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Log for #openttdcoop.stable on 12th January 2014:
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00:03:33  <coopserver> *** Game paused (connecting clients)
00:03:38  <coopserver> *** Anson has joined
00:03:38  <coopserver> *** Game unpaused (connecting clients)
00:10:25  <BiGgEr_MeEcHiEsT> !date
00:10:25  <coopserver> Aug 11 1957
00:10:44  <BiGgEr_MeEcHiEsT> Did anyone get a savegame of the last game?
00:10:49  <coopserver> *** Game paused (connecting clients)
00:10:59  <coopserver> <MrD2DG> Nooope
00:11:13  <BiGgEr_MeEcHiEsT> LIES!
00:11:22  <coopserver> *** Game unpaused (connecting clients)
00:11:41  <BiGgEr_MeEcHiEsT> DON"T LIE TO ME D2DG I got your Number, it's a 2!
00:11:52  <coopserver> <MrD2DG> xD
00:11:59  <coopserver> <Anson> savegame ... only from 2233
00:12:01  <coopserver> *** Game paused (connecting clients)
00:12:19  <BiGgEr_MeEcHiEsT> can you dropbox the savegame somewhere Anson?
00:12:29  <coopserver> *** BiG MeeCh has joined
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00:12:38  <coopserver> *** Game paused (connecting clients)
00:12:43  <coopserver> *** Player has joined
00:12:43  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
00:12:44  <coopserver> *** Player has started a new company #10
00:12:44  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
00:12:44  <coopserver> *** Game unpaused (connecting clients)
00:12:45  <coopserver> *** Player has joined spectators
00:13:42  <coopserver> <Player> !rules
00:13:42  <coopserver> Server rules can be found here: http://wiki.openttdcoop.org/Quickstart/Stable
00:16:33  <coopserver> *** Player has left the game (Leaving)
00:20:03  <coopserver> <happy tran  sport> hi  big  meech
00:22:13  *** Jam35 has quit IRC
00:33:23  <coopserver> <MrD2DG> Work tomoz, bed time for me
00:33:26  <coopserver> <MrD2DG> GN
00:33:48  <coopserver> *** MrD2DG has left the game (Leaving)
00:35:02  *** MrD2DG has quit IRC
00:35:27  <coopserver> <skyem123> I need to go now
00:36:19  <skyem123> Bye!
00:36:33  <coopserver> *** skyem123 has left the game (Leaving)
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00:42:21  <coopserver> <phatmatt> their home planet must need them
00:53:16  <coopserver> *** Game paused (connecting clients)
00:53:21  <coopserver> *** sim-al2 has joined
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00:54:27  <coopserver> *** phatmatt has left the game (general timeout)
01:01:00  <coopserver> 'tyteen4a03' reported an error and is closing its connection (desync error)
01:01:00  <coopserver> *** tyteen4a03 has left the game (desync error)
01:01:00  <coopserver> 'Anson' reported an error and is closing its connection (desync error)
01:01:01  <coopserver> *** Anson has left the game (desync error)
01:01:01  <coopserver> 'happy tran  sport' reported an error and is closing its connection (desync error)
01:01:01  <coopserver> *** happy tran  sport has left the game (desync error)
01:01:01  <coopserver> *** Game paused (number of players)
01:01:03  <coopserver> 'BiG MeeCh' reported an error and is closing its connection (desync error)
01:01:03  <coopserver> *** BiG MeeCh has left the game (desync error)
01:01:14  <coopserver> *** Game still paused (connecting clients, number of players)
01:01:22  <coopserver> *** tyteen4a03 has joined
01:01:23  <coopserver> *** Game still paused (number of players)
01:01:23  <coopserver> *** Game unpaused (number of players)
01:01:44  <coopserver> <sim-al2> Weird, I didn't get disconnected
01:02:04  <coopserver> *** Game paused (connecting clients)
01:02:10  <coopserver> *** happy tran  sport has joined
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01:02:18  <coopserver> <sim-al2> You have a standoff with train 26 tyteen
01:02:35  <coopserver> <tyteen4a03> not again... thanks for the reminder
01:02:49  <coopserver> <tyteen4a03> I don't see the signalling error...
01:02:52  <coopserver> <sim-al2> Try a path signal there
01:03:18  <coopserver> <tyteen4a03> thanks\
01:03:22  <coopserver> <sim-al2> np
01:04:03  <coopserver> <tyteen4a03> I am getting the feeling I need to start establishing real hubs soon... :P
01:04:30  <coopserver> <sim-al2> Probably a good idea
01:05:02  <coopserver> <tyteen4a03> not that I actually know how to fix this mess
01:05:21  <coopserver> *** sim-al2 has started a new company #10
01:06:40  <coopserver> *** Game paused (connecting clients)
01:06:56  <coopserver> *** phatmatt has joined
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01:11:30  <tyteen4a03> sim-al2: hm?
01:11:40  <tyteen4a03> can't figure out how to PM, sorry
01:12:09  <coopserver> <sim-al2> Just need to build a line by it, and if you were planning anything I don;t want to block
01:12:11  <tyteen4a03> skyem123: mind removing !this
01:12:28  <coopserver> <tyteen4a03> I'm actually not sure where that is, moment
01:13:30  <coopserver> <tyteen4a03> oh er yes, I was planning to use the 2 farms
01:13:55  <coopserver> <sim-al2> Uh ok am I blocking now?
01:14:03  <coopserver> <tyteen4a03> dont think so
01:14:06  <coopserver> <sim-al2> Ok
01:20:16  <coopserver> *** phatmatt has left the game (general timeout)
01:25:42  <coopserver> *** Game paused (connecting clients)
01:25:50  <coopserver> *** GriffinOneTwo has joined
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01:45:25  <coopserver> *** Game paused (connecting clients)
01:45:30  <coopserver> *** Koto has joined
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01:45:36  <coopserver> *** Koto has joined company #7
01:47:56  <coopserver> *** Game paused (connecting clients)
01:48:13  <coopserver> *** phatmatt has joined
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01:54:33  <coopserver> *** happy tran  sport has joined spectators
01:54:37  <coopserver> <happy tran  sport> gn  all
01:54:42  <coopserver> <sim-al2> night
01:54:50  <coopserver> <happy tran  sport> have  fun
01:55:23  <coopserver> *** happy tran  sport has left the game (Leaving)
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02:00:55  <coopserver> *** phatmatt has left the game (general timeout)
02:08:15  <coopserver> *** Game paused (connecting clients)
02:08:20  <coopserver> *** JoeSchmoe has joined
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02:10:35  <coopserver> *** Game paused (connecting clients)
02:10:39  <coopserver> *** Benny has joined
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02:11:05  <coopserver> *** Benny has joined company #4
02:22:47  <coopserver> <tyteen4a03> can somebody that's rich fund a bank at tronfield?
02:22:53  <coopserver> <tyteen4a03> for some reason the old ban k disappeared
02:24:00  <coopserver> <Benny> DONE
02:24:02  <coopserver> <Benny> whoops
02:24:05  <coopserver> <Benny> done *
02:24:06  <coopserver> <tyteen4a03> thanks very much :)
02:56:34  <coopserver> *** Game paused (connecting clients)
02:56:42  <coopserver> *** Yugi_D has joined
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02:57:00  <tyteen4a03> whoever left me a !standoff note: I'd rather be notified :)
02:57:01  <coopserver> *** Yugi_D has left the game (Leaving)
02:57:10  <tyteen4a03> didn't realize until now
03:17:35  <coopserver> *** JoeSchmoe has left the game (Leaving)
03:25:33  <coopserver> *** Game paused (connecting clients)
03:25:36  <coopserver> *** Player has joined
03:25:36  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
03:25:36  <coopserver> *** Player has started a new company #11
03:25:36  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
03:25:37  <coopserver> *** Player has joined spectators
03:25:38  <coopserver> *** Game unpaused (connecting clients)
03:25:52  <coopserver> *** Player has started a new company #12
03:25:52  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
03:25:55  <coopserver> *** Player has joined spectators
03:26:16  <coopserver> <Player> !name Richie
03:26:17  <coopserver> *** Player has changed his/her name to Richie
03:26:22  <coopserver> *** Richie has started a new company #13
04:01:43  *** AnsonWeb has joined #openttdcoop.stable
04:02:07  * AnsonWeb slaps BiGgEr_MeEcHiEsT around a bit with a large fishbot
04:02:45  *** qwebirc33855 has joined #openttdcoop.stable
04:02:55  *** sim-al2 has joined #openttdcoop.stable
04:03:12  <sim-al2> A fishbot?
