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00:08:45 <coopserver> *** happy tran sport has joined company #8 00:08:53 <coopserver> *** happy tran sport has joined spectators 00:09:14 <coopserver> *** happy tran sport has joined company #8 00:10:18 <coopserver> *** happy tran sport has joined spectators 00:36:00 <coopserver> *** Game paused (connecting clients) 00:36:15 <coopserver> *** Slicey has joined 00:36:16 <coopserver> *** Game unpaused (connecting clients) 00:36:43 <coopserver> *** Slicey has left the game (general timeout) 00:49:48 *** happy_ has quit IRC 01:05:56 <coopserver> *** Game paused (connecting clients) 01:06:01 <coopserver> *** Cameron has joined 01:06:01 <coopserver> *** Game unpaused (connecting clients) 01:10:30 *** GriffinOneTwo has joined #openttdcoop.stable 01:11:06 <coopserver> *** Game paused (connecting clients) 01:11:09 <coopserver> *** Game unpaused (connecting clients) 01:11:20 <coopserver> *** Game paused (connecting clients) 01:11:38 <coopserver> *** BiG MeeCh has joined 01:11:43 <coopserver> *** GriffinOneTwo has joined 01:11:44 <coopserver> *** Game unpaused (connecting clients) 01:13:04 <coopserver> *** BiG MeeCh has joined company #4 01:30:17 <coopserver> <happy tran sport> hi all 01:34:59 <coopserver> *** BiG MeeCh has left the game (general timeout) 02:15:10 <coopserver> *** Game paused (connecting clients) 02:15:19 <coopserver> *** Player has joined 02:15:20 <coopserver> *** Game unpaused (connecting clients) 02:17:06 <coopserver> *** Cameron has left the game (Leaving) 02:21:20 <coopserver> <happy tran sport> gn all 02:21:28 <coopserver> *** happy tran sport has left the game (Leaving) 02:30:57 <coopserver> *** Player has left the game (Leaving) 03:32:16 <coopserver> *** Game paused (connecting clients) 03:32:41 <coopserver> *** Ezequiel has joined 03:32:42 <coopserver> *** Ezequiel has started a new company #15 03:32:43 <coopserver> *** Game unpaused (connecting clients) 03:33:40 <coopserver> <Ezequiel> un rre lag 03:34:26 <coopserver> *** Ezequiel has left the game (Leaving) 03:36:28 <coopserver> <Anson> hallo, grif 03:36:45 <coopserver> <GriffinOneTwo> lo 03:37:30 <coopserver> <GriffinOneTwo> graphics lag now makes it hard to do anything 03:37:33 <coopserver> <Anson> since i wanted to modifiy my stations later, i skipped adding an overflow to the big drop/pickup ... 03:38:20 <coopserver> <Anson> and as a result, i got a deadlock while afk : too many food trains blocked access to the drop, and thus everything stopped, and the factory itself even died 03:38:40 <coopserver> <Anson> happy fixed it by buying me a new factory :-) 03:38:40 <coopserver> <GriffinOneTwo> crape 03:38:56 <coopserver> <Anson> even before my primaries could die 03:39:21 <coopserver> <GriffinOneTwo> you can place a factory were you want, I thought you could only prospect for somewhere random on the map 03:39:29 <coopserver> *** Game paused (connecting clients) 03:39:32 <coopserver> *** Berkel has joined 03:39:32 <coopserver> *** Game unpaused (connecting clients) 03:39:38 <coopserver> *** Berkel has joined spectators 03:39:48 <coopserver> *** Berkel has joined company #11 03:40:51 <coopserver> <Anson> now i have completely rebuilt the drop and pickup, to work as refitting network ... but i still have to adjust train orders, and eg use the old food trains for grain and pigs 03:41:34 <coopserver> <Anson> I'm just looking at your tracks ... you replaced those many 2way pbs with block ... looks much better now ... 03:41:43 <coopserver> <Anson> at one place, you removed a bit too many 03:41:59 <coopserver> <GriffinOneTwo> was it the Pinning bury food factory? 