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Log for #openttdcoop.pro on 20th April 2014:
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07:35:21  <AlphaSC> hi
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08:24:33  <AlphaSC> !ip
08:24:33  <coopserver> AlphaSC: pz.openttdcoop.org:3982
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08:25:02  <AlphaSC> !password
08:25:02  <coopserver> AlphaSC: backup
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12:43:45  <AlphaSC> !password
12:43:45  <coopserver> AlphaSC: wparam
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14:20:08  <Jam35> !password
14:20:08  <coopserver> Jam35: sorter
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14:22:29  <coopserver> <AlphaSC> hihi :P
14:22:34  <coopserver> <Jam35> elo
14:22:55  <coopserver> <Jam35> right... what were we doing?
14:23:16  <coopserver> <AlphaSC> guess i will keep connecting habours for chemicals
14:24:48  <coopserver> <Jam35> re train 21
14:24:54  <coopserver> <AlphaSC> works?
14:25:00  <coopserver> <Jam35> as it is in 'fruit mode'
14:25:06  <coopserver> <Jam35> I skipped to order 1
14:25:12  <coopserver> <AlphaSC> i skiped already
14:25:14  <coopserver> <AlphaSC> yday
14:25:16  <coopserver> <AlphaSC> but np
14:25:29  <coopserver> <Jam35> well no cos it won't load alcohol
14:25:46  <coopserver> <Jam35> may as well restart the cycle
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14:26:30  <coopserver> <Brumi> what's the concept here?
14:26:37  <coopserver> <AlphaSC> read
14:26:49  <coopserver> <Brumi> ok found it :)
14:26:52  <coopserver> <AlphaSC> :DD
14:27:14  <coopserver> <Brumi> I was used to the game loading where the game plan is XP
14:27:25  <coopserver> <AlphaSC> isnt it?
14:27:30  <coopserver> <AlphaSC> it was at least
14:27:32  <coopserver> <AlphaSC> yday
14:27:35  <coopserver> <Jam35> we had a problem at that game entry thing
14:27:55  <coopserver> <Brumi> let's try again where it loads
14:27:58  <coopserver> *** Brumi has left the game (Leaving)
14:28:13  <coopserver> <Jam35> reloaded the game from a different save
14:28:13  <Brumi> !password
14:28:13  <coopserver> Brumi: mixing
14:28:23  <coopserver> <Jam35> one I used to report the bug
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14:28:33  <coopserver> <Jam35> so you appear right there
14:28:37  <coopserver> <Brumi> I spawn at the TIMER station
14:28:56  <coopserver> <AlphaSC> its jams or taede fault
14:29:00  <coopserver> <AlphaSC> blame them :D
14:29:08  <coopserver> <Jam35> mine really
14:29:22  <coopserver> <Jam35> means resaving etc
14:29:23  <coopserver> <Brumi> well finding a mass of signs shouldn't be hard on a 256x256 map
14:29:34  <coopserver> <Brumi> I failed it nevertheless :P
14:30:34  <coopserver> <Brumi> is pz the home for firs games now? :)
14:30:42  <coopserver> <AlphaSC> _D
14:30:55  <coopserver> <AlphaSC> tribute to last game i guess
14:31:03  <coopserver> <Brumi> maybe
14:31:12  <coopserver> <AlphaSC> cuz v and me had to rage hard about that cargodist :D
14:31:25  <coopserver> <AlphaSC> guess thats why he made firs again
14:31:47  <coopserver> <Jam35> this plan has been reborn from a few months back
14:31:57  <coopserver> <Jam35> cos of pzg2013
14:32:17  <coopserver> <Brumi> pzg2013 was the 5000 train madness right?
14:32:22  <coopserver> <Jam35> yeah
14:32:30  <coopserver> <AlphaSC> easy
14:40:12  <coopserver> <Brumi> hmm I'm not familiar with the basic temperate FIRS economy
14:40:29  <coopserver> <Brumi> despite the fact that I translated it
14:41:40  <coopserver> <Jam35> what do you need to know?
14:41:40  <coopserver> <AlphaSC> jam, what do you think
14:41:52  <coopserver> <AlphaSC> do we need the prio like you got?
14:42:00  <coopserver> <AlphaSC> or can i make like i did
14:42:02  <coopserver> <Jam35> detection
14:42:06  <coopserver> <Jam35> ?
14:42:08  <coopserver> <Brumi> no problem I'm just looking at the cargo flow charts right now
14:42:09  <coopserver> <AlphaSC> guess my method no downside?
14:42:16  <coopserver> <AlphaSC> yes
14:42:22  <coopserver> <AlphaSC> you make all way signals
14:42:26  <coopserver> <AlphaSC> and prio backwards
14:42:41  <coopserver> <Jam35> huge signal gap so only one train enters
14:42:41  <coopserver> <AlphaSC> with entry signal at merge
14:42:45  <coopserver> <Jam35> but should be fine
14:42:46  <coopserver> <AlphaSC> yes
14:42:57  <coopserver> <AlphaSC> u want more than 1 train?
14:43:09  <coopserver> <AlphaSC> i mean if u want more than one train
14:43:19  <coopserver> <AlphaSC> than i just make 5 more signals :P
14:43:54  <coopserver> <AlphaSC> i think with tl 5 train
14:44:13  <coopserver> <AlphaSC> we can delivier the 224 supply needed for quadra production
14:44:20  <coopserver> <Jam35> I have allowed for 3
14:44:21  <coopserver> <AlphaSC> so 1 train should be fine, i guess
14:44:25  <coopserver> <AlphaSC> :O
14:44:35  <coopserver> <Jam35> plus whatever is in the non detected part
14:44:42  <coopserver> <AlphaSC> well
14:44:51  <coopserver> <AlphaSC> guess its bit to much
14:44:56  <coopserver> <Jam35> just because station is far from split
14:45:02  <coopserver> <AlphaSC> same for me
14:45:05  <coopserver> <AlphaSC> but u think
14:45:21  <coopserver> <AlphaSC> i mean 3 month
14:45:30  <coopserver> <AlphaSC> train can easy load and go back?
