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00:06:34 <coopserver> *** Game paused (connecting clients) 00:06:40 <coopserver> *** Slicey has joined 00:06:40 <coopserver> *** Game unpaused (connecting clients) 00:06:59 <coopserver> <Cameron> well, look who's back 00:07:10 <coopserver> <Slicey> just checking in :) 00:07:17 <coopserver> <Cameron> ohh 00:07:58 <coopserver> *** Slicey has left the game (Leaving) 00:53:04 <coopserver> *** Game paused (connecting clients) 00:53:07 <coopserver> *** TC_X has joined 00:53:07 <coopserver> *** TC_X has started a new company #6 00:53:08 <coopserver> *** Game unpaused (connecting clients) 01:16:50 <coopserver> *** Game paused (connecting clients) 01:16:55 <coopserver> *** tyteen4a03 #1 has joined 01:16:55 <coopserver> *** tyteen4a03 #1 has started a new company #7 01:16:56 <coopserver> *** Game unpaused (connecting clients) 01:17:56 <coopserver> *** tyteen4a03 #1 has left the game (Leaving) 01:29:14 <coopserver> *** Game paused (connecting clients) 01:29:18 <coopserver> *** JoeSchmoe has joined 01:29:18 <coopserver> *** Game unpaused (connecting clients) 01:29:32 <coopserver> *** JoeSchmoe has joined company #2 01:30:02 <phatmatt> are we still on the happy new year map? 01:30:08 <coopserver> <Cameron> no 01:30:11 <phatmatt> orly 01:30:16 <coopserver> <tyteen4a03> oh, which IRC channel is this? 01:30:22 <coopserver> <Cameron> new map, sub tropic 01:30:25 <phatmatt> #openttdcoop.stable 01:30:31 <coopserver> <tyteen4a03> also somebody go on public server, bored there :P 01:30:31 <phatmatt> Cameron: thanks 01:30:42 *** tyteen4a03 has joined #openttdcoop.stable 01:30:44 <phatmatt> tyteen4a030923423423: that'll pick up in a few hours 01:30:56 <tyteen4a03> phatmatt, hopefully 01:31:01 <coopserver> <Cameron> won't :OP 01:32:21 <tyteen4a03> now to wait for my little network to gain revenue... 01:32:58 <coopserver> *** Game paused (connecting clients) 01:33:30 <coopserver> *** phatmatt has joined 01:33:30 <coopserver> *** Game unpaused (connecting clients) 01:34:12 <coopserver> <phatmatt> no more topical-heightmap maps, huh 01:36:14 <coopserver> *** Game paused (connecting clients) 01:36:17 <coopserver> *** Maxpm has joined 01:36:18 <coopserver> *** Maxpm has started a new company #7 01:36:18 <coopserver> *** Game unpaused (connecting clients) 01:36:23 <coopserver> <Maxpm> Hi everyone. 01:36:33 <coopserver> <phatmatt> hey 01:36:36 <coopserver> <TC_X> hi 01:37:01 <tyteen4a03> hi 01:40:17 <coopserver> <Maxpm> Stupid question: How do I rotate a station? 01:40:21 <coopserver> <tyteen4a03> you can't 01:40:25 <coopserver> <Maxpm> Never mind. Found it. 01:40:29 <coopserver> <tyteen4a03> you need to choose the orientation at the start 01:40:34 <coopserver> <Maxpm> Yeah, I just noticed. 01:44:12 <coopserver> <tyteen4a03> there are no lumber mills... rich guys, mind prospecting some? :) 01:44:37 <coopserver> <TC_X> factorys? 01:44:44 <coopserver> <JoeSchmoe> wood -> factory 01:44:44 <coopserver> <tyteen4a03> yeah, for factories 01:44:45 <coopserver> *** Cameron has left the game (general timeout) 01:46:55 <coopserver> *** phatmatt has started a new company #8 01:47:02 <coopserver> *** Game paused (connecting clients) 01:47:08 <coopserver> *** tyteen4a03 #1 has joined 01:47:09 <coopserver> *** tyteen4a03 #1 has started a new company #9 01:47:10 <coopserver> *** Game unpaused (connecting clients) 01:47:15 <coopserver> *** tyteen4a03 #1 has left the game (Leaving) 01:48:01 <coopserver> *** Game paused (connecting clients) 01:48:07 <coopserver> *** tyteen4a03 #1 has joined 01:48:07 <coopserver> *** Game unpaused (connecting clients) 01:48:26 <coopserver> <phatmatt> one company per person, tyteen4a03 01:48:52 <coopserver> *** tyteen4a03 #1 has left the game (Leaving) 01:49:26 <tyteen4a03> guess this is more competitive than coop 02:13:38 <coopserver> *** JoeSchmoe has joined company #1 02:16:22 <coopserver> *** JoeSchmoe has joined company #2 02:30:44 <coopserver> *** tyteen4a03 has left the game (general timeout) 02:31:11 <coopserver> <Maxpm> Is there a way to hide trees? 02:31:23 <coopserver> <JoeSchmoe> yes 02:31:32 <coopserver> <JoeSchmoe> settings button 02:31:33 <tyteen4a03> X 02:31:42 <coopserver> <Maxpm> Thanks. 02:31:43 <coopserver> <JoeSchmoe> transparency options 02:31:48 <coopserver> *** Game paused (connecting clients) 02:31:53 <coopserver> *** tyteen4a03 has joined 02:31:53 <coopserver> *** Game unpaused (connecting clients) 02:31:58 <tyteen4a03> for one-time toggle, press X 02:37:33 <coopserver> *** Game paused (connecting clients) 02:37:36 <coopserver> *** Cameron has joined 02:37:37 <coopserver> *** Game unpaused (connecting clients) 02:48:31 <coopserver> <Maxpm> What places accept goods? I have a station in a city, but it doesn't look like it wants them. 02:48:39 <coopserver> <tyteen4a03> a growing city 02:48:49 <coopserver> <Maxpm> And growing cities need passengers and mail, I guess? 02:48:50 <coopserver> <tyteen4a03> so prerequistice: food and water 02:48:55 <coopserver> <Maxpm> Oh, okay. 02:49:04 <coopserver> <tyteen4a03> pax and mail exists in all cities 02:56:23 <coopserver> <Maxpm> Is it bad practice to build a bridge to someone else's continent? I don't have any food processing plants, and this is the only viable way to get one. 02:56:29 <coopserver> *** Game paused (connecting clients) 02:56:31 <coopserver> <tyteen4a03> nah 02:56:33 <coopserver> *** happy tran sport has joined 02:56:33 <coopserver> *** Game unpaused (connecting clients) 02:56:40 <coopserver> <phatmatt> try to avoid it if you can 02:56:58 <coopserver> <Maxpm> I don't really think I can. 02:57:04 <coopserver> *** happy tran sport has joined company #1 02:57:08 <coopserver> <TC_X> you could just fund a food processing plant 02:57:14 <coopserver> <phatmatt> beg happy to buy one for you. 02:57:24 <coopserver> <Maxpm> How much does funding one cost? 02:57:34 <coopserver> <phatmatt> 603,515 gbp 02:57:39 <coopserver> <Maxpm> Ouch. 02:57:41 <coopserver> <phatmatt> look at the fund new industry iwndow 02:57:45 <coopserver> <phatmatt> *window 02:57:49 <coopserver> <TC_X> 1.2 mil USD 02:57:50 <coopserver> <tyteen4a03> so yeah... :P 02:58:18 <coopserver> <JoeSchmoe> put a sign where you want one, and happy or i will fund one 02:58:32 <coopserver> <Maxpm> Okay. 02:58:42 <coopserver> <tyteen4a03> can I request a lumber mill too? 02:58:53 <coopserver> <tyteen4a03> there are none in this game 02:59:05 <coopserver> *** happy tran sport has left the game (Leaving) 02:59:27 <coopserver> <JoeSchmoe> you don't need a lumber mill 02:59:38 <coopserver> <tyteen4a03> how so? 02:59:44 <coopserver> <TC_X> -_- 03:00:00 <coopserver> <tyteen4a03> bear in mind I'm new to actually playing openttd :) 03:00:14 <coopserver> <TC_X> that much is obvious, not in a bad way but... 03:00:18 <coopserver> <Maxpm> Much appreciated. 03:00:43 <coopserver> <phatmatt> you can't need a lumber mill because it's a primary industry 03:00:48 <coopserver> <phatmatt> just feed your factory with something else 03:00:55 <coopserver> <JoeSchmoe> exactly 03:00:57 <coopserver> <phatmatt> ie, rubber or copper ore 03:01:05 <coopserver> <tyteen4a03> oh, my factory can survive without all 3? 03:01:11 <coopserver> <JoeSchmoe> yes 03:01:13 <coopserver> <tyteen4a03> ah 03:01:14 <coopserver> <phatmatt> press and hold on the industry toolbar button and pick "industry chains" 03:01:20 <coopserver> <TC_X> there is a food processing plant on your island as well 03:01:22 <coopserver> <phatmatt> then select "factory" at the bottom bit 03:01:39 <coopserver> <tyteen4a03> I kind of interpreted that chart as "all are needed for this to happen" 03:01:43 <coopserver> <TC_X> nope 03:01:44 <coopserver> <TC_X> also 03:01:48 <coopserver> <TC_X> your stations, super close to each other 03:01:50 <coopserver> <JoeSchmoe> nope only one needed 03:01:55 <coopserver> <TC_X> you want some more distance between your drops and your supplying industries 03:02:41 <coopserver> <tyteen4a03> I could get rid of the rubber bit near the factory but... they're already built 03:03:13 <coopserver> <TC_X> for instance 03:03:24 <coopserver> <TC_X> your copper mill at Porto Velho 03:03:41 <coopserver> <TC_X> would be a prime candidate to take to your Sao Pedro da Aledia Factory 03:04:03 <coopserver> <TC_X> and there is additional copper and rubber on that path you can link in 03:04:20 <coopserver> <TC_X> look one island down and right of yours to see mine, to get an idea 03:04:27 <coopserver> <TC_X> my main factory drop is at the far bottom/right of my island 03:04:43 <coopserver> <tyteen4a03> can't afford the system yet 03:04:58 <coopserver> <TC_X> what is your loan at? 03:05:05 <coopserver> <tyteen4a03> 940000 03:05:12 <coopserver> <Maxpm> ._. 03:05:16 <coopserver> <tyteen4a03> I'm not good at competitive :) 03:05:18 <coopserver> <TC_X> what did you spend so much on, just those stations? 03:05:20 <coopserver> <TC_X> :) 03:05:39 <coopserver> <tyteen4a03> accidental overterraforming 03:05:39 <coopserver> <TC_X> it is not that you are not good at competitive, for brutal honesty you don't have the right concept down yet for moneymaker 03:05:55 <coopserver> <TC_X> you want your initial spend and loan to be a longish ~200 tile haul from primary to drop 03:05:59 <coopserver> <TC_X> something like copper or oil 03:06:10 <coopserver> <TC_X> or at the very least, longer than what you have there 03:06:25 <coopserver> <TC_X> the bottom right of my island to the top left of my island 03:06:28 <coopserver> <TC_X> was my first "moneymaker" 03:06:44 <coopserver> <tyteen4a03> are you suggesting I should start over? 03:06:59 <coopserver> <TC_X> you certainly could, it will probably be dreadful trying to dig out from where you are now, you don't necessarily h ave to 03:07:14 <coopserver> <TC_X> try to build a two track line from Sao Pedro to 03:07:18 <coopserver> <tyteen4a03> I have about 12 idle hours to spend :) 03:07:19 <coopserver> <TC_X> Porto Velho 03:07:28 <coopserver> <TC_X> if you run out of money, i'd probably start over, yes 03:07:39 <coopserver> <tyteen4a03> my original plan is to sleep and repay loan with autoclick 03:07:44 <coopserver> <TC_X> your current setup just doesn't have a good long haul distance 03:08:40 <tyteen4a03> I shall sleep for a few hours and see if the debt is almost all gone by then 03:09:08 <coopserver> <tyteen4a03> if not, I'll just start over 03:09:53 <coopserver> <TC_X> fair enough 03:10:04 <coopserver> <TC_X> check out Moneymaker wiki article 03:10:07 <coopserver> <TC_X> for future reference 03:13:28 <coopserver> *** Anson has joined company #1 03:13:33 <coopserver> <TC_X> hello Anson 03:13:41 <coopserver> <Maxpm> Hi again, Anson. 