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00:12:36 <Mark> !cl 00:12:38 <Mark> @cl 00:12:39 <Webster> cl: Curve Length, mostly used to describe how big a curve must be to let pass trains with a certain TL at full speed, see also: http://wiki.openttdcoop.org/Max_Curve_Speed 00:14:10 <Mark> !cl help 00:15:00 <Mark> http://blog.openttdcoop.org/2009/05/13/about-curve-lengths/ 00:15:03 <Mark> there it is 00:19:13 <Mark> wow 10 year anniversary coming up 00:21:00 <Gakster> 10 years of ? 00:21:47 <Mark> 10 years of openttdcoop 00:21:56 <Gakster> oh sweet 00:22:10 *** Gakster is now known as Djanxy 00:23:04 *** ChrisM has quit IRC 00:23:44 *** ChrisM has joined #openttdcoop 00:23:47 <ChrisM> oops 00:24:02 <ChrisM> i just found a shortcut for very quickly logging out of windows 00:24:31 <ChrisM> !pw 00:24:32 <coopserver> ChrisM: locked 00:24:37 <coopserver> *** Game paused (connecting clients) 00:24:44 <coopserver> *** chrism has joined 00:24:45 <coopserver> *** Game unpaused (connecting clients) 00:24:48 <ChrisM> thanks Mark for the curve info 00:27:57 <Djanxy> You guys need to come together for a PZG or something to celebrate the 10 years :) 00:28:50 <Mark> yea 00:28:58 <Mark> and it'll be 20 years by the time its finished 00:29:05 <Djanxy> right ;) 00:29:26 <Djanxy> but better be damn pro 00:41:07 <coopserver> *** Djanxy has left the game (Leaving) 01:09:24 <coopserver> *** chrism has left the game (Leaving) 01:22:30 *** liq3 has joined #openttdcoop 01:43:51 *** Sheogorath has quit IRC 01:44:31 *** Sheogorath has joined #openttdcoop 02:00:40 <coopserver> *** Mark has joined spectators 02:00:41 <coopserver> *** Game paused (number of players) 02:21:18 *** Sheogorath has quit IRC 02:22:38 *** Sheogorath has joined #openttdcoop 02:57:57 <coopserver> *** Mark has joined company #1 02:57:57 <coopserver> *** Game unpaused (number of players) 03:02:58 <coopserver> *** Mark has joined spectators 03:02:59 <coopserver> *** Game paused (number of players) 03:03:19 <ChrisM> Mark, I was asking about curve length and slugs earlier 03:03:34 <ChrisM> I think my confusion was just because NUTS uses half-sized wagons 03:03:39 <ChrisM> And I didn't realise the difference 03:17:35 *** Djanxy has quit IRC 03:17:57 *** Djanxy has joined #openttdcoop 03:25:38 <Sylf> !pw 03:25:38 <coopserver> Sylf: append 03:25:44 <coopserver> *** Game still paused (connecting clients, number of players) 03:25:51 <coopserver> *** Sylf has joined 03:25:52 <coopserver> *** Game still paused (number of players) 03:30:26 <coopserver> *** Sylf has left the game (Leaving) 04:26:35 <coopserver> *** Mark has joined company #1 04:26:36 <coopserver> *** Game unpaused (number of players) 05:28:05 <V453000> FUCK IS UP 05:35:27 <coopserver> *** Mark has joined spectators 05:35:28 <coopserver> *** Game paused (number of players) 05:35:39 <V453000> :( 06:11:23 *** Djanxy has quit IRC 06:33:07 *** LSky` has joined #openttdcoop 07:20:58 *** wicope has joined #openttdcoop 08:11:36 *** wicope has quit IRC 08:15:08 <coopserver> *** Mark has left the game (general timeout) 08:16:02 <Mark> what up negro 08:16:11 <Mark> !password 08:16:11 <coopserver> Mark: sortof 08:16:16 <coopserver> *** Game still paused (connecting clients, number of players) 08:16:27 <coopserver> *** Mark has joined 08:16:28 <coopserver> *** Game still paused (number of players) 08:16:29 <coopserver> *** Game unpaused (number of players) 08:16:31 <V453000> busy at shitwork 08:16:51 <Mark> shitwork 08:16:57 <Mark> sounds like fun 08:21:40 <V453000> eh lately it is pretty bad 08:22:16 <V453000> I have various tasks, and the one I enjoy the most obviously nobody gives a shit about and requires other bs to be done with top urgency, deadline usually "yesterday" 08:22:31 <coopserver> <Mark> :/ 08:22:46 <V453000> which pisses me off cause the things I enjoy doing are completely legitimate jobs, making same or higher amount of money 08:24:05 <V453000> how is yer ass? 08:24:15 <Mark> sucks when work is no fun 08:24:19 <Mark> my ass is fine thanks 08:24:29 <V453000> when work is no fun it is actually better :D 08:24:45 <V453000> but when you KNOW you can and should do something else, more fun, then it is b4d 08:25:04 <coopserver> <Mark> yea.. 08:25:31 <V453000> but yeah shit on it, will just get it done somehow 08:26:18 <coopserver> <Mark> :) 08:26:37 <coopserver> <Mark> i discovered a new ottd ctrl function today 08:26:41 <coopserver> <Mark> which made my day 08:26:43 <V453000> which one 08:26:53 <coopserver> <Mark> diagonal terraforming 08:26:58 <V453000> omg the nub is real 08:27:05 *** wicope has joined #openttdcoop 08:27:08 <V453000> but yeah that wasnt there back in your days :P 08:27:09 <coopserver> <Mark> :D 08:27:18 <coopserver> <Mark> surely i would have known 08:27:22 <V453000> yarr 08:37:52 <coopserver> *** Mark has joined spectators 08:37:53 <coopserver> *** Game paused (number of players) 08:39:26 *** glevans2 has quit IRC 08:42:55 *** glevans2 has joined #openttdcoop 09:24:47 <Evuflow> hey guys 09:25:17 <Evuflow> !pw 09:25:18 <coopserver> Evuflow: derive 09:25:27 <coopserver> *** Game still paused (connecting clients, number of players) 09:25:57 <coopserver> *** Evuflow has joined 09:26:29 <coopserver> *** Evuflow has left the game (processing map took too long) 09:26:30 <coopserver> *** Game still paused (number of players) 09:26:34 <coopserver> *** Mark has joined company #1 09:26:35 <coopserver> *** Game unpaused (number of players) 09:27:19 <Evuflow> !pw 09:27:20 <coopserver> Evuflow: opened 09:27:30 <coopserver> *** Game paused (connecting clients) 09:27:40 <Evuflow> I've been playing vanilla all day 09:27:45 <coopserver> *** Evuflow has joined 09:27:46 <coopserver> *** Game unpaused (connecting clients) 09:29:08 <coopserver> <Evuflow> Practicing using some of the concepts you guys use, building with a plan in mind and using a mainline 09:29:18 <coopserver> <Mark> :) 09:29:23 <coopserver> <Mark> lot of work on your own 09:29:54 <coopserver> <Evuflow> I've still got a lot to learn though. Load balancing is a big thing. I can't see how I can use both lanes in a mainline effectively 09:30:03 <coopserver> <Evuflow> If the trains always take the shortest route 09:30:23 <coopserver> <Mark> you need to force them with joiners 09:30:36 <coopserver> <Mark> its not about balancing traffic evenly 09:31:09 <Mark> http://wiki.openttdcoop.org/Merging_Tracks 09:38:27 <coopserver> <Evuflow> Far out, yesterday there wasn't as many trains 09:38:39 <coopserver> <Evuflow> Now it's choppy haha 09:39:05 <coopserver> <Mark> yeah needs some serious expanding 09:39:19 <coopserver> <Mark> mainly 1a/b/c to 1x 09:39:26 <coopserver> <Mark> needs 4 tracks really 09:41:32 <coopserver> <Evuflow> I'm reading what you linked me, I think it's gonna be a while until I get my head around it. 09:41:48 <Mark> http://wiki.openttdcoop.org/File:Mergers_42innerOuter.png 09:41:52 <Mark> just try to understand that one 09:42:36 <Mark> and this one http://wiki.openttdcoop.org/File:Mergers_input.png 09:42:39 <Mark> they're the basics 09:43:01 <coopserver> <Evuflow> What does it mean by trains can stop on 2 spots? 