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00:00:00 *** Guest456 has quit IRC 00:02:00 *** efess` has quit IRC 00:06:31 <coopserver> *** Hazzard has joined spectators 00:10:39 <coopserver> <John> what are y'all building? 00:22:53 <coopserver> *** V453000 has left the game (Leaving) 00:33:53 <coopserver> *** Djanxy has joined spectators 00:34:08 <coopserver> *** John has joined spectators 00:34:09 <coopserver> *** Game paused (number of players) 00:46:55 <coopserver> *** Hazzard has joined company #1 00:46:56 <coopserver> *** Game unpaused (number of players) 00:48:18 <coopserver> <John> that whole SLH02 area is seriously jammed 00:48:50 <coopserver> <Hazzard> Ooh 00:49:45 <coopserver> <John> It's those tunnels under the station 00:53:36 <coopserver> <Hazzard> OH 00:53:42 <coopserver> <Hazzard> all mosts crashed trains 00:54:50 <coopserver> *** John has joined company #1 01:00:34 <coopserver> <John> why buy all that land? 01:00:47 <coopserver> <Hazzard> I don't want anything to spawn while I'm trying to build something 01:00:56 <coopserver> <John> okay 01:36:40 <coopserver> *** John has joined spectators 02:14:43 <Hazzard> aasdfasdfsad 02:15:44 <coopserver> <Hazzard> SO much DELAY 02:15:48 <coopserver> <Hazzard> meh 02:20:03 <Saladan1> !password 02:20:03 <coopserver> Saladan1: binary 02:20:26 <coopserver> *** Game paused (connecting clients) 02:20:31 <coopserver> *** Saladan0 has joined 02:20:32 <coopserver> *** Game unpaused (connecting clients) 02:21:25 <coopserver> <Saladan0> 1000 trains :O 02:23:13 <coopserver> <Hazzard> :D 02:23:18 <Hazzard> !vehicles 02:23:18 <coopserver> Hazzard: Total vehicles per type: Rail: 1085, Road: 0, Water: 0, Air: 0 02:24:18 <coopserver> <Saladan0> wow, thats a jam 02:24:20 <coopserver> <Saladan0> Hrm 02:24:25 <coopserver> <Hazzard> yep 02:24:51 <coopserver> *** Saladan0 has joined company #1 02:25:17 <coopserver> <Saladan0> hrm 02:25:49 <coopserver> <Hazzard> There is the new SLH being built by 011c 02:25:59 <coopserver> <Saladan0> yea, he had to leave a couple hours ago 02:27:36 <coopserver> <Saladan0> Sorry 02:27:38 <coopserver> <Saladan0> Im in your way 02:27:41 <coopserver> <Saladan0> Ill leave it to you 02:27:48 <coopserver> <Hazzard> no worries 02:29:09 <coopserver> <Saladan0> Would it be okay if while you work on that SLH, I start workining on the northern primaries to attach to it? 02:29:26 <coopserver> <Hazzard> Sure 02:29:32 <coopserver> <Saladan0> Kay 02:29:49 <coopserver> <Hazzard> I guess it will be LHD 02:29:51 <coopserver> <Hazzard> :S 02:29:58 <coopserver> <Hazzard> maybe 02:31:45 <coopserver> <Saladan0> Should we do RRLL on the SL? or do you think that with this SLH, traffic will be lessened enough to where we wont need it? 02:31:58 <coopserver> <Hazzard> I think R_L is enough 02:32:02 <coopserver> <Saladan0> Rog 02:32:27 <coopserver> <Saladan0> woops 02:32:33 <coopserver> <Saladan0> Didnt want to terraform that much :S 02:32:38 <coopserver> <Hazzard> :P 02:34:30 <Sylf> !password 02:34:30 <coopserver> Sylf: engine 02:34:45 <coopserver> *** Game paused (connecting clients) 02:34:48 <coopserver> *** Sylf has joined 02:34:49 <coopserver> *** Game unpaused (connecting clients) 02:35:03 <coopserver> <Sylf> blah. 02:35:10 <coopserver> <Sylf> my own wall of text as soon as I log in 02:36:02 <coopserver> <Sylf> whoever built !EOL next to the gold drop, let's not build any more of those in the future 02:36:09 <coopserver> *** Sylf has joined company #1 02:36:36 <coopserver> <Hazzard> It's not mean't to be there a long time 02:44:07 <coopserver> <Hazzard> ugh 02:45:53 <coopserver> <Sylf> that yolo's going on the archive page 02:46:07 <coopserver> <Hazzard> XD 02:46:18 <coopserver> <Saladan0> Hey uh 02:46:23 <coopserver> <Saladan0> The signals are backwards for me 02:46:28 <coopserver> <Saladan0> Can I switch the tracks around? 02:46:42 <coopserver> <Hazzard> Sure 02:46:48 <coopserver> <Saladan0> ok 02:46:52 <coopserver> <Hazzard> But the hub's going to be lhd at the entrance 02:46:59 <coopserver> <Hazzard> so you can bridge it or whatever 02:47:02 <coopserver> <Saladan0> thatll be fine 02:48:11 <coopserver> <Sylf> oh 02:48:18 <coopserver> <Hazzard> hmm 02:48:20 <coopserver> <Hazzard> eh 02:48:36 <coopserver> <Sylf> a jam caused by missing anti-lost train track 02:48:55 <coopserver> <Sylf> no worries, the jam will be gone in a few 02:51:46 <coopserver> <Sylf> holy fucking hell queue at food pickup 02:52:08 <coopserver> <Hazzard> XD 02:52:41 <coopserver> <Hazzard> All the farms trains from SLH 02 are lost so there's no food coming 02:52:56 <coopserver> <Hazzard> and that jam 02:57:37 <coopserver> <Sylf> what's this giant loop at SE corner of BBH1? 02:58:10 <coopserver> <Sylf> the s->n connection wasn't enough? 02:58:17 <coopserver> <Sylf> temporary connection for something? 02:58:23 <coopserver> <Hazzard> I don't know 03:02:38 <coopserver> <Saladan0> Oh hey, it looks like its working 03:02:44 <coopserver> <Saladan0> Its by no means pretty, but I think its working 03:05:38 <coopserver> *** zerpa has left the game (Leaving) 03:07:12 <coopserver> <Saladan0> Oh shoot 03:07:19 <coopserver> <Saladan0> wait nvm 03:08:27 <coopserver> <Hazzard> SLH 13 is done now, I think 03:08:40 <coopserver> <Saladan0> gj 03:11:41 <coopserver> *** Saladan0 has left the game (Leaving) 03:15:18 <coopserver> <Sylf> fuk 03:15:24 <coopserver> <Sylf> i just built an overflow 03:15:27 <coopserver> <Sylf> I feel violated 03:15:29 <coopserver> *** Sylf has left the game (Leaving) 03:16:48 <Hazzard> .__. 03:19:58 <o11c> !password 03:19:58 <coopserver> o11c: images 03:20:19 <coopserver> *** Game paused (connecting clients) 03:20:24 <coopserver> *** o11c has joined 03:20:25 <coopserver> *** Game unpaused (connecting clients) 03:22:37 <coopserver> <o11c> wtf is that X on SLH13? 03:22:46 <coopserver> *** o11c has joined company #1 03:22:58 <coopserver> <Hazzard> Oh, it keeps the line synchronized 03:23:33 <coopserver> <o11c> ah 03:24:57 <coopserver> <o11c> only 3 stations on the new SLH ... 