03:42:01 <coopserver> <Anson> at sign !sig, a signal is missing 03:42:32 <coopserver> <GriffinOneTwo> OC 03:43:24 <coopserver> <Anson> Daston food factory 03:43:26 <coopserver> <GriffinOneTwo> thnx 03:45:17 <coopserver> <Anson> there is always a dilemma when you build crossings 03:46:03 <coopserver> <Anson> if you have not enough space reserved behind the crossing, trains might deadlock, mist of all if there are several crossings near each other and/or in opposing directions 03:46:23 <coopserver> <GriffinOneTwo> yes 03:46:31 <coopserver> <Anson> but if you have that space, that causes signal gaps which slows down throughput of the entire line 03:46:55 <coopserver> *** Game paused (connecting clients) 03:46:56 <coopserver> *** Game unpaused (connecting clients) 03:47:11 <coopserver> *** Game paused (connecting clients) 03:47:22 <coopserver> <Anson> thus the best method is to avoid such crossings and build hubs instead, simple splits, and proper mergers, choices, etc 03:47:29 <coopserver> *** sim-al2 has joined 03:47:35 <coopserver> *** Game unpaused (connecting clients) 03:48:06 <coopserver> <Anson> and having space behind a crossing makes only sense if you use pbs in front of the crossing 03:48:30 <coopserver> <Anson> else a train behind the crossing still will block the entire block of tracks 03:49:24 <GriffinOneTwo> yea I can build a hub, but terrain and terminating usually discourages me 03:49:42 <coopserver> <Anson> and when you have a simple merge of two lines, there is absolutley no reason to have space reserved behind that merge, eg next to SAN 03:49:42 <GriffinOneTwo> it happen its cheap enough on this one 03:50:21 <GriffinOneTwo> hmm, let me find that 03:50:35 <coopserver> <Anson> sign "no use for space...." 03:52:08 <coopserver> <GriffinOneTwo> just to not block, perhaps two few signals sue to signal spacing 03:52:50 <coopserver> <Anson> you forgot that without pbs, even a train behind the crossing still blocks it 03:53:04 <coopserver> <GriffinOneTwo> or are you saying that if it blocks it is of no issue? 03:53:41 <coopserver> *** Berkel has left the game (Leaving) 03:53:48 <coopserver> <Anson> without pbs, the entire block of rails is used by one train, no matter whether it stopped on the crossing or behind it 03:54:18 <coopserver> <Anson> and when it blocks the crossing anyway, you don't need to reserve space behind the crossing 03:55:52 <coopserver> <Anson> at A) trains which are on or behind the merge will block evrything anyway, thus no use for the reserved space 03:56:09 <coopserver> <GriffinOneTwo> thnx for the advice? 03:56:25 <coopserver> <Anson> at B) similar applies : a train that waits there will still block the entire enry area of the station 03:56:33 <coopserver> <GriffinOneTwo> IC 03:57:11 <coopserver> <Anson> without PBS, absolutely no use for that space 03:57:34 <coopserver> <GriffinOneTwo> worried about jam there, thats why I would rather have PBS, on interchange at that station, it wouldn't jam as much 03:57:54 <coopserver> <Anson> and at C) you have enough waiting space for at least two trains ... which of course makes no sense, no matter whether pbs or not 03:58:43 <coopserver> <Anson> the current jam was caused by a single train waiting on the track at C) 03:59:03 <coopserver> <GriffinOneTwo> umm I need the depo for overflow 03:59:30 <coopserver> <GriffinOneTwo> BRB 04:01:51 <coopserver> <Anson> which depot ? the depot at C doesn't work as overflow depot anyway 04:02:15 <coopserver> <GriffinOneTwo> it doesn't? tthe next one?ey going to bypass to 04:02:53 <coopserver> <Anson> why would a train near C) take the penalty to enter a depot when it can continue on the track ? 