Log for #openttdcoop on 19th September 2014:
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00:10:14  <BallC> !players
00:10:14  <coopserver> BallC: The server is empty, noone is connected. Feel free to remedy this situation
00:10:17  <BallC> !password
00:10:17  <coopserver> BallC: gsinfo
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01:17:38  <scshunt> !password
01:17:38  <coopserver> scshunt: cheeks
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04:13:41  <Hazzard> !password
04:13:41  <coopserver> Hazzard: favors
04:13:52  <Hazzard> !download win64
04:13:52  <coopserver> Hazzard:
04:16:40  <Hazzard> !password
04:16:40  <coopserver> Hazzard: sparks
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10:07:10  <Maraxus> !password
10:07:10  <coopserver> Maraxus: memcpy
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12:51:21  <zxbiohazardzx> !players
12:51:21  <coopserver> zxbiohazardzx: The server is empty, noone is connected. Feel free to remedy this situation
12:51:23  <zxbiohazardzx> !info
12:51:23  <coopserver> zxbiohazardzx: #openttdcoop - Public Server (, Version: r26830, date: Apr 16 2129, map size: 256x512, address:
12:51:27  <zxbiohazardzx> !password
12:51:27  <coopserver> zxbiohazardzx: stdlib
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14:15:50  <zerpa> !password
14:15:50  <coopserver> zerpa: indeed
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15:33:06  <fleet75> !password
15:33:06  <coopserver> fleet75: reject
15:33:42  <fleet75> !pack
15:33:45  <fleet75> !help
15:33:45  <coopserver> fleet75:
15:34:14  <fleet75> !revision
15:34:14  <coopserver> fleet75: Game version is r26830. Use Download <os-version> to get a direct download link.
15:38:13  <fleet75> !password
15:38:13  <coopserver> fleet75: reject
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16:04:36  <Hazzard_> !download win64
16:04:36  <coopserver> Hazzard_:
16:05:25  <scshunt> !dl lin64
16:05:25  <coopserver> scshunt:
16:06:59  <scshunt> !password
16:06:59  <coopserver> scshunt: arrive
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16:55:28  <Hazzard_> V453000, you there?
16:58:58  <Hazzard_> How does YETI deal with cargotable types?
17:02:00  <Hazzard_> Does the GRF just need to specify types?
17:08:04  <V453000> ?
17:08:11  <V453000> every grf needs a cargotable I think
17:08:28  <V453000> without a cargotable you cant use the labels
17:08:38  <V453000> e.g. OIL_
17:08:59  <V453000> that is what I think at least
17:13:17  <Sylf> I just thought about something...  is it okay to use cargo ID like 1, if we want to keep pax and mail?
17:13:54  <Hazzard_> And if the vehicle GRF doesnt have URAN, then it will never be able to carry yeti uranium?
17:14:06  <Sylf> they can
17:14:26  <Sylf> uran was coded with cardo class hazardous up to version 0.0.5
17:14:38  <Sylf> from 0.0.6, it's hazardous and bulk
17:14:55  <Sylf> so the bulk compatible wagons will be able to take them
17:16:09  <V453000> that
17:16:17  <V453000> also, I have stopped removing pax/mail now
17:16:22  <V453000> so they simply remain default
17:16:43  <V453000> if we wanted to overwrite it, we could just use any cargo ID
17:17:16  <V453000> tbh, train sets not having all cargo classes covered is also cute
17:17:57  <V453000> nuts obviously solves it with an ALL_CARGO_CLASSES wagon, but just having cc_oversized on flatbeds etc. could work perfectly fine for realistic bullshit too
17:18:24  <V453000> btw I think I managed to get 2-C fruit farm into the game :)
17:18:27  <V453000> somehow
17:18:33  <Hazzard_> it's been a while since I've touched nml
17:18:59  <Hazzard_> I'll go read more docs
17:29:35  <Jam35> !password
17:29:35  <coopserver> Jam35: totype
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17:30:15  <coopserver> <Jam35> howdy
17:30:19  <coopserver> <Sylf> hi
17:30:52  <coopserver> <Jam35> ok let's make this interesting :)
17:30:58  <coopserver> *** Jam35 has joined company #1
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17:31:00  <coopserver> <Sylf> oh?
17:31:11  <coopserver> <Jam35> voting
17:31:17  <coopserver> *** Jam35 has joined spectators
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17:31:42  <coopserver> <Sylf> just when I was going to declare a winner
17:31:50  <Hazzard_> So if I have some vehicle set, I should only use cargo labels (like "WOOD" or "URAN") if I have specific graphics or logic based on them, and let the classes handle everything else?
17:32:43  <Saladan0> Hrm
17:32:53  <Sylf> I thing you can use either cargo label or cargo class
17:32:57  <Saladan0> Server isnt popping up for me again
17:33:08  <Sylf> like having specific graphic for cc_refrigerated
17:33:15  <Sylf> !ip
17:33:15  <coopserver> Sylf:
17:33:27  <Sylf> manually add that address once, and it should stick
17:33:43  <Saladan0> !password
17:33:43  <coopserver> Saladan0: occupy
17:33:47  <coopserver> <Jam35> I could change if people want to play? :) should it be two clear votes for winner?
17:33:47  <Saladan0> Thanks sylf
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17:34:34  <coopserver> <Sylf> We should just play your plan anyway.
17:34:41  <coopserver> <Sylf> I'll save my plan for the future
17:34:47  <coopserver> <Jam35> next game :)
17:35:03  <coopserver> <Jam35> no voting, straight to it :P
17:35:21  <Hazzard_> !password
17:35:21  <coopserver> Hazzard_: occupy
17:35:22  <coopserver> <Sylf> then we can have fewer islands and fewer cargo
17:35:38  <coopserver> <Jam35> hm okay
17:35:43  <coopserver> <Jam35> how many?
17:36:00  <coopserver> <Jam35> I can do something more specifically with that idea in mind maybe
17:36:03  <coopserver> <Sylf> howmanyever the number of primary cargo for the map
17:36:21  <Hazzard_> !ip
17:36:21  <coopserver> Hazzard_:
17:36:25  <coopserver> <Jam35> oh so just ignore pax/mail
17:36:27  <coopserver> <Sylf> with this default industry set, 6 works better
17:36:31  <coopserver> <Sylf> yeah
17:36:37  <coopserver> <Jam35> or valuable types also
17:36:47  <coopserver> <Sylf> if we use opengfx+ industries, we can control it better too
17:37:24  <coopserver> <Jam35> alright I'll have a look closer to the time
17:37:32  <coopserver> <Saladan0> Well I cant say I understand the plan fully, so itll be a learning experience to see how everything ends up
17:37:36  <coopserver> *** Saladan0 has left the game (Leaving)
17:37:37  <coopserver> *** Game paused (number of players)
17:37:45  <Hazzard_> !password
17:37:45  <coopserver> Hazzard_: occupy
17:37:54  <coopserver> <Jam35> mine or Sylf's?
17:37:58  <coopserver> <Sylf> basically, the primary and paper are on regular rail
17:38:12  <coopserver> <Jam35> mine is simplicity itself
17:38:19  <coopserver> <Jam35> cos it's all I know :P
17:38:22  <coopserver> <Sylf> and the goods/food stuff is taken on wet rail
17:38:39  <Saladan0> Ive never seen the WET rails or PURR rails before
17:38:42  <coopserver> <Sylf> so there will be 2 separate networks superimposed on top of each other
17:38:48  <Saladan0> the last time I was in one of these servers was in 2008
17:39:00  <coopserver> <Jam35> I would like to see normal rail this game I think
17:39:04  <coopserver> <Sylf> you can think of them like rail and maglev
17:39:06  <coopserver> <Jam35> not PURR
17:39:07  <Hazzard_> !grf
17:39:08  <coopserver> Hazzard_:
17:39:21  <coopserver> <Jam35> I like it but it will make a change
17:39:33  <coopserver> <Sylf> except the wetrail is the slow stuff that carries tons of goods
17:39:39  <Saladan0> @quickstart
17:39:41  <Webster> Quickstart - #openttdcoop Wiki -
17:39:54  <coopserver> *** Sylf has joined company #1
17:39:55  <coopserver> *** Game unpaused (number of players)
17:40:18  <coopserver> <Jam35> brb to make start
17:40:22  <Sylf> @stage Building
17:40:22  *** Webster changes topic to "Cooperative OpenTTD | PSG287 (r26830) | STAGE: Building | New players, use @quickstart and !help | | TS3:"
17:40:26  <Saladan0> yay!
