Log for #openttdcoop.stable on 25th May 2013:
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02:23:10  <Stablean> *** Sylf joined the game
02:57:12  <Stablean> <Anson> hallo, sylf
02:57:22  <Stablean> <Sylf> hi
02:57:36  <Stablean> <Anson> how do i grow a town so that it (again) accepts goods ?
02:57:59  <Stablean> <Sylf> hold on
02:58:33  <Stablean> <Anson> i am sending lots of goods and food, also built a statue and lots of building orders ... almost no result
02:59:32  <Stablean> <Sylf> I really dont know whats going on
03:00:08  <Stablean> <Sylf> brb
03:00:10  <Stablean> *** Sylf has left the game (leaving)
03:00:24  <Sylf> I'm gonna check some stuff and see if I can figure it out
03:00:54  <Stablean> <Anson> when it says "town grows every 23,212 days", does that mean 23 days or 23 thousand days ?
03:01:38  <Stablean> <Anson> "cargo needed for town growth: delivered" doesn't change that either
03:03:23  <Sylf> try transporting both passengers and mail
03:03:50  <Stablean> <Anson> get and/or deliver passengers ?
03:04:06  <Sylf> Plarningpool is growing about every 90 days
03:04:24  <Sylf> it has both passengers and mail transported from it.
03:04:36  <Sylf> I dont think delivery matters much.
03:04:50  <Sylf> Try transporting passengers and mail FROM the cities you want to grow.
03:05:10  <Stablean> <Anson> i am transporting lots of passengers FROM those towns, but none TO the towns, and no mail at all
03:05:25  <Sylf> so add mail services.
03:06:55  <Stablean> <Anson> in the beginning, the town accepted goods right at my station ... later i added a truck transfer to get goiods from that same station to town, and now even the town takes no more goods :-(
03:12:03  <Stablean> *** Sylf joined the game
03:12:28  <Stablean> <Sylf> Are you talking about  Runfingford?
03:12:39  <Stablean> <Sylf> Did you understand what I said?
03:12:53  <Stablean> <Sylf> I suggest you transport mail between Runfingford and Wonningstone-on-sea
03:13:36  <Stablean> *** Sylf has joined company #6
03:14:12  <Stablean> <Sylf> also building company owners statue will NEVER help with the town growth under any circumstances.
03:18:02  <Stablean> <Anson> no, only adds 10% to the transfer
03:18:36  <Stablean> <Sylf> What?
03:18:52  <Stablean> <Sylf> It has nothing to do with transfer
03:19:15  <Stablean> <Anson> when you have a statue in xy town, and a resource near xy town, the transport rating improves by 10%
03:19:34  <Stablean> <Sylf> Oh, that.
03:19:48  <Stablean> <Sylf> So, it has nothing to do with city growth.
03:19:59  <Stablean> <Sylf> Like I said earlier.
03:21:15  <Stablean> <Anson> i am transporting people to aberdstone now instead of the station nearby, no change yet
03:21:25  <Stablean> <Sylf> ADD MAIL
03:21:27  <Stablean> <Anson> next: transportibng mail to that town
03:22:17  <Stablean> <Anson> when i built the route, someone set up a bus line in aberdstone. thus i only delivered people and used a station nearby plus a shuttle service
03:22:39  <Stablean> <Anson> he went bancrupt and thus i will do aberdstone directly
03:31:17  <Stablean> <Sylf> You dont need a long distance mail service.  But you need to keep Passengers last month and Mail last month numbers in the town information window high every month
03:32:23  <Stablean> <Anson> ok, will try .... already did 2 runs for mail with no success
03:32:26  <Stablean> <Sylf> Its probably easiest if you spam some towns with mail trucks so mail pick-up rate is kept high every month
03:33:32  <Stablean> <Sylf> Runfingford for example - 22 mail out of max 84 is too low.
03:33:58  <Stablean> <Sylf> get that number up to at least 42 out of 84 max (50%)
03:35:17  <Stablean> <Sylf> you have a large signal gap at sign !signal gap
03:38:11  <Stablean> <Anson> thanks ... forgot to add signals to the new fourth track
03:46:54  <Stablean> <Anson> 68 of 97 mail now ... and growth every 48 days
03:49:00  <Stablean> <Sylf> blame the broken game script thats controling the town growth rate
03:49:40  <Stablean> <Sylf> when the script tries to let the cities not grow, the cities shrink in their size instead
03:51:07  <Stablean> <Anson> it is ok when you have to put some effort in, to make a town grow ... but it is stupid when you need to do short routes with dummy transports, and can't do few long distance transports
03:51:41  <Stablean> <Sylf> Like i said, its a broken script.
