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01:40:32 *** liq3 has joined #openttdcoop 01:43:37 *** glevans2 has quit IRC 01:45:25 *** glevans2 has joined #openttdcoop 04:39:10 *** LSky` has joined #openttdcoop 05:51:18 *** wicope has joined #openttdcoop 06:17:03 *** efess has quit IRC 07:25:33 *** Mark has joined #openttdcoop 07:42:25 <Mark> hello 07:42:28 <hylje> hi 07:43:15 <Mark> !pw 07:43:16 <coopserver> Mark: revert 07:43:19 <coopserver> *** Game still paused (connecting clients, number of players) 07:43:26 <coopserver> *** Mark has joined 07:43:27 <coopserver> *** Game still paused (number of players) 07:43:28 <coopserver> *** Game unpaused (number of players) 07:49:40 <V453000> hy 08:09:12 *** efess has joined #openttdcoop 08:13:53 <coopserver> *** Mark has joined spectators 08:13:54 <coopserver> *** Game paused (number of players) 08:34:58 <coopserver> *** Mark has joined company #1 08:34:59 <coopserver> *** Game unpaused (number of players) 08:35:20 <coopserver> *** Mark has joined spectators 08:35:21 <coopserver> *** Game paused (number of players) 08:35:22 <coopserver> *** Mark has left the game (Leaving) 08:38:20 *** Mark has quit IRC 10:08:34 *** __Fellini___ has joined #openttdcoop 10:16:21 <__Fellini___> !password 10:16:21 <coopserver> __Fellini___: surely 10:16:41 <coopserver> *** Game still paused (connecting clients, number of players) 10:16:45 <coopserver> *** Player has joined 10:16:46 <coopserver> *** Game still paused (number of players) 10:17:00 <coopserver> *** Player has changed his/her name to __Fellini__ 10:19:13 <coopserver> *** __Fellini__ has joined company #1 10:19:14 <coopserver> *** Game unpaused (number of players) 10:22:26 *** Jam35_ is now known as Jam35 10:29:56 <coopserver> *** __Fellini__ has left the game (Leaving) 10:29:57 <coopserver> *** Game paused (number of players) 10:36:39 *** __Fellini___ has quit IRC 10:59:41 *** Klanticus has joined #openttdcoop 11:10:42 *** Max|_ has quit IRC 11:31:00 *** Max| has joined #openttdcoop 11:49:31 *** rapidKL has joined #openttdcoop 11:49:33 <rapidKL> !pw 11:49:33 <coopserver> rapidKL: camera 11:49:40 <coopserver> *** Game still paused (connecting clients, number of players) 11:50:13 <coopserver> *** Game still paused (number of players) 11:50:28 <coopserver> *** Game still paused (connecting clients, number of players) 11:50:39 *** Plonka has joined #openttdcoop 11:51:01 <coopserver> *** Game still paused (number of players) 11:51:51 *** rapidKL has quit IRC 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 12:00:06 <coopserver> *** Game still paused (connecting clients, number of players) 12:00:09 <coopserver> *** plonka has joined 12:00:10 <coopserver> *** Game still paused (number of players) 12:00:11 <coopserver> *** Game unpaused (number of players) 12:01:42 *** Max| has quit IRC 12:51:29 <coopserver> *** Game paused (connecting clients) 12:51:32 <coopserver> *** Jam35 has joined 12:51:33 <coopserver> *** Game unpaused (connecting clients) 12:51:46 <coopserver> <plonka> hello jam 12:51:52 <coopserver> <Jam35> ello 12:52:28 <coopserver> *** Jam35 has joined company #1 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) 13:05:54 <coopserver> *** tyteen4a03 has joined 13:05:55 <coopserver> *** Game unpaused (connecting clients) 13:07:21 <Jam35> this is useful: http://wiki.openttdcoop.org/User:Mfb/Towns 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 13:18:59 *** Max| has joined #openttdcoop 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 13:57:43 *** Max| has quit IRC 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) 14:02:39 <coopserver> *** __Fellini__ has joined 14:02:40 <coopserver> *** Game unpaused (connecting clients) 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? 14:14:03 *** Maraxus has joined #openttdcoop 14:14:03 *** ChanServ sets mode: +o Maraxus 14:14:20 <coopserver> <plonka> q logic gate of some kind 14:14:21 <coopserver> *** __Fellini__ has joined spectators 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 *_* 14:16:47 *** Max| has joined #openttdcoop 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 14:24:43 *** efess has quit IRC 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 14:27:52 <coopserver> *** __Fellini__ has joined company #1 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 15:18:01 *** RapidKL has joined #openttdcoop 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) 15:22:22 <coopserver> *** RapidKL has joined 15:22:25 <coopserver> *** Game unpaused (connecting clients) 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 15:25:32 *** Maraxus has quit IRC 15:26:14 <coopserver> <Jam35> brb 15:26:14 *** RapidKL has quit IRC 15:26:17 <coopserver> *** Jam35 has joined spectators 15:26:18 <coopserver> <plonka> ok 15:27:43 <coopserver> *** RapidKL has left the game (Leaving) 15:32:52 *** luaduck has quit IRC 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 15:38:49 <coopserver> *** __Fellini__ has left the game (Leaving) 15:43:39 <coopserver> <plonka> bye bye 15:43:52 *** __Fellini___ has quit IRC 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 16:09:06 <coopserver> *** Jam35 has joined company #1 16:17:34 *** Progman has joined #openttdcoop 16:28:29 *** luaduck has joined #openttdcoop 17:13:19 *** StarLite has joined #openttdcoop 17:13:19 *** ChanServ sets mode: +o StarLite 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 17:59:36 <coopserver> *** plonka has joined spectators 18:05:23 <coopserver> *** Jam35 has joined spectators 18:05:24 <coopserver> *** Game paused (number of players) 18:30:12 *** liq3 has quit IRC 18:47:06 *** wicope has quit IRC 19:30:54 <tycoondemon> http://www.openttdcoop.org/config 19:30:59 <tycoondemon> it says hacking attempt 19:31:08 <tycoondemon> ist this a bug? 20:08:32 *** Klanticus has quit IRC 20:15:16 *** StarLite has quit IRC 20:38:09 *** LSky` has quit IRC 20:38:53 <coopserver> *** plonka has left the game (Leaving) 20:57:23 *** Progman has quit IRC 21:07:29 *** Plonka has quit IRC 23:10:23 *** efess has joined #openttdcoop 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 23:27:39 <coopserver> *** Jam35 has joined company #1 23:27:40 <coopserver> *** Game unpaused (number of players) 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. 23:45:06 <coopserver> *** Sylf has joined company #1 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