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02:20:48 <coopserver> *** Game still paused (connecting clients, number of players) 02:20:54 <coopserver> *** Clockworker has joined 02:20:55 <coopserver> *** Game still paused (number of players) 02:20:56 <coopserver> *** Game unpaused (number of players) 03:18:21 *** Clockworker_ has joined #openttdcoop.stable 03:23:56 *** Clockworker has quit IRC 03:34:38 <coopserver> *** Game paused (connecting clients) 03:34:44 <coopserver> *** SoLo has joined 03:34:45 <coopserver> *** Game unpaused (connecting clients) 04:11:27 <coopserver> *** Game paused (connecting clients) 04:11:57 <coopserver> <Clockworker> RIP 04:11:59 <coopserver> *** Game unpaused (connecting clients) 04:12:11 <coopserver> *** Game paused (connecting clients) 04:12:44 <coopserver> *** Game unpaused (connecting clients) 04:12:57 <coopserver> *** Game paused (connecting clients) 04:13:30 <coopserver> *** Game unpaused (connecting clients) 04:13:36 <coopserver> <Clockworker> RIP 04:13:54 <coopserver> *** Game paused (connecting clients) 04:14:22 <coopserver> *** Anyndel has joined 04:14:23 <coopserver> *** Game unpaused (connecting clients) 04:14:28 <coopserver> <Clockworker> wow noob 04:14:32 <coopserver> <Clockworker> can't even connect right 04:14:34 <coopserver> <Clockworker> git guddd 04:14:55 <coopserver> <Anyndel> help he's molesting me 04:15:05 <coopserver> <Clockworker> moe lester 04:16:46 <coopserver> <Anyndel> >profit this year: 194 04:16:53 <coopserver> <Anyndel> g-go horses 04:17:20 <coopserver> <Clockworker> make a whipping mod 04:17:25 <coopserver> <Clockworker> to increase horse speed 04:17:33 <coopserver> <Clockworker> and reduce durability 04:17:39 <coopserver> <Clockworker> it's perfect 04:18:31 <coopserver> <Clockworker> looking back 04:18:37 <coopserver> <Clockworker> I kind of cucked you with mandi 04:18:38 <coopserver> <Clockworker> kek 04:18:54 <coopserver> <Anyndel> it was god's work 04:18:56 <coopserver> <Anyndel> and will 04:19:06 <coopserver> <Clockworker> cuck vult 04:19:14 <coopserver> <Anyndel> coudnt possibly gone better 04:19:20 <coopserver> <Anyndel> but dat br bbc 04:19:33 <coopserver> <Clockworker> hahaha 04:19:35 <coopserver> <Clockworker> mwc 04:20:31 <coopserver> <Clockworker> ooooh 04:20:34 <coopserver> <Clockworker> someone's stepping up 04:20:35 <coopserver> <Clockworker> oh 04:20:39 <coopserver> <Clockworker> click and hold on rail icon 04:20:44 <coopserver> <Clockworker> you can get different, better rails 04:21:31 <coopserver> <Anyndel> it is time 04:21:38 <coopserver> <Anyndel> more money more horses 04:21:56 <coopserver> <Clockworker> and then the server crashed because too many horses 04:24:50 <coopserver> <Anyndel> h-how was it to build overpasses? 04:25:01 <coopserver> <Clockworker> a bridge button 04:25:04 <coopserver> <Clockworker> press and drag 04:25:10 <coopserver> <Anyndel> what bridge type? 04:25:31 <coopserver> <Anyndel> nm 04:26:00 <coopserver> <Clockworker> :^) 04:30:52 <coopserver> *** Game paused (connecting clients) 04:30:53 <coopserver> *** Mazur has joined 04:30:54 <coopserver> *** Game unpaused (connecting clients) 04:31:07 <coopserver> <Clockworker> mazur pls go 04:31:21 <coopserver> <Mazur> Go where? 04:31:27 <coopserver> <Clockworker> away 04:32:00 <coopserver> <Mazur> Sorry, can't do that., got no transportation. 04:32:24 <coopserver> <Clockworker> okay 04:32:26 <coopserver> <Clockworker> make a train 04:32:28 <coopserver> <Clockworker> and then go away 04:32:48 <coopserver> <Anyndel> harsh 04:33:08 <coopserver> <Mazur> BUt ineffectual. 04:33:15 <coopserver> <Clockworker> haaha 04:33:55 <coopserver> <Clockworker> ha ha time for brainmelters 04:33:56 <coopserver> <Clockworker> GOAT train 04:37:33 <coopserver> <Anyndel> kek 04:37:55 <coopserver> <Anyndel> w-why are there tiny swedish flags on my tiny town 04:38:20 <coopserver> <Clockworker> because it has been taken over by progress and tolerance 04:38:29 <coopserver> <Anyndel> there's also an ICA store 04:38:53 <coopserver> <Clockworker> yes 04:38:56 <coopserver> <Clockworker> there was an IKEA earlier 04:39:10 <coopserver> <Anyndel> sweden no 04:40:59 <coopserver> <Mazur> There's still an IKEA near Nienburg Heights. 