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00:08:01 <LoPo> !password 00:08:01 <ProZone> LoPo: slates 00:08:17 <ProZone> *** Game still paused (number of players) 00:08:17 <ProZone> *** Game unpaused (number of players) 00:08:18 <ProZone> *** LoPo joined the game 00:10:26 <ProZone> *** V453000 joined the game 00:10:28 <ProZone> <LoPo> omg 00:10:34 <ProZone> <LoPo> you found me :P 00:10:49 <ProZone> <V453000> :) 00:11:07 <ProZone> <V453000> im drawing new wagons though so dont expect much from me :P 00:11:14 <ProZone> <LoPo> nps 00:11:43 <ProZone> <LoPo> ill try to finish my article this week, show it one more time and then publish 00:12:01 <ProZone> <V453000> :) 00:12:01 <ProZone> <LoPo> also i have one quetion about your transfer 00:12:27 <ProZone> <LoPo> in principle it is based on a flickering gate right? 00:12:34 <ProZone> <V453000> what? 00:12:44 <ProZone> <LoPo> your station 00:13:07 <ProZone> <LoPo> well not flickering gate, but a flickering singal 00:13:09 <ProZone> <V453000> since when does a not gate flicker in this configuration 00:13:21 <ProZone> <LoPo> look left of your station 00:13:23 <ProZone> <V453000> just normal release on green 00:13:53 <ProZone> <LoPo> but it is looped 00:14:19 <ProZone> <LoPo> through the station 00:14:27 <ProZone> <LoPo> well doesnt realy matter i think 00:14:30 <ProZone> <V453000> well yeah I know that but idk if that is the same case really 00:14:56 <ProZone> <LoPo> but do you think it will also work with faster logic trains? 00:15:14 <ProZone> <V453000> I dont see why wouldnt it 00:15:26 <ProZone> <LoPo> k 00:15:28 <ProZone> <V453000> you cant rlease another train to the station because there are trains inside 00:15:48 <ProZone> <V453000> hm 00:16:02 <ProZone> <V453000> ah yes 00:16:04 <ProZone> <V453000> it should work 00:16:12 <ProZone> <V453000> because it resets just after the unloading train leaves 00:16:20 <ProZone> <LoPo> ye 00:16:22 <ProZone> <V453000> which is always sooner than the loaded train left 00:16:40 <ProZone> <V453000> so I think it should work with any trains 00:16:43 <ProZone> <LoPo> they occupy the platforms/green signal 00:16:45 <ProZone> <V453000> but the slow gate is good 00:16:52 <ProZone> <LoPo> k 00:17:02 <ProZone> <V453000> a delay would be better, but slow gate does a similar thing 00:17:20 <ProZone> <V453000> when both conditions are ok (both loading and unloading trains are ready in bays), it waits a little while and then releases them 00:17:27 <ProZone> <V453000> makes almost sure both trains go from 0kmh 00:17:57 <ProZone> <V453000> almost because it depends on the position of the not gate... but generally it takes some time for them to trigger 00:18:11 <ProZone> <V453000> fast gate + delay is one mechanism to add, but it is a lot more precise 00:20:53 <ProZone> <LoPo> yeah 00:21:19 <ProZone> <V453000> btw I will have more animals on flatbeds :P 00:21:33 <ProZone> <V453000> not as WTF as the current ones probably, but still 00:22:00 <ProZone> <LoPo> ? is 48 items to low? 00:22:06 <ProZone> <LoPo> or to high? 00:22:16 <ProZone> <V453000> I mean new wagons 00:22:22 <ProZone> <V453000> not more cargo on the current ones 00:22:28 <ProZone> <LoPo> oky 00:23:02 <ProZone> <V453000> slightly minecraft inspired :) 00:23:12 <ProZone> <LoPo> lol :P 00:48:37 <ProZone> <LoPo> V453000: you still there 00:50:21 <ProZone> <V453000> ofc 00:50:43 <ProZone> <LoPo> because there was another thing i wanted to ask 00:50:57 <ProZone> <LoPo> today i was building a terminus station 00:51:19 <ProZone> <LoPo> but to get trains inside i needed a PF trap 00:51:25 <ProZone> <LoPo> but that was part of the idea 00:51:27 <ProZone> <LoPo> but 00:51:45 <ProZone> <LoPo> then i builded a depot on the end and trains started to enter anyway 00:51:59 <ProZone> <LoPo> i thought trains "hate" depots" 00:52:05 <ProZone> <V453000> ? 