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Log for #openttdcoop on 16th May 2016:
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00:03:08  *** happpy has quit IRC
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00:28:19  <Tray> !password
00:28:19  <coopserver> Tray: marked
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00:29:31  <BiG_MEECH> yo TRAY
00:29:37  <BiG_MEECH> TRAY VAUGHN MARTIN
00:29:50  <BiG_MEECH> T-RAY
00:30:16  <Ethereal_Whisper> I ended up with a triple track line, whoops
00:30:43  <BiG_MEECH> is that a bad thing Miss Whisper?
00:30:54  <BiG_MEECH> maybe you need another lane :P
00:31:27  <Ethereal_Whisper> Nah, I realized trains returning to a pickup station with transfers couldn't share a return line with a delivery line of trains going to the pickup station to transfer cargo
00:32:04  <Ethereal_Whisper> Otherwise they'd end up potentially using platforms intended as drop platforms as a pickup platform instead
00:32:29  <Ethereal_Whisper> http://i.imgur.com/PUIsq8m.png the set of three is for pickups, the set of two is for drops
00:33:08  <Ethereal_Whisper> So I have two incoming lines from the northwest (one for incoming full trains, one for returning empty trains), but only one returning in that direction
00:33:52  <Ethereal_Whisper> http://i.imgur.com/hvRQrRJ.png gives me some triple track upstream, since the delivery line on the way to the main coal drop station goes southeast to the main trunk
00:36:51  <BiG_MEECH> interesting
00:37:20  <BiG_MEECH> Why don't you do that stuff for public server like describe a plan like that? :)
00:38:11  <Ethereal_Whisper> "don't cross lines so trains go to the wrong platforms"?
00:38:32  <BiG_MEECH> sure why not
00:38:52  <Ethereal_Whisper> The only platforms that can be pickup and drop stations combined are passengers/mail
00:38:59  <Ethereal_Whisper> Because that's simply not how passenger lines work
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00:40:21  <BiG_MEECH> hmph
00:48:05  *** BiG_MEECH is now known as Ded_MEECH
01:17:24  *** Ded_MEECH is now known as Double_Ded_MEECH
02:33:10  <Ethereal_Whisper> http://i.imgur.com/ugU0Ecc.png ... I don't know why I didn't just make a left-handed station
02:40:03  <Double_Ded_MEECH> heh it happens
02:40:11  <Double_Ded_MEECH> Happy likes building that way too
02:40:20  <Double_Ded_MEECH> sometimes it can be confusing, challeging and fun though
02:45:13  <Ethereal_Whisper> I made an independent spur line left handed track because it's isolated and to hell with it why not
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04:00:05  <dwarf> !pw
04:00:05  <coopserver> dwarf: larger
04:00:23  <Double_Ded_MEECH> yo dood
04:00:40  <Double_Ded_MEECH> boss DWARF
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04:00:56  <dwarf> hi meech
04:09:59  <Double_Ded_MEECH> heya
04:12:27  <Double_Ded_MEECH> !pw
04:12:27  <coopserver> Double_Ded_MEECH: cssize
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04:12:56  <coopserver> <BiG_MEECH> yomf
04:15:18  <coopserver> <BiG_MEECH> so many more things need hauling :D
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04:16:36  <coopserver> <BiG_MEECH> gross
04:16:40  <coopserver> <BiG_MEECH> you here Dwarf?
04:16:59  <coopserver> <dwarf> yea
04:17:05  <coopserver> <BiG_MEECH> come to BBH03
04:17:07  <coopserver> <dwarf> looking at yard2 exit
04:17:14  <coopserver> <BiG_MEECH> k
04:17:19  <coopserver> <BiG_MEECH> coem to me when ur done
04:17:52  <coopserver> <dwarf> bbh3 seems to work ok
04:18:20  <coopserver> <BiG_MEECH> well watch this
04:18:48  <coopserver> <BiG_MEECH> hmm did you add signal?