04:04:21 <coopserver> <GriffinOneTwo> do you have a lot of lag, or it just me? 04:04:35 <coopserver> <Anson> ah, had my sign on that rail piece ... it is a forced depot ... that might work 04:04:48 <coopserver> <Anson> would be a very interesting solution 04:05:10 <coopserver> <GriffinOneTwo> they seem to use entry depot for overlow now 04:05:25 <coopserver> <Anson> to force trains in the depot and thus use it as overflow for SAN, and at the same time let trains pass to san heights 04:06:24 <coopserver> <Anson> but there is one problem : when a train for the next station (san heights) has entered the depot, it will only leave when at least one platform at SAN is free 04:07:59 <coopserver> <GriffinOneTwo> can I put a pbs there to fix that? 04:08:57 <coopserver> <Anson> even when the path is longer, you might want to give san heights an entry path of its own instead of leading the trains through an overflow of another station 04:09:52 <coopserver> <Anson> i would think of a track like i marked in yellow 04:10:23 <coopserver> <GriffinOneTwo> hmm 04:10:23 <coopserver> <Anson> first bypassing san, and then a dedicated track to san heights 04:10:34 <coopserver> <GriffinOneTwo> I can try that 04:10:45 <coopserver> *** Game paused (connecting clients) 04:11:05 <coopserver> <Anson> then you can move the depot back right next to the SAN station to work only as overflow there 04:11:06 <coopserver> *** BiG MeeCh has joined 04:11:06 <coopserver> *** Game unpaused (connecting clients) 04:11:15 <coopserver> <BiG MeeCh> yoooooooooooooooo BALLERz 04:11:58 <coopserver> *** Game paused (connecting clients) 04:12:03 <coopserver> *** Koto has joined 04:12:04 <coopserver> *** Game unpaused (connecting clients) 04:12:50 <coopserver> *** BiG MeeCh has joined company #4 04:13:01 <coopserver> *** Koto has joined company #7 04:13:37 <coopserver> <Anson> of course, a multi purpose station is a challenge by itself, and even more when it is in a town 04:14:19 <coopserver> <GriffinOneTwo> it usually comes down to how I start off whith too little money 04:15:15 <coopserver> <Anson> that's whyt i hate too ... i have a nice plan but need to make money first, and then the monemaker (MM) is right where i would need to build the nice hubs and stations 04:19:04 <coopserver> <Anson> to make use of the new tracks, you still need to change the connection at the entrance to san heights 04:21:31 <coopserver> <Anson> at sign "change connection" 04:22:22 <coopserver> <GriffinOneTwo> hmm? 04:22:29 <coopserver> <GriffinOneTwo> at dig, do what? 04:22:36 <coopserver> <GriffinOneTwo> err sig 04:22:50 <coopserver> <GriffinOneTwo> oh that missing track 04:22:51 <coopserver> <Anson> first the connection of the track to san heights 04:23:59 <coopserver> <Anson> the signs "sig" all indicate missing signals right after splits or merges ... better throughput without those signal gaps 04:25:40 <coopserver> <Anson> yes, train 28 just took the new track :-) 04:26:48 <coopserver> <Anson> even though that track is a bit longer, it has much less penalties (the switches in front of SAN, and the forced depot) 04:29:13 <coopserver> <Anson> the new track is only for access to san heights, right ? 04:30:02 <coopserver> <Anson> then it might improve that path when you don't merge it first, before trains split off to PRI 04:30:46 <coopserver> <Anson> that new merge is faster than the old version through the depot, but not enough waiting space for trains that come from SAN and thus block the entrance area to SAN 04:31:12 <coopserver> <Anson> my suggestion : a bridge and merging aftzer the split to PRI 04:31:41 <coopserver> <GriffinOneTwo> sorry got inturrupted 04:32:07 <coopserver> <Anson> NP ... you still can read in IRC or in the console 04:32:15 <GriffinOneTwo> I did 04:32:26 <GriffinOneTwo> I was thinking about a bridge there 04:33:18 <coopserver> <Anson> the road bridge should not be needed if you don't send buses or trucks there 04:33:55 <coopserver> <BiG MeeCh> who's lost Fruts? 