Log for #openttdcoop.stable on 17th January 2014:
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01:01:33  <coopserver> *** Game paused (connecting clients)
01:01:38  <coopserver> *** sim-al2 has joined
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01:03:10  <coopserver> <sim-al2> Nice Wet Rails Anson
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01:29:36  <coopserver> <Cameron> back again
01:29:44  <coopserver> <sim-al2> hi
01:35:38  <coopserver> <Cameron> got my firearms license
01:35:44  <coopserver> <Cameron> well not quite
01:38:59  <BiG_MeeCH> WET RALEZ
01:40:31  <BiG_MeeCH> I still think there should be a wetrail speedboat
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01:55:06  <coopserver> <Cameron> wb
01:55:23  <coopserver> <BiG MeeCh> FUCK YEAH
01:56:16  <coopserver> *** BiG MeeCh has started a new company #11
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02:37:41  <coopserver> <Cameron> oh, look, a wild Sylf appeared...
02:37:56  <coopserver> <Sylf> it's just sylf
02:38:01  <coopserver> <Cameron> lol
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04:03:28  <BiG_MeeCH> I like Wild Sylf
04:03:37  <BiG_MeeCH> the big game
04:03:59  <BiG_MeeCH> gotta use muzzleloader :D
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04:34:46  <BiG_MeeCH> yo
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05:23:22  <coopserver> *** BiG MeeCh has started a new company #11
05:29:27  <coopserver> <BiG MeeCh> lol
05:29:35  <coopserver> <BiG MeeCh> someone can loan me some loot?
05:29:59  <coopserver> <BiG MeeCh> no?
05:30:01  <coopserver> <BiG MeeCh> good
05:30:34  <coopserver> <BiG MeeCh> loan plz?
05:30:54  <coopserver> <sim-al2> How does one send money>
05:31:00  <coopserver> <BiG MeeCh> client list
05:31:01  <coopserver> <sim-al2> *?
05:31:02  <coopserver> <BiG MeeCh> give money
05:31:24  <coopserver> <BiG MeeCh> wait
05:31:31  <coopserver> <BiG MeeCh> xD
05:31:33  <coopserver> <BiG MeeCh> ty
05:31:53  <coopserver> <sim-al2> np
05:42:48  <coopserver> <sim-al2> Nice cashflow...
05:43:05  <coopserver> <BiG MeeCh> lol thanks
05:43:32  <coopserver> <BiG MeeCh> takes extra loot to get going this late
05:43:53  <coopserver> <sim-al2> very true
05:44:33  <coopserver> <sim-al2> at least inflation is off or you would maybe get half of that finished
05:44:37  <coopserver> <BiG MeeCh> yup
05:46:15  <coopserver> <BiG MeeCh> I would think that it would not be very possible to start now with inflation on
06:08:03  <coopserver> <BiG MeeCh> :)
06:08:20  <coopserver> <sim-al2> I don't need any money but thanks
06:08:34  <coopserver> <BiG MeeCh> I always repay ;D
06:09:01  <coopserver> <sim-al2> lol ok
06:18:47  <coopserver> <BiG MeeCh> how long have you been here in co-op Sim?
06:19:08  <coopserver> <sim-al2> Since December?
06:19:20  <coopserver> <BiG MeeCh> cool, learn a lot?
06:20:06  <coopserver> <sim-al2> Lots of big networks to see here, and a little trial and error. My first attempts at signals had...interesting...results
06:20:28  <coopserver> <sim-al2> Somehow managed to get a path signal to allow a wreck
06:20:43  <coopserver> <BiG MeeCh> fun
06:23:34  <coopserver> <Anson> hallo
06:23:40  <coopserver> <sim-al2> hi
06:23:40  <coopserver> <BiG MeeCh> hell
06:23:43  <coopserver> <BiG MeeCh> 0
06:27:37  <coopserver> <Anson> just changed the company name ...
06:27:54  <coopserver> <BiG MeeCh> is it sad that i have been playing for 1 hour and am currently doing better than all other comapies except 2 / 3 ?
06:28:20  <coopserver> <sim-al2> And the allmighty 4
06:28:27  <coopserver> <sim-al2> :p
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06:30:54  <coopserver> <sim-al2> I see that Anson had achieved slug enlightenment...
