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L6[09:34:37]
<Darkelarious> @Trinsdar have you ever
heard about "the lucky 10 000"?
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L9[10:28:01]
<liach>
@Darkelarious please put that in #off-topic next time.
thanks.
L10[10:48:01]
<Darkelarious> ack
L11[10:48:48]
<Darkelarious> though, for your
consideration, I think it's unfair to call someone stupid for
not knowing something -- this was just my citation
L12[10:49:41]
<Darkelarious> @Trinsdar (see
#off-topic) [Edited]
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Joins: SatanicSanta
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L14[15:45:35]
<texaswriter> axel, can you explain
your token signals picture in a little more detail? how does it
ensure there are no collisions?
L15[15:48:05]
<Forecaster> All the token signals
will be red when a train has passed, keeping the connected locking
tracks off
L16[15:48:27]
<Forecaster> When the train leaves
they turn green again
L17[15:49:14]
<Forecaster> This setup doesn't
have any interlocks so there's a risk multiple trains could be
let in at once
L18[15:51:23]
<texaswriter> Thanks Forecaster
L19[15:52:28]
<texaswriter> So, maybe add an
interlock to that design, kinda like what I am doing with the
"spacing" zones or maybe a variant of this with the
controller/receiver boxes?
L20[16:10:53]
<CovertJaguar> Hmm so in a setup like
that, each input line requires a locking track, a Detector, a
Controller and a Receiver. Is that overkill? There are some changes
that could simplify that, but it would mean combining
functionality.
L21[16:12:44]
<liach>
you don't need a detector; you just need a signal
L22[16:13:20]
<CovertJaguar> For the interlock you
do right? The line input is whether a train is currently held
L23[16:13:37]
<CovertJaguar> Which you need a
Detector to determine
L24[16:14:20]
<CovertJaguar> The token signal output
would go to the interlock override input, locking all the
lines
L25[16:15:42]
<CovertJaguar> One idea, a Lockout Box
which is both a controller and receiver that detects any cart next
to it and sends a green aspect if detected, and which the receiver
controls the locking track
L26[16:17:20]
<CovertJaguar> I don't know, does
that make it simpler or more complicated?
L27[16:20:22]
<CovertJaguar> We could always build
the interlock into the token Signals as well, and have the signals
control the locking tracks directly, but while this makes the
system less complex, it also makes it less transparent
L28[16:21:34]
<Natesky9> Having switch motors
adjacent to switch tracks is fine enough
L29[16:22:32]
<CovertJaguar> Switch motors? I'm
not sure how that is related
L30[16:23:01]
<Natesky9> You're talking about
junctions, right on
L31[16:23:09]
<Forecaster> Yeah @CovertJaguar,
that's correct, you need each of those things
L32[16:23:09]
<Natesky9> You're talking about
junctions, right? [Edited]
L33[16:23:49]
<Forecaster> The token signals just
reduce the number of boxes needed to input the override into the
interlock
L34[16:23:55]
<Forecaster> To one
L35[16:24:22]
<CovertJaguar> @Natesky9 we are
talking about controlling who can enter a junction area
L36[16:24:59]
<Natesky9> I though you were talking
about controllers -> track, lol
L37[16:25:18]
<CovertJaguar> The locking tracks at
the entrances to the junction
L38[16:25:21]
<Forecaster> Locking tracks
L39[16:25:26]
<Forecaster> Not switches
L40[16:25:56]
<Forecaster> I think it's fine as
it is
L41[16:25:57]
<Natesky9> Right, gotcha. That's
what I get for jumping in at halfway
L42[16:27:09]
<Natesky9> Any time I've tried
this, they always release at the same time, unless I use fifo with
interlocks
L43[16:27:29]
<Forecaster> That's what the
interlock is for
L44[16:28:13]
<Natesky9> I don't know if I made
it more complicated than it needs to be, but I had to use 16
boxes
L45[16:28:30]
<Forecaster> Depends on the
intersection
L46[16:28:58]
<CovertJaguar> I'm not thrilled
with the idea of taking locking control away from the player so
probably won't go the route of the signal handling locking
track control, but the box idea has some merit. My only concern
being whether it increases complexity needlessly.
L47[16:29:01]
<Natesky9> Grand exchange needed a
total of 20
L48[16:29:29]
<Forecaster> Keeping up with this is
difficult on my phone :P
L49[16:30:07]
<CovertJaguar> A quick count in my
head says a grand exchange only needs 13 boxes
L50[16:30:49]
<Forecaster> If the new box is just an
addition that allows more specialisation if you know what
you're doing that seems fine
L51[16:31:05]
<CovertJaguar> 8 on the lines, 5 for
the interlock
L52[16:32:07]
<CovertJaguar> It would basically just
be combining the functionality of the Detector, receiver and
controller on each line, and probably doing it cheaper.