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04:04:33  <coopserver> <GriffinOneTwo> How do you replace engines, and copy the orders of the old engine?  I thought I remembered seeing a share orders if they were in th same depot or something? (es I know about copy ordes when duplicating trains)
04:04:52  <coopserver> <tyteen4a03> Train list, All Trains, Manage List, Replace Trains
04:05:23  <coopserver> <GriffinOneTwo> replace with a different engine, not the same
04:05:29  <coopserver> <tyteen4a03> that is how you do it
04:05:39  <coopserver> <GriffinOneTwo> ok, thnx, looking
04:07:13  <coopserver> <tyteen4a03> richie, airports are not allowed in this game, please remove
04:08:00  <coopserver> <sim-al2> !rules
04:08:00  <coopserver> Server rules can be found here: http://wiki.openttdcoop.org/Quickstart/Stable
04:12:09  <coopserver> <sim-al2> I don't see anything in the rules stating that planes are banned, only that they are *supposed* to be hard to come/maintain
04:12:25  <coopserver> <sim-al2> There's a limit of 10 per company anyway
04:12:32  <tyteen4a03> somebody told me it's not allowed in this game
04:12:43  <tyteen4a03> maybe Taede will be able to explain
04:12:48  <GriffinOneTwo> !rules
04:12:48  <coopserver> Server rules can be found here: http://wiki.openttdcoop.org/Quickstart/Stable
04:13:05  <GriffinOneTwo> there is another set somewhere
04:13:41  <GriffinOneTwo> in those rules a link to <http://wiki.openttd.org/Multiplayer_Rules>
04:15:22  <GriffinOneTwo> <http://wiki.openttdcoop.org/Quickstart/Stable> says "Anyone can use planes to transport stuff across the map, it requires no more intelligence than a rock needs to stay in place. Boats, similarly, require little effort in planning, normally. On this server they are either hard to come by or impossible to maintain."
04:15:49  <coopserver> <sim-al2> So someone forgot to change the Base Cost mod parameters...
04:15:58  <GriffinOneTwo> likely
04:16:11  <GriffinOneTwo> usualy the maint drains all the money from the company
04:23:05  <coopserver> *** Game paused (connecting clients)
04:23:06  <coopserver> *** Anson has joined
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04:23:16  <coopserver> <sim-al2> hi
04:24:11  <coopserver> <Anson> hallo
04:24:21  <coopserver> <Anson> is meech somewhere ?
04:24:41  <coopserver> <Benny> he probably is _somewhere_
04:32:01  <BiGgEr_MeEcHiEsT> yup
04:32:02  <BiGgEr_MeEcHiEsT> Hi
04:32:46  <coopserver> *** Anson has joined company #8
04:33:15  <BiGgEr_MeEcHiEsT> I got the link, just need to figure out why my browser sucks, thanks.
04:34:38  *** BiG_MeEcH has joined #openttdcoop.stable
04:36:26  <BiG_MeEcH> seems to be downloading :)
04:36:35  <BiG_MeEcH> I had a lot of fun on that last map tbh
04:38:04  <BiG_MeEcH> thanks!
04:40:05  <coopserver> *** Game paused (connecting clients)
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04:40:36  <coopserver> *** Koto has joined spectators
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04:42:16  <coopserver> <Anson> when i upload a new file to that folder, will you be able to se it ? or is the link only for a webpage that has the old state of the folder and its files ß
04:42:28  <BiG_MeEcH> I got all 3 save files
04:42:31  <BiG_MeEcH> I think I'm good.
04:43:01  <coopserver> *** Koto has joined company #7
04:45:12  <BiG_MeEcH> shame that most of the map is already used
04:46:04  <coopserver> *** Koto has left the game (Leaving)
04:46:07  <coopserver> <Anson> do you see 4 saves now ?
04:46:33  <coopserver> <BiG MeeCh> well no, I closed it
04:47:29  <coopserver> <BiG MeeCh> I see the 4th one
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04:48:20  <coopserver> <Anson> nice ... I'll keep that folder for future use, either savegames or whatever related to ottd
04:48:31  <coopserver> <BiG MeeCh> okie doke
04:51:11  <coopserver> *** BiG MeeCh has joined company #4
04:54:01  <coopserver> <BiG MeeCh> tyteen4a04, you really need to leave more space for other players
04:59:37  <coopserver> <Benny> how do you team chat o_O
04:59:45  <coopserver> <BiG MeeCh> control T
04:59:55  <coopserver> <sim-al2> control enter
04:59:59  <coopserver> <Benny> thanks
05:00:24  <coopserver> <BiG MeeCh> you could tell them all of our secret devious plots in the open
05:00:26  <coopserver> <BiG MeeCh> its more evil that way
05:00:30  <coopserver> <Benny> lol
05:00:39  <coopserver> <sim-al2> you can PM too
05:01:15  <coopserver> *** GriffinOneTwo has left the game (Leaving)
05:01:31  <coopserver> <sim-al2> Client List (face icon), and click the name of the person
05:05:00  <coopserver> <BiG MeeCh> I think some of the hubs need a little tweaking
05:05:39  <coopserver> <Benny> then fix them :>
05:05:44  <coopserver> <BiG MeeCh> D=
05:06:02  <coopserver> <BiG MeeCh> secret plan is announced!
05:06:16  <coopserver> <Benny> we've been exposed!
05:06:30  <coopserver> <BiG MeeCh> hide or kill them all?
05:06:40  <coopserver> <BiG MeeCh> I like the Kill idea
05:06:55  <coopserver> <Benny> hahahaha
05:06:56  <coopserver> <sim-al2> *Launches cruise missile*
05:06:59  <coopserver> <Benny> oh wait
05:07:00  <coopserver> <Benny> i mean
05:07:03  <coopserver> <Benny> MWAHAHAHAHA
05:17:51  <coopserver> *** Richie has left the game (Leaving)
05:22:53  <coopserver> <BiG MeeCh> tyteen are you there?
05:23:31  <coopserver> <Benny> tyteen4a03
05:23:43  <coopserver> <tyteen4a03> ?
05:23:57  <coopserver> <BiG MeeCh> can you see ' worst possible spot ever ' and remove your mess?
05:24:25  <coopserver> <BiG MeeCh> you can rebuild over in some other location? :)
05:25:27  <coopserver> <BiG MeeCh> no, dont crash trains, just remove the bridges and lines I asked you to
05:25:41  <coopserver> <tyteen4a03> things take time :)
05:25:50  <coopserver> <BiG MeeCh> lol
05:26:11  <coopserver> <tyteen4a03> oh right, I was planning to do something with it...
05:26:22  <coopserver> <BiG MeeCh> Well I have a good spot you could move it to
05:26:30  <coopserver> <tyteen4a03> hmm?
05:26:32  <coopserver> <BiG MeeCh> at ' this area '
05:27:20  <coopserver> <BiG MeeCh> yea, any way you can leave me 1 extra tile on each side?
05:27:51  <coopserver> <BiG MeeCh> so i can do that later
05:27:52  <coopserver> <BiG MeeCh> yeah
05:27:58  <coopserver> <BiG MeeCh> better, thanks
05:28:02  <coopserver> <tyteen4a03> np
05:32:20  <coopserver> <Anson> @@(clcalc rail 3)
05:32:21  <Webster> coopserver: A rail Curve Length of 3 (5 half tiles) gives a speed of 168km/h or 105mph
05:32:52  <coopserver> <Anson> @@(clcalc rail 4)
05:32:52  <Webster> coopserver: A rail Curve Length of 4 (7 half tiles) gives a speed of 196km/h or 122mph
05:36:34  <coopserver> <sim-al2> Ouch
05:40:43  <coopserver> <BiG MeeCh> ty there's clearly no room there
05:40:50  <coopserver> *** Game paused (connecting clients)
05:40:52  <coopserver> <BiG MeeCh> cant you find another factory?
05:41:04  <coopserver> *** phatmatt has joined
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05:41:08  <coopserver> <BiG MeeCh> yo
05:41:09  <coopserver> <tyteen4a03> I don't see one anywhere else
05:41:15  <coopserver> <BiG MeeCh> you can fund one
05:41:24  <coopserver> <tyteen4a03> no money
05:41:36  <coopserver> <BiG MeeCh> how about i give you money tomake your factory?
05:41:52  <coopserver> <tyteen4a03> hm ok
05:41:57  <coopserver> <phatmatt> what a sugar daddy
05:42:00  <coopserver> <BiG MeeCh> LMAO
05:42:05  <coopserver> <Benny> haha
05:42:07  <coopserver> <tyteen4a03> oh I fall this way ;)
05:42:38  <coopserver> <BiG MeeCh> use it for your factory, no excuses
05:43:04  <coopserver> <BiG MeeCh> LMAO
05:43:21  <coopserver> <BiG MeeCh> bam
05:46:32  * BiG_MeEcH Slaps Phatmatt
05:46:41  <coopserver> <BiG MeeCh> hi
05:50:03  <coopserver> <BiG MeeCh> why do we have a pax route?
05:50:13  <coopserver> <Benny> *shrug*
05:50:29  <coopserver> <BiG MeeCh> its way the hell out of the way
05:50:41  <coopserver> <Benny> we also have another separated network in the south
05:51:02  <coopserver> <BiG MeeCh> oh, yeah
05:51:06  <coopserver> <BiG MeeCh> thats a great spot for all of that
05:52:59  <coopserver> <BiG MeeCh> sometimes I wonder what planet Happy is from
05:53:10  <coopserver> <Benny> we all wonder
05:53:27  <coopserver> <BiG MeeCh> really? I Thought i was the only won... xD
05:53:37  <coopserver> *** Game paused (connecting clients)
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05:54:59  <coopserver> <BiG MeeCh> like take this for example
05:55:04  <coopserver> <BiG MeeCh> Trundingbury Mines
05:55:20  <coopserver> <BiG MeeCh> it hauls maybe 5 0tiles away
05:55:28  <coopserver> <BiG MeeCh> and it fucks with MrD2Dg's shit
05:55:31  <coopserver> <Benny> i built that ;)
05:55:36  <coopserver> <BiG MeeCh> Oh xD
05:55:38  <coopserver> <BiG MeeCh> Well
05:55:41  <coopserver> <Benny> that's the proper way of building
05:55:45  <coopserver> <sim-al2> lol
05:56:17  <coopserver> <BiG MeeCh> im not sure even if i would have connected it
05:56:26  <coopserver> <Benny> you should come to coop sometime
05:56:32  <coopserver> <Benny> the PS i mean
05:56:42  <coopserver> <BiG MeeCh> Yeah well I'm too much of a noob to get the password
05:56:48  <coopserver> <BiG MeeCh> anyways...