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06:34:33  <coopserver> <BiG MeeCh> slugs are the answer to a lot of problems
06:35:34  <coopserver> <sim-al2> I was just thinking that I should make my next game around slugs... the problem is what do I use until the first one comes out?
06:35:47  <coopserver> <BiG MeeCh> anything
06:35:56  <coopserver> <sim-al2> Eh...
06:36:05  <coopserver> <BiG MeeCh> what's the problem? :)
06:36:22  <coopserver> <sim-al2> Maybe I'll try short fast trains...
06:41:10  <coopserver> <BiG MeeCh> :D
06:41:48  <coopserver> <sim-al2> Thanks. You need more food trains though :)
06:41:56  <coopserver> <sim-al2> 2500 tons
06:41:59  <coopserver> <BiG MeeCh> yeah a few at at time
06:44:01  <coopserver> <BiG MeeCh> WATA SLUG
06:44:30  <coopserver> <sim-al2> Now I want a 64 tile slug...
06:45:01  <coopserver> <BiG MeeCh> :D
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06:52:57  <coopserver> <BiG MeeCh> double headed water slug where its mouth is an anus as well as a mouth
06:53:27  <coopserver> <BiG MeeCh> lol
06:53:37  <coopserver> <sim-al2> that would be...interesting
06:53:51  <coopserver> <BiG MeeCh> get hungry? just poop
06:53:57  <coopserver> <BiG MeeCh> could work
06:55:09  <coopserver> <BiG MeeCh> lol anyhoo
06:55:13  <coopserver> <BiG MeeCh> thanks for the loot
06:55:16  <coopserver> <BiG MeeCh> bbl :)
06:55:20  <coopserver> <sim-al2> np
06:55:28  <coopserver> <sim-al2> night
06:55:31  <coopserver> <BiG MeeCh> enjoy
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06:55:55  <coopserver> <BiG MeeCh> if Yugi comes back let him know he's jammed
06:57:03  <coopserver> <sim-al2> That's a mess
06:57:34  <coopserver> <Anson> my problem with slugs and meow is that i can't easily autoreplace back and forth between other trains and these two
06:58:33  <coopserver> <Anson> when i start before wet and slugs are available, i would like to use double engines, but then later would have to replace all manually
06:59:05  <coopserver> <Anson> and after using slugs or meow, i would have shorter trains if i switch back
07:00:48  <coopserver> <Anson> besides that, when i have built a nice non-slug/meow network with good fast trains, there is not much of an advantage to switch to those ... except the curves of animal trains, and the general looks
07:02:31  <coopserver> <sim-al2> Meow is definetly I network strategy that I need to try, but I don't really see the advantage over running regular engines
07:03:49  <coopserver> <sim-al2> It seems that you really need to plan your endgame before you start unless you're switching to maglev or slugs
07:05:20  <coopserver> <Anson> the intension of meow was to have engines that are a bit weaker in every aspect, but with the proper color could be improved a lot in one aspect
07:05:55  <coopserver> <sim-al2> It's pretty cool when that happens but I don't see it very often
07:06:03  <coopserver> <Anson> eg to accelerate better at first, and then have a better max speed ... or more power while going uphill
07:06:27  <coopserver> <sim-al2> Last few games I've seen use of those Chami types...
07:07:22  <coopserver> <Anson> my problem with them is that i need to start with other trains first, and then already have relatively good engines
07:08:00  <coopserver> <sim-al2> I wonder if people use the Mentally Disturbed types very often
07:08:27  <coopserver> <Anson> i also need to use expensive purr, and thus don't have enough money to buy the the rails for the first few meow engines
07:10:06  <coopserver> <Anson> i don't use the mental engines since they are quite different all the time and thus can cause queues ... and for that price, i don't see a big advantage in some stats
07:10:55  <coopserver> <sim-al2> I guess they are mostly for creating controlled chaos
07:11:53  <coopserver> <Anson> the wet trains are really nice, and i used them a lot, but after they were capped to 120 and need wet rails to net get a penalty, and also being much slower in general, i can't easily mix them with other trains
07:12:18  <coopserver> <Anson> and because of length (1.0 vs 0.5) of engines, it is not easy to switch back and forth
07:12:20  <V453000> Anson it is cute how you find problems in everything, but the real problem is your usage really.