03:51:57  <Stablean> <Sylf> the script never got a proper debug
03:52:15  <Stablean> <Anson> a part of ottd itself ?
03:52:26  <Stablean> <Sylf> No.  Its a game script thats loaded for this map
03:52:45  <Stablean> <Sylf> Sylfs City Growth Limiter script.
03:52:59  <Stablean> <Anson> sylf's ? .... LOL
03:53:07  <Stablean> <Sylf> Yes, its
03:53:14  <Stablean> <Sylf> it's my failed script.
03:55:36  <Stablean> <Anson> is the "needs food delivered in winter" also part of that script ?
03:55:52  <Stablean> <Sylf> no, that's a part of the landscape.
03:56:03  <Stablean> <Sylf> This is an arctic map.
03:56:37  <Stablean> <Anson> would be nice when all the info would be given, like "cargo needed for growth: passengers, mail, food"
03:57:05  <Stablean> <Sylf> feel free to download the script, make fixes and release the proper version
03:57:47  <Stablean> <Anson> not enough time to start learning all that .... but i enjoy what other people do
03:58:17  <Stablean> <Sylf> squirrel script itself isn't difficult to learn
03:58:19  <Stablean> <Anson> when i played ottd after a long time again, i almost wet (pun intended) my pants when i saw the new nuts :-)
04:01:14  <Sylf> there were too many times when people would grow some mega cities without providing matching transportation system
04:01:36  <Sylf> so I made a script where transporting passengers and mail at certain rate requirement for growing cities.
04:02:09  <Sylf> the requirement part is working fine.  It's when the cities aren't growing - that part needs fix
04:02:21  <Stablean> <Anson> i didn't want to grow a town and transport pasengers ... i only wanted to deliver goods
04:02:32  <Sylf> I might get around to making a fix in about 100 23212 days
04:03:30  <Stablean> <Anson> built a station where goods were accepted, but shortly after that, no more goods
04:03:30  <Sylf> if a town grows to be big enough to accept stuff, people should be able to stop growing/doing other stuff and maintein its size
04:03:39  <Sylf> and be able to keep dropping goods at the drop station
04:04:31  <Stablean> <Anson> then i installed a transfer service by truck to the town center for goods, and shortly after that, even the town center accepted no more goods
04:05:38  <Sylf> I know exactly how it goes.
04:05:50  <Sylf> I've seen this script fail people many many times.
04:06:15  <Sylf> I've stopped using this script, but there are others who use them still.
04:06:54  <Stablean> <Anson> when i chat, i like to use the console window
04:07:26  <Stablean> <Anson> when windows from ottd are opened, they are opened below the console, but with two exceptions :-(
04:08:27  <Stablean> <Anson> the building menu for rails, roads, etc are opened at the top of the screen, under the console instead of below it ... and the landscaping tools too
04:09:18  <Stablean> <Anson> thus i always have to close the console and move those bars when i switch between building roads and trains, or different rail types
04:09:37  <Sylf> those don't bother me personally, since I only use keyboard shortcut for all buildings I do
04:09:51  <Sylf> But I see how that can be inconvenient
04:10:19  <Stablean> <Anson> it would be nice when the console would be a window, instead of an overlay :-)
04:10:21  <Sylf> You can make a feature request to change the behavior of those buttons
04:10:56  <Sylf> or, if chatting is the only concern, you can log on to this IRC channel.
04:11:16  <Sylf> of course, that option only works for servers that are connected to IRC
04:11:20  <Sylf> like this one
04:11:39  <Stablean> <Anson> my screen is big ... console has 30 lines for me, with only a third of the width used for most texts and black screen for the other two thirds
04:12:25  <Stablean> <Anson> i use a maximized window. thus irc is inconvenient
04:12:48  <Sylf> you can put irc on the top half of the screen, ottd on bottom
04:12:50  <Sylf> etc.
