mines and factories don't die
03:47:05  <PublicServer> <scshunt> wait, red 2ways are supposed to be end of line, right?
03:47:23  <PublicServer> <Anson> yes, why ?
03:47:33  <PublicServer> <scshunt> the reversers at SLH 01 aren't working
03:48:11  <PublicServer> <Anson> i see trains entering and leaving the reverser
03:48:21  <PublicServer> <scshunt> yes but they don't use both paths
03:48:21  <PublicServer> <scshunt> they queue
03:48:28  <PublicServer> <Anson> oh, now i see it not working too
03:49:52  <PublicServer> <Anson> args
03:50:38  <PublicServer> <Anson> working now :-)
03:50:40  <PublicServer> <scshunt> what's CL?
03:50:46  <PublicServer> <Anson> the arrows were missing on the reversers
03:50:48  <PublicServer> <scshunt> awesome
03:51:18  <PublicServer> <scshunt> so, CL?
03:51:46  <PublicServer> <Anson> the PF (pathfinder) only uses pathes that are no dead ends ... and the arrows pretend that there is a choice later on that path :-)
03:51:52  <PublicServer> <scshunt> ah
03:51:54  <PublicServer> <scshunt> cool
03:52:01  <PublicServer> <Anson> Curve Length
03:52:08  <PublicServer> <scshunt> no, I mean what CL should tracks be?
03:52:46  <PublicServer> <Anson> CL 2.5 ..... or CL3 = 5 halftiles
03:52:48  <PublicServer> <scshunt> ok
03:53:22  *** evildwarf has quit IRC
03:53:22  <PublicServer> <Anson> CL must be respected on mainlines, and should be respected on sidelines if possible
03:53:37  <PublicServer> <scshunt> ya thanks
03:55:33  *** dwarf has joined #openttdcoop
03:55:33  *** Webster sets mode: +o dwarf
03:57:28  <PublicServer> <scshunt> do we have a depot?
03:57:42  <PublicServer> <scshunt> err, not depo
03:57:44  <PublicServer> <scshunt> the thing with sample trains
03:57:46  <PublicServer> <scshunt> to clone
03:58:00  <PublicServer> <Anson>  that is called !!TRAIN YARD!!
03:58:06  <PublicServer> <scshunt> that
03:58:06  <PublicServer> <scshunt> thanks
04:00:20  <PublicServer> <scshunt> suningley woods feels really hobo
04:02:31  <PublicServer> <Anson> you just added some trains there ?
04:02:36  <PublicServer> <scshunt> no, just built it
04:02:44  <PublicServer> <scshunt> just the way the one is a roro and the other is a terminus
04:02:50  <PublicServer> <scshunt> and the PBS
04:03:59  <PublicServer> <Anson> nice construction :-)
04:04:49  <PublicServer> <Anson> you don't want to add overflows ?
04:05:03  <PublicServer> <scshunt> not until proven necessary
04:05:17  <PublicServer> <scshunt> they're a waste otherwise
04:05:27  <PublicServer> <Anson> Predinghattan Woods has no trains waiting ...
