Config
Log for #openttdcoop.stable on 28th December 2013:
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00:01:17  <coopserver> *** Game paused (connecting clients)
00:01:20  <coopserver> *** JoeSchmoe has joined
00:01:21  <coopserver> *** JoeSchmoe has started a new company #1
00:01:22  <coopserver> *** Game unpaused (connecting clients)
00:01:25  <coopserver> <JoeSchmoe> hi all
00:01:43  <coopserver> <happy tran  sport> hi
00:04:02  <coopserver> *** Anson has joined company #4
00:14:22  <coopserver> <happy tran  sport>    i  take  them  of  i did  that  them  so  the  trans  will not  get  lost
00:14:50  <coopserver> *** Game paused (connecting clients)
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00:16:14  <coopserver> <Anson> it is always good to select parameters once and then stick to them always and everywhere ... else it is too easy to mess something up later
00:18:30  <coopserver> *** Game paused (connecting clients)
00:18:38  <coopserver> *** Player has left the game (Leaving)
00:18:40  <coopserver> *** I.M.Legos has joined
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00:18:59  <coopserver> <I.M.Legos> Oh no!
00:19:38  <coopserver> *** I.M.Legos has started a new company #2
00:24:54  <coopserver> <I.M.Legos> So how are we all doing?
00:25:04  <coopserver> <happy tran  sport> good
00:25:18  <coopserver> <JoeSchmoe> good
00:27:11  <coopserver> <I.M.Legos> dat duntfeild
00:28:36  <coopserver> <happy tran  sport> if  we  start  a gen   we can      doo the  drop of  at  my sign  this
00:28:53  <coopserver> <TC_x> please don't restart *again*
00:28:55  <coopserver> <TC_x> :\
00:29:43  <coopserver> <happy tran  sport> no  i  mite  start my  company  a  gen   TC_x
00:29:54  <coopserver> <TC_x> oh..ok
00:30:14  <coopserver> <I.M.Legos> Looks like we're in this position agian guys.
00:30:34  <coopserver> <I.M.Legos> And i'm still ubsesed with christmas XD
00:31:01  <coopserver> <I.M.Legos> better
00:32:41  <coopserver> <Anson> this map has one huge island, one smaller island, and a few almost unusable tiny islands ... will result in quite a few interesting conflicts when people start expanding ...
00:32:52  <coopserver> <I.M.Legos> Yup.
00:32:55  <coopserver> <JoeSchmoe> yup
00:34:01  <coopserver> <JoeSchmoe> worse conflicts too because the terrain will make it hard for companies to cross over eachother
00:34:13  <coopserver> <I.M.Legos> Deffinitly
00:34:27  <coopserver> <JoeSchmoe> this is definately one of my least favorite maps
00:34:47  <coopserver> <I.M.Legos> On the worst map type.
00:36:48  <coopserver> <JoeSchmoe> well I'm otta here for now.  if the map is looking full when I get back, i may wait for the next one
00:37:30  <coopserver> *** JoeSchmoe has left the game (Leaving)
00:39:42  <coopserver> <I.M.Legos> I just did quite the expansion
00:44:00  <coopserver> <happy tran  sport> yer      skyem123  ddi  had a map  but   the  server can not  get the  grf
00:53:59  <coopserver> <I.M.Legos> brb
00:54:33  <coopserver> <I.M.Legos> back
00:58:47  <coopserver> <I.M.Legos> My netwerk ish amersin
01:01:18  <coopserver> <I.M.Legos> My line keeps getting longer.
01:02:17  <coopserver> <Anson> just look at the advanced settings ... there is a new section "cargo distribution" ... catho dist sems to have made it to trunk for version 1.4+
01:08:58  <coopserver> <TC_x> this is the first time i've tried to legtimately play a game on this candyland theme
01:09:15  <coopserver> <I.M.Legos> me too
01:09:22  <coopserver> <happy tran  sport> not  me
01:12:26  <coopserver> <I.M.Legos> I've almost got control of every industry on my island
01:12:51  <coopserver> <I.M.Legos> Just 2 left
01:15:57  <coopserver> <I.M.Legos> I am expanding like mad.
01:18:18  <coopserver> <I.M.Legos> 1 industry left to control :3
01:18:24  <coopserver> <I.M.Legos> 2 nvm
01:18:38  <coopserver> <I.M.Legos> Didin't notice dem batterys.
01:19:26  <coopserver> <I.M.Legos> Are road vehicals not allowed?
01:27:42  <coopserver> <Anson> advanced settings > vehicles > 1000 trains, 10 RV, 10 planes, 5 ships
01:28:07  <coopserver> <I.M.Legos> I can't acces the rv construction
01:28:27  <coopserver> <I.M.Legos> Click it and stations and depot are blacked out
01:28:56  <coopserver> <TC_x> who needs road vehicles ;)
01:29:25  <coopserver> <I.M.Legos> well i was ganna use it where larfingbridge south is but i saw they where locked
01:29:32  <coopserver> <Anson> there is a setting to disable infrastructure when there are no vehicles
01:30:24  <coopserver> <Anson> at least now (in 1927) we have no RV available ... although you can build roads etc when you change that setting
01:31:31  <coopserver> <I.M.Legos> Part of my railway is in a mountian
01:32:19  <coopserver> <I.M.Legos> Atleast my mainline is getting used, alot
01:32:53  <coopserver> <I.M.Legos> though, i always seem to get the small things
01:34:03  <coopserver> <I.M.Legos> Time to relax while i await the money to pay back the natinal bank of openttd
01:34:49  <coopserver> <I.M.Legos> or world bank
01:38:58  <coopserver> <I.M.Legos> Once i repay my load i will paint my tracks
01:43:54  <coopserver> *** Game paused (connecting clients)
01:43:57  <coopserver> *** Cameron has joined
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01:44:03  <coopserver> <I.M.Legos> Cameron!
01:44:08  <coopserver> <Cameron> yh?
01:44:11  <coopserver> <I.M.Legos> hellu
01:44:36  <coopserver> *** Cameron has started a new company #5
01:45:13  <coopserver> <I.M.Legos> Soon, Christmas Trans. shall have it's garlands strung
01:48:41  <coopserver> <happy tran  sport> ok     lone  pay  of
01:49:04  <coopserver> <I.M.Legos> You payed of your lone just now?
01:49:09  <coopserver> <I.M.Legos> loan*
01:49:14  <coopserver> <happy tran  sport> ther  i have  pay back  my  loan
01:49:20  <coopserver> <happy tran  sport> yep
01:49:25  <coopserver> <I.M.Legos> i
01:49:37  <coopserver> <I.M.Legos> i'm close to doing so.
01:51:41  <coopserver> <I.M.Legos> tc, you're a land grabber
01:51:58  <coopserver> <TC_x> i must expand my bubble empire! :)
01:51:58  <coopserver> <happy tran  sport> yep
01:52:06  <coopserver> <TC_x> sorry, this is my first time doing any sort of multiplyer openttd
01:52:18  <coopserver> <TC_x> if i am breaking rules i am sorry, just trying to get a huge bubble network
01:52:33  <coopserver> <I.M.Legos> TC, next time why not think of haveing a central line that extends useing branches?
01:52:43  <coopserver> <TC_x> i normally do but...
01:52:44  <coopserver> <I.M.Legos> Like mine, somewhat...
01:52:48  <coopserver> <TC_x> with basecost and this terrain :\
01:52:49  <coopserver> <happy tran  sport> thats  ok    if u  need  eney  thin  just  arsk TC_x
01:53:08  <coopserver> <TC_x> i would like to biulda more simple mainline but
01:53:17  <coopserver> <TC_x> for now, have to get started with some profits and cut corners you know?
01:53:31  <coopserver> <I.M.Legos> Maybe do osme recontruction when you get your profits?
01:53:46  <coopserver> <TC_x> yes
01:53:49  <coopserver> <TC_x> that is my plan
01:53:58  <coopserver> <I.M.Legos> *loan repayed*
01:54:01  <coopserver> <TC_x> hard to make perfect mainline with basecost
01:54:12  <coopserver> <I.M.Legos> It's christmas time :3
01:54:49  <coopserver> <I.M.Legos> I am not working on my holiday chear
01:54:59  <coopserver> <Cameron> lol
01:55:03  <coopserver> <I.M.Legos> gotta get out my garland
01:55:40  <coopserver> <I.M.Legos> Yessss....
01:55:47  <coopserver> <I.M.Legos> Semiphore signals :D
01:56:15  <coopserver> <TC_x> openttd so much better than the original, really an amazing game
01:56:22  <coopserver> <TC_x> i remember playing original TT and TTD like 15+ years ago
02:02:44  <coopserver> *** Cameron has left the game (Leaving)
02:09:05  <coopserver> <I.M.Legos> Dats alot of rails to change...
02:09:16  <coopserver> <TC_x> me?
