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Log for #openttdcoop on 22nd September 2014:
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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)
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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)
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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)
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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)
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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
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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
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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
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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
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14:26:55  <V453000> time consuming as in time to play before getting some results :)
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15:56:08  <Maraxus> !password
15:56:08  <coopserver> Maraxus: statfs
15:56:27  <coopserver> *** Game still paused (connecting clients, number of players)
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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)
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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)
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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
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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)
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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.
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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)
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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
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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
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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
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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)
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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
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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)
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