Log for #openttdcoop on 21st October 2013:
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01:29:55  <scshunt> anyone want to play?
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02:11:29  <scshunt> no? :(
02:11:31  <scshunt> nicfer: ?
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02:21:13  <icookrice> !password
02:21:14  <PublicServer> icookrice: jotted
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02:28:46  <scshunt> what?
02:29:09  <PublicServer> *** Game still paused (number of players)
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02:41:16  <scshunt> !players
02:41:19  <PublicServer> scshunt: Client 112 is Anson, a spectator
02:41:19  <PublicServer> scshunt: Client 148 is scshunt, a spectator
02:41:25  <scshunt> Anson: around?
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03:53:08  <PublicServer> <Anson> hallo, scs
03:54:17  <scshunt> hello
03:54:40  <PublicServer> <Anson> diablo and i were on the other server, trying to explain to someone that it is bad to have 2 types of cargo as pickup and another as drop, all on the same station
03:54:54  <scshunt> ah ok
03:55:55  <PublicServer> *** scshunt has joined company #1
03:55:59  <PublicServer> <scshunt> join up?
03:56:03  <PublicServer> <Anson> i even split an existing 5-platform station into 2 for drop and 2+overflow for pickup, but he undid that change and said that he liked it better the other way and prefers to do everything with timing, delivering cargo "on time"
03:56:09  <PublicServer> *** Anson has joined company #1
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03:56:38  <PublicServer> <scshunt> haha
03:56:41  <PublicServer> <Anson> did someone build something after us, during the last 24 hours ?
03:56:49  <PublicServer> <scshunt> not sure
03:57:00  <PublicServer> <scshunt> doesn't look much like it
03:58:27  <PublicServer> <Anson> i still see our signs for the overflow :-)
03:58:53  <PublicServer> <Anson> if V had built it, it wouldn't have been such crap
03:59:04  <PublicServer> <Anson> and there must have been someone who changed it ...
04:00:14  <PublicServer> <Anson> too bad that he jumped to conclusions when he saw us building there and immediately thinks (and can't be convinced) that we found it in bad state and improved it
04:01:52  <PublicServer> <Anson> i think, the rails in red are a leftover from the old second injection path ... shall we remove them completely ?
04:03:32  <PublicServer> <scshunt> stations have builtin PBS right?
04:05:04  <PublicServer> <Anson> btw: what V said was right and wrong of course :-) ... it really makes sense to have one injection on the left and one on the right ... but only if the injection is exclusive to each side, and not to have two injections which both inject to both sides ... that is kind of overkill and leads to some trains waiting in waiting bays forever (until the overflow is almost empty)
04:05:19  <PublicServer> <Anson> yes and no ...
04:05:21  <PublicServer> <scshunt> yeah
04:05:31  <PublicServer> <Anson> stations have implicit signals
04:05:37  <PublicServer> <Anson> but not pbs
04:05:39  <PublicServer> <scshunt> they are PBS though right?
04:06:29  <PublicServer> <Anson> if you have a pbs signal pointing into some block, the pbs function applies to all trains in that block, even when they have entered from another path or have reversed in a station
04:06:47  <PublicServer> <scshunt> really? huh
04:06:50  <PublicServer> <scshunt> ok
04:07:17  <PublicServer> <Anson> but there is no real pbs signal in stations ... as can be seen when you look at trains leaving any station
04:07:36  <PublicServer> <scshunt> huh? how can it be seen?
04:07:58  <PublicServer> <Anson> you can see how trains behave ...
