IRC logs for #openttd on OFTC at 2009-12-02
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00:01:20 <CIA-4> OpenTTD: rubidium * r18368 /trunk/src/pathfinder/ (npf/npf.cpp npf/npf_func.h opf/opf_ship.h yapf/yapf.h): -Fix: alignment of comment and 'add' some missing comments
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00:27:58 <Eddi|zuHause> question again: with this test "train on crossing || train approaching crossing || reserved" shouldn't that be reordered to make better use of lazy evaluation? (easiest checks first)
00:28:46 <SmatZ> hehe, I asked myself the same ;)
00:31:08 <SpComb> man, reading the daylength patch discussion screws with your mind
00:31:49 * Zuu wants a daylength patch for IRL to make the days longer
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00:37:33 <Chrill> shame school don't do 28hour days :(
00:37:39 <Chrill> goodnight now, #openttders
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00:52:15 <Eddi|zuHause> hm... in principle it seems to work, but i must have missed some case at the pbs reservations
00:52:27 <Eddi|zuHause> and paxlink v4 crashes ...
00:53:28 <Markk> I'm gonna try that in januari
00:53:41 <Markk> Have some spare time and studies at distance
00:54:36 <Zuu> I study at a little bit more than 50% at the moment since I had almost 150% at the beginning of the autum. :-)
00:54:54 <Eddi|zuHause> it doesn't align well with my fixed hobby appointments, which are on monday evening
00:55:31 <Zuu> Eddi|zuHause: You have to make a 6 day week with mondays almost normal.
00:56:10 <Markk> Eddi|zuHause: you'll have to move it then :)
00:56:30 <Eddi|zuHause> what part of "fixed" is unclear to you?
00:57:02 <Zuu> Anyway 28 hour days should make it, since 24 * 7 / 6 yeilds 28 hour.
00:57:08 <Markk> That sounds a little bit lite Sheldon in the big bang theory
00:57:29 <Zuu> So the weeks should still be the same every week so you can just allign it so that your mondays work.
00:58:08 <Markk> Yeah, but the problem is the weekends, if you don't have any problem with skipping the "going out" on weekends, there's no problem :)
00:59:27 <Eddi|zuHause> i already did the maths a while ago... there's no way it can sensibly fit in my weekly schedule...
00:59:30 <Markk> Anyone here that knows any good electronicshops in Berlin btw?
00:59:38 <Markk> Eddi|zuHause: that's to bad :/
01:17:52 <Eddi|zuHause> that's exactly the problem. everybody expects something different from changing the daylength
01:23:32 <SpComb> and pavel's patch looks pretty fragile
01:24:09 <SpComb> it includes all kinds of funky date/month arithmetic
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01:42:53 <SpComb> like an O(N) DaysInCurrentMonth
01:47:57 <SpComb> I guess I can see why this stuff tends not to get into trunk
01:48:46 <_ln> more briefly: stuff tends not to get into trunk
01:49:36 <SpComb> the patch doesn't even modify the value of DAY_TICKS
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01:52:09 <Eddi|zuHause> the earlier daylength patches replaced every occurance of DAY_TICS with an appropriate DayLength()-Function
01:52:54 <Eddi|zuHause> which tended to make them very conflict prone
01:56:08 <Rubidium> really? DAY_TICKS isn't changed that often
01:59:24 <SpComb> couldn't you just #define DAY_TICKS to something? >_<
01:59:33 <Eddi|zuHause> no, but it is used all over the place
01:59:54 <SpComb> the daylength patch does fix some real issues, like network chat message display duration being measured in game days
02:03:19 <Rubidium> also e.g. lagging of clients is in game days
02:04:26 <Rubidium> which isn't that bad because if the server runs slow the clients will 'naturally' get the commands 'too late', so scaling that to the actual speed of the game (instead of some external clock) is 'good'
02:05:49 <SpComb> where is client lag measured?
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02:06:00 <CaptObvious> Is there a place to download old nightlies?
