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00:04:19 <happy_> hi all 00:05:04 <AnsonMobile> happy, new year 00:05:51 <AnsonMobile> hehe. couldn'skip the joke of adding a comma in this line:-) 00:06:31 <happy_> how things anson 00:07:13 <coopserver> <Anson> not good, not bad ... just like last year .-) 00:09:10 <coopserver> <Anson> this map looks nice ... and maybe we should do the same with 4x4 identical islands on another map, to give all 15 companies similar chances ... 00:10:46 <coopserver> <Anson> happy, what are those three long argo trains soing ? (124, 150, 151) ? 00:11:53 <happy_> i think to help the goods up 00:12:27 <coopserver> <Anson> they do nothing ... only load and unload on the same station 00:13:03 <happy_> yep thats the plan 00:13:44 <coopserver> <Anson> trains can not pickup cargo at one station and then deliver it for an industry at the same station ... instead, it will only be unloaded (transfered!) back to the station 00:14:43 <coopserver> <Anson> that's also the reason why i always put a "unload and leave empty / don't take cargo" in the orders 00:14:50 <happy_> the plan for the long trans is to help the truks to.load farster 00:15:54 <coopserver> <Anson> just in case a new resource pops up near a factory : without that order, trains would load and never be able to unload that cargo again, running full all the time, and thus also not being able to pick up cargo at their intended pickup station 00:16:58 <coopserver> <Anson> as i see it, the long trainsmostly pick up cargo from each other, which doesn't help a lot 00:22:13 <coopserver> *** Anson has joined company #3 00:29:26 <coopserver> *** Game paused (connecting clients) 00:29:32 <coopserver> *** Slicey has joined 00:29:33 <coopserver> *** Game unpaused (connecting clients) 00:34:52 <coopserver> *** Djanxy has joined spectators 00:37:01 <coopserver> *** Slicey has left the game (Leaving) 00:45:37 <coopserver> <Cameron> that's disaster waiting to happen 01:36:51 <coopserver> *** Djanxy has left the game (Leaving) 02:28:54 <coopserver> *** Game paused (connecting clients) 02:29:01 <coopserver> *** Slicey has joined 02:29:02 <coopserver> *** Game unpaused (connecting clients) 02:29:07 <coopserver> <Cameron> wb 02:29:09 <coopserver> <Slicey> ty 02:32:43 <coopserver> <Cameron> nice string of trucks 02:33:24 <coopserver> <Anson> i already removed 40 of the 60 that i had added to happy's 60 :-) 02:33:52 <coopserver> <Cameron> lol 02:34:38 <coopserver> <Anson> just kept as many as needed to keep Alexandria Factory piles down below 500 02:35:15 <coopserver> *** Slicey has left the game (Leaving) 02:52:52 <coopserver> <Anson> i think i will never create a map with towngrowth set to ON, unless the map starts with (almost) no towns and people found them themselves ... 02:53:03 <coopserver> <Cameron> lol 02:53:22 <coopserver> <Cameron> or super duper slow 02:54:01 <coopserver> <Anson> slow is bad ... the towns that you want to grow won't grow, and towns that should never grow will still grow 02:54:41 <coopserver> <Anson> you also can't setup a layout for roads since the town will reconstruct everything according to the parameters (3x3 grid, etc) 03:04:58 <coopserver> *** Game paused (connecting clients) 03:05:01 <coopserver> *** sim-al2 has joined 03:05:02 <coopserver> *** Game unpaused (connecting clients) 03:19:29 <coopserver> <Cameron> do a sub tropic or artic 03:20:04 <coopserver> <sim-al2> Are we changing map soon? 03:20:12 <coopserver> <Cameron> i wish 03:20:20 <coopserver> <Cameron> we need to though 03:33:31 <coopserver> <Anson> when did this map start ? it is already 2215 now 03:33:42 <coopserver> <sim-al2> I started in 1940 03:33:50 <coopserver> <sim-al2> So I think 1920? 03:34:16 <coopserver> <sim-al2> Yeah Chaos started 1920... 03:34:22 <coopserver> <Anson> too bad that after 2100 not much happens (no new vehicles etc) 03:34:28 <coopserver> <sim-al2> Yeah 03:34:39 <coopserver> <sim-al2> Inflation gets bad too 03:34:46 *** happy_ has quit IRC 03:34:52 <coopserver> <Anson> and the first 100 years (which would be most interesting) pass in a real day :-( 03:35:00 <coopserver> <sim-al2> Yeah 03:35:21 <coopserver> <Anson> do you have an idea how that could be extended somehow ? 03:35:50 <coopserver> <sim-al2> Not without get the devs to change the time scale 03:37:26 <coopserver> <Anson> maybe a GRF which has all introduction dates multiplied by 10 .... game would start in 19200, new trains every 100 years (1 real day) instead of every 10 years (2.5 real hours), and after a real month, we would end in 22000 03:39:11 <coopserver> <sim-al2> Might cause the map to get old though, maybe like 2x or 4x 03:39:44 <coopserver> <Cameron> that'd be awesome 03:44:36 <coopserver> <Cameron> i need planes and ships 03:45:14 <coopserver> <Anson> what do you mean by "old map" ? 03:46:25 <coopserver> <Anson> btw: when 100 years are a real day, there would be no need to pause the server, which doesn't work most of the time since there is always some player playing or at least online while afk 03:46:40 <coopserver> <Cameron> :-) 03:46:54 <coopserver> <Cameron> looks like I got busted 03:48:29 <coopserver> <Cameron> I wish we could have bigger maps, I realize it doesn't work for slower computers and internet but like this would be alright for 8 people 03:51:22 <coopserver> <Anson> when more people share companies, we could have up to 32 people in 8 companies, instead of a crowded map with 15 companies and only a few of them being really active 03:51:58 <coopserver> *** Game paused (connecting clients) 03:52:05 <coopserver> *** Yugi_D has joined 03:52:05 <coopserver> *** Game unpaused (connecting clients) 03:52:09 <coopserver> <Anson> but of course, that already exists in the extreme : any number of people in a single company ... 03:52:16 <coopserver> <Anson> it is called public server :-) 03:53:04 <coopserver> <Cameron> but I fly solo, well pretty much 03:53:14 <coopserver> <Cameron> and others run solo as well 03:54:49 <coopserver> *** Yugi_D has left the game (Leaving) 04:00:33 <coopserver> <sim-al2> I have 90,0000 crates of goods at one of my stations... 04:00:33 <coopserver> <Cameron> lol, I had 370k of ttoys last map :-) 04:00:34 <coopserver> <sim-al2> lol 04:00:34 <coopserver> <sim-al2> Spamming maglevs now... 04:00:42 <coopserver> <Anson> then you need to deliver them ... or wait until next Xmas ??? 04:01:09 <coopserver> <Cameron> lol 04:01:16 <coopserver> <Cameron> i guess 04:05:31 *** Webster` has joined #openttdcoop.stable 04:05:31 *** ChanServ sets mode: +o Webster` 04:08:13 *** Ammler has quit IRC 04:08:13 *** Webster has quit IRC 04:08:13 *** SmatZ has quit IRC 04:08:13 *** V453000 has quit IRC 04:08:13 *** Webster` is now known as Webster 04:09:37 *** V453000 has joined #openttdcoop.stable 04:09:37 *** Ammler has joined #openttdcoop.stable 04:09:37 *** coulomb.oftc.net sets mode: +ovov V453000 V453000 Ammler Ammler 04:10:04 <coopserver> <Cameron> dead lock much :P 04:10:19 <coopserver> <sim-al2> Working on it... 04:10:46 *** SmatZ has joined #openttdcoop.stable 04:11:12 <coopserver> <Cameron> and Anson kills trian drivers 04:11:19 <coopserver> <Cameron> *train 04:11:44 <coopserver> <Anson> we had too many trains :-) 04:12:02 <coopserver> <Cameron> 25 to life 04:12:43 <coopserver> <Anson> but really : someone built a BBH, and i am just fixing a lot of signal gaps in it, as well as some bad signals 04:13:03 <coopserver> <Anson> probably better had put up the good signal first before removing the bad one 04:13:42 <coopserver> <sim-al2> Oh wow that's a jam 04:17:08 <coopserver> <Anson> hehe, cameron, do you really need so many trains at Hunter North ? 