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00:05:54 *** Maraxus has quit IRC 00:10:05 *** BallC has joined #openttdcoop 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 00:26:30 *** BallC has quit IRC 00:28:58 *** Hazzard has joined #openttdcoop 01:17:38 <scshunt> !password 01:17:38 <coopserver> scshunt: cheeks 01:17:43 <coopserver> *** Game still paused (connecting clients, number of players) 01:17:45 <coopserver> *** scshunt has joined 01:17:46 <coopserver> *** Game still paused (number of players) 01:17:47 <coopserver> *** Game unpaused (number of players) 02:45:30 <coopserver> *** scshunt has left the game (general timeout) 02:45:31 <coopserver> *** Game paused (number of players) 03:09:43 *** KWKdesign has quit IRC 03:09:57 *** KWKdesign has joined #openttdcoop 04:13:41 <Hazzard> !password 04:13:41 <coopserver> Hazzard: favors 04:13:52 <Hazzard> !download win64 04:13:52 <coopserver> Hazzard: http://binaries.openttd.org/nightlies/trunk/r26830/openttd-trunk-r26830-windows-win64.zip 04:16:40 <Hazzard> !password 04:16:40 <coopserver> Hazzard: sparks 04:16:46 <coopserver> *** Game still paused (connecting clients, number of players) 04:16:50 <coopserver> *** Hazzard has joined 04:16:51 <coopserver> *** Game still paused (number of players) 04:16:52 <coopserver> *** Game unpaused (number of players) 04:18:54 <coopserver> *** Hazzard has left the game (Leaving) 04:18:55 <coopserver> *** Game paused (number of players) 04:30:35 *** Djanxy has quit IRC 05:37:19 *** Hazzard has quit IRC 06:02:14 *** LSky` has joined #openttdcoop 07:34:20 *** theholyduck has quit IRC 08:16:32 *** theholyduck has joined #openttdcoop 08:32:45 *** theholyduck has quit IRC 09:40:09 *** theholyduck has joined #openttdcoop 10:06:31 *** Maraxus has joined #openttdcoop 10:06:31 *** ChanServ sets mode: +o Maraxus 10:07:10 <Maraxus> !password 10:07:10 <coopserver> Maraxus: memcpy 10:07:22 <coopserver> *** Game still paused (connecting clients, number of players) 10:07:24 <coopserver> *** Maraxus has joined 10:07:25 <coopserver> *** Game still paused (number of players) 10:07:50 <coopserver> *** Maraxus has left the game (Leaving) 10:08:38 *** theholyduck has quit IRC 10:17:47 *** Maraxus has quit IRC 12:44:21 *** KWKdesign has quit IRC 12:44:26 *** KWKdesign has joined #openttdcoop 12:51:17 *** zxbiohazardzx has joined #openttdcoop 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 (www.openttdcoop.org), Version: r26830, date: Apr 16 2129, map size: 256x512, address: publicserver-new.openttdcoop.org:3983 12:51:27 <zxbiohazardzx> !password 12:51:27 <coopserver> zxbiohazardzx: stdlib 12:51:56 <coopserver> *** Game still paused (connecting clients, number of players) 12:51:58 <coopserver> *** ZxBiohazardZx has joined 12:51:59 <coopserver> *** Game still paused (number of players) 12:52:00 <coopserver> *** Game unpaused (number of players) 12:54:58 <coopserver> *** ZxBiohazardZx has left the game (Leaving) 12:54:59 <coopserver> *** Game paused (number of players) 12:55:02 *** zxbiohazardzx has quit IRC 13:08:37 *** Djanxy has joined #openttdcoop 13:30:11 *** Maraxus has joined #openttdcoop 13:30:11 *** ChanServ sets mode: +o Maraxus 13:37:57 *** theholyduck has joined #openttdcoop 14:15:27 *** zerpa has joined #openttdcoop 14:15:50 <zerpa> !password 14:15:50 <coopserver> zerpa: indeed 14:15:54 <coopserver> *** Game still paused (connecting clients, number of players) 14:15:56 <coopserver> *** zerpa has joined 14:15:57 <coopserver> *** Game still paused (number of players) 14:24:32 *** Brumi has joined #openttdcoop 14:25:31 *** theholyduck has quit IRC 14:29:00 *** theholyduck has joined #openttdcoop 15:22:42 *** Hazzard has joined #openttdcoop 15:33:00 *** fleet75 has joined #openttdcoop 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: http://wiki.openttdcoop.org/Soap 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 15:38:23 <coopserver> *** Game still paused (connecting clients, number of players) 15:38:25 <coopserver> *** fleet75 has joined 15:38:27 <coopserver> *** Game still paused (number of players) 15:38:28 <coopserver> *** Game unpaused (number of players) 15:41:42 *** Hazzard has quit IRC 15:44:31 <coopserver> *** fleet75 has left the game (Leaving) 15:44:31 <coopserver> *** Game paused (number of players) 15:46:15 *** fleet75 has quit IRC 16:04:23 *** Hazzard_ has joined #openttdcoop 16:04:36 <Hazzard_> !download win64 16:04:36 <coopserver> Hazzard_: http://binaries.openttd.org/nightlies/trunk/r26830/openttd-trunk-r26830-windows-win64.zip 16:05:25 <scshunt> !dl lin64 16:05:25 <coopserver> scshunt: http://binaries.openttd.org/nightlies/trunk/r26830/openttd-trunk-r26830-linux-generic-amd64.tar.xz 16:06:59 <scshunt> !password 16:06:59 <coopserver> scshunt: arrive 16:07:03 <coopserver> *** Game still paused (connecting clients, number of players) 16:07:04 <coopserver> *** scshunt has joined 16:07:05 <coopserver> *** Game still paused (number of players) 16:07:06 <coopserver> *** Game unpaused (number of players) 16:07:15 <coopserver> *** scshunt has left the game (Leaving) 16:07:16 <coopserver> *** Game paused (number of players) 16:10:38 *** LSky` has quit IRC 16:48:10 <coopserver> *** zerpa has left the game (Leaving) 16:53:08 *** Brumi_ has joined #openttdcoop 16:54:08 *** Brumi has quit IRC 16:54:58 *** zerpa has quit IRC 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 