17:40:30  <Saladan0> Perfect timing
17:40:43  <Saladan0> Dont worry, I wont touch anything. Mainly im curious to see you guys work
17:41:00  <Saladan0> !password
17:41:00  <coopserver> Saladan0: occupy
17:41:08  <coopserver> *** Game paused (connecting clients)
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17:43:12  <coopserver> <Saladan0> What is FPP?
17:43:20  <coopserver> <Sylf> food processing plant
17:43:23  <coopserver> <Saladan0> ah
17:43:36  <Maraxus> !password
17:43:36  <coopserver> Maraxus: occupy
17:43:45  <coopserver> *** Game paused (connecting clients)
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17:44:20  <coopserver> <Saladan0> But ther isnt an FPP at the top island. Are you guys going to fund most of your industries?
17:44:23  <Hazzard_> cya guys
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17:44:27  <coopserver> <Saladan0> bye
17:45:24  <coopserver> <Maraxus> isn't this PSG 286?
17:48:27  <coopserver> <Saladan0> neet
17:49:29  <coopserver> <Sylf> time to grow that tiny town for town drop B
17:52:03  <coopserver> *** Jam35 has joined company #1
17:52:07  <Saladan0> Would it grow faster if we send food its way/>
17:52:08  <Saladan0> ?
17:52:39  <coopserver> <Jam35> 5 station is max to influence growth
17:53:00  <coopserver> <Jam35> regardless of cargo type
17:53:02  <coopserver> <Sylf> food will help in the winter (which is in august)
17:53:38  <coopserver> <Sylf> but the town can't even accept any food right now
17:53:46  <coopserver> <Saladan0> There is farm and a FPP right to the west of it, would it be worth it to send a little line its way eventually?
17:53:54  <coopserver> <Sylf> nope
17:54:03  <coopserver> <Sylf> let it do its work as is
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17:54:17  <coopserver> <Sylf> we now focus on building the mainlines
17:54:30  <coopserver> <Jam35> I reckon rails first then wet
17:54:37  <coopserver> <Jam35> money may be an issue
17:54:42  <coopserver> <Jam35> otherwise
17:55:52  <coopserver> <Sylf> medium power electric rail.... ok
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17:57:49  <coopserver> <Sylf> should we refit the wood trains back to wood cargo at main stations or at primaries?
17:58:13  <V453000> !password
17:58:14  <coopserver> V453000: easter
17:58:18  <coopserver> <Sylf> we've always done that at the main stations
17:58:20  <coopserver> *** Game paused (connecting clients)
17:58:21  <coopserver> <Jam35> at printworks I thought
17:58:22  <coopserver> *** V453000 has joined
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17:58:24  <coopserver> <V453000> yo
17:58:25  <coopserver> <Jam35> hi
17:58:37  <coopserver> <Sylf> But I just thought, we could do it either way
17:58:44  <coopserver> <V453000> waterways win :D
17:59:15  <coopserver> <Jam35> whether we will regret that or not? :)
17:59:24  <coopserver> <Jam35> either way Sylf
17:59:27  <coopserver> <V453000> cant regret the wetrails
17:59:31  <coopserver> <Jam35> no preference really
17:59:37  <coopserver> <Jam35> ;P
18:01:07  <Djanxy> !password
18:01:07  <coopserver> Djanxy: having
18:01:25  <coopserver> <Sylf> there are only so many spots that's high enough for forests anyway :P
18:01:26  <coopserver> *** Game paused (connecting clients)
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18:01:34  <coopserver> <Sylf> the permanently snow covered area
18:01:46  <coopserver> <Djanxy> ello
18:01:50  <coopserver> <Jam35> yeah I thought we may have to 'adapt' the landscape :)
18:01:51  <coopserver> <Saladan0> hi
18:01:54  <coopserver> <Jam35> hi
18:02:52  <coopserver> <Jam35> that might end up looking a bit crap
18:04:05  <coopserver> <Sylf> oh
18:04:14  <coopserver> <Jam35> when I tinkered with the snow line I wish I had considered that
18:04:28  <coopserver> <Jam35> instead of a nice range between seasons
18:04:38  <coopserver> <Jam35> well it is basically reverse of default
18:07:59  <coopserver> <Jam35> should have stated
18:08:04  <coopserver> <Jam35> LL_RR to start
18:08:08  <coopserver> <Jam35> (both)
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18:16:14  <coopserver> <Saladan0> Why electric if you done mind me asking? Or do these trains go as fast as any other train?
18:16:56  <coopserver> <Sylf> these trains have max speed of about 200km/h
18:16:57  <coopserver> <Jam35> speed is not the only consideration
18:17:18  <coopserver> <Sylf> it's half as fast as medium powered maglev
18:18:05  <o11c> !password
18:18:06  <coopserver> o11c: pieces
18:18:13  <coopserver> *** Game paused (connecting clients)
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18:18:33  <coopserver> <Sylf> we pick our trains with considerations like cargo capacity, curve length, total train length, cargo loading speed etc
18:18:40  <coopserver> <Saladan0> ah
18:19:05  <coopserver> <Saladan0> I guess I should just get familiar with all the new trains
18:19:16  <coopserver> <o11c> good luck with *that*
18:19:26  <coopserver> <Sylf> that consideration holds true with any train set we use, actually
18:20:25  <coopserver> <Sylf> with ?
18:21:59  <coopserver> <Saladan0> Is there anything simple I can do to help right now?
18:22:18  <coopserver> <Sylf> build a gold or coal drop stations
18:22:44  <coopserver> <Sylf> simple 2-line drop stations with about 6-8 platforms for each line
18:23:06  <coopserver> <Saladan0> Ill just try and copy the one on the west corner
18:23:17  <coopserver> <Saladan0> east*
18:23:30  <coopserver> <Sylf> oh, coal is already built :P
18:23:44  <coopserver> <Saladan0> I mean, for the gold one on the west
18:23:48  <coopserver> <Sylf> no, don't copy it unless the geography fits
18:24:52  <Maraxus> !rcon set max_companies
18:24:53  <coopserver> Current value for 'max_companies' is: '15' (min: 1, max: 15)
18:25:00  <Maraxus> !rcon set max_companies 1
18:25:26  <coopserver> <Saladan0> Ok, so avoid terraforming if I can get away with it
18:25:49  <coopserver> <Jam35> I should read my own rules :)
18:25:57  <coopserver> <Sylf> :P
18:26:07  <coopserver> *** Maraxus has joined company #1
18:26:20  <coopserver> <Saladan0> And its Ctrl-click to join stations that arent touching right?
18:26:35  <coopserver> <Jam35> yep
18:26:52  <coopserver> <Djanxy> ctrl does so many wonderful things
18:27:22  <coopserver> <o11c> TOWN DROP A at the smallest town on the map ?
18:27:27  <coopserver> <Saladan0> Ok, im going to apologize in advance if this turns out ugly as sin
18:27:44  <coopserver> <o11c> ah, second smallest
18:27:49  <coopserver> <Djanxy> np, we just demolish and ask you to do it again :)
18:28:07  <coopserver> <Djanxy> nah, just kidding
18:28:24  <coopserver> <o11c> I'm going to build bus routes in Ittoqq (TOWN DROP A)
18:28:26  <coopserver> <o11c> ah
18:28:31  <coopserver> *** o11c has joined company #1
18:28:32  <coopserver> <Saladan0> Really? I honestly figured you guys would eventually delete and replace it youselfs :P
18:28:41  <coopserver> <Djanxy> :P
18:28:45  <coopserver> <Jam35> V is ugly as sin
18:28:53  <coopserver> <Jam35> but build beautiful :P
18:28:54  <coopserver> <Djanxy> ^^
18:31:23  <coopserver> <o11c> @gap 3
18:31:47  <coopserver> <Jam35> hm that MSH is close to refinery
18:31:54  <o11c> !gap 3
18:31:58  <o11c> @gap 3
18:31:58  <Webster> o11c: For Trainlength of 3: <= 9 needs 2, 10 - 14 needs 3, 15 - 19 needs 4.