05:56:56  <coopserver> <BiG MeeCh> what are we gonna do about this south network that shouldnt be there to begin with
05:57:19  <coopserver> <Benny> we could remove it
05:57:23  <coopserver> <Benny> or connect it to the main network
05:57:29  <coopserver> <BiG MeeCh> I like that 2nd idea
05:57:39  <coopserver> <BiG MeeCh> but we would have to get a steel plant
05:57:58  <coopserver> <Benny> there is one right there o_O
05:58:16  <coopserver> <BiG MeeCh> O_o
05:58:25  <coopserver> <BiG MeeCh> I dont know if i like that spot
05:58:28  <coopserver> <BiG MeeCh> seems bad
05:58:30  <coopserver> <Benny> wat
05:58:37  <coopserver> <Benny> its the perfect spot for a drop
05:58:42  <coopserver> <Benny> corner of the map
05:58:44  <coopserver> <BiG MeeCh> you already have coal being dropped on that line
05:58:53  <coopserver> <BiG MeeCh> how much traffic do you need
05:59:04  <coopserver> <Benny> more
05:59:08  <coopserver> <Benny> :D
05:59:09  <coopserver> <BiG MeeCh> GOOD
05:59:16  <coopserver> <BiG MeeCh> I AGREE
05:59:21  <coopserver> <BiG MeeCh> AND AGREE AGAIN
05:59:29  <coopserver> <BiG MeeCh> FUCK SHIT UP I SAY
06:01:28  <coopserver> <BiG MeeCh> lol
06:01:36  <coopserver> <BiG MeeCh> I just realize that that network has 3 drops
06:01:46  <coopserver> <BiG MeeCh> I think I like the factory the most
06:03:22  <coopserver> <Anson> reading back on IRC ... an hour ago, benny asked about team chat ... one more method to chat : click and hold a client name in the client list. that allows private chat and team chat, and also allows donating money
06:04:42  <coopserver> *** Player has left the game (Leaving)
06:05:37  <coopserver> *** Game paused (connecting clients)
06:05:40  <coopserver> *** jordanmkasla2009 has joined
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06:06:45  <coopserver> *** BiG MeeCh has left the game (general timeout)
06:07:18  <coopserver> *** Game paused (connecting clients)
06:07:26  <BiG_MeEcH> HANG ON IM CUMING
06:07:36  <coopserver> *** BiG MeeCh has joined
06:07:36  <coopserver> *** Game unpaused (connecting clients)
06:07:36  <BiG_MeEcH> AHHHHHHHHHHHHHHHHHHHH
06:07:44  <BiG_MeEcH> I CAM
06:07:54  <coopserver> <Benny> that's... fantastic
06:08:07  <coopserver> <BiG MeeCh> happy is cuming sometimes, i wanna fit in
06:08:30  <coopserver> *** BiG MeeCh has joined company #4
06:09:16  <coopserver> <BiG MeeCh> I fail at all I do
06:09:35  <coopserver> <Benny> wut
06:09:40  <coopserver> <Anson> just read the quickstart
06:09:57  <coopserver> *** BiG MeeCh has left the game (general timeout)
06:10:22  <BiG_MeEcH> !help
06:10:22  <coopserver> BiG_MeEcH: (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.
06:10:35  <BiG_MeEcH> !quickstart
06:10:55  <BiG_MeEcH> sum won link me?
06:11:04  <BiG_MeEcH> !commands
06:11:04  <coopserver> BiG_MeEcH: add, alert, announce, apconnect, apdisconnect, apply, apropos, author, auto, ban add, ban list, ban remove, capabilities, capability add, capability list, capability remove, capability set, capability setdefault, capability unset, changename, channel, channels, cmd, commands, companies, config, content, contentupdate, contributors, cpu, cycle, date, default, defaultcapability,
06:11:05  <coopserver> BiG_MeEcH: defaultplugin, dehalfop, deop, devoice, ding, disable, dl, download, echo, enable, export, flush, getsave, ghost, grf, halfop, help, hostmask, hostmask add, hostmask list, hostmask remove, identify, ignore, ignore add, ignore list, ignore remove, info, invite, ip, ircquote, join, kban, key, kick, last, less, limit, list, load, lobotomy add, lobotomy list, lobotomy remove, lock, log, mode,
06:11:06  <coopserver> BiG_MeEcH: moderate, more, net, nick, nicks, op, part, password, pause, ping, playercount, players, plugin, quit, rcon, register, reload, remove, rename, rescan, restart, revision, rules, save, search, server, set password, set secure, setdef, shuffle, shutdown, source, start, stats, status, success, tell, threads, transfer, unban, unidentify, unload, unlock, unmoderate, unpause, unregister, unrename,
06:11:07  <coopserver> BiG_MeEcH: update, upkeep, uptime, username, version, voice, and whoami
06:11:19  <coopserver> <Anson> meech, for things concerning the PS, you need to read it on the PS channel :-)
06:11:35  <BiG_MeEcH> man, its time for beer
06:11:43  <coopserver> <Benny> beer?
06:11:45  <coopserver> <Benny> its 7am
06:11:47  <BiG_MeEcH> Yeah
06:11:52  <BiG_MeEcH> Its 1am here
06:11:53  <coopserver> <Benny> lol
06:11:55  <coopserver> <Benny> oh
06:11:56  <BiG_MeEcH> Gonna drink till I pass out
06:12:05  <BiG_MeEcH> 7am is a good time to start drinking
06:12:07  <coopserver> <tyteen4a03> sounds like a plan
06:12:10  <BiG_MeEcH> See, I quit drinking every night
06:12:14  <coopserver> <Anson> already 7am here :-)
06:14:06  <BiG_MeEcH> I also drink a lot while driving and before driving, usually after driving also
06:14:19  <coopserver> <sim-al2> Oh great
06:14:33  <BiG_MeEcH> Yeah
06:14:39  <BiG_MeEcH> I'm a good driver
06:15:01  <coopserver> <Benny> i also drink and drive...
06:15:06  <coopserver> <Benny> ...girls crazy
06:15:07  <coopserver> <Benny> ;)
06:15:17  <BiG_MeEcH> Oh SNAP
06:15:29  <BiG_MeEcH> I think Happy gets all ov the bitches
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07:21:09  <coopserver> <sim-al2> :(
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07:55:03  <coopserver> *** Berkel has started a new company #11
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08:44:40  <Taede> @quickstart
08:44:41  <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart
08:48:19  <coopserver> <Vinnie> wow some people
08:48:37  <Taede> some ppl couldn't find it earlier on
08:48:57  <coopserver> <Vinnie> liars
08:49:03  <coopserver> <Vinnie> they didnt look
08:49:15  <Taede> they did, just in the wrong place
08:49:47  <coopserver> <Vinnie> add bug report, fix user intelligence
08:50:21  <coopserver> <Vinnie> this map looks so messy :D
08:50:27  <Taede> after i debrick my router, fix my qnap's vm setup and have irssi up again
08:51:13  <coopserver> <Anson> another suggestion for improvement ....
08:51:24  <coopserver> <Anson> !gap 3 10
08:51:24  <coopserver> <Vinnie> either you are not properly pressing the keys on your keyboard or you speak a different kind of english then me
08:51:43  <coopserver> <Anson> @@(gap 3 10)
08:51:43  <Webster> coopserver: For Trainlength of 3: 40 - 44 needs 9, 45 - 49 needs 10, 50 - 54 needs 11.
08:51:56  <coopserver> <Vinnie> 3 tile trains up to 9 need 2
08:52:01  <Taede> i can translate it to dutch for you, but a lot of those words are the same anyway
08:52:02  <coopserver> <Vinnie> 14 need 3
08:52:19  <coopserver> <Anson> didn't we have a function !gap which calculated the required number of bridges for a given gap ?
08:52:32  <coopserver> <Vinnie> yes
08:52:33  <coopserver> <sim-al2> @@gap(3 10)
08:52:33  <Webster> coopserver: (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.
08:52:58  <coopserver> <Vinnie> !gap 3
08:53:02  <coopserver> <Vinnie> sorry
08:53:18  <coopserver> <Vinnie> @@(gap 3)
08:53:18  <Webster> coopserver: For Trainlength of 3: <= 9 needs 2, 10 - 14 needs 3, 15 - 19 needs 4.
