Log for #openttdcoop on 7th May 2015:
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01:40:32  *** liq3 has joined #openttdcoop
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07:42:25  <Mark> hello
07:42:28  <hylje> hi
07:43:15  <Mark> !pw
07:43:16  <coopserver> Mark: revert
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07:49:40  <V453000> hy
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10:16:21  <__Fellini___> !password
10:16:21  <coopserver> __Fellini___: surely
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10:22:26  *** Jam35_ is now known as Jam35
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11:49:33  <rapidKL> !pw
11:49:33  <coopserver> rapidKL: camera
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11:58:48  <Plonka> !pw
11:58:48  <coopserver> Plonka: camera
11:59:35  <Plonka> !pw
11:59:35  <coopserver> Plonka: casing
11:59:53  <Plonka> !pw
11:59:53  <coopserver> Plonka: supply
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12:51:46  <coopserver> <plonka> hello jam
12:51:52  <coopserver> <Jam35> ello
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12:52:34  <coopserver> <plonka> is there a certasin reason why my new vegas heights area isn'tbuilding houses?
12:52:45  <coopserver> <Jam35> yeah
12:52:56  <coopserver> <Jam35> cos they only build next to roads?
12:53:11  <coopserver> <Jam35> or other?
12:53:13  <coopserver> <plonka> roads are everywhere?
12:54:38  <coopserver> <Jam35> idk what you mean
12:54:46  <coopserver> <Jam35> the green areas we spoke about?
12:54:51  <coopserver> <plonka> no
12:54:53  <coopserver> <plonka> !here
12:55:46  <coopserver> <Jam35> they will eventually
12:56:19  <coopserver> <plonka> ok
12:57:15  <coopserver> <Jam35> cut out the dead ends will help also
12:57:33  <coopserver> <Jam35> because expansion can fail if it meets one
12:57:46  <coopserver> <Jam35> then the loop starts over
12:58:04  <coopserver> <Jam35> looking for space to build
12:58:23  <coopserver> <plonka> ok no deads end i dont believe
12:58:36  <coopserver> <plonka> i do believe i mean
12:59:20  <coopserver> <Jam35> I signed 5 X
12:59:40  <coopserver> <Jam35> but yeah even that unnoticed T section
12:59:55  <coopserver> <Jam35> like at edge of map
13:01:44  <coopserver> <Jam35> 3 houses more up top already :)
13:01:53  <coopserver> <plonka> sweet
13:05:31  <tyteen4a03> !pw
13:05:31  <coopserver> tyteen4a03: assure
13:05:46  <coopserver> *** Game paused (connecting clients)
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13:07:21  <Jam35> this is useful:
13:07:33  <Jam35> even if you don't look at the mathsy stuff
13:07:42  <Jam35> the gist helps
13:07:54  <Plonka> ok thanks
13:10:28  <tyteen4a03> I like how the orders are just GRAB BEER
13:11:22  <tyteen4a03> so... do I just go fund a town
13:11:34  <coopserver> <Jam35> sure
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13:20:29  <tyteen4a03> ugh have to go :(
13:20:48  <coopserver> <Jam35> ok
13:20:56  <coopserver> <Jam35> bfn?
13:21:18  <tyteen4a03> bye
13:21:25  <coopserver> *** tyteen4a03 has left the game (Leaving)
13:21:26  <coopserver> <Jam35> cya
13:30:02  <coopserver> <Jam35> I think shifter prios should be 18 tiles
13:30:10  <coopserver> <Jam35> but
13:30:33  <coopserver> <Jam35> the merging train still will not have reached full speed
13:30:45  <coopserver> <Jam35> so following train slows slightly
13:30:54  <coopserver> <Jam35> maybe 20 won't hurt
13:31:42  <coopserver> <plonka> so evry prio should be 18-20 long
13:31:51  <coopserver> <plonka> or just the sideline merger one?