04:41:29 <coopserver> *** Mazur has left the game (Leaving) 04:41:34 <coopserver> <Clockworker> yeah 04:41:45 <coopserver> <SoLo> Clockworker, Nauen Woods is broken. 04:42:04 <coopserver> <Clockworker> huh 04:42:16 <coopserver> <SoLo> Iron ore mine with coal trains going to the station 04:42:38 <coopserver> <Clockworker> wait, what 04:42:44 <coopserver> <SoLo> Looks like they have been sitting there doing nothing for 26 years too. (: 04:42:50 <coopserver> <Clockworker> there used to be a coal mine there 04:42:53 <coopserver> <Clockworker> I don't pick iron 04:42:57 <coopserver> <Clockworker> so I think it closed, haha 04:43:14 <coopserver> <Clockworker> oh well I'll deal with them later 04:43:19 <coopserver> <Clockworker> thanks 04:43:22 <coopserver> <SoLo> oh okay. Just saw the trains sitting there and looked to see why they weren't moving 04:43:24 <coopserver> <SoLo> Welcome 05:00:50 <coopserver> <Anyndel> d-did that bridge fuck you over? 05:00:56 <coopserver> <Clockworker> no 05:01:00 <coopserver> <Clockworker> I was heading the wrong way 05:01:01 <coopserver> <Clockworker> kek 05:01:47 <coopserver> <SoLo> I'm curious to see where that track is going now. (: 05:02:10 <coopserver> <Clockworker> probably the center area or my area 05:02:24 <coopserver> <Clockworker> gonna try to send a big load of coal to the drop 05:02:33 <coopserver> <Clockworker> it'll take some prospecting 05:02:59 <coopserver> <SoLo> Walking the station to the power planet or just building a power plant? 05:03:07 <coopserver> <Clockworker> building 05:03:31 <coopserver> <SoLo> Okay. That's what was throwing me off. Thought you were doing as massive passenger run out that way. 05:04:00 <coopserver> <Clockworker> nah I'd rather deal with PAX in actual coop or SP 05:04:05 <coopserver> <Clockworker> hassle in normal MP 05:06:29 <coopserver> <SoLo> Yeah I've been thinking of trying it one of these games on here but always seems like to much work for one person. 05:06:44 <coopserver> <SoLo> Especially with the game running when offline. 05:06:53 <coopserver> <Clockworker> in coop the cheaty tools are allowed for sanity's sake 05:07:10 <coopserver> <SoLo> Had to do some creative road work to get my goods city to expand because they blocked everything with houses. lol 05:07:11 <coopserver> <Clockworker> big PAX in a vanilla.... ehhhh 05:07:53 <coopserver> <Clockworker> you're working transfers? 05:07:56 <coopserver> <Clockworker> like ICE? 05:08:35 <coopserver> <Clockworker> the buses don't seem to be transfering to the train station so I guess not 05:08:36 <coopserver> <SoLo> No, not here. Just goods delivery but I set it up right before I had to log for work. 05:08:41 <coopserver> <Clockworker> ah 05:09:15 <coopserver> <SoLo> When I came back 50 years had passed and the houses blocked every outer road and couldn't expand without blowing up buildings... or building bridges like I did with only one way into the centre. 05:09:43 <coopserver> <Clockworker> hahaha 05:09:45 <coopserver> <SoLo> Buses were just there to count as extra deliveries so it grew faster at athe start. 05:09:48 <coopserver> <Clockworker> sucks man 05:10:24 <coopserver> <Clockworker> planning to coop someday? 05:10:28 <coopserver> <SoLo> Not to big of a deal. Messed up goods station 2 because I can't expand it. Oh well 05:11:00 <coopserver> <SoLo> Not sure, my building isn't anywhere close to what the coop guys on here usually do. 05:11:11 <coopserver> <SoLo> I just do my best to try to make it not be really bad. 05:11:23 <coopserver> <Clockworker> mine neither, if you take guys like V or Mark 05:11:32 <coopserver> <Clockworker> but I just fake it a bit 05:11:33 <coopserver> <Clockworker> haha 05:12:01 <coopserver> <Clockworker> it's just learning 05:12:16 <coopserver> <SoLo> Yeah, I was kind of hoping one of those guys was on to see if they can figure out why trains are avoiding part of my main unless they have to go that way. lol 05:12:32 <coopserver> <Clockworker> well I can try and look 05:12:48 <coopserver> <Clockworker> what's the issue 05:12:51 <coopserver> <SoLo> Sure, let me sign it up 05:13:37 <coopserver> <Clockworker> ah 05:13:41 <coopserver> <Clockworker> they don't take outer lane 05:14:23 <coopserver> <Clockworker> okay but one path goes to another ML 05:14:29 <coopserver> <SoLo> So yeah they always branch off and go up instead of straight 05:14:31 <coopserver> <Clockworker> you want to force them into a longer ML? 05:14:55 <coopserver> <SoLo> I just don't see how the two are really different. 