02:07:32 <CaptObvious> aha, copied the latest nightly download link and modified it and it worked :)
02:08:31 <Rubidium> SpComb: somewhere in network_server.cpp or so I reckon
02:12:54 <SpComb> so what happens if you replace DAY_TICKS with `#define DAY_TICKS _settings_game.economy.day_ticks`?
02:13:41 <SpComb> adding in some parenthesis for good measure
02:25:29 <SpComb> you get more income and less cargo
02:35:10 <SpComb> well, slightly less income, I guess, since the cargo payment depends on your speed in tiles/day
02:55:13 <SpComb> hrm, CargoPacket::days_in_transit is incremented every 184 ticks
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03:51:07 <SpComb> can STDG_VAR's be network-safe?
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04:37:40 <SpComb> curious, a doubling of DAY_LENGTH also causes a doubleing of industry "production last month"
04:42:25 <SpComb> quite, it's units-per-255-ticks
04:50:12 <SpComb> and 255*8 is roughly 28*74
05:57:37 <Ch0Hag> I think the crashed aircraft 'cannot start/stop' error message needs to be changed.
05:57:48 <Ch0Hag> Currently it says the aircraft is in flight.
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08:56:07 <CIA-4> OpenTTD: rubidium * r18369 /trunk/src/music_gui.cpp: -Fix [FS#3339] (rbeginning): off-by-one in the preconfigured music lists
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09:06:27 <Eddi|zuHause> why do i have the urge to punch this "sapphire united" guy in the face?
09:11:49 <petern> you'd have to join the queue
09:12:05 <petern> it goes back a few years
09:21:04 <planetmaker> hm.... what's the criterion for "last changed strings" in the web translator?
09:22:10 <Rubidium> trunk commits I reckon
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09:31:50 <CIA-4> OpenTTD: rubidium * r18370 /trunk/src/ (8 files in 4 dirs): -Codechange: push some constness/type strictness into the ship pathfinders
09:45:32 <planetmaker> Well... I don't see much relation between trunk commits and the "last changed strings".
09:46:36 <planetmaker> or was there recently changed something like STR_FINANCES_REPAY_BUTTON ?
09:47:17 <planetmaker> STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED or STR_ORDERS_END_OF_SHARED_ORDERS
09:47:45 <planetmaker> and others. hm... it says it was changed in r18325... hm. nvm.
09:47:59 <planetmaker> the history ;-) I overlooked it. All the setx
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09:57:30 <CIA-4> OpenTTD: rubidium * r18371 /trunk/src/ (7 files in 4 dirs): -Codechange: unify calling of the train pathfinders
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10:04:08 <planetmaker> rowdy.... äh... hi dihedral :-)
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10:14:02 <CIA-4> OpenTTD: rubidium * r18372 /trunk/src/pathfinder/yapf/ (9 files): -Codechange: push some extra type safety into YAPF
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10:26:51 <Eddi|zuHause> modifying yapf core... does not sound like a very fun task...
10:27:36 <Rubidium> it's mostly superficial stuff
10:27:50 <Rubidium> like changing Vehicle * with Train *
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10:44:54 <CIA-4> OpenTTD: rubidium * r18373 /trunk/src/ (7 files in 3 dirs): -Codechange: unify some road pathfinder functions
10:47:30 <CIA-4> OpenTTD: rubidium * r18374 /trunk/src/pathfinder/ (npf/aystar.cpp yapf/yapf.h yapf/yapf_ship.cpp): -Cleanup: remove some unused code
10:50:19 <Eddi|zuHause> grr... something must be done with the "vehicle endlessly waits for full load, because a passenger appears every second"
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12:05:35 <Eddi|zuHause> Belugas: the problem is, the vehicle does not have a full load order
12:06:02 <Eddi|zuHause> Belugas: but in each loading step, it empties the platform, but by the next loading step, new passengers appeared
12:07:04 <Eddi|zuHause> so it can never go, because there is always "cargo left to load", so it continues to load extremely slowly
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12:58:37 <fjb> Eddi|zuHause: That is part of the nonreality of the game. A real vehicle would have driven off as soon at the driver watched new passengers arive.