03:14:46 <coopserver> <Maxpm> ._. 03:14:56 <coopserver> <Maxpm> What was that for? 03:14:59 <coopserver> <TC_X> ? 03:15:32 <coopserver> <Maxpm> I'm already on a decent start. 03:16:26 <coopserver> <Maxpm> But thanks. :P 03:18:19 <coopserver> <TC_X> if a town hates you so much that trees and bribes do nothing 03:18:21 <coopserver> <TC_X> really nothing to do eh? 03:18:34 <coopserver> <Maxpm> Jeez, what did you do to them? 03:18:44 <coopserver> <TC_X> bought tiles all around them, bulldozed their land 03:18:51 <coopserver> <TC_X> put a preemptive drop for goods station in 03:18:56 <coopserver> <Anson> try building a station first before you terraform and build tracks 03:18:59 <coopserver> <TC_X> and then tried to build buses and was denied after planting thousands of trees ;) 03:19:10 <coopserver> <TC_X> well, i built the station for goods which would ultimately be the drop 03:19:14 <coopserver> <TC_X> and planned to bus it up to make it grow but 03:19:17 <coopserver> <TC_X> womp womp -_- 03:19:42 <coopserver> <Anson> and only build stations that you will use ... authority rating goes down when you have unserviced stations, and goes up when you have serviced stations 03:19:55 <coopserver> <TC_X> ah, so that is the problem :| 03:20:07 <coopserver> <TC_X> i should have built the bus stations first and just carved out the land i would use for my station 03:31:05 <coopserver> <Maxpm> It doesn't look like one of my fruit plantations is producing any fruit. Why might that be? 03:31:19 <coopserver> <JoeSchmoe> which station? 03:31:24 <coopserver> <Maxpm> Juiz de Fora Valley. 03:31:37 <coopserver> <Anson> forgot to refit the train ? 03:31:49 <coopserver> <JoeSchmoe> yup 03:31:55 <coopserver> <JoeSchmoe> thats the prob 03:31:56 <coopserver> <Anson> that's the usual reason when my trains don't load ... 03:32:04 <coopserver> <Maxpm> I don't think so. I'm using flatbeds, which, according to the depot descriptions, carry fruit... 03:32:19 <coopserver> <TC_X> but they need to be refit first 03:32:24 <coopserver> <JoeSchmoe> the trains that were there were goods trains 03:32:25 <coopserver> <Maxpm> Aah, you're right. 03:32:35 <coopserver> <Anson> easily happens when using a filter to select wagons, and then the wagon is bought with a default cargo and not the filtered cargo 03:32:44 <coopserver> <Maxpm> Thanks. 03:38:59 *** Firestar has joined #openttdcoop.stable 03:39:04 <Firestar> hai 03:40:53 <coopserver> *** Game paused (connecting clients) 03:40:59 <coopserver> *** Firestar has joined 03:41:00 <coopserver> *** Game unpaused (connecting clients) 03:41:01 <coopserver> <Firestar> hai 03:41:06 <coopserver> <phatmatt> 2U2 03:44:15 <coopserver> <Maxpm> Why do industries say stuff like "67% transported" when my trains are always waiting around for their production? 03:44:43 <coopserver> <Firestar> because the percentage tells you how a factory thinks of your company 03:44:46 <coopserver> <JoeSchmoe> all industry don't ship everything they make 03:51:25 <coopserver> <Maxpm> So what's with all the custom trains and rails? 03:52:00 <coopserver> <Anson> PURR are universal rails ... any traintype can use them 03:52:23 <coopserver> <Maxpm> That seems kind of overpowered. 03:52:33 <coopserver> <Anson> and for some train types, the color makes a difference (as can be seen in the description of MEOW trains in the buy menu) 03:53:31 <coopserver> <Anson> without universal rails, you would have to build all tracks again when you change from rail to mono and to maglev 03:54:23 <coopserver> <Anson> this server is mostly about building (big) networks, not about destroying rails and rebuilding them when switching railtypes 03:54:32 <coopserver> <Maxpm> I guess. 03:54:42 <coopserver> <TC_X> PURR doesn't become particularly useful anyway until late game 03:54:46 <coopserver> <TC_X> you can run electric pretty much forever anyway 03:54:48 <coopserver> <JoeSchmoe> brb 03:54:54 <coopserver> <TC_X> maglev and mono get nerfs to cargo space and loading speed 03:54:58 <coopserver> <TC_X> so it is a tradeoff 03:55:09 <coopserver> <Anson> universal rail is the most expensive railtype 03:55:17 <coopserver> <TC_X> and IIRC maglev has the slowest time to full acceleration 03:56:30 <coopserver> <Anson> trains still behave like normal on their proper railtypes ... they only are allowed to use the universal rails instead of needing to build new tracks all the time 03:57:00 <coopserver> <TC_X> well, for what it's worth I still remember playing the original TTD 03:57:06 <coopserver> <TC_X> have fun upgrading from rail to monorail 03:57:07 <coopserver> <TC_X> and then later to maglev 03:57:08 <coopserver> <TC_X> manually 03:57:27 <coopserver> <Anson> btw : wet trains get a penalty of -30% to speed, power and TE when they don't drive on wet rails 03:58:29 <coopserver> <Anson> yes, and on original TT, mines would have died until you were done converting everything 03:58:39 <coopserver> <TC_X> yes T_T 03:58:58 <coopserver> <TC_X> ah...the bad old days :) 03:59:06 <coopserver> <Anson> to avoid that, people might build lots of direct connections instead of networks 03:59:47 <coopserver> <Anson> I'm not sure, but did the original TT have the ability to place a whole track, or did you need to place every single tile ? 04:00:00 <coopserver> <TC_X> only straight paths drag, at least in TTD 04:00:04 <coopserver> <TC_X> not sure about original TT before TTD 04:00:13 <coopserver> <TC_X> no one way signals in original TT 04:00:14 <coopserver> <TC_X> so what's the point ;) 04:00:23 <coopserver> <TC_X> have fun building a network 04:00:43 <coopserver> <Anson> really nasty, and also a mousebutton killer to build 10000 rail pieces, then delete them, build 10000 monorail, delete them, and build 10000 maglev ... 04:00:53 <coopserver> <TC_X> yes, and to remember how they were connected too 04:00:59 <coopserver> <TC_X> sometimes you would have nasty junctions even in TTD 04:01:03 <coopserver> <TC_X> and rebuilding them perfectly tile for tile 04:01:04 <coopserver> <TC_X> what a pain 04:01:54 <coopserver> <Anson> that's the advantage of the universal rails ... no difference in gameplay, but only much easier to handle by the builder 04:02:17 <coopserver> <TC_X> convert tool is also the biggest godsend ever 04:02:48 <coopserver> <Maxpm> The Logic Engine's face scares me. 04:03:13 <coopserver> <Anson> and the option to let rail, mono and maglev run on the same rails at the same time might look like an overpowred advantage, but what happens when you let slow rail engines and fast maglev drive behind each other ? .-) 04:03:37 <coopserver> <Maxpm> I guess. 04:04:18 <coopserver> <TC_X> yeah 04:04:27 <coopserver> <TC_X> i think calling universal rail OP is really not a good argument 04:05:10 <coopserver> *** Game paused (connecting clients) 04:05:26 <coopserver> *** BiG MeeCh has joined 04:05:26 <coopserver> *** Game unpaused (connecting clients) 04:05:37 <coopserver> <Firestar> hey meech 04:05:43 <coopserver> <BiG MeeCh> yoooooooooooooooooooooooooooooooooooooooooooooo 04:06:08 <coopserver> <Firestar> ey meech ya see the mess im making atm? xD 04:06:45 <coopserver> <BiG MeeCh> I see a shit ton of trains jammed in a hideous loop 04:06:51 <coopserver> <BiG MeeCh> if that is what you mean 04:07:02 <coopserver> <Firestar> thx damn depot -.- 04:07:14 <coopserver> <BiG MeeCh> why is that depot even there?? 04:07:24 <coopserver> <Firestar> dont ask me i just joined today 04:07:46 <coopserver> <Anson> someone created the food trains with bad orders :-( 04:07:49 <coopserver> <Anson> fixed now 04:08:01 <coopserver> <BiG MeeCh> I blame V453000 04:08:51 <coopserver> <BiG MeeCh> that fixes things even more 04:08:54 <coopserver> <Maxpm> ._. 04:08:56 <coopserver> <BiG MeeCh> congrats 04:09:04 <coopserver> <TC_X> lol 04:09:19 <coopserver> <TC_X> i hate when that happens ;) 04:10:16 <coopserver> <Anson> whoever had created the food trains sent them to the wrong depots 04:10:52 <coopserver> <phatmatt> cool jam, bro 04:11:11 <coopserver> <Anson> service after loading would work well ... fixed now ... only need to get rid of the few trains that are still on their old routes 04:11:47 <coopserver> <TC_X> so 04:11:56 <coopserver> <TC_X> what happens if you have two factories within station drop distance 04:12:05 <coopserver> <TC_X> but only one pickup station within one factory distance 04:12:21 <coopserver> <TC_X> does the one within range for pickup get the most production if the other factory has produced prior, but has never been used to pickup with? 04:12:48 <coopserver> <TC_X> I created sign !question to give an idea what i'm talking about 04:12:59 <coopserver> <TC_X> i am trying to fund a new factory within the confines of that purchased space 04:13:07 <coopserver> <TC_X> and build a pickup to the left of it 04:13:43 <coopserver> <BiG MeeCh> do you know how to station walk? 04:13:49 <coopserver> <TC_X> yes, but it becomes too spread 04:13:50 <coopserver> <BiG MeeCh> I wouldnt build another factory 04:13:56 <coopserver> <Maxpm> Station walk? 04:13:57 <coopserver> <BiG MeeCh> oh i see 04:14:06 <coopserver> <TC_X> and the problem is that it has to be far south enough of the water 04:14:09 <coopserver> <TC_X> to give room to have an exit merge 04:14:12 <coopserver> <BiG MeeCh> I would move the drop in the middle as much