18:32:04  <coopserver> <Sylf> yeah
18:32:10  <coopserver> <Sylf> but it's only for 1 drop station
18:32:19  <coopserver> <Jam35> spose
18:32:20  <coopserver> <Sylf> no need to merge the goods train line
18:32:39  <coopserver> <Jam35> some looping round can be done if needed
18:33:11  <coopserver> <o11c> hm, the gap between islands is 23
18:33:35  <coopserver> <Jam35> the minimum is probably 10
18:33:37  <coopserver> <o11c> if we don't want a ridiculous number of bridges we need to terraformterraform
18:33:52  <coopserver> <Sylf> see coal drop area
18:33:58  <coopserver> <Jam35> at those places go ahead
18:33:59  <coopserver> <Sylf> and how the bridges are built there
18:34:08  <coopserver> <o11c> ooh
18:36:08  <coopserver> <Saladan0> hrm
18:39:53  <coopserver> <o11c> hm CL3
18:43:30  <coopserver> <Sylf> whoever is building that mainline...
18:43:38  <coopserver> <Sylf> it' be good to have LL and RR separated
18:43:43  <coopserver> <Jam35> me :)
18:43:57  <coopserver> <Sylf> I liked that other route better
18:44:00  <coopserver> <o11c> I'm building bridges on a mainline
18:44:10  <coopserver> <Jam35> grr...
18:44:12  <coopserver> <o11c> one blank tile between
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18:46:54  <coopserver> <Saladan0> So uh, can I get a few suggestions on this station
18:46:58  <coopserver> <Saladan0> While im working on it
18:47:10  <coopserver> <Saladan0> I dont want to get too far only to have to demolish the whole thing
18:47:50  <coopserver> <Sylf> that red section will cause a signal gap
18:48:06  <coopserver> <Saladan0> Better?
18:48:22  <coopserver> <Sylf> that blue section will give you CL problem
18:48:30  <coopserver> <Saladan0> CL?
18:48:38  <coopserver> <Jam35> :P
18:48:44  <coopserver> <Sylf> curve length
18:48:48  <coopserver> <Saladan0> Ah thanks
18:49:20  <coopserver> <Sylf> also, it's better to have signals placed to ask for more advice
18:49:35  <coopserver> <Sylf> critique can really happen after signals are in place
18:49:56  <coopserver> <Saladan0> As long as you dont recomend deleting the whole thing ill keep working on it
18:50:19  <coopserver> <Sylf> we find ways to keep as much as we can
18:52:35  <coopserver> <Sylf> let's do the other way
18:52:39  <coopserver> <Sylf> I thought that was the exit
18:52:47  <coopserver> <Saladan0> oh
18:52:50  <coopserver> <Saladan0> sure
18:53:08  <coopserver> <Sylf> it works better with trains driving on right
18:54:01  <coopserver> <Sylf> why the change there?
18:54:06  <coopserver> <Saladan0> Signal gap
18:54:14  <coopserver> <Sylf> -with that?
18:54:26  <coopserver> <Saladan0> Oh
18:54:28  <coopserver> <Saladan0> I guess not
18:55:06  <coopserver> <Saladan0> actually
18:55:25  <coopserver> <Sylf> :P
18:55:30  <coopserver> <Sylf> PBS magic
18:55:37  <coopserver> <Saladan0> I cant get a signal there
18:55:41  <coopserver> <Saladan0> So ill have to reroute it
18:55:51  <coopserver> <Sylf> you don't need to with that PBS
18:56:03  <coopserver> <Sylf> although I hate PBS
18:56:25  <coopserver> <Saladan0> Uh, I guess ill have to go teach myself about PBS, give me a bit to look at the wiki
18:56:43  <coopserver> <Saladan0> Im used to just using the entrance, exit, and combo signals
18:57:01  <coopserver> <Sylf> we can do that too without too much difficulty
18:57:17  <coopserver> <Sylf> just need to redo that part a bit
18:57:22  <coopserver> <Sylf> hrm...
18:58:37  <coopserver> <Saladan0> Wait
18:58:52  <coopserver> <Saladan0> nvm
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18:59:28  <coopserver> <Sylf> always place the exit signal next to the split, and not next to the platform
18:59:41  <coopserver> <Saladan0> K
19:01:14  <coopserver> <Saladan0> You think itll work?
19:01:23  <coopserver> <Sylf> yup
19:01:59  <coopserver> <Sylf> then we need to station walk to Kangilinnguit bank
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19:02:25  <coopserver> <Sylf> and now the station accepts gold
19:02:33  *** luaduck_zzz is now known as luaduck
19:03:02  <coopserver> <Saladan0> Do we just ctrl 1x1 stations to the city?
19:03:18  <coopserver> <Sylf> yeah, see the 1 tile with tree
19:03:27  <coopserver> <Sylf> that's the station-walked tile
19:03:53  <coopserver> <Sylf> the tree/garden with pink ground
19:03:59  <coopserver> <Saladan0> Oh nice
19:04:48  <coopserver> <Sylf> hmmm
19:04:52  <coopserver> <Saladan0> Should I continue the rails down the path of the island? Or leave that to the ML people?
19:05:01  <coopserver> <Saladan0> WHo know what they are doing
19:05:12  <coopserver> <Sylf> always give it a go
19:05:55  <coopserver> <Sylf> You learn better if you mess something up
19:05:56  <coopserver> <Saladan0> Also, one thing I noticed on the other MLs, do you guys care about terraforming small parts to stop the line from going up and down in a 1x2 space?
19:07:13  <coopserver> <Sylf> if you start TFing too much, we'll tell you
19:07:44  <coopserver> <Sylf> we've seen people who TF 50x50 area flat to build a hub
19:07:53  <coopserver> <Sylf> that's when we start screaming bloody murder
19:08:17  <coopserver> <Sylf> give some space between LL and RR like that
19:08:26  <coopserver> <Saladan0> oh
19:08:28  <coopserver> <Saladan0> ok
19:08:29  <coopserver> <Sylf> it makes easier to build hubs
19:08:49  <coopserver> <Sylf> and the ML markers are only suggestions
19:08:56  <coopserver> <Sylf> you don't have to strictly follow them
19:09:55  <coopserver> <Saladan0> Is there a specific bridge length I should shoot for?
19:10:02  <coopserver> <Sylf> 9 max
19:10:21  <coopserver> <Sylf> I think moving the bridges east is better
19:10:53  <coopserver> <Sylf> actually
19:15:45  <coopserver> <Saladan0> Ok cool
19:15:55  <coopserver> <Saladan0> All these dang acronyms
19:15:57  <coopserver> <Saladan0> Whats BBH?
19:16:11  <coopserver> <Sylf> @@quickstart
19:16:12  <Webster> Quickstart - #openttdcoop Wiki -
19:16:24  <coopserver> <Sylf> should be there
19:16:33  <coopserver> <Saladan0> ok
19:16:53  <coopserver> <Saladan0> Ill go take a look at that for a while. Thanks for the help
19:17:09  <coopserver> <Sylf> yup np
19:19:39  <coopserver> <Saladan0> So im trying to turn on CL in the display options, but the directory path that the wiki is telling me to go to doesnt exist
19:19:54  <coopserver> <Saladan0> It says Interface > display options, but I cant see a display options in there
19:20:09  <coopserver> <Sylf> hmm
19:20:22  <coopserver> <Sylf> the advanced options got updated recently...