09:43:13 <Mark> where does it say that 09:43:31 <coopserver> <Evuflow> 42 inner outer 09:44:48 <Mark> ah.. 09:44:59 <Mark> a train can be stopped at either of 2 pre signals 09:45:24 <Mark> if it stops at the one closest to the ML you'll still want it to keep the waiting bay occupied 09:45:42 <Mark> its a terrible example imho 09:45:54 <coopserver> <Evuflow> What waiting bay? 09:46:11 <coopserver> <Evuflow> I think I understand the concept though 09:46:16 <Mark> the bit with the regular rail 09:46:28 <coopserver> <Mark> have a look !here 09:47:11 <coopserver> <Evuflow> yeah I got it 09:47:30 <coopserver> <Mark> just try to build joins like that 09:47:37 <coopserver> <Mark> where everything joins at the same tile 09:47:50 <coopserver> <Mark> no need to worry about having "2 stops" and shit 09:48:45 <coopserver> <Mark> that'll be good to go 09:49:30 <coopserver> <Evuflow> That's a 4-2 Merger 09:49:34 <coopserver> <Mark> yes 09:49:43 <coopserver> <Mark> its another shitty example though 09:49:54 <coopserver> <Mark> as you hardly every join from the middle 09:50:06 <coopserver> <Evuflow> The track on the left though doesn't have a chance to merge to the right side 09:50:52 <coopserver> <Mark> this is a more realistic situation 09:51:16 <coopserver> <Mark> the track on the left doesnt need that choice 09:51:27 <coopserver> <Mark> as long as both incoming track can choose from either ML track 09:51:33 <coopserver> <Evuflow> Because it has priority 09:52:04 <coopserver> <Evuflow> So that's the load balancing part of it. Is when you incorporate the priority checks 09:52:17 <coopserver> <Evuflow> So any new trains coming will chose an empty spot 09:52:29 <coopserver> <Mark> exactly 09:52:37 <coopserver> <Mark> you're not actually trying to "balance" anything 09:52:52 <coopserver> <Mark> its a terribly deceptive name 09:53:25 <coopserver> <Evuflow> I think I understand it a lot more now though :) Thanks 09:53:34 <coopserver> <Mark> no problem 09:54:04 <coopserver> <Mark> i guess opinions vary on what kind of merging is best 09:54:13 <coopserver> <Mark> i dont think you ever need anything more complicated than this though 09:54:53 <coopserver> <Evuflow> Yeah, it seems like it can handle whatever it needs to 09:55:06 <Mark> absolutely 09:55:12 <coopserver> <Evuflow> Unless the mainline is over capacity, but that's another problem 09:56:11 <Mark> yes 09:56:15 <coopserver> <Evuflow> Is it normal to have lag at this point? 09:56:53 <coopserver> <Mark> not really :P 09:57:35 <coopserver> <Evuflow> Maybe I need a better computer then haha 09:57:43 <coopserver> <Mark> doubt it 09:57:55 <coopserver> <Mark> mine's a piece of crap and my connection is a joke 09:58:00 <coopserver> <Mark> running fine though 09:58:43 <coopserver> <Mark> try set zoom_min 2 10:00:55 <coopserver> <Evuflow> In the game I played, my sideline stations were a lot more complex 10:01:22 <coopserver> <Mark> yeti game? 10:01:41 <coopserver> <Evuflow> Just vanillla 10:02:04 <coopserver> <Mark> primaries can get quite big with default industries 10:02:11 <coopserver> <Mark> yeti is a bit different 10:03:10 <coopserver> <Evuflow> I learn't a lot though. I tried using separate pickup and drop stations for the first time and I think that's where a lot of the complexity went in 10:03:40 <coopserver> <Mark> yea thats absolutely crucial 10:04:20 *** Evuflow has quit IRC 10:04:36 <coopserver> <Evuflow> I feel like there are a lot of shortcuts I don't know hahaha :D 10:04:59 <coopserver> <Mark> A and ctrl+A are the most important ones :P 10:05:13 <coopserver> <Mark> S for signal, B for bridge, T for tunnel 10:05:52 <coopserver> <Evuflow> Wow, I just new ctr for bulldozing 10:06:09 <coopserver> <Mark> :) 10:06:10 *** Evuflow has joined #openttdcoop 10:06:17 <coopserver> <Mark> the construction ones are the most important 10:06:21 <coopserver> <Mark> E for level 10:06:33 <coopserver> <Mark> Q lower land, W raise land 10:07:36 <coopserver> <Evuflow> I think I'll be a lot faster now heh 10:07:42 <coopserver> <Mark> yeah 10:07:47 <coopserver> <Mark> it helps a lot 10:08:02 <coopserver> <Mark> 7 for depot, 8 for waypoin, 9 for station :P 10:08:15 <coopserver> <Mark> O for placing signs 10:08:21 <coopserver> <Mark> important on coop 10:08:38 <Evuflow> I used them in singleplayer too 10:09:41 <Evuflow> So with this map, there are still a lot of unconnected industries. Is the plan to just make use of the ones you originally planned to? 10:10:12 <coopserver> <Mark> with this industry set we wont need to connect additional industries 10:10:35 <V453000> some worker yards perhaps :P 10:11:06 <coopserver> <Mark> yeah another 20 10:11:49 <Evuflow> I can just see one that isn't connected 10:11:50 <V453000> !password 10:11:51 <coopserver> V453000: barred 10:11:58 <coopserver> *** Game paused (connecting clients) 10:12:03 <coopserver> *** V453000 has joined 10:12:04 <coopserver> *** Game unpaused (connecting clients) 10:12:19 <coopserver> <Evuflow> two actually 10:12:26 <coopserver> <V453000> someone went on a "less-random" choice of train yard XD 10:12:29 <coopserver> <V453000> all those hair slugs 10:13:38 <coopserver> <Mark> theyre awesome 10:13:49 <coopserver> <Mark> they need sunglases though 10:13:56 <coopserver> <V453000> XD 10:14:11 <coopserver> <V453000> nah sunglasses would be way weird on those eyss 10:14:35 <coopserver> <Evuflow> I have an idea 10:14:41 <coopserver> <Mark> yea i guess 10:15:14 <coopserver> *** V453000 has left the game (Leaving) 10:15:23 <V453000> back to shitwork 10:15:31 <coopserver> <Mark> good luck 10:15:32 <V453000> ima slack with RAWR as much as I can afford tho 10:15:50 <coopserver> <Mark> :) 10:16:25 <coopserver> <Evuflow> Is this map low terraforming? I think I'd like to explain my idea before I try and actually do it 10:16:51 <V453000> you can always revert terraforming and pretend nothing happened :P 10:16:52 <coopserver> <Mark> please tell me 10:17:02 <coopserver> <Mark> yeah just blame the czechs 10:17:06 <coopserver> <Mark> fucking communists 10:17:37 <coopserver> <Evuflow> Ok, if you have a look at Aurorae Planitia, I was thinking of connecting it from the back, 10:18:02 <coopserver> <Evuflow> going around the water towards Huo Hsing Undae 10:18:22 <coopserver> <Mark> go for it 10:18:32 <coopserver> <Mark> remember you need a drop and a pickup 10:18:47 <coopserver> <Mark> and we usually try to keep TF to a minimum 10:18:53 <V453000> XD 10:18:55 <coopserver> <Mark> few tiles here and there is no problem though 10:19:08 <V453000> terraforming is exclusively dutch problemn 10:19:23 <coopserver> <Evuflow> Yeah, I just need to make some room for the stations :/ I'll try and pretty it up after I'm done 10:19:25 <coopserver> <Mark> :D 10:21:14 *** Klanticus has joined #openttdcoop 10:21:14 <ChrisM> !pw 10:21:15 <coopserver> ChrisM: barely 10:21:19 <coopserver> *** Game paused (connecting clients) 10:21:26 <coopserver> *** chrism has joined 10:21:27 <coopserver> *** Game unpaused (connecting clients) 10:22:04 <coopserver> <chrism> poor trees 10:22:23 <coopserver> <Mark> hehe 10:22:30 <coopserver> <Mark> good luck building a station now 10:22:45 <coopserver> <Mark> btw, press X to make trees invisible 10:22:56 <coopserver> <Mark> ctrl+X to change transparancy settings 10:23:20 <coopserver> <Evuflow> cool, didn't know ctrl + x 10:23:40 <coopserver> <Mark> ctrl + pretty much any key will do something cool 10:26:55 <coopserver> <chrism> are you going to connect it up near yeti 5? 10:27:04 <coopserver> <Evuflow> Yeah 10:27:19 <coopserver> <chrism> cool 10:27:32 <coopserver> <chrism> it will be a pleasant bayside route 10:27:50 <coopserver> <Evuflow> Chisseled into the mountain ranges 10:29:30 *** sinorr has joined #openttdcoop 10:31:14 <coopserver> <Evuflow> I can't see any of the other YETI sations in the station list 10:31:48 <coopserver> <Mark> they're all there 10:31:50 <coopserver> <Evuflow> nvm, got it 10:31:53 <coopserver> <Mark> youre number 28 10:35:49 <coopserver> <Mark> alright im off 10:36:05 <coopserver> <Evuflow> Cya Mark, thanks for the help :) 10:36:06 <coopserver> <Mark> Evuflow: if you get stuck, tell V to get his communist in here and help you out 10:36:10 <V453000> NO 10:36:18 <V453000> see you Mark :) 10:36:24 <coopserver> <Mark> byebye 10:36:26 <coopserver> *** Mark has left the game (Leaving) 10:36:43 <V453000> ... I would love to come help but I am quite busy at work ... though if it is urgent I can come :P 10:37:20 <coopserver> <Evuflow> I'm fine for now, I might need some help when It comes time to connect it to the existing track, but I'll see how I got for now 10:46:10 *** sinorr has quit IRC 11:02:18 <coopserver> <chrism> evu, you can place a whole line of signals in one go 11:02:32 <coopserver> <Evuflow> I've been clicking and dragging 11:02:49 <coopserver> <Evuflow> Is there a faster way? 11:02:57 <coopserver> <chrism> it looked like they were going in one at a time 11:03:00 <coopserver> <chrism> i mean like this: 11:03:23 <coopserver> <chrism> see this little strip of track? 