Log for #openttdcoop on 4th May 2017:
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00:01:15  <coopserver> <loeky> how long do we want the prio to be?
00:01:38  <coopserver> <tyteen4a03> 4 should be fine
00:01:44  <coopserver> <loeky> k
00:01:49  <coopserver> <tyteen4a03> you can get away with 2 for unimportant ones
00:04:34  <coopserver> <tyteen4a03> oh and don't use wooden bridges for any train-carrying bridges
00:04:42  <coopserver> <tyteen4a03> make it 4 tiles long so you can use sillicone
00:05:01  <coopserver> <loeky> no just to cary prios
00:05:34  <tyteen4a03> just saw one near MSH03
00:05:36  <tyteen4a03> it's gone now
00:05:45  <tyteen4a03> no idea who put that in
00:06:23  <coopserver> <loeky> i have put some on SLH 04 prios
00:07:44  <coopserver> *** tyteen4a03 has left the game (Leaving)
00:07:52  <tyteen4a03> time to be gone, bye
00:07:59  <coopserver> <loeky> bye
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00:47:11  <alercah> yeah wooden bridges for prios is ok
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02:06:09  <Mark> !pw
02:06:09  <coopserver> Mark: glitch
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02:06:19  <coopserver> <Mark> hello
02:06:30  <alercah> hi
02:06:30  <coopserver> <loeky> hey
02:08:01  <coopserver> <Mark> i might do a bit of a clean up at slh05
02:08:27  <coopserver> <loeky> yeah  it is very messy now
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02:15:03  <coopserver> <alercah> loeky I'm taking a look at the rework you did at SLH05  onramps and have a few comments
02:15:19  <coopserver> <loeky> k
02:15:43  <coopserver> <alercah> on the right hand split, why didn't you just merge both lines to one then split it three ways
02:15:47  <coopserver> <alercah> like the other split does
02:16:29  <coopserver> <alercah> second, it's not all-all
02:16:39  <coopserver> <alercah> the left hand input can't reach the right ML
02:17:01  <loeky> SL was bussy so whent whit dual trakcs
02:17:40  <coopserver> <loeky> it only does 1 line off the 2 SL
02:18:11  <coopserver> <alercah> hang on let me sign it
02:18:24  <coopserver> <alercah> I put signs on the two splits
02:18:27  <coopserver> <alercah> you don't need both
02:18:47  <coopserver> <alercah> not sure what you mean by the last comment
02:18:52  <coopserver> <loeky> mark is doing a rebuild not me
02:18:54  <coopserver> <alercah> all MLs are accessible from the right hand input
02:18:59  <coopserver> <alercah> no it's farther up than that
02:19:03  <coopserver> <alercah> where I deleted the balancer
02:19:05  <coopserver> <Mark> thats me
02:19:09  <coopserver> <Mark> its a work in progress
02:19:10  <coopserver> <alercah> also who broke mindingfille halt
02:19:23  <coopserver> <alercah> oh I see that's where mark is working nvm
02:19:26  <coopserver> <Mark> get off my ass
02:19:30  <coopserver> <alercah> sorry
02:21:14  <coopserver> <loeky> dit you see waht i done to MSH 3?
02:21:43  <coopserver> <alercah> oh nice. better merger
02:21:48  <coopserver> <alercah> those aren't real 3->2s though
02:21:59  <coopserver> <alercah> they aren't all->all
02:22:08  <coopserver> <alercah> and they have the potential to jam like the old ones did
02:22:20  <coopserver> <alercah> almost always make all->all on busy lines
02:22:31  <coopserver> <alercah> gj mark
02:22:39  <coopserver> <loeky> yeah that as well but it is 2
02:22:40  <coopserver> <Mark> :P
02:23:08  <coopserver> <loeky> dit not want to try to build 6->4 all to all
02:23:19  <coopserver> <alercah> two 3->2 all to all would have been good at least
02:23:35  <coopserver> <alercah> mark ok if I clean up the split onto the ML a bit more?
