Log for #openttdcoop on 28th January 2014:
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00:00:53  <coopserver> *** edi__ has left the game (Leaving)
00:02:27  <coopserver> <NCommander> To whoever building the over-ocean railroad (near Wrenghead heights) very nice :-)
00:02:40  <coopserver> <mfb> thanks :)
00:02:48  <coopserver> <NCommander> if you can leave me a bit of space, I'll also hook up that farm
00:03:00  <coopserver> <NCommander> or do you have it?
00:03:00  <coopserver> <mfb> I planned to avoid that
00:03:11  <coopserver> <mfb> if oil station needs an expansion, the farm could be a problem
00:03:27  <coopserver> <NCommander> you know, occassionally, I wish we could use ships on these maps :-)
00:07:15  <coopserver> <NCommander> Hrm, might need to build a new sideline but ...
00:07:29  <coopserver> <mfb> where?
00:07:43  <coopserver> <NCommander> Here the Sutborough Bay, its hard to see where I could conenct it ...
00:07:59  <coopserver> <NCommander> Its remarkably crowded
00:08:00  <coopserver> <mfb> 03?
00:08:08  <coopserver> <mfb> or 12
00:08:19  <coopserver> <NCommander> 12, there's a fruit a bit left
00:09:35  <coopserver> <Nirahiel> bye everyone
00:09:38  <coopserver> <NCommander> Looking at the wiki to figure out how this all wires together
00:09:57  <coopserver> *** Nirahiel has left the game (Leaving)
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00:10:12  <coopserver> <NCommander> hrm, the nearby copper mine ight be *saner*
00:15:04  <coopserver> <NCommander> Hrm
00:15:09  <coopserver> <NCommander> Traffic jamming on SLH12
00:15:16  <coopserver> <NCommander> Let me see if I can figure out how to improve this
00:15:33  <coopserver> <mfb> where?
00:15:39  <coopserver> <NCommander> Sign dropped
00:15:43  <coopserver> <mfb> there is no train :D
00:15:46  <coopserver> <NCommander> Its clearing, then jams
00:15:53  <coopserver> <NCommander> But there were four trains jammed up there
00:15:53  <coopserver> <mfb> okay, then it needs more space
00:16:01  <coopserver> <NCommander> Yeah, I'm looking at how to rework it
00:19:24  <coopserver> *** Volatar has left the game (Leaving)
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00:23:42  <coopserver> <NCommander> mjb: thanks, you made me realize how I can connect a cooper ore :-)
00:23:45  <coopserver> *** Hazzard has left the game (general timeout)
00:23:48  <coopserver> <mfb> ?
00:23:55  <coopserver> <NCommander> Watching you do that other connection
00:23:58  <coopserver> <mfb> :D
00:24:13  <coopserver> <mfb> why not SLH12?
00:24:49  <coopserver> <mfb> the two connections are at !here
00:25:00  <coopserver> <NCommander> Hrm
00:25:07  <coopserver> <NCommander> I do believe I can offically be called BLIND
00:27:04  <Hazzard> !password
00:27:04  <coopserver> Hazzard: errnum
00:27:18  <coopserver> *** Game paused (connecting clients)
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00:32:11  <coopserver> <NCommander> Ok
00:32:20  <coopserver> <mfb> looks like MSH oil -> BBH03 could need a 4th
00:32:22  <coopserver> <NCommander> Got the track hooked up, now to figure out how to do the orders
00:32:30  <coopserver> <mfb> better start at SLH04
00:32:44  <coopserver> <mfb> NCommander: that is the wrong connection
00:33:06  <coopserver> <mfb> outgoing trains are fine
00:33:13  <coopserver> <mfb> but incoming trains should come from SLH 12 Drop
00:33:35  <coopserver> <NCommander> Repairing
00:33:37  <coopserver> <NCommander> Thanks
00:36:38  <coopserver> <NCommander> mjb: does that look sane?
00:36:52  <coopserver> <mfb> the double bridge works as single bridge currently
00:37:03  <coopserver> <mfb> (does not matter, but then there is no point in the second bridge)
00:37:12  <coopserver> <mfb> and the signals at the station are wrong
00:38:14  <coopserver> <NCommander> Fixed to entry/exit
00:39:10  <coopserver> <NCommander> *reviews the wiki to recheck terminus stations*
00:42:55  <coopserver> <NCommander> Looking at the wiki, I can't tell if I've got the right type of singal. I've got an entry singal, and double-sided exit signals (which should act as block signals when a train wants to leave)
00:43:08  <coopserver> <mfb> yeah now it is double-sided
00:43:16  <coopserver> <NCommander> so that's correct now?
00:43:19  <coopserver> <mfb> right
00:43:33  <coopserver> <NCommander> Alright, I need a bit of help with the orders, if you don't mind ...
00:44:11  <coopserver> <mfb> similar to the other trains
00:44:29  <coopserver> <mfb> just make sure to copy a copper train to get the right train type, group and so on
00:44:36  <coopserver> <mfb> afterwards you can adjust the orders
00:46:29  <coopserver> <mfb> the first order should be refit. that way, new trains won't start with the wrong cargo type
00:47:53  <coopserver> <NCommander> Got it
00:48:08  <coopserver> <mfb> looks good
00:48:19  <coopserver> <NCommander> How many trains?
00:48:31  <coopserver> <mfb> I would start with 3
00:48:39  <coopserver> <mfb> the production is low
00:49:00  <coopserver> <mfb> 1-2 trains in the network, 2-1 trains waiting in the station
00:49:08  <coopserver> <NCommander> It will pick up with time, but yeah
00:49:28  <coopserver> <NCommander> Now to keep an eye on this, and then find another place to hook up
00:49:59  <coopserver> <mfb> your double bridge is still acting as a single bridge
00:50:16  <coopserver> <NCommander> ah, signal issue
00:50:53  <coopserver> <mfb> good
00:51:18  <coopserver> <NCommander> I'm fairly rusty. I remember a lot of concepts like why we double bridges, but the actual doing of stuff. *poof*
00:53:58  <coopserver> <NCommander> Ooh, found a relatively good farm to hook up
01:11:38  <coopserver> <NCommander> Ugh, signaling sucks, but I got this far hooked up
01:14:40  <coopserver> <mfb> the tefingway north connection is problematic
01:14:58  <coopserver> <NCommander> I didn't make that, but I'll fx it in a few moments
01:15:09  <coopserver> <NCommander> Er, well, that entire station is
01:15:25  <coopserver> <NCommander> Sorry, wasn't clear
01:15:42  <coopserver> <NCommander> I made the connection there, but the Tefing North station needs a bit of a rework
01:16:31  <coopserver> <NCommander> Also, appears I forgot to signal part ot it
01:19:50  <coopserver> <mfb> hmm the station does not have any trains
01:20:41  <coopserver> <NCommander> It did. Crud. I think the station name changed. I'll have to find the old trains and fix their orders
01:22:07  <coopserver> <NCommander> That's annoying
01:22:54  <coopserver> <NCommander> Finding this is going to hurt
01:23:32  <coopserver> <NCommander> Well, it should pop invalid order in a bit so I guess I'll watch for that ...