07:12:38  <V453000> thinking "I cannot replace back" well perhaps you are meant to decide intelligently and not need to go back
07:12:50  <coopserver> <sim-al2> I used them on a previous map, but really strong engines and third gen wagons have greater throughput
07:13:04  <coopserver> <sim-al2> *Strong-class
07:13:12  <V453000> I am not even mentioning "I HAVE to use purr from the start I cannot use a different engine in the start" (hence caring about costs of purr etc)
07:13:26  <V453000> play with what you got and quit bitching :)
07:13:37  <V453000> the system seems to work fine for everybody else
07:14:00  <coopserver> <Anson> i now tested the wet again ... and they either have nice capacity (but not MUCH better than 3rd gen) or acceptable loading speed
07:14:05  <V453000> btw sim-al2: the mentally disturbed are just for total wtf :) but they are still valid and fun to play with
07:14:31  <V453000> 40 over 30 is a LOT more
07:14:35  <V453000> over 35*
07:14:44  <V453000> not even mentioning 45
07:15:09  <coopserver> <sim-al2> But 160 over 120 and greater TE makes for a rough time
07:15:19  <V453000> not exactly :)
07:15:26  <coopserver> <Anson> the really huge wet trains would be useful for long trains which may have long loading times, but that often doesn't fit a network, and also has only max speed 88
07:15:45  <V453000> Obviously, wet has its uses and isnt universal, just like all other things in nuts
07:15:53  <V453000> ok, e.g. medium rail is rather universal
07:16:21  <coopserver> <Anson> what do you mean "works for everybody else" ? who is that "everybody" who uses wet all the time ?
07:17:33  <V453000> is anybody meant to use "any" of these engines "all the time" over and over again?
07:17:46  <V453000> there are many people who use most of the engines and change that between games
07:18:05  <coopserver> <Anson> about rails and costs : of course, i don't HAVE to use meow on purr rails, but then i also don't get the bonus, and without the bonus, other engines are better and available a few years earlier ... so why should i use meow without purr ?
07:18:14  <V453000> jesus christ
07:18:32  <V453000> obviously, you use different engine in the beginning until you got the money, meow comes in 1929 anyway after all
07:19:12  <V453000> Also, having the 1 powerful engine can fit your future plans instead of having 2 engines
07:19:15  <coopserver> <sim-al2> I guess you could find the areas where it helps the most i.e. max TE for stations, and just fill in as money comes in
07:19:16  <V453000> since the 1 is still pretty damn strong
07:19:34  <coopserver> <Anson> 40 over 35 is not so much more, and when you subtract the wagon that you give up for the long engine, it is even less
07:19:50  <V453000> you dont give any wagon up since the engine itself has 40 capacity
07:19:51  <V453000> ;)
07:20:12  <V453000> the large ships are broken in that regard, that I know
07:20:40  <coopserver> <sim-al2> I've always wondered where the passengers go on the Intercity steam locomotives...
07:21:01  <V453000> somewhere :)
07:21:04  <V453000> tender probably
07:21:11  <V453000> or VIP in the cabin :D:D
07:21:16  <V453000> not like it mattes =D
07:21:49  <coopserver> <Anson> the LARGE wet ships have no capacity
07:21:54  <coopserver> <sim-al2> I guess that must be a nice ride, with the burning fire, coal dust, and water tanks in the tender ;)
07:22:09  <V453000> that is prooooobably why they are "broken in that regard" since they miss the capacity
07:23:54  <coopserver> <Anson> the SMALL wet engines have the capacity of one wagon, but it still is no big improvement to have 12% more capacity, at a prive of half the speed (or even less)
07:24:44  <V453000> you are basically saying that the fast engines with 1 engine per train are useful, cute
07:25:09  <coopserver> <Anson> 2500 hp is also nice, but together with only 235 TE, it's no big advantage either, if at all
07:25:48  <coopserver> <sim-al2> Well ok anyone night you two :)
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07:36:54  <coopserver> <Anson> mastermind seems to be the best general all purpose engine ... with nice speed of almost 200, 7k power and 556 TE, and offering 175 capacity
07:37:28  <coopserver> <Anson> slugs have 30% more speed and lots more power, but only half capacity
07:41:33  <coopserver> <Anson> wet trains have only speed 99/88/120 (and only on wet rails), with less than half power/TE for 10% more cargo, or half power and double TE for same capacity, or quarter power and double TE for 30-40% more capacity ... and for the bigger capacity they need insane loading times
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07:44:22  <coopserver> <Anson> and the transgenic has only the same speed (in red purr), a lot more power (does it ever need power bonus?), same TE, and 35 less capacity
07:48:13  <V453000> the meow trains are probably massively overpowered btw
07:52:46  <coopserver> <Yugi_D> im in need of desperite help
07:53:28  <coopserver> <Anson> strange ... what are the conditions for bonus/penalty from wet rails ?