as possible 04:14:30 <coopserver> <Anson> no need to do station walk in ottd ... you can use ctrl-click to build joined and separate stations 04:14:31 <coopserver> <BiG MeeCh> if you build another factory in the middle 04:14:45 <coopserver> <BiG MeeCh> the stuff droped will split 50/50 04:14:55 <coopserver> <TC_X> ah ok 04:14:57 <coopserver> <TC_X> thanks, that makes sense 04:15:01 <coopserver> <BiG MeeCh> if the other area is cached 04:15:06 <coopserver> <TC_X> perhaps I will walk the current station down to the new factory then 04:15:08 <coopserver> <BiG MeeCh> you could de-cache the area 04:15:16 <coopserver> <BiG MeeCh> the factory will die eventually 04:15:29 <coopserver> *** BiG MeeCh has started a new company #9 04:16:12 <coopserver> <BiG MeeCh> or you could do something like that 04:16:16 <coopserver> <BiG MeeCh> station 1 could be drop 04:16:20 <coopserver> <BiG MeeCh> station 2 could be pick 04:16:34 <coopserver> <TC_X> meh 04:16:35 <coopserver> <BiG MeeCh> staiton spread is 12 04:16:39 <coopserver> <TC_X> will do something slightly diff i think 04:16:40 <coopserver> <BiG MeeCh> so i think you owuld be alright 04:16:46 <coopserver> <TC_X> yeah, dunno 04:16:50 <coopserver> <TC_X> sort of weird crappy factory location 04:17:02 <coopserver> *** BiG MeeCh has joined spectators 04:17:07 <coopserver> <BiG MeeCh> I think its not too bad 04:17:09 <coopserver> <BiG MeeCh> out of the way 04:17:12 <coopserver> <BiG MeeCh> yet still usable 04:17:32 <coopserver> <BiG MeeCh> and its only a 2x8 factory not a 4x8 factory 04:17:53 <coopserver> <BiG MeeCh> I mean 2x4 not 2x8 04:18:02 <coopserver> <BiG MeeCh> bbiab 04:21:41 <coopserver> *** JoeSchmoe has left the game (Leaving) 04:21:48 <coopserver> *** Firestar has left the game (Leaving) 04:21:52 *** Firestar has quit IRC 04:24:10 <coopserver> <TC_X> bah, i wish industry funding placement was existent 04:24:13 <coopserver> <TC_X> i.e. placement grid 04:36:14 <coopserver> <Maxpm> Oh dear. 04:36:34 <coopserver> <BiG MeeCh> lmao 04:36:40 <coopserver> <BiG MeeCh> noobs 04:36:53 <coopserver> <Anson> nite to self : avoid alternating tracktypes and rebuilding while trains are not stopped 04:39:00 <coopserver> <Anson> there is a glitch when you delete or add rail pieces in a block that has reserved pathes ... some reserved path may stay even without trains, or others may not be reserved and thus trains go there and then crash 04:39:26 <coopserver> <BiG MeeCh> lame excuse 04:39:51 <coopserver> <BiG MeeCh> :) 04:40:01 <coopserver> <Anson> only a reason, no excuse ... i should have stopped trains to avoid this 04:40:29 <coopserver> *** BiG MeeCh has started a new company #9 04:44:17 <coopserver> <TC_X> meech, what do you mean by not synched 04:44:43 <coopserver> <BiG MeeCh> not synced means that the rail line length is not equal 04:44:57 <coopserver> <BiG MeeCh> i could join and show you what i mean 04:45:30 <coopserver> <TC_X> hmm 04:45:37 <coopserver> <BiG MeeCh> its still not right 04:45:47 <coopserver> <BiG MeeCh> plus your signsals are pretty bad 04:45:52 <coopserver> <TC_X> ok, i will be back in about 5-10 minutes maybe you can join up and show me what you are talking about ? 04:46:02 <coopserver> <BiG MeeCh> sure 04:46:03 <coopserver> <BiG MeeCh> hb 04:46:07 <coopserver> *** BiG MeeCh has joined spectators 04:46:26 <coopserver> <Anson> when you have a double bridge, trains need to enter on the left rail with a diagonal to the right, and exit on the right rail with a diagonal from the left ... or the other way around 04:46:38 <coopserver> <Anson> thus both have the same number of tiles and diagonals 04:47:50 <coopserver> <Anson> reason : mathematical diagonals are sqrt(2) long, and diagonals in ottd are similar although not exatly that length ... but quite different from straight tracks 04:50:18 <coopserver> <Maxpm> What's the tightest curve typically allowed on sideline hubs? 04:50:27 <coopserver> <BiG MeeCh> depends on train length 04:50:43 <coopserver> <Maxpm> In my case, it's 4 tiles. 04:50:44 <coopserver> <Anson> the tighter, the slower 04:50:51 <coopserver> <BiG MeeCh> 2 seems pretty tight 04:50:56 <coopserver> <BiG MeeCh> 3 is about normal 04:51:16 <coopserver> <Maxpm> What is that a measure of? Number of diagonal pieces? 04:51:22 <coopserver> <Anson> @@(clcalc rail 2 04:51:33 <coopserver> <Anson> @@(clcalc rail 2) 04:51:34 <Webster> coopserver: A rail Curve Length of 2 (3 half tiles) gives a speed of 132km/h or 82mph 04:52:09 <coopserver> <Anson> if your trains are shorter than 2 tiles or slower than 132 kph, they will go full speed in such a curve 04:52:46 <coopserver> <Anson> there are several articles in the wiki about curves 04:52:54 <coopserver> <Maxpm> Alright, I'll check there. 04:53:12 <coopserver> <Anson> CL is the distance between two 45 degree turns which turn in the same direction 04:53:34 <coopserver> <Anson> turns in opposite directiion are only S-bends and son't slow down trains 04:55:52 <coopserver> <TC_X> hey meech do you have teamspeak? 04:55:57 <coopserver> <BiG MeeCh> no , sorry 04:56:03 <coopserver> <TC_X> meh, no worries 04:56:07 <coopserver> <TC_X> just figured it might be easier 04:56:10 <coopserver> <BiG MeeCh> i think you'd pick up on it quick though 04:57:09 <coopserver> <TC_X> how do you private message? 04:57:17 <coopserver> <BiG MeeCh> open the client list 04:57:28 <coopserver> <BiG MeeCh> click on the name, hold, select private message 04:57:54 <coopserver> *** BiG MeeCh has joined company #6 04:58:55 <coopserver> *** phatmatt has joined spectators 04:59:19 <coopserver> <Anson> also very useful are all the shortcuts with CTRL ... 04:59:21 <coopserver> <Anson> http://wiki.openttd.org/Ctrl 05:00:40 <coopserver> <Anson> there is also an option in the advanced settings, whether ENTER starts chat to team or to all (and CTRL-ENTER does the other) 05:00:52 <coopserver> <Maxpm> If I have a path signal before a switch whose options both have a signal that is far away...can both options be occupied at once? 05:01:06 <coopserver> <Maxpm> (Look for the "!Signalling question" sign for an example.) 05:02:44 <coopserver> <Anson> this is how signals work : the whole net is divided into blocks, and there can be only one train in each block, except for the path signaled blocks, where trains look for a free path instead 05:03:10 <coopserver> <Maxpm> So...yes, then? 05:03:15 <coopserver> <Anson> thus there only needs to be free space along the path, up to the next "safe waiting point" (at signals etc) 05:03:21 <coopserver> <Anson> yes 05:03:31 <coopserver> <Maxpm> Okay. Thanks. 05:03:38 <coopserver> <Anson> switch on a setting in the advanced options to show the reserved pathes 05:03:48 <coopserver> <Maxpm> Ooh. cool. 05:05:58 <coopserver> <Anson> presignals and PBS can mostly do the same ... but presignals allow for more tricky solutions, while pbs uses less space and is faster to build 05:06:10 <coopserver> <Maxpm> I see. 05:07:08 <coopserver> <Anson> btw : if there is no specific reason, better use 1wy pbs signals instead of 2way pbs ... else trains from the backside can pass them and crash with other trains 05:07:22 <coopserver> <Maxpm> Right. 05:09:30 <coopserver> <Anson> in those two examples, the PBS signal allows onger trains (or same trains, using less space), and it might be a split second faster for the following train since the last wagon didn't have to go 1 more tile after the split to free that block 05:10:20 <coopserver> <Maxpm> Makes sense. 05:10:22 <coopserver> <Anson> but all the other tricks like prios, overflows, etc require presignals 05:10:52 <coopserver> <BiG MeeCh> connect more stuff? :) 05:11:23 <coopserver> <Anson> best to have a habit of using block signals all the time, presignals when needed, and pbs if space is tight or other special conditions occur 05:15:49 <coopserver> <Anson> TC_X : except for the last game, towns on this server may not build roads or crossings, and thus there is no need to fence a town to restrict its growth 05:16:12 <coopserver> *** phatmatt has joined company #8 05:16:14 <coopserver> <BiG MeeCh> just told him, anson :) 05:16:49 <coopserver> <Anson> that's the disadvantage of private/team chat 05:16:52 <coopserver> *** Game paused (connecting clients) 05:16:57 <coopserver> *** NightmareRofls has joined 05:16:57 <coopserver> *** NightmareRofls has started a new company #9 05:16:58 <coopserver> *** Game unpaused (connecting clients) 05:17:17 <coopserver> <NightmareRofls> !rules 05:17:17 <coopserver> Server rules can be found here: http://wiki.openttdcoop.org/Quickstart/Stable 05:17:27 <coopserver> <Anson> sometimes, i even don't see team chat, when i use the entire screen without console and look at IRC instead 05:19:05 <coopserver> *** phatmatt has joined spectators 05:20:56 <coopserver> <Anson> i think, the overflow at Goiânia East might not work 05:21:55 <coopserver> <TC_X> interesting 05:22:23 <coopserver> <BiG MeeCh> you dont need roro for everything :) 05:22:23 <coopserver> *** NightmareRofls has left the game (Leaving) 05:22:38 <coopserver> <Anson> TC_X : there are several tricks with the overflow .-) ... first is that on this server, red 2way signals are always treated as end-of-line or dead ends ... that setting has to be done in the console and is not the default of ottd 05:23:24 <coopserver> *** phatmatt has left the game (Leaving) 05:23:38 <coopserver> <TC_X> you weren't talking about one of my overflows though, correct? 05:23:43 <coopserver> <Anson> with those red 2way signals, trains pass them and select the next ... and when there are three, it first checks only the first and second and then advances ... thus might pass the split to the reverser before it checks the third 05:24:04 <coopserver> <Anson> Goiânia East, a station of TC_X 05:24:33 <coopserver> <TC_X> i don't see it 05:24:45 <coopserver> <TC_X> oh 05:25:04 <coopserver> <TC_X> PBS instead? 