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13:22:22 <hackalittlebit> Hello folks, Is one of you guys willing to look at my signal on tunnel patch and able to see if it is causing desyncs in multiplayer mode (BIGOS hard server pack). The place where this could be possible is in "FindSpaceBetweenTrainsEnum"
13:33:02 <Rubidium> I don't see something horribly obviously wrong with that function
13:33:14 <Belugas> Eddi|zuHause, so what is blocking it?
13:33:38 <hackalittlebit> thanks rubidium
13:35:18 <Eddi|zuHause> Belugas: in the time between the last loading step ["platform is now empty"] and the chech whether the train can go, new passengers appear, so the platform is not empty anymore, and the check for empty platform fails every time
13:36:00 <Eddi|zuHause> this is most apparent for passengers, but might also appear for other cargos if multiple industries are in the catchment area
13:38:30 <planetmaker> in table/sprites.h:935-7 the comments don't really make sense (no hexes there). It's decimal there in that file and hex numbers in table/town_land.h
13:41:43 <planetmaker> is there actually a reason the numbers in table/town_land.h are in hex or could they be converted to decimal?
13:42:03 <planetmaker> or rather use the defined SPR_XXX from table/sprites.h ?
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13:56:06 <Belugas> hex take less space to right, are more meaningful and look awesome
13:59:20 <planetmaker> he... not every hex number in town_land.h is referenced as decimal in sprites.h
13:59:33 <planetmaker> so not every sprite has a name
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14:02:45 <Belugas> hey... who said trunk has always been consistent?
14:03:28 <planetmaker> :-) I'm asking... I'm not yet understanding everything there and there certainly are connections I just don't see :-)
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14:41:16 <CIA-4> OpenTTD: rubidium * r18375 /trunk/src/pathfinder/ (npf/npf.cpp pathfinder_func.h yapf/yapf_destrail.hpp): -Codechange: use Station::GetTileArea to get the tile area for CalcClosestStationTile
14:44:44 <CIA-4> OpenTTD: rubidium * r18376 /trunk/src/pathfinder/yapf/yapf_road.cpp: -Codechange: simplify setting the destination
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16:20:57 <CIA-4> OpenTTD: rubidium * r18377 /trunk/src/ (5 files in 2 dirs): -Codechange: add 'cache' of the tile area of truck and bus stops.
16:38:45 <CIA-4> OpenTTD: rubidium * r18378 /trunk/src/ (4 files in 4 dirs): -Codechange: move the pathfinder 'length' constants to pathfinder_type.h
16:49:08 <CIA-4> OpenTTD: rubidium * r18379 /trunk/ (12 files in 5 dirs): -Codechange: move the cache updating function to its own header to reduce the include 'pathfinder' dependencies
16:56:06 <Hirundo> since an enum named VehicleType (VEH_TRAIN etc) is already used
17:00:49 * frosch123 wonders whether noone ever tried to share orders between buses transporting passengers and tourists
17:04:51 <Eddi|zuHause> i never transported tourists
17:05:30 <Eddi|zuHause> the concept of tourists as extra cargo is wrong...
17:07:03 <Eddi|zuHause> either all should be passengers, or there should be a distinction between "outgoing" and "incoming" tourists
17:08:27 <Eddi|zuHause> like a "travel bureau" industry that turns passengers into "outgoing" tourists, a tourist center that turns "outgoing" into "incoming" tourists, and the travel bureau turning "incoming" tourists back into passengers
17:09:36 <Rubidium> just make it a cargo subtype
17:09:38 <Eddi|zuHause> but that has the problem that you need separate vehicles for the different tourists
17:10:29 <Eddi|zuHause> Rubidium: yes, that's better for transporting them, but there need to be different ways to assign destinations
17:11:11 <Rubidium> well... then add business class pax too
17:13:20 <Eddi|zuHause> the current system is not flexible enough to handle different "classes" of passengers
17:14:14 <Eddi|zuHause> like differenciating passengers who would pay any price to get to the destionation "fast", vs. passengers who want to ride as cheap as possible
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17:36:09 <CIA-4> OpenTTD: frosch * r18380 /trunk/src/order_cmd.cpp: -Fix (r9301): One could not share orders between buses carrying different cargos.
