Log for #openttdcoop on 2nd May 2017:
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00:50:29  <alercah> happpy: it's she, for the record :)
00:50:48  <alercah> !password
00:50:48  <coopserver> alercah: longer
00:50:53  <coopserver> *** Game still paused (connecting clients, number of players)
00:50:54  <coopserver> *** alercah has joined
00:50:55  <coopserver> *** Game still paused (number of players)
00:50:56  <coopserver> *** Game unpaused (number of players)
00:56:24  *** Mark has joined #openttdcoop
00:56:24  *** Webster sets mode: +o Mark
00:58:17  <happpy> ar ok u
00:58:21  <coopserver> <alercah> yeah
00:58:31  <coopserver> <alercah> currently trying to debug some issues at SLH05
00:58:40  <happpy> sing  it
00:58:51  <coopserver> <alercah> not all trains are taking all paths, suspect there might be a pathing issue down the line
01:05:32  <loeky> !pw
01:05:32  <coopserver> loeky: lumber
01:05:37  <coopserver> *** Game paused (connecting clients)
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01:06:26  <coopserver> <alercah> loeky: are you able to take a look at the overflow again? one of the depos isn't releasing trains
01:06:33  <coopserver> <alercah> in part I think because it has no bay
01:06:43  <coopserver> <loeky> k
01:06:53  <coopserver> *** loeky has joined company #1
01:06:59  <coopserver> <alercah> put a sign by it
01:07:04  <coopserver> <alercah> oh wait there it goes
01:07:08  <coopserver> <alercah> line was just blocked
01:07:19  <coopserver> <loeky> yeah it has big prio on it
01:07:55  <coopserver> <alercah> ok, time to go back to SLH05
01:08:17  <coopserver> <loeky> what seems to be the issue
01:08:49  <coopserver> <loeky> oh yeah have seen it bt other trains do
01:09:02  <coopserver> <alercah> huh?
01:09:11  <coopserver> <loeky> on slh 5
01:09:16  <coopserver> <alercah> bt?
01:10:08  <Mark> !pw
01:10:08  <coopserver> Mark: lumber
01:10:19  <coopserver> *** Game paused (connecting clients)
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01:10:24  <coopserver> <Mark> hello
01:10:33  <coopserver> <loeky> what you mean by "bt"
01:10:41  <coopserver> <loeky> hi
01:10:57  <coopserver> <alercah> what did you mean by bt?
01:11:00  <coopserver> <alercah> hi Mark
01:11:27  <happpy> hey mark
01:11:33  <happpy> how things
01:12:09  <coopserver> <Mark> im good how are you
01:12:24  <coopserver> <Mark> slh05 is fucked
01:12:26  <happpy> good
01:12:43  <coopserver> <alercah> yeah I'm trying to figure out why the trains refuse to take some paths
01:12:59  <coopserver> <Mark> at the join?
01:13:08  <coopserver> <alercah> I think I just saw a prio that may have been acting as a pf trap
01:13:36  <coopserver> <alercah> once I forced a train onto the line it seemed fine
01:13:40  <coopserver> <Mark> i think one of the splits is missing a connection somewhere
01:13:48  <coopserver> <Mark> to one of the main stations
01:14:02  <coopserver> <alercah> nope, that's not it, train made it fine
01:14:31  <coopserver> <loeky> the ml is very unbalanced try to put up some penaltys
01:14:39  <coopserver> <Mark> no penalties
01:14:40  <coopserver> <alercah> is it possible the MSH01 prios with the double sided signals are acting as too-string penalties?
01:14:45  <coopserver> <Mark> it will make it worse
01:14:50  <coopserver> <alercah> *too-strong
01:15:04  <coopserver> <Mark> no thats not it
01:16:41  <coopserver> <alercah> what did you do?
