IRC logs for #openttd on OFTC at 2015-03-02
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00:14:49 <supermop> come back upstairs from coffee to see that the render is wrong...
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01:47:35 <supermop> this 7x7 512px/tile render took over an hour
01:47:59 <supermop> the 6x6 512px/tiles ones take about 6-8 minutes....
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01:58:17 <Pikkaphone> this bus sure has the rattles
02:05:48 <Pikkaphone> nothing rapid about old north road
02:10:09 <supermop> i never manange to get on a newish bus here
02:11:00 <Pikkaphone> good old cng scania
02:11:15 <Pikkaphone> I used to drive these ones
02:12:45 <Pikkaphone> I guess now the b10ls and mercs have gone these are the second oldest buses on the network
02:14:18 <supermop> the old ones here are something i didn't recognize
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02:50:06 <chillcore> last one for today promissed ;)
03:01:17 <chillcore> hmm ... not that I have implemented yet but just thinking about sliders from a users point of view ...
03:01:47 <chillcore> if I replace button by a slider would it be annoying if double cliking a slider box opens a querybox?
03:02:03 <chillcore> or would it be better to keep the button seperatly?
03:03:39 <chillcore> querybox can be opened by clicking the label too but most peps would not expect this to be standard behavior ... it is mentoned in tooltips but still most peeps don't wait for that to pop up
03:05:28 <Eddi|zuHause> that sounds totally weird
03:05:55 <chillcore> ye ... that is why I ask
03:07:35 <chillcore> I do not intend the click label functionality ... it is kinda convenient behaviour when missing the button with the pointer
03:09:34 <chillcore> I'll start with trying to add sliders while pondering some more
03:12:07 <Eddi|zuHause> didn't the settings gui add "..." buttons for opening the edit boxes?
03:13:41 <chillcore> hmm ... I do not know really, I have a label and a button with the value it (times n)
03:14:01 <chillcore> clicking either calls a querybox
03:14:46 <chillcore> this works fine but sliders would be more convenient for quick and dirty messing about
03:16:06 <chillcore> in the settings gui you click the value (which are not on buttons) ... IIRC
03:16:49 <chillcore> ^^^ or you use the little arrows
03:16:58 <chillcore> but I can not use them ... int32
03:18:00 <chillcore> I could but I would get sued for causing RSI most likely :P
03:18:26 <Eddi|zuHause> hm, maybe thaat "..." button was a change that was discussed but not implemented
03:20:10 <chillcore> I see dropdowns, arrows, values and toggleboxes
03:21:27 <chillcore> the explanations pane could use some downsizing TBH, it takes up half the gui for just a few lines
03:24:19 <Eddi|zuHause> it probably loops over all descriptions, and resizes to the longest one
03:26:08 <chillcore> eddi: no "..." to be seen, unless I am overlooking it ;)
03:26:45 <Eddi|zuHause> well, then not...
03:27:23 <chillcore> maybe yes ... I have not checked what the longest is ... checking if I see one that fills up the box
03:28:13 <chillcore> hmm brb ... the chat window keeps popping to top (again)
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03:35:16 <chillcore> there are two cargodist settings that fill up the box almost completely.
03:36:07 <chillcore> blow that 50% is max for a few ... "non stop orders" and "manual industry placement"
03:37:16 <supermop> apparently a blu/purple color shifting car paint material was included with this circa 2008 renderer for one of the tutorial examples
03:37:55 <chillcore> I don't think that can be changed easily other then by shortening the discription for cargodist
03:38:09 <supermop> i must now make all trams in color shifting paint. even though I dont think it will really have any interesting effect when using parallel projection etc...
03:38:46 <Eddi|zuHause> no, the description panel just needs a sensible maximum, like 20% of the window size
03:38:54 <Eddi|zuHause> and add a scroll bar
03:38:54 <supermop> i guess if the renderer came out in 2010 it would have been matte black instead
03:41:15 <chillcore> eddi: that would be the most sensible solution yes
03:42:37 <supermop> do they refill the sand on trams from above? some of the trams ive seen drive by and sand all over pat of the roof
03:42:58 <supermop> have sand all over part of...