04:12:58  <Stablean> <Anson> either ottd hides the irc window, or the irc window is "always on top" and hides part of ottd
04:19:13  <Stablean> <Anson> another problem : i just messed up Aberdstone ... wanted to replace ├╝part of the station with a bus station ... removed one platform, and then aberdstone refuses to let me build the bus station ... now the station no longer accepts pasengers and mail, and i probably have to do the tree trick to get back in business :-(
04:19:47  <Stablean> <Anson> btw: that last line covered only 85% of the width of my screen :-)
04:24:45  <Stablean> <Anson> that "authorities don't allow building" is also annoying when you want to move a station by deleting it and building a new one, etc ... how do you ever get back into game after that ?
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09:20:37  <Stablean> <happy tran  sport> hi  all
09:20:43  <Stablean> <Jam35> hi
09:20:49  <Stablean> <happy tran  sport> how  things  jam
09:20:51  <Stablean> <Jam35> ok thanks
09:21:01  <Stablean> <Jam35> how ru?
09:21:01  <Stablean> <Anson> hallo 2 all too :-)
09:21:08  <Stablean> <Jam35> hi Anson
09:21:10  <Stablean> <happy tran  sport> good
09:21:16  <Stablean> <Anson> no jam in the entire game :-)
09:21:38  <Stablean> <Jam35> only me
09:24:30  <Stablean> <Anson> just saw a lesson to learn : don't do LLRR, but instead do LL___RR or L__LR__R or something like that ... easier to add a SLH to it :-)
09:25:48  <Stablean> <Jam35> well LLRR is doable but when you have plans for more space is nice
09:27:26  <Stablean> <Anson> especially when there are other people nearby who don't do strict double tracks, but LR tracks which differ by 1 in height
09:27:52  <Stablean> <Jam35> shouldn't matter :)
09:27:58  <Stablean> <Anson> quite difficult to cross such lines because you have to bridge or tunnel more than 4 tiles
09:28:52  <Stablean> <Jam35> why is that a problem?
09:29:07  <Stablean> <Anson> look at "long tunnel"
09:29:17  <Stablean> <Jam35> double tunnels
09:29:40  <Stablean> <Anson> that would be 8 tunnels for a LLRR track
09:29:50  <Stablean> <Jam35> yep
09:30:09  <Stablean> *** Jam35 has joined company #2
09:30:14  <Stablean> <Anson> no space for that .. look at my rails near that label ...
09:30:15  <Stablean> <Jam35> okay hang on :)
09:30:38  <Stablean> <Jam35> remove your tunnels
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09:35:14  <Stablean> <Anson> are you building a LLRR too now ?
09:36:53  <Stablean> <Anson> oh, made more space for me !? ... big thanks
09:37:04  <Stablean> <Jam35> :)
09:37:14  <Stablean> <happy tran  sport> np
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11:06:41  <Stablean> <Anson> hallo again ... what do you think of the two slh that i built ?
11:07:08  <Stablean> <Jam35> they are both called 02 :)
11:07:50  <Stablean> <Jam35> not too bad :)
11:08:01  <Stablean> <Jam35> most certainly seen much worse
11:08:27  <Stablean> <Jam35> only thing I would say: short curves are bad
11:08:37  <Stablean> <Jam35> notice how they slow trains
11:09:16  <Stablean> <Jam35> I suppose in this case it is negligable as they are SL
11:09:54  <Stablean> <Jam35> It might have an impact with more trains
11:10:12  <Stablean> <Anson> at CL, i would ned a bigger curve, which would only be possible by adding a climb+descend, which also slows down trains
11:10:55  <Stablean> <Anson> it's also bad to have the bridge directly at the split+curve
11:11:21  <Stablean> <Jam35> true trains need more power so the hills have no effect
11:12:13  <Stablean> <Anson> in other games i use double engines with TL5 ... but here, double engines with TL2 would be stupid
11:12:43  <Stablean> <Jam35> yes
11:12:50  <Stablean> <Jam35> maybe another train?