02:09:19  <coopserver> <I.M.Legos> no me
02:09:25  <coopserver> <TC_x> oh. me too :)
02:09:37  <coopserver> <I.M.Legos> what are you doing to yours?
02:10:05  <coopserver> <TC_x> near my drop in bottom right
02:10:14  <coopserver> <TC_x> starting to carve more efficiently through mountain and tighten up lines
02:10:17  <coopserver> <TC_x> so not so much landgrab
02:10:24  <coopserver> <I.M.Legos> Ah
02:10:32  <coopserver> <I.M.Legos> I'm changeing my line to garland.
02:10:45  <coopserver> <I.M.Legos> (look at my compony name)
02:12:35  <coopserver> <happy tran  sport> heem   ok
02:12:39  <coopserver> <I.M.Legos> ?
02:20:26  <coopserver> <TC_x> ugh, c hanging lnies
02:20:31  <coopserver> <TC_x> little bit of a traffic jam :\
02:20:48  <coopserver> <I.M.Legos> I see.
02:21:59  <coopserver> <I.M.Legos> I wish trains didin't turn around at the station.
02:22:31  <coopserver> <I.M.Legos> It's pretty stupid
02:28:31  <coopserver> <I.M.Legos> almost done with red
02:31:02  <coopserver> *** happy tran  sport has joined spectators
02:31:07  <coopserver> <happy tran  sport> gn all
02:31:13  <coopserver> <I.M.Legos> gn
02:31:18  <coopserver> <happy tran  sport> have fun
02:31:42  <coopserver> <happy tran  sport> have  a good  night  all
02:32:01  <coopserver> <I.M.Legos> merry christmas :3
02:32:48  <coopserver> *** happy tran  sport has left the game (Leaving)
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02:36:42  <coopserver> <I.M.Legos> I'm ganna log for the night
02:36:48  <coopserver> *** I.M.Legos has left the game (Leaving)
02:42:19  <coopserver> <TC_x> lol
02:42:23  <coopserver> <TC_x> FML
02:50:25  <coopserver> <Anson> Legos complained about trains that reverse in stations ... that can be prevented by using proper signals ... but if the setting doesn't allow reversing, there is nothing that can be done, except for building lots of roro with U-turns
02:51:56  <coopserver> <Anson> forbidding to reverse in stations was really useful at some time : when the original TT didn't have 1way signals
03:11:48  <coopserver> *** Game paused (connecting clients)
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03:18:48  <coopserver> <Anson> hallo, joe ... already finished ? .-)
03:21:22  <coopserver> *** JoeSchmoe has left the game (Leaving)
03:24:10  <MERRY_MEECHMAS> !date
03:24:10  <coopserver> Jul 19 1935
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04:21:40  <coopserver> *** Game paused (connecting clients)
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04:53:37  <coopserver> *** Player has joined
04:53:37  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
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04:54:17  <coopserver> *** Player has joined company #3
04:54:17  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
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04:54:30  <coopserver> <Player> !name TC_X
04:54:31  <coopserver> *** Player has changed his/her name to TC_X
04:54:35  <coopserver> *** TC_X has joined company #3
04:54:50  <coopserver> <Anson> hallo, tc
04:55:30  <coopserver> <Anson> you can set a default nichname on the multiplayer server selection window (top right corner)
04:55:42  <coopserver> <TC_X> thank you
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04:56:44  <coopserver> <TC_X> is there a way to auto-add just one or two carriages to all trains?
04:56:50  <coopserver> <TC_X> without having to manually go through the motions
04:57:08  <coopserver> <Anson> no :-(
04:57:12  <coopserver> <TC_X> ;(
04:57:24  <coopserver> <TC_X> sucks when you go from .5 tile engine to 1 tile engine with reove cars on back to .5 tile engine
04:58:26  <coopserver> <Anson> the only option for changing the number of wagons is to limit the length of trains ... but you can neither add or remove engines, or add or remove wagons ,besides if the train would become longer by doing the replacement
04:58:51  <coopserver> <TC_X> right... :\
04:59:50  <coopserver> <Anson> in nuts, some engines were recently changed so that they are the same length ... i think it was the meow trains ... and it also applies to the wet trains
05:00:24  <coopserver> <Anson> they all have 1.0 tile engines, some ofe them are 0.5 real engine and 0.5 psudeo-wagon :-)
05:00:40  <coopserver> <TC_X> sounds amazing
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05:10:32  <HAPPYNEWYEAR_MEECH> yoyo!
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05:35:10  <coopserver> <Big Meech> anson, did Happy leave you any messages?
05:36:27  <coopserver> <Anson> hallo, meech
05:36:56  <coopserver> <Anson> happy only said that he needs to sleep and we might see each other tomorrow
05:37:35  <coopserver> <Anson> did yiuz see that cargo dist is now in trunk ?
05:40:49  <HAPPYNEWYEAR_MEECH> yeah
05:40:52  <HAPPYNEWYEAR_MEECH> I was like WTF at first.
05:41:00  <HAPPYNEWYEAR_MEECH> but I think i get it
05:41:23  <coopserver> *** Big Meech has joined company #4
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05:41:58  <coopserver> <Big Meech> cargodist is blacked out for me though
05:42:03  <coopserver> <Big Meech> not sure what i gotta do to look at it
05:42:23  <coopserver> <Anson> the settings are disabled for this map ...
05:42:38  <coopserver> <Big Meech> ah, makes sense
05:42:47  <coopserver> <Anson> but since you can see the options, they are in trunk for version 1.4+
05:43:06  <coopserver> <Big Meech> looks interesting enough
05:43:43  <coopserver> <Anson> i played cargodist a few times on the PS .... nice idea, but you easily get new problems ...
05:43:50  <coopserver> <Big Meech> right
05:43:58  <coopserver> <Big Meech> seems like it may be easier with it turned off
05:44:01  <coopserver> <Big Meech> or just not used
05:44:09  <coopserver> <Anson> most of all, cargodist and refitting doesn't work well together
05:44:12  <coopserver> <Big Meech> seems to me that it ruins the typical openttdcoop style
05:44:19  <coopserver> <Big Meech> but that could be just me
05:44:36  <coopserver> <Big Meech> as in typcially you dont want to distribute lots of shit over lots of places
05:44:49  <coopserver> <Big Meech> I guess it might be cool for ES / FS / MS supplies in Firs games
05:44:56  <coopserver> <Anson> it probably is most useful for pax games
05:44:57  <coopserver> <Big Meech> and or totally useful in pax networks
05:45:02  <coopserver> <Big Meech> right
05:45:23  <coopserver> <Anson> it is least useful when you have transports only in one direction like with all cargo
05:46:29  <coopserver> <Anson> supplies in firs : looks nice at first, but it can easily backfire when the routing algorithm prefers some destination
05:47:40  <coopserver> <Anson> to make it work for supplies, you need to disable some settings, like "prefer nearest stations"
05:53:20  <coopserver> <Big Meech> hmm, lots to learn about
05:54:23  <coopserver> <Big Meech> happy's networks always annoy me to a bit :)
05:54:33  <coopserver> <Big Meech> like placement of sennton mines and woods
05:54:48  <coopserver> <Big Meech> I just dream of a nice ML through that squeeze
05:58:59  <coopserver> *** Big Meech has joined company #4
06:08:49  <coopserver> <Big Meech> I think those need to be on a new SLH
06:09:21  <coopserver> <Big Meech> lol why are those even there
06:10:32  <coopserver> <Big Meech> why are you continuing to build that when it doesnt fit to begin with?
06:10:49  <coopserver> <Big Meech> that way
06:10:57  <coopserver> <TC_X> who?
06:11:01  <coopserver> <Big Meech> not you
06:11:06  <coopserver> <Big Meech> my teammate
06:11:09  <coopserver> <TC_X> ah
06:11:29  <coopserver> <TC_X> i've never played with a teammate, probably pretty cool
06:11:36  <coopserver> <Big Meech> not when the're inept
06:11:58  <coopserver> <TC_X> lol
06:12:05  <coopserver> <Big Meech> :D
06:12:13  <coopserver> <TC_X> to be fair this is like my first game of multiplayer openttd
06:12:17  <coopserver> <Big Meech> oh cool
06:12:20  <coopserver> <TC_X> i've played singleplayer a bit over the past few months heavy
06:12:24  <coopserver> <Big Meech> you'll learn a lot here
06:12:26  <coopserver> <TC_X> orignally played a lot of the original TTD 15 years ago
06:12:35  <coopserver> <TC_X> back then after 1 way signals most advanced was...
06:12:39  <coopserver> <TC_X> ro ro + L_R
06:12:49  <coopserver> <TC_X> so, i am getting my feet wet with no signal types
06:12:52  <coopserver> <TC_X> sort of brainmelty
06:13:10  <coopserver> <Big Meech> lol you sould like V453000
06:13:33  <coopserver> <TC_X> eh....no, i get confused even with easier stuff sometimes
06:13:35  <coopserver> <TC_X> i hear he is very good
06:14:40  <coopserver> <Big Meech> indeed
06:18:18  <coopserver> <Big Meech> yeah but its still shit
06:18:52  <coopserver> <Anson> ask happy about it ... i only adjusted orders and the depots at those stations
06:19:20  <coopserver> <TC_X> no one uses teamspeak much?