03:43:01 <chillcore> just a guess but I think at 30% or 40% most descriptions would fit without having to scroll
03:43:34 <chillcore> ^^^ of the current explanations panel size that is
03:47:15 <chillcore> supermop: I would not be suprised if they filled from the top now ... they used to be under the seats and filled manually but I guess that would be considered too labour instensive (read expensive) these days?
03:47:22 <chillcore> not a tram driver me hehe
03:51:22 <supermop> the siemens trams here store it in two colums in the walls just behind the driver here - there is a little window where you can see the sand level, i assume the other new trams are similar
03:51:38 <supermop> but even on the 80s trams i occasionally see sand on the roof
03:54:07 <chillcore> well yeah I was six in '80 so 'used' is in that pespective. :P
03:54:46 <supermop> ok just looked at a combino out the window. there is a generic box on he roof over the area where you can see the sand window inside
03:55:02 <supermop> cant tell if its electrical or if sand goes in there
03:55:30 <supermop> unlike the citadis i saw a few minutes ago i did not see any on the roof of this one
03:55:58 <chillcore> damn I am getting old ... turning 26 for the 15th time this year ...
03:57:06 <supermop> there were no tras in the city where i lived in the 80s
03:57:46 <supermop> unless you count the year i lived in boston in '89, and count the T green line as a tram
03:58:01 <chillcore> next time I get on a tram I'll ask how they do it overhere. you made me curious now
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03:58:44 <Eddi|zuHause> i haven't really used the tram in some years now. but i only remember under-the-seat storage of sand
04:00:35 <Eddi|zuHause> the 80's generation of trams they phased out last year or so
04:01:28 <chillcore> supermop: first operator here ... Les Tramways de la ville de Gand (1874-1897) ... :P
04:02:23 <supermop> im reading about the Boeing LRVs that were used in boston when i lived there now...
04:15:30 <chillcore> eddi: If I made the label a button and replace the current button with a slider (displaying the value) ... would that make more sense?
04:16:43 <Eddi|zuHause> it's probably the wrong time to make such decisions
04:17:33 <Eddi|zuHause> make the slider just a slider, and open the edit box when you click on the value
04:19:41 <chillcore> maybe too soon yes ... it is just that if/when I make such change I need to go through all my patches and adjust comments and tooltips again
04:19:59 <chillcore> but you are right that I should get sliders working first
04:32:25 <Eddi|zuHause> i meant time of day/state of awakeness :p
04:40:59 <Flygon> supermop was born outside of Australia? O_o
05:02:15 <supermop> Flygon: ive only lived here for a year
05:02:38 <Flygon> I always thought, like
05:02:43 <Flygon> You lived here for over 20 years O_O
05:02:50 <Flygon> You've got very Australian mannerisms!
05:11:36 <Taco> I thought it'd be funny if Tony Abbott was just a lonely guy on IRC that nobody likes
05:12:37 <Flygon> I doubt Tony Abbott even knows what IRC is
05:12:44 <Flygon> Or a computer, for that matter
05:12:54 <Flygon> "Ehh, they probably run off magic or something"
05:14:02 <Flygon> You're technically correct
05:14:05 <Flygon> The best kind of correct
05:14:07 <Taco> No really I am Tony Abbott. I'm just here doing a study on public transportation
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05:14:42 <Flygon> If you reeaaaalllly wanted to study public transport, Mister Abbott
05:14:46 <Flygon> You'd sit on the railway tracks
05:15:01 <Taco> I think the state of NSW needs to invest in NewGRFs
05:15:22 <Flygon> NSW has the best DDs on Earth
05:15:58 <Flygon> 130km/h max speed isn't that slow
05:16:06 <Flygon> And I'm willing to bet, with a few adjustments
05:16:13 <Flygon> The Waratahs could do a reliable 160km/h
05:16:18 <Taco> uhh they reach max speed about 2% of their time spent moving
05:16:28 <Taco> Most the network they're speed limited
05:16:33 <Flygon> That's a problem with stopping patterns and track condition
05:16:46 <Flygon> V/Line here has the same problem
05:16:57 <Flygon> The VLocities can hit 160km/h
05:17:01 <Flygon> But they stop too frequently
05:17:01 <Taco> Gradient, bends, maintenance
05:17:14 <Flygon> They accelerate as fast as possible
05:17:22 <Flygon> Then cue brakes to stop at next station
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06:25:28 <chillcore> Most likely the stupidest question you'll read all day.