04:08:20  <PublicServer> <Anson> when you have two platforms and two trains want to leave the station, they crash ... thus there is no pbs :-)
04:09:02  <PublicServer> <Anson> only if there is another real pbs signal for that block, then both trains will act like they obey pbs
04:09:16  <PublicServer> <scshunt> ok
04:09:59  <PublicServer> <scshunt> crap, my station setup can be seen through :(
04:10:01  <PublicServer> <scshunt> sigh
04:10:43  <PublicServer> <Anson> look at sign !CRASH SITE
04:10:57  <PublicServer> <scshunt> yeah, I get it :)
04:11:11  <PublicServer> <Anson> when there are two trains on the platforms, they would crash now
04:11:14  <PublicServer> <scshunt> yeah
04:11:15  <PublicServer> <scshunt> ok
04:11:37  <PublicServer> <Anson> and now they won't, but behave like normal pbs
04:11:39  <PublicServer> <scshunt> ok
04:11:55  <PublicServer> <Anson> even though none of them went through the pbs signal
04:12:46  <PublicServer> <Anson> but if new trains arrive, they would only obey the block rules, and thus only go to one platform and never to the second
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04:14:04  <PublicServer> <Anson> if you have a station like it is now#
04:14:38  <PublicServer> <Anson> i think trains will not enter it, since they see a dead end and get confused
04:15:24  <PublicServer> <Anson> sorry, wrong direction of the signals
04:15:50  <PublicServer> <Anson> now ... trains wouldn't go in the station, since pbs sees the dead end
04:16:08  <PublicServer> <scshunt> sorry, my attention was elsewhere, ok
04:16:34  <PublicServer> <Anson> really strange ....
04:17:12  <PublicServer> <Anson> but that only happens when that block signals is directly at the station ... it doesn't happen when the block signal has one tile between signal and station
04:18:18  <PublicServer> <scshunt> who made wrunthill city mines?
04:18:30  <PublicServer> <Anson> and from a similar configuration, if 2way pbs are used, trains even will crash
04:20:21  <PublicServer> <Anson> i think, trains will enter backwards through the 2way pbs and see a free path up to the end of the station, not including the block signal, while a train at the block signal will see an empty block ... and both trains start entering the station ... CRASH
04:20:27  <PublicServer> <scshunt> dude, you can stop now :)
04:21:21  <PublicServer> <Anson> hehe, you didn't say what to do with the red matrked track ... i was here mostly to delete it if you agree
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04:36:14  <scshunt> brb
04:36:20  <scshunt> !archive
04:36:21  <PublicServer> scshunt: http://www.openttdcoop.ORG/wiki/PublicServer:Archive | |
04:41:02  <scshunt> !password
04:41:02  <PublicServer> scshunt: outdid
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04:56:41  <scshunt> Anson: bedtimeish
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13:46:45  <Mark> yo
13:46:50  <Mark> !password
13:46:51  <PublicServer> Mark: wanton
13:47:03  <PublicServer> *** Game still paused (number of players)
13:47:06  <PublicServer> *** Mark joined the game
13:52:11  <V453000> yo yo
14:04:19  <PublicServer> *** Mark has left the game (general timeout)
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14:17:53  <Mark> !password
14:17:53  <PublicServer> Mark: golder
14:17:59  <PublicServer> *** Game still paused (number of players)
14:18:02  <PublicServer> *** Mark joined the game
14:21:45  <Mark> !unpause
14:21:45  <PublicServer> Mark: you must be channel op to use !unpause
14:21:48  <Mark> @op
14:22:09  <Mark> @op
14:22:09  *** Webster sets mode: +o Mark
14:22:11  <Mark> !unpause
14:22:11  <PublicServer> *** Mark has unpaused the server. (Use !auto to set it back.)
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15:09:41  <Mark> !rcon set primary_industry_construction
15:09:41  <PublicServer> Mark: 'primary_industry_construction' is an unknown setting.
15:10:10  <Mark> !rcon set raw_industry_construction
15:10:10  <PublicServer> Mark: Current value for 'raw_industry_construction' is: '2' (min: 0, max: 2)
15:10:12  <Mark> !rcon set raw_industry_construction 1
15:11:13  <Mark> !rcon set raw_industry_construction 2
15:30:21  <PublicServer> *** Mark has joined spectators
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15:30:26  <Mark> !auto
15:30:26  <PublicServer> *** Mark has enabled autopause mode.