00:52:08 <ProZone> <V453000> depot is just a path 00:52:12 <ProZone> <LoPo> but now they saw it as a possible path 00:52:15 <ProZone> <V453000> and in fact lost trains LOVE depots 00:52:21 <ProZone> <V453000> yes depot is a path 00:52:23 <ProZone> <V453000> only a high penalty 00:52:27 <ProZone> <LoPo> oky 00:52:39 <ProZone> <V453000> there is even the penalty setting somewhere in the config 00:52:44 <ProZone> <LoPo> like station high or higher? 00:52:52 <ProZone> <LoPo> yeah i have seen taht 00:52:55 <ProZone> <V453000> depends how you set it, but I think higher by default 00:53:13 <ProZone> <LoPo> but i thought depots would be more like oel ;s 00:53:23 <V453000> !rcon set yapf.rail_depot_reverse_penalty 00:53:23 <ProZone> V453000: Current value for 'yapf.rail_depot_reverse_penalty' is: '5000' (min: 0, max: 1000000) 00:53:30 <V453000> yeah 5000 is a lot 00:53:34 <ProZone> <LoPo> but its the opposite 00:53:38 <ProZone> <V453000> no not at all 00:53:41 <ProZone> <V453000> it is just a path 00:53:51 <ProZone> <LoPo> k 00:53:54 <ProZone> <LoPo> funny 00:54:05 <V453000> !rcon set yapf.rail_station_penalty 00:54:05 <ProZone> V453000: Current value for 'yapf.rail_station_penalty' is: '3000' (min: 0, max: 1000000) 00:54:16 <V453000> 5000 vs 3000 here 00:54:20 <ProZone> <LoPo> "cyculair" path on one tile :) 00:54:22 <V453000> but I am not sure how do multiple station tiles work 00:55:48 <ProZone> <V453000> hm 00:55:58 <ProZone> <V453000> interesting 00:56:04 <ProZone> <V453000> 2 stations should be 6000 total 00:56:10 <ProZone> <V453000> yet they prefer the station over 5000 depot 00:56:54 <ProZone> <V453000> 3rd station makes the difference here 00:57:02 <ProZone> <V453000> also, each station tile counts as one 00:57:36 <ProZone> <V453000> but ye, the general penalty doesnt really matter, path/eol does :) 00:59:59 <ProZone> <LoPo> so much stacking :S 01:00:14 <ProZone> <LoPo> what was the general idea of this PZ anyway? 01:00:28 <ProZone> <LoPo> small train srnw refit? :P 01:01:14 <ProZone> <V453000> I just wanted to make 8 cargo srnw with refit 01:01:38 <ProZone> <V453000> plus the secondary refit 01:01:58 <ProZone> <V453000> I tried the concept on stable so I figured it would be suitable to use here 01:02:00 <ProZone> <LoPo> what would be nicer is refit on demand at primaries ;p 01:02:22 <ProZone> <LoPo> well now it cycles, which is almost similair 01:02:52 <ProZone> <V453000> yeah ... well that is a bit taken care of by successful unload of secondary -> try that cargo again 01:03:07 <ProZone> <LoPo> true 01:03:17 <ProZone> <LoPo> but the feetback is much slower 01:03:28 <ProZone> <V453000> it works pretty well id say, not too many trains overflow 01:03:34 <ProZone> <V453000> some do, but not terrible amounts 01:03:44 <ProZone> <LoPo> :) 01:04:39 <ProZone> <V453000> it is a sort of overflow which was in 199 too pretty much 01:04:57 <ProZone> <LoPo> jep 01:04:59 <ProZone> <V453000> X rings (here refit rings), and when train loads there successfully, it tried again 01:05:13 <ProZone> <LoPo> although I wasnt there back then ;p 01:05:20 <ProZone> <V453000> here it is just with lesser effect and randomized by shared goods pickups 01:05:43 <ProZone> <V453000> you should still know the important games if not majority of the "modern" archive :P 01:05:57 <ProZone> <LoPo> i know 199 ;) 01:05:59 <ProZone> <LoPo> dont worry 01:06:02 <ProZone> <V453000> I know 01:06:25 <ProZone> <V453000> it is kind of hard not to esp if it even is mentioned in the srnw wiki page 01:06:40 <ProZone> <LoPo> but i like 180 more 01:06:51 <ProZone> <V453000> it is just a different idea 01:07:19 <ProZone> <V453000> in general 180 is probably more functional due to the effective dealing with train waves from any station 01:07:29 <ProZone> <V453000> splitting it into the 2 directions is pretty effective 01:07:55 <ProZone> <LoPo> well, if you load the game right now there are some mjor jams even 01:08:01 <ProZone> <V453000> 199 is just based on being the cycle of "loaded? try again" 01:08:01 <ProZone> <LoPo> but yes 01:08:12 <ProZone> <V453000> of course