13:32:16  <coopserver> <Jam35> all
13:32:40  <coopserver> <plonka> :/
13:32:45  <coopserver> <Jam35> if we make them 20 long
13:32:57  <coopserver> <Jam35> it can easily be shortened
13:33:03  <coopserver> <Jam35> harder to lengthen
13:33:03  <V453000> fair point
13:33:51  <coopserver> <plonka> so i should extend all current prios to 20 from 16?
13:34:21  <coopserver> <Jam35> all need to be done
13:34:29  <coopserver> <Jam35> but nothing is breaking yet
13:34:53  <coopserver> <Jam35> no pressure :)
13:35:01  <coopserver> <plonka> ok :)
13:37:08  <coopserver> <Jam35> sometimes a ML train passes through my station
13:37:14  <coopserver> <Jam35> I mean
13:37:16  <coopserver> <Jam35> why?
13:37:18  <coopserver> <Jam35> :D
13:37:29  <coopserver> <Jam35> how?
13:38:27  <Jam35> doesn't make any sense since there are no non-stop orders
13:38:40  <Jam35> even though I checked 3 times already
13:39:19  <coopserver> <plonka> ml trains aren't meant to go through your station?
13:39:29  <coopserver> <plonka> oh
13:39:31  <coopserver> <plonka> just saw one
13:39:37  <coopserver> <plonka> pass straight through?
13:39:43  <coopserver> <Jam35> yeah
13:39:52  <coopserver> <plonka> yep they do it on mine too
13:40:07  <coopserver> <Jam35> hm okay
13:41:08  <coopserver> <Jam35> I know
13:41:17  <coopserver> <Jam35> maybe that was their last stop
13:41:26  <coopserver> <Jam35> so they would just be returning to same
13:41:36  <coopserver> <plonka> yep good spot i think
13:41:37  <coopserver> <Jam35> must be it
13:43:23  <coopserver> <plonka> still somethings seems broken with my town growtgh
13:43:37  <coopserver> <plonka> it's gorwing everyday and there's plenty of space
13:43:44  <coopserver> <plonka> but it wont reach 26k
13:44:16  <coopserver> <plonka> been stuck on 25k for prolly 2 hours
13:44:17  <coopserver> <Jam35> it isn't connected up top
13:44:28  <coopserver> <Jam35> the roads are broken
13:44:46  <coopserver> <plonka> aha thanks
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14:01:47  *** __Fellini___ has joined #openttdcoop
14:01:55  <__Fellini___> !password
14:01:55  <coopserver> __Fellini___: outern
14:02:35  <coopserver> *** Game paused (connecting clients)
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14:03:02  <coopserver> <plonka> welcome fellini :)
14:03:10  <coopserver> <__Fellini__> hi plonka
14:03:15  <coopserver> <__Fellini__> hi Jam
14:03:20  <coopserver> <Jam35> hi
14:05:03  <coopserver> <Jam35> I think 21 is right
14:05:24  <coopserver> <Jam35> I will start with that
14:06:25  <coopserver> <plonka> bees and flys are thick as pigshit
14:06:43  <coopserver> <plonka> always they can fly though open windows to get in this house
14:06:59  <coopserver> <__Fellini__> XD
14:07:01  <coopserver> <plonka> but get out of the same window seems an impossible task
14:08:12  <coopserver> <__Fellini__> SRNW?