11:13:00  <Stablean> <Jam35> I dunno :)
11:13:38  <Stablean> <Jam35> you are using the fast class so they have hight top speed
11:13:38  <Stablean> <Anson> i used the fastest FAST train ... a stronger train would be slower during the whole route
11:13:52  <Stablean> <Jam35> but they accelerate poorly
11:14:18  <Stablean> <Jam35> and not strong uphill
11:14:33  <Stablean> <Anson> on a good network, they only accelerate once at a station :-)
11:15:04  <Stablean> <Anson> this network also has passenger trains mixed with cargo on the same rails
11:15:07  <Stablean> <Jam35> hm and mergers? :)
11:15:47  <Stablean> <Jam35> the pax trains are faster: they get slowed abit by cargo trains
11:17:15  <Stablean> <Jam35> it would be nice to give the SL choice of 2 ML tracks
11:17:18  <Stablean> <Anson> i dream of building a perfect merger ... but that requires more space than the distance between merger (slh1) and split (slh2)
11:18:20  <Stablean> <Jam35> why? :)
11:18:30  <Stablean> <Anson> instead of giving a choice, i merge the trains to the right track and trains on the right ml have the chance to switch to the left ml at that spot
11:20:12  <Stablean> <Jam35> it is nicer to give the SL a choice of track with a buffer: no ML delays
11:21:06  <Stablean> <Jam35> watching 'simple merger' it slows the ML
11:21:17  <Stablean> <Jam35> more trains it would be a problem
11:22:31  <Stablean> <Anson> yes
11:22:54  <Stablean> <Anson> but wouldn't MANY trains slow down at any merger from 3 to 2 lines ?
11:23:36  <Stablean> <Jam35> in theory any empty space on ML will be taken by the SL
11:23:46  <Stablean> <Anson> and in THIS case, traffic on the SL and the ML is roughly the same, or even more traffic on the SL
11:23:58  <Stablean> <Jam35> and use of priorities ensures the ML does not slow
11:24:52  <Stablean> <Anson> the most critical trains for me are the wheat trains from the SLL since that cargo is the heaviest and the trains are weak and slow
11:26:46  <Stablean> <Jam35> then you should build it that way :)
11:27:52  <Stablean> <Jam35> I like your station @ Ladwood Heights
11:28:04  <Stablean> <Jam35> nice use of space
11:28:07  <Stablean> <Anson> hehe, it is always a problem to extend some lines ... first building them as money maker, single lines, climbs and curves ...
11:28:41  <Stablean> <Anson> would be so nice if you could build a perfect network first and then start the game .... which is what i do offline .-)
11:29:44  <Stablean> <Anson> thus these two hubs are my first "real" hubs, inmstead of only improving some long cargo lines
11:32:37  <Stablean> <Anson> i think the currently most critical merger is in slh3: from 1 track ML south and 1 track SL north to 2 track ML west
11:33:32  <Stablean> <Anson> with more trains, it starts to oscillate .... sending trains from south to the right track and from north to the left, thus always stopping the other trains
11:34:02  <Stablean> <Anson> like now :-(
11:34:04  <Stablean> <Jam35> It can be done very simply
11:35:14  <Stablean> <Anson> VERY simply : keep 1 ML on the left 1 ML, and make the 1 SL to the right 1 ML :-)
11:35:30  <Stablean> <Anson> without any merger
11:37:57  <Stablean> <Jam35> simply: ish
11:40:19  <Stablean> <Jam35> the priority will be from the food pp
11:41:37  <Stablean> <Jam35> important to have the buffer space to hold a complete train
11:42:56  <Stablean> <Jam35> :)
11:47:02  <Stablean> <Jam35> if you make this track shorter
11:47:08  <Stablean> <Jam35> would work better
11:47:30  <Stablean> <Jam35> because this ! is green often
11:47:42  <Stablean> <Jam35> and trains prefer that way
11:52:00  <Stablean> <Jam35> okay :)
11:52:06  <Stablean> <Jam35> a few tweaks
11:53:12  <Stablean> <Jam35> making that signal 2 way exit will give better priority
11:54:20  <Stablean> <Jam35> yep
11:55:42  <Stablean> <Jam35> so if a train is at least here the entry is red
11:55:48  <Stablean> <Jam35> so they will wait
11:56:04  <Stablean> <Jam35> giving that line priority
11:56:26  <Stablean> <Anson> ah ... and on the other track, no combo since you can't put the correspondingh exit on the bridge
11:56:49  <Stablean> <Jam35> well the bridge is a single block
11:57:04  <Stablean> <Jam35> so if a train is on the bridge the entry is red
11:57:23  <Stablean> <Jam35> as it looks at the condition of the exit in front of the bridge
11:58:45  <Stablean> <Jam35> you need a regular block signal after the join
11:59:09  <Stablean> <Jam35> it gives a false reading to the entry signal
12:00:08  <Stablean> <Jam35> see how that works?