there are because openttd has changed 01:08:15 <ProZone> <LoPo> the splitting is indeed very smari 01:08:25 <ProZone> <LoPo> smart* 01:08:27 <ProZone> <V453000> most old games will have serious jams 01:08:33 <ProZone> <V453000> simply because acceleration is a lot slower 01:08:41 <ProZone> <V453000> pzg13 is prime example 01:11:07 <ProZone> <V453000> not to mention the FUCKING FUCKED PBS change which makes one of the SL splits fail 01:11:21 <ProZone> <V453000> one of the most retarded changes in openttd ever 01:11:30 <ProZone> <LoPo> ? :P 01:11:36 <ProZone> <LoPo> what changed then? 01:11:50 <ProZone> <LoPo> thats in PZ09? 01:11:57 <ProZone> <LoPo> 13* 01:12:03 <ProZone> <V453000> that rear of PBS is a safe waiting spot for PBZ 01:12:03 <ProZone> <V453000> PBS 01:12:09 <ProZone> <V453000> which means that PBS bounces into its rear 01:12:17 <ProZone> <LoPo> ah 01:12:20 <ProZone> <V453000> split 06 in psg180 obviously breaks because of it 01:12:40 <ProZone> <LoPo> well, its much slower now ye 01:12:58 <ProZone> <LoPo> still "works", but not as intended i guess 01:13:08 <ProZone> <V453000> trains should really try not to go in the back of PBS ever if possible, just like block signals 01:13:10 <ProZone> <V453000> yeah 01:13:36 <ProZone> <V453000> and I dont think it was actually a fix to anything 01:13:39 <ProZone> <LoPo> on the "other" hand it now gives other possibilities 01:13:41 <ProZone> <V453000> PBS worked better before that 01:13:47 <ProZone> <LoPo> oky 01:14:13 <ProZone> <V453000> the second most dumb thing was the train flipping disable 01:14:21 <ProZone> <V453000> but NUTS has it now so ye, fuck them 01:14:31 <ProZone> <LoPo> flipping? 01:14:37 <ProZone> <V453000> ctrl clicking engines in depot 01:14:47 <ProZone> <LoPo> not possible anymore with other sets? 01:14:50 <ProZone> <V453000> you could do it for any engine in any newGRf formerly 01:14:53 <ProZone> <LoPo> lol! 01:15:03 <ProZone> <LoPo> thats a bigg fail indeed ... 01:15:17 <ProZone> <LoPo> why did they do that, anyways? 01:15:27 <ProZone> <LoPo> did it matter in some sort? 01:15:34 <ProZone> <V453000> but because ONE idiot managed to crash the game with some ONE wagon when reversing it by having some sort of broken newGRF or stuff, it was disabled for all newGRFs by defult 01:15:48 <ProZone> <LoPo> ... 01:15:59 <ProZone> <V453000> you have to explicitly allow it by the newGRF now 01:16:09 <ProZone> <V453000> which NUTS does, also ogfx+ trains and original engines ofc 01:16:17 <ProZone> <V453000> other sets dont 01:16:19 <ProZone> <LoPo> oky 01:16:27 <ProZone> <LoPo> lame tbh ;\ 01:16:38 <ProZone> <V453000> completely breaks GEC91 in ukrs 01:17:08 <ProZone> <V453000> the general saying of the devs was "yeah authors will just fix their newGRFs" 01:17:18 <ProZone> <V453000> but for example Pikka just told me he doesnt support UKRS anymore 01:17:20 <ProZone> <V453000> .. 01:17:30 <ProZone> <V453000> it is possible to make a fixing 3rd party override newGRF 01:17:32 <ProZone> <LoPo> why not an option for all train sets then? 01:17:46 <ProZone> <LoPo> to enable it 01:17:49 <ProZone> <V453000> but I would need engine IDs from that and I am not decoding the newGRF to get those 01:17:52 <ProZone> <V453000> because no 01:17:56 <ProZone> <V453000> because fuck you users 01:18:02 <ProZone> <LoPo> lol 01:18:09 <ProZone> <LoPo> relax :P dont get mad 01:18:11 <ProZone> <V453000> and fuck us because there are always retards who report shit 01:18:22 <ProZone> <V453000> im not mad, I was mad about it the time ago, now shit happens 01:18:37 <ProZone> <LoPo> :) 01:18:52 <ProZone> <V453000> as I said, my train set doesnt care about it, and I dont really play wihout NUTS anymore 01:19:28 <ProZone> <LoPo> well, i like the german train set allot aswell :) 01:19:39 <ProZone> <V453000> for PS style games, yes 01:19:42 <ProZone> <V453000> DB set and UKRS are great 01:20:13 <ProZone> <LoPo> but for testing and weird idea games, i use nuts 01:20:19 <ProZone> <V453000> for casual Stable-like games, DB set is pretty awful, and UKRS - despite being the best set if I ignore NUTS, the difference between it and NUTS is still so huge that I dont really play even with UKRS anymore 01:21:06 <ProZone> <V453000> the general utility of cargo classes, and all the way how nuts works is just so comfortable for me, not to mention that nothing is more fun than playing with newly drawn trains 01:21:35 *** tycoondemon has quit IRC 01:21:54 <ProZone> <V453000> for the classic PS games you can really have almost any newGRF 01:22:12 <ProZone> <V453000> you can usually find at least one train which works +-ok 01:22:18 <ProZone> <LoPo> "not to mention that nothing is more fun than playing with _you own_ newly drawn trains" 01:22:20 <ProZone> <LoPo> :P 01:22:38 <ProZone> <V453000> well no one else updates any train set so often :P 01:22:45 <ProZone> <LoPo> true 01:22:52 <ProZone> <V453000> I dont even know if any train set is actively under development 01:22:59 <ProZone> <V453000> probably yes but a lot slower than nuts 01:23:37 <ProZone> <LoPo> k time for bed.... 01:23:37 <ProZone> <V453000> and if you spend weeks drawing some trains, it is just great to play with them :P 01:23:37 <ProZone> <V453000> ye 01:23:37 <ProZone> <V453000> gnight 01:23:37 <ProZone> *** LoPo has left the game (leaving) 01:23:38 <ProZone> *** V453000 has left the game (leaving) 01:23:38 <ProZone> *** Game paused (number of players) 01:23:49 <LoPo> see you 01:26:20 *** tycoondemon has joined #openttdcoop.pro 02:16:40 *** [1]Mark has quit IRC 04:13:47 *** Dom_ has quit IRC 08:52:56 *** Gregor-PLNL has joined #openttdcoop.pro 10:12:52 *** Dom_ has joined #openttdcoop.pro 10:31:39 *** Gregor-PLNL has quit IRC 10:41:29 *** Gregor-PLNL has joined #openttdcoop.pro 10:41:43 *** Gregor-PLNL has quit IRC 10:55:40 *** Gregor-PLNL has joined #openttdcoop.pro 14:26:25 *** Dom__ has joined #openttdcoop.pro 14:26:25 *** Dom_ has quit IRC 14:26:25 *** Dom__ is now known as Dom_ 14:37:22 *** tycoondemon has quit IRC 14:40:52 *** tycoondemon has joined #openttdcoop.pro 14:44:00 *** Dom__ has joined #openttdcoop.pro 14:44:00 *** Dom_ has quit IRC 14:44:00 *** Dom__ is now known as Dom_ 16:10:00 *** Maraxus has joined #openttdcoop.pro 16:30:31 *** Gregor-PLNL has quit IRC 16:32:33 *** mfb- has joined #openttdcoop.pro 16:32:33 *** ChanServ sets mode: +o mfb- 16:47:35 *** ODM has joined #openttdcoop.pro 16:47:35 *** ChanServ sets mode: +o ODM 16:51:19 *** Tray has joined #openttdcoop.pro 17:03:50 *** Sturmi has joined #openttdcoop.pro 17:24:32 *** Gregor-PLNL has joined #openttdcoop.pro 17:24:55 *** Gregor-PLNL has quit IRC 17:31:07 *** Gregor-PLNL has joined #openttdcoop.pro 17:31:48 *** Jam35 has joined #openttdcoop.pro 18:12:04 *** Dom__ has joined #openttdcoop.pro 18:12:04 *** Dom_ has quit IRC 18:12:05 *** Dom__ is now known as Dom_ 19:17:02 *** Progman has joined #openttdcoop.pro 19:19:15 *** ODM has quit IRC 19:21:45 *** ODM has joined #openttdcoop.pro 19:21:45 *** ChanServ sets mode: +o ODM 19:40:44 *** Sturmi has quit IRC 19:40:58 *** Sturmi has joined #openttdcoop.pro 20:54:50 <Dom_> !password 20:54:51 <ProZone> Dom_: bested 20:55:02 <ProZone> *** Game still paused (number of players) 20:55:02 <ProZone> *** Game unpaused (number of players) 20:55:05 <ProZone> *** Dom joined the game 20:55:14 <ProZone> *** Dom has paused the server. 20:55:16 <ProZone> *** Game paused (number of players) 20:55:48 <ProZone> *** Dom has unpaused the server. 20:55:50 <ProZone> *** Game unpaused (number of players) 20:55:56 <ProZone> *** Dom has paused the server. 20:55:58 <ProZone> *** Game paused (number of players) 20:59:49 <ProZone> *** Dom has left the game (leaving) 21:38:20 *** ODM has quit IRC 21:47:08 *** Sturmi has quit IRC 22:11:55 *** Tray has quit IRC 22:36:19 *** Maraxus has quit IRC 22:51:38 *** Jam35 has quit IRC 23:05:42 *** Progman has quit IRC 23:07:44 *** Gregor-PLNL has quit IRC 23:38:40 *** mfb- has quit IRC