04:05:50  <PublicServer> <scshunt> problem fixed
04:05:56  <PublicServer> <scshunt> just added a new one
04:06:22  <PublicServer> <scshunt> whoa
04:06:28  <PublicServer> <scshunt> we need more goods trains
04:07:02  <PublicServer> <Anson> Predinghattan Woods has waiting bays for 2 more trains ... but Suningley Woods only for 1
04:07:12  <PublicServer> <scshunt> if it becomes a problem, we can change it
04:07:26  <PublicServer> <scshunt> as it is, suningley woods produces so little it's hardly worth thinking about
04:07:52  <PublicServer> <Anson> that's the advantage of this server ... there is always someone online to check and fix problems .... when the game runs
04:07:58  <PublicServer> <scshunt> yeah
04:08:05  <PublicServer> <scshunt> you don't really need to futureproof
04:08:11  <PublicServer> <scshunt> just build as it becomes appropriate
04:08:29  <PublicServer> <Anson> on the welcome server, such problems can easily appear while afk and even lockup a net and bankrupt the company
04:09:11  <PublicServer> <Anson> i mostly build simple small overflows, like at Bradinghead Mines
04:09:13  <PublicServer> <scshunt> wtf
04:09:21  <PublicServer> <scshunt> we have no trains for goods B
04:09:24  <PublicServer> <scshunt> fixing
04:13:19  <PublicServer> <scshunt> ahaha I just saw what mfb did with sylf's plan
04:16:25  <PublicServer> <Anson> LOL
04:18:16  <PublicServer> <scshunt> Hmm... I might have added too many trains to Goods D
04:19:16  <PublicServer> <Anson> i see only one train at pickupD
04:19:22  <PublicServer> <scshunt> yeah
04:19:25  <PublicServer> <Anson> and now not even that one
04:19:27  <PublicServer> <scshunt> but it's going down over time
04:19:33  <PublicServer> <scshunt> so it means there are enough trains
04:19:36  <PublicServer> <scshunt> but it may well be too many
04:20:30  <PublicServer> <Anson> can't be too many ... only too early :-)
04:20:34  <PublicServer> <scshunt> ok fuck
04:20:48  <PublicServer> <scshunt> BBH 03 is backed up
04:21:10  <PublicServer> <Anson> there is an overflow to take care of "too many", and later we will get many more primaties connected and then need goods trains
04:22:10  <PublicServer> <Anson> the prio is not working at BBH03
04:22:24  <PublicServer> <scshunt> yeah, working on it
04:22:50  <PublicServer> <scshunt> first getting everything flowing
04:23:52  <PublicServer> <scshunt> I took a track out at BBH 04; please don't put it back
04:23:58  <PublicServer> <scshunt> I need to get trains on the other line
04:25:33  <PublicServer> <scshunt> ah, good idea, thanks
04:26:08  <PublicServer> <Djanxy> im off, but you got company now so you'll be fine i guess :D
04:26:38  <PublicServer> *** Djanxy has left the game (leaving)
04:27:40  <PublicServer> <Anson> bad luck .... the left lane only goes to the left lane without choice ... thus your removed rail forces trains to go clockwise around the loop, but not on the right lane
04:27:55  <PublicServer> <scshunt> oh bugger
04:28:03  <PublicServer> <scshunt> ok, put it back
04:28:13  <PublicServer> <scshunt> who built that :/
04:28:55  <PublicServer> <Anson> and i see no trains coming on the right lane ... that would be from one half of goods drop b&c2 ... which is empty
04:29:09  <PublicServer> <scshunt> ah ok
04:29:23  <PublicServer> <scshunt> well I simplified the prios and they work; they can be revisited later if need be
04:29:51  <PublicServer> <Anson> mfb built the goods drop ... 6 platforms on left lane and 6 on right lane ... but they all are going to the right 6 only, and thus the left stays empty for outgoing trains
04:30:41  <PublicServer> <Anson> you would need to disable a rail in BBH04 to force goods trains to the left lane for their way to the drop
04:30:51  <PublicServer> <scshunt> yeah, it's fine
04:31:01  <PublicServer> <scshunt> I managed to figure out what the problem was
04:32:31  <PublicServer> <Anson> ah ... BBH04 is not "all to all", but left from west to left, right from east to right, and choice for the other two lanes
04:33:34  <PublicServer> <Anson> and with few trains now, which also come only from west on the right lane, there is not much choosing ...
04:35:48  <PublicServer> <scshunt> I'm going to recolor some SLs
04:38:14  <PublicServer> <Anson> at least the third game with inflation on now ...
04:38:28  <PublicServer> <scshunt> what about inflation?