04:18:26 <coopserver> <Anson> i think there are enough trains to be used in an entire year ... 04:18:47 <coopserver> <Cameron> maybe 04:19:19 <coopserver> <Anson> at the entrance of that station, you have bad signaling ... 04:19:25 <coopserver> <Cameron> i know 04:19:46 <coopserver> <Anson> behind the PBS, you need 2way signals 04:20:16 <coopserver> <Cameron> those or the other ones? 04:20:32 <coopserver> <Anson> yes ... and best to keep the last signal right at the last wagon, and not behind it 04:28:34 <coopserver> <Anson> what would you think of making power plants useful ? 04:29:15 <coopserver> <Anson> maybe by requiring energy to be delivered from power plants to all factories, to increase production, similar to the supplies in firs ? 05:04:48 <coopserver> <sim-al2> I'm down to only 30000 05:05:07 <coopserver> <sim-al2> lol 05:05:41 <coopserver> <sim-al2> Alexandria is absoultely crawling with trucks 05:12:44 <coopserver> <Anson> you don't have enough tunnels under St. Paul Heughts 05:12:59 <coopserver> <sim-al2> Yeah 05:13:18 <coopserver> <Anson> !gap 05:13:30 <coopserver> <Anson> @gap 05:13:57 <coopserver> <Anson> !tunnels 05:14:03 <coopserver> <sim-al2> at least 6? 05:14:15 <coopserver> <Anson> where is the calculator ? 05:15:00 <coopserver> <Anson> you would be able to buy 2 shorter tunnels of that 36 tile tunnel 05:16:45 <coopserver> <sim-al2> How? 05:17:21 <coopserver> <sim-al2> oh 05:19:19 <AnsonMobile> !gap 05:19:29 <AnsonMobile> @gap 05:19:29 <Webster> AnsonMobile: (gap <trainlength> [<split>]) -- Returns minimum and maximum signal gap sizes for 2,3 and 4 linesplits with <trainlength>. If <spilt> is given it will return the gap sizes for <split> (+/-) 1. 05:19:53 <coopserver> <Anson> @@(gap 4) 05:19:55 <Webster> coopserver: For Trainlength of 4: <= 10 needs 2, 11 - 16 needs 3, 17 - 22 needs 4. 05:20:25 <coopserver> <Anson> @@(gap 4 36) 05:20:25 <Webster> coopserver: For Trainlength of 4: 203 - 208 needs 35, 209 - 214 needs 36, 215 - 220 needs 37. 05:20:38 <coopserver> <sim-al2> wow 05:21:17 <coopserver> <sim-al2> @@(gap 4 15) 05:21:18 <Webster> coopserver: For Trainlength of 4: 77 - 82 needs 14, 83 - 88 needs 15, 89 - 94 needs 16. 05:21:46 <coopserver> <Anson> didn't this work the other way around ? calculating the number of splits for given TL and length ? 05:22:10 <coopserver> <sim-al2> I have no idea 05:22:19 <coopserver> <Anson> !gap 4 36 05:22:41 <coopserver> <Anson> that used to calculate how many tunnels are needed for TL4 and a total length of 36 05:23:18 <coopserver> <Anson> @@(gap 4 6) 05:23:19 <Webster> coopserver: For Trainlength of 4: 23 - 28 needs 5, 29 - 34 needs 6, 35 - 40 needs 7. 05:23:49 <coopserver> <Anson> you would have needed up to 7 tunnels :-) ... or rather 2x7 :-) 05:24:04 <coopserver> <sim-al2> out of goods though :( 05:24:51 <coopserver> *** Game paused (connecting clients) 05:24:59 <coopserver> *** Slicey has joined 05:25:00 <coopserver> *** Game unpaused (connecting clients) 05:28:44 <coopserver> *** Slicey has left the game (Leaving) 05:31:04 <coopserver> *** Game paused (connecting clients) 05:31:12 <coopserver> *** Slicey has joined 05:31:13 <coopserver> *** Game unpaused (connecting clients) 05:31:31 <coopserver> *** Slicey has joined company #1 05:32:23 <coopserver> <sim-al2> well yes but that city is perfectly in the way... 05:33:07 <coopserver> <Anson> aren't two lanes good enough ? 05:33:25 <coopserver> <Anson> i think the four lanes were used only for the tunnels 05:33:51 <coopserver> <sim-al2> I want all four tunnels shorter 05:33:58 <coopserver> <sim-al2> right now its only three 05:34:47 <coopserver> *** Game paused (connecting clients) 05:34:58 <coopserver> *** BiG MeeCh has joined 05:34:59 <coopserver> *** Game unpaused (connecting clients) 05:35:05 <coopserver> <BiG MeeCh> yoooooooooooooooooooooooooooooooo 05:35:18 <coopserver> <Anson> i think you only built four tunnels, but didn't need 4 lanes for the normal track !? 05:35:49 <coopserver> <sim-al2> No room to get synch right 05:36:43 <coopserver> <Anson> for 2 lanes, sync is easy to do 05:36:59 <coopserver> <Anson> for the other 2, you can do an S-bend first and then merge 05:37:03 <coopserver> *** BiG MeeCh has left the game (general timeout) 05:37:16 <coopserver> *** Slicey has left the game (Leaving) 05:39:20 <coopserver> *** Game paused (connecting clients) 05:39:31 <coopserver> *** BiG MeeCh has joined 05:39:32 <coopserver> *** Game unpaused (connecting clients) 05:39:38 <coopserver> <BiG MeeCh> re-yo 05:39:57 <coopserver> <sim-al2> hi 05:40:05 <coopserver> <sim-al2> Thanks you Anson 05:40:08 <coopserver> <BiG MeeCh> hey Boss 05:44:37 <coopserver> <Anson> simply shifting lines left and right ... but i am a bit helpless with our BBH ... 05:45:52 <coopserver> <Anson> i fixed lots of missing signals and some waiting spaces in the BBH and it already got better, but there are sill some connections missing, and others exist twice (additional split and later merge cause unneccessary jams) 05:47:00 <coopserver> *** BiG MeeCh has joined company #1 05:47:12 <coopserver> *** BiG MeeCh has joined spectators 05:47:19 <coopserver> <BiG MeeCh> did Slicey accidently leave? 05:47:27 <coopserver> <sim-al2> Thx 05:47:45 <coopserver> <sim-al2> He seems to timeout a lot 05:47:58 <coopserver> <BiG MeeCh> ah, so he timed out? 05:48:06 <coopserver> <sim-al2> Maybe? 05:48:10 <coopserver> <BiG MeeCh> cuz his network was fucked up 05:48:54 <coopserver> <Anson> 10 lines above in the console : "Slicey has left the game (leaving)" 05:49:03 <coopserver> <sim-al2> In all fairness that BBH is nuts 05:49:11 <coopserver> <BiG MeeCh> As I wasn't here, I cant see what he said Anson 05:49:16 <coopserver> <BiG MeeCh> but thanks 05:49:21 <coopserver> <Anson> i didn't build it :-) 05:59:41 <coopserver> <sim-al2> On the cargodist graph does saturated really mean anything? 06:00:10 <coopserver> <BiG MeeCh> probably means that it's full of stuff 06:00:39 <coopserver> <Anson> look at the description of parameters in the advanced options 06:00:56 <coopserver> <Anson> saturation is an estimate of capacity and usage 06:01:38 <coopserver> <Anson> and a parameter can be set to first fill nearest destinations until tracks are saturated, or to distribute more evenly, etc 06:02:34 <coopserver> <sim-al2> But since the distrbution here is still manual, does it still affect the game? 06:03:15 <coopserver> <Anson> it shouldn't if everything is set to manual 06:03:21 <coopserver> <sim-al2> ok 06:05:00 <coopserver> <Anson> there are some problems with many of the big networks and cargodist here on these serveres ... 06:05:09 <coopserver> <sim-al2> ah ok 06:05:16 <coopserver> <sim-al2> Big CPU load right? 