02:24:11  <coopserver> <Mark> sure
02:24:17  <coopserver> <Mark> made some room for that
02:24:51  <coopserver> <alercah> there was an extra split line that wasn't needed
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02:26:23  <coopserver> <Mark> i liked that double  buffer
02:26:30  <coopserver> <Mark> but doesnt matter much i guess
02:28:20  <coopserver> <alercah> ok there
02:29:00  <coopserver> <alercah> much smoother
02:30:04  <coopserver> <loeky> you can get rid of the phat signals when you split it off before the uble bridges
02:30:37  <coopserver> <alercah> no those are actually useful
02:30:41  <coopserver> <alercah> they let two trains through at once
02:31:06  <coopserver> <loeky> you can get rid of the x as well
02:31:12  <coopserver> <alercah> no
02:31:17  <coopserver> <alercah> need to balance the lines
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02:32:16  <coopserver> <Mark> still need to go to the other side somehow
02:32:19  <coopserver> <Mark> it works fine now
02:32:23  <coopserver> <Mark> no need to over complicate
02:33:32  <coopserver> <loeky> then you dont have the x no more and still all to all
02:34:28  <coopserver> <Mark> do whatever you want
02:34:51  <coopserver> <alercah> oh I see. Yeah that's decent
02:35:26  <coopserver> <Mark> or you can get rid of that split too
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02:39:29  <coopserver> <loeky> 20 more trains and the overflow at MSH 2 will be used
02:41:14  <coopserver> <alercah> is someone working on MSH 03? there's a dead end there
02:41:40  <coopserver> <loeky> i have finised working on it
02:41:53  <coopserver> <alercah> there's some bay length problems
02:41:55  <coopserver> <alercah> going to fix
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02:42:43  <coopserver> <alercah> there we go
02:44:03  <coopserver> <loeky> halve off the bay is to small but they have prio
02:45:15  <coopserver> <loeky> it seems that the inner and outher trakcs get the most tranis
02:47:28  <coopserver> <alercah> MSH02 can't handle more trains, the merge is saturated as is
02:47:41  <coopserver> <alercah> no real way to fix that except for a wider mainline
02:48:07  <coopserver> <alercah> though balancing would help a tad
02:48:12  <coopserver> <loeky> or full speed mergeing
02:48:16  <coopserver> <alercah> yeah
02:48:17  <coopserver> <alercah> wait
02:48:28  <coopserver> <alercah> why are all the lines from the pickup on prios
02:49:05  <coopserver> <loeky> the others can pick a line but this can and now does jam
02:49:08  <coopserver> <alercah> no wonder they're going so slow
02:49:27  <coopserver> <alercah> no literally all the ways for trains from the pickup give priority to the dropoff lines
02:49:36  <coopserver> <loeky> yep
02:49:50  <coopserver> <alercah> this means that if the dropoff gets saturated, ther ewill be no room for pickup trains at all
02:49:54  <coopserver> <alercah> that's not ok
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02:50:03  <coopserver> <loeky> it is not all to all
02:50:12  <coopserver> <alercah> yes, but htat doesn't matter
02:50:17  <coopserver> <alercah> you're starving the pickup trains
02:50:32  <coopserver> <alercah> it's working because of the bad mergers beforehand
02:50:36  <coopserver> <alercah> but it's not stable at all
02:50:56  <coopserver> <alercah> if the trains were faster, the other lines would always be triggering the prios
02:51:03  <coopserver> <alercah> so there would never be pickup trains getting in
02:51:05  <coopserver> <alercah> let me see
02:51:20  <coopserver> <alercah> we are only transporting 32% of the production
02:51:24  <coopserver> <alercah> that's abysmal
02:51:48  <coopserver> <alercah> I'm going to eliminate the prios on one line
02:52:14  <coopserver> <loeky> fizzy drinks is bottem 3 bad transport
02:52:29  <coopserver> <alercah> yeah, a secondary should never be that low
02:52:38  <coopserver> <loeky> sweets is 5
02:52:54  <coopserver> <alercah> at this production rate, if we're having trouble with train volume, we should probably be removing dropoff trains
02:53:36  <coopserver> <loeky> is the problem not the speed of the ml
02:54:01  <coopserver> <alercah> it can be all sorts of things
02:54:22  <coopserver> <alercah> but ultimately we should be aiming to actually deliver what we produce, or what's the point of producing?
02:54:34  <coopserver> <loeky> i mean you can easly add pick station
02:54:43  <coopserver> <alercah> the sweets pickup has empty stations, so it means there need to be more trains
02:55:10  <coopserver> <alercah> if there is no more capacity for trains, it means we need to fix things, then add more trains, or alternatively remove other trains
02:55:19  <coopserver> <alercah> though we try to avoid removing trains
02:55:47  <coopserver> <loeky> add more ML carry more trains
02:56:20  <coopserver> <alercah> looks like the issue right now is the backup to get on at MSH03 though
02:56:35  <coopserver> <alercah> which can be the other issue: the trains are stuck somewhere else
02:56:48  <coopserver> <alercah> but in that case, the problem is indeed ML saturation
02:57:17  <coopserver> <alercah> though the lack of balancing in the MSH is bad too
02:57:21  <coopserver> <loeky> MSH 03 is the slowest all along the game
02:57:37  <coopserver> <alercah> it sort of has a bunch of half-assed balancing
02:58:23  <coopserver> <loeky> yesterday it was flow over balacing now not any more
02:58:46  <coopserver> <alercah> you want balancers that preserve flow, it's tricky
02:59:19  <coopserver> <alercah> with trains like these you also have to be very careful with signal placement at splits
02:59:32  <coopserver> <loeky> yeah
02:59:37  <coopserver> <alercah> make sure your bay lengths are correct, but also space things away from exit signals
02:59:49  <coopserver> <alercah> I just improved balancing by moving one signal over one tile
03:00:53  <coopserver> <loeky> does it mater much when you place signal to close
03:01:07  <coopserver> <alercah> yeah, look up at the thing that you put has this got a name
03:01:12  <coopserver> <alercah> I'll put a sign down
03:01:19  <coopserver> <alercah> see the here mark?