03:26:36 <coopserver> <o11c> need an overflow at Qassimiut Transfer 03:27:24 <coopserver> <o11c> I don't think there's room for a longer entry 03:27:36 <coopserver> <o11c> and it's causing significant jamming 03:29:03 <coopserver> <Hazzard> that should work 03:29:28 <coopserver> <o11c> of course, I'd like to connect those to the new SLH anyway, to cut down on the traffic in this half of this sideline 03:30:56 <coopserver> <o11c> hm 03:31:00 <coopserver> <Djanxy> seems to make sense, so each SLH services each side of the ML 03:31:24 <coopserver> <o11c> that tunnel I placed doesn't really have room to turn right without cutting into a lot of the water 03:31:31 <coopserver> <o11c> why is this diagonal so high? 03:32:07 <coopserver> <o11c> maybe I could do a270 left turn 03:32:47 <coopserver> <Djanxy> or bridge the returning line, and cut right under it ? 03:32:59 <coopserver> <o11c> ooh 03:33:29 <coopserver> <Djanxy> looks more feasible ;) 03:33:43 <coopserver> <Djanxy> fits the landscape 03:34:40 <Saladan1> I thought about building a bunch of tunnels under SLH 13 to grab a few primaries on the south side 03:34:46 <Saladan1> but my internet has been crapping on me 03:34:56 <coopserver> <o11c> doing it by sides is probably easier and better 03:34:57 <Saladan1> so the game was running VERY slowly 03:35:08 <coopserver> <o11c> given how much of thr traffic is on the south half rather than the north half 03:36:18 <coopserver> <Hazzard> It's LHD btw 03:36:21 <coopserver> <o11c> hm 03:36:29 <Saladan1> Well 03:36:41 <Saladan1> Its LHD up until the point were I switched it 03:36:45 <Saladan1> so all the primaries up there are running RHD 03:36:48 <coopserver> <Hazzard> yup 03:37:07 <coopserver> <o11c> ah, that makes it easier here 03:38:58 <coopserver> <o11c> gah 03:40:00 <Saladan1> God damnit 03:40:17 <Saladan1> my DL speed right now is .3Mbps 03:40:17 <Saladan1> .24* 03:41:35 <coopserver> <o11c> oh right 03:43:25 <coopserver> <o11c> yeah, sorry for confusing you all trains 03:44:45 <coopserver> <Djanxy> trains gets so easily confused in my experience 03:44:57 <coopserver> <o11c> yeah, well I deleted the entire route they were planning on using 03:45:03 <coopserver> <o11c> forced them to turn around and go to a new SLH 03:45:09 <coopserver> <Djanxy> fair enough 03:45:10 <coopserver> <o11c> and I'm gonna do it again 03:45:11 <coopserver> <Djanxy> :) 03:48:08 <coopserver> *** Djanxy has joined company #1 03:48:41 <coopserver> *** Djanxy has joined spectators 03:49:27 <coopserver> <o11c> gah 03:53:12 <coopserver> <o11c> oop 03:53:28 <coopserver> <o11c> well, the world has 2 fewer trains now 03:54:54 <coopserver> <o11c> when trains crash, do we just wait for the debris to clear? 03:54:55 <Sylf> I wonder which games has killed more people between TT series and Doom 03:56:04 <coopserver> <o11c> and that station *did* have too many trains before 04:07:14 <coopserver> <o11c> heh, trains already preferring the new route before I delted the old station 04:12:09 <coopserver> <o11c> got everything but the gold mines ... 04:15:28 <coopserver> <o11c> hm 04:17:27 <coopserver> *** Djanxy has joined company #1 04:20:35 <coopserver> <o11c> can someone check !best signals? 04:21:13 <coopserver> <Djanxy> looks fine ? 04:21:30 <coopserver> <o11c> I'm just not sure if that's best given the double-split ahead 04:21:55 <coopserver> <Djanxy> it's good 04:24:57 <coopserver> *** Hazzard has joined spectators 04:25:21 <coopserver> *** Hazzard has joined company #1 04:25:36 <coopserver> *** Hazzard has left the game (Leaving) 04:32:40 <o11c> !rcon set max_trains 04:33:04 <o11c> !vehicles 04:33:04 <coopserver> o11c: Total vehicles per type: Rail: 1100, Road: 0, Water: 0, Air: 0 04:37:46 <coopserver> <o11c> ugh, BBH03 really needs a 3rd from the north 04:37:51 <coopserver> <o11c> that merge is killing 04:38:06 <coopserver> <o11c> though I suppose adding choice would help a little 04:38:28 <coopserver> <o11c> the inner line is faster, but still pretty saturated 04:40:01 <coopserver> <o11c> I wonder if we could replace SLH10 with a new one to the west 04:40:52 <coopserver> <Djanxy> damn, what a jam i've caused 04:41:18 <coopserver> <o11c> but that BBH is just huge 04:41:38 <coopserver> <o11c> incidentally 04:41:59 <coopserver> <o11c> I think we're seeing an argument against spanning trees 04:42:30 <coopserver> <o11c> it's better to have completely redundant paths - not so that any given train can choose either way, but rather to not force al ltrains through one hub 04:55:03 *** Hazzard_ has joined #openttdcoop 05:01:50 *** Hazzard has quit IRC 05:49:32 <coopserver> *** o11c has joined spectators 06:23:43 <coopserver> *** John has left the game (general timeout) 07:32:48 <coopserver> *** Djanxy has joined spectators 07:32:49 <coopserver> *** Game paused (number of players) 08:24:40 <coopserver> *** o11c has left the game (general timeout) 09:36:53 *** MTsPony has quit IRC 10:16:16 <coopserver> *** Djanxy has joined company #1 10:16:17 <coopserver> *** Game unpaused (number of players) 10:27:21 <coopserver> *** Djanxy has joined spectators 10:27:22 <coopserver> *** Game paused (number of players) 11:12:19 <coopserver> *** Djanxy has left the game (general timeout) 11:17:36 *** Djanxy has quit IRC 13:04:12 *** argoneus has joined #openttdcoop 13:36:21 *** Saladan1 has quit IRC 13:50:13 *** Saladan1 has joined #openttdcoop 14:25:30 <argoneus> how time consuming is this? 14:25:37 <argoneus> as in, how much do you have to attend? 14:25:47 <V453000> as much as you want 14:25:54 <V453000> no limits 14:25:57 <argoneus> oh, nice 14:26:06 <argoneus> I guess it's a good opportunity to learn about building new networks 14:26:24 <V453000> in fact, playing cooperative is a lot less time consuming than playing alone 14:26:31 <V453000> definitely, you learn here fastest 14:26:47 *** Maraxus has joined #openttdcoop 14:26:47 *** ChanServ sets mode: +o Maraxus 14:26:55 <V453000> time consuming as in time to play before getting some results :) 14:27:18 *** Hazzard_ has quit IRC 14:30:39 *** MTsPony has joined #openttdcoop 14:30:58 *** Saladan1 has quit IRC 14:33:53 *** LSky` has joined #openttdcoop 14:34:19 *** Saladan1 has joined #openttdcoop 14:50:30 *** Saladan1 has quit IRC 14:58:01 *** ODM has joined #openttdcoop 14:58:01 *** ChanServ sets mode: +o ODM 15:12:46 *** Saladan1 has joined #openttdcoop 15:56:08 <Maraxus> !password 15:56:08 <coopserver> Maraxus: statfs 15:56:27 <coopserver> *** Game still paused (connecting clients, number of players) 15:56:30 <coopserver> *** Maraxus has joined 15:56:31 <coopserver> *** Game still paused (number of players) 16:00:05 *** MIST_ has joined #openttdcoop 16:00:24 <MIST_> hey, is there a standalone version of openttdcoop? i'd like to have a private world for just me and my gf 16:01:52 <Taede> just host a server with one client, then have the other client join it 16:02:11 <Taede> host game button is located at the bottom of the server browser afaik 16:02:41 <coopserver> *** Maraxus has left the game (Leaving) 16:02:44 *** Maraxus has quit IRC 16:02:56 <MIST_> ahhh cool 16:11:55 <argoneus> @quickstart 16:11:55 <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart 16:11:59 <argoneus> !help 16:11:59 <coopserver> argoneus: http://wiki.openttdcoop.org/Soap 16:12:02 <argoneus> t-thanks 16:12:47 <argoneus> !playerlist 16:12:59 <argoneus> !players 16:12:59 <coopserver> argoneus: The server is empty, noone is connected. Feel free to remedy this situation 16:13:46 <argoneus> !password 16:13:46 <coopserver> argoneus: spaced 16:14:40 <argoneus> !dl win64 16:14:40 <coopserver> argoneus: http://binaries.openttd.org/nightlies/trunk/r26830/openttd-trunk-r26830-windows-win64.zip 16:21:54 <argoneus> huh 16:21:58 <argoneus> I cannot seem to be able to join the server 16:23:16 <V453000> what does it say 16:23:16 <argoneus> well 16:23:16 <V453000> just cant see it? 16:23:16 <V453000> !ip 16:23:16 <coopserver> V453000: publicserver-new.openttdcoop.org:3983 16:23:16 <argoneus> first it kept wanting to download canadian bk tunnels 16:23:16 <argoneus> even though I had them installed 16:23:16 <argoneus> and now it doesn't even show up 16:23:16 <V453000> perhaps there is a new version of it you had to download, it has been updated recently 16:23:16 <V453000> put the ip in the Add Server 16:23:16 <V453000> if it isnt showing up 16:23:26 <argoneus> okay 16:23:29 <argoneus> I see it now, but.. 16:23:30 <argoneus> !password 16:23:30 <coopserver> argoneus: evenly 16:23:33 <argoneus> wtf 16:23:34 <argoneus> !password 16:23:34 <coopserver> argoneus: evenly 16:23:38 <argoneus> does it change all the time 16:23:38 <argoneus> ? 16:23:43 <coopserver> *** Game still paused (connecting clients, number of players) 16:23:45 <coopserver> *** argoneus has joined 16:23:46 <coopserver> *** Game still paused (number of players) 16:24:19 <argoneus> how many people need to be there to unpause? 16:24:30 <coopserver> <argoneus> oh wow 16:24:33 <planetmaker> !rcon set min_active_clients 16:24:34 <coopserver> Current value for 'min_active_clients' is: '1' (min: 0, max: 255) 16:24:38 <argoneus> oh, right 16:24:40 <argoneus> I am spectator 16:24:48 <planetmaker> see. That's the problem :) 16:25:00 <planetmaker> join the company and it will start 16:25:06 <coopserver> *** argoneus has joined company #1 16:25:07 <coopserver> *** Game unpaused (number of players) 16:25:27 <argoneus> it feels kind of scary that I can delete all of this if I was a bad person :< 16:26:10 <V453000> autosaves and lifetime ban solves :) 16:26:29 <V453000> doesnt happen here almost ever 16:26:29 <argoneus> are there any people that are actually banned for life? 16:26:38 <V453000> a few 16:26:50 <argoneus> lol, all these signs 16:26:54 <argoneus> "I think the other way is better, but gtg" 16:26:57 <argoneus> hahaha 16:27:25 <argoneus> is there a particular reason why 7 long trains aren't used? 16:27:46 <V453000> probably because some other train length is used :D 16:27:47 <coopserver> *** Game paused (connecting clients) 16:27:53 <coopserver> *** Jam35 has joined 16:27:54 <coopserver> *** Game unpaused (connecting clients) 16:28:36 <coopserver> <Jam35> hi 16:28:41 <coopserver> <Jam35> which trains? 16:28:47 <argoneus> all of them 16:29:33 <coopserver> <Jam35> oh not seven of them :) 16:29:37 <coopserver> <Jam35> misread 16:29:43 <V453000> anyway, laterz, cya 16:29:48 <argoneus> see you 16:31:13 <coopserver> <Jam35> TL7 means CL7 16:31:18 <coopserver> <Jam35> with these 16:31:29 <coopserver> <argoneus> CL7? 16:31:36 <coopserver> <Jam35> curve length 16:31:49 <coopserver> <Jam35> 7 tiles to make a turn at full speed 16:31:57 <coopserver> <argoneus> oh 16:32:07 <coopserver> <argoneus> so you did this to be able to have more turns? 16:32:18 <coopserver> <Jam35> in a way 16:32:24 <coopserver> <Jam35> more trains 16:32:40 <argoneus> oh 16:33:08 <Sylf> we don't play this game like many others 16:33:11 <coopserver> <Jam35> and tighter/more compact building 16:33:28 <Sylf> profittability per train is like the last priority 16:35:42 <planetmaker> we priorize like smooth vehicle flow, high cargo througput, we abhor jams and disturbances in the force^W network 16:36:37 <argoneus> ehh 16:36:41 <Sylf> and we love playing with signals. 16:36:41 <argoneus> I don't understand half of these things 16:36:45 <argoneus> yeah 16:36:52 <argoneus> I always thought path signals were the way to go 16:36:59 <argoneus> that they choose the most empty path 16:37:04 <argoneus> but here there's like 4 tracks next to eachother 16:37:07 <argoneus> and everything is going smoothly 16:37:09 <argoneus> I don't understand 16:37:24 <Sylf> we control those flows. yup. 16:37:28 <coopserver> *** Jam35 has joined company #1 16:37:29 <argoneus> I thought block signals were legacy 16:37:34 <argoneus> and that path signals were way to go 16:37:47 <Sylf> in very simple constructions, that can be true. 16:38:03 <Sylf> but with block signals, we're in control exactly where the trains go. 16:38:26 <argoneus> how so? :< 16:38:50 <planetmaker> pre-, combo- and exit signals allow to build nice logics 16:38:58 <Sylf> with path signals at a split, trains try to decide which way the best path is. 16:38:59 <planetmaker> you can even build a calculator with signals and trains... 