08:53:37  <coopserver> <Vinnie> they question marks are new but can be ignored
08:54:19  <coopserver> <Anson> the values don't look bad, but rather useless when people want to bridge a gap ... they don't want to make a gap that fits a given number of bridges .-)
08:55:19  <coopserver> <Vinnie> you do realise that that is just an reminder of what usually works not always the same
08:55:26  <coopserver> <Vinnie> alot depends on other variabels
08:56:51  <coopserver> <Vinnie> btw this server is doing planes again?
08:57:02  <Taede> !companies
08:57:02  <coopserver> Taede: Company '1' (Pink): JoeSchmoe Transport, Founded in 1920, Vehicles owned: 86 Trains, 0 Roadvehicles, 0 Ships and 0 Aeroplanes
08:57:03  <coopserver> Taede: Company '2' (White): D2DG'S SUPER AMAZING PAX CO., Founded in 1920, Vehicles owned: 68 Trains, 4 Roadvehicles, 0 Ships and 0 Aeroplanes
08:57:04  <coopserver> Taede: Company '3' (Blue): G O Transport, Founded in 1920, Vehicles owned: 18 Trains, 8 Roadvehicles, 0 Ships and 0 Aeroplanes
08:57:05  <coopserver> Taede: Company '4' (Dark Blue): happy tran  sport Transport, Founded in 1920, Vehicles owned: 159 Trains, 10 Roadvehicles, 0 Ships and 0 Aeroplanes
08:57:06  <coopserver> Taede: Company '5' (Red): skyem123 Transport, Founded in 1922, Vehicles owned: 17 Trains, 9 Roadvehicles, 0 Ships and 0 Aeroplanes
08:57:07  <coopserver> <sim-al2> Base cost mod isn't set to swat them so...
08:57:07  <coopserver> Taede: Company '6' (Orange): tyteen4a03 Transport, Founded in 1928, Vehicles owned: 92 Trains, 5 Roadvehicles, 0 Ships and 0 Aeroplanes
08:57:08  <coopserver> Taede: Company '7' (Green): Koto Transport, Founded in 1929, Vehicles owned: 133 Trains, 0 Roadvehicles, 0 Ships and 0 Aeroplanes
08:57:09  <coopserver> Taede: Company '8' (Mauve): Anson Transport, Founded in 1931, Vehicles owned: 34 Trains, 0 Roadvehicles, 0 Ships and 0 Aeroplanes
08:57:10  <coopserver> <Anson> i only want to have an estimate ... can be one more or less, but when i am not used to long bridges, i would have no idea how many bridges are needed with TL12 and 30 gap
08:57:10  <coopserver> Taede: Company '9' (Brown): Cameron Transport, Founded in 1954, Vehicles owned: 2 Trains, 10 Roadvehicles, 0 Ships and 0 Aeroplanes
08:57:11  <coopserver> Taede: Company '10' (Yellow): sim-al2 Transport, Founded in 1961, Vehicles owned: 70 Trains, 2 Roadvehicles, 0 Ships and 0 Aeroplanes
08:57:12  <coopserver> Taede: Company '11' (Purple): Lost Fruits Inc., Founded in 1991, Vehicles owned: 9 Trains, 0 Roadvehicles, 0 Ships and 0 Aeroplanes
08:57:13  <coopserver> Taede: Company '13' (Cream): Dago Transport, Founded in 1971, Vehicles owned: 0 Trains, 0 Roadvehicles, 1 Ships and 2 Aeroplanes
08:57:18  <Taede> it would appear so
08:57:29  <Taede> !rcon set max_airplanes 0
08:57:30  <coopserver> 'max_airplanes' is an unknown setting.
08:58:46  <coopserver> <Vinnie> maybe thats the old tunnel command
08:58:46  <Taede> !rcon set max_airplane 0
08:58:47  <coopserver> 'max_airplane' is an unknown setting.
08:58:51  <coopserver> <Vinnie> @@tunnel
08:58:53  <Webster> coopserver: (tunnel <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.
08:59:07  <coopserver> *** tyteen4a03 has left the game (connection lost)
08:59:12  <Taede> !rcon set max_planes 0
08:59:13  <coopserver> 'max_planes' is an unknown setting.
08:59:17  <coopserver> <Vinnie> @@(tunnel 12 4)
08:59:18  <Webster> coopserver: For Trainlength of 12: 19 - 32 needs 3, 33 - 46 needs 4, 47 - 60 needs 5.
08:59:36  <coopserver> <Vinnie> you need 3 bridges for TL12 and 30 gap
08:59:55  <Taede> !rcon set max_aircraft 0
09:00:05  <Taede> !rcon set max_aircraft
09:00:06  <coopserver> Current value for 'max_aircraft' is: '0' (min: 0, max: 5000)
09:00:21  <Taede> ok, no new planes shall be built this game
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09:09:59  <coopserver> <Anson> what about ships ? almost the same parameters as planes (normal cost and max 5 allowed)
09:11:23  <Taede> !rcon set max_ships 0
09:11:27  <Taede> !rcon set max_ships
09:11:28  <coopserver> Current value for 'max_ships' is: '0' (min: 0, max: 5000)
09:14:07  <coopserver> <Berkel> hmm, why is there iron ore shown at a coal mine station? (brown stones instead of black ones)??
09:14:15  <coopserver> <Berkel> is this a graphic bug?
09:14:22  <Taede> thats a known issue with isr i believe
09:14:35  <Taede> isr/1.4.0
09:14:46  <coopserver> <sim-al2> I believe that it started with 1.4.0 beta 1
09:14:56  <coopserver> <Berkel> hmm, can remember in former versions it was ok (black at coal mines)
09:15:02  <coopserver> <Berkel> ok
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09:48:53  <coopserver> <sim-al2> Y2K oh no!
09:49:16  <coopserver> <sim-al2> Night all
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10:15:51  <coopserver> <Anson> tyteen has a deadlock ....
10:19:11  <coopserver> <Anson> no chance to fix it (by adding resources etc) ... needs a partial rebuild since it's the old level crossings again with trains on opposite sides of 2way signals ...
10:20:14  <coopserver> <Anson> won't go bankrupt since he has two networks and the other still works, buta few  primaries already seem to be dead
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10:59:56  <coopserver> <[FR]Syl59> hi :)
11:00:01  <coopserver> <Anson> hallo
11:00:20  <coopserver> <[FR]Syl59> Wie geht's ? :)
11:00:28  <coopserver> <Anson> nice jam @tyteen :-)
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11:24:52  <coopserver> <Anson> hallo, sky
11:25:02  <coopserver> <Anson> i see you added one rail piece :-)
11:28:10  <coopserver> <Anson> btw : everybody can edit and/or delete any signs ... only difference between your own and others is that you can delete your own with a shortcut : CTRL-CLICK
11:28:30  <skyem123> ok
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12:12:22  <coopserver> <Berkel> Ok, so what do you want @ red? Cuz of your "??" sign? :)
12:12:46  <skyem123> Just wondering why you are building there.
12:13:01  <coopserver> <Berkel> ahh, ok :D
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13:10:43  <coopserver> <GriffinOneTwo> Anston, could you tell me if I correctly implemented a overflow reverser at sign: !Is this reverser amde correct ?
13:11:11  <coopserver> <GriffinOneTwo> err sorry Anson
13:11:38  <skyem123> Goodbye!
13:11:47  <coopserver> <GriffinOneTwo> L8TR ~
13:16:09  <coopserver> <Anson> hehe, you need to type my name correctly to sound the alarm :-)
13:16:26  <coopserver> <GriffinOneTwo> yea, I got that
13:17:18  <coopserver> <Anson> what is the sign ? i see none starting with "!is" or "is"
13:17:35  <coopserver> <GriffinOneTwo> sorry changed it, ! it appears bad reverser
13:17:49  <coopserver> <Anson> giot it
13:18:48  <coopserver> <Anson> i see one reverser and two depots
13:19:12  <coopserver> <GriffinOneTwo> does the 2nd depo cause the issue?
13:19:28  <coopserver> <Anson> when you have several 2way for 3+ platforms, the depot or the reverser needs to be on the opposite side of the entry rail
13:20:09  <coopserver> <Anson> else trains will 1. not pass the red signals correctly, and 2. leave the station instead of going to the depot
13:20:27  <coopserver> <Anson> but it looks ok .... let it run
13:20:51  <coopserver> <Anson> stop
13:21:47  <coopserver> <Anson> the trains should see the red 2way at the second platform, continue, see the red at 3rd, continue, see red at 4th, and enter that depot, IF they can't leave the station
13:22:22  <coopserver> <Anson> but they shouldn't get stuck like they did at first
13:23:01  <coopserver> <GriffinOneTwo> would that be better?
13:24:22  <coopserver> <GriffinOneTwo> damm
13:24:52  <coopserver> <Anson> as it is now, trains will check platforms and then leave since depot is a penalty
13:25:02  <coopserver> <Anson> they may not get a chance to leave
13:25:16  <coopserver> <Anson> thus attach the exit rails at sign "here"
13:25:26  <coopserver> <GriffinOneTwo> hm,, I'll try
13:27:03  <coopserver> <Anson> i am speaking of the exit track, not entry/exit signals
13:27:44  <coopserver> <Anson> yes
13:29:10  <coopserver> <GriffinOneTwo> it should work like a overflow now too?