14:45:51  <coopserver> <Jam35> how do you mean?
14:46:02  <coopserver> <Jam35> they will wait one by one
14:46:08  <coopserver> <AlphaSC> if we make amount station * 2 = train count
14:46:31  <coopserver> <AlphaSC> we will always habe full trains driving on track, just waiting to join
14:46:41  <coopserver> <AlphaSC> so no need for much wait spaces, i guess
14:46:51  <coopserver> <AlphaSC> i just say
14:47:03  <coopserver> <AlphaSC> because if u make so much more wait spaces at ur station
14:47:10  <coopserver> <AlphaSC> and all other station have just 1 space
14:47:32  <coopserver> <AlphaSC> vinnie and haz also 1 wait bay
14:48:21  <coopserver> <Jam35> not sure it really matters
14:49:26  <coopserver> <AlphaSC> well, we need more train, i dk :D
14:49:50  <coopserver> <AlphaSC> i mean, we take all from 1 pick, if that produces enough, should be fine
14:50:13  <coopserver> <AlphaSC> but if you close to pickup
14:50:20  <coopserver> <AlphaSC> and get 3-4 trains
14:50:38  <coopserver> <AlphaSC> other might get late or non, if pickup has not enough stuff
14:50:42  <coopserver> <AlphaSC> but we dont know yet
14:53:27  <coopserver> <Brumi> is it okay if I start connecting the red ring to stuff?
14:53:43  <coopserver> <AlphaSC> we not sure about that yet
14:54:15  <coopserver> <Jam35> I don't see why not
14:54:29  <coopserver> <Jam35> obviously to stuff that requires ES
14:54:44  <coopserver> <AlphaSC> es and fs
14:54:44  <coopserver> <Jam35> if you were unsure
14:54:49  <coopserver> <Brumi> erm I don't understand why the red turns into green at Dinnley Markey drop
14:55:05  <coopserver> <AlphaSC> its maybe wrong
14:55:10  <coopserver> <Jam35> see plan
14:55:13  <coopserver> <AlphaSC> thats why i say we unsure
14:55:30  <coopserver> <Jam35> red ring, green ring etc
14:55:39  <coopserver> <AlphaSC> jam? :O
14:55:45  <coopserver> <AlphaSC> we thinks its mistake
14:55:48  <coopserver> <AlphaSC> not?
14:56:03  <coopserver> <Jam35> we could change trains?
14:56:17  <coopserver> <AlphaSC> sure
14:56:43  <coopserver> <Jam35> ask V again?
14:56:45  <coopserver> <Brumi> and I don't understand the "TL5 empty TL2 full" in the plan
14:57:07  <coopserver> <AlphaSC> me neither
14:57:49  <coopserver> <Brumi> maaybe the ES/FS trains pick up ES/FS, travel on red, drop ES/FS, and then travel on green
14:58:03  <coopserver> <Brumi> the clay/goods/food trains vica versa
14:58:09  <coopserver> <Brumi> but what's the point in that
14:58:13  <coopserver> <Jam35> that how i have it wired
14:59:17  <Jam35> V453000 around?
15:03:57  <coopserver> *** Jam35 has joined spectators
15:04:03  <coopserver> <Jam35> semi afk
15:07:26  <coopserver> <Brumi> the dead end tracks marked by '!?!' are pf traps right?
15:07:32  <coopserver> <AlphaSC> y
15:07:39  <coopserver> <Brumi> do you undersand them?
15:07:48  <coopserver> <AlphaSC> bit
15:07:57  <coopserver> <AlphaSC> but not well enough
15:08:09  <coopserver> <AlphaSC> all i asked, couldnt tell me
15:08:18  <coopserver> <AlphaSC> and no wiki :(
15:08:37  <coopserver> <Brumi> no wiki? I thought I saw something on it somewhere
15:08:44  <coopserver> <AlphaSC> guess you ve to ask v, vinnie or mark
15:08:51  <coopserver> <AlphaSC> well it says
15:08:55  <coopserver> <AlphaSC> we use them :D
15:09:10  <coopserver> <AlphaSC> but not what they exactly do, and why they work and so on
15:09:30  <coopserver> <Brumi> I'll try to find that article
15:09:44  <coopserver> <AlphaSC> i can tell u
15:09:51  <coopserver> <AlphaSC> its the srnw article
15:10:24  <Jam35> they will be connected to an unreachable waypoint
15:10:53  <coopserver> <Brumi> what for?
15:11:00  <coopserver> <AlphaSC> to make trains go there
15:11:18  <coopserver> <AlphaSC> look up some psg savegames
15:11:23  <coopserver> <AlphaSC> where they used srnw
15:11:29  <coopserver> <AlphaSC> and u ll see what he means
15:11:45  <coopserver> <Brumi> right but first I'll try to find the article
15:11:53  <coopserver> <AlphaSC> waypoints also used there to force trains in special stations
15:11:57  <Brumi> @srnw
15:11:57  <Webster> srnw: Self-regulating Network, see also: http://wiki.openttdcoop.org/SRNW
15:11:59  <coopserver> <AlphaSC> as i said
15:12:03  <coopserver> <AlphaSC> its the srnw
15:12:53  <AlphaSC> oh well, but it links to pf traps
15:13:00  <AlphaSC> 2 way eol
15:13:06  <coopserver> *** AlphaSC has joined spectators
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15:13:09  <coopserver> <AlphaSC> brb
15:16:42  <Brumi> hmm I guess I get what we're trying to do now
15:17:47  <Brumi> the problem with psg savegames is that it's very hard to find the important part amidst the mass of tracks :/
15:40:11  <Brumi> gotta go now, goodbye
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15:43:43  <Hazzard> !password
15:43:44  <coopserver> Hazzard: cities
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15:44:40  <coopserver> <Hazzard> Hello
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15:51:27  <coopserver> <Jam35> hi
15:51:50  <coopserver> <Jam35> not fully here atm
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16:18:37  *** Webster sets mode: +o Mark
16:25:57  <Mark> !password
16:25:58  <coopserver> Mark: anyone
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16:26:41  <coopserver> <Mark> hi
16:26:53  <coopserver> <Jam35> hi
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16:27:48  <coopserver> <AlphaSC> hi
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16:31:35  <coopserver> <Hazzard> Hello
16:31:39  <coopserver> <AlphaSC> hi
16:31:52  <coopserver> <AlphaSC> i see u connect pf traps to red line?