16:39:05 <argoneus> I don't even understand pre, combo and exit properly 16:39:13 <argoneus> I get it like 16:39:20 <Sylf> With those presignals, we tell them which path they should take. 16:39:22 <argoneus> pre signals are green, if one of the exit or combo signals behind it is green 16:39:30 <argoneus> and exit signals tell it where the block ends 16:39:33 <Sylf> Yup, that's all there is to it. 16:39:39 <argoneus> and combo blcoks are randomly inbetween 16:40:19 <Sylf> So, when the sideline trains try to join the main line, we tell the trains to take the open "waiting space" to join the mainline 16:40:34 <Sylf> That part is much easier to control with block (pre)signals 16:41:05 <argoneus> where on map is that? 16:41:07 <argoneus> the waiitng space 16:41:23 <Sylf> find any sign that says SLH 16:41:29 <Sylf> SLH stands for sideline hub 16:41:47 <Sylf> I with SLH 08 has a good highlights 16:42:08 <Sylf> diffirent color tiles shows where exactly the trains can wait. 16:42:27 <Sylf> By having all trains the same length (3 tiles), we know exactly how big those waiting space should be 16:42:52 <argoneus> SLH 08 has same color tiles 16:42:53 <argoneus> :< 16:43:13 <Sylf> hmmmm it's the SLH at the top corner of the map... 16:43:56 <argoneus> yeah it is there 16:43:59 <argoneus> but I don't see any special tile colors 16:44:23 <Sylf> !password 16:44:23 <coopserver> Sylf: upload 16:44:34 <coopserver> *** Game paused (connecting clients) 16:44:37 <coopserver> *** Sylf has joined 16:44:38 <coopserver> *** Game unpaused (connecting clients) 16:44:47 <coopserver> <Sylf> oh 16:44:53 <coopserver> <Sylf> someone deleted the colors 16:45:03 <argoneus> how do you color them anywya? 16:45:04 <argoneus> anyway* 16:45:18 <coopserver> <Sylf> nothing. 16:45:21 <coopserver> *** Sylf has joined company #1 16:45:47 <coopserver> <argoneus> oh, PURRs, right 16:46:13 <coopserver> <Sylf> so. 16:46:26 <coopserver> <Sylf> at SLH 08, where highlighted with purr, 16:46:43 <coopserver> <Sylf> those different colors are waiting spaces 16:47:09 <argoneus> I wish different signal kinds were easier to see 16:47:33 <coopserver> <argoneus> I can't tell half of them which they are 16:49:07 <coopserver> <Sylf> you can use land area information tool as a last resort 16:49:13 <coopserver> <Sylf> that ? button 16:49:25 <coopserver> <argoneus> o 16:50:11 <argoneus> I still don't get 16:50:11 <coopserver> <Sylf> and I find a text error... 16:50:29 <coopserver> <argoneus> can I place a sign with a question? 16:50:34 <coopserver> <Sylf> yes 16:51:05 <argoneus> oh 16:51:06 <argoneus> too short 16:51:25 <coopserver> <argoneus> but at the SLH up top 16:51:34 <coopserver> <argoneus> why is 1 an entry signal, and why is 2 a dual combo signal? 16:51:45 <coopserver> <argoneus> where is the exit signal and why doesn't the train go unless there's a lot of space? 16:52:44 <coopserver> <Sylf> I've recreated the some thing just below 16:52:54 <coopserver> <argoneus> waaaait 16:52:59 <coopserver> <argoneus> are you telling me 16:53:02 <coopserver> <argoneus> that the trick is 16:53:06 <coopserver> <argoneus> that the game interprets it like this 16:53:17 <Sylf> !rcon set max_trains 1101 16:53:25 <coopserver> <argoneus> ? 16:53:37 <coopserver> <Sylf> so, 16:53:42 <coopserver> <Sylf> 1 = entry signal 16:53:45 <coopserver> <argoneus> yes 16:53:47 <coopserver> <argoneus> but what I mean is 16:53:48 <coopserver> <Sylf> 2 = combo twoway signal 16:53:53 <coopserver> <argoneus> the game tries to send the train to the left, to the combo signal? 16:53:54 <coopserver> <Sylf> 3 = exit twoway signal 16:54:11 <coopserver> <Sylf> there, look at that entry signal 16:54:12 <coopserver> <argoneus> waaait 16:54:20 <coopserver> <argoneus> would this work? 16:54:33 <coopserver> <Sylf> the trains coming from red line can't go toward where the train is sitting 16:54:45 <coopserver> <Sylf> but the signal can be seen. 16:55:04 <coopserver> <argoneus> in the thing I drew next to yours 16:55:08 <coopserver> <Sylf> because we have higher traffic on the green line, we want to give the line priority to the green line. 16:55:35 <coopserver> <argoneus> ohhh I get it now 16:55:36 <coopserver> <Sylf> I'm not sure what that will do 16:55:42 <coopserver> <argoneus> well 16:55:44 <Sylf> !rcon set max_trains 1102 16:55:46 <coopserver> <argoneus> if there was a train here 16:55:58 <coopserver> <argoneus> then it would be permanently red, right? 16:56:43 <coopserver> <Sylf> so, even if a train from red line gets to that junction first, it'll wait for trains on green line to pass first 16:58:05 <coopserver> <Sylf> you can release the train on green line at will and see what happens 16:58:34 <coopserver> <Sylf> yes 16:58:53 <argoneus> this is a really clever trick 16:59:10 <coopserver> <Sylf> use this trick along side with the waiting space, we can balance multiple parallel tracks. 16:59:25 <coopserver> <Sylf> And this method of balancing works much better than path signals everywhere 16:59:28 <argoneus> I guess this would be painful with 7 train length 16:59:29 <argoneus> right 16:59:47 <coopserver> <Sylf> we do play with train length of whatever. 16:59:56 <coopserver> <Sylf> just a few games, we had 13 or 14 tiles long 17:00:11 <coopserver> <Sylf> same concept applies. 17:01:13 <planetmaker> we also sometimes have different lengths for different tasks 17:01:38 <coopserver> <Sylf> in fact, we are running 2 sets of trains on this map 17:01:52 <coopserver> <Sylf> those boats looking vehicles are actualy trains with tile length of 6 17:02:17 <planetmaker> :D 17:02:32 <planetmaker> nuts with wetrail... 17:03:33 <argoneus> you sure can do a lot of things with railroads 17:03:38 <argoneus> and signals 17:03:56 <argoneus> wait 17:03:57 <coopserver> <Sylf> it's the reason why you ONLY see trains on this server 17:04:10 <coopserver> <argoneus> can I show you something somewhere in a corner? 17:04:13 <coopserver> <argoneus> if it'll work as I expect 17:04:15 <coopserver> <Sylf> yeah 17:04:25 <coopserver> <Sylf> just let me know if you need some trains 17:04:35 <coopserver> <Sylf> since we're already at train limit 17:04:42 <coopserver> <argoneus> nono 17:04:51 <coopserver> <argoneus> wait 17:04:54 <coopserver> <argoneus> isn't the limit like 5000 trains 17:05:05 <coopserver> <Sylf> it's set to 1100 for now 17:05:07 <coopserver> <argoneus> oh 17:05:08 <coopserver> <argoneus> anyway 17:05:12 <coopserver> <argoneus> ill make my thing at the bottom 17:05:16 <coopserver> <argoneus> near the vacant food plant 17:06:51 <coopserver> <argoneus> would this balance trains too? 17:06:52 <coopserver> <argoneus> somewhat 17:07:09 <coopserver> <Sylf> it's a start. 17:07:12 <coopserver> <argoneus> though the block signals are useless 17:07:46 <coopserver> <argoneus> well yeah 17:07:47 <coopserver> <Sylf> that's what you'd start with. 17:07:53 <coopserver> <argoneus> but with this I can just do this, no? 17:08:11 <coopserver> <Sylf> with that, we have less control 17:08:48 <coopserver> <argoneus> how do you quickly place one way block signals? 