05:26:11 <coopserver> <Anson> since at "decision for platform 3" it has passed reverser and platform 1, it would be stuck at platform 2 or 3 05:26:19 <coopserver> *** Maxpm has left the game (Leaving) 05:26:47 <coopserver> <Anson> put the reverser at the last decision point ... in this case it would be the opposite side of the station 05:26:57 <coopserver> <TC_X> oh 05:27:13 <coopserver> <TC_X> well, all of mine have been like this, so...woops ;) 05:27:33 <coopserver> <Anson> thgere are some difficulties now with the reverser on that side .... 05:28:07 <coopserver> <TC_X> ugh 05:28:16 <coopserver> <TC_X> i feel like i'm an idiot at this game even after years of playing ;) 05:28:33 <coopserver> <TC_X> this would only overflow to outside not back to track selection, correct? 05:28:45 <coopserver> <TC_X> i mean, how can you make it go back to a station tile without being available at the beginning 05:28:59 <coopserver> <TC_X> for instance 05:29:34 <coopserver> <Anson> with a depot on that same side as the reverser, it probably will be visible to the network, and an emergeny exit for lost trains might have a tighter corner 05:29:47 <coopserver> <Anson> but you can leave the depot just where it was 05:30:00 <coopserver> <TC_X> which, the original reverse depot or hte new one? 05:31:38 <coopserver> <TC_X> but yours is still available to pathing 05:32:01 <coopserver> <TC_X> there is still a direct entrance from the entry line in your example 05:32:06 <coopserver> <TC_X> i can see how it would work if you removed that 05:32:07 <coopserver> <TC_X> one tile 05:32:21 <coopserver> <TC_X> fair enough 05:33:33 <coopserver> <BiG MeeCh> the only issue with that sorta station is that the entering trains or exiting trains will slow down substantially 05:33:48 <coopserver> <BiG MeeCh> if they are choosing the far platforms 05:33:57 <coopserver> <TC_X> oh terminus? of course 05:34:07 <coopserver> <TC_X> these are my entry level beginning game setups really 05:34:16 <coopserver> <TC_X> once traffic picks up i usually convert to roro 05:35:00 <coopserver> <Anson> most of the time, 2 platforms work well for quite some time, and 4 platforms terminus are good until 1200 05:35:09 *** AnsonMobile has quit IRC 05:35:09 *** KenjiE20 has quit IRC 05:35:09 *** SmatZ has quit IRC 05:35:10 *** LoPo has quit IRC 05:35:10 *** Speedy has quit IRC 05:35:10 *** phatmatt has quit IRC 05:36:24 *** SmatZ has joined #openttdcoop.stable 05:36:24 *** LoPo has joined #openttdcoop.stable 05:36:41 *** Speedy has joined #openttdcoop.stable 05:36:41 *** phatmatt has joined #openttdcoop.stable 05:36:43 *** KenjiE20 has joined #openttdcoop.stable 05:36:43 *** AnsonMobile has joined #openttdcoop.stable 05:36:43 *** graviton.oftc.net sets mode: +o KenjiE20 05:36:44 <coopserver> <Anson> but all these overflows are to be taken with care ... if you put too many trains in them, they easily flood the network even more when there is a jam somewhere 05:36:54 <coopserver> <BiG MeeCh> it doesnt need an overflow if you just add trains till it hits capacity 05:37:10 <coopserver> <BiG MeeCh> most stuff this early doesnt need overflow 05:37:27 <coopserver> <Anson> production may decrease even if the station is serviced well 05:38:05 *** ChanServ sets mode: +v KenjiE20 05:38:09 <coopserver> <BiG MeeCh> there shouldnt be any maitnencene needed at all 05:38:15 <coopserver> <TC_X> when new trains come out 05:38:17 <coopserver> <TC_X> there is 05:38:22 <coopserver> <Anson> badly serviced = 66% chance for decrease, 33% for increase ... good service = 66% chance for increase and 33% chance for decrease 05:38:43 <coopserver> <BiG MeeCh> oh, you dont need that order for maitnence at all 05:38:46 <coopserver> <BiG MeeCh> there are no breakdowns 05:38:50 <coopserver> <TC_X> right 05:38:56 <coopserver> <TC_X> but it is nice to be able to upgrade trains across the network with mass replace 05:38:59 <coopserver> <TC_X> without having a huge spike in your graph 05:39:09 <coopserver> <BiG MeeCh> Oh I get what you're saying 05:39:21 <coopserver> <Anson> thus even the worst service can get you a resource with high production, and even the best service might get you a low production or even death of the resource 05:39:22 <coopserver> <TC_X> can you build an overflow at this goods pickup and show me how you would do it with this sort of setup 05:39:27 <coopserver> <BiG MeeCh> if you have invisible depots, which they would be behind your primary stations, you dont need that order 05:40:11 <coopserver> <Anson> most "professionals" use invisible depots and no overflows 05:40:17 <coopserver> <BiG MeeCh> I'm not very good at the kind of overflow that station could use 05:40:36 <coopserver> <TC_X> so just a depot on the exit line is all that takes for it to be invisible? 05:40:40 <coopserver> <Anson> i started to like these overflows, and added the service orders 05:40:46 <coopserver> <Anson> reason : 05:41:20 <coopserver> <Anson> on these servers, breakdowns are always off (or should be), and thus also maintenance is off 05:41:47 <coopserver> <Anson> when you do an autoreplace, maintenance is used again 05:42:28 <coopserver> <Anson> but if trains have maintenance orders (btw: american maintenance, english service .-) they do it only when they encounter that order 05:42:43 <coopserver> <TC_X> yes i like that very much 05:42:46 <coopserver> <TC_X> that is how i have been doing all trains 05:42:57 <coopserver> <TC_X> non stop full load no unload, non stop nearest depot maintain, non stop unload all no load 05:43:04 <coopserver> <Anson> thus trains never will go to random depots and get stuck there or cause jams, but always do the replacing at a specigfic depot 05:43:12 <coopserver> <BiG MeeCh> well from now on you're not gonna need that middle order 05:43:30 <coopserver> <TC_X> -_- 05:45:04 <coopserver> <Anson> if you don't have the service order, trains can start going across the whole network when you accidentally have one single visible depot 05:45:43 <coopserver> <Anson> and when placing a depot, it will connect in all directions automatically and you have to remove a rail piece to make it invisible 05:46:17 <coopserver> <Anson> if you forget that or if a train happens to JUST in that moment do the decision to go to a depot, you migght get trouble 05:47:59 <coopserver> <Anson> with service order, you don't need invisible depots, and thus can build overflow depots without reversers 05:48:18 <coopserver> <TC_X> yes, i very much like the maintenance orders 05:48:24 <coopserver> <TC_X> meech I think we will have to agree to disagree on that 05:48:26 <coopserver> <Anson> thus it is simpler and also faster (no going back and forth, and blocking the entrance to the station all the time) 05:49:55 <coopserver> <Anson> BUT i use that only for simple small stations ... for larger pickups and drops, there are other much better overflows 05:51:09 <coopserver> <Anson> you also might want to add some brake space between the 2way signals and the station 05:54:29 <coopserver> <Anson> TC, you saw that last version without reverser and with brake space ? 05:54:34 <coopserver> <TC_X> no 05:56:04 <coopserver> <TC_X> oh, yes 06:05:49 <coopserver> <TC_X> how is the most efficient way to add things to groups? 06:06:00 <coopserver> <BiG MeeCh> usually duplicate an existing train 06:06:06 <coopserver> <BiG MeeCh> then just change the orders 06:06:15 <coopserver> <BiG MeeCh> after you unshare the orders 06:06:21 <coopserver> <TC_X> err...what? 06:06:25 <coopserver> <TC_X> that doesn't make any sense to me 06:06:34 <coopserver> <BiG MeeCh> for example 06:06:39 <coopserver> <BiG MeeCh> if you were to make another water pick 06:06:46 <coopserver> <BiG MeeCh> clone an existing water train 06:06:51 <coopserver> <BiG MeeCh> unshare the orders 06:06:55 <coopserver> <TC_X> oh 06:06:56 <coopserver> <TC_X> fair enough 06:07:03 <coopserver> <BiG MeeCh> change order 1 06:07:15 <coopserver> <BiG MeeCh> easiest for me at least 06:12:10 <coopserver> <BiG MeeCh> cool 06:12:26 <coopserver> *** BiG MeeCh has joined spectators 06:12:39 <coopserver> <TC_X> thanks for the help meech 06:13:17 <coopserver> <BiG MeeCh> i think you need to do an slh and ml soon 06:13:35 <coopserver> <TC_X> yes, that is where my main problem lies, not knowing how to properly do them and transition into them 06:13:50 <coopserver> <BiG MeeCh> sure well you can look at the line going to the town drop 06:13:57 <coopserver> <BiG MeeCh> and there are a bunch of primaries hooked to it 06:14:13 <coopserver> <BiG MeeCh> you can group some of them together 06:14:41 <coopserver> <BiG MeeCh> like marechal deodoro valley could be connected to that one water line 06:15:16 <coopserver> <TC_X> water line goes one way, marechal goes the other 06:15:21 <coopserver> <TC_X> they aren't true three ways 06:15:24 <coopserver> <TC_X> i guess obviously i could change that 06:15:31 <coopserver> <BiG MeeCh> oh right 06:15:39 <coopserver> <BiG MeeCh> well the SLH would make it gohave choice either way 06:15:55 <coopserver> *** Game paused (connecting clients) 06:16:13 <coopserver> *** cronux has joined 06:16:14 <coopserver> *** Game unpaused (connecting clients) 06:16:14 <coopserver> *** Game paused (connecting clients) 06:16:18 <coopserver> *** Maxpm has joined 06:16:18 <coopserver> *** Game unpaused (connecting clients) 06:18:09 <coopserver> <Maxpm> Would anyone experienced with junctions mind taking a look at this 4-way hub I might use? It's marked "WIP." 06:18:26 <coopserver> <BiG MeeCh> 4-way hub sounds painful 06:19:36 <coopserver> <BiG MeeCh> there are a few signal gaps in that configuration 06:20:45 <coopserver> <TC_X> welp, i think i am going to call it a night 06:20:49 <coopserver> <TC_X> thanks again for the help meech/anson 06:21:02 <coopserver> <BiG MeeCh> sure seeya later 06:21:19 <coopserver> *** TC_X has left the game (Leaving) 06:23:11 <coopserver> <Anson> back ... had to take a biobreak for pickup and drop :-) 06:23:22 <coopserver> <Anson> about the cloning : 06:24:06 <coopserver> <Anson> when you clone a train it is only copied ... and that can be done by cloning in thestation window, or on a train window 06:24:29 <coopserver> <Anson> when you clone and hold CTRL while doing so, you get a clone with shared orders 06:24:54 <coopserver> <Anson> thus no need to unshare if you just clone the train 06:25:30 <coopserver> *** cronux has left the game (Leaving) 06:27:02 <coopserver> *** Game paused (connecting clients) 06:27:03 <coopserver> *** Game unpaused (connecting clients) 06:27:09 <coopserver> *** Game paused (connecting clients) 06:27:14 <coopserver> *** Yugi_D has joined 06:27:15 <coopserver> *** Game unpaused (connecting clients) 06:27:33 <coopserver> <Anson> without looking at the details, such a junction always grows pretty big pretty quickly, but still is only for single lines 06:28:06 <coopserver> <Anson> if you do a junction for doubled or triple lines, such a 4way is a real pain, and rarely needed 06:28:18 <coopserver> <BiG MeeCh> doing 2x slh would be easier 06:28:29 <coopserver> <BiG MeeCh> or msh or whatever you want to call it 06:28:45 <coopserver> <Maxpm> Hmm. 06:29:00 <coopserver> *** Yugi_D has left the game (Leaving) 06:29:12 <coopserver> <Maxpm> I'm just trying to have a more organized, systematic approach to this one intersection that I know will become major later on. 06:29:16 <coopserver> <Anson> better do training for your skills by building SLH (connection from sideline to mainline), eg a single or double track for the ML, and connecting a single SL to it ... 