06:26:02 <chillcore> As far as numbers go, do I need to take into account RTL languages?
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06:31:05 <chillcore> nvm found the answer in music gui ... I do need to do that
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08:34:11 <V453000> 1 train to be 1 tile is still too small XD
08:34:35 <V453000> I guess obscenely Oversized allows me to go further? XD
08:35:12 <supermop> i tile long train or train car?
08:36:42 <V453000> in the testing case it is a steamer with tender
08:37:05 <chillcore> hmm @ glitchy tunnel entrances
08:37:43 <V453000> I got that solved, the vehicle is made of 9 articulated parts per tile
08:40:57 <V453000> 2 tiles is too much and one is not enough
08:41:13 <V453000> 1,5 would be nice but that is just functionally shit
08:41:42 <V453000> ,5 tile wagons would work I Guess
08:41:58 <V453000> hm no want them longer
08:44:36 <chillcore> how does that look in corners and leaving a slope?
08:46:22 <V453000> different, but horrible I would say
08:50:45 <V453000> dont even have the first train model finished :P
08:59:08 <chillcore> slopes is not too shabby but corners do look kinda weird with half wheels
08:59:36 <chillcore> maybe it is less noticable while things are moving
09:01:40 <V453000> and when they move, it all is a lot smoother
09:01:55 <V453000> you basically never see the overlapping wagons, flipping at corners
09:02:15 <chillcore> also the bottom horizontal track ... there is a part floating in fornt and after the complete (not bended) engine
09:02:22 <chillcore> then again you're not done yet ;)
09:02:44 <V453000> I think I just tried to fix the thing and revert the fix, and it fixed it ? :D
09:03:21 <V453000> oh I know what the issue is
09:05:06 <chillcore> the complete engine does look nice though
09:05:22 <argoneus> how is everyone doing on this fine monday morning
09:05:26 <argoneus> (there is no such thing)
09:05:27 <V453000> the engine will look a lot better in the future :P
09:05:56 <V453000> that is a visual switch for the articulated parts to get their relevant sprites
09:06:11 <V453000> I think the bug happens because this switch does something wrongly and the gap happens at some offset position
09:07:10 <V453000> it might just be the train end
09:08:05 <V453000> btw the train is going 160kmh through 1 tile curves without tilt XD on rail.
09:08:11 <V453000> power of articulated units :D
09:10:22 <DorpsGek> Commit by planetmaker :: r27176 trunk/src/os/windows/win32.h (2015-03-02 09:10:16 UTC)
09:10:23 <DorpsGek> -Fix: Compilation with MinGW64 (Eddy Arfik)
09:10:53 <chillcore> hehe not sure where I would want to sit ... do I get a discount for draft? :P
09:11:23 * chillcore takes a breaksie ... afk
09:19:27 <V453000> ok so I got one small problem
09:19:42 <V453000> the ultra articulated vehicles travel 230kmh through the shortest rail curves
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09:37:09 <V453000> whic his just retarded :(
09:41:58 <planetmaker> well... you force that by making it so small vehicles :)
09:42:24 <planetmaker> breaking down a single vehicle in several articulated ones is ultimately a hack to this end :)
09:43:56 <argoneus> that planetmaker implies you make planets
09:44:50 <V453000> yeah pm I think I will limit myself to 4/8 as smallest
09:44:55 <V453000> AND make everything x2 XD
09:45:03 <V453000> meaning that the whole consist will be 2 tiles
09:45:44 <planetmaker> argoneus, yeah. And it's not even a joke ;)
09:46:26 <V453000> the 9-piece trains look interesting, the hills are funny but curves look soooo smooth
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09:46:32 <argoneus> planetmaker: how many planets have you made today
09:46:35 <V453000> lets see how far will it get with 4/8
09:46:49 <planetmaker> and slartibartfast was already taken (and more difficult to pronounce :P )
09:46:57 <planetmaker> 10^-10 planets today
09:47:10 <argoneus> how do you make a fraction of a planet
09:47:26 <planetmaker> how do you build a part of a house?
09:47:29 <^Spike^> that's not alot if it really is -10
09:47:45 <^Spike^> in this case it sounds like erasing planets? :)
09:48:18 <^Spike^> math hard on monday :D
09:49:01 <planetmaker> and actually 10^-10 of Earth is a giant amount...