13:29:15  <coopserver> <Anson> no reverser neeeded, but since it is a visible depot now, all trains need service orders to not go here for service
13:30:12  <coopserver> <Anson> now it is an overflow, but with visible depot
13:30:32  <coopserver> <GriffinOneTwo> I'm not worried about the depot, should I be?
13:30:53  <coopserver> <Anson> when trains are autoreplaced, they go to any visible depot
13:31:11  <coopserver> <Anson> thus trains from anywhere might go here and then be stuck or lost
13:31:12  <coopserver> <GriffinOneTwo> (Shrug) so a slight traffic jam for a few min?
13:31:58  <coopserver> <GriffinOneTwo> yea it works
13:32:15  <coopserver> <GriffinOneTwo> almost, it leavs empty
13:32:56  <coopserver> <Anson> i dion't know your net ... but when they have no path from this depot to the destination where they wanted to go before autoreplacing, they are lost and ignore some red signals, thus possibly getting stuck and causing deadlocks
13:33:42  <coopserver> <GriffinOneTwo> so, what can I do to to get them to wait for a station, instead of leving empty on overflow?
13:33:59  <coopserver> <Anson> you can ctrl-click trains on platforms to stop them for testing
13:34:12  <coopserver> <GriffinOneTwo> well, overflow test in a sec
13:35:01  <coopserver> <GriffinOneTwo> see
13:35:07  <coopserver> <GriffinOneTwo> it left empty?
13:36:08  <coopserver> <Anson> maybe it was because of the 2way path signals
13:36:20  <coopserver> <Anson> now with block it should be better
13:36:21  <coopserver> <GriffinOneTwo> I'm testing that
13:36:59  <coopserver> <Anson> looks good to me
13:37:18  <coopserver> <GriffinOneTwo> I guess so, thanks for your support
13:37:34  <coopserver> <Anson> why do you have so many 2way path signals anyway ???
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13:37:58  <coopserver> <GriffinOneTwo> I reverse them after a join, to brevent a block
13:38:18  <coopserver> <Anson> crappy logic :-)
13:38:42  <coopserver> <GriffinOneTwo> should I just use one ways, and don't do backwards 2 ways?
13:38:46  <coopserver> <Anson> you need to have enough space behind a join ... just put NO signals there :-)
13:39:29  <coopserver> <GriffinOneTwo> usually what happes is I do the crtl signal fill the rail, then just reverse the last few for a train length, instead of removing
13:39:45  <coopserver> <Anson> 2way path signals from the backside are treated almost as if there would be no signal
13:39:59  <coopserver> <GriffinOneTwo> yea, intent
13:40:40  <coopserver> <Anson> almost ! .... they interrupt the "flow of signal information", eg when you put them between entry and exit signals
13:41:24  <coopserver> <Anson> also, when you reverse a train to clear a jam, they can go through those signals and crash
13:42:14  <coopserver> <Anson> on normal straight tracks, just put normal block signals with spacing 2
13:42:19  <coopserver> <GriffinOneTwo> I noticed
13:42:46  <coopserver> <GriffinOneTwo> so, twhen is it a good idea to use path signals?
13:42:57  <coopserver> <GriffinOneTwo> on a two way shared track?
13:43:14  <coopserver> <efess> when you have trains entering a section with crossing "x"s
13:43:21  <coopserver> <Anson> the shorter the spacing, the faster the network, BUT since the longest gap determines throughput for the entire track, and since every track has splits and joins with gap 2, spacing 1 makes no sense
13:44:30  <coopserver> <efess> ie DBE -Main statino
13:44:48  <coopserver> <GriffinOneTwo> I'm watching
13:45:10  <coopserver> <efess> trains can share that block, as long as there's a clear path
13:45:18  <coopserver> <efess> ordinary signals this would not be possible
13:45:30  <coopserver> <Anson> now, both platforms of that station can be used for both directions
13:45:32  <coopserver> <GriffinOneTwo> hmm, someone else told me not to do that once
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13:46:13  <coopserver> <Anson> you need to be careful ... it works here since the entering tracks have 1way path signals
13:46:15  <coopserver> <GriffinOneTwo> thats what I usuallty do at stations
13:46:30  <coopserver> <Anson> when the entering tracks would have block signals, it could crash
13:47:03  <coopserver> <GriffinOneTwo> hmm
13:47:15  <coopserver> <GriffinOneTwo> thnx for the education
13:48:18  <coopserver> <GriffinOneTwo> any reason to not always use 2 way path facing platform at all platforms?
13:48:48  <coopserver> <efess> no reason
13:49:03  <coopserver> <efess> unless you have trains coming from other side of platform
13:49:19  <coopserver> <efess> the platform acts as a path signal itself
13:50:43  <coopserver> <Anson> always when using both block signals and 2way path signals, it can get very complicated and sometimes crash
13:50:53  <coopserver> <Anson> thus it is safest to almost never use them
13:51:09  <GriffinOneTwo> I knew a depot had a built in entry sig, I didn't know the stations had a built in signal.  I tried some once at a similar station without a path in front, and it would not use all the platforms, and instead waited till a trainleft
13:51:25  <coopserver> <efess> anson, I've never seen a train crash by itself when using two way path signals
13:51:30  <coopserver> <Anson> they really are not needed most of the time, except on single tracks that are used in both directions and similar
13:52:20  <coopserver> <Anson> i don't know it from memory, but there are some layouts of stations with path and block signals which always crash
13:52:45  <coopserver> <GriffinOneTwo> so, I have to use 2 way exit, instead of path at stations, when doing overflow reverser depot?
13:52:49  <coopserver> <efess> maybe I've just never seen it
13:53:30  <coopserver> <efess> anytime a train crashes for me, it's been because of construction or ignore signal command
13:53:49  <coopserver> <efess> correct
13:54:10  <coopserver> <efess> because of the two way eol rule
13:55:08  <coopserver> <Anson> when you have a station with a 2way block on one side and a 2way path on the other of a platform, sooner or later trains WILL crash
13:56:10  <coopserver> <Anson> the resoning goes something like : the path allows trains to enter the platform through the backside
13:56:54  <coopserver> <Anson> but while the train is not yet at the platform, a train from the other side can pass the 2way block since it has a "safe" waiting point at the path signal
13:56:55  <coopserver> <efess> I'll try it, I don't like using two way stations unless ro-ro
13:57:02  <coopserver> <Anson> and then they crash on the platform
13:57:18  <coopserver> <efess> testing it..
13:58:04  <coopserver> <Anson> on the last map, i had a compact feeder unload station with 6 platforms for 3 cargoes .-)
13:58:09  <coopserver> <GriffinOneTwo> See sign, ! Another OverFlow Try, it appears correct?
14:00:18  <coopserver> <Anson> from one side, many trains could access all platforms
14:00:29  <coopserver> <Anson> from the other they went only to two platforms
14:01:09  <coopserver> <GriffinOneTwo> I've done that too, seemed ok, with two way path facing platforms on both sides?
14:01:27  <coopserver> <Anson> and having the reverse signals gave another advantage : it was a penalty, so that trains prefered the platforms without the path signals and only used them when the others were used
14:02:06  <GriffinOneTwo> hmm
14:02:19  <coopserver> <Anson> yes, when all platforms have no signals or 2way path signals, it should give no crash, but block and path at a platform is a crash
14:06:44  <coopserver> <GriffinOneTwo> sign ! Jam at overflow reverser try
14:07:40  <coopserver> <GriffinOneTwo> had another train go partway, hmm
14:12:37  <coopserver> <GriffinOneTwo> ok, anyone want to analyse why they are bypassing overflow reverer when stations full at sign: !something wrong, they bypass ?
14:13:38  <coopserver> <GriffinOneTwo> great now they started behaving
14:14:40  <coopserver> <GriffinOneTwo> and they thye bypass agian, hmm
14:16:24  <coopserver> <Anson> when trains can select between reverser/depot or a free exit, they go to the exit and leave the station
14:16:54  <coopserver> <Anson> you have to build it so that there is no path from the entry to the exit rails of the station
14:17:07  <coopserver> <GriffinOneTwo> ok, like that then?
14:17:34  <coopserver> <Anson> eg by putting entry and exit rails next to each other, resulting in a forbidden 90 degree turn between them
14:17:59  <coopserver> <Anson> like that, but that also eliminated the exit for trains from platform 1
14:18:21  <coopserver> <Anson> but those trains still can leave slowly by going to the depot first, then leaving from there
14:18:33  <coopserver> <GriffinOneTwo> any big deal to make them go through depot to exit?
14:18:50  <coopserver> <GriffinOneTwo> just  throughput reduced?
14:19:11  <coopserver> <Anson> what is pax train 5 doing ? waiting at a 7th platform of the same station ?
14:19:20  <coopserver> <GriffinOneTwo> ya
14:19:42  <coopserver> <Anson> putting the exit track right where that platforms is ....
14:19:58  <coopserver> <Anson> that would give 90 degree turn between entry and exit tracks
14:20:09  <coopserver> <GriffinOneTwo> yea, if I remove platfor that 5 was at, all stations delete though?
14:22:00  <coopserver> <GriffinOneTwo> they bypass then?
14:22:10  <coopserver> <Anson> remove a single tile of the platform by opening the station menu, then "R" for removing single tiles
14:22:26  <coopserver> <GriffinOneTwo> oh
14:22:51  <coopserver> <Anson> stop the trains first
14:23:41  <coopserver> <Anson> may i join ?