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17:37:16 <CIA-4> OpenTTD: frosch * r18381 /trunk/src/ (8 files in 3 dirs): -Codechange: Add RoadVehicle::IsBus() to simplify some stuff.
17:56:16 <CIA-4> OpenTTD: rubidium * r18382 /trunk/src/pathfinder/ (npf/npf.cpp npf/npf.h yapf/yapf_road.cpp):
17:56:16 <CIA-4> OpenTTD: -Codechange: make road vehicles behave more like trains 'around' stations and
17:56:16 <CIA-4> OpenTTD: use pathfinder penalties to determine to which 'part' to go. Note that the
17:56:16 <CIA-4> OpenTTD: pathfinder penalties for drive through stops are currently only looking at the
17:56:16 <CIA-4> OpenTTD: occupation of the first in a row, but this is to change later on.
18:01:46 <Eddi|zuHause> i think rubidium is on a mission to undermine my arguments...
18:05:45 <|Terkhen|> I like where this is heading :)
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18:12:29 <Eddi|zuHause> at this point, i'd like to reemphasise an earlier request: choosing a platform/tramstop should attempt a lookahead towards the next station in the order list [if applicable]
18:12:36 <CIA-4> OpenTTD: rubidium * r18383 /trunk/src/pathfinder/ (npf/npf.cpp pathfinder_func.h yapf/yapf_destrail.hpp): -Fix (r18375): triggering NOT_REACHED for some waypoints
18:14:46 <CIA-4> OpenTTD: rubidium * r18384 /trunk/src/saveload/misc_sl.cpp: -Fix (r18351): attempt to 'work around' MSVC's IMO stupid warning
18:14:53 <Rubidium> Eddi|zuHause: that's probably going to be very tricky; even the train PF doesn't do that
18:15:23 <Eddi|zuHause> Rubidium: yes, but the PBS reservations do that
18:19:09 <CIA-4> OpenTTD: rubidium * r18385 /trunk/src/ (13 files in 3 dirs): -Cleanup: remove the now unneeded multistop slot management code
18:27:21 <fonsinchen> doesn't r18384 revert the fix for FS#3333?
18:28:04 <fonsinchen> maybe I should try ...
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18:45:39 <CIA-4> OpenTTD: translators * r18387 /trunk/src/lang/ (7 files): (log message trimmed)
18:45:39 <CIA-4> OpenTTD: -Update from WebTranslator v3.0:
18:45:39 <CIA-4> OpenTTD: catalan - 3 changes by arnau
18:45:39 <CIA-4> OpenTTD: finnish - 1 changes by jpx_
18:45:39 <CIA-4> OpenTTD: french - 1 changes by glx
18:45:40 <CIA-4> OpenTTD: german - 11 changes by planetmaker
18:45:40 <CIA-4> OpenTTD: hungarian - 2 changes by IPG
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19:31:33 <petern> when was the mousepointer refresh rate dropped?
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19:37:54 <nonsensical> hey, if I build a station next to a town and half the buildings are out of the stations reach, the station still gets passengers generated from those right?
19:38:14 <nonsensical> or do I have to build and demolish around the town so more passengers are generated?
