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00:29:59 *** tycoondemon has joined #openttdcoop 00:50:58 *** tycoondemon has quit IRC 02:31:02 *** tycoondemon has joined #openttdcoop 04:53:10 *** Clockworker_ has joined #openttdcoop 05:00:33 *** Clockworker has quit IRC 05:02:10 *** Clockworker has joined #openttdcoop 05:08:54 *** Clockworker_ has quit IRC 05:33:36 *** MonkeyDronez has joined #openttdcoop 05:34:26 *** ODM has joined #openttdcoop 05:58:55 *** Arveen has joined #openttdcoop 06:07:58 *** Progman has joined #openttdcoop 07:13:32 *** absolutis has joined #openttdcoop 07:22:35 <Clockworker> https://www.youtube.com/watch?v=Tl0ckIndemg 07:22:41 <Clockworker> boys next doors only 07:31:32 <tyteen4a03> !pw 07:31:32 <coopserver> tyteen4a03: sqblob 07:31:39 <coopserver> *** Game paused (connecting clients) 07:31:40 <coopserver> *** tyteen4a03 has joined 07:31:41 <coopserver> *** Game unpaused (connecting clients) 07:32:39 <coopserver> <Mark> oh fuck ive been online again all night 07:32:47 <coopserver> <tyteen4a03> \o/ 07:33:19 *** Hiddenfunstuff has joined #openttdcoop 07:34:18 <Clockworker> !pw 07:34:18 <coopserver> Clockworker: sqblob 07:34:22 <coopserver> *** Game paused (connecting clients) 07:34:26 <coopserver> *** Clockworker has joined 07:34:27 <coopserver> *** Game unpaused (connecting clients) 07:36:56 <coopserver> <Clockworker> slowdown in SLH01 07:37:40 <coopserver> <Clockworker> might need a third out maybe 07:37:50 <coopserver> <tyteen4a03> it's been like that for a while I think 07:38:03 <coopserver> <Clockworker> it's better now 07:38:10 <coopserver> <Clockworker> now worse again 07:38:11 <coopserver> <Clockworker> haha 07:38:21 <coopserver> <tyteen4a03> kind of intermittent 07:38:26 <coopserver> <Clockworker> yeah 07:38:53 <Arveen> !pw 07:38:53 <coopserver> Arveen: demand 07:38:56 <coopserver> *** Game paused (connecting clients) 07:38:57 <coopserver> <Clockworker> my hub really needed that 4th out 07:38:58 <coopserver> *** Arveen has joined 07:38:59 <coopserver> *** Game unpaused (connecting clients) 07:46:38 *** Ethereal_Whisper has joined #openttdcoop 07:46:49 <Ethereal_Whisper> Hello! 07:52:40 <Mark> hiyo 07:53:19 <Ethereal_Whisper> Hiya Mark, how's it going? 07:53:49 <Mark> good thanks 07:53:53 <Mark> yourself 07:54:22 <Ethereal_Whisper> Not bad. Just came in here because I'm trying to figure out something that should probably be incredibly obvious as I've only been playing for two days now, but can't seem to figure out. 07:54:50 <Mark> :) 07:54:56 <Mark> im sure we can help 07:55:02 <Ethereal_Whisper> Would you happen to mind having a look? 07:55:07 <Ethereal_Whisper> Well, I might as well. 07:55:18 <coopserver> *** Mark has joined spectators 07:57:04 <Ethereal_Whisper> http://i.imgur.com/l12Wvhr.png so I've got four town here in kind of a T-shape that I want to connect with my LR main line. I don't have much space for a station. I think the proper terminology is that I want a side line each running to a station serving Lowood in the middle there, merging at the station and continuing onwards to Wrungville, then afterwards joining my LR mainline (visible in the picture, the double tracks 07:57:34 *** Mucht has joined #openttdcoop 07:57:34 *** ChanServ sets mode: +o Mucht 07:59:03 <Mark> yes 08:00:19 <Ethereal_Whisper> Not really for any purpose whatosever, I'm just trying to figure things out in simpler terms since the examples the Wiki uses is often stuff like two LR side lines junctioning with a L_L_R_R mainline 08:03:05 <Mark> so what exactly is the problem? :) 08:03:45 <Mark> https://wiki.openttd.org/File:Ultimate_3way_junction.png 08:03:52 <Mark> you probably need something like that 08:04:17 <Ethereal_Whisper> Well, as you can see, I don't appear to have the space for that 08:04:25 <Clockworker> yes you do 08:04:30 <Clockworker> that's a lot of space there 08:05:19 <Mark> easy :) 08:05:26 <Mark> send me the savegame if you like 08:06:10 <Ethereal_Whisper> I think I see what I should try to do... not merge Plenbourne and Dindham at Lowood, but rather merge Wruningville and Dundham 08:06:26 <Mark> or use a transfer station 08:06:48 <Mark> make a big station at lowood and get trams or local trains to the other towns 08:07:02 <tyteen4a03> are there trams in openttd? 