14:23:52  <coopserver> <GriffinOneTwo> sure
14:23:54  <coopserver> <GriffinOneTwo> sec
14:24:23  <coopserver> *** Anson has joined company #3
14:25:01  <coopserver> <Anson> done
14:25:21  <coopserver> <GriffinOneTwo> what about the leftover 3 tiles of platform?
14:25:42  <coopserver> <Anson> you can delete them, connect otherwise, whatever
14:26:00  <coopserver> <Anson> since they are not connected, they are ignored now
14:26:12  <coopserver> <GriffinOneTwo> umm, selected platform, thenit R, nothing?
14:26:46  <coopserver> <GriffinOneTwo> just click on station to get station menu, then hit R ?
14:26:48  <coopserver> <Anson> just like removing signals without removing the track, you can remove station tiles
14:26:56  <coopserver> <GriffinOneTwo> oh
14:28:17  <coopserver> <GriffinOneTwo> thnx, getting more education thatn I anticipated
14:28:33  <coopserver> <Anson> you still drive on rail and not erail ?
14:28:52  <coopserver> <GriffinOneTwo> I started with rail, never changed it
14:29:43  <coopserver> <Anson> shall i convert ?
14:29:47  <coopserver> <GriffinOneTwo> can you start with erail at 1920?
14:30:03  <coopserver> <GriffinOneTwo> sure, if you tell me how to convert easily too
14:30:12  <coopserver> <Anson> probably yes, but a bit more expensive
14:30:26  <coopserver> <GriffinOneTwo> reason to not do purr, other than cost?
14:30:37  <coopserver> <Anson> done :-)
14:30:39  <coopserver> <GriffinOneTwo> purr is always universal rail?
14:31:03  <coopserver> <Anson> purr is the abbreviation for "purr universal rainbow rail"
14:31:24  <coopserver> <Anson> thus always universal rail :-)
14:31:27  <coopserver> <GriffinOneTwo> so, how do you replace all rail?
14:32:10  <coopserver> <Anson> the rightmost icon in the rail construction bar ... with the yellow Uturn arrow
14:32:31  <coopserver> <Anson> you select that icon and then click the tiles you want to change
14:32:34  <coopserver> <GriffinOneTwo> oh yea, I forgot about that, i did see it before
14:33:12  <coopserver> <GriffinOneTwo> are maint costs higher with bteer rail, or just purchas cost?
14:33:16  <coopserver> <Anson> and to convert everything, just click and hold mouse at one corner, then SHIFT-ARROW to scroll to opposite corner
14:33:32  <coopserver> <Anson> best to do that zoomed out so that you scroll very fast
14:33:44  <coopserver> <GriffinOneTwo> ok, like plating trees
14:34:11  <coopserver> <Anson> planting trees on the entire world is not possible
14:34:31  <GriffinOneTwo> why is that?
14:34:55  <coopserver> <Anson> i think there is a setting which allows max 4096 tiles to be cleared/planed with one click, and then you have to wait 2.5 game days
14:35:06  <coopserver> <GriffinOneTwo> ahh
14:35:21  <coopserver> <Anson> same for terraforming etc
14:35:44  <coopserver> <Anson> those settings are not in advanced options, but only via console or editing the config file
14:36:37  <coopserver> <Anson> the parameters give a maximum amount of tiles to handle per tick (fraction of a day)
14:36:48  <coopserver> <GriffinOneTwo> ok, I already forgot to how to autoreplace all trains again (its only been like 8 hrs); train list, all trains sleected, not seeing replace on menu?
14:37:01  <coopserver> <Anson> and also a recovery rate how many tiles you get back per tick
14:37:39  <coopserver> <Anson> opentrain menu, then bottom right: button "manage list"
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14:38:06  <GriffinOneTwo> dang, didn't think I saw it there, must be too tired
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14:41:30  <coopserver> <Anson> 1 tile brake space in front of stations is nice ... it allows the next train to follow sooner while the first train just passed the 2way signal and still is slowing down
14:41:50  <coopserver> <GriffinOneTwo> getting somewhere now, (having exit and combo signal icons confused in my mind for years didn't help)
14:42:47  <coopserver> <Anson> if you toggle through all signals, they are block, entry, exit, combo, 2way path, 1way path
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14:43:08  <coopserver> <Anson> and the icons are easy to remember if you once fund the system :
14:43:21  <coopserver> <GriffinOneTwo> so, instead of signal right up against station, a extra tile between station and reverse path?
14:43:28  <coopserver> <Anson> yellow is entry, vertical is exit, thus vertical yellow is combo
14:44:15  <coopserver> <Anson> sign "like here now"
14:44:55  <coopserver> <GriffinOneTwo> yea, thats what I thought you meant
14:45:02  <coopserver> <Anson> trains slow down while they enter a station ... thus it takes a bit, and with brake space, they already have left the signal when they slow down
14:45:50  <coopserver> <Anson> and thus the next train may follow them earlier, while they have not yet stopped completely
14:45:59  <coopserver> <GriffinOneTwo> IC
14:46:35  <coopserver> <Anson> and for the same reason, there should be no space between the entering track and the signal
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14:50:11  <coopserver> <GriffinOneTwo> Can you look at sing: ! Is thsi X singaled right?
14:52:10  <coopserver> <GriffinOneTwo> Dang sim, you have some major jam
14:52:23  <coopserver> <sim-al2> Engine replacment...
14:52:42  <coopserver> <GriffinOneTwo> you see !! deadlock sign?
14:53:13  <coopserver> <sim-al2> That's not me: I'm yellow, as opposed to Orange
14:53:20  <coopserver> <GriffinOneTwo> oh, sorry
14:53:35  <coopserver> <sim-al2> OpenTTD yellow is far too orange
14:54:36  <coopserver> <Anson> i am just looking at trains and orders ... why train 1 waits and waits and waits and .....
14:55:22  <coopserver> <GriffinOneTwo> yea, eairler, I noticed that with so many pax waiting there, yet trains load slow?
14:56:03  <coopserver> <Anson> lol ... CARGODIST
14:56:27  <coopserver> <[FR]Syl59> ... What's that ?
14:56:28  <coopserver> <Anson> the train goes to a specific destination and thus automatically only loads pax for that destination
14:56:37  <coopserver> <[FR]Syl59> Oh ok
14:56:51  <coopserver> <Anson> lots of pax for other destinations are waiting, but for THAT destination, there are not enough
14:57:16  <coopserver> <GriffinOneTwo> err, it will  only load what is equal at destination?
14:57:31  <coopserver> <Anson> when cargodist is enabled, you should not use transfer orders ... they will be ignored or treated badly
14:57:48  <coopserver> <Anson> but trains automatically load and unload and transfer as needed
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14:57:53  <coopserver> <GriffinOneTwo> umm, Pax Mail 1 isn't using xfer?
14:58:36  <coopserver> <GriffinOneTwo> it just has a full load at the place there are lots of pax waiting?
14:58:38  <coopserver> <Anson> open the station window
14:58:52  <coopserver> <Anson> that now has additional options
14:59:00  <coopserver> <GriffinOneTwo> ok
14:59:01  <coopserver> <GriffinOneTwo> oh
14:59:03  <coopserver> <Anson> to show waiting or planned cargo
14:59:34  <coopserver> <GriffinOneTwo> never saw that, what shoul dit be set to?
14:59:37  <coopserver> <Anson> and to show it as a tree, with source-destination-via, or via-source-destination, etc etc
14:59:59  <coopserver> <Anson> click the + sign to the right of a line to see the details
15:00:23  <coopserver> <Anson> 4500 pax waiting, and 2600 of them want to go to Chontbridge Heights
15:01:06  <coopserver> <GriffinOneTwo> so they are pax qued and have to be picked up in order?
15:02:01  <coopserver> <GriffinOneTwo> I did set the trains to NOT non-stop, and have veried per train which station they full load at
15:02:23  <coopserver> <GriffinOneTwo> ok, how to fix the issue?
15:02:44  <coopserver> <Anson> sorry, no, just the other way round ... 2600 were FROM chontbridge and thus don't want to go back
15:03:02  <coopserver> <GriffinOneTwo> but the pax have to load in order or something?
15:03:29  <coopserver> <Anson> sorting by dest-via-source, i now see that there are none who want to go where train 1 wants to go
15:03:46  <coopserver> <Anson> thus they all wait for another train
15:03:56  <coopserver> <GriffinOneTwo> but other trains should be soaking that up?
15:04:39  <coopserver> <GriffinOneTwo> just not enough trains for those dests?
15:05:02  <coopserver> <Anson> what is the best view ? maybe via-dest-source .... now i can see that 2300 want to go to Prinnbridge, 1300 to Trenborough Bay and 790 to Tredinghead ...