09:49:09 <planetmaker> I should have said something like 10^-25 or so :P
09:49:16 <argoneus> earth is tiny though
09:49:30 <Celestar> Earth is about ... 1e27kg, right?
09:49:38 <planetmaker> 10000 bigger and it's not a planet anymore
09:49:48 <planetmaker> Celestar, that's jupiter ;)
09:50:11 <Celestar> IIRC the Solar System/The Sun is about 1e30kg
09:50:17 <planetmaker> 1 sun = 1000 jupiter; 1 jupiter = 1000 Earths
09:50:25 <argoneus> what is 1e30 again, I'm not an engineer
09:50:27 <planetmaker> by orders or magnitude
09:52:14 <Celestar> or 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 * 10 *
09:56:10 <DorpsGek> ^Spike^: Error: Something in there wasn't a valid number.
09:56:22 <peter1138> argoneus, not 1 * 10^30?
09:56:27 <DorpsGek> ^Spike^: 1000000000000000019884624838656
09:56:38 <peter1138> Which would seem logical, unlike that result :p
09:56:48 <argoneus> did it reach a ceiling
09:56:56 <Celestar> double-precision floating point
09:57:07 <peter1138> Is that double or single?
09:57:36 <peter1138> Oh yes, must be double.
09:57:40 <Celestar> you have a 52 bit mantissa.
09:58:41 <argoneus> there was a time when I understood how this worked
09:58:44 <argoneus> today is not that time
09:58:57 <Celestar> that should be 0 for you :P
09:59:12 <DorpsGek> argoneus: 1.90734863281e-06
09:59:32 <DorpsGek> argoneus: 4.65661287308e-10
09:59:33 <peter1138> csharp> c = (float)Math.Pow(10, 30); c;
09:59:34 <DorpsGek> argoneus: 2.32830643654e-10
09:59:36 <DorpsGek> argoneus: 1.16415321827e-10
10:01:15 <peter1138> Don't trust computers.
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11:57:28 <chillcore> now I've got a slider that does not slide and clicking on it does the exact opposite of what it should do ... fun fun :P
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12:57:02 <DorpsGek> DanMacK: andythenorth was last seen in #openttd 21 hours, 43 minutes, and 49 seconds ago: <andythenorth> Pokka o/
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13:53:50 <V453000> of course with glitches like mad
13:56:13 <V453000> it looks kind of okay when moving
13:57:10 <peter1138> Although now you mention it...
13:57:43 <peter1138> So basically it's all the wrong scale, oh wel.
13:58:13 <peter1138> "right scale" is matching TTD graphics.
14:00:08 <V453000> admittedly testing it on a gigantic monitor isnt helping XD
14:02:10 <planetmaker> the engine... I wonder how it fit into the tunnel
14:02:20 <planetmaker> the ones going to lower left
14:02:53 <planetmaker> and probably peter is right... it could all be slightly smaller :)
14:03:11 <planetmaker> to scale in all 3 dimensions
14:03:18 <planetmaker> thus the size impression wouldn't change
14:03:48 <V453000> yeah I am still playing around with it
14:04:01 <V453000> I just doubled the thing I showed earlied :D
14:04:28 <V453000> will still be oversized though :>
14:05:26 <planetmaker> it's one thing to oversize things in length. but height and width... not so good. Especially as there's little reason for that
14:05:57 <supermop> i feel that width is the dimension I'd most want to change
14:06:26 <V453000> I got 2 tile length already :)
14:07:19 <supermop> but I feel if you want to go down this road you need to sort of change playing style as well, and not build any height 1 bridges
14:07:34 <supermop> which already look odd in 4x zoom
14:08:13 <V453000> tunnels do the same not just bridges :)
14:08:40 <supermop> And as for Tunnels, use a new object or waypoint that fakes a double height tunnel portal
14:08:57 <supermop> placed in front of tunnel
14:10:24 <supermop> locomotion was more of this scale - with the loading gauge being almost a full tile, and it enforced two height-levels for tunnel and bridge clearance
14:10:59 <V453000> 150% width and height from previous
14:12:36 <peter1138> Maybe I should get into model railways again./
14:12:51 <peter1138> Wouldn't have to worry about that not fitting crap.