04:33:58 <coopserver> <BiG MeeCh> *fruits? 04:34:08 <coopserver> <GriffinOneTwo> ope not I 04:34:45 <coopserver> <Anson> in san heights are 260 pineapples 04:34:55 <coopserver> <Anson> 366 now 04:34:57 <coopserver> <BiG MeeCh> no, there is a company called lost fruits 04:35:01 <coopserver> <BiG MeeCh> they are jammed permanently 04:35:30 <coopserver> <Anson> hehe, i thought that "'s" was for "has" :-) 04:35:52 <coopserver> <BiG MeeCh> oh haha 04:36:03 <coopserver> <BiG MeeCh> TOO MANY PINEAPPLES WAITING 04:36:12 <coopserver> <BiG MeeCh> THEY ARE BORED IN THE STATION!!!!! 04:37:33 <coopserver> <Anson> other end of bridge needs connection ... i have removed the yellow indicator rails 04:39:06 <coopserver> <Anson> yes, that is possible too, and even avoids merging to the other line at all ... at the cost of a CL0.5 with speed limit 04:39:54 <coopserver> <Anson> but not severe problem since it is near the pickup station and no other trains can be slowed by it 04:43:16 <coopserver> <Anson> it looks MUCH faster now ... trains to san heights bypass SAN and thus leave more time for entering and leaving trains there 04:44:00 <coopserver> <GriffinOneTwo> hard for me to tell with so much lag 04:44:40 <coopserver> <GriffinOneTwo> sheesh, grain and food keep piling up 04:49:40 <coopserver> *** BiG MeeCh has joined spectators 04:50:03 <coopserver> <Anson> meech, thanks for the hint 04:50:20 <coopserver> <Anson> i was too busy with the other recosntruction to see that 04:50:25 <coopserver> *** BiG MeeCh has left the game (general timeout) 04:50:40 <coopserver> *** Game paused (connecting clients) 04:50:58 <coopserver> *** BiG MeeCh has joined 04:50:58 <coopserver> *** Game unpaused (connecting clients) 04:52:17 <coopserver> *** BiG MeeCh has started a new company #15 04:53:44 <coopserver> *** BiG MeeCh has joined spectators 05:25:07 <coopserver> *** BiG MeeCh has left the game (general timeout) 05:37:27 <coopserver> *** sim-al2 has left the game (general timeout) 05:53:30 <coopserver> *** Game paused (connecting clients) 05:53:52 <coopserver> *** BiG MeeCh has joined 05:53:53 <coopserver> *** Game unpaused (connecting clients) 05:54:04 <coopserver> <BiG MeeCh> help I'm new here 05:54:06 <coopserver> <BiG MeeCh> !rules 05:54:06 <coopserver> Server rules can be found here: http://wiki.openttdcoop.org/Quickstart/Stable 05:55:28 <coopserver> *** Game paused (connecting clients) 05:55:37 <coopserver> *** Koto has left the game (Leaving) 05:55:41 <coopserver> *** Aaron has joined 05:55:42 <coopserver> *** Aaron has started a new company #15 05:55:43 <coopserver> *** Game unpaused (connecting clients) 05:55:45 <coopserver> <BiG MeeCh> yoyo!!!!! 05:56:49 <phatmatt> the rules are 1) no planes or ships. 2) "Yes, I Can Build A Bridge Over Your Junction". 3) bend over for V 05:57:16 <coopserver> *** Aaron has left the game (Leaving) 05:58:43 <coopserver> <BiG MeeCh> I like rule 2 05:58:51 <coopserver> <BiG MeeCh> and rule 3 when I'm only in a dress 05:59:00 <coopserver> <BiG MeeCh> DONT JUDGE ME :P 05:59:10 <coopserver> <BiG MeeCh> xD 06:29:46 <GriffinOneTwo> Ben Dover, I heard he was the life of you Parties? 06:30:42 <GriffinOneTwo> s/you/your 06:54:13 *** Taede has joined #openttdcoop.stable 06:54:13 *** ChanServ sets mode: +o Taede 07:30:19 *** Taede has quit IRC 08:05:54 <coopserver> *** Game paused (connecting clients) 08:06:04 <coopserver> *** Yugi_D has joined 08:06:05 <coopserver> *** Game unpaused (connecting clients) 08:08:40 <coopserver> *** Yugi_D has started a new company #15 08:15:27 <coopserver> *** Yugi_D has left the game (Leaving) 09:32:42 <coopserver> *** GriffinOneTwo has left the game (general timeout) 09:34:52 <coopserver> *** Game paused (connecting clients) 09:35:15 <coopserver> *** GriffinOneTwo has joined 09:35:15 <coopserver> *** Game unpaused (connecting clients) 09:45:50 <coopserver> *** GriffinOneTwo has left the game (general timeout) 10:53:01 <coopserver> *** Game paused (connecting clients) 10:53:23 <coopserver> *** GriffinOneTwo has joined 10:53:24 <coopserver> *** Game unpaused (connecting clients) 10:54:38 <coopserver> <Anson> hallo 10:55:08 <coopserver> <Anson> i just started to wonder why i add more and more trains, and the cargo still keps piling up more and more ... 