17:09:02 <coopserver> <Sylf> like that? 17:09:05 <coopserver> <argoneus> oh 17:09:08 <coopserver> <Sylf> one way is dragging. 17:09:09 <coopserver> <argoneus> I need to place one initially 17:09:14 <coopserver> <Jam35> not have pbs as default 17:09:20 <coopserver> <Sylf> ctrl+drag, and you can do even more. 17:09:45 <coopserver> <argoneus> why do I have less control with this, thoughZ? 17:09:48 <coopserver> <argoneus> though* 17:10:16 <argoneus> oh 17:10:25 <coopserver> <Sylf> because the next train might think the occupied line still is the most preferable line 17:10:27 <argoneus> could I show you guys one of my stations, and you tell me how can I increase its capacity? 17:10:34 <argoneus> because I've been rubbing my head over it 17:10:36 <coopserver> <Sylf> so it might just wait until that 1 line is available 17:11:02 <coopserver> <Sylf> with presignals, the trains don't think 17:11:14 <coopserver> <Sylf> they just take whichever path with green signals 17:11:14 <argoneus> ohh 17:11:47 <coopserver> <argoneus> if I had two railroads 17:11:53 <coopserver> <argoneus> how could I connect them to a four railway with presignals? 17:11:55 <coopserver> <argoneus> like this 17:12:20 <coopserver> <argoneus> for most flexibility 17:13:04 <Jam35> !rcon set max_trains 17:13:06 <coopserver> Current value for 'max_trains' is: '1102' (min: 0, max: 5000) 17:13:10 <Jam35> !rcon set max_trains 1105 17:13:11 <coopserver> <Sylf> depends on how busy the line is... 17:13:42 <coopserver> <Sylf> you might be able to get away with that 17:14:30 <coopserver> <Sylf> assuming we're playing with openttd's most important magic setting 17:14:40 <coopserver> <Sylf> yapf.rail_firstred_twoway_eol 17:14:52 <coopserver> <Jam35> I have a demo 17:15:10 <coopserver> <Jam35> see !PBS vs PRESIGNALS 17:15:47 <coopserver> <Jam35> presignals atm 17:15:48 <argoneus> wait what 17:15:51 <argoneus> the yapf thing 17:16:31 <Sylf> it's a setting that very few people know outside of the coop circle, apparently 17:16:51 <Sylf> but it's a setting we abuse day-in and day-out here. 17:17:10 <argoneus> is it enabled by default? 17:17:13 <Sylf> no. 17:17:37 <Sylf> where's that wiki link... 17:18:16 <Sylf> http://wiki.openttdcoop.org/Two-way_end_of_line 17:18:33 <argoneus> also 17:18:57 <argoneus> http://puu.sh/bJvJS/c78728b797.png why don't these pre/combo/exit signals work properly? 17:19:11 <argoneus> sometimes a train goes in one of the slots, but then the slot is filled by a train from the opposite side, and it creates a jam 17:19:20 <argoneus> I don't know else I should do this 17:19:32 <argoneus> I'm not even sure if this is good design 17:19:58 <coopserver> <Sylf> you can't use presignals in stations that are accessible from both sides 17:20:25 <Jam35> !rcon set max_trains 1106 17:21:22 <coopserver> <Sylf> you'll have to build like Greater Saarloq South 17:21:23 <coopserver> <argoneus> why the block signal? 17:21:25 <coopserver> <argoneus> and not path 17:21:47 <coopserver> <Sylf> at that point, path or block signals don't matter. 17:22:08 <coopserver> <Sylf> I (and most of this server regulars) prefer block signals for most everywhere 17:22:25 <coopserver> <Sylf> only use path signals when needed 17:22:57 <coopserver> <Jam35> like !PBS vs PRESIGNALS :))) 17:23:04 <coopserver> <Jam35> that's why 17:23:06 <coopserver> <Jam35> mostly 17:23:25 <argoneus> !PBS vs PRESIGNALS 17:23:27 <argoneus> :< 17:23:28 <argoneus> !PBS 17:23:30 <argoneus> :( 17:24:15 <coopserver> <Jam35> of course use of 2 way after pbs is different 17:24:24 <coopserver> <Jam35> but quite dangerous sometimes 17:24:35 <coopserver> <Sylf> i'm curious about that vs example... 17:24:45 <coopserver> *** argoneus has left the game (Leaving) 17:24:52 <coopserver> <Jam35> if I change to 2 way 17:25:14 <coopserver> <Jam35> hm 17:25:16 <coopserver> <Jam35> nm :) 17:25:18 <coopserver> <Sylf> ah, there's what I really wanted to see 17:25:48 <coopserver> <Sylf> even though the other path is available, the train just waits at the PBS 17:26:00 <coopserver> <Jam35> indeedy 17:26:05 <coopserver> <Sylf> because of the PF penalty given by the extra station 17:26:22 <argoneus> so when a train goes through a path signal 17:26:29 <argoneus> it calculates the best route to the destination? 17:26:44 <coopserver> <Sylf> the trains do, yes. 17:26:47 <coopserver> <Sylf> or they try. 17:26:52 <argoneus> and if it goes through a block signal along the way 17:26:55 <argoneus> the best route is unchanged 17:26:56 <argoneus> ? 17:27:03 <coopserver> <Sylf> they can change. 17:27:06 <hylje_> and by destination it means the next signal (path or otherwise) or a station 17:27:11 <argoneus> oh 17:27:15 <hylje_> it will always reserve a full route to the destination 17:27:21 <argoneus> wait 17:27:34 <argoneus> if I have one path signal on a railroad 17:27:39 <argoneus> and then it forks into four 17:27:51 <argoneus> then if a train passes, the ones behind it will wait until the one that passed passes another signal, no? 17:27:55 <hylje_> yes 17:28:04 <hylje_> or until the train behind it can reserve a full route 17:28:13 <argoneus> oh 17:28:13 <hylje_> the first train unreserves tiles behind it 17:28:46 <hylje_> so if it goes down the fork and the next train goes to the other fork, the next train proceeds once the first train is fully inside its fork 17:29:00 <hylje_> because by that time it can reserve a full route 17:29:25 <argoneus> wait 17:29:35 <argoneus> http://puu.sh/bJwyu/a9becf8a90.png 17:29:41 <argoneus> in this case, if another train wants to go 17:29:45 <argoneus> will the path signal let it through 17:29:50 <argoneus> or will it wait for the green train to be in station? 17:30:08 <hylje_> it will proceed once the green train is beyond the first switch 17:30:36 <hylje_> because at that moment a full route is opened up 17:30:40 <argoneus> oh 17:30:43 <argoneus> so the train will go 17:30:46 <argoneus> the moment this happens? 17:30:47 <coopserver> <Sylf> PBS at station entrance can be a tricky business 17:30:48 <hylje_> yes 17:30:56 <argoneus> http://puu.sh/bJwEH/8cd915f639.png 17:31:00 <argoneus> the train will go at this point? 