15:32:10  <Odd_Bloke> What are the auto-pause rules?
15:32:29  <Mark> it means that it takes 2 players to unpause the game
15:32:39  <Mark> it automatically pauses and unpauses
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16:17:30  <Mark> !password
16:17:30  <PublicServer> Mark: classy
16:18:39  <PublicServer> *** Mark has left the game (downloading map took too long)
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16:49:41  <Mark> !password
16:49:41  <PublicServer> Mark: classy
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16:50:54  <nicfer> !dl win64
16:50:54  <PublicServer> nicfer:
16:54:11  <PublicServer> *** Game still paused (number of players)
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16:55:49  <Mark> !password
16:55:49  <PublicServer> Mark: classy
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16:57:18  <PublicServer> <V453000> omg him
16:57:19  <PublicServer> <V453000> didnt expect
16:58:07  <Mark> wtf
16:58:13  <PublicServer> *** V453000 has left the game (leaving)
16:58:21  <V453000> haha I made you disconnect
16:58:22  <PublicServer> *** Game still paused (number of players)
16:58:22  <PublicServer> *** Mark joined the game
16:58:22  <V453000> haha
16:58:31  <PublicServer> <Mark> :D
16:59:50  <V453000> btw Mark you noob if you werent illiterate and read you would know the shit :P
16:59:56  <PublicServer> <Mark> so is anyone goting to join
17:00:10  <PublicServer> <Mark> i cant read too well
17:00:42  <PublicServer> *** Game still paused (number of players)
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17:00:43  <PublicServer> <nicfer> I'm looking for a slh/bbh to do
17:00:45  <PublicServer> *** V453000 joined the game
17:00:56  <PublicServer> <V453000> bbhs look complete
17:01:31  <PublicServer> *** nicfer has joined company #1
17:03:01  <PublicServer> <nicfer> Newood woods has +1000 wood waiting
17:03:47  <PublicServer> <V453000> more trains :)
17:10:57  <PublicServer> <Mark> whats the pf trap at !why?
17:11:47  <PublicServer> <V453000> hm.
17:12:23  <PublicServer> <V453000> idk lets try to disconnect it
17:13:49  <PublicServer> <V453000> why would steel trains ever go to the left at BBH 03
17:14:27  <PublicServer> <V453000> looks unbelievable to be shorter
17:14:29  <PublicServer> <Mark> probably cause they see a short path through that pf trap
17:14:33  <PublicServer> <Mark> the pf trap is
17:14:43  <PublicServer> <Mark> the on at BBH05
17:14:55  <PublicServer> <V453000> but that is just a turnaround
17:15:01  <PublicServer> <V453000> that doesnt shorten the path
17:15:08  <PublicServer> <V453000> shorter path would be through BBH 05 back to pickup
17:15:16  <PublicServer> <V453000> or obviously through 02
17:15:24  <PublicServer> <V453000> but why they dont take 02 is weird
17:15:26  <PublicServer> <Mark> i mean !this one
17:15:41  <PublicServer> <V453000> oh
17:15:44  <PublicServer> <V453000> same wtf there
17:16:04  <PublicServer> <V453000> lets see what they do now
17:16:30  <PublicServer> *** nicfer has left the game (leaving)
17:16:46  <PublicServer> <V453000> ok steel trains go wrongly at BBH 05 now
17:17:16  <PublicServer> <Mark> the turn at BBH01 makes that route quite a bit longer
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17:18:51  <PublicServer> <Mark> and now
17:20:01  <PublicServer> <V453000> added shorter traps at aBBHs
17:20:20  <PublicServer> <V453000> works
17:20:26  <PublicServer> <V453000> but pretty close, clearly :D
17:20:42  <PublicServer> <V453000> idk if your or my solution are the key, but both probably combine together
17:22:33  <PublicServer> <Mark> its pretty ugly