01:16:53  <coopserver> <Mark> just forced a train to see where it goes
01:16:57  <coopserver> <loeky> put up a double signal
01:17:00  <coopserver> <alercah> it's fixed now
01:17:50  <coopserver> <Mark> might be the weird shit north of slh02
01:17:56  <coopserver> <alercah> wait is that a pathfinding signal
01:17:57  <coopserver> <alercah> why
01:18:11  <coopserver> <Mark> cause it makes the outside ml much longer
01:18:12  <coopserver> <alercah> maybe that was the problem
01:18:31  <coopserver> <alercah> gonna get rid of that
01:19:08  <coopserver> <loeky> dont you like the inner outer swtich (-:
01:19:09  <coopserver> <Mark> loeky: whats that about?
01:19:32  <coopserver> <alercah> Mark are you changing SLH02?
01:19:41  <coopserver> <loeky> the inner ml trakcs where used much more
01:19:42  <coopserver> <alercah> switching it from path signals to presignals broke it again
01:19:48  <coopserver> <alercah> oh wait no
01:19:52  <coopserver> <alercah> the signal's int he wrong place
01:19:53  <coopserver> <Mark> watch this
01:20:06  <coopserver> <alercah> yeah just saw it
01:20:10  <coopserver> <Mark> twoway signals will always force it
01:20:17  <coopserver> <Mark> red twoway = infinite penalty
01:20:53  <coopserver> <Mark> loeky: whats the point of that switchover?
01:21:54  <coopserver> <loeky> since inner loop has more trafice on it i made all loops more or less the same lenght
01:22:12  <coopserver> <loeky> in a atempt to balance ml beter
01:22:21  <coopserver> <Mark> we dont care about balanced traffic
01:22:30  <coopserver> <Mark> make the prios at joins longer
01:22:34  <coopserver> <alercah> flow matters, balance doesn't
01:23:09  <coopserver> <loeky> in that case it is not needed
01:23:29  <coopserver> <alercah> honestly a lot of prios need to be longer
01:23:54  <coopserver> <loeky> mergeing will become even slower then
01:24:09  <coopserver> <loeky> msh take 1-3 off all trains
01:24:10  <coopserver> <Mark> ml traffic seems to be moving pretty well for the most part
01:24:17  <coopserver> <Mark> these trains just arent great
01:24:28  <coopserver> <alercah> yeah they have very long accel/deccel
01:24:56  <coopserver> <alercah> there isn't a lot of outright disruption to ml flow but lots of little slowdowns
01:25:03  <coopserver> <alercah> and they make waves all over the place that come and go
01:25:14  <coopserver> <Mark> yea especially with the poor accel
01:25:24  <coopserver> <loeky> yeah traffice is in verry big waves
01:25:48  <coopserver> <alercah> do not like these trains
01:26:02  <coopserver> <Mark> default maglev is pretty terrible
01:26:34  <coopserver> <Mark> would be nice to get rid of all ml bridges
01:26:54  <coopserver> <Mark> especially msh02 has a lot of tunnels and bridges
01:27:01  <coopserver> <loeky> you can see the waves in traffic build up in front off MSH02
01:27:29  <coopserver> <Mark> yes thats because of the slow split at slh05
01:27:48  <coopserver> <alercah> that's caused by t he station lines backing up
01:27:59  <coopserver> <alercah> not the tunnels
01:28:32  <happpy> gn  have fun
01:28:50  <loeky> and the ml tunnels are double or do they need 3
01:28:53  <coopserver> <Mark> night
01:28:57  <loeky> gn happy
01:29:01  <coopserver> <alercah> depends on length
01:29:03  <coopserver> <Mark> loeky: best not to have any
01:29:35  <Mark> !tunnels
01:29:41  <Mark> how did that work again..
01:29:43  <Mark> !gap
01:29:47  <coopserver> <loeky> yeah but the exit lines are ml as well so you need them somare
01:30:03  <alercah> !help
01:30:03  <coopserver> alercah:
01:30:05  <coopserver> <Mark> well yea
01:30:13  <coopserver> <Mark> but theyre not main main line :P
01:30:16  <happpy> i think its @@then gap
01:30:21  <coopserver> <alercah> @@gap
01:30:21  <Mark> @@gap
01:30:21  <Webster> coopserver: (gap <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.
01:30:33  <coopserver> <alercah> @@gap 2
01:30:34  <Webster> coopserver: (gap <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.