05:15:10 <coopserver> <Clockworker> one is probably the shorter path, hence the preference 05:15:13 <coopserver> <SoLo> Upper path they always want to leave the current main and use the other one. 05:15:22 <coopserver> <SoLo> Lower path they keep going instead of using the other way. 05:15:33 <coopserver> <Clockworker> you should double those bridges 05:15:56 <coopserver> <Clockworker> and after a PBS, leave a gap 05:16:23 <coopserver> <Clockworker> I can force a balancing if you want but I don't see the need 05:16:27 <coopserver> <SoLo> Yeah I left them single to try to force at least some to go straight to stop it jamming at the other join on the far end as much 05:16:29 <coopserver> *** Game paused (connecting clients) 05:16:30 <coopserver> *** Mazur has joined 05:16:31 <coopserver> *** Game unpaused (connecting clients) 05:16:51 <coopserver> <Mazur> What seesmto be the problem, unofficer? 05:16:52 <coopserver> <Clockworker> can I enter your company? 05:17:18 <coopserver> <Clockworker> he wants to force a balancer in a hub 05:17:40 <coopserver> <SoLo> How would I get you my password without everyone seeing it? 05:17:46 <coopserver> <Clockworker> hmm 05:17:51 <coopserver> <Clockworker> you're not on IRC? 05:18:02 <coopserver> <SoLo> Nope. 05:18:06 <coopserver> <Clockworker> then nvm 05:18:10 <coopserver> <Clockworker> I'll make an example next to it 05:18:20 <coopserver> <Mazur> Click on clients and pick Clock for a privmsg. 05:18:21 <coopserver> <SoLo> Haven't used IRC in years. Way back in the planetarion days. (: 05:18:47 <coopserver> <Clockworker> see it? 05:18:54 <coopserver> <SoLo> yep, watching, thanks. 05:18:59 <coopserver> <Clockworker> I'd do this 05:19:39 <coopserver> <Mazur> CL2 should be enough. 05:19:40 <coopserver> <Clockworker> space constraints there 05:20:18 <coopserver> <Mazur> Notreally. 05:20:30 <Mazur> !companies 05:20:31 <coopserver> Mazur: Company '1' (Light Blue): happy train sport Transport, Founded in 1930, Vehicles owned: 198 Trains, 0 Roadvehicles, 0 Ships and 0 Aeroplanes 05:20:32 <coopserver> Mazur: Company '2' (Yellow): Carlos INC, Founded in 1930, Vehicles owned: 1 Trains, 5 Roadvehicles, 2 Ships and 0 Aeroplanes 05:20:33 <coopserver> Mazur: Company '3' (Red): Coley Network Services, Founded in 1934, Vehicles owned: 0 Trains, 60 Roadvehicles, 1 Ships and 0 Aeroplanes 05:20:34 <coopserver> Mazur: Company '4' (Green): SoLo Transport, Founded in 1953, Vehicles owned: 232 Trains, 6 Roadvehicles, 5 Ships and 0 Aeroplanes 05:20:35 <coopserver> Mazur: Company '5' (Cream): Pepperoach Transport, Founded in 1957, Vehicles owned: 66 Trains, 18 Roadvehicles, 5 Ships and 0 Aeroplanes 05:20:36 <coopserver> Mazur: Company '6' (White): Artyom Transport, Founded in 1936, Vehicles owned: 18 Trains, 67 Roadvehicles, 4 Ships and 0 Aeroplanes 05:20:37 <coopserver> Mazur: Company '7' (Mauve): hello darkness my old friend, Founded in 1992, Vehicles owned: 129 Trains, 0 Roadvehicles, 0 Ships and 0 Aeroplanes 05:20:38 <coopserver> Mazur: Company '8' (Pink): Anyndel Transport, Founded in 2041, Vehicles owned: 9 Trains, 41 Roadvehicles, 0 Ships and 0 Aeroplanes 05:20:38 <Mazur> !clients 05:20:54 <coopserver> <Clockworker> that gap should force more trains to take the lower path 05:21:29 <coopserver> <SoLo> Okay, thanks. 