17:22:55  <PublicServer> <V453000> try without
17:23:05  <PublicServer> <V453000> works
17:23:23  <PublicServer> *** Mark has left the game (general timeout)
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17:23:55  <Mark> omg
17:23:57  <Mark> !password
17:23:57  <PublicServer> Mark: sorrow
17:23:59  <PublicServer> <V453000> gmo
17:24:05  <PublicServer> *** Game still paused (number of players)
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17:25:19  <PublicServer> <Mark> much better
17:25:25  <PublicServer> <Mark> dont like those long pf traps
17:25:32  <PublicServer> <V453000> me neither
17:27:55  <PublicServer> <V453000> im actually going to go sleep
17:27:57  <PublicServer> <V453000> waking up at 4:3%
17:27:59  <PublicServer> <V453000> 30
17:28:02  <PublicServer> <V453000> fucking bullsuck
17:28:24  <PublicServer> <V453000> cya :|
17:28:30  <PublicServer> <Mark> i do that every day
17:28:34  <PublicServer> <Mark> good night :)
17:28:40  <PublicServer> *** V453000 has left the game (leaving)
17:28:40  <PublicServer> *** Game paused (number of players)
17:28:44  <V453000> :d how could you
17:28:45  <V453000> so dutch
17:28:46  <Mark> !unpause
17:28:46  <PublicServer> *** Mark has unpaused the server. (Use !auto to set it back.)
17:28:46  <PublicServer> *** Game unpaused (number of players)
17:28:47  <V453000> gnight
17:28:48  <Mark> :)
17:28:53  <Mark> byebye
17:32:54  <Mark> !auto
17:32:54  <PublicServer> *** Mark has enabled autopause mode.
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18:42:26  <mfb-> hi
18:42:56  <PublicServer> *** Game still paused (number of players)
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18:43:22  <PublicServer> <mfb> where is the purpose of those colors?
18:44:08  <PublicServer> <Mark> which colours
18:44:18  <PublicServer> <mfb> next to network plan
18:44:42  <PublicServer> <Mark> dunno
18:44:48  <PublicServer> <Mark> pointless and ugly imho
18:45:07  <PublicServer> <Mark> i can understand it for prios and pf tracks and stuff for clarity
18:45:59  <PublicServer> <mfb> should be clear without colors
18:46:05  <PublicServer> <Mark> of course
18:46:43  <PublicServer> <Mark> :/
18:46:47  <PublicServer> <Mark> farm at grain drop
18:48:45  <PublicServer> <mfb> wtf happened to my second overflow
18:49:01  <PublicServer> <Mark> where
18:49:08  <PublicServer> <mfb> goods pickup A
18:49:38  <PublicServer> <mfb> well, it works with a single one, too
18:50:08  <PublicServer> <Anson> hallo, mfb (and others)
18:50:11  <PublicServer> <mfb> grain/steel has grain :(
18:50:29  <PublicServer> <Mark> yeah i just changed the orders
18:50:29  <PublicServer> <Anson> two nights ago, we saw the trains going crazy in the overflow
18:50:39  <PublicServer> <mfb> some looping is fine
18:50:45  <PublicServer> <Mark> i always forget unload orders
18:50:51  <PublicServer> <mfb> just copy train yard trains
18:50:53  <PublicServer> <Anson> they left the depot, were inhected, and immediately went to reverser and back to depot
18:50:56  <PublicServer> <mfb> they have "no loading"
18:50:59  <PublicServer> <Mark> coal drop has coal
18:51:01  <PublicServer> <mfb> (unloading: does not matter)
18:51:15  <PublicServer> <mfb> anson: where is the problem?
18:51:27  <PublicServer> <Mark> iron ore/ coal drop has iron ore and coal
18:51:29  <PublicServer> <Mark> awesome
18:51:31  <PublicServer> *** Anson has joined company #1
18:51:48  <PublicServer> <mfb> it has a good rating for iron ore wtf
18:52:06  <PublicServer> <Anson> look at sign "old" and how trains behave now
18:52:16  <PublicServer> <mfb> train 393 ...