16:31:59  <coopserver> <Hazzard> Yup
16:32:02  <coopserver> <AlphaSC> is that right?
16:32:14  <coopserver> <AlphaSC> and if yes, why?
16:32:18  <coopserver> <AlphaSC> i want understand
16:33:09  <coopserver> <Hazzard> There will probably some station or waypoint that we want the SRNW trains to go to, as an order
16:33:39  <coopserver> <Hazzard> But we need them to stop at the stations first, so the pf trap would direct them to the stations before they enter the red network
16:34:32  <coopserver> <AlphaSC> ok
16:34:37  <coopserver> <AlphaSC> ok
16:34:42  <coopserver> <AlphaSC> oh i heavy lag
16:34:46  <coopserver> <Hazzard> I'm not sure how exacly every thing will work
16:35:24  <AlphaSC> worst case, we redo all :D
16:35:34  <coopserver> <Hazzard> \
16:35:41  <coopserver> <Hazzard> yup
16:36:17  <coopserver> <AlphaSC> at red pickups
16:36:27  <coopserver> <AlphaSC> we also need the timer
16:36:27  <coopserver> <AlphaSC> its the grey one
16:36:37  <coopserver> <AlphaSC> damn i reconnect, i lag
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16:37:01  <coopserver> <Hazzard> I'm not sure about the timer thing
16:38:29  <coopserver> <Jam35> why so?
16:38:51  <coopserver> <Hazzard> Why are there two?
16:39:04  <coopserver> <Jam35> I just wondered that
16:40:46  <coopserver> <Jam35> they don't interfere with each other
16:41:00  <coopserver> <Jam35> maybe in case of different timings
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16:43:55  <AlphaSC> !password
16:43:55  <coopserver> AlphaSC: hanger
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16:44:34  <coopserver> <AlphaSC> did u change timer?
16:44:49  <coopserver> <AlphaSC> cuz now they not the exact same time :D
16:45:10  <coopserver> <Jam35> someone put two way, sensible idea
16:45:14  <coopserver> <Jam35> that is all
16:45:46  <coopserver> <AlphaSC> but train makes them not green both same time
16:45:52  <coopserver> <AlphaSC> dont know if matters much
16:46:03  <coopserver> <AlphaSC> its like 1-2 sec delay
16:46:59  <coopserver> <Jam35> can't see any effect without it being connected
16:47:08  <coopserver> <AlphaSC> sure
16:47:22  <coopserver> <AlphaSC> we got 2 exit signal
16:47:31  <coopserver> <AlphaSC> 180° betrweeen them
16:47:40  <coopserver> <AlphaSC> and signals between
16:47:44  <coopserver> <AlphaSC> they not at same time
16:48:54  <coopserver> <AlphaSC> i made signs
16:49:04  <coopserver> <AlphaSC> u know hwat i mean?
16:49:07  <coopserver> <Jam35> they are the same?
16:49:14  <coopserver> <Jam35> train leaves the block
16:49:20  <coopserver> <Jam35> bothe go green
16:49:29  <coopserver> <AlphaSC> but not same time
16:49:39  <coopserver> <AlphaSC> cuz signals between
16:49:46  <coopserver> <Jam35> same block same time
16:50:11  <coopserver> <AlphaSC> :O
16:50:33  <coopserver> <Jam35> station is not an obstacle
16:50:40  <coopserver> <AlphaSC> k
16:50:49  <coopserver> <AlphaSC> dont mind me
16:50:55  <coopserver> <Jam35> :)
16:51:00  <coopserver> <AlphaSC> i just ask, if i want understand
16:51:06  <coopserver> <Jam35> np
16:53:01  <coopserver> <AlphaSC> so much different rails :d
16:53:45  <coopserver> <Jam35> indeed
16:53:55  <coopserver> <AlphaSC> i swear
16:54:04  <coopserver> <AlphaSC> red green into green red
16:54:13  <coopserver> <AlphaSC> will make it hard to keep track :DD
17:07:26  <coopserver> <Jam35> how about this
17:07:31  <coopserver> <AlphaSC> ?
17:07:32  <coopserver> <Jam35> see #109
17:07:38  <coopserver> <Jam35> don't start it
17:07:48  <coopserver> <Jam35> might hand the game idk :)
17:07:51  <coopserver> <Jam35> *hang
17:08:03  <coopserver> <AlphaSC> i dont see the sign in list
17:08:10  <coopserver> <Jam35> train 109
17:08:36  <coopserver> <Jam35> see order list and waypoint also
17:09:31  <coopserver> <AlphaSC> +where is waypoint?
17:09:42  <coopserver> <Jam35> ctrl click in order list
17:09:52  <coopserver> <AlphaSC> nice D
17:10:13  <coopserver> <Jam35> now do we start it
17:10:32  <coopserver> <Jam35> cos the orders are the same configuration as the old timer
17:10:42  <coopserver> <AlphaSC> no
17:10:55  <coopserver> <AlphaSC> we have full load orders here
17:11:06  <coopserver> <AlphaSC> and no t stay for 80 days
17:11:21  <coopserver> <AlphaSC> right?