19:20:27  <coopserver> <Sylf> just use the filter
19:20:39  <coopserver> <Sylf> look for keywords like length
19:22:07  <coopserver> <Sylf> it's in interface-viewports-show a measurement tooltip
19:24:17  <coopserver> <Saladan0> Huh. mine is on. I wonder why I dont see any popups then
19:24:36  <coopserver> <Saladan0> Oh
19:24:38  <coopserver> <Saladan0> I guess I do
19:25:45  <coopserver> <Jam35> uh oh
19:25:57  <coopserver> <Jam35> we have 201 non electrified tracks
19:25:59  <coopserver> <Saladan0> So uh, for training purposes, and the likelyhood of knowing itll get torn down, can I attempt to make a 3way hub?
19:26:05  <coopserver> <Jam35> bet is was me ;P
19:26:27  <coopserver> <Saladan0> Jam, keep in mind we have the plans still up too
19:26:32  <coopserver> <Saladan0> Those are using non eletric
19:26:40  <coopserver> <Jam35> excellent point
19:27:19  <coopserver> <Jam35> yeah looks ok
19:27:24  <Sylf> 3-way hub?
19:27:50  <coopserver> <Saladan0> The one we were working towards
19:28:06  <coopserver> <Saladan0> That continues SE, but also goes NE as well
19:28:17  <coopserver> <Sylf> go for it
19:28:47  <coopserver> <Sylf> the pro tips I've seen in the past is
19:28:53  <coopserver> <Sylf> work on right turns first
19:29:06  <coopserver> <Saladan0> ok
19:29:07  <coopserver> <Sylf> people find it easier to add left turns after that
19:29:15  <coopserver> <Sylf> no
19:29:17  <coopserver> <Sylf> other way around
19:29:21  <coopserver> <Sylf> work on left turn first
19:29:32  <coopserver> <Sylf> then add right turns later
19:30:06  <Sylf> I'm gonna spend a few minutes updating that wiki page...
19:30:08  <coopserver> <Saladan0> Question on the tracks, to do a turn, since we have 2 width tracks, should the "turn" be 2 width as well?
19:30:16  <coopserver> <Saladan0> Or can the turn just be 1
19:31:06  <scshunt> :O building
19:31:11  <coopserver> <Saladan0> I know about CL
19:31:17  <coopserver> <Saladan0> I mean do I want dual turning lanes
19:31:27  <scshunt> !password
19:31:27  <coopserver> scshunt: sloped
19:31:31  <coopserver> *** Game paused (connecting clients)
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19:31:36  <coopserver> <Sylf> the waiting space size?
19:32:01  <coopserver> <Sylf> *confuzzled*
19:32:22  <coopserver> <Sylf> still not sure...
19:32:47  <coopserver> <Jam35> all tracks are able to go all directions
19:33:05  <coopserver> <scshunt> we should try to get some trains running before we run out of money
19:33:06  <coopserver> <Saladan0> ok
19:33:12  <coopserver> <Sylf> are you thinking about building hubs without any bridges or tunnels?
19:33:27  <coopserver> <Sylf> we'll be ok with money for now
19:33:35  <coopserver> <Saladan0> No, I was just wondering if its better for 2 lanes to merge to go into a turn to another ML
19:33:37  <coopserver> <Sylf> if we run out, we'll reload the map with more cheat
19:33:46  <coopserver> <Saladan0> Or if both tracks should seperatlly be able to turn into another ML
19:34:21  <coopserver> <Jam35> you should have 4 lines total merging to 2 output
19:34:24  <coopserver> <scshunt> It's been long enough that I don't really want to work on an MSH at the moment now anyway. would anyone object if I put an SLH hub near the gold drop and connected some mines?
19:34:51  <coopserver> <Jam35> whether some are prioritised or it is all to all is your choice
19:35:24  <coopserver> <Sylf> there's one all-to-all access turn
19:35:39  <coopserver> <Sylf> it's stil not good enough because of the waiting space
19:35:46  <coopserver> <Saladan0> ok
19:35:47  <coopserver> <Sylf> but you get the idea
19:36:47  <scshunt> Jam35: SLH at " +slh here?"
19:36:51  <coopserver> <Jam35> scshunt: you can build the hub but there is a chance mines may die before ML is done
19:37:02  <scshunt> the ML to the drop is done
19:37:05  <scshunt> that's why I'm thinking there
19:37:16  <coopserver> <Jam35> oh to gold
19:37:18  <coopserver> <Jam35> is fine
19:38:15  <coopserver> <scshunt> what's the CL on land?
19:38:22  <coopserver> <Jam35> 3
19:38:27  <coopserver> <Jam35> for ML at least
19:39:38  <coopserver> <scshunt> 3 means a diagonal needs to be 3.5 right?
19:39:45  <coopserver> <scshunt> it's been a while
19:39:48  <Sylf> 2.5
19:39:54  <Sylf> 5 half tiles
19:39:58  <coopserver> <scshunt> ok
19:44:06  <coopserver> <scshunt> I feel like there isn't enough waiting area on some of these. Is this an issue that should be fixed now or later?
19:44:28  <coopserver> <scshunt> oh come on, that refinery was *not* there when I started
19:45:02  <coopserver> <Jam35> I normally start with 1 TL in those areas
19:45:11  <coopserver> <Jam35> easily changed later
19:45:17  <coopserver> <scshunt> ok, that'll be fine then
19:46:23  <coopserver> <Sylf> hmm there...
19:46:39  <coopserver> <Sylf> it'll be better if we swap the lines and keep the bridges/tunnels shorter
19:46:56  <coopserver> <scshunt> swap the lines?
19:47:08  <coopserver> <Sylf> like that
19:47:14  <coopserver> <scshunt> oh, huh
19:47:22  <o11c> Sylf: what were you saying about "display CL" ?
19:47:39  <Sylf> it's not really display CL option
19:47:53  <o11c> then what is it?
19:48:15  <Sylf> advanced options -> interface -> viewports -> show a measurement tooltop
19:48:33  <Sylf> I'd imagine it's on by default
19:48:40  <o11c> ah, yeah, it is on
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19:49:04  <Sylf> signal gap option is no longer in advanced options....
19:49:54  <scshunt> sylf, what was that about?
19:50:02  <coopserver> <scshunt> I would appreciate warnings when I'm building
19:50:11  <coopserver> <Sylf> I was connecting the line to the bridge
19:50:22  <coopserver> <scshunt> a diagonal wouldn't have done?
19:50:37  <coopserver> <Sylf> not with the slop
19:50:37  <coopserver> <Sylf> slope
19:50:50  <coopserver> <scshunt> on the other side. oh well
19:50:51  <coopserver> <scshunt> whatever
19:52:58  <coopserver> <scshunt> did I build the prio right?
19:53:15  <coopserver> <scshunt> other than the fact that it's too complicated
19:53:19  <coopserver> <o11c> lol, a field just appeared in the middle of my construction
19:54:14  <Sylf> trying to avoid twoway signals?
19:54:29  <coopserver> <scshunt> trying to avoid messy bridges... yeah toway is probably right
19:55:01  <coopserver> <scshunt> can onl hold one train after the tunnel though...
19:56:01  <Sylf> actually, having smaller space is better after the line is split
19:56:09  <Sylf> balancing works better that way
19:56:11  <coopserver> <scshunt> ah ok
19:56:26  <coopserver> <scshunt> for the long way round, should I space signals out to balance better?
19:56:38  <coopserver> <Sylf> no
19:56:42  <coopserver> <Sylf> the only thing is
19:56:53  <coopserver> <Sylf> that A signal should be taken out
19:57:00  <coopserver> <scshunt> A signal?