08:07:15 <tyteen4a03> I thought it was a simutrans thing 08:07:15 <Mark> sure 08:07:22 <Mark> just need the right newgrf 08:07:23 <Webster> Read the Quickstart - #openttdcoop wiki - http://wiki.openttdcoop.org/Quickstart (again, try !grf) 08:07:26 <Mark> such es egrtvs 08:07:38 <tyteen4a03> ah cool 08:10:21 <Ethereal_Whisper> I Think I see what to do now. Sorry if that was a dumb question 08:15:49 <Mark> not at all :) 08:16:30 <Ethereal_Whisper> http://i.imgur.com/rKgY5Hn.png I Did this. Why was that so fard for me to figure out, is beyond me haha 08:23:42 <Clockworker> hmmm 08:24:03 <Clockworker> looks like your main station in the middle only goes to one side from one track 08:24:11 <Clockworker> and the opposite side from the other track 08:24:36 <Ethereal_Whisper> Yeah, each line has its own platform and is so short I only gave each one a single train 08:24:53 <tyteen4a03> I was imaging a transfer station near the mainline 08:25:00 <tyteen4a03> *imagining 08:25:06 <Clockworker> I mean 08:25:32 <Ethereal_Whisper> I must have misinterpreted the term "transfer station" then. I'm still vey, very new to this game 08:25:34 <coopserver> *** tyteen4a03 has left the game (Leaving) 08:26:12 <tyteen4a03> no, Luwood Woods is a perfectly fine transfer station, just that one that's on the mainline would probably give you more flexibility 08:26:30 <Clockworker> https://dl.dropboxusercontent.com/u/71312462/ShareX/2016/04/mspaint_2016-04-16_05-26-23.png 08:27:20 <Clockworker> so a train coming from the left won't be able to use the platform on the right 08:27:32 <Clockworker> because the one on the right only accepts a train coming from the right 08:27:39 <Ethereal_Whisper> Oh, I added some diagonal rail afterwards so either train could use either track 08:27:51 <Clockworker> oh huh 08:27:56 <Ethereal_Whisper> http://i.imgur.com/8aPZymy.png 08:27:58 <Clockworker> it's a one way line 08:28:12 <Clockworker> oh no it isn't 08:28:30 <Clockworker> that's not really necessary 08:28:53 <tyteen4a03> I'm confused how Wruningville -> Lowood Woods train work 08:28:54 <Clockworker> just a X in front of the station should work 08:31:28 <Ethereal_Whisper> tyteen4a03: http://i.imgur.com/RV8KoGT.png I bulldozed the trees in the way 08:31:41 <Clockworker> https://dl.dropboxusercontent.com/u/71312462/ShareX/2016/04/openttd_2016-04-16_05-31-34.png 08:31:43 <Ethereal_Whisper> One of the most pointless lines I've ever built lol 08:31:44 <tyteen4a03> there's transparency options 08:31:46 <Clockworker> this would work just fine 08:32:04 <Ethereal_Whisper> Ok cool :) 08:32:22 <coopserver> <Clockworker> notice each side has an entrance and an exit 08:33:19 <tyteen4a03> I was imagining that this would make a bit more sense http://imgur.com/DJW74cW 08:33:20 <Webster> Title: Imgur: The most awesome images on the Internet (at imgur.com) 08:33:44 <tyteen4a03> but then if you want to have a terminus in lowood that's fine 08:33:59 *** ODM has quit IRC 08:34:28 <Ethereal_Whisper> tyteen4a03: that's what I was trying to create initially, I think 08:34:29 <Clockworker> a ro-ro next to the line would be fine too 08:34:35 <Ethereal_Whisper> I'm not sure if I described it the best way 08:35:20 <tyteen4a03> I think what you ended up doing was having Lowood Woods as a terminus station, and have 3 separate lines serving