01:30:50  <coopserver> <alercah> hmm no gap isn't it
01:30:53  <coopserver> <alercah> @@help
01:30:53  <Webster> coopserver: (help [<plugin>] [<command>]) -- This command gives a useful description of what <command> does. <plugin> is only necessary if the command is in more than one plugin.
01:30:56  <Mark> @@gap 3
01:31:15  <coopserver> <loeky> try tunel lenght
01:31:54  <loeky> @@gap 8
01:32:00  <happpy> @@gap3
01:32:16  <coopserver> <alercah> @@bridge
01:32:44  <alercah> oh one @ in here, two in game
01:32:50  <alercah> @tunnels 2
01:32:50  <Webster> alercah: For Trainlength of 2: <= 8 needs 2, 9 - 12 needs 3, 13 - 16 needs 4.
01:33:06  <coopserver> <alercah> ^ if you stay inside that, you just need to watch out for evilmode
01:33:12  <loeky> there we go nice
01:33:13  <coopserver> <alercah> the tunnels won't slow traffic unless they hit it
01:33:40  <coopserver> <alercah> and there aren't any evilmode tunnels that I see so we're good
01:33:57  <coopserver> <Mark> except for the ones in that switchover
01:34:02  <coopserver> <Mark> but theyre not synced
01:34:11  <coopserver> <alercah> oh in SLH02? I was ooking at MSH02
01:34:27  <coopserver> <Mark> yea
01:34:33  <coopserver> <Mark> loeky im going to kill that now
01:34:34  <coopserver> <alercah> oh yeah I see an evilmode bridge
01:34:38  <coopserver> <Mark> no offense
01:34:58  <coopserver> <loeky> yeah fine only dit it for balacing
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01:35:37  <coopserver> <alercah> loeky what's the !! after MSH03 about?
01:36:23  <coopserver> <loeky> at slh 04 you mean ?
01:36:48  <coopserver> <alercah> no, up by the station
01:36:53  <coopserver> <alercah> /bad signaling 4 split it says
01:37:52  <coopserver> <loeky> sit not pay proper atention to signal building so could still have some errors
01:38:01  <coopserver> <alercah> oh loeky one thing that is important with ml tunnels/bridges is that both paths be the same length
01:38:28  <coopserver> <alercah> otherwise the trains will get out of sync
01:39:38  <coopserver> <loeky> i know but the trains are going to stop at staion any how
01:39:52  <coopserver> <alercah> yeah on the station it's not so bad. on ML it's critical though
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01:41:19  <coopserver> <loeky> oh you are talking about middle line on msh 3
01:41:52  <coopserver> <alercah> no, although it is now stuck in evil mode
01:42:10  <coopserver> <alercah> hese trains are really susceptible to it sadly :(
01:42:26  <coopserver> <loeky> it is uneven in leght as well
01:42:46  <coopserver> <alercah> no, it's the same
01:42:54  <coopserver> <alercah> the bridge on the 3rd track in?
