Log for #openttdcoop on 7th April 2015:
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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:
00:14:10  <Mark> !cl help
00:15:00  <Mark>
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
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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
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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
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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
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03:25:38  <Sylf> !pw
03:25:38  <coopserver> Sylf: append
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05:28:05  <V453000> FUCK IS UP
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05:35:39  <V453000> :(
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08:16:02  <Mark> what up negro
08:16:11  <Mark> !password
08:16:11  <coopserver> Mark: sortof
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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
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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
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09:24:47  <Evuflow> hey guys
09:25:17  <Evuflow> !pw
09:25:18  <coopserver> Evuflow: derive
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09:27:19  <Evuflow> !pw
09:27:20  <coopserver> Evuflow: opened
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09:27:40  <Evuflow> I've been playing vanilla all day
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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>
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>
09:41:52  <Mark> just try to understand that one
09:42:36  <Mark> and this one
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
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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> :)
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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
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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
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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
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10:21:14  <ChrisM> !pw
10:21:15  <coopserver> ChrisM: barely
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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
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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
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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)
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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>
11:51:33  <Evuflow> thanks
11:51:37  <coopserver> *** chrism has left the game (Leaving)
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11:52:08  <ChrisM> !pw
11:52:08  <coopserver> ChrisM: deltay
11:52:18  <coopserver> *** Game still paused (connecting clients, number of players)
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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)
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11:56:12  <ChrisM> !pw
11:56:12  <coopserver> ChrisM: bogous
11:56:17  <coopserver> *** Game still paused (connecting clients, number of players)
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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)
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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 -
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 -
12:03:46  <V453000> or @@ABR12
12:03:47  <Webster> Advanced Building Revue 12: Overflows III at #openttdcoop -
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)
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12:29:32  <Evuflow> !pw
12:29:32  <coopserver> Evuflow: happen
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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
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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
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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)
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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 :)
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14:08:22  <coopserver`> Connected to #openttdcoop - Public Server ( (Version r27122)
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16:30:03  <plonka> !pw
16:30:03  <coopserver> plonka: locked
16:30:09  <coopserver> *** Game still paused (connecting clients, number of players)
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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)
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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
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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 :)
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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
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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)
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18:17:44  <coopserver> <Jam35> evening :)
18:17:53  <coopserver> <Maraxus> evening :)
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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
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19:15:51  <coopserver> <V453000> yoyo
19:15:55  <coopserver> <Maraxus> hi V
19:16:02  <coopserver> <plonka> hello v
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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
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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
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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
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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
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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
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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
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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?
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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
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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
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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
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