07:53:45  <coopserver> <Anson> i thought all wet trains would get 30% penalty when not driving on wet rails ?
07:54:24  <coopserver> <Anson> i see a wet train now, that drives at 120 on purr
07:55:01  <coopserver> <Yugi_D> i dont own WET stock
07:55:18  <coopserver> <Anson> seems it only slowed down a bit on a purr bridge which has speed limit 600+
07:57:43  <coopserver> <Anson> yugi, V often reads chat on IRC
07:58:08  <coopserver> <Anson> yugi, what is the problem ?
07:58:55  <coopserver> <Yugi_D> too little room for my intersection near hornnes
07:58:59  <coopserver> <Anson> the spaghetti junction ? :-)
07:59:07  <coopserver> <Yugi_D> thats the one
08:00:37  <coopserver> <Yugi_D> u think u can help with a complete overhaul?
08:02:03  <coopserver> <Anson> probably tha same as with software ... it is often easier (even more for someone else who didn't create it in the first place) to start over from scratch ...
08:02:15  <coopserver> <Anson> i would need to understand first what you did and why ...
08:03:13  <coopserver> <Anson> maybe you should start by fixing a few other problems, like the Hobøl Mines queue
08:03:48  <coopserver> <Anson> there are 10+ trains waiting in a queue, and the station has 2k iron ore waiting ...
08:03:52  <coopserver> <Yugi_D> whats the problem? theres 8 trains on an enclosed route
08:04:16  <coopserver> <Yugi_D> sorry 18
08:04:46  <coopserver> <Anson> the mine has max production at 2295 ... two platforms are not good enough, and adding more trains doesn't help without a better station
08:05:35  <coopserver> <Yugi_D> it seems i havnt upgraded it since 1921 :O
08:06:03  <coopserver> <Anson> for TL3, i use 2 platforms up to 1000 production, and at least 4 platforms for max production ... (all as rules of thumb, depending on many other factors too)
08:07:45  <coopserver> <Anson> you need to watch the train length and the length of track ...
08:08:09  <coopserver> <Anson> if they don't match (like now), trains will block the entering line
08:08:32  <coopserver> <Anson> ok, looks better now
08:09:20  <coopserver> <Anson> now they queue at the merge, since you have a looooong signal gap there
08:09:51  <coopserver> <Yugi_D> preferences?
08:10:24  <coopserver> <Anson> put down a few more signals
08:11:25  <coopserver> <Anson> just add them manually
08:11:43  <coopserver> <Anson> hehe, much faster now
08:12:49  <coopserver> <Anson> the station Bruravik Valley looks nice, and you tried to sync the platforms, but you synced two, and the other two too, and not all four of them ...
08:13:51  <coopserver> <Yugi_D> suggest merge after 1 signal?
08:14:57  <coopserver> <Anson> incoming on one side and outgoing on other side is good
08:15:09  <coopserver> <Anson> but you did it only for the right two platforms
08:15:17  <coopserver> <Anson> and not for all four of them
08:15:25  <coopserver> <Yugi_D> confused.....
08:16:20  <coopserver> <Anson> try puttinbg the four platforms at the four signs 1,2,3,4
08:16:38  <coopserver> <Anson> just like you did with platforms 3 and 4
08:17:10  <coopserver> <Anson> and leave one empty tile in front of the platforms
08:17:38  <coopserver> <Anson> yes ... and now one more to the right, instead of platform 0
08:18:47  <coopserver> <Yugi_D> ill sent u my pw, and u construct the station area whee i shoud place the platforms
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08:48:31  <coopserver> <Anson> i always use ^ .-)
08:48:44  <coopserver> <Anson> on my keyboard, the key left of the 1 is the ^
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09:06:21  <coopserver> <Yugi_D> good night
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11:58:24  <coopserver> <V453000> wet vehicles behave on PURR as they should.