17:11:25  <coopserver> <Jam35> I removed the timetable and still broke
17:11:34  <coopserver> <AlphaSC> than, go ahead
17:12:04  <coopserver> <Jam35> I'm thinking maybe it doesn't like that order combination
17:12:17  <coopserver> <Jam35> trying to think of a null order kind of thing
17:12:21  <coopserver> <AlphaSC> but why pick clay and transfer to a normal station
17:12:34  <coopserver> <AlphaSC> we need somthing liek a global transfer station for clay?
17:12:53  <coopserver> <Jam35> clay goes to ports no?
17:12:58  <coopserver> <AlphaSC> yes
17:13:11  <coopserver> <AlphaSC> nvm
17:13:37  <coopserver> <AlphaSC> lets tsrat`?
17:13:43  <coopserver> <AlphaSC> and see what happen
17:13:44  <coopserver> <Jam35> wait a sec
17:13:49  <coopserver> <Jam35> just saving
17:14:04  <coopserver> <AlphaSC> i done already
17:14:19  <coopserver> <AlphaSC> he will take time to load
17:14:20  <coopserver> <Jam35> won't crash till loaded anyway
17:14:24  <coopserver> <Jam35> ^
17:14:27  <coopserver> <AlphaSC> it crashed when moving to wp
17:14:30  <coopserver> <AlphaSC> y
17:14:51  <coopserver> <AlphaSC> i ve question
17:14:58  <coopserver> <AlphaSC> where u put the wp
17:15:04  <coopserver> <Jam35> random
17:15:09  <coopserver> <AlphaSC> if trains path that point
17:15:20  <coopserver> <AlphaSC> will they still go in our stations?
17:15:27  <coopserver> <AlphaSC> y
17:15:30  <coopserver> <AlphaSC> they will
17:15:31  <coopserver> <Jam35> they try to get to red ring
17:15:34  <coopserver> <AlphaSC> y
17:15:46  <coopserver> <Jam35> all splits have pf trap
17:15:59  <coopserver> <Jam35> they will loop forever in theory
17:16:09  <coopserver> <Jam35> until they find a way there
17:16:17  <coopserver> <Jam35> i.e. after station
17:16:17  <coopserver> <AlphaSC> k
17:16:32  <coopserver> <Jam35> no wait
17:17:01  <coopserver> <Jam35> hm
17:17:03  <coopserver> <AlphaSC> they ll never reach that point
17:17:07  <coopserver> <AlphaSC> you need make
17:17:10  <coopserver> <AlphaSC> same wp
17:17:15  <coopserver> <AlphaSC> which they can reach
17:17:19  <coopserver> <AlphaSC> after station
17:17:22  <coopserver> <AlphaSC> not?
17:17:28  <coopserver> <AlphaSC> after they droped
17:17:37  <coopserver> <Jam35> put it on the red line
17:17:40  <coopserver> <Jam35> somewhere
17:17:53  <coopserver> <AlphaSC> sing it
17:17:59  <coopserver> <AlphaSC> to find it easy
17:18:14  <coopserver> <AlphaSC> train alomst loaded
17:19:40  <coopserver> <AlphaSC> hjaha
17:19:50  <coopserver> <AlphaSC> nice trap
17:20:17  <coopserver> <AlphaSC> ok
17:20:20  <coopserver> <AlphaSC> and now? :D
17:20:53  <coopserver> <AlphaSC> w00t
17:20:58  <coopserver> <Jam35> not sure why it does not obey 2 way
17:21:03  <coopserver> <AlphaSC> y
17:21:08  <coopserver> <AlphaSC> go
17:21:10  <coopserver> <AlphaSC> check setting
17:21:16  <coopserver> <AlphaSC> last pzg
17:21:21  <coopserver> <AlphaSC> 2 way elo wasnt on
17:21:27  <Jam35> !setdef
17:21:27  <coopserver> Jam35: Setting default settings: set ai_in_multiplayer 0, set extra_dynamite 1, set forbid_90_deg 1, set mod_road_rebuild 1, set order.no_servicing_if_no_breakdowns 1, set path_backoff_interval 1, set train_acceleration_model 1, set vehicle_breakdowns 0, set wait_for_pbs_path 255, set wait_oneway_signal 255, set wait_twoway_signal 255, and set yapf.rail_firstred_twoway_eol 1
17:21:30  <coopserver> <AlphaSC> and i wonder why overflow not work :D
17:21:46  <coopserver> <AlphaSC> check server settings
17:21:51  <coopserver> <Jam35> done
17:21:54  <coopserver> <Jam35> no different
17:21:57  <coopserver> <AlphaSC> hm
17:26:01  <coopserver> <Jam35> why did it not unload?
17:29:06  <coopserver> <AlphaSC> tzz
17:30:58  <AlphaSC> sry, i was checking other srnw games
17:31:07  <AlphaSC> i didnt see it
17:31:27  <coopserver> <AlphaSC> now unload
17:32:11  <coopserver> <AlphaSC> what changed?
17:32:24  <coopserver> <Jam35> non stop order
17:32:28  <coopserver> <AlphaSC> lol
17:32:47  <coopserver> <AlphaSC> and why u build double bridge with pbs? :O
17:32:55  <coopserver> <Jam35> pointless double bridge
17:32:58  <coopserver> <AlphaSC> :D
17:33:11  <coopserver> <Jam35> to give two 'paths'
17:33:19  <coopserver> <Jam35> so the 2 way works
17:33:29  <coopserver> <AlphaSC> really?
17:33:39  <coopserver> <AlphaSC> so u needed change no stop orders
17:33:43  <coopserver> <AlphaSC> and 2 bridge?
17:33:49  <coopserver> <Jam35> yeah like a reverser with the arrowy bit
17:33:52  <coopserver> <AlphaSC> what if no bride and just track to station?