15:05:21  <coopserver> <Anson> thus you would ned to have more trains that go to those towns
15:06:43  <coopserver> <Anson> there is also a graphic overlay for the main screen and for the minimap which show connections and which connections are not used or well used
15:07:29  <coopserver> <Anson> new third option when you click and hold mouse on the map icon
15:09:11  <coopserver> <GriffinOneTwo> oh, never noticed that
15:09:24  <coopserver> <GriffinOneTwo> not that I can read it on a laptop screen
15:09:47  <coopserver> <Anson> in the nightlies, there was cargodist for a long time, but on trunk, it is new with this beta
15:11:45  <coopserver> <Anson> look at the station now ... i added trains 22,23,24 to that route for Prinnbridge
15:12:04  <coopserver> <GriffinOneTwo> I added 2 also, 5 , lol
15:12:31  <coopserver> <Anson> with cargodist it might also be good to not use full load orders, but only send them back and forth between towns
15:12:46  <coopserver> <GriffinOneTwo> I just changed that
15:12:52  <coopserver> <GriffinOneTwo> so to not jam one eng
15:12:54  <coopserver> <GriffinOneTwo> err end
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15:14:46  <coopserver> <Anson> another hint : those overflow depots are usefull for low traffic, 100-1000 cargo on 3 platforms
15:14:47  <coopserver> <GriffinOneTwo> I guss we better add for the other two stations too
15:15:18  <coopserver> <GriffinOneTwo> yea, I built a lot of platforms, cause I could not get overflow to cooperate
15:15:22  <coopserver> <Anson> with more platforms, entering and leaving the station takes so long that the first trains already have loaded/unloaded and leave, not using the last platforms at all
15:16:16  <coopserver> <Anson> but you have to adjust a lot to cargodist with pax and mail ... for other cargo, almost nothing has changed, at least not when you have one big drop only
15:16:45  <coopserver> <Anson> and thus cargodist can be enabled separately in the advanced options for pax, mail, valuables, and other cargo
15:16:57  <coopserver> <Anson> on this map, pax is on, others are normal
15:17:43  <coopserver> <Anson> you see, pax for Prinnbridge are almost gone now
15:17:58  <coopserver> <GriffinOneTwo> yea, it went fast
15:19:00  <coopserver> <GriffinOneTwo> is there a way to upgrade wagons, like engines (I imagine so, but am missing it on trains list
15:19:05  <coopserver> <Anson> 1200 pax are 6 trains ... adding 3 trains makes 2 rounds for each and theya are gone
15:19:47  <coopserver> <GriffinOneTwo> I see it
15:20:25  <coopserver> <Anson> you can now change orders ... Prinnbridge wants to go to Chontbridge, and Saningwell to Tredinghead and Trenborough Bay
15:20:52  <GriffinOneTwo> IC
15:21:00  <coopserver> <Anson> to change orders for a train, click GOTO and then CTRL-CLICK another train to share that train's orders
15:21:29  <coopserver> <Anson> to be able to do that quickly, it is good to sort trains in groups in the train list
15:21:53  <coopserver> <Anson> a standard is to give each town a 3letter abbreviation and list all pax trains with those letters
15:22:38  <coopserver> <GriffinOneTwo> I usually abreviate the station names to 2 or 3 letters  (depending on thier name)
15:23:00  <coopserver> <GriffinOneTwo> but usually only name trains for cargo type, and haven't tried groups yet
15:23:56  <coopserver> <Anson> look at the train list and the two station names
15:33:18  <coopserver> <Anson> with cargodist, you need to get some system in your station names, in your trains, etc ...
15:34:05  <coopserver> <GriffinOneTwo> I usually don't do a lot of pax, just cargo,for some reason this time I decided to start with lots of PAx
15:34:39  <coopserver> <Anson> and having lots of different routes, one each for A-B-C, A-B-D, A-C-D, B-C-D, and maybe even another for D-B-A, etc ... very difficult to handle
15:35:08  <coopserver> <sim-al2> @@tunnel 12
15:35:09  <Webster> coopserver: (tunnel <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.
15:35:23  <coopserver> <sim-al2> @@(tunnel 12)
15:35:23  <coopserver> *** Game paused (connecting clients)
15:35:23  <Webster> coopserver: For Trainlength of 12: <= 18 needs 2, 19 - 32 needs 3, 33 - 46 needs 4.
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15:37:17  <coopserver> <GriffinOneTwo> I do
15:37:36  <coopserver> <happy tran  sport> hi all
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15:46:04  <coopserver> <Anson> with all those 2way path signals, you can even send trains from the station back to the depots, and all that can give quite a few problems
15:46:34  <coopserver> <Anson> if trains are supposed to go only in one direction, use 1way signals
15:47:02  <coopserver> <Anson> and after joins, there is no need to use path signals
15:49:57  <coopserver> <GriffinOneTwo> looks like that is good to jam?  or not due to them being path?
15:50:07  <coopserver> <GriffinOneTwo> k
15:51:35  <coopserver> <GriffinOneTwo> waiting bay is too short though, needs 4 tiles
15:53:40  <coopserver> <GriffinOneTwo> Well, this is certainly turning out to be an educational map
15:54:31  <coopserver> <GriffinOneTwo> where do you check to see if cargo dist is set in advanced?
15:54:52  <coopserver> <GriffinOneTwo> the cargo distrib sysmetric?
15:54:58  <coopserver> <GriffinOneTwo> for pax
15:55:39  <coopserver> <sim-al2> Advanced Options/ Cargo Distributiom
15:56:48  <coopserver> <GriffinOneTwo> I did read it, it didn't seem sysmetric though, I'll have to look again, but we had lots that came from A to B, but didn't want to go back to A
15:58:21  <coopserver> <GriffinOneTwo> IC
15:59:22  <coopserver> <Anson> with such multiple destinations, it is a bit difficult to analyze what cargodist will do
16:00:50  <coopserver> <GriffinOneTwo> and turn off nonstop?
16:00:59  <coopserver> <GriffinOneTwo> grr
16:01:46  <coopserver> <GriffinOneTwo> with such pax rail systems, would it be better to not set full load, and have all trains go through all stations (no bypass), and turn off non-stop?
16:03:59  <coopserver> <GriffinOneTwo> without non-stop, if there is a bypass, they always seem to bypass
16:06:03  <coopserver> <GriffinOneTwo> like real worl, everything goes to union stations, and people switch to trains on diff tracks there?  (would that be using transfer at the union stations?)
16:07:33  <coopserver> <GriffinOneTwo> so, if you want them to go to every station, use non-stop, and just put gotos to every station?
16:09:10  <coopserver> <GriffinOneTwo> so, I could have all trains 2 point with SaningWell Woods, and each other town, and it would auto transfer at SaningWell Woods?
16:09:11  <coopserver> <Anson> probably yes .... i think cargodist will ignore implicit destinations, and thus only have pax for the last station if you write an order for that last station and hope that the train will stop at each station in between
16:10:31  <V453000> oh jesus fuck how did I manage to leave that setting there
16:10:32  <V453000> :d
16:10:48  <coopserver> <GriffinOneTwo> well, it is educational
16:12:38  <coopserver> <GriffinOneTwo> you said that in team
16:12:58  <coopserver> <Anson> V, people still can chose whether they want to do cargodist for a pax network, or a normal cargo network
16:13:30  <coopserver> <sim-al2> Yes, cargodist seems perfect for pass, but it's not on for cargo
16:13:55  <coopserver> <Anson> and maybe, people will find some interesting networks for pax, and how to best organize everything ...
16:13:55  <coopserver> <GriffinOneTwo> perfect, if you mean needs micro managing
16:14:04  <coopserver> <sim-al2> "perfect"
16:14:27  <coopserver> <sim-al2> Just seems cool, maybe not perfect, but I like how it acts
16:14:57  <coopserver> <GriffinOneTwo> It took me 2hrs to try and understand it
16:17:36  <coopserver> <GriffinOneTwo> hmm?  I'm working or changing to blocks at stations, instead of 2 way path
16:18:54  <coopserver> <GriffinOneTwo> if you see some that need to be fixed, by all means feel free to fix them
16:19:08  <coopserver> *** happy tran  sport has joined spectators
16:19:18  <coopserver> <happy tran  sport> bb all
16:19:26  <coopserver> <GriffinOneTwo> forward ones?
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16:21:21  <V453000> it is utterly retarded for both cargo and pax and will not happen from me again, sorry, changed the setting already
16:23:16  <coopserver> <GriffinOneTwo> looking
16:23:38  <coopserver> <GriffinOneTwo> umm, no diff?
16:24:04  <coopserver> <GriffinOneTwo> it level, no signals, or branches, ...
16:25:16  <coopserver> <GriffinOneTwo> I understand backwards path give neg score, and you can use them to make trains perfer a path
16:25:47  <coopserver> <GriffinOneTwo> without station as a dest, it will bypass
16:25:54  <coopserver> <GriffinOneTwo> left
16:26:48  <coopserver> <GriffinOneTwo> that looked harder than it should to place the signals, why not ctrl drag?
16:27:12  <coopserver> <Anson> now i reverse them one aftzer the other
16:27:51  <coopserver> <GriffinOneTwo> it will only bypass if station is full
16:28:53  <coopserver> <GriffinOneTwo> tation length affect track values?
16:29:07  <coopserver> <GriffinOneTwo> err station
16:29:40  <coopserver> <GriffinOneTwo> IC
16:30:01  <coopserver> <GriffinOneTwo> is there a wway to extend stations?
16:30:09  <coopserver> <GriffinOneTwo> err their length?