01:43:45  <coopserver> <loeky> can you put a sign there
01:43:56  <coopserver> <alercah> done, marked it as evil mode
01:44:19  <coopserver> <Mark> theres a 2 tile signal gap 10 tiles down
01:44:22  <coopserver> <Mark> thats causing it
01:44:29  <coopserver> <loeky> oke but the bridges are off same size
01:44:46  <coopserver> <alercah> ah good spot
01:45:02  <coopserver> <loeky> wierd already fized 2 other signal gaps
01:45:04  <coopserver> <alercah> still getting backed up by the prio though
01:45:13  <coopserver> <Mark> yea prio was wrong too
01:45:18  <coopserver> <Mark> had an exit instead of combo
01:45:40  <coopserver> <loeky> that was me made prio shorter
01:48:02  <coopserver> *** loeky has joined spectators
01:49:31  <coopserver> <loeky> you need to know anything else ? otherwise i will see it tommorow
01:50:07  <coopserver> <alercah> currently looking at the prios on msh02's 6->4
01:50:33  <coopserver> <alercah> the busiest line is getting prioed on each choice of direction
01:50:36  <coopserver> <alercah> so it's backing up
01:52:01  <coopserver> <Mark> those uphill merges really kill these trains
01:52:03  <coopserver> <loeky> yep but the other line has got no choice
01:52:12  <coopserver> <alercah> yeah I'm thinking about this
01:52:30  <coopserver> <Mark> gravity assisted merging would really help here :P
01:52:50  <coopserver> <Mark> and yea that merge is not all to all
01:53:12  <coopserver> <loeky> and that kills balacing
01:53:52  <coopserver> <alercah> all to all would be ideal yeah
01:54:10  <coopserver> <alercah> could get rid of the extra balancing on the way to the station
01:54:25  <coopserver> <Mark> and have 3 output lanes from the drop
01:54:30  <coopserver> <alercah> might be better to move the split back
01:54:34  <coopserver> <alercah> to the hub
01:54:44  <coopserver> <alercah> then do a 6->2 on one side and a 6->4 on the other
01:54:46  <coopserver> <alercah> agreed about the output
01:54:52  <coopserver> <loeky> yeah just temp cause overflow is in pairs
01:55:20  <coopserver> <Mark> drop stations shouldnt really have overflows
01:55:41  <coopserver> <loeky> is to prevent the ml from bloking
01:55:53  <coopserver> <alercah> it means there are too many trains for the station tbh
01:55:55  <coopserver> <Mark> yea its just moving the problem
01:56:18  <coopserver> <alercah> do we want to use the terminus section of the station loeky added?
01:56:40  <coopserver> <alercah> balancing and splitting that will be a mess
01:56:42  <coopserver> <Mark> i think thats the original drop
01:56:55  <coopserver> <Mark> the roro replaced it
01:56:57  <coopserver> <Mark> i think
01:57:01  <coopserver> <alercah> ah
01:57:02  <loeky> no new station is the bottem one
01:57:14  <coopserver> <Mark> yea so lets get rid of the terminus
01:57:38  <coopserver> <alercah> what to do about the roro then? oh wait, fix the outputs
01:58:18  <coopserver> <alercah> loeky you seem to use prios a lot in places where they just jam one line
01:59:11  <coopserver> <loeky> it is sayed to me before but problem was fixed so dont know wjhat i dit wrong
01:59:25  <coopserver> <alercah> like in the merge after the station
01:59:29  <coopserver> <alercah> you have two equal lines mergin
01:59:32  <coopserver> <alercah> and put some on prios
01:59:43  <coopserver> <alercah> that just means if it gets busy, one line will get super backed up rather than both lines evenly
02:00:15  <coopserver> <loeky> would need all to all as well
02:00:21  <coopserver> <alercah> that's ideal yes
02:00:29  <coopserver> <alercah> Mark, any issues with me moving the split closer to the hub?
02:00:37  <coopserver> <alercah> and then working on the balancer aside?
02:01:13  <coopserver> <Mark> what split?
02:01:25  <coopserver> <alercah> the dropoff/pickup split
02:02:07  <coopserver> <loeky> oke seems you have some taske at hand will see reslults later gn
02:02:22  <coopserver> <Mark> alercah: go for it
02:02:28  <coopserver> <Mark> not sure that will fix anything though?
02:02:34  <coopserver> *** loeky has left the game (Leaving)
02:02:44  <coopserver> <alercah> gives more space for a proper 6->4 balance
02:02:53  <coopserver> <alercah> right now the split is exactly where that wants to me
02:02:57  <coopserver> <alercah> *be
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02:03:32  <coopserver> <Mark> can you put a sign what split you mean?
