IRC logs for #openttd on OFTC at 2022-12-01
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00:25:33 <glx[d]> tried to use a newline, didn't end very well
00:27:16 <glx[d]> but somehow it resize vertically
00:37:00 <glx[d]> so allowing multiline labels and assuming it's translator's job could work
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05:10:01 <tuxayo> Hi :) I feel like the Lev3 Pegasus can be a bit better than the Lev4 Chimaera unless the track is very long to allow the lev4 to outspeed the lev3 to make up for the 1 wagon less the lev4 can carry. (with standard length trains)
05:11:34 <tuxayo> While writing that, I wonder if we can use 2 lev3 locomotives to have faster acceleration for routes that are too short for the lev3 to reach it's speed. Does that work?
05:14:47 <tuxayo> Ok I just read that it should work. I wonder if the acceleration boost is significant.
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06:04:07 <Rubidium> isn't figuring that out yourself by building two parallel tracks with exactly the same corners, hills and so on way more fun than asking that? To be honest I don't know it either and would have to figure that out experimentally
06:04:29 <Rubidium> (well, experimentally is easier than going through the code and stats of the vehicles)
06:42:29 <dP> tuxayo: Acceleration boost is significant but the usual answer is to add more engines as max speed is still the king.
07:03:19 <tuxayo> Rubidium: Sure I tried to do that at the same time. But my routes are too short I think ><
07:05:16 <tuxayo> And I can compared the train economic yield but the two locos are most costly. And I would like to optimise the service on the track. Not the profit
07:05:23 <tuxayo> So I don't know how to see that
07:05:55 <tuxayo> dP: more engines = more locomotives, right?
07:54:29 <tuxayo> ok locomotive seems to = engine
07:54:57 <tuxayo> Can autoreplace be used to automatically renew? (or at least give an order fleetwide once in a while) To replace with the same too old engines.
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08:08:12 <dP> tuxayo: in general it depends on the context but yeah, I meant more locos
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08:19:27 <petern> tuxayo, no, but autorenew can be used to automatically renew. It is a bit hidden as a game setting.
08:20:35 <tuxayo> petern: it only let me select a different engine >_<
08:20:50 <petern> Yes, that's autoreplace.
08:40:17 <LordAro> there's a proposal somewhere to merge the two
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09:19:43 <tuxayo> Ok autorenew is a setting!
09:21:54 <petern> No, it's not logical, it's just historical.
09:22:08 <tuxayo> lol when activating one can sudden massive expenses!
09:30:32 <tuxayo> Historical reasons are the best reasons :)
10:35:59 <Pruple> we all love a hysterical raisin
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13:45:20 <petern> Your comment about "74 ticks per game day, which is about 2.5 real seconds," reminded me I had this ticket ready 😉
13:56:08 <Pruple> someone in openttd history liked round numbers
13:57:20 <Pruple> I remember when 1 km was exactly 1.6 miles, and g was 10m/s/s. good times.
13:58:35 <FLHerne> I think when the length of trains varies depending on the direction they're travelling in, tiny differences in the unit you're measuring it in don't matter much
13:59:28 <Pruple> it was mostly the conversion factor between km/h, mph and internal units - resulted in non-prototypical top speeds for vehicles, for those who care about such things.
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15:19:06 <Eddi|zuHause> oh man, the times when almost all speeds in DBSetXL were ending in 9 instead of 0
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17:11:00 <Pruple> anyone planning to add roadtype action 3s for tunnels, rather than it just sticking the default road overlay in the original tunnel? It's currently impossible to make a decent looking NRT road tunnel, especially if the road overlay is full tile width for artistic/lazy reasons.
17:18:28 <Pruple> basically what andrew350 asked for there
17:25:09 * LordAro finally works out who Pruple is
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17:26:07 <LordAro> github having issues?
17:27:09 <LordAro> not according to status
17:34:16 <dwfreed> probably the hook failed
18:04:44 <glx> sometimes there is an extra long delay
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18:33:03 <glx[d]> I need to test but I think it's a duplicate
18:47:12 <DorpsGek> - Update: Translations from eints (by translators)
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20:17:14 <andythenorth> EmperorJake: did you make vac tube?
20:17:34 <petern> No chunk, I'm rage quitting already.
20:18:19 <andythenorth> lol, how hard is an OpenTTD game to start reliably? 😛
20:18:25 <andythenorth> "spiff forgot the script"
20:18:37 <Pruple> it's all going well then
20:29:49 <andythenorth> have we misplace frosch? 😛
20:29:55 <andythenorth> Yogscast playing Silicon Valley
20:36:00 <Pruple> it's something with a lot of industries it seems
20:37:43 <andythenorth> suspect train grf
20:37:47 <andythenorth> I see sprites I drew
20:38:20 <andythenorth> I am not a twitch account
20:38:25 <andythenorth> so chat I cannot
20:40:18 <Pruple> ukrs2, infrastructure maint on, planes are banned as OP... these people certainly are OpenTTD pros.
20:40:21 <petern> I do but am not watching as it's just a load of noise to bme.
20:40:52 <andythenorth> it is quite noisy
20:46:36 <Pruple> nice house grf that's 90% stolen original TTD graphics 🙂
21:14:11 <petern> Massive gui but tiny fonts, I see how it is.
21:20:22 <andythenorth> I should get a twitch account
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21:42:46 <glx[d]> thanks for the review michi_cc but I can't merge as you don't have write access on nml
22:32:16 <Pruple> bad features strikes again
22:33:20 <andythenorth> was it brake vans?
22:33:46 <Pruple> it was "suitable for:" text
22:33:55 <Pruple> which is good features
22:34:10 <andythenorth> the cats was my suggestion 🙂
22:35:05 <andythenorth> not sure it's praiseworthy
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22:42:03 <Pruple> how about them road tunnels? right is what it should look like, left is best it can do. :/
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22:42:21 <EmperorJake> andythenorth: Yes, long ago
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22:42:41 <andythenorth> Yogscast famous 😛
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22:45:35 <EmperorJake> Doesn't look like XIS, the industries have fences
22:46:51 <EmperorJake> We'll see if they actually get around to building vactrsins
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