17:31:14 <hylje_> yes, as long as it wants and can go to the left two platforms 17:31:18 <coopserver> <Sylf> when you start to have very many platforms and 1 PBS, the trains won't go to the furthest platforms 17:31:18 <argoneus> ohhh 17:31:22 <coopserver> <Sylf> because they're too far 17:31:28 <argoneus> what am I supposed to do then? 17:31:29 <argoneus> if pre signals are bad 17:31:39 <hylje_> presignals good, path signals bad 17:31:45 <argoneus> but I can't use presignals 17:31:50 <argoneus> if the station has entrance from both sides 17:31:50 <hylje_> split the switching yard to smaller parts 17:32:01 <hylje_> make the station one directional 17:32:17 <hylje_> minimize the path signaled yards 17:32:24 <argoneus> so I will have 2 stations instead of just one? 17:32:29 <argoneus> isn't that redundant :< 17:32:38 <Sylf> You can still have 1 station 17:32:54 <argoneus> no but 17:32:59 <argoneus> I need another 7 tiles of space on the other side 17:32:59 <Sylf> if you switch from 2 directional to 1 direction, you might flip the station 90 degrees 17:33:32 <Sylf> or you might turn it a 1-way circular roro 17:33:49 <Sylf> then again, circles are evil too... 17:33:58 <Sylf> they're extremely prone to deadlocks 17:33:59 <hylje_> circles bad, whirlpools good 17:34:45 <planetmaker> circles :( 17:34:58 <argoneus> but with a network like this http://puu.sh/bJwX1/c6c220c400.png 17:35:00 <planetmaker> even two-way roro can fail nicely 17:35:04 <argoneus> having two stations at B is bad 17:35:05 <argoneus> no? 17:35:19 <coopserver> <Sylf> don't have 2 stations. 17:35:20 <hylje_> you can have a single station that has multiple physically disconnected parts 17:35:25 <argoneus> well yes 17:35:25 <argoneus> but 17:35:28 <coopserver> <Sylf> have 1 station at 90 degrees 17:35:29 <argoneus> I need much more space for that, no? 17:35:38 <coopserver> <Sylf> maybe. 17:35:45 <argoneus> also 17:35:48 <argoneus> 90 degree stations are tricky 17:35:56 <argoneus> what if I need to add one more station to the old one 17:35:59 <argoneus> then I'd need to move my new one 17:36:25 <coopserver> <Sylf> you just expand when needed where needed. 17:36:30 <coopserver> <Sylf> it may not be easy. 17:36:39 <coopserver> <Sylf> we only make it look easy. 17:36:47 <argoneus> it's just 17:36:53 <argoneus> that I usually try to build while planning for the future 17:37:06 <argoneus> and 90 deg stations aren't future proof :< 17:37:27 <coopserver> <Sylf> to me, it's far more future proof than bidirectional stations 17:37:48 <coopserver> <Sylf> more controls on us and not on PBS 17:37:51 <argoneus> hmm 17:38:07 <argoneus> though you are right 17:38:10 <argoneus> I encountered things like 17:38:15 <argoneus> that a train wanted to go to maintenance 17:38:21 <argoneus> so it went to the wrong side of the station into a depot 17:38:24 <argoneus> and then got lost for half a year 17:38:29 <coopserver> <Sylf> ah.... 17:38:29 <Jam35> bidirectional station: http://wiki.openttdcoop.org/File:PSG283.png 17:38:31 <Jam35> :) 17:38:39 <coopserver> <Sylf> our trains never go to maintenance :P 17:39:20 <argoneus> are those stations physically connected? 17:39:23 <argoneus> I can't tell it looks weird 17:39:48 <coopserver> <Sylf> they're probably all station walked 17:39:50 <hylje_> big coop stations are more often than not physically disconnected 17:40:57 <Sylf> oh also... we almost never build network like http://puu.sh/bJwX1/c6c220c400.png. We build a mainline between A and C, then build a hub to access B 17:41:34 <Sylf> then expanding station B is easier no matter what style that station is 17:41:38 <argoneus> but your A and C are across the entire map 17:41:42 <argoneus> my A and C are 300 tiles away 17:41:46 <Sylf> yes, exactly. 17:42:00 <argoneus> because I don't have 140 billion :< 17:42:13 <hylje_> build a moneymaker and then you do 17:42:25 <Sylf> turn on the money cheat and free yourself 17:42:31 <argoneus> >cheating 17:42:32 <argoneus> pls no 17:42:40 <Sylf> why not. 17:42:41 <hylje_> having money is not cheating 17:42:42 <argoneus> making income is a big part of the game for me 17:42:58 <Sylf> there's our difference. 17:43:06 <Sylf> money just print by themselves to us. 17:43:26 *** Djanxy has joined #openttdcoop 17:43:38 <Sylf> in this game only. 17:43:43 <Sylf> Not in my real life. 17:43:45 <Sylf> *sigh* 17:45:19 <argoneus> ask your country's transport company 17:45:44 <Sylf> we don't play this game as a simulation game... 17:45:53 <Sylf> it's only a puzzle game. 17:48:13 <coopserver> <Jam35> like !TETRIS 17:48:31 <Djanxy> !password 17:48:31 <coopserver> Djanxy: export 17:48:38 <coopserver> <Sylf> :D 17:48:56 <coopserver> *** Game paused (connecting clients) 17:48:59 <coopserver> *** Djanxy has joined 17:49:00 <coopserver> *** Game unpaused (connecting clients) 17:49:31 <coopserver> <Djanxy> oh - was wondering what the tetris was :D 17:49:33 <coopserver> <Djanxy> and hi 17:49:38 <coopserver> <Jam35> hii 17:51:38 <coopserver> *** Djanxy has joined company #1 17:52:07 <coopserver> <Jam35> so tempted to nuke those industries @BBH03 17:52:19 <coopserver> <Jam35> is there any more you know of? 17:52:47 <coopserver> <Djanxy> SLH 05 17:54:17 <coopserver> <Jam35> might do that when I come back 15mins or so 17:54:22 <coopserver> *** Jam35 has joined spectators 18:01:52 <coopserver> <Djanxy> found a signal facing the wrong away - think it's amazing that it doesn't occur more often to be honest 18:02:46 <coopserver> <Djanxy> wonder how long those farm trains have had to turn at gold drop :) 18:04:23 *** jrambo has quit IRC 18:06:46 *** jrambo has joined #openttdcoop 18:11:08 <coopserver> <Djanxy> how are we on adding WET trains ? 18:11:21 <coopserver> <Sylf> just fine 18:12:25 <coopserver> <Djanxy> oh right, since it was only 4 from cap :) 18:13:03 <coopserver> <Djanxy> 1106 is an interesting number 18:13:23 <coopserver> <Sylf> we were playing earlier 18:13:38 <coopserver> <Sylf> talking the unpower of PBS 18:14:26 <coopserver> <Djanxy> i'm intrigued 18:15:21 <coopserver> <Sylf> ok, off to !playground... 18:16:48 <Sylf> !rcon set max_trains 1111 18:20:58 <coopserver> <Sylf> there you go. 18:21:21 <coopserver> <Djanxy> so the PBS doesnt let it go through the platform? 