19:57:10  <coopserver> <Sylf> see my sign "A"
19:57:18  <coopserver> <scshunt> oh, right
19:57:25  <coopserver> <scshunt> yeah that was dumb
19:58:04  <coopserver> <Saladan0> hrm
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20:00:43  <coopserver> <Sylf> Saladan, I don't think there should be that turn
20:00:55  <coopserver> <Saladan0> You are right
20:00:58  <coopserver> <Saladan0> Because I am dumb
20:01:03  <coopserver> <Saladan0> I got mixed up again
20:01:34  <coopserver> <Sylf> go watch next to Lesser Ammassivik
20:01:48  <coopserver> <Jam35> no
20:01:52  <coopserver> <Sylf> :P
20:01:53  <coopserver> <Jam35> I'm bashful
20:08:21  <coopserver> <Jam35> pretty huge but just mergers to do now
20:08:25  <coopserver> <Jam35> the shape is there
20:08:43  <coopserver> <o11c> given the slope, is this the best thing to do at !hill ?
20:09:00  <coopserver> <Sylf> who where what?
20:09:18  <coopserver> <Sylf> yeah, looks good at !hill
20:09:20  <scshunt> SLH 01 is done and the first train is loading
20:09:22  <coopserver> <Jam35> should not matter with these trains
20:10:53  <coopserver> <Sylf> and while you're in that area, you can complete the BBH just west of there
20:11:03  <coopserver> <o11c> uh ...
20:11:10  <coopserver> <Sylf> :D
20:11:26  <coopserver> <o11c> afk
20:11:29  <coopserver> *** o11c has joined spectators
20:12:39  <coopserver> <Sylf> for SLH, let's give 1 train length waiting space in front of stations...
20:13:00  <coopserver> <scshunt> oops, sorry
20:13:12  <coopserver> <Sylf> there ya go
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20:15:32  <coopserver> *** scshunt has left the game (Leaving)
20:21:26  <coopserver> <Saladan0> Man, this puzzle  is kicking my ass :/
20:21:49  <Hazzard> !password
20:21:49  <coopserver> Hazzard: sparks
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20:22:27  <coopserver> *** Game paused (connecting clients)
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20:26:08  <coopserver> <Hazzard> "!hill" ?
20:26:19  <coopserver> <Sylf> yeah, big hill
20:26:26  <o11c> Hazzard: just a sign I put to talk about something
20:26:28  <coopserver> <Sylf> but that's just that
20:26:30  <coopserver> <Hazzard> Is this no TF?
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20:26:52  <coopserver> <Hazzard> ok
20:26:56  <coopserver> <Hazzard> I see
20:27:02  <coopserver> <Hazzard> I'm pretty bad with TF
20:27:30  <coopserver> <Djanxy> then don't do any :)
20:28:27  <coopserver> <Sylf> oh man, that town drop B is a major metropolis already
20:28:51  <coopserver> <Sylf> so is drop A
20:29:25  <coopserver> <Saladan0> Yea uh, I might need some help
20:29:49  <coopserver> <Sylf> ok
20:33:10  <scshunt> !password
20:33:10  <coopserver> scshunt: oilrig
20:33:14  <coopserver> *** Game paused (connecting clients)
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20:34:30  <coopserver> <Sylf> hrm
20:35:00  <coopserver> <scshunt> is it just me, or should the BBH-WET1 be at !BBH here?
20:35:18  <coopserver> <Sylf> oh yeah
20:35:33  <coopserver> <Saladan0> Sylf, got a question
20:35:37  <coopserver> <scshunt> also can I kill your plan? it's kind of in the way
20:36:15  <coopserver> <Sylf> that plan won't get in the way
20:36:18  <coopserver> <Sylf> what's the q?
20:36:30  <coopserver> <Saladan0> Ther here to here signs
20:37:16  <coopserver> <Sylf> that's only a matter of mixing lines
20:37:48  <coopserver> *** Saladan0 has left the game (general timeout)
20:37:53  <Saladan0> uh
20:38:02  <coopserver> <V453000> yeti 0.0.6 will be ready in teh morning :)
20:38:11  <coopserver> <Hazzard> :D
20:38:12  <coopserver> <Djanxy> im wondering why the same line is split twice from east
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20:40:00  <Saladan0> that was weird
20:40:03  <Saladan0> what happened?
20:40:17  <coopserver> <Hazzard> ?
20:40:28  <Hazzard> connection reset
20:40:37  <Hazzard> [13:38:16] <-- Saladan0 ( has quit (Read error: Connection reset by peer)
20:40:50  <Saladan0> hrm, odd, nothing else lost connection
20:40:55  <coopserver> <o11c> wait, we can't do zigzag at CL3
20:40:59  <Saladan0> !password
20:40:59  <coopserver> Saladan0: oilrig
20:41:12  <coopserver> <V453000> you just need 2 tiles of the straight track
20:41:23  <Hazzard> I notice it happens once in a while to me, disconnect, get kicked from irc/openttd/bf3/etc
20:41:27  <coopserver> *** Game paused (connecting clients)
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20:42:33  <coopserver> <scshunt> I want to put an SLH by Greater Paamiut but the terrain sucks
20:43:18  <coopserver> <Sylf> so, all that's missing at BBH1 is 1 right turn
20:44:54  <coopserver> <o11c> V453000: your BBH isn't numbered
20:44:59  <coopserver> <V453000> I know thanks
20:45:13  <coopserver> <Jam35> I finished first: stole your number :P
20:46:27  <coopserver> <scshunt> how do you build wetrails on water? do you raise the land a level?
20:46:42  <coopserver> <V453000> build canals around the tracks
20:46:43  <coopserver> <Sylf> I think canals
20:47:21  <coopserver> <Sylf> there, an example by BBH WET1 bouy
20:47:47  <coopserver> <scshunt> ok, got it, thanks
20:50:38  <coopserver> <Sylf> hmm
20:50:42  <coopserver> <Sylf> that hill sucks
20:50:49  <coopserver> <o11c> mine?
20:50:53  <coopserver> <Sylf> no
20:50:57  <coopserver> <Sylf> at bbh01
20:51:43  <coopserver> <scshunt> should a MS allow all->all? or should I not worry about that for now?
20:52:21  <coopserver> <Sylf> for pickup stations, do all->all
20:52:29  <coopserver> <scshunt> it's a drop
20:53:03  <coopserver> <Saladan0> Anyone mind if I work on the FPP drop?
20:53:13  <coopserver> <Sylf> yours
20:53:26  <coopserver> <V453000> I hereby accept number 03
20:55:18  <coopserver> <scshunt> oh wait this is awful
20:57:09  <coopserver> <o11c> uh, where are you going?
20:57:17  <coopserver> <o11c> with those WET rails
20:57:31  <coopserver> <scshunt> Having never worked on wetrails before, do we usually move the water in as close as possible afterward?
20:57:37  <coopserver> <scshunt> oh, hah, thanks
20:57:46  <coopserver> <scshunt> I thought I was going upward, not downward
20:57:57  <coopserver> <Jam35> I don't think this has ever been attempted on such large scale
20:57:57  <coopserver> <Djanxy> usually go with the water that leads to somwhere :D
20:58:00  <coopserver> <V453000> I think the plan is all about building wetrails in the water
20:58:45  <coopserver> <V453000> btw try to have as low amount of land there as possible
20:58:47  <coopserver> <scshunt> this is inconvenient
20:58:49  <coopserver> <V453000> to cope with the plan more
20:58:52  <coopserver> <scshunt> yeah will do
20:58:54  <coopserver> <V453000> (leave water if possible)
20:59:06  <coopserver> <V453000> e.g. this
20:59:09  <coopserver> <scshunt> uh, CL?
20:59:17  <coopserver> <V453000> I would even ignore double bridges 80% of the time
20:59:19  <coopserver> <Djanxy> CL1
20:59:22  <coopserver> <scshunt> ohhh
20:59:27  <coopserver> <scshunt> oh that makes things easier
20:59:36  <coopserver> <o11c> what's the plan for WETrails FPP PICKUP - station walking or rails over the land?
21:00:02  <coopserver> <V453000> how about making single bridges?
21:00:06  <coopserver> <V453000> and adding them later if necessary?
21:00:14  <coopserver> <V453000> saves a lot of curves on wetrail :)
21:00:19  <coopserver> <scshunt> well they've been added. No point any more :)
21:00:21  <coopserver> <Sylf> o11c, just build the station
21:00:27  <coopserver> <Sylf> worry about station walking later
21:00:35  <coopserver> <o11c> build it by the buoy?