18:52:26  <PublicServer> <mfb> anson: I know
18:52:36  <PublicServer> <mfb> I blame... no sign there :(
18:52:50  <PublicServer> <mfb> based on the tracks: mark?
18:53:17  <PublicServer> <mfb> slh05...
18:53:28  <PublicServer> <Anson> and while we fixed that problem, we saw that trains from the overflow depot took two routes, one left and one right, and each of them went to both sides ... thus trains often waited forever in one path while taking only the other
18:53:34  <PublicServer> <mfb> colors everywhere, but even more signal errors
18:53:56  <PublicServer> <mfb> now they all wait at one side
18:53:58  <PublicServer> <mfb> which is worse
18:54:36  <PublicServer> <Anson> why ?
18:54:51  <PublicServer> <mfb> slower, if many trains are needed
18:55:01  <PublicServer> <mfb> and fewer waiting bays are used
18:55:01  <PublicServer> <Anson> now they all wait at one side, but then go to both sides near sign "old"
18:55:08  <PublicServer> <mfb> yeah sure
18:55:14  <PublicServer> <mfb> they did that all the time anyway
18:55:56  <PublicServer> <Anson> with the second exit out of the overflow, they really used only one of them ... but parked in the other forever
18:56:15  <PublicServer> <mfb> now they park in one forever, and have no way to use the other one
18:56:29  <PublicServer> <mfb> + general rule: if it is not broken, don't try to "fix" it
18:56:31  <PublicServer> <mfb> (if it is not yours)
18:58:01  <PublicServer> <Anson> the overflow was broken since trains went in a loop, right from release/injection to reverser
18:58:11  <PublicServer> <mfb> this is not broken
18:58:18  <PublicServer> <mfb> it is just not your favorite design
18:58:29  <Odd_Bloke> @quickstart
18:58:30  <Webster> Quickstart - #openttdcoop Wiki -
18:59:11  <PublicServer> <Mark> also, whats the coloring about?
18:59:37  <Odd_Bloke> !dl lin64
18:59:37  <PublicServer> Odd_Bloke:
19:00:18  <PublicServer> <Anson> when i built some sideline, i used it to keep track of what i built ... and since someone thought it to be a good idea, it was adapted for other sidelines too
19:00:40  <PublicServer> <mfb> who added 30 trains to newood woods :(
19:00:46  <PublicServer> <mfb> +that ugly depot
19:01:00  <PublicServer> <mfb> +those ugly depots, sorry
19:02:58  <PublicServer> <Anson> you just rebuilt the second exit of the overflow ? ... but you don't want to undo the other change at "old"/"new" ?
19:03:09  <PublicServer> <mfb> that is good
19:04:31  <PublicServer> <Anson> i think the same problem exists at the right injection too !?
19:04:50  <PublicServer> <mfb> no, as it connects to the overflow line
19:05:08  <PublicServer> <mfb> the signal is green only if one of the exit signals leading to the stations are green
19:05:31  <PublicServer> <mfb> hmm could have done the same for the western side
19:05:43  <PublicServer> <mfb> didn't think of that, as it was not possible with the original track layout
19:09:06  *** ODM has quit IRC
19:09:17  <Odd_Bloke> !password
19:09:17  <PublicServer> Odd_Bloke: riders
19:09:53  <PublicServer> <mfb> please use a name similar to your IRC nick
19:10:07  <PublicServer> *** Player has changed his/her name to Odd_Bloke
19:10:09  <PublicServer> <Anson> i think there is still a problem, but would like to test it ... may i temporarily disable the left side to test whether the right overflow works ?
19:10:15  <PublicServer> <mfb> thanks
19:10:27  <PublicServer> <Odd_Bloke> Sorry!
19:10:37  <PublicServer> <mfb> anson: sure
19:10:47  <PublicServer> <mfb> not there
19:10:57  <PublicServer> <mfb> or what do you mean
19:11:15  <PublicServer> <mfb> see?