12:03:20  <Stablean> <Anson> strass test now ... with many trains on both sides
12:05:11  <Stablean> <Anson> works really nicely ... except for occasional stops, probably because of "too short"
12:05:37  <Stablean> <Jam35> look below
12:08:28  <Stablean> <Jam35> I would make those exit signals 1 way
12:08:40  <Stablean> <Jam35> because the combo's look at their condition
12:08:58  <Stablean> <Jam35> so when a train is here they go red
12:09:10  <Stablean> <Jam35> even if the train heads to the left
12:09:14  <Stablean> <Anson> OC ... reverse direction not needed, and thus avoid it
12:09:24  <Stablean> <Jam35> you got it :)
12:09:50  <Stablean> <Jam35> the same could be done at the other choice
12:10:30  <Stablean> <Anson> would require to move everything by one tile
12:10:48  <Stablean> <Jam35> no I mean make the signals one way sorry
12:11:34  <Stablean> <Jam35> you have an exit signal in a bad place
12:13:01  <Stablean> <Jam35> nice :)
12:14:31  <Stablean> <Anson> o alredy used such constructions for overflows with "tour aroud back to entrance" and a depot ... but never built those mergers until now
12:15:03  <Stablean> <Jam35> works ok: minimal disruption to ML
12:15:46  <Stablean> <Anson> yes ... works nicely ... when you have enough space and/or planned it from the start
12:15:59  <Stablean> <Anson> requires 6 tracks width now instead of only 2
12:16:13  <Stablean> <Jam35> you can make the lower choice slightly faster by putting signals in the bays
12:16:44  <Stablean> <Anson> like this ?
12:16:58  <Stablean> <Jam35> yep
12:17:09  <Stablean> <Jam35> and the other
12:17:39  <Stablean> <Anson> lol ... just caused 2 ML trains to stop completely
12:19:41  <Stablean> <Jam35> it may happen: if you want to eliminate that completely make the split earlier and longer prios
12:20:17  <Stablean> <Jam35> strictly it would be better to have 2 lines from the food
12:20:28  <Stablean> <Jam35> instead of splitting traffic at the hub
12:20:34  <Stablean> <Anson> it would be nice when trains could be slowd down in time, instead of eunning full speed and then stopping completely
12:22:12  <Stablean> <Jam35> unfortunately there are only two conditions: stop and go :)
12:22:18  <Stablean> <Anson> but that would require a merger 2 plus 2 to 2 ....
12:23:13  <Stablean> <Anson> hehe, new signal type : half speed when orange :-)
12:23:19  <Stablean> <Jam35> no just have 2 exits at the station and leave the lower choice as it is
12:24:05  <Stablean> <Jam35> like that
12:24:19  <Stablean> <Anson> or a signal that reduces speed to one half of the next signal is red
12:25:13  <Stablean> <Jam35> until that time find a workaround :)
12:25:48  <Stablean> <Anson> the exists of the station are very unbalanced ... most traffic exits from few platforms, few from the other
12:26:28  <Stablean> <Jam35> expand :)
12:26:39  <Stablean> <Jam35> firstly separate drop and pick
12:26:50  <Stablean> <Jam35> so 2 stations= more platforms
12:27:48  <Stablean> <Anson> i know ... but i wanted to build and test something compact with this map and the limitations (station 4x4, trains 2)
12:29:02  <Stablean> <Anson> would thre be enough space at "simple merger" to build a merger like at slh3 ?
12:29:08  <Stablean> <Jam35> it's a nice station but doesn't handle well now
12:29:18  <Stablean> <Jam35> yes easy
12:42:29  <Stablean> <Anson> just improved CL
12:42:51  <Stablean> <Jam35> nice :)
12:43:19  <Stablean> <Jam35> I see a couple more but hey
12:57:45  <Stablean> <Jam35> your oil has died: Frontown Transfer
12:58:49  <Stablean> <Anson> yes, 200 years ago, just after i finished the route :-(
12:58:55  <Stablean> <Jam35> oh right :)
12:59:21  <Stablean> <Anson> wanted to build a new one, fund resources or something, but then forgot ...