Wrungville, Dindham and beyond 08:36:11 <Clockworker> well I figured he's using lowood woods as a transfer drop 08:36:20 <tyteen4a03> mm 08:36:54 <tyteen4a03> (something like Witham station in real life really) 08:36:59 <Clockworker> it's fun to see these things 08:37:04 <Clockworker> takes me back to the old days 08:37:29 <Clockworker> long before coop autism 08:38:20 <coopserver> *** Clockworker has left the game (Leaving) 08:38:21 <coopserver> *** Game paused (number of players) 09:48:47 <Ethereal_Whisper> Random curiosity, why is placing block signals every other square on mainlines a good idea? I don't understand why 09:50:39 <dpk> more signals = better than 09:51:30 <dpk> more specifically, if you mean why that distance, i believe it's because it's been Calculated by Scienceā¢ to produce the least unnecessary stops 09:51:30 <Ethereal_Whisper> I see. 09:51:41 <Ethereal_Whisper> Good answer :P 09:52:17 <dpk> if you mean why block signals, i believe that's because path signals can put a lot of load on the server. but i also see people saying that's a myth 09:52:43 <Ethereal_Whisper> Ah well, I'm only playing single-player. Only noticed lag when I was playing 4096x4096. 10:08:21 *** StarLite has joined #openttdcoop 10:08:21 *** ChanServ sets mode: +o StarLite 10:24:46 *** ODM has joined #openttdcoop 10:24:59 <Jam35> https://wiki.openttdcoop.org/Signalling 10:25:19 <Jam35> specifically the stuff about gaps 10:26:16 <Jam35> and yes PBS requires more processing power, make of that what you will 10:54:55 *** tycoondemon has quit IRC 10:59:59 *** tycoondemon has joined #openttdcoop 11:12:35 *** tycoondemon has quit IRC 11:19:06 *** tycoondemon has joined #openttdcoop 12:12:48 *** happpy has joined #openttdcoop 12:15:21 <coopserver> *** Mark has left the game (general timeout) 12:22:28 *** Mark has quit IRC 12:22:44 *** tycoondemon has quit IRC 12:51:08 *** Mark has joined #openttdcoop 12:51:08 *** Webster sets mode: +o Mark 13:02:38 *** damalix has joined #openttdcoop 13:03:06 <damalix> !dl svn 13:03:14 <damalix> !dl 13:03:14 <coopserver> damalix: !download lin|lin64|osx|ottdau|source|win32|win64|win9x 13:03:15 <coopserver> damalix: http://www.openttd.org/en/download-trunk/r27534 13:25:46 <damalix> !password 13:25:46 <coopserver> damalix: begins 13:25:53 <coopserver> *** Game still paused (connecting clients, number of players) 13:25:55 <coopserver> *** Damalix has joined 13:25:56 <coopserver> *** Game still paused (number of players) 13:25:57 <coopserver> *** Game unpaused (number of players) 13:26:03 <coopserver> *** Damalix has joined spectators 13:26:04 <coopserver> *** Game paused (number of players) 13:27:49 <coopserver> *** Damalix has joined company #1 13:27:50 <coopserver> *** Game unpaused (number of players) 13:33:34 *** tycoondemon has joined #openttdcoop 13:49:00 *** tycoondemon has quit IRC 14:05:56 <coopserver> *** Damalix has left the game (Leaving) 14:05:56 <coopserver> *** Game paused (number of players) 14:13:31 *** tycoondemon has joined #openttdcoop 14:18:47 *** dr_gonzo has joined #openttdcoop 14:19:27 *** dr_gonzo is now known as Guest703 14:21:35 <happpy> hi damalix 14:41:57 *** Mark has quit IRC 14:45:34 *** tycoondemon has quit IRC 15:01:59 *** tycoondemon has joined #openttdcoop 15:07:13 <damalix> hi happy 15:10:04 *** tycoondemon has quit IRC 15:11:13 <happpy> how things damalix 15:13:18 *** tycoondemon has joined #openttdcoop 15:26:40 *** Mark has joined #openttdcoop 15:26:40 *** Webster sets mode: +o Mark 15:40:06 *** MonkeyDronez has quit IRC 15:46:47 *** Sylf has quit IRC 15:49:57 *** Sylf has joined #openttdcoop 15:49:57 *** ChanServ sets mode: +o Sylf 16:24:12 *** Arveen has quit IRC 16:24:12 <coopserver> *** Arveen has left the game (connection lost) 17:01:42 *** Clockworker_ has joined #openttdcoop 