Config
Log for #openttdcoop.stable on 19th March 2018:
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00:12:52  <coopserver> *** Imutrainfolks has left the game (Leaving)
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08:32:21  <happpy> !date
08:32:21  <coopserver> Sep 17 2243
08:32:26  <happpy> !players
08:32:26  <coopserver> happpy: The server is empty, no one is connected. Feel free to remedy this situation
10:02:29  *** Dom_ has joined #openttdcoop.stable
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10:10:58  <happpy> hi dom
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11:33:25  <coopserver> *** Game still paused (connecting clients, number of players)
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14:02:00  <happpy> !date
14:02:00  <coopserver> Sep 06 2246
14:02:07  <happpy> !players
14:02:07  <coopserver> happpy: The server is empty, no one is connected. Feel free to remedy this situation
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16:32:32  <happpy> !players
16:32:32  <coopserver> happpy: The server is empty, no one is connected. Feel free to remedy this situation
16:45:04  <happpy> !date
16:45:04  <coopserver> Sep 06 2246
17:39:05  <coopserver> *** Game still paused (connecting clients, number of players)
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17:39:21  <happpy> hi
17:39:30  <coopserver> *** AlphaSC has joined company #2
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17:42:07  <happpy> how things going  alphasc
17:42:42  <coopserver> <AlphaSC> hi happy
17:43:16  <coopserver> <AlphaSC> just log in and check it yourself
17:43:25  <coopserver> <AlphaSC> changed alot
17:44:21  <coopserver> *** AlphaSC has joined spectators
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18:42:52  <happpy> hi
18:42:56  <coopserver> <Player> hey
18:43:06  <happpy> how things going
18:44:25  <coopserver> *** Player has changed his/her name to loeky
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18:55:11  <happpy> i bee ther soon
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19:21:56  <coopserver> *** Game paused (connecting clients)
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19:25:31  <coopserver> <happytrainsport> heem  we need a beter  split
19:26:18  <coopserver> *** happytrainsport has joined company #2
19:28:58  <coopserver> <loeky> should e try slugs
19:29:07  <coopserver> <happytrainsport> we got a train q on  the paper   at sign is this  realy need
19:29:19  <coopserver> <happytrainsport> year
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19:56:21  <coopserver> <loeky> so slugs now or wait
19:56:52  <happpy> word  it help rhe train q
19:57:39  <coopserver> <loeky> dont know there faster in corners but all cl=tl
19:58:24  <happpy> ok  Lest try it and see we can go back to the trains we got
20:00:49  <coopserver> *** Game paused (connecting clients)
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20:01:14  <coopserver> <AlphaSC> hi
20:01:17  <happpy> hi
20:01:17  <coopserver> <loeky> hey
20:05:45  <coopserver> <AlphaSC> you dont want real merger msh00/bbh?
20:06:19  <coopserver> <AlphaSC> imo it should be pre-merged woods/paper/slh
20:06:26  <coopserver> <loeky> not so much space beter balance before and keep 1 to 1
20:06:31  <coopserver> <AlphaSC> and these 4 lines merge with bbh
20:06:39  <coopserver> <loeky> yeah pre merged and the 1 to 1
20:06:51  <coopserver> <AlphaSC> because
20:07:00  <coopserver> <AlphaSC> the 1 merger msh03/bbh
20:07:07  <coopserver> <AlphaSC> got rid of all jams
20:07:20  <coopserver> <AlphaSC> problem was, that nothing was merged at all
20:07:30  <coopserver> <AlphaSC> i fixed where i could
20:07:47  <coopserver> <AlphaSC> but there still multiple mergers with zero choices
20:08:10  <coopserver> <loeky> yeah part off the plan balance before main bbh(s)
20:08:31  <coopserver> <AlphaSC> well its not done at all
20:09:09  <coopserver> <AlphaSC> just think, it can not work, if u never give choices
20:09:34  <coopserver> <AlphaSC> trains will always prefer 1 path over other and most trains will end up there
20:09:44  <coopserver> <AlphaSC> than u merge these 2 tracks 1:1
20:09:50  <coopserver> <AlphaSC> => insane jamming
20:11:13  <coopserver> <loeky> trains are not alouwed to have prefrances (-:
20:11:24  <coopserver> <AlphaSC> they ve
20:11:59  <coopserver> <AlphaSC> oh wait, we change to slugs?