L53[16:33:04]
<liach>
i really want better signalling like the signalling in signals
mod
L54[16:33:30]
<Forecaster> ...
L55[16:33:33]
<CovertJaguar> You mean unrealistic
TTD style signalling?
L56[16:34:26]
<Forecaster> I dont know if it should
be cheaper
L57[16:35:08]
<Forecaster> could just have it take
each of those boxes and a detector (maybe type of detector
determines what it detects) plus an additional circuit board
L58[16:42:40]
<CovertJaguar> The main difference I
see between our signals and the Signals mod is that blocks are
defined simpler, which is something we could probably fix, and the
signals control the stop/starting of Carts directly.
L59[16:42:43]
<Forecaster> or I know, you assemble
the interlock input with the detector, controller and receiver box
in-world, then tap it with a wand I mean crowbar and it turns into
the new box :D
L60[16:42:57]
<CovertJaguar> Lol
L61[16:45:09]
<CovertJaguar> Our routing system is
more powerful and versatile by far, but requires a tiny bit more
setup
L62[16:45:47]
<Forecaster> I think that's
fine
L63[16:45:52]
<CovertJaguar> So really the biggest
difference is not needing all the locking tracks and interlocks
etc
L64[16:46:09]
<Forecaster> I prefer having more
control
L65[16:46:44]
<CovertJaguar> We can do pre-signals
with a bit of creativity
L66[16:53:40]
<CovertJaguar> Considering the largely
unsolvable issues with Token Signals and the over engineering of
the block signals. I've have been tempted to try a graph based
signal that would fill the roles of both and require less setup (no
pairing)
L67[16:54:13]
<Forecaster> might be
interesting
L68[16:55:38]
<CovertJaguar> The main issue is see
is one of performance. Put down a single signal on a huge railway
and suddenly its scanning a couple thousand blocks for
entities
L69[16:56:11]
<CovertJaguar> Probably would have to
define max block length or something
L70[16:56:54]
<CovertJaguar> But it would still be
doing thousands of entity searches on a fully signaled system
L71[16:57:15]
<CovertJaguar> And entity searches
aren't cheap
L72[16:58:16]
<CovertJaguar> The system would have
to condense search areas into straight sections to reduce the
number of searches
L73[16:58:33]
<CovertJaguar> It's all very
complicated
L74[16:59:06]
<Forecaster> yeah
L75[17:02:19]
<CovertJaguar> Hmm... It might be
better to have Carts lookup which block its in and inform the
system thats its there. That would be a single map lookup per
cart
L76[17:05:06]
<Forecaster> oh, yeah probably
L77[17:06:38]
<CovertJaguar> I could probably make
this work hmm
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L79[18:10:07]
<Natesky9> Also, I have a
question
L80[18:10:19]
<Natesky9> How do you craft iron
plates
L81[18:10:49]
<Natesky9> This has bugged me for a
while
L82[18:12:30]
<Forecaster> rolling machine
L83[18:21:23]
<liach>
@CovertJaguar what i know about signals signal is that they can
identify consecutive signal blocks while we can't in real
life, yellow signals are used to indicate occupation in a few
signal blocks in front instead of moving cart in the next block to
the direction we move. we need consecutive signal blocks at
least.
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L85[18:32:08]
<Jokaero> Hello poeple!
L86[18:32:24]
<Jokaero> How is everyone? I have a
general question and idk where to ask.
L87[18:32:37]
<3TUSK>
don't ask to ask
L88[18:32:38]
<3TUSK>
just ask
L89[18:32:46]
<3TUSK>
so long as it is about railcraft
L90[18:33:14]
<Jokaero> It is not about railcraft.
Its about forge and IDk what to ask.
L91[18:33:30]
<Jokaero> Forge is not cooperating
when I try and install it.
L92[18:34:32]
<CovertJaguar> What is the benefits to
consecutive blocks? We can already do that.