04:18:52  <coopserver> <dwarf> yes
04:19:01  <coopserver> <BiG_MEECH> b/c it was blocking earlier
04:19:17  <coopserver> <dwarf> yea, a signal was missing
04:19:22  <coopserver> <BiG_MEECH> ah k
04:19:28  <coopserver> <BiG_MEECH> i knew something was F
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04:20:31  <Double_Ded_MEECH> !companies
04:20:31  <coopserver> Double_Ded_MEECH: Company '1' (Orange): #MakeYETIGreatAgain, Founded in 2100, Vehicles owned: 1258 Trains, 0 Roadvehicles, 0 Ships and 0 Aeroplanes
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04:22:50  <dwarf> should add some platforms to yard2
04:22:58  <dwarf> also expand the outgoing tracks
04:23:04  <Double_Ded_MEECH> :D
04:23:11  <dwarf> but I'm going to watch game of thrones now :D
04:23:24  <Double_Ded_MEECH> nice
04:23:41  <Double_Ded_MEECH> bed for me
05:17:44  <Ethereal_Whisper> I made a really stupid junction
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05:54:11  <dwarf_> !pw
05:54:11  <coopserver> dwarf_: avoids
05:54:48  <dwarf_> !pw
05:54:48  <coopserver> dwarf_: scaler
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06:00:09  <Ethereal_Whisper> Says I have a version mismatch and can't join :(
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06:40:32  <tyteen4a03> !p2
06:40:33  <tyteen4a03> !pw
06:40:33  <coopserver> tyteen4a03: martin
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06:44:04  <tyteen4a03> Ethereal_Whisper: !dl?
06:44:10  <Ethereal_Whisper> !dl
06:44:10  <coopserver> Ethereal_Whisper: !download lin|lin64|osx|ottdau|source|win32|win64|win9x
06:44:11  <coopserver> Ethereal_Whisper: http://www.openttd.org/en/download-trunk/r27534
06:44:19  <Ethereal_Whisper> !download win64
06:44:19  <coopserver> Ethereal_Whisper: http://binaries.openttd.org/nightlies/trunk/r27534/openttd-trunk-r27534-windows-win64.zip
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06:51:23  <shenghi> !ip
06:51:23  <coopserver> shenghi: ps.openttdcoop.org:3983
06:53:37  <Ethereal_Whisper> I'm being kind of silly on this non-serious server
06:53:57  <Ethereal_Whisper> It's 2028 in-game and I'm designing a heritage network using semaphore switches and steam locomotives
06:54:18  <coopserver> <tyteen4a03> ooh fun
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07:08:31  <V453000> ._.
07:08:44  <V453000> tbh the semaphore switches are one of the worst visual features of openttd
07:09:35  <Ethereal_Whisper> I think they're cute.
07:09:57  <V453000> idk, to me they look terrible and they are very hard to see which one is which
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07:10:21  <V453000> is why I am replacing them completely in my graphics :)
07:10:43  <Tray> !password
07:10:43  <coopserver> Tray: scaler
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07:19:33  *** Webster sets mode: +o Mark
07:20:32  <V453000> sup Mark
07:20:58  <Mark> yoyo
07:21:00  <Ethereal_Whisper> Priority signaling is my new toy to play with :)
07:21:23  <Ethereal_Whisper> http://i.imgur.com/Wk8fHY3.png
07:22:07  <Ethereal_Whisper> Not a huge priority thing but I like letting eastbound trains get slight priority over trains coming from the northwest since there are only like 3 tiles of track they have to accelerate from their station
07:23:28  <V453000> that looks broken Ethereal_Whisper
07:23:40  <Ethereal_Whisper> How so
07:23:51  <V453000> the lone exit signal?
07:24:22  <Ethereal_Whisper> Is that little "tail" spur not necessary or something? I thought it was
07:24:40  <V453000> not just that, here it breaks the actual priority
07:24:42  <hylje> that tail defeats the purpose of the combo signal
07:24:54  <hylje> because the combo now has two exits to look at of which the other is always green
07:25:07  <Ethereal_Whisper> http://i.imgur.com/1b19HFo.png so just this then?
07:25:08  <V453000> ^
07:25:22  <hylje> yeah that will work
07:25:26  <V453000> yeah but 2 combo signals in a row make not much sense either ... make the left one exit
07:25:54  <Ethereal_Whisper> http://i.imgur.com/Oi5MItv.png done
07:43:23  <Tray> V, I've never paid much attention to loading/unloading speeds, but I guess in refiting games I have to compare them.