06:29:52 <coopserver> <Maxpm> This hub is based on a really old (~2009) OpenTTD coop blog post. 06:31:56 <coopserver> <Anson> if you want to see a really big hub, look at the archive ... we had a game with only a big cross, where two mainlines had a junction where all incoming rails were connected to all outgoing rails .... 06:32:23 <coopserver> <Anson> i think it was 4 or 5 lines per direction at first, thus 20 incoing and 20 outgoing :-) 06:32:54 <coopserver> <Anson> later, 2 more were added, although those two mostly were connected only amongst themselves and to a few others 06:33:05 <coopserver> <Anson> total size was 128x128 tiles :-) LOL 06:33:22 <coopserver> <Maxpm> Wow. 06:35:07 <coopserver> *** Game paused (connecting clients) 06:35:14 <coopserver> *** Slicey has joined 06:35:14 <coopserver> *** Game unpaused (connecting clients) 06:35:27 <coopserver> <Maxpm> This station will only accept goods if it's right in the middle of the city, which I can't do. 06:35:32 <coopserver> <Anson> at the WIP junction, several improvements would be needed to make it really fast 06:35:42 <coopserver> <Maxpm> Any way around that, other than to have a supplementary truck line? 06:35:50 <coopserver> <Anson> lots of signals before and after the splits and merges 06:36:14 <coopserver> *** Slicey has left the game (Leaving) 06:36:20 <coopserver> <Anson> and also better waiting spaces, so that an entire train can wait there without blocking something 06:36:36 <coopserver> <Maxpm> Right. 06:38:17 <coopserver> <Anson> such a symmetrical layout is also only theory ... you will have to adjust to landscape, and may build asymmetrical, giving better/shorter routes through the junction for the more important connections 06:39:16 <coopserver> <Anson> best to start training by building a mainline and doing a proper sideline hub (SLH) ... then doing a SLH for a doubletrack mainline 06:49:17 <coopserver> <Anson> max, so you want to see a real hub ? ... look at sign SLH01 06:49:33 <coopserver> <Maxpm> How do I go to a sign? 06:49:44 <coopserver> <Anson> open the list of signs and click one 06:50:29 <coopserver> <Anson> there is one setting to show/hide competitor signs ... thus you might have to enable that option to see signs of other companies 06:50:36 <coopserver> <Maxpm> I'm looking at it. 06:50:45 <coopserver> <Maxpm> This is involved. 06:51:07 <coopserver> <Anson> that is a hub for a sigle sideline connected to a double mainline, but it is not finished yet 06:51:37 <coopserver> <Anson> compare that to your 4way hub, and it might be the same or even bigger complexity ... 06:52:00 <coopserver> <Maxpm> Yeah, but how do I know I even want a doubled main line? 06:52:07 <coopserver> <Anson> can you see what is wrong/not yet done at SLH01 ? 06:52:18 <coopserver> <Maxpm> No, it's beyond me. 06:52:24 <coopserver> <Anson> when the main line is full and always is jammed, you need to double it 06:52:25 <coopserver> <Maxpm> Other than the track that's a dead end. 06:52:38 <coopserver> <Anson> when the doubled mainline is jammed, you need to triple it 06:52:56 <coopserver> <Maxpm> Well, here's what I don't get about doubled main lines: 06:53:31 <coopserver> <Maxpm> Obviously trains never know which track is currently more "dense," so won't they just pick the shorter route at the hub and always go to the same track? 06:53:36 <coopserver> <Anson> to the right side, the mainline is not yet doubled, but the rails are already prepared at the SLH to not have to rebuild it later again too soon 06:53:45 <coopserver> <Maxpm> So you end up with an empty track parallel to a full one? 06:54:18 <coopserver> <Anson> do you see the sign "choice" ? 06:54:34 <coopserver> <Maxpm> Yes. 06:54:53 <coopserver> <Anson> at that split, there is waiting space for exactly one train for each ML track 06:55:24 <coopserver> <Anson> the first train might always go to one side, but if that bay is full, the next trains go to the other 06:55:52 <coopserver> <Maxpm> So a doubled mainline only becomes useful if a single mainline is backed up all the way to the hub? 06:56:29 <coopserver> <Anson> the weakest link of a chain determines its entire strength 06:56:48 <coopserver> <Anson> same for tracks : the slowest part determines the entire possible throughput 06:57:39 <coopserver> <Anson> if you double most part of a mainline, the throughput is still only that of the single line which was not doubled yet 06:59:15 <coopserver> <Anson> just added the three main problems that still need to be built ... 06:59:35 <coopserver> <Anson> lol ... i didn't add the problems ... i only added signs for them :-) 07:01:35 <coopserver> *** Cameron has left the game (Leaving) 07:03:22 <coopserver> <Anson> still studying the SLH ? did you recognize what the problems were ? 07:03:43 <coopserver> <Maxpm> Oh, no, I left to look at the junctionary on the wiki. Sorry. 07:04:31 <coopserver> *** Game paused (connecting clients) 07:04:34 <coopserver> *** sim-al2 has joined 07:04:35 <coopserver> *** Game unpaused (connecting clients) 07:05:32 <coopserver> <Anson> the junctionary is only a collection of examples ... lots of them are several years old and not "state of the art", and most can't be just copied, but serve only as examples 07:05:54 <coopserver> <Maxpm> Oh. 07:16:51 <coopserver> *** sim-al2 has left the game (Leaving) 07:31:42 <coopserver> *** Game paused (connecting clients) 07:31:46 <coopserver> *** Cameron has joined 07:31:46 <coopserver> *** Game unpaused (connecting clients) 07:32:20 <coopserver> <Anson> 2 of 3 problems solved 07:34:09 <coopserver> <Maxpm> I still don't get overflow depots. Why is the arrow-looking track off to the side needed? 07:37:22 <coopserver> <Maxpm> Right. 07:38:09 <coopserver> <Maxpm> In my "WIP" junction, or in general? 07:38:29 *** ODM has joined #openttdcoop.stable 07:38:29 *** ChanServ sets mode: +o ODM 07:41:42 <coopserver> <Maxpm> Well, when's the rule-of-thumb for when you need waiting spaces? 07:41:47 <coopserver> <Maxpm> Is it after every single choice? 07:42:12 <coopserver> <Maxpm> Yeah, I noticed that. That's clever. 07:43:44 <coopserver> <Maxpm> So basically, you just don't want trains to be able to block switches. 07:45:40 <coopserver> <Anson> that's the purpose of mainlines : go on without slowing down or even be stopped 07:45:55 <coopserver> <Maxpm> Right. 07:46:14 <coopserver> <Anson> thus trains splitting off from the mainline should always have enough space to wait outside the mainline and not block it 07:46:42 <coopserver> <Anson> sounds basic when said, but it's a bit harder to always think on building like that .-) 07:46:53 <coopserver> <Maxpm> Mmh. 07:54:14 <coopserver> <Anson> tyteen : where are your diamond mines ? 07:54:27 <coopserver> <Anson> i see two trains waiting to load .... 07:56:42 <coopserver> <Anson> probably dies and thus the trains and track only cost money now ... btw: 90 degree curves are forbidden on this server, and thus trains can't reach the depot when they come from Chapecó Mines 08:00:51 <coopserver> <Maxpm> How many diagonal tracks does it take to fit a 4-tile train? 08:19:18 *** bug_sniper has joined #openttdcoop.stable 08:19:40 <bug_sniper> !password 08:19:40 <coopserver> bug_sniper: Free entry, no passwords needed 08:19:48 <bug_sniper> !users 08:19:52 <bug_sniper> !version 08:19:53 <coopserver> bug_sniper: The current (running) version of this Supybot is 0.83.4.1. The newest version available online is 0.83.4.1. 08:20:10 <bug_sniper> !dl 08:20:10 <coopserver> bug_sniper: !download lin|lin64|osx|ottdau|source|win32|win64|win9x 08:20:11 <coopserver> bug_sniper: http://www.openttd.org/en/download-stable/1.4.0-beta1 08:24:28 <bug_sniper> !players 08:24:32 <bug_sniper> @players 08:24:41 <bug_sniper> @help 08:24:41 <Webster> bug_sniper: (help [<plugin>] [<command>]) -- This command gives a useful description of what <command> does. <plugin> is only necessary if the command is in more than one plugin. 