02:03:39  <coopserver> <alercah> the new split/Mark one
02:03:54  <coopserver> <Mark> i dont see how thats in the way
02:03:55  <coopserver> <alercah> put a mark where I want to move it to
02:03:57  <coopserver> <Mark> but move it if you want, sure
02:04:15  <coopserver> <alercah> well otherwise I need to put the 6->4 balancer up there
02:04:37  <coopserver> <alercah> or else expand the split to 6 and then stuff the balancer in between it and the station
02:05:00  <coopserver> <Mark> i think you want to focus on the ml join
02:05:03  <coopserver> <Mark> that seems to be the bottleneck
02:05:18  <coopserver> <alercah> might be if you triple it
02:05:26  <coopserver> <alercah> it looks bottlenecked but the balancer is handling that fine
02:06:11  <coopserver> <alercah> though getting rid of the evilmode tunnels would be nice
02:06:55  <coopserver> <Mark> well do what you need to do
02:07:06  <coopserver> <alercah> kk
02:07:07  <coopserver> <Mark> its flowing pretty decently now actually
02:07:26  <coopserver> <Mark> with the 3rd drop output
02:07:35  <coopserver> <alercah> yeah
02:07:48  <coopserver> <alercah> good call
02:08:10  <coopserver> <alercah> that last tunnel keeps getting stuck in evil mode though
02:08:17  <coopserver> <alercah> gonna make the other line bridge
02:08:51  <coopserver> <Mark> thats a good fix
02:09:12  <coopserver> <Mark> could pretty much do the same for all those ml tunnels if you wanted to
02:09:22  <coopserver> <alercah> possibly, that one's the worst though
02:09:27  <coopserver> <Mark> but it seems like theres almost more traffic on the msl than the ml
02:10:21  <coopserver> <alercah> oops
02:10:24  <coopserver> <Mark> :P
02:11:29  <coopserver> <alercah> I think I found a new jam :P
02:11:47  <coopserver> <Mark> toy factory exit?
02:11:50  <coopserver> <alercah> crash
02:11:58  <coopserver> <Mark> :D
02:12:03  <coopserver> <Mark> oh yea
02:12:07  <coopserver> <Mark> that will jam it pretty good
02:12:32  <coopserver> <alercah> managed to route it to a less busy ml though so at least it won't be too bad whil it clears
02:13:11  <coopserver> <Mark> got damn near gridlocked then
02:13:16  <coopserver> <alercah> yeah XD
02:13:28  <coopserver> <alercah> that'll take a while for the ripples to clear sadly :(
02:13:45  <coopserver> <alercah> should be fixed now though
02:14:03  <coopserver> <Mark> :)
02:16:58  <coopserver> <alercah> oh the MSl is starting to jam
02:17:13  <coopserver> <alercah> oh wait I thought it was balanced
02:17:16  <coopserver> <alercah> *MSL
02:17:24  <coopserver> <alercah> did you change that or am I dumb?
02:17:37  <coopserver> <Mark> well i sure didnt change it :P
02:17:44  <coopserver> <alercah> thought the 2->3 was balanced
02:17:56  <coopserver> <Mark> oh that
02:17:59  <coopserver> <Mark> yea i changed that
02:18:05  <coopserver> <alercah> oh there was a signal gap on one line
02:18:10  <coopserver> <alercah> two actually
02:19:07  <coopserver> <alercah> oh I screwed up a signal too
02:19:20  <coopserver> <alercah> so one of the lines was inaccessible
02:19:42  <coopserver> <alercah> ugh now the other tunnel is evil
02:19:53  <coopserver> <alercah> do we have magic bulldozer?
02:20:08  <coopserver> <alercah> oh wait shouldn't matter
02:20:09  <coopserver> <Mark> nope
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02:22:11  <coopserver> <alercah> ugh, can't do 3 square bridges, right
02:22:23  <coopserver> <Mark> make it a tunnel
02:22:35  <coopserver> <alercah> can't do so easily here
02:22:43  <coopserver> <Mark> sure you can
02:23:10  <coopserver> <alercah> oh I see what you're suggesting
02:23:14  <coopserver> <alercah> get rid of all the ML tunnels?
02:23:30  <coopserver> <alercah> yeah ok
02:23:41  <coopserver> <Mark> well you can if you want
02:23:53  <coopserver> <alercah> that's the best way I think
02:24:18  <coopserver> <Mark> wait a sec
02:24:34  <coopserver> <alercah> I wanted to do that :(
02:25:20  <coopserver> <Mark> oh sorry
02:25:25  <coopserver> <Mark> thought you gave up on it
02:25:28  <coopserver> <alercah> oh that's better than what I was thinking anyway
02:26:00  <coopserver> <alercah> no, I was going to do the next block of tunnels
02:26:26  <coopserver> <Mark> there are a few lines crossing over themselves too
02:26:49  <coopserver> <alercah> oh?
