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L4[05:57:50] ⇨
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L5[11:48:16]
<DoubleTony> Quick question! if I use
the locomotives can I avoid putting the booster track?
L6[11:51:56]
<DoubleTony> Quick question! if I use
the locomotives can I avoid putting the booster track? And and
still reach the maximum? [Edited]
L7[11:54:38]
<Forecaster> or regular tracks, not HS
tracks
L8[11:54:53]
<Forecaster> for high-speed you still
need boosters/transition tracks
L9[12:02:21]
<DoubleTony> and for HSE?
L10[12:02:33]
<Forecaster> what?
L11[12:03:22]
<DoubleTony> High Speed Eletric
L12[12:03:39]
<Forecaster> same deal
L13[12:05:08]
<DoubleTony> for maximum efficiency
the boosters every how much should be put?
L14[12:05:55]
<DoubleTony> for maximum efficiency
the boosters every how often should be put? [Edited]
L15[12:07:48]
<Forecaster> dunno
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L20[13:52:54]
<bball.psd> If you’re using a
locomotive you only need them for transitions, otherwise I would
experiment in the range of 10-20 blocks
L21[13:55:21]
<Natesky9> That's actually an
idea for a new cart/feature
L22[13:55:43]
<Natesky9> Add the speed to
locomotives, or add a speed cart
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L25[14:12:17]
<Forecaster> what does that mean
L26[14:23:47]
<Kobayen> I think they mean, trains
with multiple locos.
L27[14:25:55]
<Forecaster> you can do that
already
L28[14:26:57]
<Kobayen> Then why that doesnt get you
over base top speed?
L29[14:27:54]
<Kobayen> Imean its more horsepower in
the same composition.
L30[14:28:23]
<Forecaster> because the speed limits
for regular and HS tracks are hard limits
L31[14:28:41]
<Forecaster> you can adjust the limit
for regular tracks in the config
L32[14:29:03]
<Forecaster> but the limit for HS
tracks is pretty much the upper limit before the risk of issues
increase
L33[14:30:53]
<Kobayen> Okay I phrased that
poorly.
L34[14:30:54]
<Kobayen> I understand the speed limit
depends on the track. I also understand that the only way to get to
HS speeds is boosters use is that right?
L35[14:31:22]
<Kobayen> Imean why not just have more
locos help reach that speed?
L36[14:32:03]
<Forecaster> there's more to HS
tracks than that...
L37[14:32:21]
<Forecaster> you need to slow down
again before turning or entering a non HS track or boom
L38[14:32:53]
<Kobayen> I know you need the brakes
for switching and curve, but I'm on here about reaching and
sustaining higher speed.
L39[14:33:06]
<Kobayen> I know you need the brakes
for switching track types and curves, but I'm on here about
reaching and sustaining higher speed. [Edited]
L40[14:33:52]
<Forecaster> that's just the
system that's been in place since before there were
locomotives
L41[14:35:46]
<Kobayen> ...... understood.
L42[14:36:04] <Ommina> I get his point
though. Having the track provide the additional speed to the train
instead of the locomotive just feels weird.
L43[14:36:18]
<Kobayen> THANK YOU.
L44[14:36:52]
<Kobayen> (Not to mention
wasteful)
L45[14:38:24]
<Forecaster> sure, but there just
isn't enough dev-time to put into changing that
L46[14:38:25]
<Kobayen> Strangely enough I am okay
with the need to place brakes, because Railcraft trains aint smart.
The signaling system is the extension of that, it detects,
processes, and holds or releases a train depending on how well you
coded it.
L47[14:38:33]
<Kobayen> But a train just
y'know. Goes fast.
L48[14:40:37]
<Natesky9> I moreso meant a way to see
your speed , either in the locomotives GUI , or in a special type
of cart
L49[14:41:01]
<Forecaster> ah
L50[14:41:18]
<Forecaster> that would be useful, and
would probably be fairly simple
L51[14:44:39]
<Kobayen> speed in Blocks Per
Second
L52[14:44:57]
<Natesky9> Especially for high-speed
tracks, and maximizing the use of locomotives any longer
trains
L53[14:45:04]
<Natesky9> no, meters per second
L54[14:45:18]
<Kobayen> Same thing, oddly
enough.
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L57[21:30:29]
<Natesky9> Yeah, same metric , more
understandable unit
L58[21:34:07]
<Natesky9> oh my gosh
L59[21:34:11]
<Natesky9> that gives me an idea
L60[21:35:58]
<Natesky9> new train mechanic, for
high speed trains, when a train is going "high speed",
let it only chunkload 1x1 chunks ahead of it, instead of the whole
x*x chunkload area
L61[21:36:57]
<Natesky9> and then you can have it
travel as if it were a node-based path, instead of every
block
L62[21:37:22]
<Natesky9> since you'll never
take turns in high speed, you know exactly how far and how
fast
L63[21:38:56]
<Kobayen> I dont know much about
Minecraft modding, but changing how chunks are loaded doesnt sound
like garden variety changes.
L64[21:39:05]
<Kobayen> Or within Railcraft's
scope.
L65[21:48:34]
<Natesky9> railcraft already does that
with the worldspikes
L66[21:49:10]
<Natesky9> as per vanilla behavior
though, a 5x5 of chunks has to be "lazy loaded" in order
for it to be entity processing chunks
L67[21:50:18]
<ElectroBot> True, but what Natesky9
is referring to is the chunkloader cart (the
standard/player/passive anchor cart) that loads 3x3. There should
be a HS anchor option/cart so it only loads 1x2/1x3 for length, but
no width
L68[21:50:36]
<ElectroBot> True, but what Natesky9
is referring to is the chunkloader cart (the
standard/player/passive anchor cart) that loads 3x3 (or is it
5x5?). There should be a HS anchor option/cart so it only loads
1x2/1x3 for length, but no width [Edited]
L69[22:50:01]
<Natesky9> yeah, because the issue
with High speed tracks
L70[22:50:11]
<Natesky9> is that especially on
unequipped/busy servers
L71[22:50:24]
<Natesky9> a high speed train travels
faster than the chunks can load
L72[22:50:41]
<Natesky9> and significantly drops the
tps, grinding the server to a halt
L73[22:50:48]
<Natesky9> ... yeah