14:13:15 <b_jonas> supermop: yes, but that works in locomotion becaues it allows vertical slopes
14:13:28 <b_jonas> you can't really have a two high tunnel in ottd because you can't have high slopes in first place
14:13:57 <peter1138> T gauge to fit the most in?
14:14:30 <supermop> tunnel is not really a function of slopes or not - locomotion have instead had a TT style portal that spreat over two tiles in stead
14:15:12 <supermop> i wanted a t gauge layout inside a vitsoe cabinet back when i lived in manhattan
14:15:28 <supermop> *locomotion could have had
14:22:21 <supermop> gah i can barely type anymore
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14:29:03 <George> MIN_COMPATIBLE_REVISION related question
14:29:39 <George> Should it always be a number, or can it be a "0.3" text?
14:32:05 <planetmaker> it cannot be anything other than a number. Same as the version
14:32:17 <planetmaker> they must be directly comparable
14:32:35 <planetmaker> 0.3 or whatever is just what you call the version so that humans have it easier to stick a name to it
14:36:03 <V453000> where is the gui zoom setting?
14:36:10 <V453000> and is it in 1.5.0-beta2M
14:36:26 <planetmaker> it is. In game options, I think
14:36:38 <peter1138> Game options is still there?
14:38:58 <V453000> and it looks ridiculously ugly
14:39:10 <peter1138> Someone™ was going to remove it.
14:41:48 <George> planetmaker: unfortunately, a build number, provided by the build factory does not match the revision.
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15:08:24 <planetmaker> George, the newgrf version by the CF is the number of days since 1.1.2000
15:08:39 <planetmaker> of that respective commit which you build (the commit date is recorded after all)
15:09:17 <George> planetmaker: Yes, I remeber the reason
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15:39:33 <argoneus> because unix time is for nerds
15:40:55 <planetmaker> yes... mostly it's insanely high numbers then ;)
15:42:43 <planetmaker> 1424646405.00 is a bit high :)
15:45:44 <planetmaker> version=$[ ( ${hg log -r. --template='{date|hgdate}' | cut -d\ -f1} - $(date --date='1 Jan 2000' + '%s') ) / 86400 ]
15:54:17 <DanMacK> supermop... You've used T Gauge?
16:01:49 <DanMacK> Will do if I remember :P
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17:28:16 <V453000> I want to make train power/TE decay over time when not servicing
17:28:28 <V453000> e.g. after a year a train is not serviced, its performance starts decreasin
17:28:36 <V453000> like improved "breakdowns"
17:28:50 <V453000> 1. how retarded is it to do on newgrf level?
17:28:54 <V453000> 2. how much cpu could that ta ke?
17:29:44 <frosch123> 3. how often will it desync
17:30:01 <frosch123> 3. pretty much on every join
17:33:57 <roidal> are there plans to make biger graphics for high resolution screens?
17:34:24 <V453000> frosch123: is there any reasonable way to do it then?
17:35:49 <frosch123> basically, you cannot affect anything that is cached while driving
17:36:05 <frosch123> you could reduce the loading speed otoh :p that is not cached
17:36:07 <V453000> so it could only trigger like, at stations and depots
17:39:43 <V453000> so could it count time, and change the power in station according to time counted?