20:12:10  <coopserver> <loeky> its on the move
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20:17:16  <coopserver> <AlphaSC> but you see, msh00/bbh big slowdown
20:17:43  <coopserver> <AlphaSC> its one of last slowdowns
20:19:17  <coopserver> <loeky> yea i see problem is merging 4 to 4 all to all =16 places for   stoped trains
20:19:55  <coopserver> <AlphaSC> its all running
20:20:04  <coopserver> <AlphaSC> no trainq
20:20:21  <coopserver> <AlphaSC> i mean you what was before
20:20:36  <coopserver> <AlphaSC> all jammed to city + to other side aswell with 1:1
20:21:47  <coopserver> <happytrainsport> i tel you grate  job  loeky and AlphaSC
20:21:58  <coopserver> *** AlphaSC has joined spectators
20:24:15  <coopserver> <loeky> think msh03 and msh 00 have same amunt off stped trains
20:24:40  <coopserver> <loeky> so both solutions are not perfect
20:24:59  <coopserver> *** happytrainsport has joined spectators
20:25:05  <coopserver> <happytrainsport> br back later
20:25:10  <coopserver> *** happytrainsport has left the game (Leaving)
20:26:29  <coopserver> <loeky> AlphaSC: are yu stil playing on public i finised rebuild on bbh 01 and part on 3 i think
20:26:49  <coopserver> <loeky> now bbh2 needs to get 6 ml splits
20:26:57  <coopserver> <AlphaSC> the thing is
20:27:07  <coopserver> <AlphaSC> msh03 has defined spots
20:27:27  <coopserver> <AlphaSC> thats how we handle high traffic, trains are supposed to stop in waitbays
20:27:43  <coopserver> <AlphaSC> if u zoom out, all is running around it
20:27:56  <coopserver> <AlphaSC> while at msh00 we build up a long trainq
20:27:58  <coopserver> *** Game paused (connecting clients)
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20:28:19  <coopserver> <AlphaSC> with "choices" that re 1 screen aways = its super slow reaction
20:28:46  <coopserver> *** virtualrandomnumber has left the game (general timeout)
20:29:11  <coopserver> <AlphaSC> i mean i can understand, you did set up the whole network
20:29:26  <coopserver> *** Game paused (connecting clients)
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20:29:47  <coopserver> <loeky> yeah its fine bridge vs tunnels
20:30:21  <coopserver> <loeky> but when splits are less then 10 signals to merge reaction should hold
20:30:26  <coopserver> *** virtualrandomnumber has left the game (general timeout)
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20:56:06  <coopserver> *** AlphaSC has left the game (Leaving)
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21:08:45  <coopserver> <lucas> hay
21:08:48  <coopserver> <loeky> hey
21:11:16  <coopserver> <lucas> how is the networking going?