14:08:26  <coopserver> <plonka> self regulating network
14:08:38  <coopserver> <plonka> check mainline train orders
14:08:53  <coopserver> <__Fellini__> i cant understand how its working XD
14:09:19  <coopserver> <plonka> mainline train orders are to goto wp in the center of map
14:09:45  <coopserver> <plonka> they can see it for path finding purposes but they can't physically get there
14:09:58  <coopserver> <__Fellini__> this is i understood
14:10:01  <coopserver> <plonka> !this stops them going there
14:10:27  <coopserver> <__Fellini__> i dont understand how they comes to towns
14:10:28  <coopserver> <plonka> so they constantly get sucked from outside mainline to inside mainline
14:10:48  <coopserver> <plonka> cos the wp behind pathfinder trap sucks them in
14:10:59  <coopserver> <plonka> they when they naturally hit a station
14:11:06  <coopserver> <plonka> they unload and reload
14:11:18  <coopserver> <plonka> then join ml on the outside path
14:11:25  <coopserver> <plonka> and start the process again
14:11:59  <coopserver> <plonka> what stations trains stop at is pure random/luck
14:12:10  <coopserver> <__Fellini__> oh
14:12:12  <coopserver> <__Fellini__> ok
14:12:14  <coopserver> <__Fellini__> =D
14:12:29  <coopserver> <plonka> if they pass straight through thats because thats the station they last stopped in
14:13:40  <coopserver> *** __Fellini__ has joined company #1
14:14:00  <coopserver> <__Fellini__> what is !that?
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14:14:20  <coopserver> <plonka> q logic gate of some kind
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14:14:28  <coopserver> <plonka> a not gate i think
14:15:12  <coopserver> <plonka> yep i think it's a not gate
14:15:22  <coopserver> <plonka> if the station is full of trains
14:15:34  <coopserver> <plonka> instead of leting them split left
14:15:41  <coopserver> <plonka> it will forsce a right slight
14:15:44  <coopserver> <plonka> split
14:15:52  <coopserver> <plonka> sending them back onto the ml
14:15:59  <coopserver> <plonka> i think
14:16:13  <coopserver> <__Fellini__> oh
14:16:34  <coopserver> <__Fellini__> hard scheme for me *_*
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14:16:52  <coopserver> <plonka> yeah i can't build logic stuff yet
14:16:59  <coopserver> <plonka> i wil learn though
14:18:15  <coopserver> <plonka> lok now
14:18:21  <coopserver> <plonka> at that
14:18:37  <coopserver> <__Fellini__> ye, i see
14:18:43  <coopserver> <plonka> cleaver eh?
14:18:48  <coopserver> <plonka> clever
14:18:53  <coopserver> <Jam35> I stopped trains
14:19:04  <coopserver> <Jam35> idk why that not gate is needed
14:19:17  <coopserver> <__Fellini__> me too =D
14:19:28  <coopserver> <Jam35> it just sends a green signal to the split
14:19:34  <coopserver> <Jam35> at ML
14:20:40  <coopserver> <plonka> it just stops up a huge queue of trains waiting in his sidle?
14:21:04  <coopserver> <Jam35> not gate is not needed for that
14:21:17  <coopserver> <Jam35> it is reversing the input
14:21:37  <coopserver> <Jam35> it is saying queue at station
14:21:41  <coopserver> <Jam35> so send more trains
14:21:53  <coopserver> <plonka> as i see it
14:22:05  <coopserver> <plonka> once a queue builds up to not gate
14:22:16  <coopserver> <plonka> it blocks off the ml split
14:22:31  <coopserver> <plonka> but also sends back any trains already entered off the split
14:22:35  <coopserver> <Jam35> without the not gate it would
14:22:58  <coopserver> <plonka> well then it lets them in the split
14:23:07  <coopserver> <plonka> then forces them into ther reverser
14:23:17  <coopserver> <plonka> but you're saying why use reverser
14:23:26  <coopserver> <plonka> but block the split?
14:23:58  <coopserver> <Jam35> two way makes them go to reverser
14:24:19  <coopserver> <Jam35> if the bays are full
14:24:26  <coopserver> <plonka> yeah so keeps stuff moving
14:24:32  <coopserver> <Jam35> the not gate looks at bay condition
14:24:35  <coopserver> <Jam35> full or not
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14:24:47  <coopserver> <Jam35> if full it sends green to the ML split
14:24:59  <coopserver> <Jam35> which is wrong way round
14:25:45  <coopserver> <plonka> yeah so not gate should cut off ml and force trains into reverser,  which is what i thought it did
14:26:04  <coopserver> <plonka> you're sayins it forces reverser but open ml split?