01:23:44  <coopserver> <NCommander> Ah, found it
01:27:42  <coopserver> <NCommander> For the SLH I drop at, should that be the closest o?
01:29:45  <mfb-> the one where the station is connected to
01:29:49  <mfb-> otherwise it does not work
01:30:11  <coopserver> <mfb> are you working on something?
01:30:22  <coopserver> <NCommander> Setting orders
01:30:34  <coopserver> <mfb> okay
01:30:47  <coopserver> <mfb> I'll leave soon
01:31:01  <coopserver> <NCommander> Alright, have a good night
01:32:21  <mfb-> good night
01:32:27  <coopserver> *** mfb has left the game (Leaving)
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01:33:01  <NCommander> Well that's that
01:33:32  <Volatar> !password
01:33:33  <coopserver> Volatar: resets
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01:41:35  <coopserver> <NCommander> Holy cow, this train got LOST
01:44:38  <coopserver> <NCommander> round and round it goes, where it stops, I have no idea
01:45:39  <coopserver> *** NCommander has left the game (general timeout)
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01:51:04  * NCommander smacks his internet with a heavy stick
01:51:11  <NCommander> Though at least I managed to get my connections hooked up
01:51:17  <NCommander> and trains running
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03:43:16  * NCommander waves
03:45:32  <NCommander> !password
03:45:32  <coopserver> NCommander: trying
03:45:39  <coopserver> *** Game still paused (connecting clients, number of players)
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03:45:57  <coopserver> <NCommander> Evening
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03:58:32  <Hazzard> !password
03:58:32  <coopserver> Hazzard: pngapi
03:58:38  <Hazzard> :/
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04:01:14  <NCommander> hey Hazzard
04:01:23  <coopserver> <Hazzard> Heyu
04:01:43  <coopserver> *** Hazzard #1 has left the game (Leaving)
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04:03:10  <edi__> !pw
04:03:13  <edi__> !password
04:03:13  <coopserver> edi__: pngapi
04:03:19  <coopserver> *** Game still paused (connecting clients, number of players)
04:03:25  <coopserver> *** edison has joined
04:03:25  <coopserver> *** Game still paused (number of players)
04:03:42  <edi__> !help
04:03:42  <coopserver> edi__: (help [<plugin>] [<command>]) -- This command gives a useful description of what <command> does. <plugin> is only necessary if the command is in more than one plugin.
04:03:52  <NCommander> The clone of hazzard dies
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04:04:11  <coopserver> *** edison has changed his/her name to edi__
04:04:15  * NCommander hates having connection issues
04:04:17  <coopserver> *** Hazzard has joined company #1
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04:05:18  <NCommander> !password
04:05:18  <coopserver> NCommander: demand
04:05:25  <coopserver> *** Game paused (connecting clients)
04:05:30  <coopserver> *** NCommander has joined
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04:05:40  <coopserver> <NCommander> lets see if I can stay connected for more than 3 seconds
04:05:49  <coopserver> <edi__> :)
04:06:12  <coopserver> <NCommander> I made some connections earlier to get some of the last remaining farms
04:06:54  <coopserver> *** edi__ has left the game (general timeout)
04:07:12  <coopserver> <NCommander> seems like I'm not the only one with connection issues
04:07:29  <coopserver> <Hazzard> :P
04:08:06  <coopserver> <NCommander> What's the official rule with building over ocean (i.e., making land with the canal bug(?))
04:08:13  *** edi__dc has joined #openttdcoop
04:08:19  <edi__dc> !password
04:08:19  <coopserver> edi__dc: demand
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04:08:35  <coopserver> <edi__> re
04:08:40  <coopserver> <NCommander> WB
04:08:42  <coopserver> <Hazzard> Because we're using "WET" rails, go for it
04:08:46  <coopserver> <NCommander> Awesome
04:08:57  <coopserver> <Hazzard> I don't see it too often normally though
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04:22:34  <Sylf> the canal trick?  I try to avoid it on side lines, as it's usually not needed
04:23:25  <Sylf> save those for mainlines, hubs and the busy section of the sidelines, close to the slh
04:23:40  <coopserver> <NCommander> Hrm, I'll make a few artifcal islands to make bridges then
04:24:19  <Sylf> like how I did the "unhacked"
04:24:49  <Sylf> !password
04:24:49  <coopserver> Sylf: pixels
04:25:06  <coopserver> <NCommander> Yeah, I'll do something similar
04:25:12  <coopserver> <NCommander> It looks nice
04:25:21  <Sylf> !ip
04:25:21  <coopserver> Sylf:
04:25:41  <coopserver> *** Game paused (connecting clients)
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04:26:31  <coopserver> <Sylf> oh wtf
04:26:39  <coopserver> <Sylf> fruit drop is picking up the food
04:27:48  <coopserver> <NCommander> Oooh, that came out looking really well
04:28:09  <coopserver> <NCommander> Island bridge if anyone wants to look
04:33:26  <coopserver> <Sylf> hm
04:33:32  <coopserver> <Sylf> who built Prenningville valley
04:33:44  <coopserver> <Sylf> that is built so convolutedly
04:34:12  <coopserver> <NCommander> /me looks
04:34:19  <coopserver> <Sylf> and why oh why do people love building at such tight spots...
04:34:55  <coopserver> <Sylf> btw
04:35:05  <coopserver> <Sylf> have we finished expanding all ML to LLL_RRR?
04:35:14  <coopserver> <Sylf> that should be done first before building so many more primaries
04:35:44  <coopserver> <NCommander> I didn't know it needed upgrading (I'm coming back to OpenTTD after a long hitaus)
04:35:56  <coopserver> <Sylf> where did the trains for Gontston Valley go?