06:06:50 <coopserver> <Anson> you need to have connections first to let the graphs determine where cargo should go, and then you start rebuilding tracks according to that ... it doesn't match most networks which try to do fast long distance transports 06:07:20 <coopserver> <Anson> yes, CPU load too, depending on number of stations, less on number of trains 06:07:33 <coopserver> <sim-al2> Ok that makes sense, but doesn't it try to work with links it can already have? 06:07:42 <coopserver> <Anson> and the second problem is that cargodist can't handle conditional orders and refitting orders 06:08:05 <coopserver> <sim-al2> That's definetly a problem 06:09:15 <coopserver> <Anson> for pax, when you have a connection A to B, and B to C, and C to D, cargodist handles that quite well 06:09:43 <coopserver> <Anson> but if you also have a direct line A to D, some pax are sent via B and C 06:10:30 <coopserver> <Anson> and thus B and C may be crowded, and get lots of traffic with small trains, while the direct line to D is used less 06:11:01 <coopserver> <Anson> or the opposite : traffic from A to C is done by sending the pax first to D and then returning to C 06:13:05 <coopserver> <sim-al2> That's a pity because the way regular passenger travel works seems rather unreal 06:14:19 <coopserver> <Anson> it fails completely when you start using conditional orders, like collecting pax with a bus and sending the bus to the train station when it is full ... the orders behind the conditional might not be seen and thus no pax are collected there ... or pax are also sent to those bus stops, and thus buses are always full but don't collect many pax to be delivered to the train/transfer station 06:15:10 <coopserver> <Anson> the problem is that OTTD is mostly about creating networks, and less about transporting passengers between some destinations 06:15:17 <coopserver> <sim-al2> True 06:15:56 <coopserver> <Anson> when you try to do that on a purely network oriented network (transport lots fast and distant), there is a conflict 06:17:21 <coopserver> <Anson> on the other hand, it solves the problem of unrealistic networks, which collect pax in two towns with Sbahn or other feeder systems, and then only deliver them to a single drop station at the other town 06:17:28 <coopserver> *** BiG MeeCh has left the game (general timeout) 06:18:02 <coopserver> <sim-al2> That's the part the interests me. It seems like pax shouldn't just disappear into a tiny village somewhere 06:18:26 <coopserver> <sim-al2> But of course it makes you build very differently 06:18:33 <coopserver> <sim-al2> Especially for cargo 06:18:51 <coopserver> <Anson> hehe, yes, and they also shouldn't disappear at the transfer station of the second town, but be delivered from there to some other destinations 06:19:09 <coopserver> <sim-al2> yes that 06:20:01 <coopserver> <Anson> for cargo networks like we have most of the time, cargodist is useless ... when there is any number of pickup stations and a single drop station on the entire map, what can cargodist change ? 06:20:49 <coopserver> <sim-al2> Would it work better for a Public Server type game? 06:22:06 <coopserver> <Anson> no, the problem is always the same : playstyle on this server and on public mostly is the same ... build a big network which doesn't slow down and gets no jams 06:22:13 <coopserver> <sim-al2> ok 06:22:58 <coopserver> <Anson> it might be nice to enable cargodist for pax and then see what happens :-) 06:23:40 <coopserver> *** Game paused (connecting clients) 06:23:52 <coopserver> *** BiG MeeCh has joined 06:23:53 <coopserver> *** Game unpaused (connecting clients) 06:26:03 <coopserver> *** BiG MeeCh has joined company #3 06:26:35 <coopserver> *** BiG MeeCh has joined spectators 06:28:56 <coopserver> <Anson> what do you think of an industry extension, to make power plants more useful ... eg delivering energy to factories to increase production, similar to what supplies do in firs ? 06:29:12 <coopserver> <sim-al2> That sounds great actually 06:29:27 <coopserver> <sim-al2> Or maybe require power for city growth? 06:29:53 <coopserver> <BiG MeeCh> send it to the new features forum 06:30:06 <coopserver> <BiG MeeCh> sounds cool but then each city would need a power plant 06:30:16 <coopserver> <sim-al2> Er yeah 06:30:25 <coopserver> <BiG MeeCh> guess it could work better with the new features 06:30:49 <coopserver> <BiG MeeCh> as in typical fashion you would only be using 1 power plant 06:30:56 <coopserver> <Anson> i was thinking of handling energy like a new cargo 06:30:58 <coopserver> <BiG MeeCh> but then again, you could distribute differently 06:31:11 <coopserver> <Anson> and a new railtype that looks like power lines 06:31:19 <coopserver> <BiG MeeCh> well that would require lots of new rail vehicles 06:31:29 <coopserver> <BiG MeeCh> and then you're talking SimCity not openttd 06:32:41 <coopserver> <Anson> you would have the option of a long distance transport to a power plant, but then need an additional track to send the energy back all the way ... or you have one power plant near each group of mines/factories and only need to deliver locally 06:33:20 <coopserver> <sim-al2> Not too mention transporting the energy doesn't really make sense with vehicles 06:33:29 <coopserver> <BiG MeeCh> I'd thin kit would work better like the adding production to Firs stuff, 1x, 2x 4x ( gung ho ) ect 06:34:12 <coopserver> <Anson> and to allow for some lazyness, there would only need to be very few "vehicles" since they "drive" on their own rails and not on any others, and only might need some variants for different capacity 06:34:56 <coopserver> <Anson> look at WET ... it is the game mechanics of trains, but looks like canals and ships 06:35:19 <coopserver> <Anson> energy could look like sparks o catenary which has no rails :-) 06:35:24 <coopserver> <BiG MeeCh> start drawing sprites then 06:35:55 <coopserver> <Anson> problem is that i never have done any programming with grfs yet 06:37:22 <coopserver> <Anson> i got this ised when i saw all those coal mines delivering coal across the entire map to get high profits, and then disappearing the coal in a single power plant without getting anything out of it 06:37:53 <coopserver> <Anson> AND when looking at some interesting grfs ... when i found Pipes :-) 06:39:02 <coopserver> <Anson> does any of you know the pipes grf ? 06:42:38 <coopserver> <BiG MeeCh> I think the pipes are part of that one set 06:42:53 <coopserver> <BiG MeeCh> are you talking about the station tiles? 06:43:38 <coopserver> <Anson> no, there is a track grf for pipes 06:43:56 <coopserver> <sim-al2> Anyone else have visual glitches with some ISR stuff? 06:44:10 <coopserver> <Cameron> yes 06:44:43 <coopserver> <Cameron> iron ore at a coal pickup, my drop for coal is stupidly done 06:45:29 <coopserver> <Anson> that grf is named "PIPE v6.1-r59" on bananas (or is there a newer version somewhere) 06:46:35 <coopserver> <Cameron> I need ships now :( 06:46:42 <coopserver> <Cameron> like 2 at the most 06:47:15 <coopserver> <sim-al2> What you don't like paying millions per year to run a tug? 06:47:39 <coopserver> <Cameron> i don't have the money to buy two to begin with :O 07:00:08 <coopserver> <BiG MeeCh> Time for bed here, i'll drop in tomorrow and say hi 07:00:16 <coopserver> <Cameron> ok bye 07:00:23 <coopserver> <sim-al2> Night 07:00:23 <coopserver> <BiG MeeCh> Yup, Seeya! 07:00:58 <coopserver> <Anson> hehe, always funny when someone else goes to bed at the same time as me ... at 8am .