05:21:39 <Mazur> !players 05:21:39 <coopserver> Mazur: Client 2001 (Mauve) is Clockworker, in company 7 (hello darkness my old friend) 05:21:40 <coopserver> Mazur: Client 2003 (Green) is SoLo, in company 4 (SoLo Transport) 05:21:41 <coopserver> Mazur: Client 2011 (Pink) is Anyndel, in company 8 (Anyndel Transport) 05:21:42 <coopserver> Mazur: Spectators: Client 2013 (Mazur) 05:21:43 <coopserver> <Clockworker> the double bridge just might be redundant with the gap 05:21:44 <coopserver> <SoLo> Would that screw up the ones that HAVE to go that way though? 05:22:00 <Mazur> !move 2013 4 05:22:09 <Mazur> !rcon move 2013 4 05:22:10 <coopserver> *** Mazur has joined company #4 05:22:15 <coopserver> <Clockworker> shouldn't it make no difference at all? 05:22:23 <coopserver> <Clockworker> I mean you're forcing trains into one mainline already 05:22:24 <coopserver> <Clockworker> haha 05:23:19 <coopserver> <SoLo> Did I delete signs you were trying to place? 05:23:20 <coopserver> <Mazur> If you take that route for het exit, you don;t need that brodge and there is room enough for a second bridge and curve for hte inner lane. 05:23:35 <coopserver> <Clockworker> that too 05:23:50 <coopserver> <Clockworker> no need that inner bridge loop 05:24:16 <coopserver> <SoLo> So the inner way would be the connection to the southbound main? 05:24:34 <coopserver> <SoLo> or just not needed at all I guess 05:25:02 <coopserver> <SoLo> Yeah that looks a lot nicer. lol 05:25:05 <coopserver> <Clockworker> haha 05:25:10 <coopserver> <SoLo> I try to overcomplicate things some times. lol 05:25:13 <coopserver> <SoLo> Thanks 05:25:21 <coopserver> <Mazur> the other line can have a similar disentangle from igttself. 05:28:39 <coopserver> <Mazur> Somethting like that.. 05:29:07 <coopserver> <SoLo> okay. Should there be a signal right after the branch to head north? 05:29:16 <coopserver> <SoLo> Nevermind. (: 05:29:56 <coopserver> <SoLo> Still think it odd that one always branches and the other always goes thru. 05:30:08 <coopserver> <SoLo> Probably just the way the other parts along the way are built I guess. 05:30:53 <coopserver> <Mazur> WHat do you mean by one always branches and one always goes through? 05:31:23 <coopserver> <SoLo> Trains on the top track always branch off (unless path is blocked). 05:31:43 <coopserver> <SoLo> Trains on the bottom track always go straight thru (unless their industry is along the branch). 05:32:04 <coopserver> <SoLo> Mostly goods and oil trains that both go to the far side. 05:32:52 <coopserver> <Mazur> Slightly shorter route and fewer bridges for beranching trains,, so until the net gets busy, htey are free to choose hte preferred lane, always, 05:32:58 <coopserver> <SoLo> If you look at the tracks after that area, the outer track has almost no trains 05:33:44 <coopserver> <SoLo> Yeah that's what I figured since the outer track tends to move a bit more around the sideline joins and such. So adds extra trackage. 05:34:45 <coopserver> <SoLo> Thanks for the help on that. Always nice to see better ways to do things. 05:35:16 <coopserver> *** Game paused (connecting clients) 05:35:18 <coopserver> *** V453000 has joined 05:35:19 <coopserver> *** Game unpaused (connecting clients) 05:35:20 <coopserver> <V453000> heyo 05:35:29 <coopserver> <Clockworker> hey 05:35:42 <coopserver> <Clockworker> V help me out 05:35:43 <coopserver> <Mazur> Actually, ghte choice gets made at Bad Griesbach. 05:35:47 <coopserver> <SoLo> Howdy V 05:35:52 <coopserver> <Mazur> V-o.\ 05:36:01 <coopserver> <V453000> wat u need CW 05:36:13 <coopserver> <Clockworker> hemer south 05:36:20 <coopserver> <Clockworker> I need to know if that entrance will work 05:36:28 <coopserver> <Clockworker> !here 05:36:30 <coopserver> <SoLo> Yeah I was forcing all the goods onto the lower track there at first but don't like doing that. 05:36:38 <coopserver> <V453000> it kind of does yes 05:36:54 <coopserver> <V453000> for a drop it is fine 05:37:05 <coopserver> <Clockworker> it's a drop 05:37:10 <coopserver> <Clockworker> should I use other signals? 