04:38:48  <coopserver> <edi__> i made my first "thing" in this server :D
04:40:24  <coopserver> <NCommander> Huh
04:40:31  <coopserver> <NCommander> That came out suprisingly well
04:43:22  <coopserver> <NCommander> hrm
04:43:36  <coopserver> <NCommander> No idea how I'm going to fit a second bridge in here
04:43:47  <coopserver> <Sylf> where?
04:43:47  <coopserver> <edi__> where? :)
04:43:55  <coopserver> <NCommander> Island Bridge/NCommander
04:44:03  <coopserver> <Sylf> what second bridge?
04:44:06  <coopserver> <Sylf> it's not needed
04:44:10  <coopserver> <NCommander> Oh
04:44:22  <coopserver> <Sylf> unless you're expecting that high volume traffic
04:44:31  <coopserver> <NCommander> 6 trains at max
04:44:42  <coopserver> <NCommander> I'm quite happy how the exit tracks came out with that island
04:46:15  <coopserver> <edi__> Ncommander before dudingbury, bridges are not in sync...
04:47:08  <coopserver> <NCommander> Er, I'm not sure they have to. Trains are going to one or the other based on grain/lifestock
04:47:11  <coopserver> <NCommander> Or am I missing something
04:47:34  <coopserver> <edi__> i just put table "? sync" <-- here
04:47:41  <coopserver> <NCommander> ? sync
04:48:30  <coopserver> <edi__> i am beginer so, maybe my bad :D
04:48:33  <coopserver> <NCommander> True, but TBH, that bit would be find with only bridge.
04:48:46  <coopserver> <NCommander> I just left it in since it was already built.
04:49:07  <coopserver> <NCommander> But yeah, you're right. The problem is it makes the turn very sharp past that, and I try to avoid excess terraforming
04:52:41  <coopserver> <NCommander> What I wouldn't give to be able to put signals on bridges
04:52:47  <coopserver> <edi__> :)
04:53:57  <coopserver> <edi__> bridges are fun :) (i needed lot's of time to understand the concept but now i joy it :D)
04:54:13  <coopserver> <NCommander> I did a demo out in the middle of the map to explain it
04:54:26  <coopserver> <edi__> yeah i was here :)
04:55:01  <coopserver> <edi__> hm my train go wired places....
04:55:09  <coopserver> <Sylf> like which one?
04:55:14  <coopserver> <edi__> 881
04:55:36  <coopserver> <edi__> is going to netbourne but no he went out from paper pickup
04:55:44  <coopserver> <edi__> but it's rubber->condom train
04:55:49  <coopserver> <Sylf> that train is supposed to go to SLH 11 drop, not SLH 06
04:56:03  <coopserver> <edi__> thankyou :)
04:56:20  <coopserver> <Sylf> also, at your station, put the signals as close to the x as possible
04:56:29  <coopserver> <Sylf> like that
04:56:53  <coopserver> <Sylf> and you don't need double bridges at such low traffic areas
04:57:40  <coopserver> <edi__> i'm loking for slh11 :D, bridges: maybe later, the rubber farms go bigger? (or not produceing more?)
04:58:05  <coopserver> <NCommander> That would require merging a LOT of tracks into a very small area ...
04:58:15  <coopserver> <Sylf> look around little puntburg springs
04:58:25  <coopserver> <Sylf> there's 1 tunnel serving 4 industries
04:58:52  <coopserver> <NCommander> Point taken
04:59:50  <coopserver> <edi__> ok i got slh 11
05:00:33  <coopserver> <edi__> ok i changed slh06 to slh 11 in my routes
05:01:02  <coopserver> <NCommander> Sylf:  can you look where I signed (Check Here), to see if that's acceptable?
05:06:02  <coopserver> <edi__> my 881 went back to paper pickup :(
05:06:20  <coopserver> <edi__> ghost tarin... :D
05:06:37  <coopserver> <Sylf> you need to send your lost trains to SLH11 drop first
05:06:50  <coopserver> <edi__> ok now it's try to go there
05:06:55  <coopserver> <edi__> after go to refil
05:06:57  <coopserver> <Sylf> because the trains on the main lines can't find any direct paths to the primary stations
05:07:12  <coopserver> <edi__> oh ok
05:07:13  <coopserver> <Sylf> Use the "skip" button in the order list
05:09:15  <coopserver> <NCommander> So which mainline needed upgrading?
05:09:53  <coopserver> <Sylf> anywhere that's not LLL_RRR yet
05:10:21  <coopserver> <NCommander> *will start looking/working in a moment*
05:10:21  <coopserver> <Sylf> BBH 01 - SLH 08 - MSH animals - SLH 02
05:12:00  <coopserver> <edi__> ok it's work thanky my ghost traine come back :D
05:13:53  <coopserver> <Sylf> oops :P
05:14:09  <coopserver> *** edi__ has changed his/her name to edi__afk
05:15:23  <coopserver> <NCommander> What's oops?
05:19:25  <coopserver> <NCommander> Hrm, wedging in that third mainline track will be interesting
05:19:42  <coopserver> <Sylf> yes, it'll be a challenge and a half
05:20:58  <coopserver> <NCommander> Oh lovely
05:21:03  <coopserver> <NCommander> There's a jam on the mainline
05:21:05  <coopserver> <NCommander> Signing
05:21:22  <coopserver> <NCommander> Mainline Jam/NCommander
05:21:52  <coopserver> <Sylf> I don't see it
05:22:04  <coopserver> <Sylf> well
05:22:06  <coopserver> <Sylf> ok
05:22:10  <coopserver> <Sylf> it's a bit slow
05:22:36  <coopserver> <NCommander> If you don't think its critical. I'm not sure what the goals are for mainlines :-)
05:22:49  <coopserver> <NCommander> The last coop game I played (or at least remember) were self-regulating trainsets
05:23:40  <coopserver> <Sylf> in a typical style hub by V, that MSH is built tightly
05:23:54  <coopserver> <Sylf> expanding it will be difficult
05:24:10  <coopserver> <Sylf> or improving that jammy spot alone is difficult
05:24:16  <coopserver> <NCommander> I'm not seeing any great places to stick a merge in, if we only want to upgrade part of the mainline
05:25:22  <coopserver> <Sylf> I might take a stab at it after I fix the fruit station
05:26:07  <coopserver> <NCommander> I'm kinda thinking just rebuilding the entire mainline slightly farther out, to help with balancing, most of the merge areas will require a complete rebuild
05:26:23  <coopserver> <Sylf> like where?