04:38:35  <PublicServer> <Anson> how will you recolor ? i just did a scheme for my SL
04:38:58  <PublicServer> <scshunt> same scheme
04:39:00  <PublicServer> <scshunt> it's helpful
04:39:11  <PublicServer> <scshunt> since we have a lot of SL-ML crossings in this game
04:39:13  <PublicServer> <Anson> at SLH04, i colored the rails : yellow for SL, and green and blue for the split and merge between ML and SL
04:39:52  <PublicServer> <scshunt> yup, did the same with SL 01
04:39:59  <PublicServer> <scshunt> moving on to 02
04:43:38  <PublicServer> <scshunt> I like this
04:43:52  <PublicServer> <scshunt> I'm going to put it in the plan
04:46:39  <PublicServer> <Anson> lol ... there are "a few" trains waiting at the goods pickup A
04:47:13  <PublicServer> <Anson> and the overflow doesn't work properly ... it releases trains which immediately go into the reverser
04:47:28  <PublicServer> <scshunt> lol
04:48:10  <PublicServer> <scshunt> ok, track colors added!
04:53:07  <PublicServer> <Anson> hehe, for completeness, i added red purr = "problems"
04:56:38  <PublicServer> <Anson> we need many more iron trains .... currently iron = 19 < 29 = steel
04:57:36  <PublicServer> <Anson> and with rating 83, only 15 steel trains would be good enough for now
04:58:34  <PublicServer> <Anson> should we use statues to increase that ? ... too bad that statues can't be removed later when no longer needed/wanted
04:59:08  <PublicServer> <scshunt> let's just add more iron primaries
04:59:34  <PublicServer> <scshunt> many are unexploited
05:00:56  <PublicServer> <Anson> that's why i added SLH04 ... to connect two mines ... but we need more SLHs for the others !?
05:01:31  <PublicServer> <scshunt> then let's add SLHs :)
05:02:01  <PublicServer> <Anson> my brain is smoking from SLH04 on the mountain :-) :-(
05:02:07  <PublicServer> <scshunt> haha
05:04:00  <PublicServer> <Anson> i built the track between BBH03 and STEEL1DROP, and SLH04 ... the track was nice, almost no TF, no double ipwards ... but then came the SLH itself :-(
05:04:10  <PublicServer> <scshunt> haha
05:04:13  <PublicServer> <Anson> * the SL itself :-(
05:05:55  <PublicServer> <Anson> the last parts that i had built were the coalmine next to Lonninghall, and then the connection from the SLH to the grain drop (currently not needed, but for completeness)
05:07:01  <PublicServer> <Anson> more TF than i would have liked, and lots of CL 1.5
05:07:43  <PublicServer> <Anson> or for the coal even several CL0.5
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05:23:47  <PublicServer> <scshunt> ugh, not happy with myself anymore... too much TF
05:27:02  <PublicServer> <Anson> scs, would you please check the !problem with the overflow ? ... i think i found a partial fix ...
05:27:04  <PublicServer> <scshunt> oh well, SLH complete
05:27:47  <PublicServer> <Anson> i cut a direct connection and instead built the red purr ... now trains are no longer released when a train is waiting there
05:28:13  <PublicServer> <scshunt> fixed it
05:28:23  <PublicServer> <Anson> but to be perfect, the same would have to be tested also on the other (right) branch
05:29:37  <PublicServer> <scshunt> that seems correct
05:29:47  <PublicServer> <scshunt> color idea: red is prio track
05:30:30  <PublicServer> <Anson> prio should not get its own color
05:31:08  <PublicServer> <Anson> there always were (at least until VERY recently) problems with logic circuits and different railtypes
05:31:22  <PublicServer> <scshunt> ok
05:31:36  <PublicServer> <scshunt> hmm
05:31:36  <PublicServer> <Anson> sometimes, a signal wouldn't propagate properly across railtype changes
05:31:46  <PublicServer> <scshunt> so the problem here is that the prios from the overflows only go to one side
05:32:16  <PublicServer> <scshunt> no, don't do that
05:32:22  <PublicServer> <scshunt> the prio going where it was is good
05:32:28  <PublicServer> <scshunt> but we need to hit the other bay too
05:32:54  <PublicServer> <Anson> it was like this first ... thus a train waiting in the bay didn't block new trains from being released, and thus they immediately went to the overflow
05:33:08  <PublicServer> <scshunt> yeah
05:33:10  <PublicServer> <Anson> * back to the overflow (through the reverser)
05:33:13  <PublicServer> <scshunt> the addition of a prio there is correct
05:33:15  <PublicServer> <scshunt> but incomplete
05:33:55  <PublicServer> <Anson> that prio would have to go through both waiting bays, for left and right ... but how do we fit that into that tight space ?