11:58:36  <coopserver> <V453000> the fast ones indeed do travel 120, but lose the station rating bonus
11:58:39  <coopserver> <V453000> unsure bout power
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11:59:14  <coopserver> <V453000> ah yes, cool, more power on wet just as it should be
12:00:06  <coopserver> <Anson> i thought that all wet would get -30% speed on non-wet rails
12:00:13  <coopserver> <V453000> from 201
12:00:40  <coopserver> <V453000> the higher speeds simply work a bit differently and the power loss is already significant
12:01:28  <coopserver> <Anson> ah, then the 120 limit applies to all, but the penalty doesn't apply after the cap, but instead applies to the max speed, and thus they can go 120 ?
12:01:47  <coopserver> <V453000> what the fuck
12:01:51  <coopserver> <V453000> are you even thinking about
12:01:56  <coopserver> <V453000> it simply works how it does :D done
12:02:58  <coopserver> <V453000> if you use these ships you want that speed for the station ratings anyway
12:03:13  <coopserver> <V453000> the choice and advantage not to use purr with them is dead obvious to me
12:03:19  <coopserver> <V453000> all there is to it
12:05:51  <coopserver> <V453000> interestingly the feeding mechanism works too
12:05:55  <coopserver> <V453000> I thought it was broken
12:06:07  <coopserver> <V453000> possibly openttd fix
12:06:13  <coopserver> 'Anson' reported an error and is closing its connection (desync error)
12:06:13  <coopserver> *** Anson has left the game (desync error)
12:06:13  <coopserver> 'V453000' reported an error and is closing its connection (desync error)
12:06:14  <coopserver> *** V453000 has left the game (desync error)
12:06:14  <coopserver> *** Game paused (number of players)
12:06:15  <coopserver> 'BiG MeeCh' reported an error and is closing its connection (desync error)
12:06:15  <coopserver> *** BiG MeeCh has left the game (desync error)
12:06:24  <V453000> oh yeah it does work XD
12:06:26  <V453000> there we go
12:06:27  <coopserver> *** Game still paused (connecting clients, number of players)
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12:06:57  <coopserver> <V453000> thats ships for you :D
12:07:14  <coopserver> <V453000> will make bug report tonight
12:07:20  <coopserver> <Anson> i think ottd needs another fix :-)
12:08:50  <coopserver> <Anson> with feeding mechanism you mean additional power when loaded ? that seems to work nicely even when the description is a bit misleading
12:08:55  <coopserver> <V453000> well hopefully they make the fix instead of saying fuck off with NUTS :D
12:08:58  <coopserver> <V453000> yes
12:09:26  <coopserver> <V453000> when fed, +100% power, is clear :D
12:09:43  <coopserver> <V453000> since it EATS cargo during transport, it is clear how to feed it
12:09:51  <coopserver> <V453000> who doesnt understand, nuts wiki should help
12:10:27  <coopserver> <Anson> i have no idea what causes the desync, but if nuts only triggers a bug in ottd, it is clearly ottd that should be fixed ... there could be other grfs in the future which do the same
12:10:52  <coopserver> <V453000> newgrf should never be able to cause desync by any feature it uses
12:11:08  <planetmaker> we could also disable NewGRFs which do stuff which doesn't work
12:11:12  <coopserver> <V453000> sure, specific spec (the power changing) does trigger it, but it needs a fix in ottd
12:11:14  <coopserver> <Anson> what confused me : when it eats cargo, why does it always show the same amount of cargo and not decrease ?
12:11:31  <planetmaker> then the desync would be fixed for sure
12:11:40  <coopserver> <V453000> decreasing cargo/capacity is utterly wtf and not really friendly to anything
12:11:50  <coopserver> <V453000> I already promised not to touch capacity changing :D
12:12:40  <coopserver> <Anson> i don't want that either ... it only was a bit misleading since my food at home is always reduced when i eat it :-)
12:12:41  <coopserver> <V453000> I believe unicorn people will get some idea :)
12:13:11  <coopserver> <V453000> well, in this case you only get paid less for it, same thing? :D ok, qualitative isnt quantitative but still! :d
12:13:21  <coopserver> <V453000> it doesnt need to be perfect (:
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12:18:41  <coopserver> <Anson> can trains change the railtype or parameters of rails like a speed limit ?