12:59:59  <Stablean> <Anson> the same also happened with the refinery :-(
13:00:06  <Stablean> <Jam35> hm
13:00:16  <Stablean> <Anson> it died just when i sent the first train there
13:00:30  <Stablean> <Jam35> at least they can be funded where you need them
13:00:33  <Stablean> <Anson> then i waited 5 years and funded it again :-)
13:00:59  <Stablean> <Anson> in the beginning, when it happens to the first route, it is very hard
13:01:18  <Stablean> <Jam35> yes
13:01:48  <Stablean> <Anson> a few days ago, i built a wood route ... first forest died, second forest died, and when i connected the third, the paper works died
13:02:14  <Stablean> <Jam35> build faster :P
13:03:04  <Stablean> <Anson> it always happens to me just when i buy the trains, or when the first train arrives
13:03:46  <Stablean> <Jam35> can be annoying
13:04:05  <Stablean> <Anson> strange thing : when i don't build a route, the industries survive for 50 years, but as soon as i build something, they die
13:04:22  <Stablean> <Jam35> :) pure unlucky
13:05:19  <Stablean> <Anson> but there is one thing i would like to die and that never dies even after 500 years : bad pickups
13:05:53  <Stablean> <Anson> eg after accidentally sending the wrong train to a station, it will forever remember and cargo will be deposited there
13:06:53  <Stablean> <Jam35> hm non-stop orders should prevent that
13:06:59  <Stablean> <Anson> would be nice if stations forget to collect cargo when it was not picked up for 20+ or maybe 50+ years ...
13:07:54  <Stablean> <Jam35> yes the only other way is kill the station and build new
13:08:00  <Stablean> <Anson> i had a train with refitting, and after some renewal, maintenance or something, it went to the correct station, but with the wron fitting
13:09:22  <Stablean> *** Jam35 has joined spectators
13:09:26  <Stablean> <Jam35> brb
13:09:48  <Stablean> <Anson> and i hate to destroy stations ... just tonight, i had to do the treeplanter trick to be able to rebuild it
13:11:15  <Stablean> <Anson> had removed one platform of a station to be replaced with bus stops, and then authorities refused to let me build, but that tile was needed to deliver passengers with that station
13:12:26  <Stablean> <Anson> had to plant trees on a 40x40 area at least 10 times until it was full of trees, to be allowed building the station again
13:13:25  <Stablean> *** Anson has joined spectators
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13:13:45  <Stablean> <Anson> taking a break too .... CU
13:28:00  <Stablean> *** Jam35 has started a new company (#8)
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13:32:54  <Stablean> <Sylf> hullo
13:32:57  <Stablean> <Jam35> hi
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15:42:32  <Stablean> <happy tran  sport> hi
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19:45:45  <Stablean> <happy tran  sport> anson    u  mite  need  to  make   your   food  and  goods  drop   biger
19:47:28  <Stablean> <Anson> after the compact version with 8 platforms, i had done a version with 6 and the last two were never used
19:47:58  <Stablean> <happy tran  sport> i  see
19:48:04  <Stablean> <Anson> while reconstructing, i had a version with 4 and still some space
19:48:18  <Stablean> <happy tran  sport> yep
19:49:08  <Stablean> <Anson> i just opened the new station a few seconds before you came back online
19:49:18  <Stablean> <Anson> maybe it has to settle down a bit
19:49:24  <Stablean> <happy tran  sport> i  see
19:50:14  <Stablean> <Anson> biggest problem might be the drop: it is fed by two stations (one wheat and one pigs) with 3 platforms each ... but then selivered on a single track
19:50:44  <Stablean> <Anson> thus i might need UP TO 6 platforms, but never more
19:51:15  <Stablean> <happy tran  sport> yep
19:52:41  <Stablean> <Anson> another problem might be the waiting area for pickup ... the old version with the rings had exactly 14 waiting spaces and there are 14 trains ... this one has only 9-11 waiting spaces
19:53:12  <Stablean> <happy tran  sport> yep
19:53:27  <Stablean> <Anson> but the routes between slh3 and the station are not done yet ... probably will get double rails
19:54:11  <Stablean> <Anson> a "during construction" solution is in effect now, double track for station->slh
19:54:42  <Stablean> <Anson> one of them merges with ML to the new left ML, the other to the new right ML
19:55:08  <Stablean> <Anson> the opposite direction is still singletrack
19:55:22  <Stablean> <happy tran  sport> yep
20:00:01  <Stablean> *** happy tran {} sport has joined company #2
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20:03:06  <Stablean> <happy tran  sport> u  need  to  make  your    foo  plant  ml  2  way
20:16:01  <Stablean> <Anson> foo plant ML 2way ? you mean a doubletrack towards the food plant like i partially did now ?
