IRC logs for #openttd on OFTC at 2015-08-21
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06:53:34 <Ether_Man> I dont understand my trains some times... Single train on a 2+2 track, with X every 20 to allow switching tracks... And the train decides that it wants to change track every single X O_o
06:54:20 <Supercheese> make sure you've signaled symmetrically
06:54:34 <Supercheese> different numbers of signals can have different pathfinder penalties
06:56:02 <Ether_Man> Yea both tracks in each direction are exactly the same. Only difference is that the outer tracks have side connections to and from. But it's switching regardless if it's a section of the track that has such a connection or not
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07:56:47 <Flygon> Consider the alternate explanation
07:56:50 <Flygon> Your train driver ia drunk
07:57:02 <Ether_Man> Well the evidence certainly suggests it :)
08:42:26 <V453000> Ether_Man: instead of letting trains X switch tracks everywhere, just make all tracks have their own access to each split
08:42:38 <V453000> once trains join a line, they shoudl stay there, switching just causes jams
08:45:06 <Ether_Man> Not as much as the full stops on the entire line that a breakdown results in... Openttdcoop seem to rarely have breakdowns active, but I do
08:46:58 <V453000> if it was possible through proper servicing to completely avoid breakdowns even if they are on, it would be a sensible feature
08:47:52 <V453000> now it just punishes you no matter what
08:48:20 <Ether_Man> I prefer building networks that look and work more like real networks. And in real networks, you will have random breakdowns regardless of how often you service the vehicles
08:49:23 <Ether_Man> But each to their own. Different people play for different reasons with different goals
08:51:27 <V453000> sure, I am not saying a thing :)
09:13:44 <peter1138> That's why I play Minecraft in peaceful mode. None of those tedious hostile mobs to get in the way...
09:14:02 <peter1138> They ruin my mining efficiency.
09:14:33 <V453000> minecraft doesnt make any sense either XD
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10:31:47 <V453000> I bet there is some note "do not build this if you can" in the page which linked to this image
10:32:05 <V453000> but for smaller-scale stations it will work fine
10:32:51 <Ether_Man> Well it says it's not ideal yes, but I mean, wouldnt trains crash like, constantly on the way out?
10:33:08 <Supercheese> not with path signals
10:33:48 <Ether_Man> Supercheese, except there's only path signal on the way in. Not for leaving the station, so from station, it enters the X without any signals
10:33:57 <Supercheese> when reversing, trains wait for path
10:34:03 <Supercheese> even if no signal is present
10:35:00 <Supercheese> a good question to ask, some people get confused and may think that "stations have built-in signals"
10:35:22 <Supercheese> it's rather just that whenever a train reverses it re-checks for a free path and waits if one is not available
10:35:31 <Supercheese> you can see this if you manually reverse a train
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11:26:11 * Sacro wants pre/post PBS signals :(
11:29:46 * Ether_Man wants realistic signals. But that aint happening :)
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22:27:48 <drac_boy> v453000 you still a nut-ty grf dev? hehe :)
22:31:41 <frosch123> he only plays factorio :p
22:31:51 <frosch123> but refuses to play multiplayer with me or so
22:32:37 <drac_boy> heh ok, just had to ask after all
22:33:44 <drac_boy> oh, is factorio a different game?
22:36:09 <Eddi|zuHause> depends on who you ask :p
22:36:30 <frosch123> i play it like ottd :p
22:36:55 <frosch123> which is likely quite off from how it is meant to be played/usually played
22:37:23 <frosch123> it doesn't have hills/slopes though
22:38:28 <frosch123> so the map somehow does not matter very much, which makes it somewhat the moba compared to the ottd rts :p
22:38:59 <drac_boy> just wanted to check when I naturally went to search for a factorio grf and noticed it was this instead
22:39:07 <drac_boy> does seem like an interesting game
22:56:38 <drac_boy> going out for a while now
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