05:34:09  <PublicServer> <scshunt> working on it :P
05:35:07  <PublicServer> <scshunt> (the usual answer here is "with great difficulty" :P )
05:35:13  <PublicServer> <Anson> the right part has its own reverser ... thus you would need to create a logical connection for both ... is that possible at all ?
05:35:45  <PublicServer> <scshunt> oh hey
05:37:00  <PublicServer> <Anson> OH ... look at the two marked signals
05:37:31  <PublicServer> <Anson> left and right of sign "contradiction?"
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05:37:37  <PublicServer> <scshunt> oh my bad
05:37:43  <PublicServer> <scshunt> thanks
05:38:31  <PublicServer> <scshunt> there, this overflow should be correct
05:38:46  <PublicServer> <scshunt> now we just need to get a prio in for the other side
05:39:08  <PublicServer> <scshunt> this could be more difficult
05:41:10  <PublicServer> <scshunt> there we go
05:41:36  <PublicServer> <scshunt> wait shit
05:41:39  <PublicServer> <scshunt> hat's the wrong one
05:42:09  <PublicServer> <Anson> on the left side, it was easy : the flow of information went through the red purr, through the waiting bay, and then (by means of the 2way signal) directly to the reverser
05:42:27  <PublicServer> <scshunt> yeah, I just messed up
05:42:33  <PublicServer> <scshunt> because I linked it with the overflow track
05:42:35  <PublicServer> <scshunt> not the bay
05:44:05  <PublicServer> <scshunt> hmm, this might work
05:46:36  <PublicServer> <scshunt> hrm
05:50:33  <PublicServer> <Anson> does the right reverser ned a check at all ?
05:50:43  <PublicServer> <scshunt> yes, I'm working on it
05:51:05  <PublicServer> <scshunt> ****
05:52:19  <PublicServer> <scshunt> ah, thanks
05:53:09  <PublicServer> <Anson> why does the right reverser need a test at all ?
05:53:15  <PublicServer> <scshunt> same thing
05:53:22  <PublicServer> <scshunt> it needs to be able to feed to both bays
05:54:00  <PublicServer> <Anson> on the left side, released trains can go to the reverser, but on the right side, trains go to the waiting way and can't go to the reverser !?
05:54:15  <PublicServer> <scshunt> oh crap
05:54:46  <PublicServer> <scshunt> uh, they can
05:54:54  <PublicServer> <scshunt> but shouldn't
05:55:52  <PublicServer> <Anson> from the relase, trains can go left, reverser and right ... but not the right reverser !?