11:03:28 <coopserver> <Evuflow> Yeah I think my computer is lagging, thats why it's taking a while 11:03:32 <coopserver> <Evuflow> yeah 11:03:46 <coopserver> <chrism> maybe it's just the lag 11:03:55 <coopserver> <chrism> but if you control click on an existing signal 11:04:00 <coopserver> <chrism> you can fill the whole line 11:04:11 <coopserver> <Evuflow> Every time the track turns a corner, I need to start again 11:04:15 <coopserver> <chrism> ah 11:04:21 <coopserver> <chrism> don't do it that way 11:04:35 <coopserver> <chrism> control click on that one signal 11:04:42 <coopserver> <chrism> yes 11:04:46 <coopserver> <Evuflow> Cool 11:05:00 <coopserver> <Evuflow> Haha it's been taking me ages 11:05:09 <coopserver> <chrism> yeah, that is a real time saver (: 11:05:46 <coopserver> <chrism> if you do them one at a time, you're almost guaranteed to get one the wrong way around 11:05:50 <coopserver> <Evuflow> I think I'm done anyway 11:06:08 <coopserver> <Evuflow> How does it look? 11:06:31 <coopserver> <chrism> the connection looks good 11:06:44 <coopserver> <chrism> some of the corners may be a bit pointy 11:07:03 <coopserver> <Evuflow> yeah there is one that;s a bit sharp 11:07:04 <coopserver> <chrism> but the hills make it hard to be smooth 11:08:11 <coopserver> <chrism> one of the signals is a two-way instead of one-way 11:08:23 <coopserver> <chrism> which always happens when you do them individually (: 11:08:43 <coopserver> <Evuflow> Yeah I guess I missed it 11:09:23 <coopserver> <chrism> i guess you should put a train through and see what happens 11:09:40 <coopserver> <Evuflow> Can you show me how to do that? 11:09:58 <coopserver> <chrism> i can try (: 11:09:59 <coopserver> <Evuflow> I know I need to clone the train from the yard 11:10:03 <coopserver> <chrism> no 11:10:08 <coopserver> <chrism> well 11:10:17 <coopserver> <chrism> the yeti one, yes 11:10:35 <coopserver> <Evuflow> do I need to build a depot? 11:10:39 <coopserver> <chrism> the drop one, i think leave for now 11:10:58 <coopserver> <chrism> you could use the nearby depot at yeti 4 11:11:04 <coopserver> <chrism> then you can make sure the join works 11:11:19 <coopserver> <Evuflow> yeah 11:12:14 <coopserver> <chrism> now i guess you replace "generic yeti yard" with your "yeti 28" 11:12:22 <coopserver> <Evuflow> so I just need to change the generic yard with yeti28 11:12:27 <coopserver> <Evuflow> yeah 11:13:57 <coopserver> <Evuflow> Alright let's see how it goes 11:14:02 <coopserver> <chrism> press skip 11:14:08 <coopserver> <chrism> so that it starts at order 1 11:15:16 <coopserver> <chrism> orders look ok 11:15:28 <coopserver> <chrism> remember that any more trains should share its orders 11:15:33 <coopserver> <Evuflow> should I add another train the same? 11:15:55 <coopserver> <chrism> sure, why not 11:16:26 <coopserver> <chrism> if you control+click when you clone, they'll share orders 11:16:37 <coopserver> <chrism> currently they don't share 11:17:07 <coopserver> <Evuflow> They have the same orders... is sharing orders different? 11:17:13 <coopserver> <chrism> yes 11:17:25 <coopserver> <chrism> at the moment they have the same orders, but you can change them independently 11:17:36 <coopserver> <chrism> if they share, then they are "locked" together 11:17:42 <coopserver> <chrism> so changing one will change all who share 11:17:45 <coopserver> <Evuflow> ahh I get it 11:18:14 <coopserver> <Evuflow> do I need to make another group for that? 11:18:20 <coopserver> <chrism> no 11:18:37 <coopserver> <chrism> although maybe you should make a group for them anyway 11:20:43 <coopserver> <Evuflow> alright that's done 11:20:47 <coopserver> <chrism> cool 11:20:55 <coopserver> <chrism> now you can share their orders 11:20:59 <coopserver> <Evuflow> How do you make them share their orders? 11:21:06 <coopserver> <chrism> in the orders box 11:21:15 <coopserver> <chrism> click on the "go to" drop down thing 11:21:22 <coopserver> <chrism> actually, jkust hover over it 11:21:25 <coopserver> <chrism> and it says what to do 11:22:02 <coopserver> <chrism> very good 11:22:32 <coopserver> <chrism> when you clone more, control-click and they share automatically 11:22:33 <coopserver> <Evuflow> Alright, I'm gonna make one more I think and share it automatically 11:22:38 <coopserver> <chrism> excellent (: 11:23:04 <coopserver> <chrism> easy 11:23:19 <coopserver> <Evuflow> do I need to remove implicit orders? 11:23:24 <coopserver> <chrism> no 11:23:44 <coopserver> <chrism> they are part of the design 11:24:11 <coopserver> <chrism> there are auto-distributors at the entrance to 1a/1b/1c 11:24:25 <coopserver> <chrism> so instead of explicit orders to go to 1a or 1b or 1c drop 11:24:42 <coopserver> <chrism> they get assigned to a station when they get there 11:24:52 <coopserver> <Evuflow> using the logic gate? 11:24:53 <coopserver> <chrism> that's the "implicit" stop, at whichever station they get 11:25:05 <coopserver> <chrism> yeah, the logic gates implement the splitting 11:25:23 <coopserver> <chrism> so you can just ignore the implicit stops 11:25:27 <coopserver> <chrism> they'll change every time 11:25:32 <coopserver> <Evuflow> where is the 'unload'order though 11:25:43 <coopserver> <chrism> umm 11:25:51 <coopserver> <chrism> i think they just do that by default 11:25:55 <coopserver> <chrism> but that is a guess (: 11:26:26 <coopserver> <Evuflow> Yeah, I understand the logic gates more than the rest of the game mechanics 11:26:56 <coopserver> <Evuflow> there is a bit of congestion at YETI4 sometimes 11:27:39 <coopserver> <chrism> there seems to be some imbalance in the drop trains 11:28:10 <coopserver> <chrism> i do not really understand it well enough to say 11:28:48 <coopserver> <Evuflow> hmm, so not enough food or resources are being delivered 11:29:10 <coopserver> <chrism> yeah, maybe 11:29:13 <coopserver> <Evuflow> and there are too many YETI trains for how many the town is currently producing 11:29:24 <coopserver> <chrism> it seems that way 11:30:06 <coopserver> <Evuflow> May I ask what your working on? 11:30:26 <coopserver> <chrism> nothing, i just watch mainly 11:30:34 <coopserver> <chrism> and marvel (: 11:33:03 <coopserver> <chrism> i suppose you ought to send trains to the drop station too 11:33:34 <coopserver> <Evuflow> Do I need to create them also? 11:33:45 <coopserver> <chrism> you need to very carefully add to the bm/food trains' orders 11:33:48 <coopserver> <chrism> no need to make new trains 11:34:20 <coopserver> <chrism> they share orders, so you just need to change any one of them 11:34:25 <coopserver> <Evuflow> are they all in a big shared group? 11:34:28 <coopserver> <chrism> yeah 11:35:06 <coopserver> <chrism> i accidentally changed their orders yesterday and nearly had a heart attack 11:35:17 <coopserver> <chrism> luckily i could fix them easily (: 11:35:29 <coopserver> <chrism> so be careful where you click! 