L93[19:35:31]
<CovertJaguar> I don't see any
way we could ever have path based signalling. Not without scrapping
the entire aspect logic and routing systems
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L95[19:36:31]
<CovertJaguar> Because for PBS you
need to know the intentions of the train
L96[19:37:08]
<CovertJaguar> The signals mod does
some of that
L97[19:40:59]
<CovertJaguar> It's kind of cool
what PBS can give you but you give up a lot of flexibility and
control. And you can mostly achieve the goals of PBS with clever
block layout
L98[19:41:52]
<CovertJaguar> Yeah it increases
junction throughput, but that's about it
L99[19:50:07]
<CovertJaguar> You might be able to
dynamically construct blocks based on projected behavior and of any
switches in the block, but there is no guarantee that by the time
the train gets to the switch the conditions are the same
L100[19:50:28]
<CovertJaguar> You might be able to
dynamically construct blocks based on projected behavior of any
switches in the block, but there is no guarantee that by the time
the train gets to the switch the conditions are the same
[Edited]
L101[19:50:54]
<CovertJaguar> Which could lead to
collisions
L102[19:54:54]
<CovertJaguar> The signals mod and TTD
are more based on modern signalling systems whereas
Railcraft's is based more on pre-transitor systems.
L104[20:02:48]
<liach>
dunno if it applies here
L105[20:17:37]
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L106[20:17:37] <travis-ci>
Railcraft/Railcraft#191 (mc-1.12.2 - 22f928d : CovertJaguar): The
build passed.
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L111[20:31:10]
<CovertJaguar> We don't really
want to do that though as it is less flexible than our current
system
L112[20:32:37]
<CovertJaguar> It's also has more
points of failure.
L113[20:37:25]
<liach>
uh, then i'd prefer no signal
L114[20:38:35]
<Natesky9> So, something that has
bugged me about many mods, is that they have a crafting recipe for
iron plates, using a hammer. But why, I ask, why isn't this
recipe done in an anvil?
L115[20:52:03]
<liach>
cuz anvil eats levels
L116[20:55:14]
<Natesky9> You can set custom recipes.
Enderio does this with their dark steel upgrades
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L118[22:31:45]
<CovertJaguar> you'd rather have
no signals than our current system?
L119[22:35:51]
<CovertJaguar> I mean I know its not
perfect and is probably harder to setup than it needs to be, but
its flexible and powerful and its not a black magic box
L120[22:41:26]
<CovertJaguar> it would be a lot
better with Graph Signals replacing Block and Token Signals
probably, and the Lockout Box would make junctions a lot simpler
and quicker to build. I'm pleased with the routing system, its
simple and straight forward, though it could benefit from a concept
of "repeating routes" for trains, but that would be a
minor improvement to make.
L121[22:42:01]
<CovertJaguar> automatic shortest
route routing has a lot of problems, like sending trains down
loading tracks it shouldn't
L122[22:44:39]
<CovertJaguar> yeah, if we took
complete control of routing and start/stop we could do PBS, but
then we lose control and flexibility, no color based or condition
based routing
L123[22:52:54]
<Natesky9> I think one of the main
survival issues that I've encountered is that trains
don't feel guaranteed and reliable
L124[22:54:13] <Player> for that to happen
the trains have to stop being real entities, turning them into mere
a display of a solid hidden simulation
L125[22:55:33]
<Natesky9> yeah, that's part of
the problem. The issue is that trains can exist in two different
blocks simultaniously, which causes issues, and the solutions to
prevent that are bulky and expensive
L126[22:56:51]
<Natesky9> also, the big problem of
multiple lines releasing at the same time, leading to jams
L127[22:57:17]
<liach>
@Natesky9 what is multiple line releasing?
L128[22:58:38]
<Natesky9> something that is
eliminated with interlock boxes
L129[22:58:54]
<Natesky9> but that isn't really
common knowledge
L130[23:01:33]
<liach>
it sounds like race condition in programming
L131[23:13:35]
<CovertJaguar> if you hook all your
token signals up directly locking tracks on a junction, without
interlock boxes, yeah you will get everything being released at the
same time
L132[23:14:58]
<CovertJaguar> the reason
people's junctions and signaling systems have problems now is
mostly because Railcraft gives complete control over the logic to
the user
L133[23:15:12]
<CovertJaguar> bad logic = bad
junction
L134[23:16:22]
<CovertJaguar> as for the
unreliability of trains, I have some ideas for dealing with carts
getting shuffled and stuck in other trains, which is one of the big
problems
L135[23:16:41]
<CovertJaguar> I think I can
"fix" that issue
L136[23:16:47]
<CovertJaguar> though I know there are
others
L137[23:17:58]
<CovertJaguar> @Natesky9 you mention
trains being in multiple causing issues, what kind of issues?
L138[23:18:10]
<CovertJaguar> @Natesky9 you mention
trains being in multiple signal blocks causing issues, what kind of
issues? [Edited]
L139[23:18:32]
<CovertJaguar> is deadlock a common
problem?