05:37:12 <coopserver> <V453000> I know :) 05:37:23 <coopserver> <V453000> which ones would you use? 05:37:34 <coopserver> <Clockworker> whatever doesn't slow shit down is fine 05:37:51 <coopserver> <V453000> :D I was asking which signals not what purpose 05:37:56 <coopserver> <V453000> not slowing shit down is obvious 05:38:03 <coopserver> <Clockworker> that's same asnwer 05:38:07 <coopserver> <Clockworker> I don't care for signal time 05:38:10 <coopserver> <Clockworker> type* 05:38:18 <coopserver> <Mazur> Not slowing shit down is Coop basic tenet, 05:38:21 <coopserver> <V453000> well to do what you want there is only 1 option for this track layout 05:38:35 <coopserver> <Clockworker> I'll be using brainmelters btw 05:38:46 <coopserver> <V453000> I know 05:39:39 <coopserver> <Clockworker> should I change the one way block signals to PBS? 05:39:46 <coopserver> <V453000> why would you do that? 05:40:09 <coopserver> <Clockworker> because I'm not sure if the train would come and take the wrong way if the signal is red 05:40:12 <coopserver> <Clockworker> instead of going straight 05:40:22 <coopserver> *** V453000 has started a new company #9 05:41:07 <coopserver> <V453000> there are the options 05:41:10 <coopserver> <Clockworker> unless the red two way makes it 10)% certain it will go straight 05:41:30 <coopserver> <V453000> all of the options here work 05:41:37 <coopserver> <Clockworker> hmmm 05:41:39 <coopserver> <V453000> the issue with 100% throughput is this part 05:41:40 <coopserver> <Clockworker> neat 05:41:47 <coopserver> <Clockworker> yeah 05:41:58 <coopserver> <V453000> the key difference is that the first option lets trains in at any time 05:42:07 <coopserver> <V453000> by relying that there will always be a free platform (will since it is a drop) 05:42:23 <coopserver> <V453000> the problem with the other two is that for the last set of platforms they are very slow in throughput 05:42:39 <coopserver> <V453000> because the whole red area basically becomes a signal gap 05:42:47 <coopserver> <Clockworker> yeah 05:42:54 <coopserver> <Clockworker> it's what I notice in roros 05:42:59 <coopserver> <V453000> yes but 05:43:22 <coopserver> <V453000> if you do this 05:43:31 <coopserver> <V453000> then the first split is already full-speed 05:43:43 <coopserver> <V453000> because the gaps are two 05:43:49 <coopserver> <V453000> it works the same way as double bridges 05:44:08 <coopserver> <V453000> see what I mean? 05:44:09 <coopserver> <Clockworker> yeah 05:44:13 <coopserver> <Clockworker> I do 05:44:25 <coopserver> <Clockworker> but 1st option remains safer, yeah? 05:44:31 <coopserver> <V453000> well safer 05:44:37 <coopserver> <V453000> safer in terms of always letting a train in 05:44:48 <coopserver> <V453000> for drop that is perfectly fine as long as you have enough platforms 05:45:05 <coopserver> <V453000> first option is smallest, 3rd option is biggest but ultimately best for any situation 05:45:09 <coopserver> <V453000> for drop you don't need 3 05:45:27 <coopserver> <V453000> 2 is very low throughput not for main station but still works 05:45:52 <coopserver> <V453000> go with 1, I just wanted you to understand why 05:45:53 <coopserver> <Clockworker> thanks 05:45:59 <coopserver> <Clockworker> yes 05:46:01 <coopserver> <Clockworker> apreciate it 05:46:02 <coopserver> *** V453000 has joined spectators 05:46:59 <coopserver> *** Mazur has left the game (Leaving) 05:47:19 <coopserver> <SoLo> That's why I like being on here. Get to see stuff as it is created. 05:47:40 <coopserver> <SoLo> Downloaded some saved games. By just seeing the end result is hard when you don't know what was done to get to that point. 05:47:42 <coopserver> <Clockworker> best place as far as OTTD is concerned, for sure 05:48:04 <Mazur> I fscked up Bad Greasemill exits up for you, as well. 05:48:32 <coopserver> <V453000> on one hand I see what you mean, but at the same point understanding the big things is what allows you to expand stuff well 05:48:59 <coopserver> <Clockworker> yeah 05:49:04 <coopserver> <V453000> as such, I think many people overrate the kind of "I want to be here for the duration of the game to see how you build it" instead of just downloading archive game 05:49:05 <coopserver> <Clockworker> it helps with strategic vision 05:49:14 <coopserver> <V453000> but in the end there suddenly is just the result and done 05:49:44 <coopserver> <SoLo> Yeah, it's good to learn from for sure. Can see how everything fits together. As well as having all the different parts there to look at. 05:49:46 <coopserver> <V453000> the "under construction" stage can sometimes help with understanding how it works, but with 90% of the things it is rather understnading signals and other concepts 05:50:42 <coopserver> <SoLo> For me it is more, I have this, want to get it to this. How do I do it a good way without it getting stupidly messy and unweidly. 