05:56:18  <PublicServer> <scshunt> I don't get it
05:56:24  <PublicServer> <scshunt> both overflows can send trains into the reversers
05:56:46  <PublicServer> <Anson> I'll mark the path to the right reverser with red now
05:57:08  <PublicServer> <scshunt> yes, I see it
05:57:20  <PublicServer> <Anson> trains which are released can't go to the right reverser
05:57:34  <PublicServer> <scshunt> right... released trains should never go to a reverser
05:57:52  <PublicServer> <scshunt> this is working exactly as it should
05:58:18  <PublicServer> <Anson> they shouldn't ... but since there exists a path to it on the left side, that has to be tested ... while on the right side, it is impossible and desn't need a test
05:58:18  <PublicServer> <scshunt> ok well except for that
05:58:20  <PublicServer> <scshunt> but it's a temporary thing
05:58:26  <PublicServer> <scshunt> what do you mean
05:58:32  <PublicServer> <scshunt> it's totally possible on the right side
05:58:50  <PublicServer> <scshunt> a train at !here can take the red path
05:59:24  <PublicServer> <Anson> where is a path from "release here" through "right bay"to the right reverser (red line) ???
05:59:32  <PublicServer> <scshunt> oh, there isn't
05:59:39  <PublicServer> <scshunt> but htere isn't one through left bay either
05:59:41  <PublicServer> <scshunt> so I don't get it
05:59:59  <PublicServer> <Anson> there is a path directly from release to the left reverser
06:00:09  <PublicServer> <Anson> thus the left reverser has to be tested
06:00:43  <PublicServer> <scshunt> yes, but so does the right one
06:00:54  <PublicServer> <scshunt> which has a path to the right reverser
06:01:00  <PublicServer> <Anson> and to test both the left bay and the left reverser, the information is routed through the bay and a 2way signal to the reverser
06:01:23  <PublicServer> <scshunt> oh wait I see what you mean
06:01:29  <PublicServer> <scshunt> no you don't need to test the bay on the prio
06:01:36  <PublicServer> <scshunt> in fact, you can't
06:01:42  <PublicServer> <scshunt> if you do, then you'll get looping
06:02:04  <PublicServer> <scshunt> it's working fine right now
06:02:50  <PublicServer> <Anson> the tunnel which you built at first, with the connection to the right bay for testing the bay, was already good enough :-)
06:03:08  <PublicServer> <scshunt> no
06:03:18  <PublicServer> <scshunt> because the right-hand overflow bay was not connected to its left bay
06:03:24  <PublicServer> <scshunt> you're looking at the wrong overflow
06:03:26  <PublicServer> <scshunt> :)
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06:04:47  <PublicServer> <Anson> what is the use of the track which i just colored red ?
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06:05:30  <PublicServer> <Anson> that is a redundant path
06:06:01  <PublicServer> <scshunt> it's the reverser for trains coming in on the right
06:06:28  <PublicServer> <Anson> from "release here", trains can go through the left or right bays ... no need for the red path and another alternate way to get to the platforms !?
06:06:34  <PublicServer> <scshunt> oh
06:06:36  <PublicServer> <scshunt> hmm
06:06:38  <PublicServer> <scshunt> good point
06:06:45  <PublicServer> <scshunt> could just scrap that
06:06:51  <PublicServer> <scshunt> that wasn't my bay
06:07:05  <PublicServer> <Anson> yes, and when it isn't there, we don't need to test it :-)
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06:07:11  <Slicey> !password
06:07:11  <PublicServer> Slicey: pounce
06:07:12  <PublicServer> <scshunt> now I'm going to go put a new iron min on:)
06:07:30  <PublicServer> <Anson> I'll remove the red path now
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06:12:33  <PublicServer> <scshunt> oh fuck
06:12:39  <PublicServer> <scshunt> wood/goods drop doesn't take goods
06:12:45  <PublicServer> <scshunt> no wonder goods D was filling up
06:14:45  <PublicServer> <scshunt> fixed
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06:15:23  <PublicServer> <scshunt> can you please make sure overflow is working on goods d?
06:15:26  <PublicServer> <scshunt> it's going to need it
06:17:13  <PublicServer> <Anson> I'm still trying to carefully remove everything that is not needed :-)
06:20:23  <PublicServer> <scshunt> ok I will watch D
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06:23:41  <PublicServer> <Anson> ok ... trains are released now when (1) left bay and left reverser is empty, or (2) left bay and right bay is empty, or (3) right bay is empty ...