10:55:47 <coopserver> <GriffinOneTwo> I have that issue too, till I have sill qty of trains for that station 10:56:55 <coopserver> <Anson> then i looked at the date and saw that it is 2110 ... around 2100, that happens often to me ... does production start to only increase and not decrease, or to triple instead of double when increasing, starting in 2100 ? 10:57:20 <coopserver> <GriffinOneTwo> beats me 11:05:47 <coopserver> *** Game paused (connecting clients) 11:05:53 <coopserver> *** Tin has joined 11:05:53 <coopserver> *** Game unpaused (connecting clients) 11:06:24 <coopserver> *** GriffinOneTwo has left the game (Leaving) 11:07:10 <coopserver> *** Tin has left the game (Leaving) 11:13:05 <coopserver> <Anson> looking at the "delivered cargo graph" : increase from 15k to 20k ... that's a full 33% increase, and i didn't add more stations or new tracks, but only bought new trains to keep up with increasing production 11:13:34 <V453000> could easily be higher station ratings I would assume 11:13:34 <coopserver> *** Anson has joined spectators 11:13:34 <coopserver> *** Game paused (number of players) 11:13:44 <coopserver> <Anson> hallo, V 11:13:47 <V453000> hy 11:14:06 <coopserver> <Anson> it almost always happens to me around 2100, on most maps 11:14:32 <coopserver> <Anson> a really strange increase of production of the whole net 11:15:18 <V453000> it is especially strange to be dependent on date 11:16:02 <coopserver> <Anson> and why should the station rating increase suddenly ? ... if at all, it would decrease since i replaced a few of the short maglev trains by slower rail trains 11:17:04 <coopserver> <Anson> those trains have a bit more capacity, but that shouldn't be that significant, and also only apply to that one station where those trains drive 11:17:53 <coopserver> <Anson> if you could see my transportation graph, it really went up during the last 5 years by 33% 11:18:30 <coopserver> <Anson> we can check again on the next map ... between 2090 and 2120 11:20:11 <V453000> new trains = higher rating, more trains could mean the same 11:22:02 <coopserver> <Anson> the stations all have two platforms and waiting trains ... and i stiffed the overflow depots so that trains would be added when needed. waiting cargo was almost 0 all the time, and after adding more trains it was around 0 again, but needed more trains to transport everything 11:22:58 <coopserver> <Anson> rating is between 73% and 88% sinjce at least 20+ years when i bought statues 11:23:11 <V453000> well then the production increased or something, not like it matters :) 11:24:23 <coopserver> <Anson> for the first 50++ years, production seems to not increase at all, and starting around 2100, production explodes ... at least that is how it feels to me on most maps 11:25:27 <coopserver> <Anson> that's also why i sometimes talked about how nice it would be to have the lower limit of production capped in early years and the upper limit in later years 11:25:33 <V453000> I doubt it has anything to do with the year. It does however have to do with station ratings, most noticably train speed 11:26:53 <coopserver> <Anson> i got a new set of trains 20 years ago and stayed with that type all the time 11:27:17 <V453000> well it can take some time I assume 11:27:23 <V453000> [it generally does] 11:27:55 <V453000> I dont get why do you even bother with it though 11:28:09 <coopserver> <Anson> at one farm, i have small (TL1) feeder trains, and i recently converted them back from maglev to rail. thus speed went down from 400+ to 200 ... certainly no increase .