05:51:08 <coopserver> <SoLo> Like the two things by Munchen. 05:51:32 <coopserver> <SoLo> The main got big because I wanted to try to avoid terraforming to see what would happen. 05:51:55 <coopserver> <SoLo> The siding next to it I just ran out of ideas so made the last connection whatever way I could. 05:52:04 <coopserver> <V453000> :) 05:55:57 <coopserver> *** Anyndel has left the game (Leaving) 05:56:47 <coopserver> <Clockworker> V 05:57:00 <coopserver> <Clockworker> someone was messing in the test track earlier in PS 05:57:17 <coopserver> <Clockworker> and talking about how the gap in diagonals left 1.5 tiles and not 1 05:57:20 <coopserver> <Clockworker> and slowed trains down 05:57:30 <coopserver> <Clockworker> is that really a thing? 06:01:18 <coopserver> <SoLo> These moving station tiles, do they hurt server performance? 06:02:00 <Clockworker_> only client performance I think 06:02:05 <Clockworker_> I don't think it's synced 06:02:10 <coopserver> <Clockworker> could be wrong 06:02:25 <coopserver> <SoLo> okay. Didn't want to slow stuff down for everyone by putting them in for show. 06:03:31 <Clockworker_> don't worry 06:04:28 <coopserver> <Clockworker> brainmelterssssssssssss 06:04:29 <coopserver> <Clockworker> GOAT 06:05:22 <Mazur> Eyecandy is no problem, eyecandy is G00d (tm). 06:06:58 <coopserver> <V453000> gap in diagonals? 06:07:14 <Clockworker_> signal gap yeah 06:07:26 <coopserver> <V453000> ah I think I know what you mean 06:07:37 <coopserver> <V453000> when you build signal distance 2 on a straight track vs on a diagonal 06:07:49 <coopserver> <Clockworker> yeah I set up a !here 06:08:10 <coopserver> <V453000> right 06:08:22 <coopserver> <V453000> well 06:08:39 <coopserver> <V453000> it is kind of true but you can only notice it rarely 06:09:03 <coopserver> <V453000> also trains move slower on diagonals so the effect is a bit weird in general 06:09:16 <coopserver> <Clockworker> is it something one should bother with? 06:09:17 <coopserver> <SoLo> Thanks again for the building help. Night all. 06:09:23 <coopserver> <Clockworker> signaling diagonals manually 06:09:28 <coopserver> <Clockworker> night man 06:09:33 <coopserver> <V453000> but ultimately, when you have a VERY dense (easy to reach with TL2) track, it is possible that diagonals need moar signals 06:09:43 <coopserver> *** SoLo has left the game (Leaving) 06:09:57 <coopserver> <V453000> eh only when you see it is making issues / when you know you have very strong and well accelerating trains 06:10:00 <coopserver> <V453000> which are short 06:10:25 <coopserver> <Clockworker> gotcha 06:10:49 <coopserver> <V453000> like ... point is that trains longer than -something- ... say, 5 tiles-ish have the weird mechanic of getting longer on diagonals to the point where on a straight track there has to be a gap of 5 tiles between the trains 06:11:05 <coopserver> <V453000> understood as maximum packing because anything denser would break on diagonals 06:11:28 <coopserver> <V453000> with that in mind,the effect on diagonal with more dense signalling disappears, because trains simply can't get close enough to each other 06:11:55 <coopserver> <Clockworker> understood 06:11:57 <coopserver> <V453000> however short and very well accelerating trains can go one behind another very closely, and it is apparent with super packed lines 06:12:05 <coopserver> <V453000> but it definitely isn't a huge deal 06:12:29 <coopserver> <V453000> if you have a super high throughput place, signalling the diagonal twice is not an issue 06:18:42 <coopserver> *** Clockworker