08:25:31 <bug_sniper> !playercount 08:25:31 <coopserver> bug_sniper: There are currently 3 players and 2 spectators, making a total of 5 clients connected 08:25:35 <bug_sniper> !player 08:25:49 <bug_sniper> http://puu.sh/6accP.png 08:27:15 <coopserver> *** Game paused (connecting clients) 08:27:33 <coopserver> *** phatmatt has joined 08:27:34 <coopserver> *** Game unpaused (connecting clients) 08:27:48 <coopserver> <Anson> maxpm : just count them :-) ... the diagonals go from middle of a tile to another middle ... total of 2 diagonal rails per tile 08:28:15 <coopserver> <Maxpm> Yeah, I tested it. 08:28:46 <coopserver> <Anson> wagons are drawn a bit longer ... but if you want to count the signals needed, it is just 1 tile = 2 halftiles = 2 short diagonals 08:30:08 <coopserver> <Anson> it would be a task for einstein, to calculate the relativity of lengths and speeds :-) 08:39:45 <coopserver> *** Cameron has joined company #4 08:42:34 <coopserver> *** Game paused (connecting clients) 08:42:41 <coopserver> *** bug sniper has joined 08:42:41 <coopserver> *** bug sniper has started a new company #9 08:42:42 <coopserver> *** Game unpaused (connecting clients) 09:18:10 <coopserver> *** Cameron has joined spectators 09:19:09 <coopserver> *** Maxpm has left the game (Leaving) 09:19:24 <coopserver> *** Game paused (connecting clients) 09:19:27 <coopserver> *** Maxpm has joined 09:19:28 <coopserver> *** Game unpaused (connecting clients) 09:20:57 <coopserver> <Maxpm> How do I liquidate my company? 09:21:10 <coopserver> <Anson> sell all vehicles and leave the company 09:21:30 <coopserver> <Anson> companies without vehicles and active players are automatically deleted 09:21:44 <coopserver> *** Game paused (connecting clients) 09:21:50 <coopserver> *** GriffinOneTwo has joined 09:21:50 <coopserver> *** Game unpaused (connecting clients) 09:22:00 <coopserver> <Anson> or buy something costly (if available, ships or planes on this server) and go bankrupt 09:23:02 <coopserver> <Anson> you can also remove the password and rename the company to something like "delete me" or "i give up" so that anybody else can take over 09:23:14 *** GriffinOneTwo has joined #openttdcoop.stable 09:23:21 <coopserver> *** GriffinOneTwo has started a new company #10 09:23:29 <coopserver> <Anson> (if you don't want to start over with a new company yourself) 09:24:09 <coopserver> *** Maxpm has joined spectators 09:25:58 <coopserver> *** Maxpm has joined company #7 09:26:35 <coopserver> *** Maxpm has joined spectators 09:29:50 <coopserver> <Maxpm> What's the point of the reverser track before overflow depots? Someone mentioned it makes them invisible to the pathfinder, but...why is that a desirable thing? 09:30:22 <coopserver> <Anson> when trains go to a depot at some random time, they might pick a random visible depot 09:30:54 <coopserver> <Maxpm> So? 09:30:57 <coopserver> <Anson> if that is in some sideline or at some station, they can get stuck for some time, or even be lost and block other trains 09:31:00 <coopserver> <Maxpm> Oh. 09:31:44 <coopserver> <Anson> thus the usual method is to have all depots invisible, except some specially suited depot, eg with some extra waiting space etc, at a mainline 09:32:03 <coopserver> <Maxpm> Hmm. 09:32:35 <coopserver> <Anson> after i tested how maintenance works and the maintenance orders, i decided to try using those orders to send trains only to specific depots 09:32:49 <coopserver> <Anson> by giving the order when they are near that depot 09:33:28 <coopserver> <Anson> and thus they would not all go to random depots, or all 500 trains would queue at the same depot, but each train would go to a depot right next to its pickup station 09:34:43 <V453000> http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/ more info there :) 09:34:44 <V453000> also hi 09:36:24 <coopserver> *** Game paused (connecting clients) 09:36:25 <coopserver> *** JJens has joined 09:36:25 <coopserver> *** Game unpaused (connecting clients) 09:36:27 <coopserver> <Anson> hallo, V 09:36:46 <coopserver> <Anson> just reasding that wiki page ... how do you set the interval to 5 ? 09:37:09 <coopserver> <Anson> the lowest i could achieve during a map was 30, and the lowest on the main ottd screen was 15 09:37:13 <V453000> manually I think 09:37:17 <V453000> just doubleclick the number 09:37:29 <V453000> in your settings 09:37:52 <coopserver> *** JJens has started a new company #7 09:38:28 <coopserver> <Anson> just tried it, and it diesn't work 09:38:54 <coopserver> <Anson> in this map, values below 30 are ignored completely, nit even rounded up to 30 09:39:50 <coopserver> <Anson> the lowest i can achieve during a map is 30 for train/RV/ship, and 40 for planes 09:41:08 <V453000> idk, try in main menu and make sure you have it in days not %% 09:41:21 <V453000> 30 is still okay though 09:41:51 <coopserver> *** phatmatt has joined spectators 09:42:27 <coopserver> <Anson> you wrote that the value applies only to new trains ... that probably was true a while ago, but ottd now has a setting of "default" for trains which takes the default interval and thus also changes the interval of any train that is set to default 09:42:44 <V453000> interesting 09:42:51 <coopserver> <Maxpm> Why are signals typically placed every two blocks on these servers? If density is so important, why not every single block? 09:43:02 <coopserver> <Anson> if you change the value on a specific vehicle, it will be changed for that vehicle only, and no longer follow changes to the default interval setting 09:43:20 <V453000> every single block wont help you, you still need t o be able to make junctions where cant be signals and so they would be bottlenecks ;) 09:43:33 <coopserver> <Anson> the weakest link of a chain ... 09:43:52 <coopserver> <Anson> when you have a split or merge, you automatically have only spacing 2 at that spot 09:43:59 <coopserver> <Maxpm> Ah. 09:45:19 <coopserver> <Anson> at specifi locations, you mighgt want to speed things up and use spacing 1, but in general it would make no sense, and increase the work you have to do (remove a signal just to place a split or merge) 09:47:37 <coopserver> <Anson> yes, i agree with that wiki page now ... seems to have been rewritten partially since i last read it :-) 09:49:10 <coopserver> <Anson> two details could be added ... the above default setting for intervals ... and that you can give orders for maintenance 09:50:06 <coopserver> <Anson> any train with any service order (even when that order can't be reached because of conditionals etc) will not go to a depot by itself but trust the orders and that it will be sent to a depit by them 09:51:05 <coopserver> <Anson> thus i use one such order on every train now, and can even determine to which depot the train goes, thus spreading the load of depots and not having all trains autoreplace at only a few depots 09:52:18 <coopserver> *** Maxpm has started a new company #11 09:52:51 <coopserver> <Anson> this method requires discipline on giving orders, but allows stupid visible depots to be built without harm :-) 09:52:55 <coopserver> <Maxpm> Are there any differences between the PURR tracks? 09:53:07 <coopserver> <GriffinOneTwo> colors 09:53:18 <bug_sniper> there are differences if you use meow trains, from what I can see 09:53:20 <coopserver> <Anson> hehe 09:54:29 <coopserver> <Anson> all trains can go on universal rails, no matter which color ... meow trains get specific bonus from different colors, and wet trains get a penalty when not driving ion wet rails 09:56:12 <coopserver> <phatmatt> anson, the human FAQ answerer 09:58:31 <coopserver> <Anson> V, one important setting you missed in that article : the setting of "min money" from the autoRENEW section applies also to autoREPLACE 09:59:25 <coopserver> <Anson> YOU will rarely notice that, and in the late game it doesn't matter, but in the early game, people might wonder why trains never autoreplace 10:06:39 <coopserver> *** Cameron has joined company #4 10:15:16 <coopserver> <Maxpm> I'll look in a second. Just finishing up my first line. 10:20:43 <coopserver> *** phatmatt has left the game (Leaving) 10:24:15 <coopserver> *** Game paused (connecting clients) 10:24:19 <coopserver> *** Djanxy has joined 10:24:19 <coopserver> *** Game unpaused (connecting clients) 10:25:28 *** TheODM has joined #openttdcoop.stable 10:25:30 *** TheODM has quit IRC 10:26:01 <coopserver> <bug sniper> so how do you know if you need more than one train? 10:26:27 <coopserver> <Anson> you need more than ine traun almost always :-) 10:26:33 <coopserver> <GriffinOneTwo> if you are not picking up atlest about 70% of a resource 10:26:47 <coopserver> <bug sniper> ok than 10:26:53 <coopserver> <Anson> one train should always be waiting for a load at the station while another transports caergo to a drop 10:27:08 <coopserver> <bug sniper> looks like 1 train is enough for some lines then 10:27:42 <coopserver> <Anson> how can one train wait at the station while another transports cargo, when you only have one train on that route ? 10:28:17 <coopserver> <bug sniper> under the previously mentioned goal of having a rating higher than 70% 10:29:16 <coopserver> <Anson> the station rating depends on many factors, among them are the speed of the trains, how much cargo has piled up at the station, and when a train last arrived 10:29:46 <coopserver> <Anson> http://wiki.openttd.org/Game_mechanics#Station_rating 10:30:19 <coopserver> *** Djanxy has left the game (Leaving) 10:30:39 *** ODM has quit IRC 10:32:52 <coopserver> <Anson> you get up to 17% from using fast trains (up to 255 kph), 10% from building statues (but remember that you can never delete the statues again), and +16% to -35% depending on how much cargo is waiting 10:33:46 <coopserver> <Anson> thus a second train is always useful, to keep the piles down to 0 and get +16% rating instead of having 1500+ cargo waiting and get -355 10:33:54 <coopserver> <Anson> * -35% 10:38:35 <coopserver> <Maxpm> Is it possible to make an overflow depot for a ro'ro' station? 10:39:07 <coopserver> *** tyteen4a03 has left the game (general timeout) 10:39:28 <coopserver> <Anson> yes 10:39:38 <coopserver> <Anson> it is the same as an overflow for terminus 10:39:56 <coopserver> <Maxpm> Okay. Thanks. 10:42:30 <coopserver> <Anson> look at the sign "simple overflow" for my roro with a primitive visible ierflow depot 10:44:11 <coopserver> <bug sniper> do you sometimes transfer goods to get them over towns? 