-) 07:01:05 <coopserver> <Cameron> lol 07:01:06 <coopserver> <sim-al2> lol 07:01:16 <coopserver> <Cameron> midnite here 07:01:28 <coopserver> <sim-al2> 1am... going to bed soon 07:01:34 <coopserver> <BiG MeeCh> 2am here 07:01:37 <coopserver> <BiG MeeCh> :D 07:03:21 <coopserver> *** Anson has joined spectators 07:14:02 <coopserver> *** BiG MeeCh has left the game (general timeout) 07:22:45 <coopserver> *** Anson has joined company #3 07:46:38 *** GriffinOneTwo has joined #openttdcoop.stable 08:04:44 <coopserver> *** Game paused (connecting clients) 08:04:46 <coopserver> *** V453000 has joined 08:04:46 <coopserver> *** Game unpaused (connecting clients) 08:04:50 <coopserver> <Cameron> wb 08:04:56 <coopserver> <V453000> hy 08:07:21 <coopserver> *** V453000 has left the game (Leaving) 08:19:13 <coopserver> *** Game paused (connecting clients) 08:19:17 <coopserver> *** Maxpm has joined 08:19:17 <coopserver> *** Game unpaused (connecting clients) 08:32:44 <coopserver> *** Cameron has left the game (connection lost) 08:41:08 <coopserver> <sim-al2> Cameron built so many trains that he now blocked one of his stations 08:41:14 <coopserver> <Maxpm> ._. 08:41:18 <coopserver> <Maxpm> Where? 08:41:44 <coopserver> <sim-al2> The line split at Stasburg ssometimes keeps trains from going to New Hope 08:44:20 <coopserver> <sim-al2> Not to mention backing up the mainline all the way to Elgin... 08:45:30 <coopserver> <Maxpm> How are trains added, exactly? Are there just random depots scattered about? 08:46:59 <coopserver> <sim-al2> At some point he built really big platforms at two of his stations and appearently enough trains to fill them... too bad they're all 15 tiles long 08:47:15 <coopserver> <sim-al2> And end up blocking switches 08:47:52 <coopserver> *** sim-al2 has left the game (general timeout) 08:48:02 <coopserver> *** Game paused (connecting clients) 08:48:08 <coopserver> *** sim-al2 has joined 08:48:08 <coopserver> *** Game unpaused (connecting clients) 08:54:13 <coopserver> <Maxpm> Is there even any room for anything to be added to this map...? 08:54:23 <coopserver> <sim-al2> Not really 08:54:48 <coopserver> <sim-al2> My corner is really really bad 08:55:02 <coopserver> <Maxpm> Which corner is yours? 08:55:13 <coopserver> <sim-al2> Northeast near Elgin 08:55:55 <coopserver> *** sim-al2 has joined company #7 09:01:11 <coopserver> <Maxpm> When you're giving orders to a new group of trains, how do you decide the destination? 09:01:21 <coopserver> <Maxpm> Surely, each line serves dozens of equivalent industries. 09:02:06 <coopserver> <sim-al2> Usually I group them based on destination and purpose 09:02:32 <coopserver> <sim-al2> IE "Forest to Sawmill Wood" 09:03:04 <coopserver> <Maxpm> Yeah, but, I mean, let's say you just built a new station that collects wood production from a forest. 09:03:14 <coopserver> <Maxpm> And you link the station up to the main line, or whatever. 09:03:31 <coopserver> <sim-al2> ok 09:03:42 <coopserver> <Maxpm> There must be tons of sawmills that want that wood. Is there any rhyme or reason to which one gets it? 09:03:50 <coopserver> <Maxpm> Is it the farthest one? The closest? 09:03:54 <coopserver> <sim-al2> Furtherst away they can be built to 09:04:10 <coopserver> <sim-al2> The farther you transport stuff, the greater the payour 09:04:14 <coopserver> <sim-al2> *payout 09:04:17 <coopserver> <Maxpm> I see. 09:04:57 <coopserver> <sim-al2> That's why you see these huge networks on this sever: the payout scales much larger than the running costs 09:05:39 <coopserver> <Maxpm> So it's actually more cost-effective to build a line that goes across the map than it is to build a really short one that serves the same purpose. 09:05:43 <coopserver> *** Game paused (connecting clients) 09:05:44 <coopserver> <sim-al2> Yes 09:05:45 <coopserver> <Anson> it's always good to build a long line at first, as money maker 09:05:48 <coopserver> *** niemiec has joined 09:05:49 <coopserver> *** Game unpaused (connecting clients) 09:05:56 *** Djanxy has quit IRC 09:06:06 <coopserver> <Anson> but later, you earn so much money anyway that you can build whatever you want 09:06:14 <coopserver> <sim-al2> Unless the short line is a feeder or something to bring even more cargo in 09:06:48 <coopserver> <sim-al2> Then convert that cargo at an industry and ship it somewhere else to make more money 09:07:14 <coopserver> <Maxpm> So then, are the main lines decided on before anything is built, or do they tend to emerge naturally? 09:07:42 <coopserver> <sim-al2> Depends 09:08:08 <coopserver> <Anson> on this server, most people build something and some people later try converting some main lines to mainline 09:08:18 <coopserver> <sim-al2> On a coop server or if you are dedicated, at least some degree of planning helps a lot 09:08:30 <coopserver> <Maxpm> Hmm. 09:08:33 <coopserver> <Anson> on the public server, it is planned in advance, and to an extreme : 09:08:35 <coopserver> <sim-al2> Otherwise, it emerges as demand dictates 09:08:35 <coopserver> *** niemiec has left the game (Leaving) 09:09:10 <coopserver> <sim-al2> Or just randomly, based on some of my saved games... 09:09:31 <coopserver> <Anson> first a moneymaker is started, and people draw simple plans on what they suggest to do with the map. then they vote for the best plan, and then all people build a giant net according to that plan 09:09:40 <coopserver> <Maxpm> Well, I guess even planned main lines would still boil down to "whatever you want," right? I mean, if you can just pick up resources and dump them somewhere a million miles away... 09:09:47 <coopserver> <sim-al2> Sure 09:10:12 <coopserver> <Anson> and to do so, most of the time, the mainlines are built first, big drop stations next, sidelines last 09:10:49 <coopserver> <Maxpm> I see. 09:11:25 <coopserver> <sim-al2> I haven't really played on the public server but to get a really massive network going takes a lot of planning in your junction building 09:11:45 <coopserver> <sim-al2> to avoid gridlock 09:11:50 <coopserver> <Maxpm> I can imagine. 09:12:13 <coopserver> <Anson> for mainlines, the definition already says how to build them ... no direct access to resources, and (if possible) no slowdown or jams 09:12:24 <coopserver> <sim-al2> But you can always go simple and try dedicated lines 09:12:31 <coopserver> <sim-al2> Yes that''s right 09:12:55 <coopserver> <Anson> sidelines connect resources to a mainline at a hub, and they are less strict, eg can have tighter curves, etc 09:13:31 <coopserver> <Maxpm> Hm. 09:14:41 <coopserver> <Anson> those big networks are very unlikely to have deadlocks ... there are no crossings, but only splits and merges, and having a deadlock would mean that there are much too many trains which cause queues across the whole map 09:16:47 <coopserver> <sim-al2> On the OpenTTD Coop wiki there's a tutorial savegame that explains all of the network building ideals 09:17:05 <coopserver> <sim-al2> Not to mention alot of detail on junction building 09:17:33 <coopserver> <Anson> i don't know whether they updated it ... a few months ago, that savegame was 5 years old and some things have changed over time 09:17:49 <coopserver> <Maxpm> Hmm. 09:17:57 <coopserver> <sim-al2> I don't think they have, but it still runs in this version 09:18:10 <coopserver> <Anson> that applies to many pages in the wiki .... people always invent newer and better methods to do something 09:18:43 <coopserver> <sim-al2> true, always good to try new things 09:21:36 <coopserver> *** Game paused (connecting clients) 09:21:39 <coopserver> *** Cameron has joined 09:21:40 <coopserver> *** Game unpaused (connecting clients) 09:22:08 <coopserver> <Anson> you are new to these servers ? 09:22:38 <coopserver> <Maxpm> Me? Kinda. I've known of OpenTTD for a while, but never got too involved in it. 09:22:59 <coopserver> <Maxpm> I tried joining an OpenTTD coop server a long time ago, but this is the first time I've had a matching version, I guess. 