05:26:53  <coopserver> <NCommander> What needs rebuilding, or where to rebuild the mainline?
05:27:27  <coopserver> <Sylf> personally, I'm not gonna touch SLH 08
05:27:56  <coopserver> <Sylf> I'm not the type who want to touch that kind of mess
05:28:09  <coopserver> <Sylf> I can handle SLH02 or the MSH animals
05:28:25  <coopserver> <Sylf> it doesn't look too critical yet
05:28:33  <coopserver> <Sylf> but it's easier to build when it's less busy
05:31:17  * NCommander nods
05:31:25  <NCommander> I'm just looking at it carefully trying not to break the layout
05:32:07  <coopserver> <Sylf> ok, 1 side of SLH02 is done
05:32:48  <coopserver> <NCommander> *looks*
05:34:48  <coopserver> <NCommander> I think I see where you made changes
05:35:15  <coopserver> <Sylf> up to the red cross
05:35:27  <coopserver> <Sylf> what I did was so damn simple
05:35:38  <coopserver> <NCommander> The SLH itself is still 2 track?
05:38:50  <coopserver> <NCommander> Hrm, I'm seeing ways to POSSIBLY expand MSH ANIMALS
05:39:36  <coopserver> *** Hazzard has left the game (general timeout)
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05:39:40  <coopserver> <edi__> re
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05:39:51  <Hazzard_> !password
05:39:52  <coopserver> Hazzard_: launch
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05:41:38  <coopserver> <NCommander> *sees the active widing and stops before clicking :-*
05:42:03  <coopserver> <edi__> sombody working on somethin can i see it? :)
05:42:16  <coopserver> <Sylf> I just expanded SLH 02
05:42:40  <coopserver> <Sylf> that was actually simple and fun
05:43:23  <coopserver> <Sylf> probably work on the animal drop MSH next
05:43:39  <coopserver> <edi__> just ut !here sign form me :)
05:43:53  <coopserver> <edi__> if i see what changed i udnerstand fast...
05:44:03  <coopserver> <Sylf> nothing yet
05:44:04  <coopserver> <NCommander> I'm thinking the easiest thing to do is move the top tracks up by one (s bend), which gives you a bit  of breathing room)
05:44:41  *** Hazzard has quit IRC
05:44:41  <coopserver> <Sylf> nah, I have some other ideas
05:44:50  <coopserver> <NCommander> The left turn through the tunnels is a bit tricker, you need to relocate some stuff ...
05:44:56  <coopserver> <NCommander> I defer to the master :-
05:44:59  <coopserver> <NCommander> :-)
05:45:02  <coopserver> <Sylf> I still need to finish fixing the fruit station
05:45:11  <coopserver> <NCommander> What's wrong with it?
05:45:22  <coopserver> <Sylf> the drop station is picking up food
05:45:49  <coopserver> <NCommander> Ow
05:47:13  <coopserver> <NCommander> *looks at making SLH LLL
05:48:09  <coopserver> <Sylf> um, what?
05:48:31  <coopserver> *** NCommander has left the game (general timeout)
05:48:47  <NCommander> I think my internet can hate me
05:48:56  <NCommander> I was looking at SLH08
05:49:45  *** NCommander has quit IRC
05:50:48  <coopserver> <edi__> how condoms pick get stuf, the factory is far away, and just only rubebr drop there?
05:51:11  <coopserver> <Sylf> look at the extra station tiles on the factory island
05:51:48  <coopserver> <edi__> oh builded, after deleted the midle?
05:51:57  <coopserver> <Sylf> using CHIPS station tiles, you can make those station tiles blend in well with the factory
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05:52:28  <coopserver> <Sylf> no
05:52:53  <coopserver> <Sylf> see, like that.
05:52:53  * NCommander smacks his petty excuse for an internet connection
05:53:07  <coopserver> <Sylf> ctrl-click the station tile, and you can do a station walk in a snap
05:53:36  <NCommander> !passwo
05:53:39  <NCommander> !password
05:53:39  <coopserver> NCommander: admins
05:53:46  <coopserver> *** Game paused (connecting clients)
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05:54:15  <coopserver> <Sylf> hm, that was stupid
05:54:23  <coopserver> <Sylf> of me
05:54:55  <coopserver> <NCommander> /me looks at doing slight brain surgey
05:55:48  <coopserver> <Sylf> I just mistakenly demolished condom pick
05:56:00  <coopserver> <edi__> wow the ctrl+click thing are buil in or, extra? :)
05:56:05  <coopserver> <NCommander> Where's undo when you need it :-)
05:56:07  <coopserver> <Sylf> I was lucky enough I rebuilt it quickly enough
05:56:08  <coopserver> <NCommander> Built in
05:56:13  <coopserver> <Sylf> no chaos
06:01:11  <coopserver> <NCommander> Woo, that appears to have worked
06:01:20  <coopserver> <Sylf> hm?
06:01:25  <coopserver> <NCommander> *did a slight realignement (keeping it balanced) on the mainline*
06:01:52  <coopserver> <NCommander> to deal with the very little space between MSH Animals*
06:02:00  <coopserver> <NCommander> and SLH08
06:02:37  <coopserver> <NCommander> I might need to push the kink a bit back
06:03:19  <coopserver> <NCommander> Wow
06:03:28  <coopserver> <NCommander> You are incredibly fast at that O_O
06:03:39  <coopserver> <Sylf> oh?
06:03:50  <coopserver> <NCommander> Was watching you edit the area I just tweaked
06:04:26  <coopserver> <NCommander> I realigned the two track mainline down one tile, then you went crazy (I put the tag wher I did it)
06:05:53  <coopserver> <Sylf> in that kind of sense, I take crazy as complement
06:06:06  <NCommander> I meant it as such :-)
06:10:19  <coopserver> <Sylf> oh
06:10:33  <coopserver> <NCommander> For SLH08->MSH ANIMALS, I'm afraid to touch anything incase I break the balance
06:11:00  <coopserver> <Hazzard> :)
06:11:20  <coopserver> <Sylf> edi,
06:11:25  <coopserver> <edi__> yes
06:11:26  <coopserver> <NCommander> Well, there's a 2 length turn which is ... problematic to replace
06:11:29  <coopserver> <Sylf> I'm working at !here right now
06:11:35  <coopserver> <Sylf> in that general area
06:11:46  <coopserver> <edi__> thanx im whacing
06:11:53  <coopserver> <Hazzard> A two length turn?