14:27:40  <coopserver> <Jam35> !COMBO sees the yellow part
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14:27:53  <coopserver> <Jam35> and NOT the red part
14:28:27  <coopserver> <plonka> ok?
14:28:31  <V453000> all I see is beer
14:28:46  <coopserver> <plonka> heh
14:29:18  <coopserver> <Jam35> so it only blocks the split if red is empty and yellow is full
14:29:32  <coopserver> <Jam35> but
14:29:44  <coopserver> <Jam35> if red is empty then yellow is just about to empty
14:30:02  <coopserver> <plonka> so if trains back up to !here it kills the split and forces the reverser?
14:30:22  <coopserver> <plonka> im not sure why reds important
14:30:28  <coopserver> <plonka> if red is empty
14:30:32  <coopserver> <plonka> yellow will empty
14:30:36  <coopserver> <Jam35> exactly
14:30:47  <coopserver> <plonka> yeah so station not full
14:30:53  <coopserver> <plonka> until yellow is
14:30:56  <coopserver> <Jam35> it's pretty rare that !COMBO will stop anything entering
14:31:01  <coopserver> <plonka> which requires red to fill first
14:31:20  <coopserver> <plonka> yeah now it is
14:31:28  <coopserver> <plonka> but if number of trains doubled?
14:31:35  <coopserver> <plonka> and mark doesn't expand
14:31:52  <coopserver> <plonka> then it should work as intended?
14:32:32  <coopserver> <plonka> all mark has done in arbitrarily decided station isn't full until they reach yellow
14:32:48  <coopserver> <plonka> until then trains can enter
14:32:56  <coopserver> <Jam35> then just do this
14:33:28  <coopserver> <plonka> now trains just goto reverser?
14:34:17  <coopserver> <plonka> also it does another thing
14:34:31  <coopserver> <plonka> as trains enter not full station
14:34:39  <coopserver> <plonka> for a while ml split is red
14:34:48  <coopserver> <plonka> stops him catching every train?
14:34:56  <coopserver> <Jam35> now it is full
14:35:01  <coopserver> <plonka> yep
14:35:03  <coopserver> <Jam35> trains reverse
14:35:14  <coopserver> <Jam35> but combo is not red
14:35:23  <coopserver> <plonka> yeah see
14:35:31  <coopserver> <plonka> i thought it would be and should be
14:35:37  <coopserver> <Jam35> only when passing the detection
14:37:43  <coopserver> <plonka> can't the not gate force reverser and cut off ml at same time?
14:38:36  <coopserver> <plonka> btw fellini in this game u tf as much as u want
14:41:36  <coopserver> <__Fellini__> no, i dont touch anything
14:41:58  <coopserver> <plonka> make a city somewhere
14:42:14  <coopserver> <plonka> this game is easier than usual for building
14:42:32  <coopserver> <plonka> only thing u wont know is the shifter
14:42:43  <coopserver> <plonka> but you can either copy an exisiting one
14:42:49  <coopserver> <plonka> or ill do it for u
14:42:53  <coopserver> <__Fellini__> i just wathch, i think ;)
14:42:57  <coopserver> <plonka> as i want the practice :)
14:43:05  <coopserver> <plonka> ok
14:44:45  <coopserver> <plonka> still my stupid town stuck at 26k approx
14:45:33  <coopserver> <__Fellini__> u need more space for new houses
14:45:48  <coopserver> <__Fellini__> not upgraded, but new
14:45:56  <coopserver> <plonka> check !here
14:45:58  <coopserver> <__Fellini__> imho
14:47:28  <coopserver> <__Fellini__> hmm, more roads on !here?
14:48:27  <coopserver> <plonka> christ knows :(
14:48:30  <coopserver> <__Fellini__> like that, no?
14:48:56  <coopserver> <plonka> nope i don't think that should matter?