12:20:12  <V453000> the rail has its limit that trains cannot influence, they can only obey it
12:20:32  <coopserver> <Anson> could be useful for grfs that have snow plows (to increase speed limits in arctic cliamte), or similar effects
12:21:03  <V453000> ...
12:21:28  <coopserver> <Anson> maybe it is good that it can't ... else ottd would become another game, economy simulator or something
12:21:59  <V453000> it doesnt really make terribly much sense to have trains which
12:22:06  <V453000> "upkeep" the tracks
12:22:27  <V453000> would mean you need to make them everywhere, which is totally wtf in e.g. mergers etc
12:24:08  <coopserver> <Anson> you still would be able to build below the snowline, and above it you would have to add slow trains between the others to drive there once per year :-)
12:24:39  <V453000> would mean ML only below slow line really
12:24:50  <V453000> which isnt very intelligent limitation tbh :)
12:25:07  <V453000> or some dumb waypoints on choices, mess, mess, ...
12:25:30  <coopserver> <Anson> we once had a PSG with the rule to build slh only below snowline, etc
12:27:50  <V453000> yes, ML above snow line was there multiple times as well
12:29:34  <coopserver> <Anson> then : what would be so bad about building ML below snowline only, OR build so that a special train can/must drive there once per year ? .-) ... but there are other features that are much more important
12:30:12  <V453000> the very logic of making one solution that much more problematic/ less convenient is just stupid
12:30:31  <V453000> now there is choice between two options: below or above, both have their advantages. What advantage would ML above snow line have then
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16:14:10  <coopserver> <sim-al2> Yugi set up a nice logic system at his factory
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17:18:35  <coopserver> <sim-al2> gtg
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17:20:47  <coopserver> <skyem123> Why WAS Happy's company deleted?
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18:18:12  <coopserver> <Anson> hallo, hijmani
18:18:20  <coopserver> <Hijmani> hi
18:18:51  <coopserver> <Anson> i am looking around at other networks and don't understand one of your connections ...
18:19:22  <coopserver> <Hijmani> what you mean
18:19:31  <coopserver> <Anson> an error, or some idea that i don't understand ...
18:19:47  <coopserver> <Anson> at sjoa valley
18:20:45  <coopserver> <Hijmani> what the problem there
18:20:46  <coopserver> <Anson> where i put the sign "???" ... that connection is not needed since there is already a connection from right incoming rail to that platform, but another one is missing ...
18:21:32  <coopserver> <Anson> double connection to right, missing to left
18:22:07  <coopserver> <Hijmani> you mean connecting the 2 center station platforms
18:23:19  <coopserver> <Anson> you have split the right incoming lane to all platforms, except the third, but twice to the 6th
18:23:56  <coopserver> <Anson> same on the left side ... incoming left lane split to all platforms except the 4th, but twice to the 1st
18:26:49  <coopserver> <Hijmani> i know i still have doubles
18:27:08  <coopserver> <Anson> yes ... now still double left to 1, and missing left to 5
18:28:24  <coopserver> <Anson> and still double right to 6, now missing right to 2
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18:29:17  <coopserver> <Anson> one missing connection might be done easily right in front of the platforms, but the other is almost impossible to do ?
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18:29:37  <coopserver> <BiG MeeCh> BLAH!
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18:31:15  <coopserver> <Anson> on the other hand, is such a complicated split needed, or could it be done by splitting left to 4 platforms and right to 4 others, without any crossings, splits and joins ?
18:31:27  <coopserver> <Anson> meech: blub :-)
18:31:42  <coopserver> <BiG MeeCh> yo
18:33:26  <coopserver> <Anson> meech, you said something to me about ading (or rather better not adding) too many waiting bays in front of and after a station !?
18:33:43  <coopserver> <BiG MeeCh> nope
18:33:45  <coopserver> <Anson> what do you think of Sjoa Valley ?