18:21:32 <coopserver> <Djanxy> to find the WP 18:22:00 <coopserver> <Sylf> when a train comes to a PBS, the train starts to compute the best path to the next order 18:22:20 <coopserver> <Sylf> with a station in its free path, the train thinks it's not the best option 18:22:30 <coopserver> <Sylf> and waits for the best option path to become free 18:22:37 <coopserver> <Djanxy> mm i see 18:24:10 <coopserver> <Sylf> there you just saw the power of twoway eol 18:24:15 <coopserver> <Djanxy> ya 18:24:22 <coopserver> <Djanxy> was just wondering 18:24:28 <coopserver> <Djanxy> if it made a difference in this case 18:24:29 <coopserver> <Sylf> but the problems we see with pbs in real constructions are less subtle than this 18:24:49 <coopserver> <Sylf> are more subtle* 18:25:03 <coopserver> <Djanxy> yeah 18:26:46 <coopserver> <Djanxy> thanks for that btw 18:27:58 <coopserver> *** Sylf has left the game (Leaving) 18:28:02 <Sylf> lunch time. 18:28:07 <coopserver> <Djanxy> :P 18:48:34 *** condac has quit IRC 18:52:30 <coopserver> *** Jam35 has joined company #1 18:52:52 <coopserver> <Jam35> doing anything? 18:52:59 <coopserver> <Djanxy> not really 18:53:19 <coopserver> <Djanxy> just looking at preferable way to extend gold drop to the 3 lines 18:53:48 <coopserver> <Jam35> should I remove those industries? 18:53:53 <coopserver> <Jam35> and if so 18:53:57 <coopserver> <Djanxy> that's up to you :) 18:53:59 <coopserver> <Jam35> what about that oil 18:54:08 <coopserver> <Djanxy> oil? 18:54:12 <coopserver> <Jam35> BBH 03 18:54:18 <coopserver> <Jam35> we service it currently 18:54:35 <coopserver> <Jam35> Ukkusissat: 18:54:38 <coopserver> <Jam35> woods 18:54:41 <coopserver> <Djanxy> mm 18:54:58 <coopserver> <Djanxy> don't know 18:55:14 <coopserver> <Jam35> there's enough room keeping it i reckon 18:55:26 <coopserver> <Djanxy> needs to be some challenge :) 18:55:27 <coopserver> <Jam35> the power station can go though 18:55:38 <coopserver> <Djanxy> ye 18:55:51 <coopserver> <Jam35> alright 18:55:56 <coopserver> <Jam35> taking save now 18:56:09 <coopserver> *** Jam35 has left the game (Leaving) 18:58:22 <o11c> !password 18:58:22 <coopserver> o11c: anyway 18:58:28 <coopserver> *** Game paused (connecting clients) 18:58:36 <coopserver> *** o11c has joined 18:58:37 <coopserver> *** Game unpaused (connecting clients) 18:59:49 <coopserver> <Djanxy> o11c, don't do anything atm - game will reload in a few 18:59:58 <Jam35> !getsave https://dl.dropboxusercontent.com/u/51134233/Phillips%20%26%20Co.%2C%207th%20Dec%202375.sav 18:59:58 <coopserver> Starting download... 19:00:07 <coopserver> Savegame successfully downloaded 19:00:09 <Jam35> !rcon ls 19:00:10 <coopserver> 0) .. (Parent directory) 19:00:11 <coopserver> 1) Phillips%20%26%20Co.%2C%207th%20Dec%202375.sav 19:00:12 <coopserver> 2) PSG286_restart.sav 19:00:13 <coopserver> 3) PSG286_Start.sav 19:00:14 <coopserver> 4) PSG285_Start.sav 19:00:15 <coopserver> Jam35: You have 43 more messages. Type !less to view them 19:00:23 <Jam35> !rcon load 1 19:00:24 <coopserver> Starting new game 19:00:33 <coopserver> *** Djanxy has left the game (connection lost) 19:00:34 <coopserver> *** o11c has left the game (connection lost) 19:00:35 <coopserver> Now playing on #openttdcoop - Public Server (www.openttdcoop.org) (Version r26830) 19:00:36 <coopserver> *** Game paused (number of players) 19:00:39 <Jam35> !password 19:00:39 <coopserver> Jam35: anyway 19:00:43 <coopserver> *** Game still paused (connecting clients, number of players) 19:00:46 <coopserver> *** Djanxy has joined 19:00:50 <coopserver> *** Jam35 has joined 19:00:51 <coopserver> *** Game still paused (number of players) 19:00:55 <coopserver> *** Jam35 has joined company #1 19:00:59 <coopserver> *** Djanxy has joined company #1 19:01:00 <coopserver> *** Game unpaused (number of players) 19:01:03 <Jam35> !auto 19:06:46 <o11c> !password 19:06:46 <coopserver> o11c: higher 19:06:49 <coopserver> *** Game paused (connecting clients) 19:06:53 <coopserver> *** o11c has joined 19:06:54 <coopserver> *** Game unpaused (connecting clients) 19:07:07 <o11c> started zoomed out 19:07:40 <coopserver> <Jam35> gah 19:07:46 <coopserver> *** Jam35 has left the game (Leaving) 19:07:47 <coopserver> *** Game paused (number of players) 19:08:16 <Djanxy> what's up 19:08:53 <Jam35> !getsave https://dl.dropboxusercontent.com/u/51134233/Phillips%20%26%20Co.%2C%207th%20Dec%202375.sav 19:08:53 <coopserver> Starting download... 19:08:57 <coopserver> Savegame successfully downloaded 19:09:02 <Jam35> !rcon load 1 19:09:03 <coopserver> Starting new game 19:09:05 <coopserver> *** Djanxy has left the game (connection lost) 19:09:06 <coopserver> *** o11c has left the game (connection lost) 19:09:07 <coopserver> Now playing on #openttdcoop - Public Server (www.openttdcoop.org) (Version r26830) 19:09:08 <coopserver> *** Game paused (number of players) 19:09:12 <Jam35> !password 19:09:12 <coopserver> Jam35: higher 19:09:19 <coopserver> *** Game still paused (connecting clients, number of players) 19:09:23 <coopserver> *** Djanxy has joined 19:09:25 <coopserver> *** Jam35 has joined 19:09:26 <coopserver> *** Game still paused (number of players) 19:09:30 <coopserver> *** Jam35 has joined company #1 19:09:31 <coopserver> *** o11c has left the game (connection lost) 19:09:32 <coopserver> <Djanxy> oh, the zoom 19:09:38 <Jam35> !auto 19:10:22 <Jam35> !rcon set min_active_clients 19:10:23 <coopserver> Current value for 'min_active_clients' is: '2' (min: 0, max: 255) 19:10:26 <Jam35> !rcon set min_active_clients 1 19:10:27 <coopserver> *** Game unpaused (number of players) 19:10:44 <coopserver> <Jam35> yeah sorry 19:10:47 <coopserver> <Jam35> forgot that 19:10:51 <o11c> !password 19:10:51 <coopserver> o11c: higher 19:10:54 <coopserver> *** Game paused (connecting clients) 19:11:03 <coopserver> *** o11c has joined 19:11:04 <coopserver> *** Game unpaused (connecting clients) 19:11:10 <coopserver> <Jam35> anything you did is undone 19:11:15 <coopserver> <Jam35> in that short time 19:11:19 <coopserver> <o11c> didn't do anything 19:11:20 <coopserver> <Djanxy> wasn't much :D 19:11:26 <coopserver> *** Djanxy has joined company #1 19:12:14 <coopserver> <o11c> um, missing signal at the 123? 19:12:44 <coopserver> *** o11c has joined company #1 19:17:23 <coopserver> <Djanxy> i'm more satisfied with my latest vandalism 19:17:34 <coopserver> <o11c> hm, where? 