17:34:20  <coopserver> <Jam35> there are multiple paths there then the two way says go there
17:34:32  <coopserver> <Jam35> if it is only one can break
17:34:43  <coopserver> <AlphaSC> yes
17:34:50  <coopserver> <AlphaSC> but imagine
17:34:58  <coopserver> <AlphaSC> there is no bridge on the way to station?
17:35:10  <coopserver> <AlphaSC> what thatn
17:35:27  <coopserver> <Jam35> some other way
17:36:46  <coopserver> <AlphaSC> wow really
17:37:36  <coopserver> <AlphaSC> hehe
17:37:40  <coopserver> <AlphaSC> wierd
17:38:01  <coopserver> <AlphaSC> wait
17:38:17  <coopserver> <AlphaSC> see
17:38:24  <coopserver> <AlphaSC> u still no non stop orders
17:38:34  <coopserver> <AlphaSC> u not copy trains
17:38:42  <coopserver> <AlphaSC> in one group
17:38:53  <coopserver> <AlphaSC> nvm
17:38:57  <coopserver> <AlphaSC> fixed
17:39:03  <coopserver> <Jam35> ?
17:39:04  <coopserver> <Jam35> 114
17:39:18  <coopserver> <AlphaSC> i added non stop for waypoint
17:39:23  <coopserver> <AlphaSC> that works
17:39:27  <coopserver> <Jam35> non stop means it wont unload
17:39:49  <coopserver> <AlphaSC> oh
17:44:51  <coopserver> <AlphaSC> now it worked?
17:45:06  <coopserver> <Jam35> not sure
17:45:13  <coopserver> <Jam35> train passed the entry
17:45:18  <coopserver> <AlphaSC> if not, i know how to do
17:46:04  <coopserver> <Jam35> i put an extra piece of track at the station entry
17:46:30  <coopserver> <Jam35> why is the train empty?
17:46:32  <coopserver> <Jam35> omg
17:47:04  <coopserver> <AlphaSC> :D
17:47:08  <coopserver> <AlphaSC> u know how
17:47:30  <coopserver> <AlphaSC> see station
17:47:36  <coopserver> <AlphaSC> u make it behind station
17:48:12  <coopserver> <Jam35> front back usually doesn't matter :)
17:50:53  <coopserver> <AlphaSC> hm
17:51:00  <coopserver> <AlphaSC> they only go to that
17:58:05  <coopserver> <AlphaSC> the orders
17:59:02  <coopserver> <Hazzard> back
17:59:16  <coopserver> <AlphaSC> how can i change jump orders
17:59:20  <coopserver> <Hazzard> Any progress?
17:59:21  <coopserver> <Jam35> hi
17:59:24  <coopserver> <Jam35> some
17:59:24  <coopserver> <AlphaSC> yes
17:59:34  <coopserver> <Jam35> jump orders?
17:59:45  <coopserver> <AlphaSC> order 3
17:59:53  <coopserver> <Jam35> click the order
17:59:55  <coopserver> <AlphaSC> for the clay trains
18:00:06  <coopserver> <Hazzard> Can you change the order they jump to?
18:00:36  <coopserver> <Jam35> guess not
18:00:45  <coopserver> <AlphaSC> got it
18:00:51  <coopserver> <Jam35> that is only precautionary
18:00:59  <coopserver> <Jam35> to try to avoid that hang
18:01:23  <coopserver> <Hazzard> Do we have any tl3/5 trains yet?
18:01:35  <coopserver> <AlphaSC> we tl2 or tl 5
18:01:39  <coopserver> <AlphaSC> never tl3
18:01:45  <coopserver> <Hazzard> right, tl2
18:01:47  <coopserver> <AlphaSC> we got clay tl 5 chamelo trains now
18:01:49  <coopserver> <Jam35> not yet
18:02:01  <coopserver> <Hazzard> I see one
18:02:10  <coopserver> <Jam35> oh :)
18:02:10  <coopserver> <AlphaSC> 109
18:02:12  <coopserver> <AlphaSC> 115
18:02:13  <coopserver> <Hazzard> :D
18:02:14  <coopserver> <AlphaSC> 114
18:02:21  <coopserver> <AlphaSC> 113
18:02:31  <coopserver> <Jam35> oh not TL2
18:02:34  <coopserver> <Hazzard> D: what is VOID?
18:02:36  <coopserver> <AlphaSC> gunwell ridge
18:02:52  <coopserver> <Hazzard> why so many VOID?
18:03:08  <coopserver> <Jam35> anti implicit
18:03:20  <coopserver> <Jam35> wasn't sure if it was needed tbh
18:03:32  <coopserver> <AlphaSC> how can u spam so many order that fast?
18:03:36  <coopserver> <AlphaSC> what is the trick
18:03:41  <coopserver> <Hazzard> press g or somthing
18:03:45  <coopserver> <Jam35> go to station button
18:03:52  <coopserver> <Jam35> rapidly click the station
18:03:53  <coopserver> <Hazzard> Yeah, G
18:04:03  <coopserver> <AlphaSC> ok, thanks
18:04:03  <coopserver> <Hazzard> oh, right, it doesn't reset
18:04:05  <coopserver> <Jam35> no trick
18:04:48  <coopserver> <AlphaSC> did any train go to anoher station yet?