18:34:49  <coopserver> <BiG MeeCh> I try not to think
18:34:51  <coopserver> <BiG MeeCh> thinking bad
18:36:23  <coopserver> <BiG MeeCh> oh yes
18:36:27  <coopserver> <BiG MeeCh> I saw that yesterday
18:36:33  <coopserver> <BiG MeeCh> made me laugh a bit
18:36:45  <coopserver> <BiG MeeCh> its worse today than it was yesterday
18:39:16  <coopserver> <BiG MeeCh> Anson
18:39:37  <coopserver> <BiG MeeCh> At sjoa valley though  iwas thinking how it could eliminate the need for load balancing later on down the line though
18:39:47  <coopserver> <BiG MeeCh> but that was the only thing that made sense to me with that design
18:40:15  <coopserver> <Anson> ok, that would apply to the exit ... but why for the entrance too ?
18:40:23  <coopserver> <BiG MeeCh> idk xD
18:40:25  <coopserver> <Anson> just to save maybe 1 or 2 platforms ?
18:40:33  <coopserver> <BiG MeeCh> its overbuilt
18:40:41  <coopserver> <BiG MeeCh> and i think as of now it causes more train confusion
18:40:59  <coopserver> <Anson> i think that each lane would need 4 platforms when at full capacity, and here are 6 now ...
18:41:21  <coopserver> <BiG MeeCh> :D
18:41:31  <coopserver> <Anson> yes ... for the exit it might balance, but no need to balance entry AND exit of the station
18:42:13  <coopserver> <Anson> just split left lane 1->4 or 1->2->2x2, and same for right lane ... simple splits and 2x4 = 8 platforms total
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18:43:12  <coopserver> <BiG MeeCh> all ENTRY NEEDS BALANCE !!! xD
18:43:21  <coopserver> <Anson> btw : do you have an idea what i could do with my factory ? ... the primaries' production exploded and i have no idea how to improve the factory .... excdept rebuilding it someplace else
18:43:49  <coopserver> <BiG MeeCh> id just move it
18:43:57  <coopserver> <BiG MeeCh> no place to add
18:44:49  <coopserver> <Anson> 2 incoming lanes which each need up to 4 platforms, need balance instead of simple splits ? ... just to save 2 platforms and complicate merge+split sequences to 6 platforms ?
18:47:59  <coopserver> <BiG MeeCh> again I would just move your factory
18:48:05  <coopserver> <BiG MeeCh> no point in keeping a bad spot
18:48:11  <coopserver> <BiG MeeCh> with no room to expand
18:48:43  <coopserver> <Anson> i don't want to :-)
18:49:10  <coopserver> <BiG MeeCh> move it to sjoa valley :D
18:49:19  <coopserver> <Anson> and we already have 2174, and should get a new map "soon" anyway ...
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19:00:35  <coopserver> <BiG MeeCh> yoyoniko
19:00:39  <coopserver> <Niko> hi
19:01:13  <coopserver> <Niko> me and Speedy here, I installed the game here on bar's customer computer
19:02:11  <coopserver> <BiG MeeCh> hm! Didn't know you guys lived close
19:02:18  <coopserver> <Niko> now somebody wants to check his facebook so see you later
19:02:26  <coopserver> <BiG MeeCh> :D
19:02:28  <coopserver> <BiG MeeCh> Seeya
19:02:30  <coopserver> <Niko> :D
19:02:33  <coopserver> <Niko> cu
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19:04:33  <coopserver> <BiG MeeCh> funny that there are all of those lines and its slowly jamming
19:04:38  <coopserver> <BiG MeeCh> orje south :D
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19:35:50  <coopserver> <[FR]Syl59> o|
19:36:16  <coopserver> <Cameron> o|
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19:37:32  <coopserver> <Yugi_D> hello
19:37:45  <coopserver> <Cameron> hello
19:39:13  <coopserver> <Yugi_D> thanks for the remedies, ans
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20:10:53  <coopserver> <Anson> hallo ... too bad that i missed yugi ... watching TV with one eye, extending my station with the other .-)
20:11:19  <coopserver> <Anson> Meech : i succeeded in ading three(!) more platforms to the factory drop :-)
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23:34:43  <phatmatt> !date
23:34:43  <coopserver> May 25 2194
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