11:37:32 <coopserver> <Evuflow> done 11:37:36 <coopserver> <chrism> i think you missed the 5x pickup 11:37:42 <coopserver> <chrism> between 82 and 83 11:38:18 <coopserver> <Evuflow> yeah 11:39:11 <coopserver> <chrism> 83 should be "full load all cargo" i think 11:39:31 <coopserver> <chrism> instead of "any cargo" 11:39:34 <coopserver> <chrism> yeah 11:40:07 <coopserver> <chrism> now they should just show up 11:40:28 <coopserver> <Evuflow> cool 11:43:36 <coopserver> <chrism> here comes one 11:43:39 <coopserver> <chrism> train 650 11:44:07 <coopserver> <Evuflow> awsome 11:44:42 <coopserver> <chrism> now the worker yard has supplies 11:44:48 <coopserver> <chrism> and it producing many dudes 11:45:04 <coopserver> <Evuflow> That's heaps 11:45:26 <coopserver> <Evuflow> so I've improved the efficiency :D 11:45:31 <coopserver> <chrism> yes 11:45:50 <coopserver> <chrism> the yeti dudes you supply will improve the primary industries output 11:46:25 <coopserver> <Evuflow> Is there enough production for more yeti trains now? 11:46:39 <coopserver> <chrism> probably 11:46:47 <coopserver> <chrism> i never know how to judge the right number of trains 11:47:37 <coopserver> <chrism> i get lots of lag in certain parts of the map 11:47:44 <coopserver> <Evuflow> me too 11:47:58 <coopserver> <chrism> i think i have to try changing the sprite cache size as the wiki suggests 11:48:18 <coopserver> <Evuflow> Ahh, I knew there would be some kind of workaround 11:48:25 <coopserver> <chrism> i'll give it a shot now 11:48:28 <coopserver> *** chrism has left the game (Leaving) 11:49:37 <ChrisM> !pw 11:49:37 <coopserver> ChrisM: runway 11:49:41 <coopserver> *** Game paused (connecting clients) 11:49:48 <coopserver> *** chrism has joined 11:49:49 <coopserver> *** Game unpaused (connecting clients) 11:50:58 <coopserver> <chrism> doesn't seem to have helped much 11:51:03 <Evuflow> Where on the wiki are the instructions for it? 11:51:06 <coopserver> <chrism> i'll try the 8bpp setting 11:51:18 <ChrisM> http://dev.openttdcoop.org/projects/yeti/wiki/PlayGuide 11:51:33 <Evuflow> thanks 11:51:37 <coopserver> *** chrism has left the game (Leaving) 11:51:58 <coopserver> *** Evuflow has left the game (Leaving) 11:51:59 <coopserver> *** Game paused (number of players) 11:52:08 <ChrisM> !pw 11:52:08 <coopserver> ChrisM: deltay 11:52:18 <coopserver> *** Game still paused (connecting clients, number of players) 11:52:25 <coopserver> *** chrism has joined 11:52:26 <coopserver> *** Game still paused (number of players) 11:52:27 <coopserver> *** Game unpaused (number of players) 11:52:54 <coopserver> <chrism> much faster now 11:53:27 <coopserver> <chrism> but not as pretty 11:54:59 <Evuflow> hmm 11:55:46 <coopserver> *** chrism has left the game (Leaving) 11:55:47 <coopserver> *** Game paused (number of players) 11:56:12 <ChrisM> !pw 11:56:12 <coopserver> ChrisM: bogous 11:56:17 <coopserver> *** Game still paused (connecting clients, number of players) 11:56:24 <coopserver> *** chrism has joined 11:56:25 <coopserver> *** Game still paused (number of players) 11:56:26 <coopserver> *** Game unpaused (number of players) 11:56:37 <Evuflow> !pw 11:56:37 <coopserver> Evuflow: bogous 11:56:51 <coopserver> <chrism> ah, the 32bpp-optimized is good enough 11:56:54 <coopserver> <chrism> and very pretty 11:57:13 <Evuflow> !pw 11:57:13 <coopserver> Evuflow: resume 11:57:20 <coopserver> *** Game paused (connecting clients) 11:57:33 <coopserver> *** Evuflow has joined 11:57:34 <Evuflow> That's what I'm trying now 11:57:34 <coopserver> *** Game unpaused (connecting clients) 11:57:54 <coopserver> <Evuflow> ahhh it's perfect 11:58:06 <coopserver> <chrism> yeah, it's much better for me too 11:59:02 <coopserver> <chrism> now i can actually look at the big stations 11:59:15 <coopserver> <chrism> before it would just grind to a halt! 11:59:31 <coopserver> <Evuflow> Yeah, I can look at the logic gates properly now 12:01:21 <coopserver> <Evuflow> There's a big que at 3CC BATTERIES PICK 12:01:44 <coopserver> <Evuflow> I like how they used the depot to que trains 12:01:59 <coopserver> <chrism> yeah, those battery farmers need to get to work 12:02:03 <coopserver> <Evuflow> There's like 10 trains in the depot waiting to leave 12:02:54 <coopserver> <chrism> i don't understand the purpose of the end-of-the-line reversing track that leads to the depot 12:03:10 <coopserver> <chrism> but there must be a good reason 12:03:12 <V453000> so the depot is not visible 12:03:27 <V453000> if you press "go to depot" on mainline trains, it should throw an error 12:03:29 <V453000> @depots 12:03:30 <Webster> Train Servicing and Autoreplace at #openttdcoop - http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/ 12:03:32 <coopserver> <chrism> oh 12:03:34 <V453000> related to this 12:03:41 <coopserver> <chrism> thanks! 12:03:43 <V453000> though it is probably mentioned in @@ABR08 12:03:44 <Webster> Advanced Building Revue 08: Overflows II at #openttdcoop - http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/ 12:03:46 <V453000> or @@ABR12 12:03:47 <Webster> Advanced Building Revue 12: Overflows III at #openttdcoop - http://blog.openttdcoop.org/2012/06/28/advanced-building-revue-12-overflows-iii/ 12:04:45 <V453000> in ABR08 there is chapter 3.1 12:04:48 <V453000> Unreal Depot 12:05:21 <ChrisM> excellent, thanks 12:17:19 <Evuflow> Far out, this game is so deep 12:18:05 <V453000> it is :) 12:23:22 <coopserver> <Evuflow> I found another congestion issue 12:29:12 <coopserver> *** Evuflow has left the game (general timeout) 12:29:13 <coopserver> *** chrism has left the game (general timeout) 12:29:13 <coopserver> *** Game paused (number of players) 12:29:32 <Evuflow> !pw 12:29:32 <coopserver> Evuflow: happen 12:29:44 <coopserver> *** Game still paused (connecting clients, number of players) 12:29:59 <coopserver> *** Evuflow has joined 12:30:00 <coopserver> *** Game still paused (number of players) 12:30:01 <coopserver> *** Game unpaused (number of players) 12:32:11 *** Djanxy has joined #openttdcoop 12:32:17 <coopserver> *** Evuflow has left the game (general timeout) 12:32:18 <coopserver> *** Game paused (number of players) 12:32:37 <Evuflow> seems like the server is a bit unstable atm 12:37:13 <ChrisM> oh, it happened again 12:37:14 <V453000> strange 12:37:15 <ChrisM> that's not so good 12:37:23 <V453000> !vehicles 12:37:23 <coopserver> V453000: Total vehicles per type: Rail: 747, Road: 0, Water: 0, Air: 0 12:37:25 <V453000> what does it say? 12:38:46 <Evuflow> That's a lot of Vehicles. It didn't say anything when I was online 12:39:29 <Evuflow> Actually, it said - 'no response from server for X seconds' 12:39:53 <V453000> nah it isnt that many 12:39:54 <V453000> hm 12:40:08 <V453000> probably just connectivity issues, it should fix itself soon 12:40:43 <Evuflow> Can I ask what a pf trap is? 12:43:50 <V453000> yeah sure :) 12:43:57 <V453000> it is a well, trap ... it tricks the pathfinder 12:44:05 <V453000> it simulates a connection that a train cannot take 12:44:33 <V453000> in more detail, it is a track which makes the connection, and a 2way-signal which is always red - or at least at the moment when train approaches it 12:44:56 <V453000> that way, the 2way signal always diverts traffic, but in general trains think they can go there because there is the track 12:45:35 <Evuflow> but when they get there the sign is red so they go a different way? 12:45:57 <V453000> exactly 12:46:31 <V453000> you can build the signal either with an always-red memory (less commonly people do that), or just with a self-blocking track around the signal, so the train effectively blocks itself 12:47:20 <Evuflow> Ok, I understand the basic concept. I'm still not sure where you'd apply it. But I've seen it in a few spots. I'll need to see if I can work it out myself 12:51:45 <V453000> example 12:51:50 <V453000> if