06:20:22  <coopserver> <Anson> might be a problem with accents ....
06:20:34  <coopserver> <TC_X> hmm, where is everyone from then?
06:21:16  <coopserver> <Anson> germany, scandinavia, holland, canada, brazil, australia, new zealand, ....
06:21:39  <coopserver> <Big Meech> Hell, apparently
06:21:41  <coopserver> <Anson> some czech
06:22:11  <coopserver> <TC_X> ah, those aren't bad ;)
06:22:22  <coopserver> <TC_X> i hope to move to denmark soon
06:22:35  <coopserver> <Big Meech> there is a guy from Denmark here
06:22:47  <coopserver> <TC_X> very cool
06:26:21  <coopserver> <Anson> just for info (for meech) : happy started building at Fadinghattan Ridge ... all those parts which are sometimes drive left and sometimes drive right :-)
06:26:42  <coopserver> <Big Meech> can we just bulldoze everything he built and start over?
06:27:05  <coopserver> <TC_X> i feel like that most of the time honestly ;)
06:27:10  <coopserver> <TC_X> bulldoze all, start over :)
06:27:12  <coopserver> <Anson> then used that part as moneymaker and started building at Sindbury .... he did everything to the west of it
06:27:34  <coopserver> <Anson> and i started building the eastern parts from Sindbury drop
06:28:12  <coopserver> <Big Meech> sweet drop is in a bad place
06:28:33  <coopserver> <Anson> after he left, i rebuilt all stations to use overflow depots, and gave new orders, and also exchanged some drive right for drive left (everything shall be drive left on this map)
06:29:42  <coopserver> <Anson> i had suggested the drop at Flaningwell, but happy had started the current drop
06:30:29  <coopserver> <Anson> this map is very well suited to produce chaos, as soon as more people join
06:30:46  <coopserver> <Anson> only one huge island, one big island, and several tiny islands
06:32:05  <coopserver> <TC_X> on this map you find you use the STRONG or MEDIUM engines most?
06:32:11  <coopserver> <TC_X> i have not played with this GRF set
06:32:24  <coopserver> <Big Meech> medium is pretty good
06:32:29  <coopserver> <Anson> TC: if you really want to delete a company, sell all vehicles and leave the company. it will be autodeleted shortly afterwards
06:32:40  <coopserver> <Big Meech> when you double engines, medium or fast should be fine
06:32:47  <coopserver> <TC_X> Anson, I was kidding :)
06:33:17  <coopserver> <TC_X> mostly anyway, just saying sometimes you feel like completely bulldozing a drop or a BBH or something
06:33:28  <coopserver> <TC_X> because trying to fix while it is in progress with trains can be maddening
06:34:09  <coopserver> <Anson> that's what i like most : rebuilding something while trying to keep the network undisturbed
06:34:22  <coopserver> <TC_X> yes, but with basecost it is difficult
06:34:48  <coopserver> <Big Meech> well if you make a money maker line there is nothign really to worry about
06:35:10  <coopserver> <Anson> on this server, basecosts most often are high for TF, very high for water TF, and also very high for planes and ships, if they are allowed at all
06:35:58  <coopserver> <Anson> when i look at the profit graphs, yellow doesn't look too bad :-)
06:36:27  <coopserver> <TC_X> yes, but i need to make many of my lines smaller
06:36:32  <coopserver> <TC_X> my initial start was trying to work around terrain
06:36:38  <coopserver> <TC_X> now i can very gentle TF here and there
06:36:42  <coopserver> <TC_X> but need to tighten up things
06:36:42  <coopserver> <Anson> only the company value graph doesn't correspond to those profits ...
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06:38:37  <coopserver> <Anson> some hints, TC: you should always keep cargo separate, and not have a single station for two differnet pickups
06:38:55  <coopserver> <TC_X> ?
06:38:59  <coopserver> <TC_X> oh, for cola + bubble?
06:39:02  <coopserver> <TC_X> for example...
06:39:03  <coopserver> <TC_X> meh
06:39:12  <coopserver> <TC_X> yes, this was an early game addition
06:39:15  <coopserver> <TC_X> also need to split that
06:39:38  <coopserver> <Anson> when you have 6 platfrms (and bad luck), one type of cargo blocks the station and the other waits in a queue ...
06:39:47  <coopserver> <TC_X> yes
06:39:51  <coopserver> <TC_X> notice my huge drop on profit graph
06:39:53  <coopserver> <TC_X> that is what that was from
06:40:01  <coopserver> <Anson> when you have 6 platforms and 6+ trains for one type of cargo
06:40:09  <coopserver> <Big Meech> I think our sweet drop needs to be moved
06:40:15  <coopserver> <Big Meech> its in a pointless place
06:41:00  <coopserver> <Anson> we also don't have a sweets drop yet ... will double the income when we deliver the swets instead of only producing them :-)
06:41:13  <coopserver> <Big Meech> you know what i mean
06:41:40  <coopserver> <Big Meech> happys signs are fucking with my brain
06:41:49  <coopserver> <Big Meech> sugar and cotton candy drop should be moved
06:42:21  <coopserver> <Anson> my suggestion for the sweet resources drop was at "my sweets suggestion"
06:42:42  <coopserver> <Anson> since that would be in the center of the spikes to northeast, southeast and even west
06:42:42  <coopserver> <Big Meech> where is that?
06:43:01  <coopserver> <Big Meech> oh
06:43:07  <coopserver> <Big Meech> I thin kthats bloody horrible too
06:44:03  <coopserver> <Big Meech> anyhoo
06:44:06  <coopserver> <Big Meech> im outta here
06:44:17  <coopserver> <Big Meech> i got a 24 pack that needs drinking before bed
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06:44:24  <coopserver> <Anson> i will be afk too
06:44:51  <coopserver> <Anson> all trains and stations are set up to a system now, and happy may continue :-)
06:44:51  <HAPPYNEWYEAR_MEECH> Gonna inhale some fumes then hit this beer
06:45:07  <HAPPYNEWYEAR_MEECH> happy can build the BBH
06:45:10  <HAPPYNEWYEAR_MEECH> and the SLH
06:46:09  <coopserver> <Anson> TC: in case you didn't know ... some people continue chatting while offline :-)
06:46:38  <coopserver> <Anson> via the link between ingame chat and an IRC channel
06:46:42  <HAPPYNEWYEAR_MEECH> Yeah, TC_X... you could hang out in our IRC channel too
06:46:52  <TC_X> I am in IRC
06:46:57  <TC_X> no?
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06:47:31  <HAPPYNEWYEAR_MEECH> ids
06:47:34  <HAPPYNEWYEAR_MEECH> Iz.
06:47:36  <HAPPYNEWYEAR_MEECH> nevermind then
06:47:39  <HAPPYNEWYEAR_MEECH> Im a noob
06:47:44  <HAPPYNEWYEAR_MEECH> time for beer, ttyl
06:58:31  <coopserver> <TC_X> yes... :\
06:58:37  <coopserver> <TC_X> would like to do proper TL curves but
06:58:41  <coopserver> <TC_X> this was also an early station
06:58:50  <coopserver> <TC_X> trying to rebuild and adjust as needed but this was putting out like 100/bubbles per month
06:58:57  <coopserver> <TC_X> so, not super critical just yet
06:59:29  <coopserver> <Anson> 100 only ? then why did you build 4 platforms ? .-)
06:59:37  <coopserver> <TC_X> eh, really not sure
06:59:42  <coopserver> <TC_X> i am very used to playing single player
06:59:47  <coopserver> <TC_X> and i do a sort of 4 base trackas a "starter"
06:59:49  <coopserver> <TC_X> to expand from
06:59:59  <coopserver> <TC_X> my style was very "land grab" heavy, i need to probably adjust that now with multiplayer
07:00:13  <coopserver> <Anson> most of the time, 2 platforms are good enough
07:00:23  <coopserver> <TC_X> i also like very smooth non-hilly maps, so this is a big difference for me
07:00:25  <coopserver> <TC_X> big challenge
07:01:11  <coopserver> <Anson> hehem, yes, as can be seen by looking at the large gaps from bridges and tunnels that you have
07:01:31  <coopserver> <TC_X> well, how do you get TL curves without some gap
07:01:34  <coopserver> <TC_X> on a mountainous map
07:01:46  <coopserver> <TC_X> is better curve distance more important, or flat surface in some instances?
07:01:57  <coopserver> <Anson> shorter trains :-)
07:02:15  <coopserver> <TC_X> hmm, so TL3 mainly?