10:44:44 <coopserver> <Anson> but use such visible depoits (and also the visible depots behind the roro) only when you take measures against lost trains, eg service orders on trains 10:45:39 <coopserver> <Anson> you mean if the drop station it too far outside of town and the station doesn't accept the goods/food ? 10:46:06 <coopserver> <bug sniper> I mean, to transport oil when the only possible route cuts through a town 10:46:31 *** tyteen4a03 has quit IRC 10:46:39 <coopserver> <bug sniper> at the sign 10:46:56 <coopserver> <Anson> did you try everything ? building tunnels under the town ? 10:47:29 <coopserver> <bug sniper> the town is near the water level 10:47:46 <coopserver> <Anson> there is enough space to go around the town ... 10:49:34 <coopserver> <Anson> although excessive station walk shouldn't be done, no teleporting, etc, i don't think anybody would complain if you build the drop station at my sign, and then use a single tile to get into reach of 4 tiles from the factory 10:50:21 <coopserver> <bug sniper> I think it would look better to have a train cut through the town than to do that 10:50:25 <coopserver> <Anson> when you remove a coastline, water can flood land, but you can dig a bit and build a tunnel at sea level 10:50:39 <coopserver> <bug sniper> I'll try that 10:52:18 <coopserver> <Anson> you see my three sugns with hints ? for an example of a tunnel, the location of a drop, and the extra tile 10:56:45 <coopserver> <Anson> bug, you might want to use "full load any" orders for your trains to keep them waiting in the station 10:57:32 <coopserver> <Maxpm> Am I doing hidden overflow depots correctly? Sign: "Baby's First Overflow" 10:57:57 *** ODM has joined #openttdcoop.stable 10:57:57 *** ChanServ sets mode: +o ODM 11:00:50 <coopserver> <Maxpm> Yeah, accidentally deleted it. Try now. 11:01:05 <coopserver> <Maxpm> Also, ignore the train that's just moving back and forth there. I haven't given it proper orders yet. 11:03:42 <coopserver> <Anson> three small details, see signs 11:04:11 <coopserver> <Anson> one big problem : trains from the reverser will not go to the depot, but leave the station completely 11:04:29 <coopserver> <Anson> you may not have a path from the reverser to the exit of the station 11:04:29 <coopserver> <Maxpm> That is a big problem. 11:06:02 <coopserver> <Maxpm> Thank you. 11:06:07 <coopserver> <Maxpm> That helps a lot. 11:07:11 <coopserver> <Anson> the last 2 rail pieces that i added are for the emergency exit, so that lost trains can leave the station ... else they would go to a random platform or reverser and eventually deadlock there 11:07:40 <coopserver> <Maxpm> I see. 11:08:26 <coopserver> <Anson> the signal at the entramce HAS to be a block signal, or else trains would wait there until a platform becomes free 11:09:16 <coopserver> <Maxpm> So then what should the signals by the platforms be? Regular block signals, as well? 11:09:29 <coopserver> <Anson> read the signs :-) 11:09:38 <coopserver> <Maxpm> Oops, didn't see. Sorry. 11:11:09 <coopserver> <Maxpm> Why must the platform signals be exit signals? Is it because the signal built into the depot acts as an entry signal? 11:11:22 <coopserver> <Anson> exactly 11:11:43 <coopserver> *** Game paused (connecting clients) 11:11:48 <coopserver> *** Player has joined 11:11:48 <coopserver> *** Game unpaused (connecting clients) 11:12:00 <coopserver> <Anson> exit or combo ... but they need to be 2way to trigger the "end of line" (dead end) effect 11:13:29 <coopserver> *** Game paused (connecting clients) 11:13:33 <coopserver> *** Player #1 has joined 11:13:33 <coopserver> *** Game unpaused (connecting clients) 11:13:50 <coopserver> *** Game paused (connecting clients) 11:13:52 <coopserver> *** Taede has joined 11:13:52 <coopserver> *** Game unpaused (connecting clients) 11:13:57 <coopserver> <Player #1> !name [FR]Syl59 11:13:57 <coopserver> *** Player #1 has changed his/her name to [FR]Syl59 11:14:10 <coopserver> <[FR]Syl59> Hello there 11:14:19 <V453000> hi 11:14:24 <coopserver> <Cameron> ello 11:15:03 <coopserver> *** Player has left the game (Leaving) 11:15:27 <coopserver> <Anson> if you add a service order ("2: maintain at nearest depot"), that depot will always be used to do autoreplace after the train has loaded 11:15:35 <Taede> mornin 11:15:45 <coopserver> <Maxpm> Oh, that's cool. 11:16:26 <coopserver> *** Cameron has joined spectators 11:16:29 <coopserver> <Anson> then no other visible depots will hurt these trains, and they won't get lost 11:17:25 <coopserver> <Maxpm> Will the trains ALWAYS visit the depot, or will they only go if they need to be replaced? 11:17:47 <coopserver> <Anson> set it up and you will see automatically :-) 11:18:20 <coopserver> <Anson> just insert the order to go to nearest depot 11:18:53 <coopserver> <Anson> then you will get the button to change the "goto" to a "maintain" which will be skipped unless needed 11:19:37 <coopserver> <Maxpm> Conditional order jumps seem powerful. Have they ever been used to do something interesting? 11:19:57 <coopserver> <Anson> yes, on refitting networks 11:20:07 <coopserver> <[FR]Syl59> There are interesting on refiting network 11:20:09 <coopserver> <[FR]Syl59> (too late :) ) 11:21:06 <coopserver> <Anson> goto pickup, goto drop, refit, pickup secondary, test if full and unload/fullload, goto start again, or goto secondary drop and then restart" 11:21:26 <V453000> http://wiki.openttdcoop.org/ProZone:Archive_-_Games_21_-_30#gameid_22 11:21:26 <V453000> this. 11:21:33 <V453000> (: 11:21:44 <coopserver> <Anson> you can also look at my train 23 11:21:54 <V453000> maxpm, you may want to join our irc so you could click on links ;) 11:22:04 <coopserver> <Maxpm> Alright. 11:22:37 <coopserver> <Anson> it unloads goods/food at the drop and takes cargo ... then checks whether it could unload or the town no longer accepts it, then unloads unconditionally 11:23:10 <coopserver> <Anson> thus the train will transport and pile up cargo when the station no longer accepts it and then transport it from near end to far end when it accepts again 11:23:42 <coopserver> <Anson> to skip the movement to far end when the train could unload all, the test is needed 11:24:01 <coopserver> <Anson> another version would be to send those trains to a nearby depot and stop there 11:25:37 <coopserver> <Anson> btw : to use near end and far end orders, the station needs to be longer than the trains, else it might leave the station and do a tour around the network until it comes back to the far end 11:26:37 <V453000> found the irc button at openttdcoop.org yet ? :P 11:26:38 <coopserver> <Anson> Baby, it has worked :-) ... a train just parked in the overflow .-) 11:26:52 <coopserver> <Maxpm> :D 11:27:52 <coopserver> <Anson> for bigger stations, you might later build better and bigger overflows too ... like at Campina Grande Heights ... 11:37:16 *** Djanxy has quit IRC 11:49:23 *** Jam35 has joined #openttdcoop.stable 11:49:23 *** ChanServ sets mode: +o Jam35 11:51:11 <coopserver> <Anson> you had asked about interesting conditionals ... i just chenged orders on train 117 : one conditional to skip unloadin empty trains, and one conditional to decide whether the train should go through the reverser to the overflow for autoreplacing 11:52:12 <V453000> just see pro zone game 22 if you want conditionals (: nuff said 11:53:37 <coopserver> *** Game paused (connecting clients) 11:53:38 <coopserver> *** chester has joined 11:53:38 <coopserver> *** Game unpaused (connecting clients) 11:55:08 <coopserver> *** [FR]Syl59 has left the game (Leaving) 11:57:08 <coopserver> *** chester has started a new company #12 12:03:02 <coopserver> *** Cameron has joined company #4 12:09:10 <coopserver> <Maxpm> When does production increase? 12:09:38 <coopserver> <chester> if you service well 12:16:44 <coopserver> *** bug sniper has left the game (Leaving) 12:17:42 <coopserver> *** Game paused (connecting clients) 12:17:47 <coopserver> *** tyteen4a03 has joined 12:17:48 <coopserver> *** Game unpaused (connecting clients) 12:28:50 <coopserver> *** tyteen4a03 has left the game (Leaving) 12:32:20 *** tyteen4a03 has joined #openttdcoop.stable 12:41:44 <coopserver> *** Cameron has joined spectators 12:42:03 <coopserver> *** Cameron has joined company #4 12:42:19 <coopserver> *** Cameron has joined spectators 12:46:14 *** Maraxus has joined #openttdcoop.stable 12:46:14 *** ChanServ sets mode: +o Maraxus 13:02:51 <V453000> !date 13:02:51 <coopserver> May 19 1999 13:12:43 <coopserver> *** Game paused (connecting clients) 13:12:48 <coopserver> *** JoeSchmoe has joined 13:12:48 <coopserver> *** Game unpaused (connecting clients) 13:15:02 <coopserver> <Maxpm> Why would a town just randomly stop accepting food? D: 13:15:23 <coopserver> <GriffinOneTwo> population decreased near station 13:15:25 <coopserver> <chester> all citizens are fed 13:16:37 <coopserver> <Maxpm> Well, what can I do about it? 13:18:07 <coopserver> <chester> they need something more than just maize and fruit 13:50:29 <coopserver> *** Game paused (connecting clients) 13:50:32 <coopserver> *** Josta has joined 13:50:32 <coopserver> *** Game unpaused (connecting clients) 13:52:27 <V453000> nuts 063 on bananas (: 13:53:03 <coopserver> *** Josta has left the game (Leaving) 13:53:30 <coopserver> <chester> V hi 13:53:38 <coopserver> <chester> ive got a question 13:53:53 <V453000> you can have a question but until you share it with me I cant do much about it :) 13:54:01 <coopserver> <Maxpm> Lol. 13:54:34 <coopserver> <chester> when i just joined there were no optionss in town window 13:54:49 <coopserver> <chester> but advertisement campaigns 13:54:57 <coopserver> <chester> now they have plenty of 13:55:14 <coopserver> <JJens> they are only there when you can afford them 13:55:15 <coopserver> <chester> what affects them 13:55:23 <coopserver> <chester> aa ic 13:55:27 <coopserver> <chester> thx 13:55:52 <coopserver> <Maxpm> Something has gone disastrously wrong with an overflow depot I tried to make and I can't figure it out. Anyone care to take a look? 13:56:07 <coopserver> <Maxpm> Sign: Overflow Mistake 13:56:55 <coopserver> <chester> i'll show 13:57:16 <coopserver> <chester> let join 13:57:22 <coopserver> *** chester has joined company #11 13:59:12 <coopserver> <chester> lets see 14:00:39 <coopserver> <chester> he choses wrong 14:05:12 <coopserver> <chester> they dont like 14:05:55 <coopserver> <GriffinOneTwo> OOPs 14:06:37 <coopserver> <chester> lets see 14:07:27 <coopserver> <Maxpm> Hang on, let me try something. 