you take the reverser - the dead end 12:52:02 <V453000> and you want to hide a depot 12:52:10 <V453000> wait I join game :) simpler 12:52:21 <V453000> !password 12:52:21 <coopserver> V453000: future 12:52:24 <Evuflow> !pw 12:52:24 <coopserver> Evuflow: future 12:52:37 <coopserver> *** Game still paused (connecting clients, number of players) 12:52:43 <coopserver> *** V453000 has joined 12:52:44 <coopserver> *** Game still paused (number of players) 12:52:45 <coopserver> *** Game unpaused (number of players) 12:52:54 <Evuflow> I need to also 12:52:56 <Evuflow> !pw 12:52:57 <coopserver> Evuflow: future 12:53:01 <coopserver> <V453000> look !here 12:53:11 <coopserver> *** Game paused (connecting clients) 12:53:12 <coopserver> <V453000> oh right :) 12:53:25 <coopserver> *** Evuflow has joined 12:53:26 <coopserver> *** Game unpaused (connecting clients) 12:54:11 <coopserver> <Evuflow> ok 12:54:34 <coopserver> <V453000> now train can see the station 12:54:38 <coopserver> <V453000> but it cannot see the depot 12:54:57 <coopserver> <V453000> it is massively used in self-regulation where you manipulate train pathing a lot 12:55:11 <coopserver> <Evuflow> but is that because of the trap? 12:55:18 <ChrisM> !pw 12:55:18 <coopserver> ChrisM: albert 12:55:22 <coopserver> <V453000> sure 12:55:23 <coopserver> *** Game paused (connecting clients) 12:55:31 <coopserver> *** chrism has joined 12:55:32 <coopserver> *** Game unpaused (connecting clients) 12:55:38 <coopserver> <V453000> path to station is this 12:55:43 <coopserver> <Evuflow> yeah 12:55:45 <coopserver> <V453000> this is just dead end 12:55:53 <coopserver> <V453000> if the blue path wasnt there, train would be lost 12:56:07 <coopserver> <V453000> now it is lost only in the red area but thats fine 12:56:25 <coopserver> <Evuflow> but it can't physically get to the blue path even though it thinks it can 12:56:29 <coopserver> <Evuflow> is that right? 12:56:30 <coopserver> <V453000> yes 12:56:33 <coopserver> <V453000> see 12:57:08 <coopserver> <V453000> I can make it a combo-memory which will always be red 12:57:14 <coopserver> <V453000> like now 12:57:24 <coopserver> <V453000> it is more clear that this path will never be free 12:57:28 <coopserver> <V453000> effectively it is the same thing :) 12:57:39 <coopserver> <Evuflow> I get it 12:57:47 <coopserver> <chrism> does it require the twoway_eol setting to work? 12:57:52 <coopserver> <V453000> yes 12:57:57 <coopserver> <V453000> depends though 12:58:13 <coopserver> <Evuflow> hmm 12:58:22 <coopserver> <V453000> IF you divert the train to a dead end, OR if the penalty difference between the two paths was too high, it requires 2way eol 12:58:47 <coopserver> <V453000> IF you divert just to a slight detour, you dont need it 12:59:03 <coopserver> <V453000> see here 12:59:17 <coopserver> <V453000> train will take blue shorter path 12:59:32 <coopserver> <V453000> (previously it didnt cause it was lost, trains do various wtf then) 12:59:37 <coopserver> <Evuflow> yeah, but you want to hide the depot, isn't that the whole purpose of it? 12:59:38 <coopserver> <V453000> lost == no orders 12:59:49 <coopserver> <V453000> sure but it isnt the only use 13:00:03 <coopserver> <V453000> now if I make the 1way signal self-blocking again, it should work 13:00:14 <coopserver> <V453000> IF the penalty difference between the detour and the shortcut are low enough 13:00:52 <coopserver> <Evuflow> I understand using it to force the detour, but I don't understand how it hides the depot 13:01:06 <coopserver> <V453000> the trap doesnt 13:01:08 <coopserver> <V453000> the reverser does 13:01:09 <coopserver> <Evuflow> because the position the depot is in right now, a train can only exit it anyway 13:01:21 <coopserver> <V453000> not that depot 13:01:28 <coopserver> <V453000> this one 13:01:33 <coopserver> <Evuflow> ohhhh 13:01:43 <coopserver> <V453000> see 13:01:51 <coopserver> <V453000> now it failed because 1way isnt enough to send trains to dead end 13:02:04 <coopserver> <chrism> it prefers the red signal to the dead end? 13:02:29 <coopserver> <V453000> trains will never go to dead end if they have ANY other option 13:02:35 <coopserver> <V453000> it is a bit more complicated than that but yeah 13:02:36 <coopserver> <chrism> right 13:02:46 <coopserver> <Evuflow> I get it now, on the mainline, it can't see the depot because it's on the red path 13:02:50 <coopserver> <V453000> and 2way eol (end of line) creates a dead end 13:02:59 <coopserver> <V453000> yeah 13:03:05 <coopserver> <chrism> do you need to have the forked bit on the dead end? 13:03:20 <coopserver> <V453000> note, with the depot it is just an example, you can hide anything or make forced detours anywhere 13:03:26 <coopserver> <V453000> yeah 13:03:38 <coopserver> <V453000> the forking at the dead end makes it "less dead end" than the 2way signal 13:03:42 <coopserver> <V453000> kind of 13:03:43 <coopserver> <chrism> ah 13:03:49 <coopserver> <V453000> it simulates choices 13:03:56 <coopserver> <Evuflow> heh 13:04:01 <coopserver> <V453000> 1 fork is enough, 2 is just for visual to show what it is for 13:04:22 <coopserver> <V453000> also ,if you rotated the design by 90 degrees, in some rotations it would work even without the fork 13:04:27 <coopserver> <V453000> lets see what it does here 13:04:28 <coopserver> <Evuflow> This game is just awesome. I want to try building some of this stuff 13:04:31 <coopserver> <V453000> the fork work always 13:04:41 <coopserver> <V453000> it does :) in this case 13:04:49 <coopserver> <V453000> but yeah 13:05:04 <coopserver> <V453000> for consistency you need to always build the arrow to be sure 13:05:10 <coopserver> <V453000> otherwise it is just guessing 13:05:23 <coopserver> <V453000> sure you can test it if it works, I only do that if for some reason I cannot build the arrow 13:05:35 <coopserver> <V453000> like for example when the whole reverser is a bridge, tunnel, or on a slope 13:08:38 <coopserver> <V453000> I hope I explained stuff more than confused you :P 13:08:47 <coopserver> <chrism> yes, it's a great help for me! 13:11:43 <coopserver> <Evuflow> Those trap things are easy to build too 13:12:07 <coopserver> <V453000> sure they are 13:12:35 <coopserver> <V453000> harder is to make the whole things where they are utilized :P 13:14:28 <coopserver> <Evuflow> how did you make the always red one? I can't seem to replicate it 13:17:24 <coopserver> <chrism> evu, is that the always-red that you meant? 13:17:44 <coopserver> <chrism> (the yellow track i added) 13:17:59 <coopserver> <Evuflow> yeah, I worked out it used combo signals, but I can't get it to switch the trap too 13:18:13 <coopserver> <Evuflow> see the green one I did 13:18:35 <coopserver> <Evuflow> It goes green again when the train passes it 13:19:24 <coopserver> <chrism> the first set should also be combo? 