18:05:01  <coopserver> <Jam35> I got them in gunwell
18:05:10  <coopserver> <Jam35> right near the first clay
18:05:14  <coopserver> <Hazzard> train 113 stopped at a station, but I don't see how they can rejoin the green line
18:05:22  <coopserver> <Hazzard> oh
18:05:22  <coopserver> <AlphaSC> na i made that station
18:05:24  <coopserver> <Hazzard> tada
18:05:27  <coopserver> <AlphaSC> its second clay pick
18:05:51  <coopserver> <Jam35> no gunwell port
18:06:05  <coopserver> <AlphaSC> oh ok :D
18:06:27  <coopserver> <Jam35> yet to see them make the split to Dinnley yet
18:06:40  <coopserver> <Jam35> even with much penalty
18:07:40  <coopserver> <AlphaSC> hm
18:07:44  <coopserver> <AlphaSC> does it matter
18:07:48  <coopserver> <AlphaSC> that your pf trap
18:07:55  <coopserver> <AlphaSC> goes on green again before red
18:07:59  <coopserver> <AlphaSC> sry me noob :D
18:08:09  <coopserver> <AlphaSC> but that is a dif to other stations
18:08:18  <coopserver> <Hazzard> The pf shouldn't car but maybe that is a problem
18:08:21  <coopserver> <Jam35> I think Haz made that but it shouldn;t
18:08:40  <coopserver> <Jam35> + be a problem
18:08:43  <coopserver> <AlphaSC> such noob :D
18:09:47  <coopserver> <AlphaSC> wtf?
18:10:02  <coopserver> <Hazzard> ?
18:10:05  <coopserver> <AlphaSC> delte other track?
18:10:18  <coopserver> <AlphaSC> :O
18:11:34  <coopserver> <Hazzard> that works for whatever reason
18:11:47  <coopserver> <AlphaSC> ;)
18:11:54  <coopserver> <AlphaSC> but train not full oad
18:11:58  <coopserver> <Hazzard> I skipped it
18:12:02  <coopserver> <Jam35> idk short curves etc are some penalty
18:12:08  <coopserver> <AlphaSC> k
18:12:19  <coopserver> <Hazzard> Maybe it was that
18:12:32  <coopserver> <AlphaSC> it was the pf trap
18:12:37  <coopserver> <Hazzard> hummm
18:12:42  <coopserver> <Hazzard> that train didn't go that way
18:12:55  <coopserver> <AlphaSC> its good
18:13:00  <coopserver> <AlphaSC> #1 wait enoiugh
18:13:04  <coopserver> <AlphaSC> we want test
18:13:07  <coopserver> <AlphaSC> and not much train
18:13:13  <coopserver> <AlphaSC> make waitbay 1
18:13:42  <coopserver> <AlphaSC> next went in defing way
18:13:53  <coopserver> <AlphaSC> but they not go
18:14:00  <coopserver> <AlphaSC> in buffield
18:14:45  <coopserver> <Hazzard> I made the path look shorter now
18:14:49  <coopserver> <AlphaSC> na
18:14:55  <coopserver> <AlphaSC> maybe
18:15:07  <coopserver> <AlphaSC> becasue the waypoint?
18:15:21  <coopserver> <AlphaSC> they would enter behind it?
18:15:46  <coopserver> <AlphaSC> can we try
18:15:50  <coopserver> <Hazzard> That time it went
18:15:52  <coopserver> <AlphaSC> wp after last station?
18:16:46  <coopserver> <Jam35> there isn't a last
18:16:52  <coopserver> <Jam35> or might not be later
18:17:13  <coopserver> <AlphaSC> well
18:17:16  <coopserver> <Jam35> it's a ring but not structured that way
18:17:19  <coopserver> <AlphaSC> in other game
18:17:28  <coopserver> <AlphaSC> they connect all pf traps
18:17:35  <coopserver> <AlphaSC> to waypoint
18:17:41  <coopserver> <AlphaSC> like we did with the timer
18:17:54  <coopserver> <AlphaSC> i watched many srnw yday
18:22:34  <coopserver> <AlphaSC> to see if they use other stations
18:25:41  <coopserver> <AlphaSC> they went in pf trap
18:25:46  <coopserver> <Hazzard> whoops
18:25:48  <coopserver> <Hazzard> where?
18:26:10  <coopserver> <AlphaSC> harfingboune
18:26:29  <coopserver> <Hazzard> oh
18:26:47  <coopserver> <Hazzard> It should work
18:26:53  <coopserver> <AlphaSC> no
18:26:57  <coopserver> <AlphaSC> no
18:27:03  <coopserver> <Hazzard> I put fletching at the end of the station
18:27:06  <coopserver> <AlphaSC> u think i change without reason? :D
18:27:32  <coopserver> <AlphaSC> i stop train, dont wonder
18:27:42  <coopserver> <AlphaSC> to see which stations get used and which not
18:28:27  <coopserver> <AlphaSC> mayn station not getting used
18:28:40  <coopserver> <AlphaSC> lol
18:28:46  <coopserver> <AlphaSC> haz :D
18:30:21  <coopserver> <AlphaSC> trains drive on ur large pf trap
18:30:28  <coopserver> <AlphaSC> and come to red from green
18:30:32  <coopserver> <Hazzard> darn
18:30:32  <coopserver> <AlphaSC> without station
18:30:42  <coopserver> <Hazzard> It might be because the netwrok is changing
18:30:51  <coopserver> <AlphaSC> @!here
18:30:54  <coopserver> <AlphaSC> i cut it
18:31:04  <coopserver> <Hazzard> oh
18:31:10  <coopserver> <Hazzard> good
18:31:14  <coopserver> <Hazzard> I forgot about that
18:31:19  <coopserver> <AlphaSC> np
18:31:39  <coopserver> <AlphaSC> hm, do you guys understand, why they not any other station than these 3
18:32:04  <coopserver> <AlphaSC> i stoped them
18:32:12  <coopserver> <Hazzard> I let train 117 go
18:32:18  <coopserver> <AlphaSC> check which stations are used
18:32:42  <coopserver> <AlphaSC> let them in, to fix all stations
18:33:59  <coopserver> <Hazzard> hmm
18:34:09  <coopserver> <AlphaSC> why they not going
18:35:32  <coopserver> <AlphaSC> why
18:35:37  <coopserver> <AlphaSC> start trains :O
18:36:25  <coopserver> <AlphaSC> why make all these pf traps?