14:49:25  <coopserver> <plonka> oh wait
14:49:28  <coopserver> <plonka> almost 27k
14:49:33  <coopserver> <plonka> wee 27k
14:49:37  <coopserver> <__Fellini__> =)
14:49:40  <coopserver> <plonka> seems its workin now
14:50:22  <coopserver> <__Fellini__> 26k XD
14:50:43  <coopserver> <plonka> still before i switched some stuff a while back
14:50:52  <coopserver> <plonka> i was stuck on 25 for ages
14:51:02  <coopserver> <plonka> so it seems to be going thr right way
14:53:54  <coopserver> <plonka> oh i get why red was important now
14:54:11  <coopserver> <__Fellini__> tell me!
14:54:16  <coopserver> <__Fellini__> 0_0
14:54:17  <coopserver> <plonka> nope i don't ill shut up now :P
14:54:31  <coopserver> <__Fellini__> -__-
14:55:42  <coopserver> *** Jam35 has joined spectators
14:56:08  <coopserver> <Jam35> people here brb
14:56:24  <coopserver> <plonka> ok
14:59:02  <coopserver> *** Jam35 has joined company #1
14:59:49  <coopserver> <plonka> jovos? lol
15:02:32  <coopserver> <Jam35> ok so now
15:02:42  <coopserver> <Jam35> the not gate does it's purpose
15:02:49  <coopserver> <Jam35> to cut off the reverser
15:03:15  <coopserver> <Jam35> and the combo will be red if the bay is full
15:03:42  <coopserver> <Jam35> I can't see what else is meant to be achieved there
15:03:53  <coopserver> <Jam35> but it seemed borked to me
15:04:11  <coopserver> <Jam35> what is jovos? :)
15:04:18  <coopserver> <plonka> sometimes the not gate for the reverser is opening
15:04:40  <coopserver> <plonka> jeovah witnesses
15:04:41  <coopserver> <__Fellini__> ye, what is jovos?
15:04:53  <Jam35> oh
15:04:55  <Jam35> mo
15:05:01  <Jam35> no my niece arrived
15:05:09  <coopserver> <plonka> those religious types that knock on your door trying to save ur soul lol
15:05:13  <coopserver> <plonka> ah ok
15:05:30  <coopserver> <Jam35> they are busy now
15:06:12  <coopserver> <plonka> yep jam
15:06:19  <coopserver> <plonka> sometimes the not gate is opening
15:06:44  <coopserver> <plonka> when it shouldn't imo
15:06:51  <coopserver> <Jam35> it has 2 inputs
15:06:57  <coopserver> <Jam35> 1 and 2
15:07:06  <coopserver> <plonka> ok
15:07:11  <coopserver> <Jam35> when trains are at both it triggers
15:07:30  <coopserver> <Jam35> it's meant to detect a full bay
15:07:36  <Maraxus> !password
15:07:36  <coopserver> Maraxus: batang
15:07:37  <coopserver> <Jam35> bays
15:07:42  <coopserver> <Jam35> but if one is full
15:07:49  <coopserver> *** Game paused (connecting clients)
15:07:52  <coopserver> <plonka> but if one is full and another passes though the other it opens
15:07:54  <coopserver> *** Maraxus has joined
15:07:55  <coopserver> *** Game unpaused (connecting clients)
15:07:57  <coopserver> <Jam35> and the other has train pass through
15:07:59  <coopserver> <Jam35> yeah
15:08:09  <coopserver> <plonka> isn't there a way to stop it?
15:08:31  <coopserver> <Jam35> hm
15:08:43  <coopserver> <Jam35> I suppose you could detect start and end of bay
15:08:45  <coopserver> <plonka> as i saw a train needlessly forced out
15:08:51  <coopserver> <Jam35> and make it 11 long
15:08:54  <coopserver> <Jam35> or something
15:09:18  <coopserver> <plonka> hold on asec somehere now btb
15:10:06  <coopserver> <plonka> ok back
15:10:25  <coopserver> <Jam35> na stupid idea
15:10:51  <coopserver> <plonka> i still don't get why detecting bay 1 and 2 is needed?