06:12:11  <coopserver> <Hazzard> oh
06:12:15  <coopserver> <NCommander> Yeah
06:12:22  <coopserver> <Sylf> gotta shrink the town a bit
06:12:49  <coopserver> <NCommander> I believe that's politically correct speak for raze the edges :-)
06:13:33  <coopserver> <NCommander> *clap clap clap clap*
06:15:01  <coopserver> *** Hazzard has joined spectators
06:17:52  <coopserver> <edi__> wow it's good idea, i never thinked before :D
06:22:56  <coopserver> <Sylf> that should do it for one side
06:23:09  <coopserver> <Sylf> oh, gotta finish the split
06:23:23  <coopserver> <edi__> ok :)
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06:25:05  <coopserver> <NCommander> Watching you work is like O_O;
06:26:45  <coopserver> <NCommander> Is that where the third line wll connect?
06:27:00  <coopserver> <edi__> i think yes
06:27:02  <coopserver> <Sylf> yeah
06:27:02  <coopserver> <NCommander> oh good, at least my building the inner curve helped :-)
06:27:47  <coopserver> <NCommander> Though I'm not sure that's going to be balanced, it looks shorter (by a wide margin) for anything going to moo drop
06:28:28  <coopserver> <Sylf> okidoki, one side of it is done
06:28:32  <coopserver> <NCommander> Also, is there a trick to signaling I don't know? It looks like you click once and all the signals go down
06:28:40  <coopserver> <edi__> ctrl
06:28:58  <coopserver> <Sylf> ctrl-drag, let go
06:29:03  <coopserver> <NCommander> Wow, awesome
06:29:06  <coopserver> <NCommander> thanks
06:29:14  <coopserver> <NCommander> Let me get more of the terraforming down for the third track
06:29:36  <coopserver> <Sylf> wait a bit for that
06:29:42  <coopserver> <NCommander> k
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06:30:23  <Djanxy> !password
06:30:23  <coopserver> Djanxy: enough
06:30:36  <coopserver> <Sylf> Trying to think of a way so I don't need to build any more tunnels
06:30:51  <coopserver> <NCommander> On SLH08?
06:30:51  <coopserver> *** Game paused (connecting clients)
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06:30:58  <coopserver> <edi__> i made somthing bad
06:30:59  <coopserver> <Sylf> at MSH animals
06:31:05  <coopserver> <edi__> i don't know :D
06:31:15  <coopserver> <edi__> !here
06:31:28  <coopserver> <Sylf> I'm gonna leave SLH 08 to someone else
06:32:27  <coopserver> <edi__> i just wante dto add fruit station, but evrithing is go under the water
06:32:28  <coopserver> <NCommander> It was a pleasure watching you work
06:33:56  <coopserver> <NCommander> SLH 08 looks amazingly packed in there ...
06:34:12  <coopserver> <NCommander> Complete with a station right in the middle
06:34:23  <coopserver> <Sylf> 2 stations in the middle
06:34:37  <coopserver> <Sylf> the drop and the primary
06:34:56  <coopserver> <Sylf> and an oil station right to the east of it too
06:35:00  <coopserver> <NCommander> Yeah
06:35:19  <coopserver> <NCommander> A couple of the bridges can be extended out one tile, i.e., the one over SLH08 drop to help make room
06:36:38  <coopserver> <NCommander> The drop actually not too bad, its what's accessible over the bridges coming from MLH ANIMALS
06:43:29  <coopserver> *** Hazzard has joined company #1
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06:46:55  <coopserver> <NCommander> Hazzard: Rebuilding SLH08?
06:47:16  <coopserver> <Djanxy> he just left
06:47:26  <coopserver> <NCommander> Ah, same some explosions in that area
06:47:42  <coopserver> <NCommander> saw some
06:47:45  <coopserver> <Djanxy> i built a split, someone doing the merge
06:49:15  <coopserver> <NCommander> I think bed is getting to be a saner idea :-/
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06:50:38  <coopserver> <Sylf> msh animals done.
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06:51:58  <NCommander> Night world
06:52:02  <coopserver> <Djanxy> nn
06:52:04  <NCommander> See you guys tomorrow
06:52:13  <coopserver> <Sylf> yup
06:52:17  <coopserver> <Sylf> and I gotta go too
06:52:40  <coopserver> <Sylf> you woere on the rigth track
06:52:45  <coopserver> <Sylf> here
06:52:46  <NCommander> ?
06:52:58  <NCommander> Sylf, have a good night, see you around
06:53:27  <coopserver> <Djanxy> yeah, just wanted to see how the other way worked out ;)
06:57:27  <coopserver> <Sylf> i got an idea...
06:57:42  <coopserver> <Djanxy> can see that :D
06:58:32  <coopserver> <Djanxy> yeah, was just gonna go with the bridges already there
07:01:16  <coopserver> Disconnected from #openttdcoop - Public Server (
07:01:16  <coopserver> Attempting to reconnect...
07:01:16  <coopserver> Connection failed
07:01:27  <Sylf> D:
07:01:31  <Djanxy> ..
07:01:35  <Sylf> !apconnect
07:01:35  <coopserver> Connecting...
07:01:35  <coopserver> Connection failed
07:01:48  <Sylf> !start
07:01:58  <coopserver> Server is starting...
07:02:15  <Sylf> !apconnect
07:02:15  <coopserver> Connecting...
07:02:15  <coopserver> Connection failed
07:02:32  <Sylf> !apconnect
07:02:32  <coopserver> Connecting...
07:02:33  <coopserver> Now playing on #openttdcoop - Public Server ( (Version r26264)
07:02:38  <Sylf> !password
07:02:38  <coopserver> Sylf: played
07:02:46  <coopserver> *** Game still paused (connecting clients, number of players)
07:02:55  <coopserver> *** Sylf has joined
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07:19:20  <coopserver> <Djanxy> doing anything sylf?