-) 11:28:13 <V453000> you have enough to transport or not, Y/N 11:28:30 <V453000> 255+ kmh doesnt matter, read wiki 11:28:57 <coopserver> <Anson> until 2100 i could use more, but after 2100 i mostly have a multiple of what i can transport 11:29:20 <V453000> see, then focus on expanding network :D 11:29:46 <coopserver> <Anson> yes, speed bonus is capped at 255, but a speed decrease from above 255 to 196 certzainly will niot increase the rating 11:30:22 <V453000> obviously 12:08:52 <coopserver> *** Game still paused (connecting clients, number of players) 12:08:59 <coopserver> *** Deucalion has joined 12:08:59 <coopserver> *** Game still paused (number of players) 12:09:00 <coopserver> *** Game unpaused (number of players) 12:09:18 <coopserver> *** Deucalion has joined spectators 12:09:18 <coopserver> *** Game paused (number of players) 12:09:23 <coopserver> *** Deucalion has left the game (Leaving) 13:11:54 *** Taede has joined #openttdcoop.stable 13:11:54 *** ChanServ sets mode: +o Taede 13:21:11 <coopserver> *** Game still paused (connecting clients, number of players) 13:21:18 <coopserver> *** happy tran sport has joined 13:21:18 <coopserver> *** Game still paused (number of players) 13:21:25 <tyteen4a03> !playercount 13:21:25 <coopserver> tyteen4a03: There are currently 0 players and 3 spectators, making a total of 3 clients connected 14:16:07 *** Djanxy has joined #openttdcoop.stable 14:20:24 *** GriffinOneTwo has quit IRC 14:22:09 *** Taede has quit IRC 14:22:10 <coopserver> *** happy tran sport has left the game (Leaving) 14:26:39 <coopserver> *** Game still paused (connecting clients, number of players) 14:26:50 <coopserver> *** nicfer has joined 14:26:50 <coopserver> *** Game still paused (number of players) 14:28:02 *** Taede has joined #openttdcoop.stable 14:28:02 *** ChanServ sets mode: +o Taede 14:29:45 <coopserver> *** nicfer has left the game (Leaving) 14:34:31 <coopserver> *** BiG MeeCh has left the game (general timeout) 15:14:18 *** Cameron has joined #openttdcoop.stable 15:15:10 *** Cameron has quit IRC 15:39:44 *** happy_ has joined #openttdcoop.stable 15:53:10 <coopserver> *** Game still paused (connecting clients, number of players) 15:53:14 <coopserver> *** JJens has joined 15:53:14 <coopserver> *** Game still paused (number of players) 15:53:14 <coopserver> *** Game unpaused (number of players) 15:53:49 <happy_> hi 15:58:11 *** Djanxy has quit IRC 16:05:29 <coopserver> *** Game paused (connecting clients) 16:05:32 <coopserver> *** Berkel has joined 16:05:33 <coopserver> *** Game unpaused (connecting clients) 16:05:56 <happy_> hi 16:17:30 <coopserver> *** Game paused (connecting clients) 16:17:44 <coopserver> *** sim-al2 has joined 16:17:45 <coopserver> *** Game unpaused (connecting clients) 16:18:02 <happy_> hi sim 16:18:10 <coopserver> <sim-al2> hi 16:26:12 <coopserver> *** sim-al2 has joined company #10 16:31:56 <coopserver> <sim-al2> Anyone else getting very bad lag? 16:32:00 <coopserver> <Berkel> no 16:32:05 <coopserver> <Berkel> everythings smooth 16:32:26 <coopserver> <Berkel> perhaps it depends on your hardware ;) 16:32:44 <coopserver> <Berkel> with my old celeron CPU i had also lags with so many trains running on a map :D 16:32:47 <coopserver> <sim-al2> I was perfectly fine at home. 16:32:57 <coopserver> <sim-al2> Core i7 16:33:01 <coopserver> <Berkel> ok ^ 16:33:52 <coopserver> <sim-al2> I guess my school's internet has greater latency than I orginally thought... 