20:16:19  <Stablean> <happy tran  sport> ye[
20:16:25  <Stablean> <happy tran  sport> yep
20:17:03  <Stablean> <Anson> there is a doubletrack now, but it looks as if most of the trains on the left rail from ML go to the right station, and most from the right go to the left :-(
20:17:18  <Stablean> <happy tran  sport> ok
20:17:37  <Stablean> <Anson> thus i need a real left/right crossing, and not only the current rail switcher
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20:29:05  <Stablean> <Anson> better switcher now, instead of direct crossing, but my improvement to the new version made it worse again :-(
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20:30:31  <Stablean> <happy tran  sport> yep
20:30:35  <Stablean> <happy tran  sport> wb
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20:32:10  <Stablean> <Jam35> lo
20:32:12  <Stablean> <happy tran  sport> wb  jam
20:32:18  <Stablean> <happy tran  sport> hi
20:32:48  <Stablean> <V453000> hel
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20:32:54  <Stablean> <happy tran  sport> hi  v
20:33:00  <Stablean> <Jam35> lo
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20:39:39  <Stablean> <happy tran  sport> how  things   jam
20:39:57  <Stablean> <Jam35> alright u?
20:40:03  <Stablean> <happy tran  sport> good
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20:47:07  <Stablean> <Jam35> Anson you can avoid that crossover if the traffic goes the opposite way round
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20:48:29  <Stablean> <Jam35> yeah stop trains before the entry :)
20:53:27  <Stablean> <Anson> yes, but on all my stations, the timing is worse when entry is done in curves
20:53:50  <Stablean> <Jam35> not sure I know what you mean
20:55:09  <Stablean> <Anson> the entry is done with parallel tracks now, easy timing, trains enter "parallel" ... but on the other side with curves, some trains take longer tracks on the outside, and also pathfinder prefers inner curves
20:57:35  <Stablean> <Jam35> trains will choose an empty platform
20:59:41  <Stablean> <Jam35> I don't understand the part about trains take longer tracks...
20:59:57  <Stablean> <Jam35> then make the stations synced i.e. all paths the same length
21:00:22  <Stablean> <Anson> sometimes, yes, and sometimes not ... i had built a station with 8 platforms and some were accessible only from the backside. pathfinder only accessed the first 3-5 platforms since those on the backside had longher routes and penalties
21:00:27  <Stablean> *** Sylf joined the game
21:00:34  <Stablean> <happy tran  sport> hi  sylf
21:00:41  <Stablean> <Jam35> hi
21:00:59  <Stablean> <Sylf> hullo
21:01:02  <Stablean> <Jam35> signals can help that :)
21:01:29  <V453000> Sylf: see irc please :)
21:03:49  <Sylf> hold on... I lost my irc screen somehow
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21:47:59  <Stablean> <Jam35> lost the plot
21:51:18  <Stablean> <Jam35> not done :)
21:51:32  <Stablean> <happy tran  sport> ok
22:07:34  <Stablean> *** Sylf has left the game (leaving)
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22:24:39  <Stablean> <Jam35> can I change your hub?
22:24:45  <Stablean> <Jam35> 01
22:24:47  <Stablean> <happy tran  sport> yep
22:26:09  <Stablean> <happy tran  sport> u  can  redo my  slh     it  needs  redoing    eeny  way
22:26:27  <Stablean> <Jam35> ok ty
22:26:30  <Stablean> <happy tran  sport> np
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23:09:31  <Stablean> <happy tran  sport> bb
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23:22:11  <Stablean> <happy tran  sport> good night   have  fun
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