15:11:12  <coopserver> <Jam35> the pf likes the reversers better than station
15:11:28  <coopserver> <Jam35> so it needs blocking unless station is full
15:12:15  <coopserver> <plonka> no but why can't station just be considered full once yellow if full as earlier
15:12:23  <coopserver> <plonka> why the need to detect red
15:12:33  <coopserver> *** Maraxus has left the game (Leaving)
15:13:06  <coopserver> <plonka> oh
15:13:17  <coopserver> <plonka> if a train enters yellow
15:13:26  <coopserver> <plonka> it cuts off the signal to combi?
15:13:34  <coopserver> <plonka> and it opens ml split?
15:14:51  <coopserver> <plonka> nope ive still no idea why it has to detect where u did red lines earlier
15:15:00  <coopserver> <plonka> istead of yellow
15:16:44  <coopserver> <Jam35> idk either
15:16:48  <coopserver> <Jam35> it's borked
15:16:56  <coopserver> <Jam35> conclusion :)
15:17:12  <coopserver> <plonka> surely all that need to happen
15:17:17  <coopserver> <plonka> if yellow is full
15:17:22  <coopserver> <plonka> reverser is open
15:17:29  <coopserver> <plonka> AND ml split is closed
15:17:37  <coopserver> <Jam35> that is the idea
15:17:38  <coopserver> <Jam35> but
15:17:50  <coopserver> <Jam35> as I said the reverser gets chosen first
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15:18:10  <RapidKL> !pw
15:18:11  <coopserver> RapidKL: unlink
15:18:12  <coopserver> <Jam35> without the not gate trains never enter station
15:18:16  <coopserver> *** Game paused (connecting clients)
15:18:41  <coopserver> <plonka> yeah so it's not possible for the not gate to open reverser and close ml split?
15:18:49  <coopserver> *** Game unpaused (connecting clients)
15:18:55  <coopserver> <plonka> at the same time
15:19:04  <coopserver> *** Game paused (connecting clients)
15:19:14  <coopserver> <plonka> yellow full = not gate switch and ml closed?
15:19:23  <coopserver> <Jam35> as it is it kind of interferes with each other
15:19:42  <coopserver> *** Game unpaused (connecting clients)
15:19:44  <coopserver> <Jam35> like the train passes the detection but does not wait
15:20:00  <coopserver> *** Game paused (connecting clients)
15:20:25  <coopserver> <plonka> so there's no way to add more track and signals here to prevent interferance?
15:20:30  <coopserver> <plonka> !here
15:20:33  <coopserver> *** Game unpaused (connecting clients)
15:20:41  <coopserver> <Jam35> I was going to NOT the entire thing but that would give green as train passes detection
15:22:06  <coopserver> *** Game paused (connecting clients)
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15:22:33  <coopserver> <Jam35> I'll let Mark decide what to do
15:22:44  <coopserver> <Jam35> if he wants to do anything
15:23:08  <coopserver> <Jam35> I don't see his intention
15:23:19  <coopserver> <Jam35> only what I think it is meant to do
15:23:45  <coopserver> <Jam35> if it is that then it does not work
15:24:41  <coopserver> <plonka> wouldn't changing combi1 to 2way and moving it left one tile then disconecting blue track to ml @!here then reconnecting between combi1 and logic train work?