03:01:29  <coopserver> <loeky> yep
03:02:10  <coopserver> <alercah> I'm going to move the signal one closer
03:02:22  <coopserver> <alercah> now less trains take the loop de loop
03:02:36  <coopserver> <alercah> because the exit signal goes green when there isn't space
03:03:03  <coopserver> <alercah> so the trains jam the intersection
03:03:23  <coopserver> <loeky> but also in other places here you need to leave tl free
03:03:33  <coopserver> <alercah> yep same idea
03:03:41  <coopserver> <alercah> you need to make sure trains don't stop in the intersection if you can avoid it
03:04:03  <coopserver> <alercah> sometimes you need to add an extra gap for slow lines that you don't want when flow is good
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03:08:39  <loeky> going to get some sleep
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08:43:41  <happpy> !players
08:43:41  <coopserver> happpy: The server is empty, no one is connected. Feel free to remedy this situation
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14:14:03  <tyteen4a03> !pw
14:14:03  <coopserver> tyteen4a03: slopes
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14:36:13  <loeky> !pw
14:36:13  <coopserver> loeky: signid
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16:35:26  <Jam35> !pw
16:35:26  <coopserver> Jam35: orders
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16:39:30  <happpy> het jam
16:39:36  <happpy> hey
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17:45:20  <loeky> !pw
17:45:20  <coopserver> loeky: moving
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17:59:59  <Arveen2> !pw
17:59:59  <coopserver> Arveen2: should
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18:02:17  <coopserver> <loeky> hey
18:02:28  <coopserver> <Ar-to-the-veen> yoyo
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20:39:00  <Webster> Latest update from openttd: OpenTTD 1.7.1-RC1 <>
20:44:36  <Webster> (005) [860233565333843968] @OpenTTDNews> Please help testing OpenTTD 1.7.1-RC1
21:48:42  <tyteen4a03> !pw
21:48:42  <coopserver> tyteen4a03: scatoi
21:49:06  <tyteen4a03> !pw
21:49:06  <coopserver> tyteen4a03: scatoi
21:49:27  <tyteen4a03> !pw
21:49:27  <coopserver> tyteen4a03: unload
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22:46:34  <loeky> !pw
22:46:34  <coopserver> loeky: langid
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22:46:56  <coopserver> <loeky> hey
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22:49:27  <coopserver> <tyteen4a03> ah you're plotting the lines then converting them to maglev
22:49:59  <coopserver> <tyteen4a03> is 6ML the limit btw
22:50:08  <coopserver> <loeky> yeah when i started i dit not know if i could finish it
22:50:33  <coopserver> <loeky> not that i know off but i would jump to 8 or more in 1 go
22:50:35  <happpy> hey
22:50:41  <coopserver> <loeky> hey
22:51:12  <coopserver> <tyteen4a03> by the way the SL can be moved
22:51:28  <coopserver> <loeky> what sl
22:51:38  <coopserver> <tyteen4a03> right next to where you're building?
22:51:49  <coopserver> <loeky> oh not in the way for now
22:52:20  <coopserver> <loeky> have 1 more plan i like to test befor conecting
22:52:34  <tyteen4a03> cool
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23:05:28  <loeky> !pw
23:05:28  <coopserver> loeky: coloma
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23:05:45  <coopserver> <loeky> wrong butten
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23:09:13  <loeky> @gap 2
23:09:13  <Webster> loeky: For Trainlength of 2: <= 8 needs 2, 9 - 12 needs 3, 13 - 16 needs 4.
23:09:47  <loeky> this would be spesifacly for ml only
23:16:50  <happpy> gn
23:16:54  <coopserver> <loeky> gn
23:27:54  <coopserver> <tyteen4a03> railway trains are not a very good throughput indicator :)
23:28:25  <coopserver> <loeky> looking at signal gaps
23:29:52  <tyteen4a03> if they're all 1/2 apart they should be fine
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