http://dev.openttdcoop.org/projects/yeti/wiki/Code#Cargotable 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 17:29:40 <coopserver> *** Game still paused (connecting clients, number of players) 17:29:44 <coopserver> *** Jam35 has joined 17:29:45 <coopserver> *** Game still paused (number of players) 17:30:03 <coopserver> *** Game still paused (connecting clients, number of players) 17:30:06 <coopserver> *** Sylf has joined 17:30:07 <coopserver> *** Game still paused (number of players) 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 17:30:59 <coopserver> *** Game unpaused (number of players) 17:31:00 <coopserver> <Sylf> oh? 17:31:11 <coopserver> <Jam35> voting 17:31:17 <coopserver> *** Jam35 has joined spectators 17:31:18 <coopserver> *** Game paused (number of players) 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: publicserver-new.openttdcoop.org:3983 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 17:33:51 <coopserver> *** Game still paused (connecting clients, number of players) 17:33:57 <coopserver> *** Saladan0 has joined 17:33:58 <coopserver> *** Game still paused (number of players) 17:33:59 <coopserver> *** Game unpaused (number of players) 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_: publicserver-new.openttdcoop.org:3983 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_: http://wiki.openttdcoop.org/GRF 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 - http://wiki.openttdcoop.org/Quickstart 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 | www.openttdcoop.org | TS3: voice.openttdcoop.org" 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) 17:41:12 <coopserver> *** Saladan0 has joined 17:41:13 <coopserver> *** Game unpaused (connecting clients) 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) 17:43:47 <coopserver> *** Maraxus has joined 17:43:48 <coopserver> *** Game unpaused (connecting clients) 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 17:44:24 *** Hazzard_ has quit IRC 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 17:54:13 *** Progman has joined #openttdcoop 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 17:57:19 *** Brumi_ has quit IRC 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 17:58:23 <coopserver> *** Game unpaused (connecting clients) 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) 18:01:28 <coopserver> *** Djanxy has joined 18:01:29 <coopserver> *** Game unpaused (connecting clients) 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) 18:15:57 *** dr_gonzo_ has joined #openttdcoop 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) 18:18:16 <coopserver> *** o11c has joined 18:18:17 <coopserver> *** Game unpaused (connecting clients) 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 18:46:10 <coopserver> *** o11c has joined spectators 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 18:59:18 *** luaduck_zzz has quit IRC 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 19:02:21 *** luaduck_zzz has joined #openttdcoop 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 - http://wiki.openttdcoop.org/Quickstart 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) 19:31:33 <coopserver> *** scshunt has joined 19:31:34 <coopserver> *** Game unpaused (connecting clients) 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 19:49:01 <coopserver> *** o11c has joined company #1 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 19:59:15 *** LSky` has joined #openttdcoop 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 20:15:03 *** Hazzard has joined #openttdcoop 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 20:22:10 *** zerpa has joined #openttdcoop 20:22:27 <coopserver> *** Game paused (connecting clients) 20:22:32 <coopserver> *** Hazzard has joined 20:22:33 <coopserver> *** Game unpaused (connecting clients) 20:23:54 <coopserver> *** Hazzard has joined company #1 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? 20:26:32 <coopserver> *** o11c has joined company #1 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) 20:33:16 <coopserver> *** scshunt has joined 20:33:18 <coopserver> *** Game unpaused (connecting clients) 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 20:38:12 *** Saladan0 has quit IRC 20:39:23 *** Saladan0 has joined #openttdcoop 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 (~saladan0@host-69-144-115-108.csp-wy.client.bresnan.net) 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) 20:41:31 <coopserver> *** Saladan0 has joined 20:41:32 <coopserver> *** Game unpaused (connecting clients) 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 21:18:25 *** Progman has quit IRC 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 21:23:17 *** JohnK has joined #openttdcoop 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: http://www.openttd.org/en/download-trunk/r26830 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: publicserver-new.openttdcoop.org:3983 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 21:46:38 <coopserver> *** Game unpaused (connecting clients) 21:47:10 *** dr_gonzo_ has quit IRC 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 21:49:34 <coopserver> *** Game unpaused (connecting clients) 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 21:59:48 <coopserver> *** Game unpaused (connecting clients) 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