19:12:05  <PublicServer> <Anson> i still don't understand why it works on one side and didn't on the other
19:12:17  <PublicServer> <Anson> still thinking ... please standby :-)
19:12:19  <PublicServer> <mfb> the upper side connects to the overflow
19:12:21  <PublicServer> <mfb> k
19:15:39  <PublicServer> <Anson> we had tried to connect the logic line to the left overflow, but that didn't work out ...
19:16:05  <PublicServer> <Anson> where i just marked a rail with red, there was a 2way combo
19:16:07  <PublicServer> <mfb> needs a twoway combo for the overflow lne
19:16:33  <PublicServer> <Anson> but then, trains always kept being released and going to the overflow
19:16:43  <PublicServer> <mfb> ah wait
19:16:49  <PublicServer> <mfb> trains are not waiting there
19:16:59  <PublicServer> <mfb> hmm
19:17:01  <PublicServer> <mfb> no should work
19:18:01  <PublicServer> <mfb> works
19:18:58  <PublicServer> <Anson> there previously was an additional connection ... at the old "old" sign
19:19:08  <PublicServer> <mfb> probably
19:19:10  <PublicServer> <Anson> hat probably was too much and enabled the looping
19:22:20  <PublicServer> <Anson> seems to work now ... but what scshunt and i had found, definately was broken
19:22:31  <PublicServer> <mfb> or you didn't understand it :p
19:22:47  <PublicServer> <Anson> maybe, someone else had messed with it between your building and us finding the problem ...
19:22:57  <PublicServer> <mfb> ah
19:23:03  <PublicServer> <mfb> that could explain a lot
19:23:37  <PublicServer> <Anson> when we found it, there was definately a connection for a check at "OLD"
19:23:49  <PublicServer> <mfb> that was from me
19:23:55  <PublicServer> <Anson> that was done instead of the connection to the overflow that you just did
19:25:13  <PublicServer> <Anson> and through that connection at "OLD", trains would always get a green signal to be released when there was no train waiting in either of the waiting bays or in the overflow, which of course resulted in crap
19:25:27  <PublicServer> <mfb> it resulted in some moving trains
19:25:29  <PublicServer> <mfb> which is not "crap"
19:26:01  <PublicServer> <Anson> oh, well, no matter how it is called, it didn't work properly :-)
19:26:12  <PublicServer> <mfb> depends on the definition of "properly"
19:26:22  <PublicServer> <Anson> but as it is now, it is better
19:26:24  <PublicServer> <mfb> sure
19:30:20  <PublicServer> <Anson> i put up a sign for scshunt so that he has a look what was the genius plan in the original :-) ... he'll remove it afterwards
19:32:50  <PublicServer> <Anson> ah, i think i remember one difference now : when i removed the right injection, it was messed up too : it didn't connect to the overflow, but to the rightmost waiting bay ... where i marked a red rail now
19:33:32  <PublicServer> <Anson> i only removed one bridge on that logic track, the second didn't exist but only the connection to the bay instead
19:35:53  <jrambo> !password
19:35:54  <PublicServer> jrambo: yelled
19:36:04  <PublicServer> *** jrambo joined the game
19:36:13  <PublicServer> <jrambo> hello
19:36:47  <PublicServer> *** jrambo has left the game (leaving)
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19:46:01  <PublicServer> <mfb> 6 tons production... I hate some farms :p
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19:58:09  <PublicServer> <mfb> mark: please use non-stop orders :(
20:01:49  *** cyph3r has joined #openttdcoop
20:01:54  <PublicServer> *** Mark has left the game (general timeout)
20:01:54  <PublicServer> *** Mark has left the game (connection lost)
20:03:42  *** [1]Mark has joined #openttdcoop
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20:09:14  *** [1]Mark is now known as Mark
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20:37:46  *** Webster sets mode: +o Mark
20:42:04  <Jam35> !password
20:42:04  <PublicServer> Jam35: unfold
20:42:18  <PublicServer> *** Jam35 joined the game
20:42:22  <PublicServer> <Jam35> hello
20:43:20  <PublicServer> <Anson> hallo
20:44:04  <PublicServer> <Anson> waiting for scshunt :-) ... and i think i start a new SL near Senpool ...