16:32:38  <coopserver> <Anson> selected 4 instead of 5
16:33:42  <coopserver> <GriffinOneTwo> not much in this case I guess
16:34:27  <coopserver> <GriffinOneTwo> not much unless farther climb?
16:35:08  <coopserver> <GriffinOneTwo> go ahead
16:38:06  <coopserver> *** Game paused (connecting clients)
16:38:08  <coopserver> <GriffinOneTwo> does cruve speect affect path selection, or just number of curves?
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16:41:46  <coopserver> <GriffinOneTwo> more splits is prefered?
16:47:16  <coopserver> <GriffinOneTwo> makes sense
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16:47:58  <coopserver> <GriffinOneTwo> there isn't a easy way to replace all two way path on a line with one way is there?
16:49:17  <coopserver> <Anson> you can select signals, then "T" to remove them, and then CTRL-DRAG to remove all ip to the next split/join
16:50:44  <coopserver> <GriffinOneTwo> err that didn't work?
16:51:12  <coopserver> <GriffinOneTwo> I tried that
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16:51:44  <coopserver> <GriffinOneTwo> got it
16:52:11  <coopserver> <GriffinOneTwo> BBL
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16:53:50  <coopserver> <GriffinOneTwo> I've GTG for awhile, thnx for all your time educating me
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18:02:34  <coopserver> *** Benny has left the game (Leaving)
18:04:54  <coopserver> *** Anson has joined company #8
18:09:43  <coopserver> *** Game paused (connecting clients)
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18:13:14  <coopserver> *** Game paused (connecting clients)
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18:20:42  <coopserver> *** [FR]Syl59 has left the game (Leaving)
18:21:09  <coopserver> *** Game paused (connecting clients)
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18:22:26  <coopserver> *** Jam35 has left the game (general timeout)
18:27:35  <coopserver> *** Game paused (connecting clients)
18:27:42  <coopserver> *** Player has joined
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18:31:19  <coopserver> *** Player has left the game (Leaving)
18:40:49  <coopserver> *** Game paused (connecting clients)
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18:42:06  <coopserver> *** Game paused (connecting clients)
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18:44:00  <coopserver> <Phrossi> huge lag
18:45:06  <skyem123> Flindingville is just the noise of train horns
18:45:31  <coopserver> <Phrossi> soo many lag that the game is unplayable
18:45:55  <coopserver> <Phrossi> O_O
18:46:32  <coopserver> *** Phrossi has left the game (general timeout)
18:47:25  <coopserver> <Anson> i don't see any lag problems here, but yesterday and today, i had several short stops (without red alert box), and then everything moved at high speed for 1-2 seconds until it was in sync again
19:04:12  <coopserver> *** Game paused (connecting clients)
19:04:17  <coopserver> *** Player has joined
19:04:17  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
19:04:17  <coopserver> *** Player has started a new company #14
19:04:17  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
19:04:18  <coopserver> *** Game unpaused (connecting clients)
19:04:19  <coopserver> *** Player has joined spectators
19:04:57  <coopserver> *** Player has started a new company #15
19:04:57  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
19:04:57  <coopserver> *** Player has joined spectators
19:05:06  <coopserver> *** Player has joined company #15
19:05:06  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
19:05:06  <coopserver> *** Player has joined spectators
19:05:27  <coopserver> <Player> !name Jancix
19:05:28  <coopserver> *** Player has changed his/her name to Jancix
19:05:35  <coopserver> *** Jancix has joined company #14
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19:18:49  <coopserver> *** Game paused (connecting clients)
19:18:54  <coopserver> *** efess has joined
19:18:54  <coopserver> *** Game unpaused (connecting clients)
19:21:20  <coopserver> *** Game paused (connecting clients)
19:21:21  <coopserver> *** Player has joined
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19:25:26  <coopserver> *** Player has left the game (Leaving)
19:38:55  <coopserver> *** Game paused (connecting clients)
19:38:57  <coopserver> *** Game unpaused (connecting clients)
19:39:04  <coopserver> *** Game paused (connecting clients)
19:39:13  <coopserver> *** Liuk Sk has joined
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19:39:17  <coopserver> <Liuk Sk> hi
19:39:20  <coopserver> <tyteen4a03> hi
19:40:42  <coopserver> *** efess has left the game (Leaving)
19:46:13  <coopserver> *** skyem123 has left the game (Leaving)
19:46:23  <coopserver> *** Liuk Sk has left the game (Leaving)
19:51:35  <coopserver> *** Game paused (connecting clients)
19:51:40  <coopserver> *** Niko has joined
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19:51:58  <coopserver> <Niko> hi
19:52:08  <coopserver> <GriffinOneTwo> the graphics lag has reached almost unuseable levels
19:52:33  <coopserver> *** Niko has left the game (general timeout)
20:01:27  <coopserver> *** GriffinOneTwo has left the game (Leaving)
20:01:38  *** GriffinOneTwo has quit IRC
20:09:51  <coopserver> *** Game paused (connecting clients)
20:10:01  <coopserver> *** Cameron has joined
20:10:02  <coopserver> *** Game unpaused (connecting clients)
20:11:14  <coopserver> *** Game paused (connecting clients)
20:11:17  <coopserver> *** Honiara has joined
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20:14:30  <coopserver> *** Honiara has left the game (Leaving)
20:14:46  <coopserver> *** Cameron has joined company #9
20:23:59  <coopserver> *** Game paused (connecting clients)
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20:26:46  <coopserver> *** skyem123 has left the game (Leaving)
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21:10:55  <coopserver> *** Game paused (connecting clients)
21:11:03  <coopserver> *** SimplexFireAlarm has joined
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21:13:08  <coopserver> *** SimplexFireAlarm has left the game (Leaving)
21:13:09  *** skyem123 has quit IRC
21:23:29  <coopserver> *** sim-al2 has left the game (Leaving)
21:38:28  <coopserver> *** Game paused (connecting clients)
21:38:32  <coopserver> *** Spayd has joined
21:38:32  <coopserver> *** Game unpaused (connecting clients)
21:38:40  <coopserver> *** Spayd has started a new company #15
22:01:21  <coopserver> *** Game paused (connecting clients)
22:01:25  <coopserver> *** Martinos CZ has joined
22:01:25  <coopserver> *** Game unpaused (connecting clients)
22:06:26  <coopserver> *** Martinos CZ has left the game (Leaving)
22:06:28  <coopserver> *** Cameron has left the game (Leaving)
22:12:12  <coopserver> *** Spayd has joined spectators
22:14:10  *** taede has quit IRC
22:16:34  *** Jam35 has quit IRC
22:22:45  <coopserver> *** Spayd has left the game (Leaving)
22:26:26  <coopserver> *** Game paused (connecting clients)
22:26:31  <coopserver> *** V453000 has joined
22:26:31  <coopserver> *** Game unpaused (connecting clients)
22:26:43  <coopserver> <V453000> hy
22:27:14  <coopserver> *** Game paused (connecting clients)
22:27:19  <coopserver> *** happy tran  sport has joined
22:27:19  <coopserver> *** Game unpaused (connecting clients)
22:28:00  <coopserver> *** V453000 has left the game (Leaving)
22:28:54  <coopserver> <happy tran  sport> Anson:   u got a tran  q  at  your  food   plant
22:29:34  <coopserver> *** happy tran  sport has joined company #8
22:30:01  <coopserver> *** happy tran  sport has joined spectators
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22:31:44  <coopserver> *** happy tran  sport has joined company #8
22:32:15  <coopserver> *** happy tran  sport has joined spectators
22:33:19  <coopserver> *** happy tran  sport has joined company #8
22:34:45  <coopserver> *** happy tran  sport has joined spectators
22:35:58  <coopserver> *** happy tran  sport has joined company #8
22:38:13  <coopserver> *** happy tran  sport has joined spectators
22:49:45  *** happy_ has joined #openttdcoop.stable
22:50:07  *** happy_ has joined #openttdcoop.stable
22:54:52  <coopserver> *** Game paused (connecting clients)
22:55:06  <coopserver> *** phatmatt has joined
22:55:06  <coopserver> *** Game unpaused (connecting clients)
22:55:41  <coopserver> <happy tran  sport> hi phatmatt
22:55:47  <coopserver> <phatmatt> hey
22:56:08  <coopserver> <happy tran  sport> whonts  up
22:56:23  <coopserver> <phatmatt> just woke up, just checking how the map is going :)
22:56:45  <coopserver> <happy tran  sport> good  for   me
22:58:32  <coopserver> *** happy tran  sport has joined company #4
23:00:58  <coopserver> *** phatmatt has left the game (Leaving)
23:04:49  <coopserver> *** happy tran  sport has joined spectators
23:05:30  <coopserver> *** happy tran  sport has joined company #4
23:10:32  <coopserver> *** happy tran  sport has joined spectators
23:22:43  <coopserver> *** Game paused (connecting clients)
23:22:49  <coopserver> *** Koto has joined
23:22:49  <coopserver> *** Game unpaused (connecting clients)
23:24:06  <coopserver> *** Koto has joined company #7
23:25:24  <coopserver> *** Game paused (connecting clients)
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23:31:46  <coopserver> *** Koto has left the game (Leaving)
23:38:27  <coopserver> *** JoeSchmoe has left the game (Leaving)

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