15:24:51  <coopserver> <plonka> im kind of educated guessing here lol
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15:26:14  <coopserver> <Jam35> brb
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15:26:18  <coopserver> <plonka> ok
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15:33:37  <coopserver> <__Fellini__> !signal gap
15:33:43  <coopserver> <plonka> toughj buggers bees man
15:34:16  <coopserver> <plonka> i just dropped a bag of cookies about 1million times it's own weight on it several times and it's walking
15:34:37  <coopserver> <plonka> thats like someone drop a plane on me and i carry on regardless :D
15:35:05  <coopserver> <plonka> thx fellini
15:35:54  <coopserver> <__Fellini__> its just my job
15:36:03  <coopserver> <__Fellini__> 8)
15:36:08  <coopserver> <plonka> :)
15:38:25  <coopserver> <__Fellini__> see later
15:38:26  <coopserver> <__Fellini__> hf
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15:43:39  <coopserver> <plonka> bye bye
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15:44:28  <coopserver> <plonka> i think that not gate is working as intended
15:44:38  <coopserver> <plonka> stops trains entering reverser
15:44:45  <coopserver> <plonka> untill they should
15:45:00  <coopserver> <plonka> but also occaisionally closes ml split
15:45:09  <coopserver> <plonka> which stops him catching every train
15:46:02  <coopserver> <plonka> nope maybe not
15:46:12  <coopserver> <plonka> idk
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17:15:56  <coopserver> <plonka> jam?
17:16:06  <coopserver> <plonka> why has train income dropped?
17:18:07  <coopserver> <Jam35> idk waves or something
17:18:27  <coopserver> <plonka> umm ok
17:19:23  <coopserver> <Jam35> I was messing with shifters but can't see it having that adverse an effect
17:19:44  <coopserver> <plonka> ok
17:19:55  <coopserver> <plonka> i think fail safe joining just failed here
17:20:10  <coopserver> <plonka> !here
17:20:28  <coopserver> <plonka> a train got stuck at 2 way exit
17:20:38  <coopserver> <Jam35> I keep seeing that
17:20:44  <coopserver> <Jam35> at various places
17:20:53  <coopserver> <Jam35> can't see anything wrong though
17:21:24  <coopserver> <plonka> umm :/
17:23:15  <coopserver> <plonka> maybe counting back 10 should be done from the 2 way entery?
17:23:30  <coopserver> <plonka> not the last block signal
17:24:28  <coopserver> <plonka> that's still 11 no?
17:24:50  <coopserver> <plonka> or the gap should 10?
17:24:53  <coopserver> <Jam35> 10
17:24:59  <coopserver> <plonka> yeah ok
17:25:02  <coopserver> <plonka> gap 10
17:25:35  <coopserver> <Jam35> I think it's too short now idk
17:26:30  <coopserver> <Jam35> as soon as train heads towards the entry it should leave the back section
17:27:12  <coopserver> <Jam35> and i just saw it fail anyway
17:27:18  <coopserver> <plonka> yep me too
17:27:31  <coopserver> <Jam35> something else?
17:27:35  <coopserver> <Jam35> can't be longer
17:27:45  <coopserver> <plonka> why does it need a 2 way exot
17:27:54  <coopserver> <plonka> at start of prio
17:28:11  <coopserver> <Jam35> that makes the two conditions
17:28:26  <coopserver> <Jam35> so a train may be approaching there
17:28:45  <coopserver> <Jam35> but train has started to switvh
17:29:51  <coopserver> <Jam35> so if train is at the red track but no further
17:30:07  <coopserver> <Jam35> it is ok to enter the switch
17:30:53  <coopserver> <plonka> and the backwards one way exit is the one that supposedly adds or logic?
17:32:10  <coopserver> <Jam35> either exit signal is green means ok to switch
17:33:19  <coopserver> <plonka> who built the example in the middle?
17:34:39  <coopserver> <Jam35> V
17:34:57  <coopserver> <plonka> that involves a 2 way combi after the 2 way exit
17:35:11  <coopserver> <plonka> is that important?