07:02:44  <coopserver> <Anson> when i played 1-2 years ago on this server, most people built TL5 or TL7 ... now most people use TL3
07:03:00  <coopserver> <Anson> or the opposite, like TL12
07:03:03  <coopserver> <TC_X> makes sense
07:03:13  <coopserver> <TC_X> lower TL = less difficult to build "optimal" rail network
07:03:21  <coopserver> <TC_X> as far as layout, flat space, and space for turns necessary
07:03:38  <coopserver> <TC_X> perhaps i will convert
07:03:47  <coopserver> <TC_X> thank you for the tip, did not really think about it
07:04:03  <coopserver> <TC_X> anything else particularly bad that you see?
07:04:15  <coopserver> <TC_X> besides this ridiculous exit from bubble drop
07:04:21  <coopserver> <Anson> but it would be very easy to avoid some of those large gaps ... eg at Lanpool Bridge, you could move the rails a few tiles and just pass the town instead of building a tunnel of 9 tiles length
07:05:30  <coopserver> <TC_X> i will do that now
07:06:00  <coopserver> <Anson> at Tendston Mines, you can easily improve it by splitting sooner and thus having waiting space
07:06:27  <coopserver> <Anson> when a train can wait there, other trains in the mainline can pass instead of queueing up
07:08:41  <coopserver> <TC_X> hmm
07:08:48  <coopserver> <TC_X> i can not build over where you drew your waiting psace ;)
07:09:44  <coopserver> <Anson> you deleted the wrong track
07:10:24  <coopserver> <Anson> yes, now it is what i meant ... splitting earlier, so that trains have space to wait and/or slow down without distrurbing passing trains
07:13:06  <coopserver> <Anson> at Great Chunningwell Heights, you have a bad problem if a train selects the rightmost platform ... it will have no exit :-)
07:13:27  <coopserver> <TC_X> ah yes
07:13:27  <coopserver> <TC_X> :)
07:14:12  <coopserver> <TC_X> why that design?
07:14:33  <coopserver> <Anson> with my template, you have no 2x45 degree curves
07:14:50  <coopserver> <Anson> it only has S-bends which don't slow down trains at all
07:14:54  <coopserver> <TC_X> interesting :)
07:15:40  <coopserver> <Anson> i even prefer putting the entry and exit on the sides ... thus trains have to cross other tracks less often and thus block other trains less often
07:16:54  <coopserver> <TC_X> what is the difference there
07:16:58  <coopserver> <TC_X> the longer length or larger path block
07:17:02  <coopserver> <TC_X> so that something accelerates and gets going?
07:17:35  <coopserver> <Anson> when a train leaves, most of the time another track will be available for entry
07:17:49  <coopserver> <TC_X> sooner basically
07:17:50  <coopserver> <TC_X> yes?
07:18:24  <coopserver> <Anson> with your design, trains leaving from platforms 1 and 2 (where they will go most of the time) will block entering other trains
07:19:02  <coopserver> <TC_X> like so?
07:20:08  <coopserver> <Anson> yes .... watch it when several trains arrive shortly after each other
07:20:10  <coopserver> <TC_X> where do you normally put depot in this configuration
07:20:29  <coopserver> <Anson> after the exit
07:20:47  <coopserver> <Anson> depots should always be invisible to the pathfinder
07:21:31  <coopserver> <Anson> else trains will start going to random depots when you do an autoreplace, and then will be stuck at other stations, even be lost, etc
07:22:35  <coopserver> <TC_X> how would you handle entry track on this one
07:22:36  <coopserver> <Anson> when you put a depot at sign "depot", the pathfinder will not see it unless a train comes from that station. thus other trains from other parts of the net will never be sent to that depot
07:22:51  <coopserver> <TC_X> like to connect to this entry track or SL
07:23:01  <coopserver> <TC_X> upstream with bridges?
07:24:01  <coopserver> <TC_X> that sharp?
07:24:21  <coopserver> <TC_X> like this?
07:24:24  <coopserver> <Anson> since the other track is only for a small station, a bridge won't hurt
07:24:26  <coopserver> <TC_X> or split earlier
07:24:39  <coopserver> <Anson> no, bridge on the straight track, and go under the bridge
07:24:45  <coopserver> <TC_X> oh
07:25:34  <coopserver> <TC_X> like so?
07:26:03  <coopserver> <Anson> do less sharp curves
07:26:34  <coopserver> <TC_X> with this distance and terrain i am not sure it is possible
07:26:39  <coopserver> <TC_X> even having longer split off before
07:26:41  <coopserver> <Anson> and only one bridge
07:26:45  <coopserver> <TC_X> turn length will eventually be 1
07:27:23  <coopserver> <TC_X> straight track?
07:27:26  <coopserver> <TC_X> through?
07:27:49  <coopserver> <Anson> yes
07:28:08  <coopserver> <TC_X> oh, wow
07:28:18  <coopserver> <TC_X> guess i never thought of that
07:28:26  <coopserver> <TC_X> :D
07:28:54  <coopserver> <Anson> and avoid multiple 45 turns
07:29:07  <coopserver> <Anson> they add shorter curves and slowdown
07:29:17  <coopserver> <TC_X> so this split should ideally be longer down the track
07:29:20  <coopserver> <TC_X> to give more space then
07:31:18  <coopserver> <Anson> later, you can build overflow depots, if you don't want to add to much waiting space
07:32:01  <coopserver> <Anson> some people don't like overflow depots, but i think on multiplayer servers, they are quite useful, unless everybody is in the same company (like on the public server)
07:35:10  <coopserver> <Anson> about the depots : on this server, breakdowns are off, and thus no maintenance is needed, except when doing autoreplace
07:35:57  <coopserver> <TC_X> how then do you clone and build new trains for this station
07:36:02  <coopserver> <TC_X> if the depot is now on the wrong side of the one way
07:36:15  <coopserver> <TC_X> without having to send them down excessive pathing
07:37:04  <coopserver> <Anson> add new trains at another depot, eg at your sign "bridge?"
07:40:30  <coopserver> <Anson> missing signal at the bridge, at sign !gap
07:40:50  <coopserver> <TC_X> thanks
07:41:45  <coopserver> <Anson> further down that same track : at !CL, trains slow down a lot
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07:43:30  <coopserver> <Anson> you don't notice that yet since your trains only go 100 kph, but that curve will reduce speed to 88
07:45:33  <coopserver> <TC_X> would you approach in the same way?
07:45:36  <coopserver> <TC_X> adjust with one line bridge
07:45:39  <coopserver> <TC_X> inner merge underneath?
07:45:49  <coopserver> <Anson> no
07:45:58  <coopserver> <TC_X> just go widre?
07:46:00  <coopserver> <TC_X> because i have space?
07:46:05  <coopserver> <Anson> a mainline should have no bridges if possible
07:46:43  <coopserver> <Anson> the bridges and tunnels should be built on the sideline instead, like you did ... nut it is easy to build the curve a bit wider
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07:48:27  <coopserver> <TC_X> what now though
07:48:40  <coopserver> <TC_X> terrain earlier in mainline too high
07:48:46  <coopserver> <TC_X> can't merge off the slope down
07:48:49  <coopserver> <Anson> CL is the distance between two 45 degree turns that turn in the same direction 8both left or both right)
07:50:34  <coopserver> <TC_X> oh
07:50:37  <coopserver> <TC_X> because it is an s -bend
07:50:42  <coopserver> <TC_X> different directions 45 degree
07:50:45  <coopserver> <TC_X> the speed penalty doesn't apply
07:50:46  <coopserver> <TC_X> yes?
07:51:56  <coopserver> <Anson> between those two "turn right", the distance is 3, and that is the CL
07:52:14  <coopserver> <TC_X> makes sense
07:52:31  <coopserver> <Anson> same for the two "turn left" ... length betwene them is 3
07:52:54  <coopserver> <Anson> the left+right in the mddle doesn't matter as it is an S-bend
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07:56:41  <coopserver> <Anson> args --- wrong key made my game fullscreen and thus stalled :-(
07:56:56  <coopserver> <TC_X> no worries...
07:57:05  <coopserver> <TC_X> i notice teamspeak is super quiet
07:57:08  <coopserver> <TC_X> no one almost all day
07:57:57  <coopserver> <Anson> you can chat with all, including people on IRC, and you can use team chat ... almost no need to use voice chat
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07:58:41  <coopserver> <Anson> @@(clcalc rail 3)
07:58:43  <Webster> coopserver: A rail Curve Length of 3 (5 half tiles) gives a speed of 168km/h or 105mph
07:59:29  <coopserver> <Anson> and for trains with TL3 or less, there is no speed limit at all with CL3
08:00:07  <coopserver> <Anson> thus 2.5 is good enough when you use TL3 trains
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08:01:46  <coopserver> <Anson> are you up to something fancy, more advanced ?
