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02:39:02 *** Flashbang has joined #openttdcoop 02:39:17 <Flashbang> thonk 04:29:21 *** Flashbang has quit IRC 06:08:22 *** keoz has joined #openttdcoop 09:44:24 *** Progman has joined #openttdcoop 09:59:51 *** virtualrandomnumber has joined #openttdcoop 10:22:58 *** happpy has quit IRC 10:26:23 *** Happpy has joined #openttdcoop 11:53:39 *** Happpy has quit IRC 12:26:14 <virtualrandomnumber> !pw 12:26:14 <coopserver> virtualrandomnumber: collar 12:26:21 <coopserver> *** Game still paused (connecting clients, number of players) 12:26:24 <coopserver> *** virtualrandomnumber has joined 12:26:25 <coopserver> *** Game still paused (number of players) 12:27:55 <coopserver> *** virtualrandomnumber has left the game (Leaving) 13:14:29 *** Happpy has joined #openttdcoop 13:50:38 *** virtualrandomnumber has quit IRC 14:30:15 *** virtualrandomnumber has joined #openttdcoop 14:45:24 *** Progman has quit IRC 15:17:09 *** keoz has quit IRC 16:22:54 *** Compu has quit IRC 16:22:54 *** Sylf has quit IRC 16:25:34 *** Compu has joined #openttdcoop 16:25:34 *** Sylf has joined #openttdcoop 16:25:34 *** charm.oftc.net sets mode: +o Sylf 16:25:44 *** ChanServ sets mode: +v Sylf 16:54:47 *** Happpy has quit IRC 17:15:00 *** Happpy has joined #openttdcoop 17:31:38 *** Happpy has quit IRC 17:44:54 *** virtualrandomnumber has quit IRC 18:10:23 *** virtualrandomnumber has joined #openttdcoop 18:33:20 *** Progman has joined #openttdcoop 19:28:36 <virtualrandomnumber> Can someone help me? I have a problem with TL splitters: https://i.imgur.com/mV9RAFW.png 20:01:11 <Jam35> how do you mean 'randomly refuses' does the train stop at the 2 way red? 20:02:26 <Jam35> and I assume you have 2 way EOL on? 20:07:07 <virtualrandomnumber> 2way eol is on, yes. But sometimes the signal will become green just a bit too late, when the train has already taken the other path 20:08:18 <Jam35> its not 0.5 of a tile too long or something? 20:09:54 <virtualrandomnumber> nope, all the trains are TL 3.0 20:12:32 <Jam35> what is the gap between the signals detecting the train? 20:13:28 <Jam35> what other TL is it, 4? 20:16:05 <Jam35> I remember very similar symptoms in the last SML game 20:16:30 <virtualrandomnumber> I have multiple rail types on the same srnw. currently only TL3, but I want to add TL 2 and 4 later. 20:16:53 <Jam35> if you can find that PS game and see how the shifters are built will give a ckue 20:30:37 <Jam35> i feel like any train would take the RH path no? :) 20:32:00 <Jam35> is this the only example on the network? or do you have others that work ok 20:40:41 <Jam35> hangon, what speed are the logic trains? 20:41:32 <Jam35> you see the top NOT gate, the second train has not cleared the detection 20:42:03 <Jam35> so the combo is stillre whenit should be green 20:42:45 <Jam35> no that's not it either is it 20:43:43 <Jam35> but it could still help to have the fastest possible logic... 20:44:32 <virtualrandomnumber> the slugs (with same TL) were detected reliably, the chami engines were sometimes detected and sometimes not. Anyways, I set back the first detection bay a half tile to give the NOT gates more time to react and it works now: https://i.imgur.com/CcVUwwg.png 20:45:29 <Jam35> okay so it is just a weird timing thing being exactly on the TL 20:46:03 <Jam35> sounds like the SML thing, I didn't get that either :P 20:51:40 <virtualrandomnumber> was that game you spoke of pax or cargo? the latest psgs with cargo sml I could find were psg 176 and 200 20:57:29 <Jam35> cargo i think 21:00:37 <Jam35> hm might have been pax #296 21:00:54 <Jam35> doesn't seem like that long ago tho 21:03:33 <Jam35> yes it was #296 21:47:44 *** Lejving has joined #openttdcoop 22:03:33 *** virtualrandomnumber has quit IRC 23:47:14 *** Happpy has joined #openttdcoop