has left the game (Leaving) 06:18:43 <coopserver> *** Game paused (number of players) 06:19:32 <coopserver> *** V453000 has left the game (Leaving) 09:12:35 *** Clockworker__ has joined #openttdcoop.stable 09:17:18 *** Maraxus has joined #openttdcoop.stable 09:17:18 *** ChanServ sets mode: +o Maraxus 09:20:09 *** Clockworker_ has quit IRC 09:42:59 *** happpy has joined #openttdcoop.stable 09:43:27 <happpy> !players 09:43:27 <coopserver> happpy: The server is empty, noone is connected. Feel free to remedy this situation 10:06:52 *** Maraxus has quit IRC 10:22:24 *** happpy_ has joined #openttdcoop.stable 10:25:19 *** happpy has quit IRC 10:25:38 *** happpy_ is now known as happpy 10:27:49 <coopserver> *** Game still paused (connecting clients, number of players) 10:27:53 <coopserver> *** lcd047 has joined 10:27:54 <coopserver> *** Game still paused (number of players) 10:28:07 <coopserver> *** lcd047 has left the game (Leaving) 15:27:41 <coopserver> *** Game still paused (connecting clients, number of players) 15:27:42 <coopserver> *** Mazur has joined 15:27:43 <coopserver> *** Game still paused (number of players) 15:27:56 <happpy> hi 15:28:34 <coopserver> *** Mazur has left the game (Leaving) 15:54:47 *** Webster has joined #openttdcoop.stable 15:54:47 *** ChanServ sets mode: +o Webster 15:55:03 *** coopserver has quit IRC 15:55:05 *** coopserver has joined #openttdcoop.stable 15:55:05 *** ChanServ sets mode: +o coopserver 15:55:18 <coopserver> Connected to #openttdcoop - Welcome Server (www.openttdcoop.org) (Version 1.5.3) 15:58:51 *** Hirundo has quit IRC 15:58:51 *** Ammler has quit IRC 15:58:51 *** tneo has quit IRC 15:58:55 *** Hirundo has joined #openttdcoop.stable 15:59:26 *** planetmaker has quit IRC 15:59:32 *** Hazzard has quit IRC 15:59:32 *** V453000 has quit IRC 15:59:51 *** LoPo has quit IRC 15:59:55 *** Ammler has joined #openttdcoop.stable 15:59:55 *** ChanServ sets mode: +o Ammler 16:00:15 *** ^Spike^ has quit IRC 16:00:55 *** planetmaker has joined #openttdcoop.stable 16:00:55 *** ChanServ sets mode: +o planetmaker 16:01:25 *** LoPo has joined #openttdcoop.stable 16:01:55 *** tneo has joined #openttdcoop.stable 16:01:55 *** ^Spike^ has joined #openttdcoop.stable 16:01:55 *** ChanServ sets mode: +o tneo 16:01:55 *** Webster sets mode: +o ^Spike^ 16:02:11 *** Hazzard has joined #openttdcoop.stable 16:02:11 *** ChanServ sets mode: +o Hazzard 16:02:25 *** V453000 has joined #openttdcoop.stable 16:02:25 *** ChanServ sets mode: +o V453000 16:21:05 *** happpy_ has joined #openttdcoop.stable 16:25:30 *** happpy has quit IRC 16:25:41 *** happpy_ is now known as happpy 16:39:45 *** Maraxus has joined #openttdcoop.stable 16:39:45 *** ChanServ sets mode: +o Maraxus 16:51:59 <coopserver> *** Game still paused (connecting clients, number of players) 16:52:12 <coopserver> *** SoLo has joined 16:52:13 <coopserver> *** Game still paused (number of players) 16:52:14 <coopserver> *** Game unpaused (number of players) 16:52:24 <happpy> hi 16:52:47 <coopserver> <SoLo> Morning 16:53:01 <happpy> how ar u 16:53:29 <coopserver> <SoLo> Good. How about you? 16:54:31 <happpy> good 17:02:10 <coopserver> *** SoLo has left the game (Leaving) 17:02:11 <coopserver> *** Game paused (number of players) 17:51:11 <coopserver> *** Game still paused (connecting clients, number of players) 17:51:16 <coopserver> *** Muel has joined 17:51:17 <coopserver> *** Game still paused (number of players) 17:52:50 <happpy> hi 17:52:56 <coopserver> *** Muel has left the game (Leaving) 18:30:25 *** Maraxus has quit IRC 18:32:58 <coopserver> *** Game still paused (connecting clients, number of players) 18:33:05 <coopserver> *** Pepperoach has joined 18:33:06 <coopserver> *** Game still paused (number of players) 18:33:07 <coopserver> *** Game unpaused (number of players) 18:33:33 <happpy> hi 18:38:40 <happpy> how things the net work going pepperoach 18:39:22 <coopserver> <Pepperoach> hi! I was just checking how my trains are going 18:39:35 <happpy> nice 18:39:43 <coopserver> <Pepperoach> but I never login when other people are online </3 18:40:00 <happpy> y 18:40:13 <coopserver> <Pepperoach> just a coincidence, I guess 18:40:22 <happpy> heem ok 18:43:51 <happpy> but u can have player's can tech u sume good stuf so u can doo beter net work 18:44:37 <coopserver> <Pepperoach> I didn't make a main line, because I though a small island like this wouldn't need it 18:44:42 <coopserver> <Pepperoach> oh boy I was wrong 18:44:47 <coopserver> <Pepperoach> I made a huge mess lol 18:45:28 <happpy> whonts up 18:45:47 <coopserver> <Pepperoach> it works quite well, but it's a maze 18:47:05 <happpy> heem ok if u look at my company ther player's can shor u bbh and slh and hub 18:48:07 <coopserver> *** Game paused (connecting clients) 18:48:13 <coopserver> *** Clockworker has joined 18:48:14 <coopserver> *** Game unpaused (connecting clients) 18:48:31 <coopserver> <Pepperoach> 'allo o/ 18:48:36 <coopserver> <Clockworker> hey 18:48:52 <coopserver> *** Clockworker has joined company #7 18:51:05 <coopserver> *** Pepperoach has left the game (Leaving) 18:59:45 <happpy> hey clockworker 18:59:54 <coopserver> <Clockworker> hi 19:00:00 <happpy> how things 19:00:41 <coopserver> <Clockworker> good 19:00:45 <coopserver> <Clockworker> yoi? 19:00:57 <happpy> good 19:07:47 <happpy> how your net work going clockworker 19:12:02 <Clockworker__> going alright 19:12:08 <coopserver> *** Game paused (connecting clients) 19:12:13 <coopserver> *** Mark has joined 19:12:14 <coopserver> *** Game unpaused (connecting clients) 19:13:14 <coopserver> *** Mark has left the game (Leaving) 19:44:56 <happpy> clokworker how my net work going 19:45:18 <coopserver> <Clockworker> seems fine 19:45:20 <coopserver> <Clockworker> no slowdowns 19:45:26 <happpy> coll 19:45:32 <happpy> thanks 19:45:39 <coopserver> <Clockworker> np 19:57:05 <happpy> !date 19:57:05 <coopserver> Aug 16 2082 19:59:24 <coopserver> <Clockworker> hehe 19:59:29 <coopserver> <Clockworker> my network reached critical mass 19:59:33 <coopserver> <Clockworker> too lazy to duplicate it 20:03:30 <coopserver> *** Clockworker has left the game (Leaving) 20:03:31 <coopserver> *** Game paused (number of players) 20:03:37 <Clockworker__> fuck it 20:03:38 <Clockworker__> don't care 20:03:45 <Clockworker__> I'll fix it some other time 20:33:04 <coopserver> *** Game still paused (connecting clients, number of players) 20:33:11 <coopserver> *** Clockworker has joined 20:33:12 <coopserver> *** Game still paused (number of players) 20:33:13 <coopserver> *** Game unpaused (number of players) 20:35:29 <coopserver> *** Game paused (connecting clients) 20:35:34 <coopserver> *** Muel has joined 20:35:35 <coopserver> *** Game unpaused (connecting clients) 20:35:51 <happpy> hi muel 20:35:58 <coopserver> <Muel> hi 20:36:06 <happpy> how ar u 20:36:12 <coopserver> <Muel> good you ? 20:36:19 <happpy> good 20:36:41 <coopserver> <Muel> why do you dont play ? 20:37:22 <happpy> i doo i doing airport citey 20:38:07 <happpy> need a lot ov days on it so 20:38:11 <coopserver> <Muel> where you fly? 20:38:26 <happpy> no its a gane 20:38:44 <coopserver> <Muel> gane? 20:38:55 <happpy> game 20:39:07 <coopserver> <Muel> a yes simulator ? 20:39:27 <happpy> yes 20:39:40 <coopserver> <Clockworker> it's like a cityville 20:39:44 <coopserver> <Clockworker> but you build an airport 20:39:51 <happpy> it takes a lone days to doo stuf 20:40:16 <happpy> and the town 20:41:12 <happpy> u can send space rockit as will so 20:42:06 <happpy> so openttd will be on hold for now 20:43:55 <coopserver> *** Muel has left the game (Leaving) 21:35:09 <coopserver> *** Clockworker has left the game (Leaving) 21:35:10 <coopserver> *** Game paused (number of players) 22:17:30 *** Clockworker has joined #openttdcoop.stable 22:24:01 *** Clockworker__ has quit IRC 22:40:08 *** phatmatt has quit IRC 22:49:03 *** phatmatt has joined #openttdcoop.stable 23:53:51 <coopserver> *** Game still paused (connecting clients, number of players) 23:54:06 <coopserver> *** Player has joined 23:54:07 <coopserver> *** Game still paused (number of players) 23:54:11 <happpy> hi 23:55:01 <coopserver> *** Player has left the game (Leaving)