07:19:30  <coopserver> <Djanxy> else ill be off
07:19:36  <coopserver> <Sylf> not really
07:19:40  <coopserver> <Sylf> only fixing lost trains
07:20:34  <coopserver> <Djanxy> ok, cya around then
07:20:46  <coopserver> *** Djanxy has left the game (Leaving)
07:20:46  <coopserver> *** Game paused (number of players)
07:23:27  <Sylf> !unpause
07:23:28  <coopserver> *** Game unpaused (number of players)
07:23:52  <V453000> yoyo
07:24:20  <V453000> !password
07:24:21  <coopserver> V453000: masked
07:24:28  <coopserver> *** Game paused (connecting clients)
07:24:33  <coopserver> *** V453000 has joined
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07:24:37  <coopserver> <V453000> howsitgoin
07:24:48  <coopserver> <Sylf> hihi
07:25:18  <coopserver> <Sylf> it's chaotic
07:25:24  <coopserver> <V453000> how is the increased power? :D
07:26:02  <coopserver> <Sylf> it helps
07:26:36  <coopserver> <Sylf> trains slows down at some slopes
07:26:46  <coopserver> <V453000> im just wondering if it doesnt make rail strong useless
07:26:51  <coopserver> <Sylf> but much less so than before
07:27:12  <coopserver> <V453000> for non-refit rail strong is probably better
07:27:16  <coopserver> <V453000> hm hills :))
07:27:18  <Sylf> !auto
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08:20:55  <coopserver> <Sylf> 'night
08:20:57  <coopserver> *** Sylf has left the game (Leaving)
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08:21:43  <V453000> bai
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08:52:12  <Killian> !players
08:53:07  <Killian> !help
08:53:07  <coopserver> Killian: (help [<plugin>] [<command>]) -- This command gives a useful description of what <command> does. <plugin> is only necessary if the command is in more than one plugin.
08:53:35  <V453000> help help
08:53:38  <V453000> hi hi
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12:19:58  <Nirahiel> !password
12:19:58  <coopserver> Nirahiel: qwerty
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12:31:51  <Nirahiel> Hi all, i was wondering, is there going to be a new map ?
12:32:09  <coopserver> *** Nirahiel has left the game (Leaving)
12:32:54  <V453000> probably
12:33:03  <V453000> but since people are still playing this one, probably not terribly soon
12:33:13  <V453000> I wouldnt expect this to take longer than a week though
12:34:01  <Nirahiel> Awww, cause I really wanted to see how to start one of these maps
12:34:08  <Nirahiel> wanna try this system in singleplayer
12:34:24  <V453000> honestly, the start wont give you what you are hoping for at all
12:34:30  <V453000> the things are "just built"
12:34:36  <KenjiE20> much delibarating over plan, followed by manic building and mass panic
12:35:06  <KenjiE20> then someone fixes everything
12:35:29  <V453000> just try to build a network, and expand stuff when it breaks ... this is where you get ... although often we start from e.g. LL_RR (2 lines per direction) which means the things are "big" from the start
12:35:37  <V453000> so you build the things from nothing
12:36:39  <KenjiE20> yeah, generally the big lines on the plan get plonked down, and stuff forms around it
12:37:07  <V453000> also hy KenjiE20  :D
12:37:16  <KenjiE20> heyup
12:37:20  <Nirahiel> yeah but i mean, all that part when you start to make plans, decide where the MLs will be, the BBHs, etc ...
12:37:32  <Nirahiel> i have no idea how you do that
12:37:36  <V453000> well in this game we just drew it and done
12:37:37  <KenjiE20> it's really not as interesting as you think
12:37:50  <V453000> bit of talk but nothing specific
12:37:57  <KenjiE20> we make a moneymaker to have building funds, then people sign on and draw diagrams and notes
12:38:00  <V453000> honestly, if you want to get the hang of things here, simply play and build :)
12:38:07  <Nirahiel> Well, how do you know where lines should be ?
12:38:12  <KenjiE20> then someone gets bored and calls a vote
12:38:26  <V453000> KenjiE20: well lately we usually cheat money and make a collective plan often :P
12:38:30  <KenjiE20> it's either in the plan, or 'where it looks right'
12:38:36  <KenjiE20> heh
12:39:21  <V453000> Nirahiel: we generally try to follow the landscape a little bit, and some purpose like "have each cargo type get 1 separate drop station" quickly form the network
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12:39:55  <kokx> !dl lin64
12:39:55  <coopserver> kokx:
12:40:08  <KenjiE20> yup, lines generally end up in logical places following the 'no-excessive-TF' rules
12:40:17  <Nirahiel> yeah but, how do you know if a station should be a mainstation or not, how many main stations per map, etc etc
12:40:47  <KenjiE20> that tends to evolve once you throw traffic at it
12:41:03  <V453000> simple, main station = place where you drop or pickup things at a secondary industry
12:41:08  <V453000> how many, varies each map
12:41:11  <KenjiE20> and the more experienced builders get a feel for how busy x station might be
12:41:19  <Nirahiel> And let's say there are 2 factories on the map, are you going to supply both, or only one and let the other one die ? in this case, which one ? :)
12:41:37  <KenjiE20> by the time building starts, everything has probably shtudown anyway
12:41:41  <V453000> neither, we choose place, not industry
12:41:42  <KenjiE20> shut*
12:41:53  <Nirahiel> then HOW do you choose that place ? :)
12:42:00  <V453000> by what fits in the network
12:42:01  <KenjiE20> you look at the landscape
12:42:11  <KenjiE20> combination of both
12:42:14  <Nirahiel> And if there is no industry there ?
12:42:18  <V453000> e.g. you can estimate where traffic will be what
12:42:21  <V453000> you fund it?
12:42:25  <KenjiE20> ^
12:42:41  <KenjiE20> by the time a plan is formed, most consumer industries will have closed
12:43:19  <Nirahiel> oh, i see. So you decide a plan for the secondary industries, and then connect the primary ones to the network ?
12:43:37  <V453000> it depends, in some games we start with L_R, building right away without a plan. Then we eventually take some of the existing ones... it all depends and at the same doesnt really matter
12:43:42  <Nirahiel> and then you fund those 2nd industries ?