09:23:34 <coopserver> <Anson> these servers (almost always) have some basic settings ... 09:23:55 <coopserver> <Anson> breakdowns are always off 09:23:59 <coopserver> <Maxpm> Thank God. 09:24:10 <coopserver> <sim-al2> Agreed 09:24:12 <coopserver> <Anson> 2way signals are set to behave as eol when red 09:24:30 <coopserver> <Maxpm> That's weird. Why? 09:24:45 <coopserver> <Anson> and networks are train networks 09:24:59 <coopserver> <Anson> look at Alexandria Woods 09:25:05 <coopserver> <Cameron> usually they are, sometimes it is missed 09:25:33 <coopserver> <Maxpm> What exactly is going on at Alexandria Woods? 09:26:42 <coopserver> <Anson> it is a pickup station with invisible overflow depot and emergency exit 09:27:15 <coopserver> <Anson> trains will consider the 2way exit signals (or any 2way signal) as dead end and go to another path instead 09:27:40 <coopserver> <Anson> if both are red, they end up on the reverser which causes them to go to the depot 09:27:53 <coopserver> <Maxpm> Ah. 09:28:11 <coopserver> <Anson> but trains from the mainline won't be able to go there directly, and thus the depot is invisible for the pathfinder 09:28:35 <coopserver> <Maxpm> So the depot just catches all the overflow? 09:29:06 <coopserver> <Anson> the default settings (eg when you install ottd and do an offline game) cause trains to go to a random red signal instead and then be stuck 09:29:38 <coopserver> <Maxpm> Aren't entry pre-signals supposed to get around that? 09:30:05 <coopserver> <Anson> i stopped the trains 09:30:11 <coopserver> <Anson> watch the third train now 09:31:04 <coopserver> <Maxpm> I think I understand. 09:31:26 <coopserver> <Anson> presignals would help, but theys also would cause trains to queue in front of the station 09:32:21 <coopserver> <Anson> this station only has a primitive overflow depot ... they can be made much more powerful, much faster, etc 09:32:51 <coopserver> <Maxpm> What's the benefit of having an overflow depot over just letting trains queue up? 09:32:53 <coopserver> <Anson> but this small version is nice at pickup stations with little production 09:33:26 <coopserver> <Anson> when you have a big network, some stations have 50 or 100 trains ... imagine the length of that queue :-) 09:33:38 <coopserver> <Maxpm> Hmm. 09:33:42 <coopserver> <Anson> a depot is much smaller :-) LOL 09:34:39 <coopserver> <Maxpm> What's with all these trucks in Alexandria? 09:34:47 <coopserver> <Maxpm> Too small of a distance to cover with a rail line? 09:34:50 <coopserver> <Cameron> who knows 09:35:02 <coopserver> <Anson> biggest advantage of overflow depots : they take care of too many trains queueing up, and thus avoid blocking the sideline, junctions and even the mainline 09:35:37 <coopserver> <Anson> how do you build a rail line when there is a big town that you don't want to destroy ? 09:35:45 *** ODM has joined #openttdcoop.stable 09:35:45 *** ChanServ sets mode: +o ODM 09:36:00 <coopserver> <Maxpm> I'd just destroy the big town. It's not like you're short on money. 09:36:25 <coopserver> <Anson> small advantage of overflows : you can put some trains in them, to automatically be used later when production increases and you are AFK 09:36:41 <coopserver> <Maxpm> Hmm. 09:37:02 <coopserver> <Anson> biggest disadvantage : same as small advantage ... there might be so many trains coming from the depot that the whole net is flooded 09:37:36 <coopserver> <sim-al2> Towns generally won't let you destroy too many buildings 09:37:43 <coopserver> <Anson> and that also happens when there is already a queue on the net and thus trains come back in time ... then even more trains would be released from the overflow, making it worse 09:38:32 <coopserver> <Anson> it is always nice to play with the landscape (including towns) and not against them .. 09:38:52 <coopserver> <Maxpm> I guess. 09:39:01 <coopserver> <Anson> meaning : as little terraforming as possible, not growing towns when not needed, etc 09:39:44 <coopserver> <sim-al2> On this map there's a base cost NewGRF that makes landscape changes significantly more expensive, and essentially prevents any change to rivers or water... 09:39:48 <coopserver> <Anson> btw : on these servers, towns usually don't build roads by themselves. thus you don't need to buy land or otherwise fence a town 09:40:21 <coopserver> <Maxpm> Oh, that reminds me: I saw a bunch of really long tunnels under a mountain, and because they were so long, each line had to be tripled. Why not just flatten the land and build right through it? 09:40:34 <coopserver> <sim-al2> Of course if they start growing because you are delivering goods you need to fence them 09:40:55 <coopserver> <sim-al2> It's really expensive with these GRFs 09:40:55 <coopserver> *** Game paused (connecting clients) 09:40:56 <coopserver> <Anson> ships and planes either have high costs (factor 64k x) or are limited in number, or both :-) 09:40:57 <coopserver> *** Berkel has joined 09:40:58 <coopserver> *** Game unpaused (connecting clients) 09:41:08 <coopserver> <Berkel> hi 09:41:10 <coopserver> <sim-al2> hi 09:41:11 <coopserver> <Berkel> still the same map :( 09:41:15 <coopserver> <sim-al2> yep 09:41:18 <coopserver> <Cameron> yeah 09:41:57 <coopserver> <sim-al2> lol truck conga line at Alexandria when one truck stops in the middle... 09:42:02 <coopserver> <Maxpm> Lol. 09:42:04 <coopserver> <Anson> the high terraforming costs and even higher for water were caused by some such people who flattened mountains or created land out of water 09:42:21 <coopserver> <Maxpm> I see. 09:42:23 <coopserver> <Cameron> private islands :P 09:42:47 <coopserver> <sim-al2> Ah I just want to make little connections to those island industries on ocassion... :( 09:43:00 <coopserver> <Anson> most maps have around 15 islands, one per company 09:44:00 <coopserver> <Anson> the current map is not too typical of this server 09:44:21 <coopserver> <Maxpm> I was honestly kind of expecting one gigantic continent with all the companies just working together. 09:44:25 <coopserver> <Anson> btw : maps are never reset (at some date or whatever) 09:44:53 <coopserver> <Anson> instead a new map is loaded when there is one avaibale, the old map is exhausted, and an admin has the time to load it 09:44:56 <coopserver> <Cameron> 300 game years later 09:45:21 <coopserver> <Anson> that usually happens between 2100 and 2200 09:45:53 <coopserver> <Anson> all people working together happens on the public server ... 09:46:06 <coopserver> <Anson> there is only one company and all people are working in it 09:46:10 <coopserver> <Cameron> its 2242 09:46:44 <coopserver> <Anson> maybe we will get a new map in the european afternoon 09:47:20 <coopserver> <Maxpm> I'd like to participate, but I don't think I can match anything here. 09:47:39 <coopserver> <Anson> just pick some free space and start building 09:47:41 <coopserver> *** Berkel has started a new company #4 09:47:48 <coopserver> <Berkel> fun PAX company lol :D 09:48:22 <coopserver> <Anson> as long as you don't block other networks and their expansion and as long as you don't steal, you can do pretty much what you want 09:48:42 *** Maraxus has joined #openttdcoop.stable 09:48:43 *** ChanServ sets mode: +o Maraxus 09:48:46 <coopserver> <Maxpm> Hmm. 09:50:13 <coopserver> *** Cameron has joined company #2 09:51:50 <coopserver> *** Game paused (connecting clients) 09:51:57 <coopserver> *** GriffinOneTwo has joined 09:51:58 <coopserver> *** Game unpaused (connecting clients) 09:59:27 <coopserver> <Berkel> thanks :D 10:00:57 <coopserver> <Anson> you asked a bit earlier whether presignals could be used to stop trains in front of a station ... 