21:00:39  <coopserver> <V453000> k just wanted to make it nice
21:00:45  <coopserver> <Sylf> Qaanaaq FPP may not be what we'll use anyway
21:00:52  <coopserver> <Sylf> yes, replace the buoy
21:01:14  <coopserver> <Maraxus> gn
21:01:23  <coopserver> <Jam35> cya
21:01:25  <coopserver> *** Maraxus has left the game (Leaving)
21:01:30  *** Maraxus has quit IRC
21:01:33  <coopserver> <V453000> hint: ctrl click with dynamite
21:01:38  <coopserver> <V453000> drags diagonally
21:01:41  <coopserver> <Djanxy> was just about to sy :D
21:01:42  <coopserver> <scshunt> whoa, cool
21:01:44  <coopserver> <Djanxy> say*
21:01:48  <coopserver> <Saladan0> holy crap
21:01:49  <coopserver> <Saladan0> neet
21:01:59  <coopserver> <Djanxy> same with terraform
21:02:07  <coopserver> <V453000> PS
21:02:14  <coopserver> <V453000> straight tiles > diagonals with CL1 :)
21:02:21  <coopserver> <V453000> less land tiles remaining :P
21:02:23  <coopserver> <V453000> nicer again
21:03:18  <coopserver> <Jam35> look at that money go :D
21:03:23  <coopserver> <o11c> sorry
21:03:41  <coopserver> <V453000> might want to cheat some or leave the wetrail network for later :)
21:03:48  <coopserver> <Jam35> well if we run out it gets kinda boring
21:03:55  <coopserver> <Jam35> I did say that originally
21:03:59  <coopserver> <scshunt> ok
21:04:42  <coopserver> <scshunt> Are BBHs 01 and 02 done?
21:04:52  <coopserver> <scshunt> If so I'm going to start sending trains along
21:04:53  <coopserver> <Sylf> BBH 123 are done
21:06:18  <coopserver> <Saladan0> Hey, you guys think this design up at the FPP will work?
21:06:34  <coopserver> <scshunt> ehhhh
21:06:38  <coopserver> <scshunt> oh wait, it's a drop
21:06:40  <coopserver> <scshunt> yeah should be fine
21:07:05  <coopserver> <Djanxy> should probably split each line to 2x3 platforms
21:07:22  <coopserver> <Djanxy> the string of combo signals can cause problems
21:07:42  <coopserver> <Saladan0> Ok, I did it think way because I didnt want to screw up the CL
21:07:46  <coopserver> <Saladan0> But I can try and change it over
21:08:03  <coopserver> <scshunt> You don't really need CL in/out of a station since trains are speeding up and slowing down
21:08:17  <coopserver> <Sylf> that really depends
21:09:30  <coopserver> <Sylf> you want to do 2way eol station at FPP?
21:09:49  <coopserver> <Sylf> 6 platforms probably won't be enough
21:14:15  <coopserver> <scshunt> Jam: your signals could use work at that new station
21:14:43  <coopserver> <Jam35> why?
21:14:54  <coopserver> <Sylf> which station?
21:15:34  <coopserver> <scshunt> Kangaamiut. There was no presignal or pbs at the station so only one train could get in
21:15:41  <coopserver> <Jam35> technically now it's slower
21:15:44  <coopserver> <Jam35> it was pbs
21:15:50  <coopserver> <Jam35> 2 trains in the station
21:15:57  <coopserver> <scshunt> no, it wasn't. I put it to pbs to clear that one train
21:16:13  <coopserver> <scshunt> I try to use presignals if possible since they lag less
21:16:44  <coopserver> <Sylf> it should matter less at terminus primaries
21:17:06  <coopserver> <scshunt> what's that for?
21:17:16  <coopserver> <Sylf> anti lost train magic
21:17:56  <coopserver> <Saladan0> Do you guys like this FPP design better?
21:18:22  <coopserver> <Sylf> not really
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21:18:53  <coopserver> <scshunt> why two tracks?
21:19:07  <coopserver> <Saladan0> ?
21:19:10  <coopserver> <scshunt> does it create a penalty of some kind?
21:19:21  <coopserver> <Sylf> two tracks where?
21:19:27  <coopserver> <scshunt> the anti lost train magic
21:20:22  <scshunt> Saladan0: no good
21:20:30  <scshunt> Saladan0: the waiting zone isn't big enough for one train
21:20:36  <scshunt> so it will block the main path
21:20:47  <coopserver> <Sylf> see !lost train station
21:21:17  <coopserver> <Saladan0> Should I bother extending it? Or just start from scratch with a new design all together?
21:21:41  <coopserver> <scshunt> sylf: I get why it works, but does it need both dead ends?
21:22:05  <coopserver> <scshunt> also roffl
21:22:15  <coopserver> <scshunt> it apparently doesn't work
21:22:34  <coopserver> <Saladan0> So you guys making canals in the water... doesnt that defeat the purpose of the wet tracks?
21:22:47  <coopserver> <scshunt> it's needed
21:22:52  <coopserver> <scshunt> wetrails don't actually go on water
21:22:53  <coopserver> <Saladan0> Why not forget the canals, and build regular trains, if you are going to make land in the water anywas?
21:22:54  <coopserver> <o11c> the canals are to keep the water from destroying the rails
21:23:10  <coopserver> <o11c> Saladan0: because it wouldn't make sense
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21:23:20  <coopserver> <o11c> we're working around the limitations of the game engine
21:23:26  <coopserver> <Sylf> ok, now see scshunt
21:23:38  <coopserver> <scshunt> yeah I see it
21:23:42  <coopserver> <scshunt> but why not
21:23:54  <coopserver> <scshunt> that was my only question
21:24:03  <coopserver> <Sylf> that works too
21:24:07  <coopserver> <scshunt> ok
21:24:10  <coopserver> <Sylf> just a matter of aesthetics
21:24:31  <JohnK> !download
21:24:31  <coopserver> JohnK: !download lin|lin64|osx|ottdau|source|win32|win64|win9x
21:24:32  <coopserver> JohnK:
21:25:21  <coopserver> <Sylf> in versions prior to 1.4 series, we didn't need the actual split after the platform...
21:25:41  <coopserver> <Sylf> but apparently the PF stuff was changed
21:26:24  <coopserver> <Sylf> oh
21:26:34  <coopserver> <Sylf> well damn
21:26:41  <coopserver> <scshunt> ?
21:26:52  <coopserver> <Sylf> I don't need the split..
21:27:05  <coopserver> <Sylf> just any extra track after the plat form is all I need
21:27:07  <coopserver> <scshunt> ah
21:28:40  <JohnK> !ip
21:28:40  <coopserver> *** Djanxy has joined company #1
21:28:41  <coopserver> JohnK:
21:28:54  <coopserver> *** Djanxy has joined spectators
21:30:26  <coopserver> <Sylf> o11c, you'll want an all-to-all access at FPP pickup
21:30:40  <coopserver> <o11c> ugh
21:30:46  <coopserver> <scshunt> yeah, it's a pickup
21:30:50  <coopserver> <scshunt> it needs all->all and overflow
21:31:00  <coopserver> <Sylf> I don't think overflow is needed
21:31:18  <coopserver> <Sylf> we have a huge buffer up to BBH WET1 with no SLH
21:32:07  <coopserver> <o11c> is it enough to put a split&merge off past where the track goes to yet?
21:32:27  <coopserver> <scshunt> oh, bugger
21:33:55  <coopserver> <Sylf> o11c:  ??
21:34:01  <coopserver> <Sylf> not sure what you mean
21:34:26  <coopserver> <o11c> like, do I have to destroy what I have, or can I built something farther away from the station
21:34:43  <coopserver> <o11c> actually, maybe I should nuke everything and go RoRo
21:34:53  <coopserver> <Sylf> why's that?