02:26:57  <coopserver> <Mark> see here
02:27:04  <coopserver> <Mark> actually
02:27:09  <coopserver> <Mark> all of them are
02:27:21  <coopserver> <alercah> oh I see yes
02:27:28  <coopserver> <alercah> that's dumb
02:28:40  <coopserver> <alercah> think I want to head to bed soon
02:28:54  <coopserver> <Mark> me too
02:29:06  <coopserver> <Mark> though its only 7.30
02:29:11  <coopserver> <alercah> oof
02:31:39  <coopserver> <alercah> hey, it's doing pretty well now
02:32:13  <coopserver> <Mark> yea
02:32:24  <coopserver> <Mark> theres a whole bunch of other stuff now :P
02:32:51  <coopserver> <alercah> @@tunnel 2
02:32:52  <Webster> coopserver: (tunnel <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.
02:33:01  <alercah> @tunnel 2
02:33:01  <Webster> alercah: For Trainlength of 2: <= 8 needs 2, 9 - 12 needs 3, 13 - 16 needs 4.
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11:20:19  <happpy> !players
11:20:19  <coopserver> happpy: The server is empty, no one is connected. Feel free to remedy this situation
11:43:48  *** cosmobird_ is now known as cosmobird
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12:11:49  <loeky> join #openttdcoop.stable
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13:07:52  <loeky> !PW
13:07:52  <coopserver> loeky: grftab
13:08:00  <coopserver> *** Game still paused (connecting clients, number of players)
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13:08:02  <coopserver> *** Game still paused (number of players)
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13:11:22  <coopserver> *** Game unpaused (number of players)
13:11:53  <coopserver> <loeky> @@gap2
13:12:04  <coopserver> <loeky> @gap2
13:23:39  <alercah> @gap 2
13:23:39  <Webster> alercah: For Trainlength of 2: <= 8 needs 2, 9 - 12 needs 3, 13 - 16 needs 4.
13:23:44  <alercah> @tunnel 2
13:23:44  <Webster> alercah: For Trainlength of 2: <= 8 needs 2, 9 - 12 needs 3, 13 - 16 needs 4.
13:23:46  <alercah> yw
13:24:48  <loeky> tanks so no need for 4 3/ will do til gap off 12
13:25:46  <alercah> remember that tunnel/bridge length is measured as the longest unsignalled section
13:26:44  <coopserver> <loeky> yeah longest bridge is now 8 tiles and it is 3*
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13:48:08  <loeky> !pw
13:48:08  <coopserver> loeky: master
13:48:13  <coopserver> *** Game still paused (connecting clients, number of players)
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14:29:47  <coopserver> *** Game paused (number of players)
14:30:11  <loeky> !pw
14:30:11  <coopserver> loeky: chosen
14:30:17  <coopserver> *** Game still paused (connecting clients, number of players)
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14:34:09  <coopserver> *** Game paused (number of players)
14:35:14  <loeky> !pw
14:35:15  <coopserver> loeky: borrow
14:35:24  <coopserver> *** Game still paused (connecting clients, number of players)
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15:54:48  <coopserver> <loeky> afk
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16:27:52  <happpy> !players
16:27:52  <coopserver> happpy: There are currently 0 players and 1 spectators, making a total of 1 clients connected
16:55:18  <loeky> hey
16:55:49  <coopserver> *** loeky has joined company #1
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22:55:00  <happpy> wb
22:55:06  <loeky> he
22:55:15  <happpy> whonts up
22:55:19  <loeky> !pw
22:55:20  <coopserver> loeky: redraw
22:55:28  <coopserver> *** Game still paused (connecting clients, number of players)
22:55:29  <coopserver> *** loeky has joined
22:55:30  <coopserver> *** Game still paused (number of players)
22:55:47  <loeky> just checking in
22:55:57  <happpy> bice
22:56:00  <happpy> nice
23:30:30  <coopserver> *** loeky has left the game (Leaving)

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