17:01:43 *** Clockworker has quit IRC 17:06:55 <Ethereal_Whisper> I finally figured out the nuances of block signals. Please don't laugh 17:06:57 <Ethereal_Whisper> Lol 17:09:29 *** Arveen has joined #openttdcoop 17:22:00 <Jam35> light is green, track is clean 17:23:36 <Arveen> !players 17:23:36 <coopserver> Arveen: The server is empty, noone is connected. Feel free to remedy this situation 17:24:49 *** absolutis has quit IRC 17:27:52 *** absolutis has joined #openttdcoop 17:30:59 <damalix> 2140021585*+9/ 17:59:39 <Clockworker_> turn on "show reserved track" in the settings 17:59:59 <Clockworker_> it'll help you understand how trains find their path through the blocks 18:03:36 *** Mark has quit IRC 18:22:42 <Ethereal_Whisper> :O 18:22:50 <Ethereal_Whisper> Thanks for the tip Clockworker_! 18:44:43 *** Mark has joined #openttdcoop 18:44:43 *** Webster sets mode: +o Mark 19:08:23 *** aard has joined #openttdcoop 19:16:40 <Ethereal_Whisper> Hm, I messed up my block signal spacing a bit... do I really need to fix it all, and/or is it better to have too many block signals or too few? 19:19:31 <Sylf> on the server? 19:19:51 <Sylf> fixing signals should be really simple with ctrl-drag 19:20:08 <Ethereal_Whisper> Single player. This is only my 4th day playing 19:22:16 <damalix> !players 19:22:16 <coopserver> damalix: The server is empty, noone is connected. Feel free to remedy this situation 19:23:00 <Ethereal_Whisper> I also have another question that's probably an easy answer, I'm just failing to notice something probably 19:23:46 <Ethereal_Whisper> http://i.imgur.com/GHXtx94.png any idea why trains aren't using bays 3 and 4? (Numbering order being from the top downwards) 19:23:58 <Ethereal_Whisper> They're all using bays 1, 2, 5, 6, 7, 8, 9, and 10 just fine 19:24:59 <Ethereal_Whisper> (On the other hand I just realized my entry line has two-way entry signals for no reason... fail lol) 19:25:51 <damalix> if you remove other tracks so that trains MUST go to 3&4, do they go ? Do they get struck anywhere ? 19:27:14 <Ethereal_Whisper> Oh, good point to test that. Let's see 19:28:13 <Sylf> You probably have too many platforms for number of trains 19:28:24 <Ethereal_Whisper> Nope, they used bays 3 and 4 when I bulldozed the routes to the other 8. 19:29:06 <Ethereal_Whisper> Well, I'm about to add more traffic to the line, let's see what happens. 19:29:16 <damalix> so the point is probably having too much platforms, when all platforms are full, do they go ? 19:29:37 <damalix> You can use "stop" trains to simulate overcrowded station 19:30:12 <damalix> and see if trains chose platforms 3&4 19:30:14 <Ethereal_Whisper> Oh. Whoops 19:30:53 <Ethereal_Whisper> I'll test an increased traffic load by cloning some trains... easier than building new lines in actually 19:30:58 <Sylf> Oh, the reason those 2 particular platforms are not used: path finder penalties. 19:31:08 <Sylf> Every bend along the path is a penalty. 19:31:17 <Sylf> Every slope, up and down, are also penalty 19:31:36 <Sylf> Every manhattan distance from current location to the destination is also a penalty 19:31:52 <hylje> but why 3 and 4 in specific 19:31:58 <Sylf> platform 3&4 are further away than platforms 5-10 19:32:13 <damalix> probably theese tracks are just a little bit les attractive to pathfinder 19:32:14 <Sylf> and you can platforms 1&2 don't have slopes to get to them 19:32:32 <Sylf> so platforms 3&4 have the highest path finder penalties 19:33:28 <Ethereal_Whisper> Yeah, I've seen examples of a 10-bay station without the slopes on the entrance lines... though it was a monorail instead of regular trains. Couldn't figure out how to keep the tracks level instead of sloping 19:33:34 <damalix> so if you add slopes to 1&2, trains should go to 3&4 before 1&2 19:34:06 <hylje> Ethereal_Whisper: consider using 4-tile tunnels for all exit tracks 19:34:13 <damalix> use bridges instead of tunnels ? 