21:35:05  <coopserver> <o11c> because all-all is a lot easier with RoRo
21:35:42  <coopserver> <Sylf> I think otherwise, but your choice
21:36:36  <coopserver> <Sylf> We can forget about that station for now
21:36:38  <coopserver> <o11c> anyway, I'm trying to set up a sideline for coal first
21:36:56  <coopserver> <o11c> (near PAPER MILL; looks easy)
21:37:06  <coopserver> <Sylf> we need the dry land network to start making money
21:37:07  <coopserver> <scshunt> ugh, this waiting bay is *still* not long enough
21:37:42  <coopserver> <Sylf> shshunt, why not switch the entry and exit?
21:37:56  <coopserver> <scshunt> hmm, hadn't thought of that
21:38:05  <coopserver> <Sylf> with the bridges, you have enough waiting space
21:38:25  <coopserver> <scshunt> yeah, that would work too. they're about equal effort at this point I think
21:38:32  <coopserver> <scshunt> I'll get it later anyway
21:39:23  <coopserver> <Sylf> o11c, in the future, wait until the main station is actually built first
21:39:32  <coopserver> <Sylf> you never know how big that station will actually turn out
21:40:07  <coopserver> <o11c> "main station" ?
21:40:17  <coopserver> *** Jam35 has left the game (Leaving)
21:40:24  <Jam35> bbfn
21:40:27  <coopserver> <Sylf> the paper mill station in that case
21:40:36  <coopserver> <o11c> I'm a pretty long way away
21:40:49  <coopserver> <Sylf> and especially the paper mill station in this game
21:40:50  <coopserver> <o11c> 50 tiles
21:40:53  <coopserver> <Sylf> because of the refit
21:41:08  <coopserver> <Sylf> but we can make it fit
21:44:46  <coopserver> *** scshunt has left the game (Leaving)
21:46:08  <JohnK> !password
21:46:08  <coopserver> JohnK: johann
21:46:32  <coopserver> *** Game paused (connecting clients)
21:46:37  <coopserver> *** John has joined
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21:47:13  <Hazzard> @gap 3
21:47:13  <Webster> Hazzard: For Trainlength of 3: <= 9 needs 2, 10 - 14 needs 3, 15 - 19 needs 4.
21:48:07  <coopserver> <Djanxy> oh damn, someone beat me to the refit station - was only afk 5 mins :)
21:49:03  <coopserver> <Sylf> oh that would be me
21:49:09  <coopserver> <Djanxy> np :)
21:49:11  <coopserver> *** John has left the game (general timeout)
21:49:28  <coopserver> *** Game paused (connecting clients)
21:49:33  <coopserver> *** John has joined
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21:52:45  <coopserver> <Sylf> scshunt, is there a reason why 1 line is disconnected in SLH2?
21:55:43  <coopserver> *** John has joined spectators
21:56:16  <coopserver> <Hazzard> I gtg, if someone wants to do signals at MSH 01, you can, besides that it's done
21:57:03  <coopserver> *** John has left the game (general timeout)
21:58:09  <coopserver> *** Hazzard has left the game (Leaving)
21:58:44  <coopserver> <Saladan0> back
21:58:52  <coopserver> *** Djanxy has joined company #1
21:59:43  <coopserver> *** Game paused (connecting clients)
21:59:47  <coopserver> *** John has joined
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21:59:54  <coopserver> <John> Hi
22:00:00  <coopserver> <Djanxy> hello
22:00:49  <coopserver> *** Saladan0 has left the game (Leaving)
22:01:47  <coopserver> *** John has left the game (general timeout)
22:02:29  <JohnK> !password
22:02:29  <coopserver> JohnK: perlin
22:02:38  <coopserver> *** Game paused (connecting clients)
22:02:43  <coopserver> *** John has joined
22:02:44  <coopserver> *** Game unpaused (connecting clients)
22:03:25  *** LSky` has quit IRC
22:04:30  <coopserver> <Sylf> well crap...
22:06:16  <coopserver> <o11c> ugh, cl3 is a lot ahrder than cl2
22:06:52  <coopserver> <Sylf> we used to play CL4 and CL5
22:08:02  <coopserver> <o11c> ah wait, I needed that for the other turn
22:12:51  <coopserver> <o11c> much better
22:13:55  <coopserver> <Sylf> o11c, you only have 2 tile waiting space there
22:14:30  <coopserver> <o11c> on the diagonal?
22:14:34  <coopserver> <Sylf> yeah
22:14:44  <coopserver> <o11c> hm
22:15:02  <coopserver> <o11c> what's the best thing to do here?
22:15:25  <coopserver> <Sylf> maybe that
22:15:38  <coopserver> <o11c> what?
22:15:46  <coopserver> <o11c> on, there's another problem up above
22:16:00  <coopserver> <o11c> before the station  I built
22:16:16  <coopserver> <Sylf> that?
22:16:22  <coopserver> <o11c> yeah
22:16:35  <coopserver> <Sylf> just leave it as is
22:16:45  <coopserver> <Sylf> !here is what I was talking about
22:17:32  <coopserver> <Sylf> but more importantly
22:17:44  <coopserver> <Sylf> make sure to have the access to north as well
22:18:05  <coopserver> *** V453000 has left the game (Leaving)
22:18:11  <V453000> gnight :)
22:18:18  <coopserver> <Sylf> gn
22:18:38  <coopserver> <o11c> access to the north?
22:19:11  <coopserver> <Sylf> For the wood trains to get to paper mill
22:19:17  <coopserver> <Sylf> and come back from paper mill
22:19:37  <coopserver> <o11c> uh, that's still the main line in the middle
22:19:49  <coopserver> <Sylf> from SLH
22:19:55  <coopserver> <Sylf> and to SLH
22:20:51  <coopserver> <o11c> I'm confused
22:21:16  <coopserver> <o11c> oh
22:21:19  <coopserver> <Sylf> that exit from ML
22:21:25  <coopserver> <Sylf> and that merger
22:21:36  <coopserver> <o11c> shouldn't put a bridge on main like that though, right?
22:21:54  <coopserver> <Sylf> it's a preference
22:22:01  <coopserver> <Sylf> not the absolute rule
22:22:40  <coopserver> <o11c> it's not like there are any forests on my sideline though ...
22:22:42  <coopserver> <Sylf> the whole thing probably would be easire if we had more space betweer LL and RR for the ML
22:22:50  <coopserver> <Sylf> I know
22:22:58  <coopserver> <Sylf> but that's true for anywhere on the map for now
22:23:05  <coopserver> <Sylf> we WILL create space for forests
22:26:19  <coopserver> <Sylf> !!!!
22:32:43  *** zerpa has quit IRC
22:34:32  <coopserver> <Sylf> so, we're going to refit back to wood at the main station?
22:34:58  <coopserver> <Sylf> I need to change my station exit then...
22:35:08  <coopserver> <Djanxy> that's what i had in mind at least
22:35:22  <coopserver> <Sylf> that's fine
22:35:24  <coopserver> <Djanxy> doing it at print works
22:35:39  <coopserver> <Sylf> we need to agree on it both at paper mill and print works
22:36:01  <coopserver> <Djanxy> yeah
22:36:03  <coopserver> <Djanxy> true
22:36:12  <coopserver> <Djanxy> easier to manage imo ?
22:36:31  <coopserver> <Djanxy> than doing it at forests
22:36:45  <coopserver> <Sylf> ok
22:38:56  <coopserver> <o11c> hm
22:39:07  <coopserver> <o11c> so the *coal* doesn't need that merger
22:39:18  <coopserver> <o11c> and neither does the branch of track that just left the mainline
22:40:24  <coopserver> <Sylf> at SLH3?
22:40:28  <coopserver> <o11c> yeah
22:41:05  <coopserver> <o11c> there really isn't any place to split off for more stations on the right side anyway
22:41:08  <coopserver> <Sylf> no, coal trains don't need them
22:41:25  <coopserver> <o11c> so basically I only need to place the merger for trains from the left
22:41:32  <coopserver> <Sylf> right, it's difficult to build the other side with what we have in place
22:42:31  <coopserver> <Sylf> only the merger?  no, we need branch and merge
22:42:44  <coopserver> <o11c> right, but the branch is easy
22:42:48  <coopserver> <Sylf> because there will be some trains that will be refit back to wood at the paper mill
22:49:10  <coopserver> <Djanxy> alright, believe PW drop is done
22:52:54  <coopserver> <Djanxy> so, the thing with forest and the snow line - how does that work
22:53:12  <coopserver> <o11c> is it easier to prospect a forest in the winter?