13:20:33 <coopserver> <Evuflow> Oh that works I guess. Maybe I assumed you needed two traps, one to save the state for the second one 13:20:51 <coopserver> <chrism> i don't think so 13:20:59 <coopserver> <chrism> those two are effectively sharing their state 13:21:24 <coopserver> <Evuflow> Now that they are both combo signals - yes 13:21:46 <coopserver> <chrism> the first set could just be entry signals perhaps 13:22:58 <coopserver> <chrism> who would have thought signals would be so much fun 13:23:16 <coopserver> <Evuflow> They are the lifeblood of the entire game 13:23:25 <coopserver> <chrism> well, that and the trains (: 13:23:54 <coopserver> <Evuflow> The trains just follow what the signs say 13:25:34 <coopserver> <V453000> did you get the always-red memory to work? 13:25:53 <coopserver> <Evuflow> If I used combo signals then yes 13:26:01 <coopserver> <V453000> ah right :) 13:26:05 <coopserver> <Evuflow> But I didn't need to use two traps linked together to do it 13:26:16 <coopserver> <V453000> yeah you indeed dont need to do that :) 13:26:45 <coopserver> <V453000> there are many variations on how to do it,basic idea is that the signal detects itself-ish :) 13:27:15 <coopserver> <Evuflow> yeah :) 13:31:10 <coopserver> <V453000> asdf 13:43:58 <coopserver> *** chrism has left the game (Leaving) 13:58:32 <coopserver> <Evuflow> Anyway, I'm going to head to bed 13:58:44 <coopserver> <Evuflow> Thanks for the help, I learned a lot today :) 14:00:12 <coopserver> *** Evuflow has left the game (Leaving) 14:05:47 *** [1]Mark has joined #openttdcoop 14:06:47 *** LSky`` has joined #openttdcoop 14:08:13 *** coopserver` has joined #openttdcoop 14:08:13 *** ChanServ sets mode: +o coopserver` 14:08:22 <coopserver`> Connected to #openttdcoop - Public Server (www.openttdcoop.org) (Version r27122) 14:09:09 *** coopserver has quit IRC 14:09:09 *** coopserver` is now known as coopserver 14:09:20 *** LSky` has quit IRC 14:11:46 *** Mark has quit IRC 14:11:46 *** [1]Mark is now known as Mark 14:12:10 *** ChrisM has quit IRC 16:14:01 *** Progman has joined #openttdcoop 16:29:59 *** plonka has joined #openttdcoop 16:30:03 <plonka> !pw 16:30:03 <coopserver> plonka: locked 16:30:09 <coopserver> *** Game still paused (connecting clients, number of players) 16:30:12 <coopserver> *** plonka has joined 16:30:13 <coopserver> *** Game still paused (number of players) 16:30:14 <coopserver> *** Game unpaused (number of players) 16:42:39 <coopserver> *** plonka has joined spectators 16:42:40 <coopserver> *** Game paused (number of players) 16:44:36 *** Jam35_ is now known as Jam35 16:46:16 <Jam35> !pw 16:46:17 <coopserver> Jam35: dinger 16:46:23 <coopserver> *** Game still paused (connecting clients, number of players) 16:46:27 <coopserver> *** Jam35 has joined 16:46:28 <coopserver> *** Game still paused (number of players) 16:47:31 <plonka> hi jam 16:47:39 <coopserver> <Jam35> wotcha :) 16:48:01 <plonka> had huge jam last night 16:48:11 <coopserver> <Jam35> hm? 16:48:16 <plonka> all the food trains lock drop 1 16:48:30 <plonka> which locked prolly 200 trains 16:48:51 <plonka> mark fixed it though i think 16:49:33 <coopserver> *** Jam35 has joined company #1 16:49:34 <coopserver> *** Game unpaused (number of players) 16:51:09 <coopserver> <Jam35> a quick scout around reveals nothing too nasty atm 16:54:49 <coopserver> <plonka> yep all fine atm 16:55:14 <coopserver> <plonka> check my !needoverflow sign 16:55:37 <coopserver> <plonka> yeti 18 16:55:52 <V453000> yeti 666 16:55:54 <coopserver> <Jam35> ok 16:56:01 <coopserver> <Jam35> Jam69 16:56:27 <V453000> xd 16:56:28 <coopserver> <Jam35> so build one :) 17:00:15 <coopserver> <plonka> one day yes :P 17:00:20 <coopserver> <plonka> when i learn how 17:00:29 <coopserver> <Jam35> now is a good time to learn 17:00:42 <coopserver> <plonka> until then you'll have to be my bitch and do as isay :P 17:01:24 <coopserver> <Jam35> see Yeti 18 17:01:31 <coopserver> <plonka> im watching 17:01:38 <coopserver> <Jam35> sec food 17:01:57 <coopserver> <plonka> ok 17:02:28 <coopserver> <Jam35> eat and type 17:02:32 <coopserver> <Jam35> bear with me 17:03:10 <coopserver> <Jam35> so that 2 way signal 17:03:34 <coopserver> <Jam35> if red a train goes (almost) anywhere else 17:03:40 <coopserver> <Jam35> that is 2 way eol 17:03:46 <coopserver> <Jam35> end of lesson :) 17:04:04 <coopserver> <Jam35> that is how you force the train into the overflow path 17:04:06 <coopserver> <plonka> yeah i know about the 2 way signal rule you guys use 17:04:38 <coopserver> <Jam35> so for station like this it can be made so many ways 17:04:42 <coopserver> <plonka> i#ved it once or twice myself on welcome server for a simple spltter 17:05:20 <coopserver> <Jam35> here also keeps train in the depot 17:05:27 <coopserver> *** plonka has joined company #1 17:05:30 <coopserver> <Jam35> because it is exit signal 17:05:39 <coopserver> <Jam35> there is an entry inside the depot 17:06:06 <coopserver> <Jam35> so 17:06:09 <coopserver> <Jam35> it won't block 17:07:36 <coopserver> <Jam35> the reverser hides the depot from pathfinder 17:08:23 <coopserver> <Jam35> like mmy signed depot 17:09:07 <coopserver> <Jam35> becasue the station is dead end 17:12:38 <coopserver> <plonka> ok 17:17:51 <coopserver> <Jam35> that's fine but it blocks as it is 17:17:57 <coopserver> <Jam35> see if you can find why 17:18:57 <coopserver> <Jam35> right 17:19:03 <coopserver> <Jam35> force the train there 17:19:04 <coopserver> <plonka> tsweet 17:19:55 <coopserver> <plonka> yep i see 17:20:01 <coopserver> <Jam35> so in my example we had to use pbs 17:20:13 <coopserver> <Jam35> because the train ended there 17:20:24 <coopserver> <Jam35> like that 17:20:31 <coopserver> <plonka> alright 17:20:32 <coopserver> <Jam35> here we have space 17:20:45 <coopserver> <Jam35> it fits fully in the block 17:20:56 <coopserver> <plonka> ok 17:21:50 <coopserver> <Jam35> i said almost anywhere earlier 17:21:54 <coopserver> <Jam35> with 2 way eol 17:22:04 <coopserver> <Jam35> if there are at lease 2 options 17:22:14 <coopserver> <Jam35> on the other path 17:22:45 <coopserver> <Jam35> the arrow makes the pf think there are 2 options 17:23:18 <coopserver> <plonka> tis that important? 17:23:20 <coopserver> <Jam35> without the arrow, train may take the red 2 way path anyway 17:23:42 <coopserver> <Jam35> if there are (even false) 2 options the other side 17:23:54 <coopserver> <Jam35> it should go there 17:23:56 <coopserver> <Jam35> yeah 17:24:06 <coopserver> <Jam35> that most likely works 17:25:46 <coopserver> <Jam35> testing :) 17:27:41 *** liq3 has quit IRC 17:28:59 *** fair_ has joined #openttdcoop 17:48:01 <coopserver> <Jam35> see sign spam @ YETI 17 17:55:39 <coopserver> *** Jam35 has joined spectators 17:55:44 <coopserver> <Jam35> brb 18:13:25 <coopserver> *** Jam35 has joined company #1 18:16:17 *** Maraxus has joined #openttdcoop 18:16:17 *** ChanServ sets mode: +o Maraxus 18:17:12 <Maraxus> !password 18:17:12 <coopserver> Maraxus: langid 18:17:24 <coopserver> *** Game paused (connecting clients) 18:17:34 <coopserver> *** Maraxus has joined 18:17:35 <coopserver> *** Game unpaused (connecting clients) 18:17:44 <coopserver> <Jam35> evening :) 18:17:53 <coopserver> <Maraxus> evening :) 18:24:57 *** Evuflow has quit IRC 18:44:39 <coopserver> <plonka> ok jam im 18:44:42 <coopserver> <plonka> back 18:44:53 <coopserver> <plonka> had someone over so sidetracked 18:46:58 <coopserver> <plonka> ok i understand prio 1,2,3 and entry a. 18:46:59 <coopserver> <Jam35> I left some signs 18:47:08 <coopserver> <Jam35> oh :) 18:47:13 <coopserver> <Jam35> sec 18:47:14 <coopserver> <plonka> i also understand status of bay 18:47:29 <coopserver> <plonka> everything might as well be written in manderin 18:48:00 <coopserver> <Jam35> atm signal A is red 18:48:11 <coopserver> <Jam35> because exit (6) is red 18:48:27 <coopserver> <Jam35> the red signal combos through 18:48:32 <coopserver> <Jam35> you see 1 is red 18:48:34 <coopserver> <Jam35> 2 18:48:36 <coopserver> <Jam35> 3 18:48:40 <coopserver> <Jam35> and so on 18:48:53 <coopserver> <Jam35> they are red because the bay is full 18:49:19 <coopserver> <Jam35> like the prio looks backwards at approaching track 18:49:33 <coopserver> <Jam35> but that combos to the full bay 18:49:48 <coopserver> <Jam35> y/n 18:50:05 <coopserver> <plonka> what the hell is number 4 role? 18:51:35 <coopserver> <plonka> so number 4 did nothing? 