16:35:05 <Taede> !dl lin64 16:35:05 <coopserver> Taede: http://binaries.openttd.org/releases/1.4.0-beta2/openttd-1.4.0-beta2-linux-generic-amd64.tar.xz 16:37:15 <coopserver> *** Game paused (connecting clients) 16:37:18 <coopserver> *** Taede has joined 16:37:18 <coopserver> *** Game unpaused (connecting clients) 16:40:24 <happy_> hi taede 16:40:32 <Taede> ola 16:42:25 <coopserver> *** Berkel has left the game (Leaving) 16:47:40 <coopserver> *** JJens has left the game (Leaving) 16:55:17 *** ODM has joined #openttdcoop.stable 16:55:17 *** ChanServ sets mode: +o ODM 17:05:31 <coopserver> *** sim-al2 has left the game (Leaving) 17:05:32 <coopserver> *** Game paused (number of players) 17:07:55 <coopserver> *** Game still paused (connecting clients, number of players) 17:08:01 <coopserver> *** skyem123 has joined 17:08:02 <coopserver> *** Game still paused (number of players) 17:08:02 <coopserver> *** Game unpaused (number of players) 17:08:23 <happy_> hi skyem123 17:08:34 <coopserver> <skyem123> hello 17:14:23 <happy_> how things 17:35:36 <coopserver> *** Game paused (connecting clients) 17:35:41 <coopserver> *** [FR]Syl59 has joined 17:35:43 <coopserver> *** Game unpaused (connecting clients) 17:36:21 <coopserver> *** [FR]Syl59 has left the game (general timeout) 17:36:38 <coopserver> *** Game paused (connecting clients) 17:36:49 <coopserver> *** [FR]Syl59 has joined 17:36:50 <coopserver> *** Game unpaused (connecting clients) 17:37:07 <happy_> hi syl59 17:38:03 <coopserver> *** [FR]Syl59 has left the game (Leaving) 17:48:45 *** Jam35 has joined #openttdcoop.stable 17:48:45 *** ChanServ sets mode: +o Jam35 17:49:16 <happy_> hi jam 18:00:41 <Jam35> hi 18:01:16 <V453000> omg hy! 18:01:25 *** happy_ has quit IRC 18:08:10 <Jam35> you don't exist 18:12:38 <coopserver> *** Game paused (connecting clients) 18:12:41 <coopserver> *** JJens has joined 18:12:41 <coopserver> *** Game unpaused (connecting clients) 18:12:59 <V453000> oh 18:13:02 <V453000> okay 18:13:27 <coopserver> *** Game paused (connecting clients) 18:13:30 <coopserver> *** V453000 has joined 18:13:30 <coopserver> *** Game unpaused (connecting clients) 18:13:52 <coopserver> *** JJens has left the game (Leaving) 18:14:23 <coopserver> *** V453000 has left the game (Leaving) 18:16:36 <coopserver> *** Game paused (connecting clients) 18:16:39 <coopserver> *** JJens has joined 18:16:40 <coopserver> *** Game unpaused (connecting clients) 18:31:43 <coopserver> *** skyem123 has left the game (Leaving) 18:31:48 *** skyem123 has joined #openttdcoop.stable 18:36:17 <coopserver> *** JJens has left the game (Leaving) 18:36:17 <coopserver> *** Game paused (number of players) 18:47:24 <coopserver> *** Game still paused (connecting clients, number of players) 18:47:27 <coopserver> *** Berkel has joined 18:47:27 <coopserver> *** Game still paused (number of players) 18:47:27 <coopserver> *** Game unpaused (number of players) 19:05:30 *** Djanxy has joined #openttdcoop.stable 19:14:35 <coopserver> *** Game paused (connecting clients) 19:14:37 <coopserver> *** Josta has joined 19:14:38 <coopserver> *** Game unpaused (connecting clients) 19:30:51 <coopserver> *** Josta has left the game (Leaving) 19:38:08 <coopserver> *** Berkel has joined spectators 19:38:08 <coopserver> *** Game paused (number of players) 19:38:13 <coopserver> *** Berkel has left the game (Leaving) 19:47:22 <coopserver> *** Taede has left the game (connection lost) 19:52:29 <coopserver> *** Game still paused (connecting clients, number of players) 19:52:34 <coopserver> *** Player has joined 19:52:35 <coopserver> *** Game still paused (number of players) 19:54:06 <coopserver> *** Player has left the game (Leaving) 