12:43:49  <V453000> sort of yes
12:43:58  <V453000> doesnt really matter how the 2ndary industries come to existence
12:44:03  <Nirahiel> yeah that's why i need to see a new game, to really see how it's going :)
12:44:17  <V453000> not at all, it is all totally situational
12:44:27  <V453000> you simply do what you think fits the situation
12:44:41  <KenjiE20> each game is unique, though they share set up 'tropes' I guess
12:44:44  <V453000> if you like any of the existing industries, you might as well use it, if not, well then not
12:45:09  <Nirahiel> Well, i'm still going to wait for a new game :P
12:45:40  <KenjiE20> by all means, we're just trying to explain there's not much visually to take in
12:45:43  <V453000> if you want to join, there is no need to wait :)
12:45:51  <KenjiE20> it's all intuition and discussion
12:45:59  <Nirahiel> The map is so full already
12:46:11  <V453000> expanding expanding
12:46:21  <KenjiE20> also, since it's actually in use, I should add this
12:46:39  <KenjiE20> @topic add TS3:
12:46:39  *** Webster changes topic to "Cooperative OpenTTD | PSG273 (r26264) | STAGE: wtf | New players, use @quickstart and !help | | TS3:"
12:47:00  <Nirahiel> nice bot command :o
12:47:09  * KenjiE20 checks site
12:47:13  <KenjiE20> well... it -was- in use :p
12:47:20  <V453000> :D
12:47:21  <Nirahiel> i was on
12:47:25  <Nirahiel> like a few minutes ago
12:47:29  <KenjiE20> yeah, I saw
12:47:34  <Nirahiel> but the last guy on timed out
12:47:39  <Nirahiel> so i left
12:47:47  <KenjiE20> he was a yank, probably fell asleep :p
12:48:03  <Nirahiel> well i heard him talk to his family through TS
12:48:04  <Nirahiel> xD
12:48:31  <KenjiE20> hah, PTT in shared space :)
12:51:04  <V453000> either way, if you want to play, but not this game, there is the welcome server running latest stable version to make your waiting shorter :P
12:51:33  <V453000> the building style is different, some people are the same, but you can learn a little bit there too
12:51:42  <V453000> Public Server is 1021030 times better for learning, but still :)
12:52:26  <KenjiE20> the starts are different though, and that's what he wants to see
12:53:20  <V453000> sure but the choices are similarly simple as there :P
12:55:20  <Nirahiel> yeah, i'm just gonna play another game until this map's reset :P
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14:10:04  <kokx> !password
14:10:05  <coopserver> kokx: danish
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14:12:07  <Nirahiel> !password
14:12:07  <coopserver> Nirahiel: danish
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14:30:10  <Nirahiel> Got a question about these maps, there are only level 1 and 2 industries ? Like, fruit plantation > fruits > drop to factory > wine > drop to town > repeat. No such thing as iron mine > iron > steel mill > steel > factory > goods > town > repeat ?
14:30:15  <coopserver> *** Nirahiel has left the game (Leaving)
14:31:17  <nicferirc> !playercount
14:31:17  <coopserver> nicferirc: There are currently 0 players and 0 spectators, making a total of 0 clients connected
14:31:59  <nicferirc> !password
14:31:59  <coopserver> nicferirc: buffer
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15:04:43  <nicferirc> anyone likely to join?
15:11:32  <coopserver> *** nicfer has joined company #1
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15:25:58  <tyteen4a03> !password
15:25:58  <coopserver> tyteen4a03: cruise
15:26:04  <tyteen4a03> nicferirc, sure
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16:10:05  <coopserver> <nicfer> well, now I'm off to eat
16:10:10  <coopserver> <tyteen4a03> bye
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16:12:17  <tyteen4a03> NCommander, ok
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17:09:29  <Nirahiel> Hi Volatar :)
17:09:43  <Volatar> Good morning Nirahiel.
17:09:59  <Nirahiel> Well it's not really the morning here :)
17:10:05  <Nirahiel> 6 PM ^^
17:10:09  <Nirahiel> but good morning to you
17:10:15  <Volatar> It's just after noon here
17:10:16  <Volatar> But
17:10:20  <Volatar> I just woke up
17:10:24  <Volatar> so it's morning to me
17:10:29  <V453000> heyooo
17:10:31  <V453000> !password
17:10:31  <coopserver> V453000: quotes
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17:14:47  <Nirahiel> Volatar got a question, with the system used in openttdcoop, we can't have something like iron mine > iron > steel mill > steel > factory > goods > town, right ?
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17:14:54  <Nirahiel> or can we ?
17:15:20  <Volatar> We can, just on the current game the industry setup is different
17:15:45  <Nirahiel> hm, i never saw fruits and wine and stuff
17:15:47  <Nirahiel> what is that ?
17:24:17  <nicferirc> !password
17:24:17  <coopserver> nicferirc: quoted
17:24:23  <coopserver> *** Game still paused (connecting clients, number of players)
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17:24:42  <coopserver> <V453000> hy
17:24:50  <coopserver> <nicfer> hey
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17:28:17  <Nirahiel> no one wants to answer me ?
17:28:47  <V453000> about?
17:28:48  <V453000> oh
17:28:54  <V453000> ofc you can, why not
17:29:05  <V453000> just browse through our archives and you can find tons :)
17:29:07  <V453000> !archive
17:29:12  <V453000> @archive
17:29:12  <Webster> | |
17:30:31  <Nirahiel> checking
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17:39:13  <Jam35> !password
17:39:13  <coopserver> Jam35: having
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17:39:53  <coopserver> <Jam35> hello
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17:40:24  <Jam35> oh god slow ass machine
17:40:39  <coopserver> <Djanxy> hi
17:40:49  <coopserver> <Jam35> ho
17:41:03  <coopserver> <nicfer> hu
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17:41:42  <Jam35> hmmmmmm
17:42:15  <Jam35> 900 train lag ftw
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17:59:13  <coopserver> <nicfer> BBH01 is now full 3 lanes
17:59:46  <coopserver> <Djanxy> sweet
18:00:33  <coopserver> <nicfer> the joiner going north was my quickest at the moment
18:09:14  <coopserver> <nicfer> if a livestock train carrying 'creeper' cargo crashes, does it destroy tiles around?
18:19:37  <tyteen4a03> lol
18:22:40  <coopserver> <nicfer> does track from MSH WOOD to south require 3rd?