18:51:36 <coopserver> <Jam35> it separates the blocks for approaching trains 18:51:41 <coopserver> <Jam35> like in the prio 18:51:48 <coopserver> <Jam35> would make 5 red 18:52:14 <coopserver> <Jam35> because of the connecting track 18:52:21 <coopserver> <plonka> why is all that track for number 4 needed at all? 18:52:44 <coopserver> <Jam35> it shows A the status of 6 18:53:07 <coopserver> <Jam35> it looks backwards 18:53:11 <coopserver> <Jam35> follow the path 18:53:16 <coopserver> <Jam35> 1 2 3 4 5 6 18:54:18 <coopserver> <plonka> oh i couldn't see the tunnel for the depot release sign 18:54:39 <coopserver> <Jam35> :) 18:54:40 <coopserver> <plonka> made it look like number 4 was connected to depto release track 18:55:15 <coopserver> <Jam35> clearer now? 18:55:34 <coopserver> <Jam35> there are 2 mechanisms 18:55:43 <coopserver> <plonka> well at least it makes sense as in i can follow the track 18:55:45 <coopserver> <Jam35> A and B as labeled 18:56:48 <coopserver> <plonka> why does that 2 way exit have to exist? 18:56:59 <coopserver> <plonka> the one between entry and 6 18:57:54 <coopserver> <Jam35> sorry which 18:58:12 <coopserver> <plonka> signal before 6 18:58:15 <coopserver> <plonka> yes 18:58:26 <coopserver> <Jam35> that combo 18:58:29 <coopserver> <plonka> no 18:58:35 <coopserver> <plonka> the 2 way exit 18:58:47 <coopserver> <Jam35> 2 way eol 18:59:03 <coopserver> <Jam35> and is the last in the chain 18:59:14 <coopserver> <Jam35> if it is red A is red 19:00:03 <coopserver> <plonka> ok i dont understand how that works 19:00:51 <coopserver> <Jam35> see below :) 19:01:14 <coopserver> <Jam35> you know this right? :) 19:01:25 <coopserver> <plonka> know what? 19:01:36 <coopserver> <Jam35> below the exampe 19:01:48 <coopserver> <plonka> i don't really understand how signals work at all in coding sense 19:02:02 <coopserver> <plonka> i just know how to apply them in certain situations 19:02:08 <coopserver> <Jam35> hm ok 19:03:23 <coopserver> <plonka> brb 19:05:09 <coopserver> <plonka> ok back 19:06:25 <coopserver> <Jam35> see entry A in my example 19:06:42 <coopserver> <plonka> ok 19:06:51 <coopserver> <Jam35> why is it red? 19:07:20 <coopserver> <plonka> comby passes on the info from the exit 19:07:55 <coopserver> <Jam35> you can get this right? 19:08:28 <coopserver> <Jam35> there are free paths middle and right 19:08:34 <coopserver> <plonka> if one or more exit is green then the comi in front displays green truniing exit green 19:08:53 <coopserver> <Jam35> turning entry green yes 19:09:15 <coopserver> <plonka> when i said i din't understand how they worked i was probably wrong 19:09:25 <coopserver> <plonka> i understand simple stuff like this 19:09:38 <coopserver> <Jam35> no difference 19:09:53 <coopserver> <plonka> but no idea how to extrapulate from that to make advanced stuff 19:10:10 <coopserver> <Jam35> all you have to do is count 1 to 6 through the above signals 19:10:14 <coopserver> <plonka> umm from point of view there seems a world of differance :/ 19:10:29 <coopserver> <plonka> need to make graandads bed brb 19:14:23 <coopserver> <plonka> ok back 19:14:55 <coopserver> <plonka> that stuff you were showing me there is equiverlent to the cat sat on the mat 19:15:11 <coopserver> <plonka> that overflow thing there is gcse level at least :P 19:15:31 <coopserver> <plonka> and some of the stuff on here is phd material :) 19:15:34 <V453000> !password 19:15:34 <coopserver> V453000: abused 19:15:42 <coopserver> *** Game paused (connecting clients) 19:15:49 <coopserver> *** V453000 has joined 19:15:50 <coopserver> *** Game unpaused (connecting clients) 19:15:51 <coopserver> <V453000> yoyo 19:15:55 <coopserver> <Maraxus> hi V 19:16:02 <coopserver> <plonka> hello v 19:16:03 *** dr_gonzo has joined #openttdcoop 19:16:43 *** dr_gonzo is now known as Guest1388 19:16:48 <coopserver> <V453000> how stuff 19:17:17 <coopserver> <plonka> so far so good 19:17:40 <coopserver> <Jam35> hi 19:18:17 <coopserver> <V453000> so I discovered that RAWR 0.0.2 changes every single sprite from 0.0.1 XD 19:18:44 <coopserver> *** V453000 has joined company #1 19:18:45 <coopserver> <Jam35> you have been a busy boy 19:18:52 <coopserver> <V453000> like fuck 19:19:47 <coopserver> <V453000> everything should be a lot more precise though 19:20:00 <coopserver> <V453000> idk yet as I havent made the final cuts, but even tracks should fit without bugs and glitches 19:22:57 <coopserver> <Jam35> sounds good V 19:23:17 <coopserver> <V453000> might redesign maglev a bit 19:23:18 <coopserver> <V453000> looks shit 19:23:22 <coopserver> <V453000> or at least change the texture 19:23:51 <coopserver> <Jam35> looks a bit like paving slabs :P 19:23:57 <coopserver> <V453000> yeah :/ 19:24:00 <coopserver> <Jam35> more metallic maybe? :) 19:24:02 <coopserver> <V453000> idk what should it look like though 19:24:06 <coopserver> <V453000> I guess. 19:25:11 <coopserver> <Jam35> not easy to draw magnetism 19:25:13 <coopserver> <V453000> the sad part is that I spend most of the time on setting things up 19:25:21 <coopserver> <V453000> not on making things look nice 19:27:32 <coopserver> <Jam35> I thought you had it set up so it was easy to do 19:27:36 <coopserver> <Jam35> time consuming? 19:28:09 <coopserver> <V453000> extremely time consuming 19:28:18 <coopserver> <V453000> I had set it up, but I need to do it differently 19:28:34 <coopserver> <Jam35> oh i see 19:28:37 <coopserver> <V453000> the old method basically rendered 19 sprites at once - but it was not precise enough 19:28:46 <coopserver> <V453000> so now I render every single sprite separately 19:28:59 <coopserver> <V453000> I think RAWR has 7000+ sprites now. 19:29:34 <coopserver> <Jam35> just let it run overnight or not? 19:29:44 <coopserver> <V453000> rendering time isnt the problem 19:29:58 <coopserver> <V453000> the issue is that you need to set up many cameras, objects, states of the scene, animated materials, ... 19:30:03 <coopserver> <V453000> just to make things to the right way 19:30:15 <coopserver> <V453000> I will write a documentation about it like yeti, but I want to get itwork properly first 19:30:19 <coopserver> <V453000> it is pretty intense 19:30:30 <coopserver> <V453000> yeti/nuts is piece of cake in comparison 19:30:46 <coopserver> <V453000> I also have almost everything linked 19:31:03 <coopserver> <V453000> so for example if I redesign maglev, it will update on rail crossings, on bridges, tunnels, everywhere it appears 19:31:08 <coopserver> <V453000> same for any texture 19:31:31 <coopserver> <V453000> the system would be quite pointless without that though :) 19:31:44 <coopserver> <V453000> other than not having to render all sprites one by one by hand XD 19:32:06 <coopserver> <Jam35> oh god :) 19:32:33 <coopserver> <V453000> but yeah :) getting some good experience out of it 19:33:07 <coopserver> <V453000> and perhaps I will find time for "making things look nice" too :P 19:33:16 <coopserver> <Jam35> mhm :)) 19:33:38 <coopserver> <Jam35> I don't really mind the maglev 19:33:47 <coopserver> <Jam35> you mentioned it first :) 19:36:55 <coopserver> <plonka> jam can i extend !this prio without moving track? 19:37:03 <coopserver> <plonka> or anyone 19:37:34 <coopserver> <plonka> thx :) 19:37:35 <coopserver> <Jam35> one way 19:37:40 <coopserver> <Jam35> or 19:38:38 <coopserver> <Jam35> or something :) 19:39:40 <coopserver> <plonka> so lots of ways he 19:39:42 <coopserver> <plonka> h 19:39:44 <coopserver> <Jam35> sure 19:40:05 <coopserver> <Jam35> take your pick 19:40:14 <coopserver> <plonka> tbh im disapointed i didn't spot this bridge obe 19:40:25 <coopserver> <plonka> would never have got the other 2 though 19:40:52 *** Guest1388 has quit IRC 19:40:54 <coopserver> <Jam35> I had to take a second look for the bridge version :) 19:41:41 <coopserver> <plonka> how did that path singal one go again? 19:43:04 <coopserver> <plonka> ok thanks 19:43:11 <coopserver> <Jam35> or something ... 