14:07:32 <coopserver> <chester> ok 14:08:11 <coopserver> <Maxpm> Dang. 14:11:47 *** LoPo has quit IRC 14:12:17 *** LoPo has joined #openttdcoop.stable 14:16:52 <coopserver> <chester> ah my 14:17:08 <coopserver> <Maxpm> Well, at least they're driving onto the reverser now. 14:17:32 <coopserver> <chester> they dont 14:17:40 <coopserver> <chester> they turnaround 14:18:34 <coopserver> <chester> now they do 14:18:59 <coopserver> <chester> why dont they like another branch 14:19:21 <coopserver> <Maxpm> I haven't the slightest idea. 14:23:23 <coopserver> *** chester has joined company #12 14:38:13 <coopserver> *** JJens has left the game (Leaving) 14:56:31 *** Maraxus has quit IRC 15:32:16 <coopserver> <Maxpm> Oops. 15:32:21 <coopserver> <GriffinOneTwo> OOPS 15:37:51 <coopserver> *** Game paused (connecting clients) 15:37:54 <coopserver> *** JJens has joined 15:37:54 <coopserver> *** Game unpaused (connecting clients) 15:58:32 *** Speedy` has joined #openttdcoop.stable 15:58:37 *** phatmatt_ has joined #openttdcoop.stable 15:58:52 *** Speedy has quit IRC 15:58:52 *** phatmatt has quit IRC 15:58:55 *** Speedy` is now known as Speedy 16:05:21 <coopserver> *** JoeSchmoe has left the game (Leaving) 16:40:10 <coopserver> *** Game paused (connecting clients) 16:40:16 <coopserver> *** JoeSchmoe has joined 16:40:16 <coopserver> *** Game unpaused (connecting clients) 16:59:18 <coopserver> *** GriffinOneTwo has left the game (Leaving) 16:59:22 *** GriffinOneTwo has quit IRC 17:01:04 *** bug_sniper has quit IRC 17:01:28 <coopserver> *** Maxpm has left the game (Leaving) 17:04:25 *** happy_ has joined #openttdcoop.stable 17:04:44 <happy_> hi all 17:20:27 <coopserver> *** Game paused (connecting clients) 17:20:30 <coopserver> *** Slicey has joined 17:20:31 <coopserver> *** Game unpaused (connecting clients) 17:20:48 <coopserver> <JoeSchmoe> hey slicey 17:20:51 <coopserver> <Slicey> yo 17:21:02 <happy_> hi 17:21:18 <coopserver> <JoeSchmoe> Slicey: good work while i've been away 17:21:32 <coopserver> <Slicey> i havent done shit this map :) 17:22:12 <coopserver> <Slicey> did you see the last map? 17:22:19 <coopserver> *** Slicey has joined company #2 17:22:29 <coopserver> <JoeSchmoe> at the start yes 17:22:51 <coopserver> <Slicey> wish you would have the the final 17:23:14 <coopserver> <JoeSchmoe> sorry was in the hospital with the wife and new baby #2 17:23:29 <coopserver> <Slicey> congrats man 17:23:32 <coopserver> <JoeSchmoe> ty 17:23:54 <coopserver> *** Game paused (connecting clients) 17:23:58 <coopserver> *** StepanBarth has joined 17:23:59 <coopserver> *** StepanBarth has started a new company #13 17:23:59 <coopserver> *** Game unpaused (connecting clients) 17:24:12 <coopserver> <StepanBarth> hi 17:24:21 <happy_> hi 17:25:15 <coopserver> <JoeSchmoe> Slicey: you gonna be on a bunch this map? 17:25:22 <coopserver> <Slicey> should be 17:25:30 <coopserver> <Slicey> for sure next 17:25:57 <coopserver> <JoeSchmoe> shall i convert the factory to normal drop and pick? 17:26:13 <coopserver> <Slicey> i think its fine now 17:27:04 <coopserver> *** Slicey has left the game (general timeout) 17:27:20 <coopserver> *** Game paused (connecting clients) 17:27:29 <coopserver> *** Slicey has joined 17:27:29 <coopserver> *** Game unpaused (connecting clients) 17:27:31 <coopserver> <Slicey> my bad 17:27:36 <coopserver> *** Slicey has joined company #2 17:28:11 <coopserver> <Slicey> hmm 17:28:40 <coopserver> <Slicey> alright 17:30:51 <coopserver> <Slicey> ok 17:32:35 *** tyteen4a03 has quit IRC 17:33:16 <coopserver> <Slicey> joe did you refit train to right cargo? 17:34:32 <coopserver> <JoeSchmoe> its possible that if they were in the middle of the switch they are not correctly refitted 17:34:45 <coopserver> *** Slicey has left the game (general timeout) 17:35:03 <coopserver> *** Game paused (connecting clients) 17:35:05 <coopserver> *** Slicey has joined 17:35:05 <coopserver> *** Game unpaused (connecting clients) 17:35:15 <coopserver> <Slicey> thank god im going to stable connection in 20mins 17:35:21 <coopserver> *** Slicey has joined company #2 17:35:32 <coopserver> <Slicey> ill just refit 17:35:36 <coopserver> <Slicey> to universal 17:42:38 <coopserver> *** Slicey has left the game (general timeout) 17:42:48 <coopserver> *** Game paused (connecting clients) 17:43:06 <coopserver> *** Slicey has joined 17:43:06 <coopserver> *** Game unpaused (connecting clients) 17:54:41 <coopserver> *** Slicey has left the game (general timeout) 18:03:17 <coopserver> *** Taede has left the game (general timeout) 18:24:30 <coopserver> *** Game paused (connecting clients) 18:24:35 <coopserver> *** Yianni has joined 18:24:35 <coopserver> *** Game unpaused (connecting clients) 18:26:17 *** skyem123 has joined #openttdcoop.stable 18:27:30 <coopserver> *** Game paused (connecting clients) 18:27:35 <coopserver> *** skyem123 has joined 18:27:35 <coopserver> *** Game unpaused (connecting clients) 18:28:44 <skyem123> No room for me. :-( 18:29:20 <coopserver> *** Game paused (connecting clients) 18:29:22 <skyem123> Actually... 18:29:22 <coopserver> *** Player has joined 18:29:22 <coopserver> *** Game unpaused (connecting clients) 18:29:41 <coopserver> *** skyem123 has started a new company #14 18:39:00 <coopserver> *** StepanBarth has left the game (Leaving) 18:39:46 <coopserver> *** Yianni has left the game (Leaving) 18:56:45 *** Maraxus has joined #openttdcoop.stable 18:56:45 *** ChanServ sets mode: +o Maraxus 18:58:58 *** tyteen4a03 has joined #openttdcoop.stable 19:14:26 <coopserver> *** BiG MeeCh has left the game (general timeout) 19:14:26 *** happy_ has quit IRC 19:45:22 <coopserver> *** Player has left the game (Leaving) 19:47:36 <coopserver> <chester> V are you here? 19:57:44 *** Maraxus has quit IRC 19:58:37 *** Djanxy has joined #openttdcoop.stable 20:03:47 <coopserver> *** Game paused (connecting clients) 20:03:50 <coopserver> *** Djanxy has joined 20:03:50 <coopserver> *** Game unpaused (connecting clients) 20:05:07 <coopserver> *** Game paused (connecting clients) 20:05:13 <coopserver> *** NightmareRofls has joined 20:05:13 <coopserver> *** NightmareRofls has started a new company #15 20:05:14 <coopserver> *** Game unpaused (connecting clients) 20:06:03 <coopserver> *** NightmareRofls has left the game (Leaving) 20:15:09 <coopserver> *** Djanxy has left the game (Leaving) 20:23:35 <coopserver> <JoeSchmoe> it is our 2nd girl 20:33:48 *** bug_sniper has joined #openttdcoop.stable 20:57:45 *** ODM has quit IRC 21:01:58 <coopserver> *** skyem123 has left the game (Leaving) 21:05:43 *** skyem123 has quit IRC 21:18:44 <coopserver> *** Cameron has joined company #4 21:18:54 <coopserver> *** Game paused (connecting clients) 21:18:57 <coopserver> *** happy tran sport has joined 21:18:58 <coopserver> *** Game unpaused (connecting clients) 21:20:15 <coopserver> *** happy tran sport has left the game (Leaving) 21:38:50 <coopserver> <Cameron> 100% 21:39:21 <coopserver> <chester> 100% what 21:39:32 <coopserver> <Cameron> transported 1st time ever 21:51:37 <coopserver> *** Game paused (connecting clients) 21:51:43 <coopserver> *** bug sniper has joined 21:51:43 <coopserver> *** Game unpaused (connecting clients) 21:54:09 <coopserver> <bug sniper> why are houses forming not along a road? 21:58:23 <coopserver> *** JJens has left the game (Leaving) 22:17:37 <coopserver> Dong! reply took 0:00:00.145226 22:19:35 <coopserver> <Anson> too many trains that you needed to get rid of ? :-) 22:19:55 <coopserver> <chester> experimenting 22:20:15 <coopserver> <bug sniper> how does prospecting work? 22:20:21 *** Speedy- has joined #openttdcoop.stable 22:20:32 <coopserver> <chester> you dont know exactly where will it appear 22:20:41 <coopserver> <Anson> you fund it at a random location when prospecting 22:20:44 <coopserver> <bug sniper> oh, I see 22:21:34 <Speedy-> where to get that strange grf and where to put it? 22:22:12 <coopserver> <bug sniper> so someone must have prospected a lot of rubber 22:23:01 <coopserver> <bug sniper> and oil refineries too 22:23:13 <coopserver> <chester> maybe not 22:23:22 <Taede> strange grf? 22:23:28 <coopserver> <chester> game spawns from time to time 22:24:14 <Speedy-> GRVTS v1.3 52571201 CDE6D7FCDEB3FB2E3D6F6E9F0122C3AE 22:25:27 <Speedy-> tried these from http://grfcrawler.tt-forums.net/index.php?do=search&q=52571201 22:25:28 <Webster> Title: GRFCrawler (at grfcrawler.tt-forums.net) 22:26:20 <coopserver> <chester> i have downloaded whole pack with all versions included 22:30:11 <Speedy-> maybe I use wrong dir 22:30:26 <Taede> is it not on bananas? 22:31:11 <coopserver> <chester> http://www.tt-forums.net/download/file.php?id=123493 22:31:32 <coopserver> <chester> version 1.3 is inside 22:31:43 <coopserver> <chester> put to newgrf folder 22:31:57 <coopserver> <chester> which is in my documents/openttd folder 22:32:02 <coopserver> <chester> for windows 22:34:40 <coopserver> *** Game paused (connecting clients) 22:34:53 <coopserver> *** Speedy has joined 22:34:53 <coopserver> *** Game unpaused (connecting clients) 22:34:57 <coopserver> <chester> see 22:35:00 <coopserver> <Speedy> gr8 22:36:03 <coopserver> <Speedy> same dir where I was 22:36:25 <coopserver> <Speedy> only wrong files :) 22:50:14 <coopserver> <chester> why 22:50:58 <coopserver> <chester> wanna join? 22:51:35 <coopserver> <chester> if you will grow cities i'll have no place 22:52:22 <coopserver> *** Speedy has joined company #12 23:02:03 <coopserver> *** chester has left the game (Leaving) 23:47:38 *** Jam35 has quit IRC