Log for #openttdcoop.stable on 27th January 2016:
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02:20:48  <coopserver> *** Game still paused (connecting clients, number of players)
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04:11:57  <coopserver> <Clockworker> RIP
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04:13:36  <coopserver> <Clockworker> RIP
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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
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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
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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
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09:43:27  <happpy> !players
09:43:27  <coopserver> happpy: The server is empty, noone is connected. Feel free to remedy this situation
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15:27:56  <happpy> hi
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15:55:18  <coopserver> Connected to #openttdcoop - Welcome Server ( (Version 1.5.3)
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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)
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17:52:50  <happpy> hi
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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)
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18:48:31  <coopserver> <Pepperoach> 'allo o/
18:48:36  <coopserver> <Clockworker> hey
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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)
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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
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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
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23:54:11  <happpy> hi
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