19:38:28 <nonsensical> ie, extend the stations reach
19:39:49 <CaptObvious> or run a bus service to the station
19:41:15 <petern> seems to work, dunno if it's right though
19:47:45 <Eddi|zuHause> nonsensical: no, only buildings in the catchment area count
19:48:20 <nonsensical> that's kinda annoying :/
19:48:27 <Eddi|zuHause> nonsensical: try running busses that "load" ad the other end of the town, and "transfer and leave empty" at the station
19:48:40 <nonsensical> I spend a lot of time building the station and then building around the town to increase the catchment area
19:48:45 <nonsensical> and demolishing the station parts in between
19:49:25 <Eddi|zuHause> nonsensical: ever heard of the ctrl key?
19:49:42 <nonsensical> what's it do in openttd?
19:50:25 <Eddi|zuHause> practically every button only gets useful with the ctrl key ;)
19:52:13 <nonsensical> not sure how it helps, I have to double control click to change from station to demolish station, about the same just to click the demolish button if I've already got the station window open
19:52:40 <nonsensical> also, when does the timer start for passengers
19:52:52 <nonsensical> when they're initially loaded onto a vehicle? or when they spawn at a station?
19:53:00 <Eddi|zuHause> once the vehicle starts moving, i believe
19:53:19 <nonsensical> so yeah, using transfers in city is a lot more expensive than just expanding the station around the city
19:53:32 <nonsensical> and demolishing the parts in between
19:53:48 <planetmaker> you can delete a single house. and ctrl+build a station piece there
19:53:56 <planetmaker> But using transfers is nicer.
19:54:00 <Eddi|zuHause> nonsensical: the feature you are looking for is called "distant join stations"
19:54:14 <nonsensical> that sounds like it
19:54:16 <planetmaker> You could even go w/o demolishing. Just ctrl+build road stops and attach it to the station you desire
19:54:47 <planetmaker> but that's kinda cheating.
19:55:06 <Belugas> looks right to me petern
19:55:07 <nonsensical> stations have a wider catchment anyway
19:56:59 <nonsensical> one thing I have been doing for larger cities where I need airports outside the city
19:57:04 <nonsensical> is I build two airports seperated
19:57:21 <nonsensical> and transfer passengers to one with trains, trains go to the other and pick up passengers transfered there
19:57:26 <nonsensical> and return to the city for cash in
19:57:46 <nonsensical> and the planes transfer to the second airport then pick up at the first and head out
19:58:04 <nonsensical> lets you use the largest airports that way
19:58:41 <nonsensical> only problem is if you build them on the wrong side of the city away from the final destination, your trains will get a lot of negative marks for doing the last mile
19:59:10 <nonsensical> because they're carrying them towards their initial starting spot
19:59:11 * planetmaker thinks it's a pretty inefficient way.
19:59:21 <nonsensical> feel free to educate me :)
19:59:29 <Eddi|zuHause> <nonsensical> stations have a wider catchment anyway <-- the largest catchment counts, so if you attach a bus stop to a station, the 4 from the station is used, not the 3 from the bus stop
19:59:52 <planetmaker> as said: If you want to go for the station-spread cheat: extend your train station or air port by drive-through road stops.
20:00:09 <planetmaker> and station tiles (there can only be 8 road stops or so in one station)
20:00:48 <planetmaker> drive-through road stops are "better" in that way, that they require no space to build - just build them on a town road
20:03:22 <Belugas> Remove the TenderRetail naming as much as possble
20:03:22 <Belugas> Code change by removeing dead code
20:03:22 <Belugas> nothing really important
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21:05:49 <Phantasm> Hiya. Is there any way to modify the number of engines or the car amounts on trains other than to fully manually do it? Eg. if there is dual head engine, how can I replace all within a group so that they will get the extra car they are missing when replaced to single head engine.
21:07:55 <Belugas> mmh... not sure if a method exist
21:08:02 <Belugas> in fact, i doubt it does
21:08:14 <Phantasm> Or if I have a route between 2 cities that has say dual head engine with passenger capacity, 3 valuable, 3 mail and 6 passenger cars. And as city grows making more passengers and less valuables. To say single head engine + 1 valuable + 3 mail + 9 passengers.
21:08:19 <Alberth> doesn't the autoreplace window have an option for that?