07:44:35  <Tray> It seem that unloading is faster than loading. But then I should use a station design where two unloading platforms share 3 loading platform or is that unreasonable?
07:45:45  <Tray> I feel these 1->1 designs tend to either have stacking trains in the refitting depot or poor trhpughput because of presignals that prevent refitting when a train is still loading.
07:47:02  <Tray> Anbody else may weigh in as well. <: I'm open to suggestions, I build a test station at 3A, which seem to do just fine with much less platforms than the original/expanded version of the balanced design.
08:13:26  <sietse> !pw
08:13:26  <coopserver> sietse: export
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08:13:59  <tyteen4a03> refit depots in this game doesn't seem to act as overflow as well
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08:18:34  <lol> !pw
08:18:34  <coopserver> lol: export
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08:21:19  <tyteen4a03> Tray: sounds reasonable to me
08:23:16  <tyteen4a03> on the other hand, is stacking trains in the depot actually a problem
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09:21:48  <Ethereal_Whisper> Isn't it always funny when you're 15 years into a new game, have almost 100 trains, millions in profits, and then you realize you never repaid your initial loan?
09:23:52  <hylje> the bankers always win
09:24:40  <Ethereal_Whisper> Lol
09:30:59  <V453000> gg
09:42:23  <Mark> !pw
09:42:23  <coopserver> Mark: jmppos
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09:43:50  <V453000> omg him
09:44:05  <Ethereal_Whisper> omg it's Mark
09:44:14  <coopserver> <Mark> omg no
09:44:44  <V453000> how u doin
09:44:59  <coopserver> <Mark> not bad
09:45:00  <coopserver> <Mark> you
09:45:09  <V453000> alive, busy with work
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09:46:03  <V453000> considering finishing BRIX with placeholder-ish graphics
09:46:08  <V453000> literally cubes and stuff :D
09:46:13  <coopserver> <fair_> hi
09:46:13  <V453000> but replacing ALL sprites
09:46:23  <V453000> including houses, industries, vehicles
09:46:27  <coopserver> <Mark> wow
09:46:29  <coopserver> <Mark> hi
09:46:34  <hylje> minecraft
09:46:44  <V453000> yeah, basically minecraft except nicer
09:47:22  <V453000> point is, it would be nicely consistent
09:47:27  <V453000> you would have vehicles, towns and industries
09:47:31  <V453000> even though they might not be final
09:47:35  <V453000> OR they might, who knows
09:47:47  <V453000> but just to have it somehow
09:48:05  * shenghi gives up
09:48:12  <hylje> wew
09:48:35  <V453000> up on what shenghi ? :)
09:49:06  <V453000> hm /me haz 2 go lunch myself
09:49:10  <V453000> back soon
09:50:08  <shenghi> V453000: https://imgur.com/b8JHAbB =[
09:50:09  <Webster> Title: Imgur: The most awesome images on the Internet (at imgur.com)
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10:54:16  <V453000> shenghi: :)
10:54:18  <V453000> @merging
10:54:22  <V453000> @merge
10:54:23  <Webster> Merging Tracks - #openttdcoop wiki - http://wiki.openttdcoop.org/Merging_Tracks
10:54:28  <V453000> see that article if you likke
10:54:37  <hylje> nice, epic, i like it
10:56:37  <shenghi> V453000: thanks, I'll (re)read it. =] I think I've read the entire openttdcoop wiki three times over, but there's a difference between reading and doing (without blind copying) :p
10:57:57  <V453000> 4->2 is what you are trying to do basically
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11:05:32  <Tray> !password
11:05:32  <coopserver> Tray: gunzip
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11:11:48  <shenghi> http://i.imgur.com/qqAlo3K.png
11:11:55  <shenghi> Still feels very large and clunky
11:12:03  <shenghi> But that might just be me :p
11:13:54  <V453000> 2 things:
11:14:00  <V453000> 1. over time you will learn how to make things smaller
11:14:06  <V453000> 2. leaving space is good for future expandability
11:14:10  <V453000> so ... no problem :P
11:14:16  <shenghi> =]
11:20:05  <Tray> I just had a train crash with path signals.