18:36:29  <coopserver> <Hazzard> Maybe they don't like long tunnels?
18:36:50  <coopserver> <Hazzard> The green circle is inside the red one so the trains think staying on green is shorter sometimes
18:37:11  <coopserver> <AlphaSC> #many station at green ing
18:37:19  <coopserver> <AlphaSC> like 10 tile until station
18:37:20  <coopserver> <Hazzard> There
18:37:25  <coopserver> <AlphaSC> and not go in
18:38:08  <coopserver> <AlphaSC> 10 penalty
18:38:11  <coopserver> <AlphaSC> still no go
18:38:33  <coopserver> <Hazzard> Alright, both of the stations I built are working
18:39:28  <coopserver> <Jam35> the orders are wrong i think
18:39:42  <coopserver> <Jam35> and I don;t think we need the waypoint
18:40:08  <coopserver> <Hazzard> hMM
18:40:08  <coopserver> <Jam35> because the right ring is the only way back
18:40:10  <coopserver> <Hazzard> Hmm
18:40:16  <coopserver> <Hazzard> Yeah
18:40:24  <coopserver> <AlphaSC> see
18:40:28  <coopserver> <Hazzard> Let's try without it
18:40:30  <coopserver> <AlphaSC> as i said, wp
18:41:42  <coopserver> <AlphaSC> :P
18:42:09  <coopserver> <Hazzard> I don't think the single track after the station works anymore
18:42:14  <coopserver> <Hazzard> It needs a split
18:42:22  <coopserver> <AlphaSC> no
18:42:30  <coopserver> <AlphaSC> worked with one
18:42:38  <coopserver> <Hazzard> We can test
18:42:45  <coopserver> <AlphaSC> train went there already
18:42:50  <coopserver> <AlphaSC> and when u were afk
18:42:56  <coopserver> <AlphaSC> we had station working
18:43:00  <coopserver> <AlphaSC> with 1 piece
18:43:06  <coopserver> <AlphaSC> so 1 enough
18:43:34  <coopserver> <Jam35> Denfingway has a single piece
18:43:40  <coopserver> <Jam35> there is a train waiting
18:44:01  <coopserver> <Jam35> not sure if that proves the point tho :)
18:44:36  <coopserver> <AlphaSC> y 1 enough, all games i saw
18:44:39  <coopserver> <AlphaSC> 1 piece
18:44:56  <coopserver> <AlphaSC> but i dont even know why it works
18:45:08  <coopserver> <Jam35> number of platforms?
18:46:37  <coopserver> <Hazzard> Oh
18:46:40  <coopserver> <Hazzard> It does work
18:46:50  <coopserver> <Hazzard> In a previous nightly it didnt
18:46:51  <coopserver> <AlphaSC> ?
18:46:56  <coopserver> <Hazzard> go to !test
18:47:39  <coopserver> <Hazzard> The lost train is dumb
18:47:55  <coopserver> <Hazzard> but if you put a track after the station, it goes that way
18:48:06  <coopserver> <Hazzard> So it doesn't jam
18:48:59  <coopserver> <AlphaSC> why some stations get used
18:49:01  <coopserver> <AlphaSC> other not
18:49:12  <coopserver> <AlphaSC> me not understand, cant see difference
18:51:50  <coopserver> <Hazzard> I think we need more pf trap everywhere
19:00:31  <coopserver> <AlphaSC> doesnt change anything so far
19:02:45  <coopserver> <Hazzard> So much pf trap everywhere
19:03:07  <coopserver> <AlphaSC> not helping
19:03:52  <coopserver> <AlphaSC> well station all look same to me
19:06:41  <coopserver> <Hazzard> I don't know how to do this
19:06:48  <coopserver> <AlphaSC> ?
19:06:56  <coopserver> <Hazzard> The trains just like being in the inside ring
19:08:09  <coopserver> <Hazzard> Maybe we should switch the red and green loops
19:08:24  <coopserver> <Jam35> what? :)
19:09:11  <coopserver> <Jam35> it would just swap the problem to the supplies trains
19:09:15  <coopserver> <Jam35> when we get them
19:09:23  <coopserver> <Hazzard> Would it?
19:09:24  <coopserver> <Hazzard> I guess
19:11:00  <coopserver> <AlphaSC> why change at working stations
19:11:14  <coopserver> <Hazzard> Which?
19:11:31  <coopserver> <AlphaSC> im new, but i think its better to look for smarter ways
19:11:40  <coopserver> <AlphaSC> than just spam pf traps
19:11:53  <coopserver> <AlphaSC> i saw many games with waypoints e.g.
19:12:19  <coopserver> <AlphaSC> because in the end
19:12:30  <coopserver> <AlphaSC> we cant see where all these pf traps go
19:12:37  <coopserver> <Hazzard> Yeah
19:12:40  <coopserver> <AlphaSC> and why station work and some not
19:12:52  <coopserver> <AlphaSC> u know what i mean
19:13:26  <coopserver> <AlphaSC> if any think happens, its hard to see, why things are like the are, cuz we cant see all pf traps and stuff
19:13:44  <coopserver> <AlphaSC> with e.g. waypoint you have 1 point to concentrate
19:13:53  <coopserver> <Hazzard> I understand
19:14:13  <coopserver> <AlphaSC> my english bad, hope u understand my point, what i try to say
19:16:05  <coopserver> <Jam35> why is #119 stopped?
19:16:28  <coopserver> <AlphaSC> wasnt me
19:16:37  <coopserver> <AlphaSC> but its ok
19:17:12  <coopserver> <AlphaSC> but took like 20 minutes
19:17:17  <coopserver> <AlphaSC> until 1 stoped there
19:17:22  <coopserver> <Hazzard> I stoped it
19:17:37  <coopserver> <AlphaSC> still 4 stations not used
19:18:12  <coopserver> <AlphaSC> 3
19:19:19  <coopserver> <AlphaSC> bufield
19:19:22  <coopserver> <AlphaSC> they not go
19:20:22  <coopserver> <AlphaSC> hm jam?