08:01:56  <coopserver> <TC_X> yes
08:02:02  <coopserver> <TC_X> i am trying to rework entrance on my drop but
08:02:05  <coopserver> <TC_X> just figuring out as i go
08:02:29  <coopserver> <Anson> you have a mainline, and trains on the mainline shouldn't have to stop or slow down
08:02:42  <coopserver> <TC_X> prio merge?
08:03:09  <coopserver> <Anson> thus it would be nice when trains from the sideline (from those two stations) wait and let trains on the mainline pass until there is a gap
08:03:16  <coopserver> <Anson> yes, prio
08:03:23  <coopserver> <TC_X> where, at the CL3 signs?
08:04:02  <coopserver> <Anson> yes, exactly there
08:04:06  <coopserver> <TC_X> i only know the short prior one
08:04:07  <coopserver> <TC_X> prio one
08:04:11  <coopserver> <TC_X> where you cross the track 90 degree
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08:04:14  <coopserver> <TC_X> like this up top
08:04:49  <coopserver> <TC_X> using the 2 way
08:04:59  <coopserver> <TC_X> like that
08:06:18  <coopserver> <TC_X> hmm
08:06:21  <coopserver> <TC_X> leave that for one second
08:07:02  <coopserver> <TC_X> so, the intesecting backward 90s
08:07:09  <coopserver> <TC_X> those do not cross the oncoming lane of the mainline
08:07:15  <coopserver> <TC_X> this is a separate design entirely or no?
08:07:59  <coopserver> <TC_X> right
08:08:04  <coopserver> <TC_X> but the logic line is in the spot of the incoming lane
08:08:06  <coopserver> <TC_X> just shift?
08:08:09  <coopserver> <TC_X> like L___R ?
08:10:08  <coopserver> <Anson> doesn't matter on which side you build it
08:10:42  <coopserver> <TC_X> right
08:10:45  <coopserver> <TC_X> but with this bridge here
08:11:07  <coopserver> <TC_X> i want to connect that logic line, but cannot because i am too close to the bridge
08:12:13  <coopserver> <TC_X> there
08:12:14  <coopserver> <TC_X> that works
08:14:12  <coopserver> <Anson> hehe, this would work too ... curves and similar are not important for the logic lines
08:14:26  <coopserver> <TC_X> lol
08:15:05  <coopserver> <Anson> you even can build tunnels to a distant location, do some logic there, and then connect back through another tunnel
08:15:42  <coopserver> <Anson> i think that is why tunnel length often is really large, and only bridge length is short to avoid people getting from one island to another
08:46:28  <coopserver> <TC_X> Anson are you still there?
08:46:43  <coopserver> <Anson> had a biobreak, but am back now
08:47:01  <coopserver> <TC_X> ah, thank you for the tips. they are helping :)
08:47:09  <coopserver> <TC_X> reduced my fleet TL to 3
08:47:52  <coopserver> <Anson> in general, i found uneven TL to be mist useful, eg 3,5,7,9
08:48:26  <coopserver> <TC_X> so, I would like to simplify and cleanup the "bubble drop" exit and entry
08:48:34  <coopserver> <TC_X> any advice?
08:49:21  <coopserver> <Anson> further down the tracks, i saw that you have a hub where trains can come from the left and right, but when they go back, there is only a connection to the right side ...
08:52:39  <coopserver> <Anson> avoid too many splits and merges ... like A splits to B and C, one of them splits to D, but a few tiles later you merge them all together to a single line again
08:54:49  <coopserver> <Anson> if you have only a single mainline (not double or triple), you don't need too many platforms
08:55:06  <coopserver> <Anson> look how many loading stages those trains have ...
08:57:18  <coopserver> <Anson> at the entrance to the drop, you first split the track in two, but a few tiles later, you have PBS to let them all go to all platforms
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09:03:40  <coopserver> <Anson> just split in two, and then split each in three, instead of splitting in 2 and allowing each of them a choice to g to all 6 platforms
09:05:27  <coopserver> <Anson> each merge/crossing has a chance to block other trains. most of the time it is faster to have as few merges as possible, and no split first and megrge again at all
09:06:30  <coopserver> <TC_X> any better now on the left side?
09:07:52  <coopserver> <Anson> i would split drop and pickup a bit sooner
09:08:44  <coopserver> <Anson> best method : just watch whether traffic still flows, and/or whether trains sort into the platforms faster now
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09:15:12  <coopserver> <Anson> after you once have accepted some cargo type at a station, you NEVER will get rid of it and that type will alwas be delivered (also) to that station ... you need to delete the station and build it again to get rid of that cargo
09:15:31  <coopserver> <Anson> example : the drop has drinks waiting ....
09:15:43  <coopserver> <TC_X> makes sense
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09:19:04  <coopserver> <TC_X> lol
09:19:22  <coopserver> <Anson> btw : you can edit (and delete) ALL signs, not only your own ... only restricton : ctrl-del to delete signs only works on your own signs
09:19:49  <coopserver> <Anson> ctrl-click (not ctrl-del)
09:41:00  <coopserver> <TC_X> better?
09:42:06  <coopserver> <Anson> stop a pickup train at the exit to bock all trains and then watch how they queue in the station and how fast they free the entrance afterwards ... should be better now
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09:44:41  <coopserver> <Anson> btw : there are 2nd gen wagons now
09:45:18  <coopserver> <TC_X> you can autoreplace all right and it will keep proper cargo fitting?
09:45:46  <coopserver> <Anson> if wagons can't be refot while autoreplacing, nothing will happen
09:46:17  <coopserver> <TC_X> better to use flatbed or universal or stick to the same, just 1st -> 2nd?
09:47:21  <coopserver> <Anson> if you don't refir trains as part of their orders, it doesn't matter whether you use a specif type (flatbed, tanker, etc) or usinversal
09:47:29  <coopserver> <Anson> * universal
09:48:38  <coopserver> <Anson> they might have a bit different graphics, and in refotting games it might be useful to have a specific wagon so that it can't be replaced to something else. but usually, it diesn't matter and i always use universal since i am lazy :-)
09:53:02  <coopserver> <Anson> look at the graphs ... the big dent comes from trains goinmg to any random depot and blocking the mainline while entering and leaving the depots with only 61 kph
09:54:03  <coopserver> <Anson> by using better locations for depots and maybe even specific orders like i do, the replacement happens much more smoothly and gives no dents in the graphs
09:54:58  <coopserver> <Anson> just for comparison : 4 years ago, i replaced engines, and 1 year ago i replaces the wagons ... almost no dent, but only a slight and steady increase ...
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09:55:57  <coopserver> <TC_X> hmm
09:58:16  <coopserver> <Anson> i use overflow depots, so that trains will never block the mainline while i am AFK, and with the additional maintenance orders, trains will always go to the overflow depot at the stations for autoreplacing, and thus not block the mainline, but only cause slight delays when existing the pickup stations
09:58:47  <coopserver> <TC_X> can you point a sign to an example?
09:59:13  <coopserver> <Anson> all our stations are almost identical in that regard, and the orders too
10:00:40  <coopserver> <Anson> watch any station now ... i am just starting to replace medium 4 by medium 5
10:00:57  <coopserver> <TC_X> ahh yes
10:02:38  <coopserver> <Anson> when trains have maintenance orders somewhere in their order list, they will never go to a depot by themselves, but only when they encounter the maintenance order
10:03:11  <coopserver> <TC_X> i am not sure how to incorporate into the roro design thet ype you have
10:03:23  <coopserver> <TC_X> perhaps i will have to save this game and work on a similar approach which is better and more maintainable
10:03:52  <coopserver> <Anson> and even without those orders, our trains would never go to a random depot since all depots are invisible to the pathfinder unless they are in a statiion and finished loading .. thus they will always go to the nearest depot next to those stations
10:03:55  <coopserver> <TC_X> you already have medium 5 1 year early?
10:04:40  <coopserver> <Anson> the blue window ... it asked me whether i want to test the trains early and i said yes :-)
10:06:40  <coopserver> <Anson> for roro stations, you can use the same overflow depots that i use
10:07:02  <coopserver> <TC_X> but where
10:07:29  <coopserver> <Anson> the maintenance orders for them are a bit mor difficult since the pathfinder looks only forward to find a depot and only if it diesn't find ANY in the whole net, it starts looking backward
10:08:26  <coopserver> <Anson> thus you have either to take extreme care that no other depots are visible, or you need to specify a specific depot instead of using the better "nearest depot"
10:08:46  <coopserver> *** Cameron has left the game (Leaving)
10:11:16  <coopserver> <Anson> the overflow depots with additional bis (to be usable for autoreplacing) are easy to build only for 2 platforms, and more tricky for 4+ platforms, or still easy but then include tight corners with CL 0.5
10:14:35  <coopserver> <Anson> next to your drop/pickup, i put down one example of a n invisible overflow depot which can be also used for autoreplacing if there are no other visible depots on the entire net
10:18:45  <coopserver> <Anson> replacing finished ... with no dents in the graphs :-)
10:18:50  <coopserver> <TC_X> meh ;)
10:18:56  <coopserver> <TC_X> i am too tired or not understanding tonight
10:19:02  <coopserver> <TC_X> and have to go to bed so iwill take the huge hit :(
10:19:08  <coopserver> <TC_X> i will maybe see you tomorrow and learn more
10:19:16  <coopserver> <Anson> I'm tired too ... already 11am now :-)
10:19:23  <coopserver> <TC_X> 4:19am here :|
10:21:30  <coopserver> <TC_X> see you tomorrow/later
10:21:39  <coopserver> *** TC_X has left the game (Leaving)
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10:24:24  <coopserver> <Anson> TC: when you do an autoreplace, you shouldn't go afk ... it's very easy to get some jams, queues, or even deadlocks ...