17:35:23  <coopserver> <Jam35> just extends the prio
17:35:39  <coopserver> <plonka> umm
17:35:53  <coopserver> <Jam35> It must still be that the prio is too short
17:36:45  <coopserver> <Jam35> train tries to switch but other approaches beyond the red track
17:37:17  <coopserver> <plonka> ok so prio of 21 is still too short:/
17:37:28  <coopserver> <Jam35> 23 now
17:37:31  <coopserver> <Jam35> testing
17:38:24  <coopserver> <plonka> combi keep detecting 1 way backwards exit
17:38:29  <coopserver> <plonka> and stopping train
17:38:30  <coopserver> <plonka> s
17:42:16  <coopserver> <plonka> same again at next one
17:59:32  <coopserver> <plonka> afk a while
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19:30:54  <tycoondemon>
19:30:59  <tycoondemon> it says hacking attempt
19:31:08  <tycoondemon> ist this a bug?
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23:17:02  <Sylf> Anyone around? Let's play.
23:17:19  * Sylf doesn't want to play alone
23:17:43  <Sylf> !pw
23:17:43  <coopserver> Sylf: favour
23:17:49  <coopserver> *** Game still paused (connecting clients, number of players)
23:17:54  <coopserver> *** Sylf has joined
23:17:55  <coopserver> *** Game still paused (number of players)
23:27:27  <coopserver> <Jam35> I'm here
23:27:30  <coopserver> <Jam35> maybe not for long
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23:28:02  <coopserver> <Sylf> I probably spoke too soon
23:28:09  <coopserver> <Sylf> I don't got a clue what I want to do
23:28:38  <coopserver> <Sylf> hrm...
23:28:47  <coopserver> <Jam35> 2 choices as I see it :)
23:28:52  <coopserver> <Jam35> town
23:29:01  <coopserver> <Jam35> or 1000 shifters
23:29:08  <coopserver> <Sylf> :P
23:29:32  <coopserver> <Jam35> or figure out what is going wrong with those we have
23:29:46  <coopserver> <Jam35> can't get the prio length right
23:29:54  <coopserver> <Jam35> it's stupidly long
23:30:02  <coopserver> <Jam35> like 24 tiles
23:30:07  <coopserver> <Sylf> oh?
23:30:22  <coopserver> <Jam35> so you end up with 20+ long gaps in traffic
23:30:42  <coopserver> <Jam35> kind of defeats the point imo
23:30:49  <coopserver> <Sylf> yup
23:32:04  <coopserver> <Jam35> I suppose we could revert to traditional hubs
23:32:14  <coopserver> <Jam35> idk what others want to do
23:33:45  <coopserver> <Sylf> well... I can try and observe that stuff.
23:34:14  <coopserver> <Sylf> That's less frustrating for me than building a town
23:36:49  <coopserver> <Sylf> ok, so, we need a really long prio for the SL merge, but not for the shifters
23:38:36  <coopserver> <Jam35> if not it will just stop the line?
23:40:44  <coopserver> <Sylf> actually, not even the merge prio may not matter so much
23:40:59  <coopserver> <Jam35> i see what you are saying
23:41:06  <coopserver> <Sylf> basically, the outer most line on ML becomes the acceleration space
23:41:25  <coopserver> <Sylf> as long as the trains can reach the max speed before the next shifter, that's all it'll matter.
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23:45:30  <coopserver> <Jam35> TL+1 or 2 length prio in shifters causes slowdown
23:45:53  <coopserver> <Sylf> weird
23:45:54  <coopserver> <Jam35> we have tried a few other configurations
23:46:35  <coopserver> <Jam35> there must be an ideal length but I can't make it work
23:46:47  <coopserver> <Sylf> it can't be too much longer than that
23:47:22  <coopserver> <Jam35> Marks just blocked then
23:47:28  <coopserver> <Jam35> his are 11 length
23:47:33  <coopserver> <Sylf> those prio are shorter than TL
23:47:52  <coopserver> <Sylf> it's 11 tile prio for merge, but not for the rest
23:48:59  <coopserver> <Sylf> I'll play around and see too
23:56:57  <coopserver> <Sylf> hmmm
23:57:06  <coopserver> <Sylf> some killer hills around these ML
23:57:29  <coopserver> <Jam35> on a separate note, if train switches right after one passed, it catches up
23:57:36  <coopserver> <Jam35> somehow

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