20:01:55 *** happy_ has joined #openttdcoop.stable 20:02:43 <happy_> hi all 20:03:17 <skyem123> hellp 20:03:22 <skyem123> *hello 20:05:29 <happy_> how the pax going 20:06:28 <skyem123> overloaded 20:06:48 <coopserver> *** Game still paused (connecting clients, number of players) 20:06:52 <coopserver> *** skyem123 has joined 20:06:52 <coopserver> *** Game still paused (number of players) 20:06:52 <coopserver> *** Game unpaused (number of players) 20:08:31 *** Djanxy has quit IRC 20:09:44 <happy_> doo mor trans at the town then 20:10:10 <skyem123> the prolem is that it is using road vehiles 20:10:47 <happy_> true 20:32:07 <coopserver> <skyem123> Tyteen transport is deadlocked 20:34:58 <happy_> ar he got a password so ther nufing i. can doo 20:39:05 <skyem123> I want cargodist on everything in the next map! :-D 20:41:58 <happy_> nice 20:46:50 <skyem123> poop 20:47:01 <skyem123> I just mess up my other stations 20:51:30 *** ODM has quit IRC 21:02:08 <coopserver> *** Game paused (connecting clients) 21:02:11 <coopserver> *** Berkel has joined 21:02:11 <coopserver> *** Game unpaused (connecting clients) 21:11:20 <coopserver> *** Berkel has left the game (Leaving) 21:18:16 <coopserver> *** skyem123 has left the game (Leaving) 21:18:16 <coopserver> *** Game paused (number of players) 21:18:18 <skyem123> Goodbye! 21:18:22 *** skyem123 has quit IRC 21:20:27 <coopserver> *** Game still paused (connecting clients, number of players) 21:20:29 *** Jam35 has quit IRC 21:21:00 <coopserver> *** Game still paused (number of players) 21:21:13 <coopserver> *** Game still paused (connecting clients, number of players) 21:21:34 <coopserver> *** BiG MeeCh has joined 21:21:35 <coopserver> *** Game still paused (number of players) 21:22:28 <happy_> hi big meech 21:22:29 <coopserver> *** BiG MeeCh has left the game (general timeout) 21:27:27 <coopserver> *** Game still paused (connecting clients, number of players) 21:27:39 <coopserver> *** RTM has joined 21:27:40 <coopserver> *** Game still paused (number of players) 21:28:19 <coopserver> *** RTM has left the game (Leaving) 21:28:21 <happy_> hi rtm 22:02:54 <coopserver> *** Game still paused (connecting clients, number of players) 22:02:58 <coopserver> *** Cameron has joined 22:02:58 <coopserver> *** Game still paused (number of players) 22:03:27 <coopserver> <Cameron> still this map?? 22:04:06 <happy_> yep 22:04:30 <coopserver> *** Cameron has joined company #9 22:04:30 <coopserver> *** Game unpaused (number of players) 22:04:51 <coopserver> *** Cameron has joined spectators 22:04:51 <coopserver> *** Game paused (number of players) 22:16:02 <coopserver> *** Game still paused (connecting clients, number of players) 22:16:07 <coopserver> *** sim-al2 has joined 22:16:07 <coopserver> *** Game still paused (number of players) 22:23:42 <coopserver> *** sim-al2 has joined company #10 22:23:42 <coopserver> *** Game unpaused (number of players) 22:28:59 <coopserver> *** Cameron has left the game (Leaving) 22:29:53 <coopserver> *** sim-al2 has joined spectators 22:29:54 <coopserver> *** Game paused (number of players) 22:33:11 <coopserver> *** sim-al2 has left the game (Leaving) 22:42:58 <coopserver> *** Game still paused (connecting clients, number of players) 22:43:10 <coopserver> *** happy tran sport has joined 22:43:10 <coopserver> *** Game still paused (number of players) 23:26:43 *** happy_ has quit IRC 23:26:54 <coopserver> *** Game still paused (connecting clients, number of players) 23:27:00 <coopserver> *** Xall has joined 23:27:00 <coopserver> *** Game still paused (number of players) 23:27:13 <coopserver> <happy tran sport> hi 23:28:21 <coopserver> *** Xall has left the game (Leaving) 23:57:03 <coopserver> *** happy tran sport has left the game (Leaving)