19:17:52 <coopserver> <Djanxy> 3rds in SLH 01 19:28:36 <coopserver> *** o11c has left the game (Leaving) 19:32:26 <coopserver> <Jam35> I have a plan 19:32:32 <coopserver> <Djanxy> but 19:32:37 <coopserver> <Djanxy> this is already your plan 19:32:40 <coopserver> <Djanxy> HAHAHA 19:33:00 <coopserver> <Jam35> :| 19:33:01 <coopserver> <Djanxy> i'll see myself out 19:33:04 <coopserver> <Jam35> :) 19:33:12 <coopserver> <Jam35> anyway 19:33:28 <coopserver> <Jam35> its quite a lot of work 19:33:47 <coopserver> <Djanxy> sounds daunting 19:34:10 <coopserver> <Jam35> not really 19:35:18 <coopserver> <Jam35> If we bring the 3 lines from north right through 19:35:28 <coopserver> <Jam35> BBH 03 19:35:49 <coopserver> <Jam35> make the turn left from west in that space 19:35:57 <JohnK> !password 19:35:57 <coopserver> JohnK: prices 19:36:05 <coopserver> <Jam35> and merge outside 19:36:16 <coopserver> <Jam35> instead of 19:36:25 <coopserver> <Jam35> have the left turn inside the merge 19:36:33 <coopserver> <Jam35> as it is now 19:36:45 <coopserver> *** Game paused (connecting clients) 19:37:08 <coopserver> *** John has joined 19:37:09 <coopserver> *** Game unpaused (connecting clients) 19:38:56 <coopserver> <Djanxy> not sure what you mean to be honest :) 19:39:39 <coopserver> <John> hello 19:39:58 <coopserver> <Jam35> hi 19:40:01 <coopserver> <Jam35> hard to explain 19:40:13 <coopserver> <Jam35> so the 3 lines from north 19:40:33 <coopserver> <Jam35> bring them through to the south 19:40:39 <coopserver> <Jam35> without merging on the way 19:40:52 <coopserver> <Jam35> make the merge to east outside 19:41:27 <coopserver> <Djanxy> outside where? 19:41:29 <coopserver> <Jam35> the space saved used to bring 3 lines from east across 19:41:33 <coopserver> <Jam35> !here ish 19:41:40 <coopserver> <Jam35> for the merger 19:41:56 <coopserver> <Jam35> *3 lines from WEST across 19:42:00 <coopserver> <Djanxy> ah, think I get it 19:42:20 <coopserver> <Jam35> so just ordinary double tunnels 19:42:25 <coopserver> <Jam35> through 19:42:39 <coopserver> <Jam35> then split/merge in the space 19:43:14 <coopserver> <Jam35> the current merger stuff !here will be gone 19:43:26 <coopserver> <Jam35> =space 19:43:39 <coopserver> <Jam35> Y/N 19:44:36 <coopserver> <Djanxy> i gotta run to the shop though - be back in a bit 19:44:41 <coopserver> *** Djanxy has joined spectators 19:47:03 *** artemis has joined #openttdcoop 19:56:14 <coopserver> *** John has left the game (general timeout) 19:58:52 <JohnK> !password 19:58:52 <coopserver> JohnK: symbol 19:59:06 <coopserver> *** Game paused (connecting clients) 19:59:29 <coopserver> *** John has joined 19:59:30 <coopserver> *** Game unpaused (connecting clients) 20:02:50 <coopserver> *** John has joined spectators 20:08:50 *** Maraxus has joined #openttdcoop 20:08:50 *** ChanServ sets mode: +o Maraxus 20:09:44 <argoneus> I still can't get over the fact the ingame chat is connected seamlessly 20:10:56 <Maraxus> !password 20:10:56 <coopserver> Maraxus: nomove 20:11:12 <coopserver> *** Game paused (connecting clients) 20:11:15 <coopserver> *** Maraxus has joined 20:11:16 <coopserver> *** Game unpaused (connecting clients) 20:15:59 *** ODM has quit IRC 20:32:56 <coopserver> <Jam35> kind of underestimated how much space I would need to make the turn 20:37:15 <coopserver> <Djanxy> mm, CL3 can take up more space than first anticipated 20:45:41 <coopserver> *** Maraxus has left the game (Leaving) 20:45:54 *** Maraxus has quit IRC 20:49:25 <coopserver> *** John has joined company #1 20:50:51 <coopserver> <John> what needs to be done? 20:52:18 <coopserver> <Jam35> not sure :) my gaze has not strayed from BBH 03 for an hour 20:56:50 *** MIST_ has quit IRC 21:18:28 <coopserver> <Djanxy> hmm, are you also looking at how to get a merge from outer to inner ? :) 21:19:09 <coopserver> <Jam35> eh? 21:19:10 <coopserver> <Jam35> me? 21:19:20 <coopserver> <Djanxy> ye, but nvm :) 21:19:22 <coopserver> <John> or me? 21:19:45 <coopserver> <Jam35> I'm happy with the east merger so far 21:19:53 <coopserver> <Jam35> now north has space 21:20:02 <coopserver> <Jam35> was looking but not tonight 21:20:28 <coopserver> <Djanxy> it's just my OCD that kicks in - when 2 of the lines split to 3, but the third only to 2. 21:20:47 <coopserver> <Jam35> I have choice to that line 21:20:54 <coopserver> <Jam35> look down track 21:21:01 <coopserver> <Djanxy> oh right 21:21:04 <coopserver> <Djanxy> nvm 21:21:18 <coopserver> <Jam35> seems to work 21:21:30 <coopserver> <Djanxy> didn't think so look that far back :) 21:22:33 <coopserver> <Jam35> there seems to be less traffic from north 21:22:48 <coopserver> <Djanxy> yeah, not much there 21:23:12 <coopserver> <Jam35> some of it could have been combined maybe 21:23:15 <coopserver> <Jam35> too late now 21:23:48 <coopserver> <Jam35> I achieved what I set out to do 21:23:54 <coopserver> <Djanxy> good :) 21:24:01 <coopserver> <Jam35> which was give room for the north merge 21:24:06 <coopserver> <Jam35> but now I have no time 21:24:09 <coopserver> <Jam35> :) 21:24:48 <coopserver> <Djanxy> looks like it won't take many more trains before 4th is needed from BBH 02 through to BBH 03 21:25:52 <coopserver> <Jam35> proper merge 3+3->3 will help 21:25:58 <coopserver> <Jam35> to east 21:26:03 <coopserver> <Jam35> that needs work 21:26:08 <coopserver> <Djanxy> always quite a few waiting in BBH 01 towards east and south 21:26:26 <coopserver> <Djanxy> where do you mean? 21:27:18 <coopserver> <Jam35> sign 21:27:22 <coopserver> <Djanxy> mm 21:28:11 <coopserver> <Djanxy> but 21:28:21 <coopserver> <Djanxy> lines from south are almost always full 21:29:04 <coopserver> <Djanxy> so it was probably rather from BBH 01 to 02 21:31:34 <coopserver> <John> BBH01 is huge 21:32:29 <coopserver> <Jam35> I should go really 21:32:37 <coopserver> <Jam35> bfn 21:32:41 <coopserver> *** Jam35 has left the game (Leaving) 21:32:43 <coopserver> <John> bye 21:32:56 <coopserver> <Djanxy> bb 21:59:29 <coopserver> *** John has joined spectators 21:59:30 <coopserver> *** Game paused (number of players) 22:00:08 *** LSky` has quit IRC 22:30:53 *** user has joined #openttdcoop 22:31:34 *** user is now known as Guest568 22:36:14 *** Guest568 has quit IRC 23:06:23 *** Hazzard has joined #openttdcoop