21:08:40 <Phantasm> Alberth: It has option to remove excess cars (starting from front) when replacing single head engine to dual hed. Not the reverse.
21:09:36 <Phantasm> And it allows replacing of all cars of same type into another type. But not modifying one design into another design.
21:10:11 <Phantasm> Would be nice to have support of replacing all trains in a group into any new made set.
21:10:23 <Alberth> I believe you immediately, I don't play the game that much
21:12:55 <Phantasm> Belugas: Btw, improved loading algorithm fails when there is huge amount of items coming in. Say, having 10 000 items per month coming in and train capacity to move it all. The station ends up having few hundreds of the item at all times significantly lowering the rating.
21:13:33 * Belugas does not feel concerned by the intervention of the Sir Phantasm
21:14:05 <Ch0Hag> I don't think the longbridges patch is working.
21:14:17 <Ch0Hag> Are there any odd requirements, like a minimum year?
21:15:02 <Phantasm> Mostly the problem is only with very large cities. Might also become problematic when moving over raw materials from very many different places into single factory and then for the moving away the goods from the factory.
21:15:34 <Phantasm> Also if there are multiple high producing raw material industries nearby, it can cause the problem with improved loading algorithm.
21:17:05 <Rubidium> Ch0Hag: the wooden bridge should always be buildable at 100 tiles
21:18:15 <Chrill> make sure there's no other newgrf including bridges activated??
21:18:46 <Ch0Hag> That's probably why they're so expensive too.
21:21:20 <Phantasm> Belugas: So so.. Any idea if such feature is more advanced replacing of trains is coming? Or improved loading algorithm made to accout for the problem of very large item amounts per month?
21:21:45 <Eddi|zuHause> that's to be expected when the grf is called "expensive and short bridges"
21:21:59 <frosch123> Phantasm: there is a old console patch on the forums, which can do some of what you want
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21:23:39 <Phantasm> frosch123: On which of the problem?
21:24:14 <frosch123> there is some patch, which adds some console commands to add/remove wagons to a train
21:24:31 <frosch123> but i never used it, so i do not know what it does exactly
21:27:19 <Belugas> Phantasm, i cannot answer, i'm quite a bit disconnected from deving currently
21:27:48 <Belugas> plus, last time i embarqued on a road trip with you, it last for so long it really got on my nerves
21:27:52 <Belugas> so consider me gone ;)
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22:45:43 <Phantasm> Hmmn.. Millennium Z1 monorail dual head engine has 50 passengers which refits to 12 coal. While passenger car has 45 passengers and coal car has 35 coal.
22:47:33 <frosch123> the engines refits according to 4 passengers = 2 bags of mail = 2 crates of goods = 1 unit of other cargo
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23:53:38 <CIA-4> OpenTTD: rubidium * r18388 /trunk/src/ (6 files in 3 dirs): -Codechange: move entering/leaving of road stops to functions of RoadStop
23:56:29 <Dred_furst> ok random question, in openttd using the newGRF engine pool feature, how would I go about loading the default trains as well as an extended grf?
23:56:56 <Chrill> they most often replace default trains, I believe..
23:57:07 <Dred_furst> is there a way to stop that happening?
23:57:11 <Chrill> one way COULD be, and this might turn out very buggy, to active two sets
23:57:20 <Chrill> then remove the first one after starting the game with the two active
23:57:25 <Zuu> I know there is a GRF that gives you the default road vehicles back. Not sure about rail wagons and locomotives.
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23:58:03 <Dred_furst> the wagons aren't really an issue due to pikkabird's old wagons with new cargos grf
23:58:30 <frosch123> Dred_furst: enable the advanced setting and load e.g. "old wagons, new cargos"
23:58:55 <frosch123> openttdcoop also has some "original engines" grf or so
23:59:35 <Zuu> Could be that grf I had in mind. "original" does however not give any relevant hits in the in-game content downloader.
23:59:57 <Dred_furst> ok frosch123 that does the trick
continue to next day ⏵