22:53:18  <coopserver> <Sylf> no
22:53:26  <coopserver> <Sylf> you have to create a space for the forest
22:53:33  <coopserver> <Sylf> and fund a forest at that specific spot
22:53:45  <coopserver> <Sylf> prospecting just won't cut it
22:54:07  <coopserver> <Sylf> no pun intended
22:54:08  <coopserver> <Djanxy> because they can only grow above the snow line ?
22:54:14  <coopserver> <o11c> well, current setting is prospecting
22:54:15  <coopserver> <Djanxy> lol
22:54:38  <coopserver> <Sylf> and we can change the setting
22:54:59  <coopserver> <Sylf> and we will change the setting
22:55:35  <coopserver> <Sylf> so
22:55:46  <coopserver> <Sylf> we need area with 8 tiles high or higher
22:56:14  <coopserver> <Djanxy> 8 tiles is the req?
22:56:24  <coopserver> <Sylf> I think, but not for sure
22:56:39  <coopserver> <Djanxy> the 2 current forests are at 10
22:56:40  <coopserver> <Sylf> both forests are at 10 high right now
22:56:47  <coopserver> <Sylf> :D
22:56:49  <coopserver> <Sylf> like minds
22:56:50  <coopserver> <Djanxy> :P
23:03:39  <coopserver> <o11c> hm, best place to merge might be right after the branch close to the sign
23:04:01  <coopserver> <Sylf> how about...
23:04:24  <coopserver> <o11c> yeah but that's no where I'm coming from
23:04:36  <coopserver> <o11c> te only thing that can get there is the trains straight off the mainline
23:05:03  <coopserver> <o11c> THIS is where I'm probably coming from
23:05:07  <coopserver> <Sylf> yeah
23:05:29  <coopserver> <Sylf> but if we want a merge there, we should move those bridges
23:05:32  <coopserver> <o11c> maybe I should redo the existing merge, move it right
23:06:43  <coopserver> <o11c> I was planning on just running the line-to-be-merged parallel to the mainline until I got past the bridges
23:06:44  <coopserver> <Sylf> then we have more space
23:07:11  <coopserver> <o11c> but then, I haven't figured out where to cross back over the mainline yet
23:08:32  <coopserver> <Sylf> actually
23:08:44  <coopserver> <Sylf> if I went with my proposal, it would be pretty easy
23:09:53  <coopserver> *** Djanxy has left the game (general timeout)
23:10:03  <Djanxy> !password
23:10:03  <coopserver> Djanxy: busses
23:10:21  <coopserver> *** Game paused (connecting clients)
23:10:24  <coopserver> *** Djanxy has joined
23:10:25  <coopserver> *** Game unpaused (connecting clients)
23:10:26  <coopserver> <Sylf> if you go that way, it's not easy to make the left turn
23:10:43  <coopserver> <Djanxy> computer too slow, my ass
23:14:30  <coopserver> <o11c> hm, not quite
23:15:27  <coopserver> <Sylf> if we go this2 way, it'll be eaiser
23:15:38  <coopserver> <o11c> yeah, you're right
23:16:00  <coopserver> <o11c> build the bridges farther up, and reuse the existing bridges in the other direction
23:16:05  <coopserver> <Sylf> and I can make the job even easier too
23:19:15  <coopserver> <Sylf> the only problem is if you want all tubler bridges...
23:19:25  <coopserver> <o11c> nah, that's easy
23:19:45  <coopserver> <o11c> let me
23:19:51  <coopserver> <Sylf> ok
23:21:48  <coopserver> <Sylf> what's wrong with
23:21:49  <coopserver> <o11c> now I think that's everything except siganls
23:21:53  <coopserver> <Sylf> ?
23:21:59  <coopserver> <o11c> I guess that works too
23:22:16  <coopserver> <Sylf> makes the waiting bays shorter and balance works better
23:22:51  <coopserver> <Sylf> and don't forget the prios
23:25:20  <coopserver> <o11c> hm?
23:26:40  <coopserver> <o11c> did I do the priorities right?
23:26:50  <coopserver> <Djanxy> damn, thought you'd set up the wood train orders :D
23:27:04  <coopserver> <Sylf> let's make the prio longer
23:27:46  <coopserver> <o11c> er, I get basic priority, not so much longer priority
23:28:53  <coopserver> <Sylf> hang on about the prio...
23:29:09  <coopserver> <Sylf> or you can copy what's there at paper mill exit
23:30:15  <coopserver> <Sylf> ah damn
23:30:18  <coopserver> <Sylf> I hav CL2
23:39:40  <coopserver> <Djanxy> sylf, mind reviewing the orders on the wood train at train yard ?
23:39:59  <coopserver> <Djanxy> oh gah
23:40:02  <coopserver> <Djanxy> wrong train
23:40:28  <coopserver> <Djanxy> and it was done already...
23:40:37  <coopserver> <Sylf> :P
23:40:38  <coopserver> <Djanxy> dont like the signs at the train yard :D
23:41:08  <coopserver> <o11c> oh hey, there's a second forest
23:41:11  <coopserver> <Djanxy> ill compare then :D
23:41:54  <coopserver> <Sylf> I think the only real difference is the condition for empty trains
23:42:07  <coopserver> <Djanxy> yeah - seems i got it right ! :P
23:43:06  <coopserver> <Sylf> hey John,
23:43:11  <coopserver> <John> yes?
23:43:17  <coopserver> <Djanxy> i guess the empty tain condition just prevents it from stopping shortly at the other end of that platform
23:43:28  <coopserver> <Sylf> at your food drop station, place those exit signals as close as possible to the split
23:43:45  <coopserver> <Sylf> like there
23:44:00  <coopserver> <Sylf> same with combo signals
23:44:05  <coopserver> <John> yeah, ok
23:46:36  <coopserver> <Djanxy> there's really not much flat land for industries to pop up
23:48:04  <coopserver> <Sylf> lazy truth @ SLH4
23:48:13  <coopserver> <Sylf> :D
23:48:21  <coopserver> <Djanxy> huh
23:48:31  <coopserver> <Sylf> that 1 connection not needed
23:48:45  <coopserver> <Djanxy> no point making stuff that won't get used :)
23:48:52  <coopserver> <Sylf> exactly
23:48:58  <coopserver> <o11c> same story at 5
23:49:09  <coopserver> <Djanxy> not really
23:49:16  <coopserver> <John> sylf, why is the OIL DROP where it is?
23:49:35  <coopserver> <o11c> OIL DROP is pretty close to all its primaries ...
23:49:38  <coopserver> <Sylf> can you move SLH 5 further south?
23:49:47  <coopserver> <John> no refinery anywhere near...
23:50:01  <coopserver> <o11c> Sylf: sure
23:50:02  <coopserver> <Sylf> I haven't funded refinery yet
23:50:06  <coopserver> <Djanxy> o11c, if something else than wood get's connected to that SLH, it might need connection south
23:50:29  <coopserver> <Djanxy> that would be coal
23:50:30  <coopserver> <Sylf> having 2 hubs so close to each other makes future expansion difficult
23:52:12  <coopserver> <o11c> hm, might as well hit the farm too
23:52:52  <coopserver> <Djanxy> oh damn - forgot paper mill
23:54:10  <coopserver> <Djanxy> thanks
23:55:24  <coopserver> <Djanxy> you fund print works or should I ?
23:55:36  <coopserver> <Sylf> go ahead
23:56:13  <coopserver> <Djanxy> just didnt wanna do it if you were doing it
23:58:50  <coopserver> <Djanxy> gonna have a look at the missing signals at MSH 01

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