10:01:48 <coopserver> <Anson> i just rebuilt Alexandria Woods to use a bigger overfklow which stops trains from being "injected" by using a very long chain of presignals :-) 10:02:33 <coopserver> <Anson> let's see whether it works ... 10:06:11 <coopserver> <Anson> wrong signaling ... nut yet perfect :-( 10:06:37 <coopserver> <Berkel> hehe, thanks for my "highway" @sim :D 10:06:44 <coopserver> <sim-al2> np 10:07:01 <coopserver> <sim-al2> Just tell your drivers not to drive off the edge 10:07:09 <coopserver> <Berkel> :D 10:07:09 <coopserver> <Cameron> what? 10:07:19 <coopserver> <Cameron> oh.. 10:07:28 <coopserver> <sim-al2> Built a bridge to one of the islands 10:08:46 <coopserver> <Berkel> powerplants can close now? oO 10:08:51 <coopserver> <Cameron> yes 10:09:05 <coopserver> <Cameron> openttdgrf industries changes that 10:09:13 <coopserver> <Cameron> *grx 10:09:19 <coopserver> <Cameron> nvm 10:09:27 <coopserver> <Maxpm> Anson, I know I'm probably missing something, but...why not just have every single train go into the depot before going to the station? 10:09:29 <coopserver> <sim-al2> Don't worry, as soon as you start building your network a new one will appear right as you click to build something 10:10:16 <coopserver> <Anson> simple reason : speed 10:11:00 <coopserver> <Anson> trains in the late game go up to 600+ kph, and while entering and leaving depots, they only have 61 kph 10:11:15 <coopserver> <Maxpm> Hmm. 10:12:16 <coopserver> *** Berkel has left the game (Leaving) 10:12:32 <coopserver> <sim-al2> Heck of a place for a coal mine 10:17:13 <coopserver> *** Game paused (connecting clients) 10:17:16 <coopserver> *** Vinnie has joined 10:17:16 <coopserver> *** Game unpaused (connecting clients) 10:17:21 <coopserver> <Cameron> well 10:17:26 <coopserver> <Vinnie> hi 10:22:52 <coopserver> *** Cameron has joined spectators 10:22:57 <coopserver> <Cameron> gn 10:23:03 <coopserver> <sim-al2> night 10:23:50 <coopserver> *** Game paused (connecting clients) 10:23:56 <coopserver> *** seatsea has joined 10:23:56 <coopserver> *** Game unpaused (connecting clients) 10:31:03 <coopserver> *** sim-al2 has left the game (Leaving) 10:32:11 <coopserver> *** Maxpm has left the game (Leaving) 10:44:31 <coopserver> <Anson> is Alexandria Woods now working correctly ? 10:56:46 <coopserver> *** GriffinOneTwo has left the game (Leaving) 10:58:51 <coopserver> *** seatsea has left the game (Leaving) 11:02:37 <coopserver> *** Anson has joined spectators 11:02:38 <coopserver> *** Game paused (number of players) 11:09:33 <coopserver> *** Cameron has joined company #2 11:09:33 <coopserver> *** Game unpaused (number of players) 11:15:20 <coopserver> *** Game paused (connecting clients) 11:15:22 <coopserver> *** JJens has joined 11:15:23 <coopserver> *** Game unpaused (connecting clients) 11:17:33 <coopserver> *** JJens has left the game (Leaving) 11:24:51 <coopserver> <Vinnie> newmap? 11:25:22 <coopserver> *** Game paused (connecting clients) 11:25:24 <coopserver> *** Vinnie #1 has joined 11:25:24 <coopserver> *** Game unpaused (connecting clients) 11:25:43 <coopserver> *** Vinnie #1 has left the game (Leaving) 11:26:13 <coopserver> *** Vinnie has started a new company #5 11:33:44 <coopserver> *** Cameron has left the game (Leaving) 11:34:33 <coopserver> *** Vinnie has left the game (Leaving) 11:34:34 <coopserver> *** Game paused (number of players) 11:34:47 *** Vinnie_nl has joined #openttdcoop.stable 11:34:47 *** ChanServ sets mode: +o Vinnie_nl 11:35:04 <Vinnie_nl> got a map + gamescript to test with 1.4 features 11:35:06 <Vinnie_nl> https://dl.dropboxusercontent.com/u/16307577/Stable04012014.sav 11:35:24 <Vinnie_nl> shall wait for some other players on server 11:35:43 <Vinnie_nl> and best wishes to whoever is here 11:39:07 *** happy_ has joined #openttdcoop.stable 11:57:13 *** Jam35 has joined #openttdcoop.stable 11:57:13 *** ChanServ sets mode: +o Jam35 12:00:39 <coopserver> *** Game still paused (connecting clients, number of players) 12:00:42 <coopserver> *** Berkel has joined 12:00:43 <coopserver> *** Game still paused (number of players) 12:00:43 <coopserver> *** Game unpaused (number of players) 12:28:08 <coopserver> *** Berkel has left the game (Leaving) 12:28:09 <coopserver> *** Game paused (number of players) 12:28:19 <coopserver> *** Game still paused (connecting clients, number of players) 12:28:22 <coopserver> *** Berkel has joined 12:28:23 <coopserver> *** Game still paused (number of players) 12:28:29 <coopserver> *** Berkel has left the game (Leaving) 12:31:35 *** skyem123 has joined #openttdcoop.stable 12:32:07 *** happy_ has quit IRC 12:52:22 <coopserver> *** Game still paused (connecting clients, number of players) 12:52:33 <coopserver> *** BiG MeeCh has joined 12:52:33 <coopserver> *** Game still paused (number of players) 12:52:58 <coopserver> *** BiG MeeCh has left the game (Leaving) 12:56:55 <coopserver> *** Game still paused (connecting clients, number of players) 12:57:01 <coopserver> *** Tom has joined 12:57:02 <coopserver> *** Game still paused (number of players) 12:59:32 <coopserver> *** Tom has started a new company #5 12:59:33 <coopserver> *** Game unpaused (number of players) 13:03:05 *** Firestar has joined #openttdcoop.stable 13:03:09 <Firestar> t/j #openttdcoop 13:04:18 *** Firestar has left #openttdcoop.stable 13:04:34 <coopserver> *** Tom has left the game (Leaving) 13:04:35 <coopserver> *** Game paused (number of players) 13:10:54 *** happy_ has joined #openttdcoop.stable 13:11:16 <happy_> hi all 13:25:27 *** Vinnie_nl has quit IRC 13:31:36 *** happy_ has quit IRC 14:02:24 <coopserver> *** Game still paused (connecting clients, number of players) 14:02:29 <coopserver> *** KC has joined 14:02:29 <coopserver> *** Game still paused (number of players) 14:03:45 <coopserver> *** KC has left the game (Leaving) 14:03:48 <GriffinOneTwo> finally I understand the silly non path signals, I thought the combo signal icon was the exit signal, and vise-versa {Sheesh} 14:04:17 <coopserver> *** Game still paused (connecting clients, number of players) 14:04:21 <coopserver> *** KC has joined 14:04:21 <coopserver> *** Game still paused (number of players) 14:04:25 <coopserver> *** KC has left the game (Leaving) 14:06:18 <coopserver> *** Game still paused (connecting clients, number of players) 14:06:20 <coopserver> *** Berkel has joined 14:06:21 <coopserver> *** Game still paused (number of players) 14:06:21 <coopserver> *** Game unpaused (number of players) 14:14:41 <coopserver> *** Berkel has joined spectators 14:14:41 <coopserver> *** Game paused (number of players) 14:15:04 <coopserver> *** Berkel has left the game (Leaving) 14:23:57 <coopserver> <Anson> hallo, griffin 14:26:44 <coopserver> <Anson> in case you didn't notice : yellow signs on signals indicate entry, and vertical signs on signals indicate exit ... thus yellow horizontal = only entry, grey vertical = only exit, and vertical yellow = entry and exit = combo 14:29:52 <GriffinOneTwo> yea, figured that out, after I unmixed them up. 14:31:34 <coopserver> <Anson> but there are lots of other signals too ... and many of them are quite difficult to recognize 14:32:18 <GriffinOneTwo> I was trying to do some paced dispatch logic, and took like 2hrs before I noticed I had the signal icons mixed in my head, whic was keepng ti from working 14:32:47 <GriffinOneTwo> i'll stick to non semaphore for now 14:33:39 <coopserver> <Anson> signals are defined by grf files ... nuts has those wet signals as second set 14:35:03 <coopserver> <Anson> at first, i could never remember them, and it was difficult to see what they were on first sight, but somehow you get accustomed to everything, and after the original signals, they are my second choice ... way before lots of other signal sets 14:37:06 <GriffinOneTwo> hmm 14:54:04 *** GriffinOneTwo has quit IRC 15:09:34 <coopserver> *** Game still paused (connecting clients, number of players) 15:09:39 <coopserver> *** Jam35 has joined 15:09:41 <coopserver> *** Game still paused (number of players) 15:11:41 <coopserver> *** Jam35 has left the game (Leaving) 15:23:58 <Jam35> !date 15:23:58 <coopserver> Feb 25 2253 15:24:29 <Jam35> !getsave https://dl.dropboxusercontent.com/u/51134233/JStable040114.sav 15:24:29 <coopserver> Starting download... 