21:12:29  <coopserver> *** Game paused (connecting clients)
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21:12:39  <coopserver> <lucas> hi
21:13:21  <coopserver> <lucas> random numbers dont exist
21:13:30  <coopserver> *** virtualrandomnumber has left the game (general timeout)
21:13:52  <coopserver> <lucas> oops that scared him off
21:14:17  <coopserver> <loeky> (-:
21:15:55  <loeky> lphaSC has joined
21:15:55  <loeky> <coopserver> *** Game still paus
21:16:15  <loeky> what abut root(-1) not virtual but certain imaginary
21:16:50  <coopserver> <lucas> imaginary certainly is there
21:17:03  <coopserver> <lucas> but random doesnt
21:18:03  <loeky> random utf8 then
21:18:40  <coopserver> <lucas> always dependant on some progress
21:18:55  <coopserver> <lucas> typically just picking a big a and a big b int
21:18:58  <coopserver> <lucas> and take a mod
21:19:20  <coopserver> <lucas> x+1 = (a*X + b) mod m
21:19:29  <coopserver> <lucas> is a widely used randomizer
21:19:37  <coopserver> <lucas> but is everything except random
21:20:22  <loeky> !ping
21:20:22  <coopserver> pong
21:21:05  <loeky> "/dev/urandom"
21:21:32  <coopserver> <lucas> is also pseudo random
21:22:00  <loeky> good luck defining that
21:24:08  <coopserver> <lucas> random has better entropy than urandom
21:24:46  <coopserver> <lucas> but funny thing is
21:25:07  <coopserver> <lucas> true random is currently considered as physical randomness
21:25:22  <coopserver> <lucas> i believe that is mostly just a case of we dont know yet how to explain it
21:27:34  <loeky> random can be a sequence to
21:27:46  <loeky> you also know Low-discrepancy sequence
21:28:20  <coopserver> <lucas> some of the most 'non predictable' randomnesses makes usage of cosmic noise:P
21:30:09  <coopserver> <lucas> monte carlo is based on that
21:34:46  <coopserver> <lucas> but i think in the end the randomness discussion is more of a phillosofical issue than really an issue for daily life:)
21:35:04  <loeky> lol true that
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21:37:17  <coopserver> <lucas> some believe that true randomness exist, some belief in a more reductionalistic way that everything has a cause
21:37:45  <coopserver> <lucas> but both live anyways and have benefit of the same sciences:P
21:38:21  <coopserver> <lucas> perhaps i spent a bit too much time at my study today, sorry:P
21:38:41  <loeky> np what is it that you do?
21:39:02  <coopserver> <lucas> artificial intelligence
21:39:22  <coopserver> <lucas> starting my batchelor thesis this month
21:39:56  <loeky> oh nice did a half year corrse on it
21:40:10  <coopserver> <lucas> sweet:) what do you do?
21:40:38  <loeky> i am finised whit mechatrnics
21:40:49  <loeky> i am finised whit mechatrnics4
21:40:50  <loeky> 
21:41:13  <loeky> sorrt the dog is helping tying
21:41:32  <coopserver> <lucas> oh cool
21:41:38  <coopserver> <lucas> haha
21:41:51  <coopserver> <lucas> always helpfull
21:42:23  <coopserver> <lucas> i studied mechanical engineering for 1 year:P
21:44:50  <coopserver> <lucas> how cool would it be to have programmable signals?
21:45:19  <loeky> they are wroking on those
21:46:10  <loeky> same as network sharing
21:46:41  <coopserver> *** loeky has left the game (Leaving)
21:47:45  <loeky> any way time to go enjoy your stay
21:49:25  <coopserver> <lucas> thanks:)
21:49:31  <coopserver> <lucas> bb
21:49:37  <happpy> bb
21:59:00  <coopserver> <lucas> is there a way to show pathfinder?
21:59:28  <happpy> dont no
22:02:24  *** StarLite has quit IRC
22:03:17  <coopserver> <lucas> found it
22:03:22  <coopserver> <lucas> show path reservation:
22:04:02  <happpy> nice.
22:04:12  <coopserver> <lucas> can be nice when debugging:)
22:21:11  <coopserver> *** Game paused (connecting clients)
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22:21:35  <coopserver> <AlphaSC> !admin
22:21:36  <coopserver> *** AlphaSC has requested an admin. (Note: Admin will read back on irc, so please do already write down your request, no need to wait.)
22:21:51  <coopserver> <AlphaSC> please reset password
22:23:01  <coopserver> *** AlphaSC has joined company #7
22:23:02  <coopserver> <lucas> hi
22:23:06  <coopserver> <AlphaSC> hey
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22:25:42  <happpy> on what copmay
22:25:57  <coopserver> <AlphaSC> np, i remember it
22:26:15  <happpy> ok
22:29:00  <coopserver> *** lucas has left the game (Leaving)
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