19:34:32 <Sylf> hylje, I'm not so sure they would 19:34:52 <Sylf> I think they still prefer platform 1&2 more 19:35:03 <Sylf> but will be more willing to take platforms 3&4 19:36:33 <Ethereal_Whisper> damalix: don't bridges just slope upwards first/downwards second, i.e. the converse of tunnels though? I mean, it's 1970 in-game so I don't have access to trains fast enough to make a difference yet, I just prefer tunnels because of no speed limit on them in principle 19:36:59 <hylje> bridges are more flexible with weird landscape topography 19:37:54 <Ethereal_Whisper> Also true, but in thos station's case the land was already flat. I didn't have to do anything to the landscape other than lower terrain to build the tunnels 19:38:00 <Ethereal_Whisper> this* station's 19:38:05 <hylje> but if you use 4 tile tunnels for all exits, the slopes will stagger so that the entries will be level 19:38:30 <damalix> !password 19:38:30 <coopserver> damalix: turned 19:38:37 <coopserver> *** Game still paused (connecting clients, number of players) 19:38:39 <coopserver> *** Damalix has joined 19:38:40 <coopserver> *** Game still paused (number of players) 19:38:41 <coopserver> *** Game unpaused (number of players) 19:38:47 <Ethereal_Whisper> hylje: I'll give that a try. 19:41:30 <damalix> @tunnels 19:41:30 <Webster> damalix: (tunnels <trainlength> [<split>]) -- Returns minimum and maximum signal gap sizes for 2,3 and 4 linesplits with <trainlength>. If <spilt> is given it will return the gap sizes for <split> (+/-) 1. 19:41:43 <damalix> @tunnels 3 19:41:43 <Webster> damalix: For Trainlength of 3: <= 9 needs 2, 10 - 14 needs 3, 15 - 19 needs 4. 19:44:24 <Ethereal_Whisper> hylje: that looks like it fixed it. trains are now preferring bays in consecutive order from bay 10 downwards numerically :) 19:44:33 <hylje> yay 19:45:31 <Ethereal_Whisper> But I have so little traffic to the station at the moment that bays 3/4 have only been used once so far, and trains are no longer using bays 1/2, but that means the station is working as intended and can accept a significantly higher capacity for when I expand :) 19:50:54 <hylje> no better engineering than overengineering 19:52:40 <Jam35> https://dl.dropboxusercontent.com/u/51134233/10x4.png 19:52:43 *** absolutis has quit IRC 19:52:51 <Jam35> hopwfully an improvement :P 19:53:10 <Jam35> with red track showing train waiting zones 19:53:14 <Jam35> (TL4) 19:53:43 <Jam35> and different signalling styles 19:53:45 *** absolutis has joined #openttdcoop 19:53:57 <Jam35> presignals vs path 19:54:45 <Jam35> if you stagger the tunnels by one tile they can be one tile apart 19:54:58 <Jam35> to avoid the slopes you mention 20:24:42 <Ethereal_Whisper> Cheers :) 20:25:12 <tyteen4a03> !pw 20:25:12 <coopserver> tyteen4a03: hiding 20:25:17 <coopserver> *** Game paused (connecting clients) 20:25:18 <coopserver> *** tyteen4a03 has joined 20:25:19 <coopserver> *** Game unpaused (connecting clients) 20:40:31 *** Arveen has quit IRC 20:41:18 *** aard has quit IRC 20:59:17 <coopserver> *** Damalix has joined spectators 21:03:07 *** aard has joined #openttdcoop 21:06:44 *** absolutis has quit IRC 21:14:57 <damalix> bbye 21:15:15 <coopserver> *** Damalix has left the game (connection lost) 21:15:17 *** damalix has quit IRC 21:16:49 *** tycoondemon has quit IRC 21:21:27 *** StarLite has quit IRC 21:23:46 <coopserver> *** tyteen4a03 has left the game (general timeout) 21:23:47 <coopserver> *** Game paused (number of players) 21:37:23 *** ODM has quit IRC 22:18:05 *** Guest703 has quit IRC 22:49:28 *** aard has quit IRC 22:56:56 *** Hiddenfunstuff has quit IRC 23:24:59 *** Progman has quit IRC 23:35:08 *** happpy has left #openttdcoop