18:31:29  <ryx_> !password
18:31:29  <coopserver> ryx_: blocks
18:31:48  <coopserver> *** Game paused (connecting clients)
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18:32:03  <coopserver> <ryx> hi
18:32:26  <coopserver> <nicfer> hi
18:32:32  <coopserver> <Djanxy> hello
18:33:06  <coopserver> <ryx> wow, almost 900 trains
18:35:44  <coopserver> <ryx> the thirds are looking nice, I thought it would be a lot uglier
18:35:55  <coopserver> <Djanxy> :P
18:36:20  <coopserver> <ryx> i have no time to build today, just wanted to have a look
19:00:20  <coopserver> <nicfer> any other place where's required 3rd lane?
19:00:34  <coopserver> <Djanxy> not that i've seen
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19:02:50  <coopserver> <ryx> cu
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19:05:10  <coopserver> <nicfer> maybe MSH WOOD southern exit, but not yet
19:05:31  <coopserver> <Djanxy> ye, was looking at that too - likely next
19:06:16  <coopserver> <Djanxy> oops
19:10:08  <coopserver> <V453000> ofc 3rds are beautiful, they are wetrail!
19:10:12  <coopserver> <V453000> duh
19:11:02  <ryx_> V453000: ^_^
19:11:34  <coopserver> <V453000> (:
19:13:27  <ryx_> I always need a second to parse your smiley...
19:13:45  <coopserver> <V453000> :)
19:13:57  <coopserver> <Djanxy> (:)
19:14:01  <coopserver> <V453000> :D
19:14:08  <coopserver> <V453000> ultimate happiness
19:14:16  <coopserver> <nicfer> d:b
19:14:17  <coopserver> <Djanxy> or sadness, who can tell!
19:14:24  <coopserver> <V453000> you can tell
19:14:29  <coopserver> <V453000> sadness would be ):(
19:14:44  <coopserver> <Djanxy> oh right :]
19:24:28  <Jam35> that smiley is drive on left i.e. wrong
19:24:48  <coopserver> <Djanxy> unconventional
19:24:50  <coopserver> <Djanxy> you mean
19:24:54  <Jam35> invalid
19:24:56  <coopserver> <Djanxy> :)
19:25:12  <coopserver> <V453000> :D
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20:05:52  <Benny> !password
20:05:52  <coopserver> Benny: except
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20:27:25  <Benny> v453000
20:27:27  <Benny> u there
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20:43:30  <V453000> nope
20:43:40  <V453000> why do you ask
20:44:26  <Benny> oh
20:44:28  <Benny> figured it out
20:45:00  <V453000> :D
20:47:30  <Benny> just wanted to ask how you synced all the trains in the 5000 game
20:47:53  <Benny> but im just guessing since its srnw it spaces all the trains by itself?
20:48:15  <Benny> a friend asked me and i didnt have a good answer on the fly
20:48:46  <Nirahiel> hum, for my singleplayer game, i made 4 airports at the corners of the map, got enough money to build a square land in water for the map, now i'm stuck. I don't know how to decide where to place my main line and side lines :s
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20:50:05  <V453000> why dont you just read the related blog article Benny :)
20:50:11  <Benny> cause im lazy
20:50:16  <Benny> :<
20:50:18  <Benny> ok ill read it
20:50:33  <Sylf> Tell your friend to read the blog post himself :P
20:50:40  <Benny> lol good idea
20:50:45  <Sylf> If he's lazy, it's not your fault anymore
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20:53:33  <V453000> found out yet? :)
20:53:43  <Sylf> Nirahiel, if you want some hints, download some archived PSG games and look at the network plans
20:54:53  <Sylf> For example, you can see how simple the mainline plan is for this game, even though the actual network might not look simple at all to untrained eyes
20:59:49  <Nirahiel> could you use different tracks for different types for lines in the plan ?
20:59:55  <Benny> V453000: still reading
20:59:58  <Benny> its so damn long
21:00:58  <Nirahiel> Sylf ?
21:01:55  <Sylf> sure, why not?
21:02:58  <V453000> Benny: just ask in case you are 100% lost but it should be relatively easy :P PS it has NOTHING to do with SRNW ;)
21:03:07  <Nirahiel> could you do that for the current map ? so I can study it ?
21:03:38  <Sylf> how?
21:04:03  <Sylf> You mean, just convert the rail type used in the network plan to standard rails or something?
21:04:06  <Sylf> or what?
21:04:23  <Taede> prolly means like purr was used pre-meow class
21:04:33  <Taede> green for sl, yellow for ml, red for waiting bay etc
21:04:34  <Nirahiel> Yeah, use different rail types in the network plan, to tell difference between mainline, sidelines ...
21:04:50  <V453000> network plan only has ML
21:04:54  <Sylf> there's no plan for sidelines in the network plan
21:04:55  <Nirahiel> ah ?
21:05:05  <Sylf> you build side lines whereever you want
21:05:12  <Taede> no, plan is too small to include details like that
21:05:17  <Nirahiel> okay, so the entire plan is only main lines, i see
21:05:30  <Benny> V453000: all the mergers work by a timer?
21:05:31  <Nirahiel> !password
21:05:31  <coopserver> Nirahiel: unused
21:05:36  <coopserver> *** Game still paused (connecting clients, number of players)
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21:05:45  <V453000> Benny: bingo
21:05:51  <Benny> aaaah
21:06:05  <V453000> and dont ask how did I make the timer
21:06:45  <Benny> its a curious case of wtf
21:07:05  <V453000> :D:D good way to describe it
21:07:09  <Sylf> pure brainfuck
21:08:38  <coopserver> *** Nirahiel has left the game (Leaving)
21:08:39  <V453000> looks sane to me
21:08:40  <Nirahiel> I see
21:08:41  <V453000> no brainfuck
21:08:50  <Nirahiel> thanks
21:08:52  *** Nirahiel has quit IRC
21:10:45  <V453000> @records
21:10:48  <Webster> #openttdcoop Records: Clients: 26 | Trains: 2666 (PSG#219) - 3000 (PZG#21) - ( 5000 (PZG#2013) logic net) | Single cargo type output: 204,614 (PZG#2013) | World Pop: 6,150,671 (PSG#201) | PublicServer:Archive - Hall of Fame - #openttdcoop Wiki -
21:10:54  <V453000> I actually forgot the cargo output record :d
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22:34:02  <NCommander> How's the game going?
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23:58:44  <Hazzard> !playercount
23:58:44  <coopserver> Hazzard: There are currently 0 players and 1 spectators, making a total of 1 clients connected
23:58:48  <Hazzard> !password
23:58:48  <coopserver> Hazzard: routed
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