15:24:32 <coopserver> Savegame successfully downloaded 15:24:55 <Jam35> !rcon ls 15:24:58 <coopserver> 0) .. (Parent directory) 15:24:59 <coopserver> 1) JStable040114.sav 15:25:00 <coopserver> 2) Happy%20New%20Year.sav 15:25:01 <coopserver> 3) skyeMap27-12-2013_1.sav 15:25:02 <coopserver> 4) OpenTTDCoop%20Map%2027-12-2013%20V1.sav 15:25:03 <coopserver> Jam35: You have 17 more messages. Type !less to view them 15:25:10 <Jam35> !rcon load 1 15:25:11 <coopserver> Starting new game 15:25:13 <coopserver> *** Anson has left the game (connection lost) 15:25:14 <coopserver> Now playing on #openttdcoop - Welcome Server (www.openttdcoop.org) (Version 1.4.0-beta1) 15:25:15 <coopserver> *** Game paused (number of players) 15:25:15 <coopserver> *** Game still paused (connecting clients, number of players) 15:25:17 <coopserver> *** Anson has joined 15:25:17 <coopserver> *** Game still paused (number of players) 15:25:21 <coopserver> *** Game still paused (connecting clients, number of players) 15:25:23 <coopserver> *** Jam35 has joined 15:25:23 <coopserver> *** Game still paused (number of players) 15:25:32 <coopserver> *** Jam35 has joined company #1 15:25:32 <coopserver> *** Game unpaused (number of players) 15:26:13 <coopserver> *** Jam35 has left the game (Leaving) 15:26:13 <coopserver> *** Game paused (number of players) 15:27:21 <coopserver> <Anson> please !setdef 15:30:27 <coopserver> <Anson> wait times at signals are enabled, path backoff interval is 20 ... please !setdef 15:32:47 <Jam35> more importantly there are no trains 15:33:37 <Jam35> !getsave https://dl.dropboxusercontent.com/u/51134233/JStable040114.sav 15:33:38 <coopserver> Starting download... 15:33:41 <coopserver> Savegame successfully downloaded 15:33:46 <Jam35> !rcon load 1 15:33:47 <coopserver> Starting new game 15:33:47 <coopserver> *** Anson has left the game (connection lost) 15:33:48 <coopserver> Now playing on #openttdcoop - Welcome Server (www.openttdcoop.org) (Version 1.4.0-beta1) 15:33:49 <coopserver> *** Game paused (number of players) 15:33:50 <coopserver> *** Game still paused (connecting clients, number of players) 15:33:51 <coopserver> *** Anson has joined 15:33:51 <coopserver> *** Game still paused (number of players) 15:33:52 <Jam35> !setdef 15:33:52 <coopserver> Jam35: Setting default settings: set ai_in_multiplayer 0, set extra_dynamite 1, set forbid_90_deg 1, set mod_road_rebuild 1, set order.no_servicing_if_no_breakdowns 1, set path_backoff_interval 1, set train_acceleration_model 1, set vehicle_breakdowns 0, set wait_for_pbs_path 255, set wait_oneway_signal 255, set wait_twoway_signal 255, and set yapf.rail_firstred_twoway_eol 1 15:33:56 <Jam35> !auto 15:33:56 <coopserver> Sorry, still processing previous rcon command 15:34:00 <Jam35> !auto 15:34:09 <coopserver> *** Game still paused (connecting clients, number of players) 15:34:13 <coopserver> *** Jam35 has joined 15:34:13 <coopserver> *** Game still paused (number of players) 15:34:21 <coopserver> *** Jam35 has joined company #1 15:34:21 <coopserver> *** Game unpaused (number of players) 15:34:22 *** skyem123_ has joined #openttdcoop.stable 15:34:48 <coopserver> *** Jam35 has joined spectators 15:34:48 <coopserver> *** Game paused (number of players) 15:35:11 <Jam35> !rcon reset_company 1 15:35:12 <coopserver> Company deleted. 15:37:28 <coopserver> *** Jam35 has left the game (Leaving) 15:38:02 <coopserver> *** Game still paused (connecting clients, number of players) 15:38:04 <coopserver> *** Dnz-Ali has joined 15:38:04 <coopserver> *** Game still paused (number of players) 15:38:13 <coopserver> <Dnz-Ali> hi 15:38:56 <coopserver> <Anson> hallo, dnz ... new map just started a few mins ago 15:39:02 <coopserver> <Dnz-Ali> ok 15:39:05 <coopserver> <Dnz-Ali> np 15:39:15 <coopserver> *** Game still paused (connecting clients, number of players) 15:39:18 <coopserver> *** happy tran sport has joined 15:39:18 <coopserver> *** Game still paused (number of players) 15:39:37 <coopserver> <happy tran sport> hi all 15:39:42 <coopserver> <Dnz-Ali> hi happy 15:39:56 <coopserver> <Anson> hallo, happy 15:40:22 <coopserver> <Anson> happy, did you finally set the default values for service intervals etc ? 15:40:35 <coopserver> <happy tran sport> not yet 15:40:50 <coopserver> *** happy tran sport has started a new company #1 15:40:51 <coopserver> *** Game unpaused (number of players) 15:41:19 <coopserver> *** Anson has joined company #1 15:41:22 <Jam35> it seems you cannot remove a train set newgrf and revert to default trains? 15:41:30 *** skyem123 has quit IRC 15:41:55 <coopserver> <Anson> of course, you didn't ... again 15:42:56 <coopserver> <Anson> changing grfs on a runnuing game is very difficult and may result in errors, if it is possible at all 15:46:05 <Jam35> I can easily add a train set and have them appear, but not remove and have default trains 15:46:41 <Jam35> Not advisable I know 15:46:53 <Jam35> but if there are no vehicles in game 15:46:58 <Jam35> is usually ok 16:01:43 <V453000> it is possible if there are no vehicles from the train set built 16:07:09 <coopserver> *** Dnz-Ali has left the game (Leaving) 16:22:12 <coopserver> <happy tran sport> be back in a minte 16:24:52 <coopserver> *** Game paused (connecting clients) 16:24:56 <coopserver> *** Jam35 has joined 16:24:56 <coopserver> *** Game unpaused (connecting clients) 16:29:42 <coopserver> <happy tran sport> hi jam 16:34:26 <Jam35> hi happy 16:34:33 <coopserver> <happy tran sport> how things 16:42:37 *** Djanxy has joined #openttdcoop.stable 16:44:12 <coopserver> *** Game paused (connecting clients) 16:44:14 <coopserver> *** Djanxy has joined 16:44:14 <coopserver> *** Game unpaused (connecting clients) 17:02:46 <coopserver> *** Game paused (connecting clients) 17:02:49 <coopserver> *** Player has joined 17:02:49 <coopserver> *** Game unpaused (connecting clients) 17:03:35 <coopserver> *** Player has left the game (Leaving) 17:06:14 <coopserver> *** Game paused (connecting clients) 17:06:18 <coopserver> *** JoeSchmoe has joined 17:06:18 <coopserver> *** Game unpaused (connecting clients) 17:06:30 <coopserver> <happy tran sport> hi joe 17:06:35 <coopserver> <JoeSchmoe> hi 17:07:30 <coopserver> <JoeSchmoe> so how are things? 17:07:47 <coopserver> <happy tran sport> good 17:08:20 <coopserver> *** JoeSchmoe has started a new company #2 17:12:30 <coopserver> <Anson> most lines, mainlines, etc are drive right ... but the newest pickup lines are drive left ... 