17:46:48 <DorpsGek> Commit by translators :: r27177 /trunk/src/lang (5 files) (2015-03-02 17:46:37 UTC)
17:46:49 <DorpsGek> -Update from WebTranslator v3.0:
17:46:50 <DorpsGek> catalan - 3 changes by juanjo
17:46:51 <DorpsGek> dutch - 4 changes by habell
17:46:52 <DorpsGek> russian - 4 changes by Lone_Wolf
17:46:53 <DorpsGek> spanish - 10 changes by juanjo
17:46:54 <DorpsGek> tamil - 7 changes by ganesh
17:50:43 <frosch123> V453000: whatever you do, it will favor servicing just before entering the station
17:51:03 <V453000> before or after is fine
17:51:16 <V453000> to make depots matter
17:51:26 <V453000> the current breakdown mechanism is just useless
17:51:30 <V453000> but something like this would be nice
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17:53:50 <frosch123> load_amount, running_cost_factor and visuals (train and smoke image) are the things you can change during driving
17:54:12 <frosch123> to change things in stations you could try messing with random bits
17:54:28 <frosch123> i.e. you can abuse the random bits to store data in the vehicle
17:54:35 <frosch123> but you can not "reliablty" write it
17:54:52 <frosch123> you could still make a vehicle less likely to be powerful, if unserviced
18:03:12 <Eddi|zuHause> <frosch123> basically, you cannot affect anything that is cached while driving <-- that only means the cache must be saved
18:03:53 <frosch123> the "desync" is only the first thing you notice
18:04:04 <frosch123> the actual problem is that the caches are not updated
18:04:19 <frosch123> so, you would not only have to save the caches, but you would also have to invalidate them every n days
18:04:43 <frosch123> which then completely defeats the point of a cache
18:04:54 <frosch123> and V can play with 10 trains :)
18:05:34 <frosch123> you would need some clever way to indicate when to invalidate which caches
18:07:12 <V453000> clever is out of the question when it comes to me and coding
18:07:36 <frosch123> well, multiple grf authors made grfs with stuff depending on time
18:07:52 <frosch123> it was always the desync that was reported, noone noticed that the time-dependency did not work at all
18:08:23 <frosch123> but likely the changes that the grf made were irrelevant for gameplay anyway
18:10:03 <V453000> wouldnt expect any other XD
18:11:20 <Eddi|zuHause> well, it doesn't really matter if the cache is not updated always, as long as it is updated frequently enough
18:11:36 <Eddi|zuHause> and cache updates happen more often with railtypes
18:11:43 <frosch123> rule number 1: grf authors are stupid
18:12:15 <frosch123> if you cannot make a vehicle reduce maxspeed on downhill because the driver is scared, then it's a bug
18:12:34 <frosch123> so, to please every grf you would have to invalidate all caches every tick
18:13:27 <frosch123> for a realistic simulation of a train gear, it is important to know that the piston gives most power when at angle 30° to 60°, and none at 0° or 180°
18:13:51 <frosch123> you cannot emulate that with a newgrf, unless you compute power every tick
18:17:31 <V453000> btw I have decided 2 tile long engine is a good feature :P
18:17:43 <frosch123> i saw you snake screenshots :p
18:18:05 <V453000> I will reduce the size a little bit visually, to prevent glitches
18:18:09 <V453000> but yeah, more or less :)
18:18:33 <V453000> I also tried vehicles consisting of 2/8 parts, but the curve speed was just retarded XD
18:19:02 <frosch123> you should make an actual snake train, that moves by snaking
18:19:38 <frosch123> the 1/8 parts are ideal to make the train move sideways on the track
18:20:56 <V453000> yeah I guess that is doable
18:21:22 * V453000 does serious realism now though
18:21:26 <V453000> starting with mammoth scale XD
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18:52:56 <chillcore> going to bump the title savegame thread in a bit ... how do we vote this round? 1 single vote or three in order of preference?
18:56:46 <chillcore> hmm asked to soon ... 1 it is.
19:00:44 <V453000> but some dudes vote for 3
19:02:08 <Alberth> vote 3 times for the same one :p
19:02:58 <V453000> nice my favourite made it to finals XD
19:04:34 <chillcore> planetmaker did not mention it in the topic but if you click through in his last post it is mentioned there ... "this round 1 vote"
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19:24:56 <andythenorth> I don’t understand railtypes, so I don’t know what the issue is
19:26:42 <V453000> andy why do you even consider baldys boss and things he says? :D
19:27:02 <andythenorth> because it’s some kind of bug report?
19:27:41 <V453000> yeah but with him saying "I havent even played with it" sounds like the bug report has some holes XD
19:28:02 <andythenorth> well, yes, but even so
19:29:06 <andythenorth> what can it overwrite?
19:29:18 <andythenorth> I really know nothing about railtypes
19:29:29 <andythenorth> it’s at least a bug in the set description
19:30:00 <V453000> railtype can overwrite pretty much anything you want it to I guess :d
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19:42:35 <chillcore> andy: "Please report back after trying as I am not willing to chase ghost. Thx for understanding." ;)
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20:31:43 <chillcore> this is funny ... when I open the last page of the F1 topic on the forums something is downloaded from youtube ... 4.73KB ... yay for google spyware
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