06:24:03  <PublicServer> <scshunt> what that sounds dumb
06:24:14  <PublicServer> <Anson> the second alternative sounds funny, but doesn't hurt and is given by the connections and signals as they are now
06:25:08  <PublicServer> <Anson> because : after checking the left bay, the check continues to the "big split" and thus checks if either the reverser or the right bay (or both) are empty
06:25:12  <PublicServer> <scshunt> ah right
06:25:19  <PublicServer> <scshunt> that can probably be simplified but w/e
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06:25:35  <PublicServer> <scshunt> D's overflow is about to get tested majorly
06:25:53  <V453000> !password
06:25:53  <PublicServer> V453000: hermit
06:26:21  <PublicServer> <V453000> haio
06:26:21  <PublicServer> *** V453000 joined the game
06:26:37  <PublicServer> <Anson> replacing the 2way combo by a 2way exit signal (at the entry of the left bay) ... that should check now only the bays and not the reverser
06:26:55  <PublicServer> <Anson> checking the reverser is no longer needed when we check both bays
06:27:01  <PublicServer> <V453000> why in the fuck are there trucks
06:27:03  <PublicServer> <V453000> why the hell
06:27:49  <PublicServer> <Anson> trucks were set up at the beginning, to connect mines with the drops which were right next to them
06:28:11  <PublicServer> <V453000> there are not enough unconnected primaries on the map or ...
06:28:37  <PublicServer> <V453000> I should seriously start rewriting the wiki, so much senseless shit there
06:28:39  <PublicServer> <Anson> to not send trains across half the net for transporting cargo 3 tiles, and also to make sure that the mines and factories didn't die in the beginning
06:28:40  <PublicServer> <V453000> e.g trucks.
06:29:05  <PublicServer> <V453000> you can always fund a new factory
06:29:17  <PublicServer> <V453000> and teleporting cargo by 3 tiles just to prevent having extra expansion space is 300% dumb
06:30:03  <PublicServer> <Anson> btw : i didn't build it; i only fixed wron orders on them
06:30:21  <PublicServer> <scshunt> V: Is the official way to get at oil rigs to terraform a station by them or can we up the ship limit?
06:30:23  <PublicServer> <V453000> I know you didnt but you are trying to advocate them which is just as bad
06:30:39  <PublicServer> <V453000> terraform or walk the few tiles, either option
06:31:05  <PublicServer> <scshunt> :(
06:33:20  <PublicServer> <Anson> ok, overflow at goods pickup A should finally be fixed now
06:38:29  <PublicServer> <Anson> oops ... what does the rails do that i just marked red at the pickupA overflow ? ... no longer needed ?
06:40:13  <PublicServer> <V453000> wtf did you do there
06:40:19  <PublicServer> <V453000> why remove platform detection
06:41:37  <PublicServer> <Anson> we just fixed the oveflow which was permanently releasing trains which immediately got back into the reverser and then the overflow depot, to be released again ....
06:42:12  <PublicServer> <scshunt> there were two overflow bays for no reason
06:43:34  <PublicServer> *** scshunt has left the game (leaving)
06:44:20  <PublicServer> <V453000> 1 bay for each line makes perfect sense
06:44:51  <PublicServer> <V453000> and should be done that way
06:45:06  <scshunt> they were both going into the same depot
06:45:09  <scshunt> it was definitely pointless
06:45:36  <PublicServer> <Anson> left and right side each have a reverser now, with one common depot, and trains which are released can go to both sides
06:46:35  <PublicServer> <Anson> before, trains would be released to the left and to the right, and from both pathes they could get to the right side which makes no sense
06:48:01  <PublicServer> <Anson> it only made it much harder to check whether there were trains waiting ... now the left and right waiting bays are checked and if one is empty, another train is released from the overflow loop
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06:51:25  <PublicServer> <V453000> not bothering to even answer
06:51:31  <PublicServer> <V453000> but you only made it worse
06:51:33  <PublicServer> *** V453000 has left the game (leaving)
06:51:50  <PublicServer> <Anson> where would some additional platform detection be added to the test for releasing trains from the overflow loop ?