19:43:55 <coopserver> <Jam35> you can see how that makes the entry red though? 19:44:16 <coopserver> <plonka> no i dont' undertand path signals at all 19:44:40 <coopserver> <Jam35> you can see all of that track is connected 19:45:03 <coopserver> <plonka> yes 19:45:06 <coopserver> <Jam35> the path signals make sure the train does not block itself 19:45:16 <coopserver> <Jam35> like that 19:45:22 <coopserver> <plonka> ah ok 19:45:36 <coopserver> <Jam35> but is technically one block 19:45:49 <coopserver> <Jam35> the pbs allows path through safely 19:46:25 <coopserver> <plonka> the extra track makes it one block? 19:46:32 <coopserver> <Jam35> yeah its all connected 19:46:40 <coopserver> <plonka> because it bypasses the siganls 19:46:45 <coopserver> <plonka> yeah ok i understand that 19:46:56 <coopserver> <Jam35> there are no separators like with the other styles 19:48:48 <coopserver> <Jam35> the red ish bit turns the exit signal red 19:49:02 <coopserver> <Jam35> which in turn to the entry 19:49:23 <coopserver> <plonka> yep i see 20:00:12 <coopserver> <Jam35> wtf was that depot :D 20:01:49 <coopserver> <V453000> gnight 20:01:50 <coopserver> *** V453000 has left the game (Leaving) 20:02:03 <coopserver> <Jam35> cya 20:02:08 <coopserver> <Maraxus> cu 20:26:11 *** Stagurn has quit IRC 20:26:54 *** anderson has joined #openttdcoop 20:30:54 <Mark> hiya 20:31:04 <coopserver> <Jam35> morning :P 20:31:06 <Mark> !password 20:31:06 <coopserver> Mark: typing 20:31:10 <coopserver> *** Game paused (connecting clients) 20:31:12 <Mark> :) 20:31:14 <coopserver> <Maraxus> hi 20:31:17 <coopserver> *** Mark has joined 20:31:18 <coopserver> *** Game unpaused (connecting clients) 20:32:27 <coopserver> <Mark> nice 20:32:39 <coopserver> <Mark> need more trains 20:33:06 <coopserver> <Mark> hmm 5X still not really balanced 20:33:42 <coopserver> <Jam35> I change one split to every 7th 20:33:47 <coopserver> <Jam35> it isn't enough 20:33:49 <coopserver> <Jam35> BM 20:33:57 <coopserver> <Jam35> 6th is too much 20:34:01 <coopserver> <Jam35> :) 20:34:17 <coopserver> <Mark> oh guess its fine theb :P 20:34:19 <coopserver> <Jam35> right on the cusp 20:34:49 <coopserver> <Jam35> I think it is better to wait for BM though 20:35:26 <coopserver> <Jam35> at least we know then that some food got exchanged 20:35:28 <coopserver> <Jam35> or something :) 20:35:46 <coopserver> <Mark> yea 20:35:56 <coopserver> <Mark> ive just built a statue in Libya Planitia 20:36:03 <coopserver> <Mark> food rating is going up 20:36:18 <coopserver> <Mark> we'll probably run out of BM again now :P 20:36:43 *** LSky`` has quit IRC 20:37:45 <coopserver> <Mark> BM def dropping 20:37:59 <coopserver> <Jam35> I started that offloader 20:38:09 <coopserver> <Jam35> so it's not accurate atm 20:38:22 <coopserver> <Mark> oh right 20:39:14 <coopserver> <Jam35> that is the objective I think, to get BM the exact right amount 20:39:33 <coopserver> <Jam35> then we have optimal food conversion 20:39:53 <coopserver> <Jam35> stopped the train 20:40:12 <coopserver> <Jam35> so now BM should not stack hopefully 20:40:40 <coopserver> <Jam35> made one split every 7th again 20:43:26 <coopserver> <Jam35> looking around, the yeti's have too much BM 20:43:47 <coopserver> <Jam35> it's a nightmare to reduce the wagons to one for BM though 20:44:01 <coopserver> <Mark> change the orders to full load any 20:45:06 <coopserver> <Jam35> yeah :) 20:45:57 <coopserver> <Jam35> once the BM is used up though it should go back 20:46:01 <coopserver> <Jam35> maybe 20:46:20 <coopserver> <Jam35> i'll change it 20:48:23 <coopserver> <Mark> MSH03 needs upgrading 20:48:38 <coopserver> <Mark> its not very expandable though 20:55:36 <coopserver> <Mark> plonka: those tracks were supposed to join to the outside ML tracks 20:55:59 <coopserver> <Mark> its not really high priority though 20:56:11 <coopserver> <plonka> someone added a sign say need choice adding :/ 20:56:17 <coopserver> <Mark> yeah i did 20:56:24 <coopserver> <Mark> choice to the new ML tracks 20:56:37 <coopserver> <plonka> oh doh 20:56:55 <coopserver> <plonka> wabnt me to put it back? 20:57:51 <coopserver> <Mark> nah 20:58:22 <coopserver> <plonka> too late :P 20:58:27 <coopserver> <Mark> :D 20:58:48 <coopserver> <Mark> try to connect it to the outer 2 tracks if you want 20:58:54 <coopserver> <plonka> ok 21:00:36 <coopserver> <Jam35> found some space 21:00:40 <coopserver> <Jam35> MSH 03 21:01:17 <coopserver> <Jam35> might have to go soon 21:08:27 *** Klanticus has quit IRC 21:13:26 *** wicope has quit IRC 21:18:14 <coopserver> *** Maraxus has joined spectators 21:24:25 <coopserver> <Jam35> I must be off, until next time :) 21:24:32 <coopserver> *** Jam35 has left the game (Leaving) 21:24:33 <coopserver> <plonka> gn jam 21:24:39 <Jam35> cyas 21:25:00 <coopserver> <Maraxus> I'm off as well - gn 21:25:05 <coopserver> <plonka> bb 21:25:09 <coopserver> *** Maraxus has left the game (Leaving) 21:25:12 *** Jam35 is now known as Jam35_ 21:25:17 *** Maraxus has quit IRC 21:28:37 <coopserver> <plonka> mark give me clue !here plz 21:29:44 <coopserver> <plonka> umm i think i can solve it 21:29:48 <coopserver> <plonka> let me try again 21:32:21 <coopserver> <plonka> get in i solved it 21:40:13 <coopserver> <plonka> mark a jam is building 21:40:18 <coopserver> <plonka> msh01 21:44:39 <coopserver> <plonka> machiner7y output has fallen off a cliff 21:45:17 <coopserver> <plonka> and jams are building all over the place as a result 21:51:37 <coopserver> <plonka> i think i found the problem 21:51:53 <coopserver> <plonka> i think there's too many machinery trains and no overflow 21:52:00 <coopserver> <plonka> i could be wrong though 21:53:06 <coopserver> <plonka> wait no the overflow was broken and i fixed it 21:53:15 <coopserver> <plonka> can i have a cookie? 21:53:37 *** anderson has quit IRC 22:21:45 *** Progman has quit IRC 22:27:49 *** Evuflow has joined #openttdcoop 22:36:10 <coopserver> <plonka> somethingh is wrong with the powerplant 22:36:27 <coopserver> <plonka> crap 22:36:54 <coopserver> <plonka> another powerplat has spaned next to our 3a,3b,3c drop and it's taking the uranium 22:37:00 <coopserver> <plonka> 1help 22:37:05 <coopserver> <plonka> !help 22:37:09 <coopserver> <plonka> !admin 22:37:10 <coopserver> *** plonka has requested an admin. (Note: Admin will read back on irc, so please do already write down your request, no need to wait.) 22:37:40 <coopserver> <plonka> need help witha big problem in game 22:39:16 *** Sylf_mobile has joined #openttdcoop 22:39:46 <coopserver> <plonka> mayday mayday mayday 22:39:50 <Sylf_mobile> whats up? 22:40:17 <coopserver> <plonka> in ps game a new powerplant has spawn stealing uranium 22:40:29 <Sylf_mobile> if we can pause the game for 1 hour, i can help once i get home 22:40:51 <Sylf_mobile> ok, that'll be easy to fix 22:41:07 <coopserver> <plonka> can you pause? 22:41:26 <Sylf_mobile> join the spectator 22:41:40 <coopserver> <plonka> mark is on too and hes been afk ages 22:41:49 <Sylf_mobile> !pause 22:42:02 <coopserver> <plonka> so prolly need a manual pause 22:43:00 <coopserver> *** plonka has joined spectators 22:43:04 <Sylf> !pause 22:43:05 <coopserver> *** Game paused (manual) 22:43:20 <coopserver> <plonka> thanks 22:43:46 <Sylf_mobile> bbl 22:43:49 *** Sylf_mobile has quit IRC 22:43:56 <coopserver> <plonka> ok cu :) 23:29:50 <coopserver> *** plonka has left the game (general timeout) 23:41:44 <plonka> !pw 23:41:44 <coopserver> plonka: serves 23:41:52 <coopserver> *** Game still paused (manual, connecting clients) 23:41:56 <coopserver> *** plonka has joined 23:41:57 <coopserver> *** Game still paused (manual) 23:45:51 *** fair_ has quit IRC 23:49:28 *** Djanxy has quit IRC