11:20:20  <Tray> The train just ran into another train through the path signal.
11:20:28  <Tray> What the fuck happened there? o:
11:20:34  <shenghi> Drunk driver.
11:21:02  <hylje> crashing this train with no survivors
11:24:36  <V453000> it's possible to cause automatic crashing with some 2-way block signals and PBS
11:25:28  <Tray> One train came out of depot. No 2-way block signals involved.
11:26:19  <hylje> i think depot exit works like a 2 way block signal
11:26:40  <hylje> the train waits for a clear block before leaving
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12:19:05  <V453000> the depot exit has various funcgions
12:19:07  <V453000> functions
12:19:52  <V453000> it there is a path signal at the block, the depot has a path signal (more precisely, the depot is a safe waiting spot) ... if there are block signals only, depot works like if it had an entry pre-signal in it
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14:07:52  <Tray> !password
14:07:52  <coopserver> Tray: active
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15:46:58  <Double_Ded_MEECH> `slap
15:46:58  * BiG_FISHBOT slaps Double_Ded_MEECH around a bit with a large fishbot
15:47:03  <Double_Ded_MEECH> @roulette
15:47:03  <Webster> Double_Ded_MEECH: *click*
16:25:35  <Jam35> !pw
16:25:35  <coopserver> Jam35: speeds
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17:06:18  <Double_Ded_MEECH> Jammy Roulette
17:15:26  <Double_Ded_MEECH> @roulette
17:15:26  <Webster> Double_Ded_MEECH: *click*
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17:37:56  <Tray> !password
17:37:56  <coopserver> Tray: trying
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19:14:50  <Jerik> Is anyone a wiz with Trams?
19:15:13  <Jerik> Trams seem cool but don't seem to play nice with scheduling
19:15:28  <Jerik> They can't overtake one another so they end up bunching
19:15:39  <happpy> nop sorry
19:16:09  <happpy> try won way in and out
19:27:40  <Jam35> look at some archive games, some are listed here: http://blog.openttdcoop.org/2010/06/13/advanced-building-revue-05-sbahns-and-city-networks/
19:28:15  <Jam35> anything with 'pax' game type in the archive may have some good examples
19:28:53  <Jam35> there isn't really a 'best' way or anything
19:30:08  <Jam35> we won't use any timetabling like that either here I wouldn't think
19:31:18  <Jam35> I think I have only seen timetabling used for timer trains in our games
19:32:07  <Jam35> you have to decide if you want realism or efficiency :)
19:32:44  <V453000> trams need some special care Jerik
19:32:58  <V453000> in general the solution is making  waypoints and letting trams queue that way
19:33:23  <V453000> also in "mainline" area of trams, it is necessary to add load balancers (station penalty tricks) so they actually find the right paths
19:33:33  <V453000> else, yeah, trams clog up like madfucks
19:34:05  <V453000> let's see ... in the game where I had rainbow doom town there I had some trams
19:35:05  <V453000> psg296
19:35:50  <V453000> yeah
19:36:08  <V453000> Jerik: see public server game 296 and search for town called Fort SLUGhill
19:36:14  <V453000> there is one approach to trams
19:36:42  <V453000> actually Meowy Purrington st. Doom has trams as well
19:36:59  <V453000> similar, less gridlike system
19:37:44  <V453000> hm, that town was fucking amazing
19:37:51  <V453000> from the main station through the city network to trams
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19:52:15  <Double_Ded_MEECH> YO
19:56:52  <V453000> yoyo
19:59:22  <Double_Ded_MEECH> heyo
19:59:53  <Double_Ded_MEECH> BOSS V453000
19:59:58  <Double_Ded_MEECH> 666 NEW GRF's
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21:06:42  <Jerik> Thanks for the Advice V453000
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21:12:52  <Double_Ded_MEECH> yo
21:14:34  <coopserver> *** Jam35 has left the game (Leaving)
21:36:35  <sietse> !pw
21:36:35  <coopserver> sietse: uphill
21:36:40  <coopserver> *** Game still paused (connecting clients, number of players)
21:36:42  <coopserver> *** 'Sietse' has joined
21:36:43  <coopserver> *** Game still paused (number of players)
21:46:17  <Double_Ded_MEECH> yo dood
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