17:17:44 <coopserver> *** Djanxy has left the game (Leaving) 17:28:02 <coopserver> <Anson> overflow depot fixed for oiloods 17:30:21 <coopserver> <Anson> at the oil drop 17:33:41 <coopserver> <Anson> maybe, we will rebuild the goods pickup later again .... building it parallel to the oil drop, and with a better overflow (with waiting bays etc) 17:38:10 <coopserver> *** Game paused (connecting clients) 17:38:16 <coopserver> *** Player has joined 17:38:16 <coopserver> *** Game unpaused (connecting clients) 17:38:18 <coopserver> <Anson> what is that ? bug in ottd or in nuts ? .... look at trains 22 and 24 in the train list window : all others have the engines attached directly to the wagons, and those two have a gap ... 17:38:46 <coopserver> <Player> Hi all 17:38:50 <coopserver> <JoeSchmoe> hi 17:38:54 <coopserver> <Player> And no, this is not really a bug 17:40:25 <coopserver> <Player> and btw, why have we got "year -2" ? 17:40:40 <coopserver> <Player> !name [FR]Syl59 17:40:40 <coopserver> *** Player has changed his/her name to [FR]Syl59 17:40:46 <coopserver> <Anson> hallo, anonymous player ... what causes this glitch(?) then ? 17:40:58 <coopserver> <Anson> oh, hallo, syl :-) 17:41:09 <coopserver> <[FR]Syl59> Ask V ;) 17:41:29 <coopserver> <Anson> year - 2 ??? i see january 1929 17:41:43 <coopserver> <JoeSchmoe> start year is 1930 17:41:53 <coopserver> <[FR]Syl59> For me, it's just because the engine is smaller as the "space reserved" into the grf 17:41:58 <coopserver> <[FR]Syl59> but I'm not a pro :D 17:42:00 <coopserver> <Anson> the map was restarted once 17:42:08 <coopserver> <[FR]Syl59> Oh ok 17:43:22 <coopserver> <Anson> but i think it was started in 1920, and a few days later started again since there were no trains ... something with deleting a grf to get original trains, but that failed, and thus the restart 17:44:17 <coopserver> <[FR]Syl59> Anson, can I coop ? 17:45:11 <coopserver> <JoeSchmoe> if he says no you're welcome to join me 17:45:20 <coopserver> <[FR]Syl59> No problem ;) 17:45:46 <coopserver> <Anson> this is happy's company 17:45:58 <coopserver> <happy tran sport> hi [FR]Syl59 17:46:10 <coopserver> <happy tran sport> how things 17:46:11 <coopserver> <[FR]Syl59> Hi happy :) 17:46:25 <coopserver> <[FR]Syl59> Not bad :) you ? 17:46:34 <coopserver> <happy tran sport> good 17:47:22 <coopserver> <happy tran sport> [FR]Syl59: fill free to join 17:48:46 <coopserver> *** [FR]Syl59 has joined company #1 17:48:51 <coopserver> <[FR]Syl59> Thanks happy 17:48:56 <coopserver> <happy tran sport> np 17:49:08 <coopserver> <Anson> how will we do the mainlines ? 17:49:08 <coopserver> <happy tran sport> i be back later 17:50:42 <coopserver> *** happy tran sport has left the game (Leaving) 18:07:32 <coopserver> *** Game paused (connecting clients) 18:07:34 <coopserver> *** Vinnie has joined 18:07:34 <coopserver> *** Game unpaused (connecting clients) 18:07:40 <coopserver> <Vinnie> hello 18:07:47 <coopserver> <JoeSchmoe> ello 18:07:49 <coopserver> <Anson> hello 18:07:58 <coopserver> <Anson> and i need to take a break finally 18:08:03 <coopserver> <Vinnie> best wishes to all 18:08:19 <coopserver> *** Anson has joined spectators 18:12:57 <coopserver> *** [FR]Syl59 has left the game (Leaving) 18:15:10 <coopserver> *** JoeSchmoe has left the game (Leaving) 18:15:10 <coopserver> *** Game paused (number of players) 19:06:16 <coopserver> *** Game still paused (connecting clients, number of players) 19:06:19 <coopserver> *** sim-al2 has joined 19:06:20 <coopserver> *** Game still paused (number of players) 19:06:39 <coopserver> *** Game still paused (connecting clients, number of players) 19:06:47 <coopserver> *** Liuk Sk has joined 19:06:47 <coopserver> *** Game still paused (number of players) 19:06:53 <coopserver> <Liuk Sk> hi 19:06:56 <coopserver> <sim-al2> hi 19:10:16 <coopserver> *** Liuk Sk has left the game (Leaving) 19:14:55 <coopserver> *** sim-al2 has started a new company #3 19:14:56 <coopserver> *** Game unpaused (number of players) 19:50:31 <coopserver> *** Game paused (connecting clients) 19:50:36 <coopserver> *** Sylf has joined 19:50:36 <coopserver> *** Game unpaused (connecting clients) 19:52:58 <coopserver> *** Sylf has left the game (Leaving) 20:00:16 <coopserver> *** Game paused (connecting clients) 20:00:18 <coopserver> *** Player has joined 20:00:18 <coopserver> *** Game unpaused (connecting clients) 20:03:07 <coopserver> *** Game paused (connecting clients) 20:03:10 <coopserver> *** happy tran sport has joined 20:03:10 <coopserver> *** Game unpaused (connecting clients) 20:04:05 <coopserver> *** happy tran sport has joined company #1 20:07:32 <coopserver> *** Player has started a new company #4 20:07:32 <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so. 20:07:33 <coopserver> *** Player has joined spectators 20:07:44 <coopserver> *** happy tran sport has joined spectators 20:07:51 <coopserver> *** happy tran sport has left the game (Leaving) 20:09:03 <coopserver> *** Player has left the game (Leaving) 20:14:35 <coopserver> *** sim-al2 has left the game (Leaving) 20:14:35 <coopserver> *** Game paused (number of players) 20:35:27 <coopserver> *** Game still paused (connecting clients, number of players) 20:35:32 <coopserver> *** Slicey has joined 20:35:32 <coopserver> *** Game still paused (number of players) 20:36:18 <coopserver> *** Slicey has left the game (Leaving) 20:54:33 <coopserver> *** Game still paused (connecting clients, number of players) 20:54:38 <coopserver> *** Slicey has joined 20:54:38 <coopserver> *** Game still paused (number of players) 20:55:39 <coopserver> *** Slicey has joined company #2 20:55:39 <coopserver> *** Game unpaused (number of players) 21:00:37 <coopserver> *** Slicey has left the game (Leaving) 21:00:37 <coopserver> *** Game paused (number of players) 21:32:17 *** ODM has quit IRC 21:47:52 <coopserver> *** Game still paused (connecting clients, number of players) 21:47:56 <coopserver> *** sim-al2 has joined 21:47:56 <coopserver> *** Game still paused (number of players) 21:47:56 <coopserver> *** Game unpaused (number of players) 21:59:53 *** skyem123_ has quit IRC 22:09:19 <coopserver> *** Vinnie has left the game (Leaving) 22:14:51 *** Maraxus has quit IRC 22:24:06 <coopserver> *** sim-al2 has left the game (Leaving) 22:24:06 <coopserver> *** Game paused (number of players) 22:35:59 <coopserver> *** Game still paused (connecting clients, number of players) 22:36:02 <coopserver> *** Yianni has joined 22:36:03 <coopserver> *** Game still paused (number of players) 22:37:32 <coopserver> *** Yianni has left the game (Leaving) 23:15:25 <coopserver> *** Game still paused (connecting clients, number of players) 23:15:28 <coopserver> *** Cameron has joined 23:15:28 <coopserver> *** Game still paused (number of players) 23:15:45 <coopserver> <Cameron> yay 23:20:12 <coopserver> *** Cameron has started a new company #4 23:20:13 <coopserver> *** Game unpaused (number of players) 23:21:12 *** Jam35 has quit IRC 23:21:17 <coopserver> *** Jam35 has left the game (Leaving) 23:55:50 <coopserver> *** Game paused (connecting clients) 23:55:55 <coopserver> *** tyteen4a03 has joined 23:55:56 <coopserver> *** Game unpaused (connecting clients) 23:56:47 <coopserver> <tyteen4a03> !name tyteen4a03 23:56:59 <coopserver> <tyteen4a03> or not :P 23:57:20 <coopserver> *** tyteen4a03 has started a new company #5