10:25:45  <coopserver> <Anson> remember that on multiplayer games, the games continues while you are afk and with bad luck you can even lose a lot of mines or other industries, or even go bankrupt if you don't have enough spare money
10:25:59  <coopserver> <Anson> I am AFK too now
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11:42:55  <skyem123> What happened to my map?
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15:12:59  <coopserver> <Firestar> hai
15:13:07  <coopserver> <happy tran  sport> hi Firestar
15:13:12  <coopserver> <Yianni> Hello
15:13:23  <coopserver> <Firestar> long time no see happy
15:13:28  <coopserver> <happy tran  sport> yer
15:14:03  <coopserver> <happy tran  sport> fill  free  to  join    me  Firestar
15:14:43  <coopserver> *** Firestar has joined company #4
15:15:41  <coopserver> *** Yianni has started a new company #6
15:15:49  <coopserver> <happy tran  sport> how  things
15:16:13  <coopserver> <Firestar> fine
15:34:39  <coopserver> *** Game paused (connecting clients)
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15:34:48  <coopserver> <happy tran  sport> hi  wood
15:34:53  <coopserver> <Woodbutcher> hi happy
15:34:55  <coopserver> <Firestar> hey wood
15:34:59  <coopserver> <Woodbutcher> hi all
15:35:05  <coopserver> <happy tran  sport> how   things
15:35:06  <coopserver> <Yianni> Hello :P
15:35:20  <coopserver> <Woodbutcher> good thanks, you?
15:35:24  <coopserver> <happy tran  sport> good
15:35:53  <coopserver> <happy tran  sport> wood    fill  free to  join
15:36:02  <coopserver> <Woodbutcher> thanks
15:36:14  <coopserver> <happy tran  sport> i  mite  need  your  bbh
15:37:56  <coopserver> <Woodbutcher> long prio at slh001
15:39:01  <coopserver> <Woodbutcher> afkk
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15:50:53  <coopserver> <[FR]Syl59> hi all :)
15:50:59  <coopserver> <Firestar> hey
15:51:00  <coopserver> <happy tran  sport> hi [FR]Syl59
15:51:47  <coopserver> <happy tran  sport> fill  free to join [FR]Syl59
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16:02:12  <coopserver> <Woodbutcher> back but gotta go
16:02:17  <coopserver> <Woodbutcher> have fun, cyas
16:02:20  <coopserver> <happy tran  sport> k
16:02:26  <coopserver> *** Woodbutcher has left the game (Leaving)
16:02:27  <coopserver> <Firestar> kay cya
16:14:27  <coopserver> *** Game paused (connecting clients)
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16:14:36  <coopserver> <happy tran  sport> hi   joe
16:14:42  <coopserver> <JoeSchmoe> hi
16:14:48  <coopserver> <happy tran  sport> how  things
16:14:53  <coopserver> <JoeSchmoe> ok
16:15:08  <coopserver> <JoeSchmoe> are you driving on the wrong side again?
16:15:18  <coopserver> <happy tran  sport> yep
16:15:32  <coopserver> <Firestar> you mean he is driving like in england :D
16:15:50  <coopserver> <JoeSchmoe> Its just the plain old wrong side
16:16:22  <coopserver> <happy tran  sport> i  can not  doo  it  the  uver  way
16:16:41  <coopserver> <happy tran  sport> so  i  doo  it   like   this
16:16:45  <coopserver> <JoeSchmoe> check train 82
16:17:45  <coopserver> <happy tran  sport> joe   doo  u no how  to  doo   bbh
16:17:53  <coopserver> <JoeSchmoe> somewhat
16:18:26  <coopserver> <JoeSchmoe> hmm
16:19:33  <coopserver> <JoeSchmoe> Train 19, why are you maintain at nearest?
16:20:40  <coopserver> <JoeSchmoe> If you want to do a BBH at BBH 001
16:20:55  <coopserver> <happy tran  sport> yep
16:21:07  <coopserver> <JoeSchmoe> I would suggest connecting little frudhattan towards the north west
16:21:20  <coopserver> <happy tran  sport> ar   i  see
16:21:24  <coopserver> <JoeSchmoe> having it merge in right at the BBH would be a disaster
16:21:53  <coopserver> <JoeSchmoe> you looking for help with the bbh?
16:22:46  <coopserver> <happy tran  sport> yes  if u  dont  mind
16:27:32  <coopserver> *** JoeSchmoe has joined company #4
16:28:34  <coopserver> <JoeSchmoe> Can you move Little Frudhattan to connect to the SL
16:32:37  <coopserver> <JoeSchmoe> re
16:32:45  <coopserver> <JoeSchmoe> regular rail or electric rail?
16:33:31  <coopserver> <JoeSchmoe> thanks,  I have the electric poles not displayed and its easier to just ask
16:37:44  <coopserver> <JoeSchmoe> hmmm  SLH northbound inner lane cant head north
16:37:56  <coopserver> <JoeSchmoe> oh you might be fixing that
16:40:12  <coopserver> <Firestar> joe i havent played ottd for months so im bad at junctions and stuff xD
16:42:33  <coopserver> <Firestar> bb all
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17:04:26  <coopserver> <JoeSchmoe> ty
17:05:03  <coopserver> <JoeSchmoe> ok, still a little bit to do, but my wife is calling me for lunch, so i'll be back in 30 or so
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17:22:57  <skyem123> What happend to my map?
17:24:08  <coopserver> *** Yianni has left the game (Leaving)
17:24:49  <happy_> can not  get  it  to  load  skyem123
17:24:54  <skyem123> odd...
17:25:15  <happy_> its  the grf   the  server  can not get it
17:25:38  <skyem123> All the GRFs are on BaNaNaS.
17:26:05  <happy_> true
17:27:15  <coopserver> <JoeSchmoe> back
17:27:37  <happy_> wb  joe
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18:13:13  <coopserver> <happy tran  sport> hi  I.M.Legos
18:13:26  <coopserver> <I.M.Legos> Hey
18:16:58  <coopserver> <JoeSchmoe> getting there
18:17:09  <coopserver> <I.M.Legos> With meh garland?
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18:20:43  <coopserver> <I.M.Legos> Joe, I see you joined happy trans.
18:20:54  <coopserver> <JoeSchmoe> I'm a freelancer
18:20:58  <coopserver> <I.M.Legos> ?
18:22:23  <coopserver> <JoeSchmoe> sometimes I make my own company, some times i joins someone elses
18:25:38  <coopserver> *** Game paused (connecting clients)
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18:25:46  <coopserver> <Muel> hi
18:25:54  <coopserver> <I.M.Legos> Hellu
18:25:54  <coopserver> <happy tran  sport> hi
18:26:57  <coopserver> *** Muel has left the game (Leaving)
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18:28:19  <coopserver> <Firestar> hai
18:28:23  <coopserver> <happy tran  sport> hi
18:32:49  <coopserver> <I.M.Legos> I just sorted all my vehicals into groups...
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18:36:30  <coopserver> <JoeSchmoe> ok I think the BBH is done
18:36:49  <coopserver> <happy tran  sport> thats  grate
18:45:26  <coopserver> <I.M.Legos> So every one else not afk is working together?
18:47:18  <coopserver> *** Game paused (connecting clients)
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18:47:33  <coopserver> <Firestar> wb syl
18:47:38  <coopserver> <[FR]Syl59> Thx Fire :)
18:48:32  <coopserver> *** Jam35 has joined company #4
18:48:35  <coopserver> <Jam35> hi Syl59
18:48:41  <coopserver> <[FR]Syl59> Hey jam
18:48:48  <coopserver> <Firestar> hey Jam long time no see :D
18:48:54  <coopserver> <I.M.Legos> I feel even more lonely
18:48:55  <coopserver> <Jam35> wotch
18:48:56  <coopserver> <Jam35> a
18:52:48  <coopserver> <Firestar> jam ya seen my ugly slh? xD
18:52:54  <coopserver> *** [FR]Syl59 has started a new company #7
18:53:38  <coopserver> <[FR]Syl59> Who did activate inflation ?
18:53:59  <coopserver> <Firestar> wuts that?