06:53:12  <PublicServer> <Anson> V, is it better now ? ... i just undid what we have improved
06:54:31  <PublicServer> <Anson> now trains are again looping around all the time, from the depot to the release point to the reverser and back to the depot ... is that good now ????
06:59:29  <PublicServer> <Maraxus> I'm off
06:59:35  <PublicServer> <Anson> maybe someone else had messed it up, but what we found didn't work ... V, you can try it yourself: disconnect the two rails to "new" and connect the rail at "old" and see what happens
07:00:05  <PublicServer> <Anson> ok, you may leave ... i only have to write a sign now before i leave too
07:00:47  <PublicServer> *** Maraxus has left the game (leaving)
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09:35:46  <Jam35> !password
09:35:47  <PublicServer> Jam35: raking
09:36:01  <PublicServer> *** Game still paused (number of players)
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09:44:40  *** Dio is now known as Diocruel
09:45:03  <Diocruel> @quickstart
09:45:04  <Webster> Quickstart - #openttdcoop Wiki -
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09:55:22  <Diocruel> !dl win64
09:55:22  <PublicServer> Diocruel:
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10:11:46  <Diocruel> !help
10:11:47  <PublicServer> Diocruel:
10:13:31  <Diocruel> !playercount
10:13:31  <PublicServer> Diocruel: Number of players: 2 (2 spectators)
10:20:48  <PublicServer> *** Game still paused (number of players)
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10:38:09  <Diocruel> !password
10:38:09  <PublicServer> Diocruel: stupor
10:38:21  <PublicServer> *** Game still paused (number of players)
10:48:03  <Diocruel> !playercount
10:48:03  <PublicServer> Diocruel: Number of players: 4 (4 spectators)
10:50:13  <PublicServer> *** Player has left the game (leaving)
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13:13:00  <solo> !password
13:13:00  <PublicServer> solo: hisses
13:13:18  <PublicServer> *** Game still paused (number of players)
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13:15:03  <V453000> o/
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13:45:03  <eirc> !password
13:45:03  <PublicServer> eirc: bonded
13:45:23  <PublicServer> *** Game still paused (number of players)
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13:45:31  <PublicServer> <eirc> hello
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14:00:31  <fonsinchen> BTW, is fixed now. That's the bug that made vehicles repeatedly unload and reload the same cargo in PSG#262.
14:01:13  <V453000> lol
14:01:15  <fonsinchen> That means all bugs found in PSG#262 are fixed now.
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14:54:56  <Diocruel> !playercount
14:54:56  <PublicServer> Diocruel: Number of players: 2 (2 spectators)
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15:58:08  <Diocruel> !playercount
15:58:08  <PublicServer> Diocruel: Number of players: 2 (2 spectators)
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18:00:48  <Diocruel> !playercount
18:00:48  <PublicServer> Diocruel: Number of players: 2 (2 spectators)
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19:03:57  <dr-dinosaur2> i wanna join public
19:03:57  <dr-dinosaur2> but i can't :(
19:04:01  <dr-dinosaur2> wlecome even
19:07:51  <scshunt> dr-dinosaur2: why not?
19:08:06  <dr-dinosaur2> too many companies already
19:08:06  <dr-dinosaur2> 16 on welcome server :(
19:08:21  <scshunt> ah
19:08:22  <scshunt> !password
19:08:22  <PublicServer> scshunt: jugged
19:08:34  <PublicServer> *** Game still paused (number of players)
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20:15:01  <scshunt> I'm spectating, but ping if you want me
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21:57:24  <Diocruel> !playercount
21:57:24  <PublicServer> Diocruel: Number of players: 2 (2 spectators)
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