20:44:54  <PublicServer> <Jam35> yes looks like a few more are needed
20:50:17  <PublicServer> *** Jam35 has joined company #1
20:54:58  <Sturmi> !password
20:54:58  <PublicServer> Sturmi: inlaid
20:55:17  <PublicServer> <Player> o/
20:55:37  <PublicServer> *** Player has changed his/her name to Sturmi
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22:03:31  <PublicServer> <Anson> SLH08 ... not very pleased with it, but should work ... connecting the first industries now for testing it
22:04:12  <PublicServer> *** Sturmi has joined company #1
22:04:49  <PublicServer> <mfb> signals are still under construction?
22:05:52  <PublicServer> <mfb> (and what's wrong with the path to the downhill merge?)
22:06:58  <PublicServer> <Anson> very long, almost a tripled ML, and i can't get one side of the downhill choice to work without waiting bay for several trains
22:07:16  <PublicServer> <mfb> I don't expect any other construction at that point
22:07:19  <PublicServer> *** Odd_Bloke has left the game (leaving)
22:07:23  <PublicServer> <mfb> and it is the right direction anyway
22:07:45  <PublicServer> <mfb> well
22:08:03  <PublicServer> <mfb> what about that?
22:10:33  <PublicServer> <Anson> nice
22:14:12  <PublicServer> <Jam35> gn
22:14:15  <PublicServer> *** Jam35 has left the game (leaving)
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22:16:15  <PublicServer> <mfb> SLH09 is nice
22:30:31  *** valhallasw has quit IRC
22:31:55  <PublicServer> <mfb> CL
22:34:31  *** jrambo has quit IRC
22:38:47  <PublicServer> <mfb> wtf
22:39:02  <PublicServer> <mfb> oil goods drop A does not accept goods
23:03:21  *** jrambo has joined #openttdcoop
23:15:24  <PublicServer> *** Anson has left the game (general timeout)
23:15:25  <PublicServer> *** Anson has left the game (connection lost)
23:15:26  <PublicServer> *** Sturmi has left the game (general timeout)
23:15:27  <PublicServer> *** Sturmi has left the game (connection lost)
23:15:27  <PublicServer> *** Game paused (number of players)
23:15:27  <PublicServer> *** mfb has left the game (general timeout)
23:15:27  <PublicServer> *** mfb has left the game (connection lost)
23:16:46  <Anson> PS server or its internet crashed?
23:18:49  *** _Sturmi has joined #openttdcoop
23:20:15  <Anson> sturmi you are using the web irc?
23:20:46  <_Sturmi> no, currently using mirc
23:21:37  *** Sturmi has quit IRC
23:22:09  *** _Sturmi is now known as sturmi
23:22:42  <sturmi> !password
23:22:42  <PublicServer> sturmi: pathos
23:22:57  <PublicServer> *** Game still paused (number of players)
23:23:08  <sturmi> ps seems to be alive
23:23:15  <PublicServer> *** Game still paused (number of players)
23:23:16  <PublicServer> *** Anson joined the game
23:23:18  <Anson> and i'm using my phone :-)   thus i could see that we all were kicked
23:23:23  <PublicServer> *** Player has changed his/her name to sturmi
23:24:24  <sturmi> weird that irc kicked me out at the same time
23:25:10  <Anson> thats why i asked whether you use the web interface
23:27:47  <PublicServer> <Anson> but now we are in again
23:34:11  <sturmi> and i'm out... good night
23:34:17  <PublicServer> *** sturmi has left the game (leaving)
23:34:34  <mfb-> !players
23:34:37  <PublicServer> mfb-: Client 196 (Orange) is Anson, in company 1 (Plonbourne Transport)
23:34:49  <mfb-> good night
23:34:55  *** mfb- has quit IRC
23:35:05  <PublicServer> <Anson> nobody is playing ?
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