18:58:34  <coopserver> <Jam35> I've seen the SLH, there is a jam there
18:58:52  <coopserver> <Jam35> TL+1 platforms everywhere
18:59:04  <coopserver> <Jam35> bad overflow/presignals
18:59:50  <coopserver> <[FR]Syl59> Who has already used meow class ?
19:00:11  <coopserver> <Jam35> yes
19:00:14  <coopserver> <Jam35> see
19:00:18  <coopserver> <Jam35> just saying
19:00:33  <coopserver> <Firestar> i know
19:00:35  <coopserver> <Jam35> see current PS game for MEOW class
19:00:44  <coopserver> <[FR]Syl59> Oki
19:01:09  <coopserver> <Jam35> look !HERE
19:01:28  <coopserver> <Jam35> if you build overflow like this you NEED these pieces of track
19:01:41  <coopserver> <Firestar> jam
19:01:45  <coopserver> <Jam35> or that happens
19:01:51  <coopserver> <Firestar> i didnt build these station
19:02:02  <coopserver> <Jam35> not just you
19:02:21  <coopserver> <Firestar> oh kay
19:04:30  <coopserver> *** Game paused (connecting clients)
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19:05:47  <coopserver> <I.M.Legos> Dat train is long
19:07:21  <coopserver> *** Game paused (connecting clients)
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19:07:46  <coopserver> <Jam35> lose the PBS cross and make all connections and the SLH will be ok
19:07:59  <coopserver> *** Yianni has joined company #6
19:08:18  <coopserver> <I.M.Legos> Atleast things are working for me
19:11:16  <coopserver> <I.M.Legos> Most people i've seen on at once.
19:16:34  <coopserver> <Firestar> jam you could have left that connection
19:16:36  <coopserver> <I.M.Legos> afk
19:16:56  <coopserver> <Jam35> there was one from the inside track which is now gone
19:17:28  <coopserver> <Firestar> i meant the bridge connection which you just destroyed
19:18:02  <coopserver> <Jam35> yes so how do you get the inside line south
19:18:14  <coopserver> <Firestar> look at that bubble factory
19:18:54  <coopserver> <Firestar> see how i mean it?
19:19:46  <coopserver> <Firestar> oh that one
19:19:57  <coopserver> <[FR]Syl59> I quit guy :) see you later
19:20:01  <coopserver> <Firestar> cya
19:20:05  <coopserver> <[FR]Syl59> (and girls :D)
19:20:08  <coopserver> *** [FR]Syl59 has left the game (Leaving)
19:21:41  <coopserver> <Yianni> Would anybody mind, if I hooked up the condyfloss forests near SLH001, to my network?
19:22:20  <coopserver> <Firestar> so long its not getting into our way
19:22:25  <coopserver> <Firestar> we wont mind
19:22:29  <coopserver> <JoeSchmoe> @ potential,   that looks like fair game
19:22:40  <coopserver> <Yianni> Like this?
19:22:47  <coopserver> <JoeSchmoe> yup thats fair
19:23:04  <coopserver> <Yianni> Fantastic :D
19:23:42  <coopserver> *** Game paused (connecting clients)
19:23:45  <coopserver> *** Player has joined
19:23:45  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
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19:23:49  <coopserver> <Player> !name TC_X
19:23:49  <coopserver> *** Player has changed his/her name to TC_X
19:23:55  <coopserver> *** TC_X has joined company #3
19:24:14  <coopserver> <I.M.Legos> Hey, TC i left some signs around your area.
19:28:42  <coopserver> *** happy tran  sport has left the game (Leaving)
19:33:46  <coopserver> <Firestar> im off for now gonna go on public server cya
19:33:52  <coopserver> *** Firestar has left the game (general timeout)
19:33:59  <coopserver> <Jam35> bb
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19:47:01  <coopserver> <Anson> hallo
19:47:14  <coopserver> <TC_X> hello
19:47:23  <coopserver> <Yianni> hello
19:47:34  <coopserver> <Anson> TC, you still know that you can set a default nickname ? :-)
19:47:42  <coopserver> <TC_X> where again?
19:47:51  <coopserver> <I.M.Legos> TC, Are you going to fix your line?
19:48:06  <coopserver> <I.M.Legos> At bedhead woods the bubble genorator was closed.
19:48:10  <coopserver> <TC_X> yes I just logged in I am trying to setup proper depots with overflow and remove visible
19:48:11  <coopserver> <TC_X> upgrade
19:48:12  <coopserver> <Anson> in the window where you select the server to join, at the top right corner
19:48:12  <coopserver> <TC_X> and so on
19:48:19  <coopserver> <TC_X> literally just woke up
19:49:01  <coopserver> <I.M.Legos> I put 2 signs on your area saying where some accidents where
19:49:30  <coopserver> <I.M.Legos> Also Christmas Trans. Now is doing passengers and mail
19:49:59  <coopserver> <TC_X> i only see 1 sign
19:51:10  <coopserver> <I.M.Legos> There fixxed my unsorted trains
19:52:46  <coopserver> <Anson> TC, what do the reversers in front of the bubble drop do ?
19:54:01  <coopserver> <Anson> by crossing all three lines, you also create a single block and all three lines are used at the same time (red signals on all of them) ...
19:54:20  <coopserver> <TC_X> anson, can you show me agani an example of how you would do the overflow depots then
19:54:23  <coopserver> <TC_X> i was very tired last night
19:54:32  <coopserver> <TC_X> and didn't quite understand how to implement in roro (after or before, and in what way)
19:54:51  <coopserver> <Anson> almost all of our stations have overflow depots
19:55:43  <coopserver> <Anson> the trick is that red 2way signals cause a train to select any other path, and when both platforms have such a red signal, trains go into the reverser
19:55:44  <V453000> !dl win64
19:55:44  <coopserver> V453000: http://binaries.openttd.org/releases/1.4.0-beta1/openttd-1.4.0-beta1-windows-win64.zip
19:56:08  <coopserver> <Anson> from the reverser, they can only go backwards into the depot and will wait there until a platform is free
19:57:26  <coopserver> <Anson> that "waiting in depot" is caused by the implicit signal that each depot has and that matches the signals outside the depot. in this case, the 2way exit signals cause an implicit entry signal in the depot, and thus trains wait there until one of those 2way exit signals is green
19:58:27  <coopserver> *** Game paused (connecting clients)
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19:58:39  <coopserver> <V453000> hy
19:58:49  <coopserver> <Anson> hallo, V
19:59:53  <coopserver> <V453000> overflows should not be necessary on all primaries tbh, but for more details you can always read the blog (:
20:02:09  <coopserver> *** I.M.Legos has left the game (Leaving)
20:03:03  <coopserver> *** V453000 has left the game (Leaving)
20:04:10  <coopserver> <Anson> the usual exchange of arguments with V :-) ... my opinion is that overflow depots at primaries are not needed on the public server and on offline games, when there is always someone who can do something if something goes wrong. but on this server, people often are afk and the game keeps running
20:05:12  <V453000> industries generally increase on production if your network works properly, not vice versa
20:05:17  <V453000> secondaries, without question
20:05:33  <coopserver> <Anson> and while afk, overflow depots can be useful, eg when (too many) additional trains are added that shall take care of higher production later, or in case of other changes which might cause queues
20:06:39  <V453000> which in fact can be counterproductive as "taking care of higher production later" generally should mean "jamming the ML without you noticing or being able to do anything about it" which can be a major problem
20:06:59  <coopserver> <Anson> when you look at game machanics on the wiki, you see that ANY primary may decrease production, even when services well. and then i like to be safe by having an overflow depot
20:09:41  <V453000> may, yes, when you look at how the game works, just having e.g. 4 platforms with e.g. another 4 or more waiting spots, it is more than enough to take care of those differences
20:10:02  <V453000> unless you transport over retardedly long distances to have stupid amount of trains per primary, sure
20:10:16  <V453000> but 200x200 tiles is enough for a large network as is
20:10:21  <V453000> more or less
20:10:49  <coopserver> <Anson> waiting space for 8 trains ... probably yes, but what about small stations with just 2 platforms and only enough space for one bay on the incoming track ?
20:11:13  <V453000> why have 2 platforms and how is with L_R space a problem ever at all?