19:20:25  <coopserver> <AlphaSC> u there?
19:20:40  <coopserver> <AlphaSC> the orders
19:20:46  <coopserver> <AlphaSC> we ve order 1 loading
19:21:02  <coopserver> <AlphaSC> and second order is jump to 1
19:21:21  <coopserver> <AlphaSC> oh  :D
19:22:17  <coopserver> <Jam35> that works? :)
19:24:02  <coopserver> <AlphaSC> 1 train
19:24:07  <coopserver> <AlphaSC> did run in smth
19:24:11  <coopserver> <AlphaSC> 123
19:24:13  <coopserver> <AlphaSC> train
19:24:24  <coopserver> <Jam35> ok
19:24:47  <coopserver> <Jam35> so it's missed all stations
19:24:52  <coopserver> <Jam35> and gone in there
19:24:59  <coopserver> <Jam35> meant for TL2
19:25:09  <coopserver> <Jam35> we need TL splitter or what?
19:25:16  <coopserver> <AlphaSC> wait
19:25:23  <coopserver> <AlphaSC> how did full train
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19:26:58  <coopserver> <Jam35> that split is meant for supplies
19:27:13  <coopserver> <Jam35> like i said, it missed all stations and got back there
19:27:26  <coopserver> <Jam35> now i'm not sure how this can work
19:27:26  <coopserver> <AlphaSC> can happen later too
19:27:34  <coopserver> <AlphaSC> bcuz
19:27:37  <coopserver> <Jam35> without TL splitter or something
19:27:42  <coopserver> <AlphaSC> we might have more train thant station
19:28:05  <coopserver> <AlphaSC> i will rofl pretty hard if v say he did mistake in plan :D
19:28:54  <coopserver> <AlphaSC> but i really not understand why some stations not used
19:31:11  <coopserver> *** AlphaSC has joined spectators
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20:37:20  <coopserver> <Jam35> Haz?
20:37:49  <coopserver> *** Jam35 has joined spectators
20:37:49  <coopserver> *** Game paused (number of players)
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20:41:07  <coopserver> <Hazzard> I'm back if you want to do stuff
20:45:22  <Jam35> not really I was just going afk
20:45:31  <Jam35> still am
20:45:34  <Jam35> :) ish
20:45:45  <Jam35> should I join?
20:52:49  <Hazzard> Sure
20:53:15  <coopserver> *** Jam35 has joined company #1
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20:58:47  <coopserver> <Hazzard> What with all the fancy logic at the entrance to Dinley Market Port DROP?
21:01:22  <coopserver> <Jam35> only lets in TL5
21:03:32  <Hazzard> Oh
21:03:39  <Hazzard> Are we going to need that for everything?
21:05:11  <coopserver> <Jam35> well
21:05:16  <coopserver> <Jam35> i'm not too sure tbh
21:05:26  <coopserver> <Jam35> can't see how else it can work atm
21:05:49  <coopserver> <Jam35> hoping there is a much simpler way but failing to find one :)
21:32:07  <coopserver> <Jam35> trains don't want to go to ports do they? :)
21:32:18  <coopserver> <Hazzard> I don't think having two connected SRNW is going to work
21:32:54  <coopserver> <Hazzard> Because then there will be penalties on all the red tracks
21:33:05  <coopserver> <Hazzard> Having a stupid number of penalties will do nothing
21:33:51  <coopserver> <Hazzard> Filling the whole ML with reversers would work, but that would be dumb too
21:37:16  <coopserver> <Hazzard> That also breaks having two connected SRNW
21:38:37  <coopserver> <Jam35> force the split if trains are needed there
21:38:56  <coopserver> <Jam35> i.e make the ml route red
21:38:56  <coopserver> <Hazzard> Bring in the heavy logic?
21:39:04  <coopserver> <Jam35> indeed  :)
21:39:26  <coopserver> <Hazzard> But that also requires TL detector to prevent wrong trains from being blocked
21:40:17  <coopserver> <Hazzard> I suppose those wil be there anyway
21:43:15  <coopserver> <Hazzard> That seems to work
21:43:25  <coopserver> <Jam35> now if both are red?
21:44:09  <coopserver> <Hazzard> oh
21:44:11  <coopserver> <Hazzard> right
21:45:05  <coopserver> <Hazzard> I have to go now
21:45:12  <coopserver> <Hazzard> I'll probably be back in a half hour
21:45:14  <coopserver> <Jam35> hmm ok
21:45:17  <coopserver> <Jam35> np
21:45:21  <coopserver> <Jam35> i might be gone
21:46:06  <coopserver> <Jam35> most likely be back tomorrow 23:00 here
21:46:15  <coopserver> <Hazzard> sure
21:46:22  <coopserver> <Hazzard> :| what time is it now?
21:46:33  <coopserver> <Jam35> that now :)
21:48:00  <coopserver> <Jam35> omg
21:48:07  <coopserver> <Jam35> oh well til tomorrow :)
21:48:28  <coopserver> *** Jam35 has left the game (Leaving)
21:48:28  <coopserver> *** Game paused (number of players)
21:49:20  <coopserver> *** Hazzard has left the game (Leaving)
22:10:27  *** Brumi has joined #openttdcoop.pro
22:22:34  <XeryusTC> !password
22:22:34  <coopserver> XeryusTC: within
22:22:38  <coopserver> *** Game still paused (connecting clients, number of players)
22:22:40  <coopserver> *** XeryusTC has joined
22:22:40  <coopserver> *** Game still paused (number of players)
22:23:59  <coopserver> *** XeryusTC has left the game (connection lost)
22:35:45  *** Progman has quit IRC

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