20:11:24  <V453000> one bay for incoming track? then you do something majorly wrong probably
20:11:56  <V453000> even if you had to make CL1 which is not a problem at the primary, you would still easily get enough waiting spots etc
20:18:50  <coopserver> <Anson> currently, i use those overflow depots also as depots for autoreplacing. with the service orders that i added to all trains, they won't go to random depots even if there are visible depots. they also will go to many different depots, and thus not cause queues and jams near some few replace-depots (next to a drop or something)
20:19:23  <V453000> that isnt an argument, that is autoreplace depots which are also trivial to make
20:20:20  <coopserver> <Anson> and i find those overflow depots much nicer than putting two depots at every station (one for injecting new trains in front of the station, and one depot behind the terminus station)
20:22:33  <coopserver> <Anson> too bad that V rarely builds big networks on the welcome server, so that we could see how to do it better :-
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20:28:25  <coopserver> <Anson> TC, having PBS at the exit of stations to merge the platforms makes no sense ... se signs !gaps
20:29:56  <coopserver> <TC_X> hmm, what was i thinking with this station :\
20:31:13  <coopserver> <Anson> maybe "PBS takes care of everything" ? :-)
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20:35:06  <coopserver> *** happy tran  sport has joined company #4
20:35:25  <coopserver> <happy tran  sport> hi    all
20:35:31  <coopserver> <Yianni> Hello
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20:38:59  <coopserver> <happy tran  sport> hi Muel
20:39:09  <coopserver> <Muel> hi happy tran  sport
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20:39:46  <coopserver> <Anson> hallo Sam
20:39:57  <coopserver> <Muel> hi Anson
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20:45:39  <coopserver> <TC_X> lol
20:45:42  <coopserver> <TC_X> :(
20:50:06  <coopserver> *** Muel has started a new company #8
20:51:40  <coopserver> <Anson> temp fix : added a connection to allow the loast trains to go to their destinations
20:53:25  <coopserver> <happy tran  sport> yer i  see  it     Muel
20:56:32  <coopserver> <Muel> i thing, when it is ok :)
20:56:47  <coopserver> <happy tran  sport> k  thanks
20:59:14  <coopserver> *** Muel has joined spectators
20:59:25  <coopserver> <Muel> delete pls my company ... thx
20:59:29  <coopserver> <Muel> i go off
20:59:54  <coopserver> <Muel> bye
20:59:57  <coopserver> <happy tran  sport> bb
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21:14:23  <coopserver> <Jam35> TC_X: the point of having a reverser is to 'hide' the depot from the pathfinder, trains should go there if all platforms are full
21:14:38  <coopserver> <Jam35> but none of yours are acessible from incoming line
21:15:12  <coopserver> <TC_X> hmm, ok
21:15:16  <coopserver> <TC_X> i never said i was good at this game ;)
21:15:30  <coopserver> <Jam35> no worries :) just saying
21:15:35  <coopserver> <TC_X> trying to fix now
21:16:15  <coopserver> <Jam35> harder if it's a terminus because you don't really want the reverser accesible for leaving trains
21:16:24  <coopserver> <Jam35> simple for roro
21:17:19  <coopserver> <Jam35> not required at drop stations either :)
21:17:25  <coopserver> <Anson> TC: i tried to explain how it works ... you can scroll back in the console .... 10 lines after the top (when you scroll all the way back)
21:18:15  <coopserver> <TC_X> well, i am slowly trying to absorb all this
21:18:26  <coopserver> <TC_X> i'm glad i started trying multiplayer though
21:18:35  <coopserver> <TC_X> i was not progressing in single player
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21:19:52  <coopserver> <Anson> did you read what i wrote, currently at the top of console ? ... a few more messages, and that text is gone from console ... should still be there in IRC
21:20:29  <coopserver> <TC_X> which part, about PBS?
21:21:37  <coopserver> <Anson> in IRC, scroll back to 20:54 (my time, that was 85 minutes ago)
21:21:40  <Djanxy> !dl win64
21:21:40  <coopserver> Djanxy: http://binaries.openttd.org/releases/1.4.0-beta1/openttd-1.4.0-beta1-windows-win64.zip
21:21:53  <coopserver> <TC_X> ugh, i am not on IRC anymore
21:21:59  <coopserver> <TC_X> i will try to revisit it later I guess
21:22:03  <coopserver> <TC_X> i have to log
21:22:18  <coopserver> <TC_X> is there anything critical i need to do in the meantime before I log?
21:22:37  <coopserver> <Anson> that was three long lines, how the overflows work that i built
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21:23:44  <coopserver> <Djanxy> evening
21:23:53  <coopserver> <happy tran  sport> hi
21:24:06  <coopserver> <Anson> i see one merge on the yellow network which has a rather long prio and some trains start queuing ...
21:25:13  <coopserver> <Anson> but it is not critical (yet)
21:25:24  <coopserver> <TC_X> i disabled the long part of it
21:25:56  <coopserver> <Anson> how ?
21:26:02  <coopserver> <Anson> i still see it working
21:26:11  <coopserver> <TC_X> there are two prios...
21:26:26  <coopserver> <TC_X> oh, hmm i suppose it is still working
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21:26:57  <coopserver> <Vinnie> howdy
21:27:02  <coopserver> <happy tran  sport> hi
21:27:03  <coopserver> <Jam35> hie
21:27:04  <coopserver> <Djanxy> lo
21:27:09  <coopserver> <Anson> the version with PBS signals is rarely seen ... most people just use backwards combo signals
21:27:34  <coopserver> <TC_X> -_-
21:27:58  <coopserver> <Vinnie> thanks
21:28:03  <coopserver> <happy tran  sport> np
21:30:42  <coopserver> <Jam35> see 'basic overflow depot' for example
21:30:59  <coopserver> <Djanxy> Jam, maybe also note that it must not be able to reach the exit track from the reverser
21:31:07  <coopserver> <Djanxy> that's where i have failed in the past ;)
21:31:17  <coopserver> <Anson> at the long prio, i buikt a prio how most people build it
21:31:21  <coopserver> <Jam35> no room for signs :p
21:31:53  <coopserver> <Anson> i think it needs a little less thinking than the version with PBS and can easily be shortened and made longer
21:33:20  <coopserver> <Vinnie> overflows are useless in point to point networks with stable transit times
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21:34:31  <coopserver> <Anson> of everything is properly built, production doesn't change too much, you don't autoreplace, etc etc
21:34:48  <coopserver> <Vinnie> and if you are talking about Trarnville Mines, that one doesn't work since the overflow track is the first choice not the last
21:34:48  <coopserver> <I.M.Legos> Agh!
21:34:51  <coopserver> <I.M.Legos> Of f.
21:35:00  <coopserver> <I.M.Legos> For f***s sake.
21:36:14  <coopserver> *** Jam35 has joined spectators
21:36:33  <coopserver> <I.M.Legos> Game characters, you had 1 job. 1 job.
21:37:00  <coopserver> *** Jam35 has started a new company #8
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21:37:25  <coopserver> <Jam35> meh
21:37:47  <coopserver> <Anson> i think, pink has a little problem .-)
21:37:47  <coopserver> <I.M.Legos> Gosh dangit.
21:38:09  <coopserver> <I.M.Legos> Everything is now going to the dogs.
21:38:11  <coopserver> <Vinnie> you are on a roll
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22:03:19  <coopserver> <happy tran  sport> be  back  soon
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22:05:00  <coopserver> <JoeSchmoe> hi all
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22:14:50  <coopserver> <JoeSchmoe> you there Anson?
22:17:16  <coopserver> <JoeSchmoe> any reason for stations to be length 4?
22:18:07  <coopserver> <JoeSchmoe> nope
22:18:52  <coopserver> <JoeSchmoe> I'm working on cleaning up the ML through the pinch near Sennton
22:20:44  <coopserver> <JoeSchmoe> ok
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22:23:27  <coopserver> <JoeSchmoe> you could take the candy to Grennpool...
22:23:47  <coopserver> <JoeSchmoe> its not that far, but there should be too much zigzagging to get there
22:24:03  <coopserver> <JoeSchmoe> nah
22:24:16  <coopserver> <JoeSchmoe> theres more zigzagging than i thought there
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23:09:36  <coopserver> <Yianni> Hello!
23:16:13  <HAPPYNEWYEAR_MEECH> yo!
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23:50:35  <coopserver> <Anson> hallo ... back from TV and building a sweet line :-)
23:51:22  <coopserver> <Anson> christmas trans, you have a deadlock
23:51:37  <coopserver> <JoeSchmoe> he isn't here
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23:55:53  <coopserver> <Anson> hallo, happy ... you just saw my message about sweets and want to check ? .-)
23:56:15  <coopserver> <happy tran  sport> hi
23:56:29  <coopserver> <happy tran  sport> looks  goood  to me
23:57:10  <coopserver> <Anson> while there are no sweet trains yet, i saw a small problem ...
23:57:25  <coopserver> *** happy tran  sport has joined company #4
23:57:30  <coopserver> <Anson> there are quite a few trains which pass through the new roro sweet station
23:58:07  <coopserver> <JoeSchmoe> that could be my fault
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23:58:13  <coopserver> <JoeSchmoe> i'm working near fizzy
23:58:40  <coopserver> <JoeSchmoe> so they may be taking another route if I'm disconnected for a moment
23:59:06  <coopserver> <Anson> ok, then it is no permanent problem, but only lost trains that use the roro to turn around while you temporarily disconnected something
23:59:24  <coopserver> <JoeSchmoe> thats possible
23:59:32  <coopserver> <JoeSchmoe> its also possible its perm

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