IRC logs for #openttd on OFTC at 2010-10-29
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00:28:35 <enr1x> i have a quick question: why an industry would say "65% transported) even though there would be a vehicle ready for pickup?
00:29:41 <Eddi|zuHause> it depends on the average station rating
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00:30:05 <Eddi|zuHause> see the wiki for details
00:31:04 <enr1x> yeah, i was looking at the wiki actually
00:32:07 <enr1x> what part exactly, Eddi? i might have overlooked something
00:38:42 <Eddi|zuHause> the industry will take the average of this value over some time (like a month or so) and base its production level on it
00:39:30 <Eddi|zuHause> if it's lower than 33%, industry may have increased chance of closing, higher than 66% has an increased chance of growing
00:44:23 <enr1x> ok, thanks a lot for this acclaration, Eddi|zuHause
01:05:18 <Eddi|zuHause> acceleration... how bad is your error compensation?!
01:23:32 <lugo> well it's more sceptical than yours i guess
01:23:51 <lugo> he could have also gotten declaration very wrong ;(
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07:17:53 <mattfury> theres a new maglev concept not in openttd...
07:18:50 <Noldo> why aren't you coding it?
07:19:46 <mattfury> i heard china was considering evacuated train tunnels so they can acheive even higher speeds
07:20:41 <mattfury> Noldo, also i know nothing about development :/
07:21:00 <mattfury> i can program in VB, HTML, CSS but not C++/perl
07:21:29 <norbert79> mattfury: There are lot of things not available in OpenTTD, but unless you start creating it, you won't get it beloved nor any support for the coding part
07:21:48 <norbert79> mattfury: I have just started to create a hungarian building set, but it will take a while :)
07:22:25 <mattfury> oh really that sounds cool...
07:23:44 <norbert79> the lowest picture is the first test-sprite based on the OpenTTD Palette
07:24:17 <Rubidium> mattfury: if "evacuated train tunnels" mean "near-vacuum tunnels", then it has been proposed in the 1960s already
07:25:04 <norbert79> Rubidium: Whats the difference between these "evacuated train tunnels" and those Underground/Metro like tunnel concepts?
07:25:46 <norbert79> so basically just higher speeds
07:26:55 <Rubidium> 620 is peanuts. The 1960s idea is about 5000 miles per hour between Europe and the US
07:26:58 <norbert79> that would make a sound when derailed ;-)
07:27:07 <norbert79> 5000 miles / hour...
07:27:45 <mattfury> it'd have to be shaped like the latest jets :|
07:27:50 <Rubidium> norbert79: why not? Vacuum
07:28:09 <norbert79> Rubidium: it might be possible but would have fatal effects on the passengers
07:28:26 <mattfury> Rubidium, do you haz sauce on this 5000/mile idea?
07:28:26 <norbert79> it's the human side, where it makes impossible
07:28:38 <Rubidium> norbert79: why is it fatal for passengers?
07:28:53 <Noldo> you just have to not accelerate and deaccelerate too fast
07:29:04 <norbert79> Rubidium: Do you know how big the turns have to be at such speeds?
07:29:32 <norbert79> Rubidium: Just think on a generic airline jet, or a fighter
07:29:32 <Rubidium> norbert79: straight lines don't have turns
07:29:43 <norbert79> Rubidium: Good luck building it through a straight line
07:30:01 <Noldo> I wonder would it be curved along the surface of the earth
07:30:03 <norbert79> even under the ocean you will not be able to build it in a straight line
07:30:19 <ccfreak2k> It would also cross tectonic boundaries.
07:30:32 <ccfreak2k> Plates shift, tunnel misaligns...game over.
07:30:33 <norbert79> Which is also a big issue
07:31:59 <mattfury> i always hated the earthquakes in simcity because they destroy everything! :D
07:32:15 <norbert79> and if you want to go even deeper, closer to the core of earth, then you have to face with the issue of the floating elements, and the heat
07:32:30 <norbert79> mattfury: Thats what earthquakes do normally you see :D
07:33:23 <mattfury> any reason it hasnt been added to openttd??
07:33:37 <norbert79> mattfury: Noone was interested in doing it
07:33:52 <norbert79> mattfury: Second issue, that you are not able to build undergrounds/metros
07:34:08 <norbert79> so there are several issues to be solved before you can implement
07:34:37 <norbert79> so if you want to do it, you have to start analyzing at least GRF-s
07:34:46 <norbert79> which I am also doing :)
07:37:06 <norbert79> mattfury: As a start look for the development pages for GRFs, check out the Wiki, and analyze the OpenGFX package's source file
07:37:17 <norbert79> so you can understand the concept how GRF-s work
07:39:35 <ccfreak2k> Perhaps supersonic passenger jets can be re-examined.
07:40:24 <norbert79> Creating a flying, supersonic train o_O?
07:41:53 <ccfreak2k> Yeah, except there's only one car.
07:42:01 <ccfreak2k> And they're kind of bolted together.
07:42:12 <norbert79> that would remark me on Star Treks shuttles
07:42:18 <ccfreak2k> There are even small trains that drive on road surfaces!
07:42:41 <norbert79> You know what would be nice?
07:42:53 <norbert79> Those boat-buses, what you can see in Venice
07:42:58 <norbert79> that would make sense
07:43:19 <mattfury> boats = so outdated technology...
07:43:33 <norbert79> mattfury: Tell the Venicers :D
07:43:57 <norbert79> "Sorry dudes, that you have all these channels and rivers and stuff, but boats are soo outdated..."
07:44:25 <ccfreak2k> You know, if they got rid of the water they wouldn't have to use boats.
07:44:42 <norbert79> ccfreak2k: Pity, that their whole city is a big floating isle
07:44:57 <ccfreak2k> It's a bit charitable to call it floating.
07:45:29 <mattfury> i can see trains running across the ocean on locked buoys...
07:45:46 <norbert79> till the first storm comes by
07:46:09 <norbert79> boats will never be outdated
07:46:57 <mattfury> ok you can take the jet-ship; ill take the jet ;)
07:47:27 <mattfury> see who gets around the world first :D
07:47:54 <norbert79> mattfury: It's not about being first, that was outdated in 1912, when Titanic sunk :)
07:48:20 <norbert79> Besides, deliver several tousand of goods with a jet
07:48:49 <mattfury> ok so ill make billions... you make millions not *that* much of a difference :P
07:49:22 <norbert79> mattfury: The problem is, that you think in small, but I don't care. :)
07:50:25 <mattfury> You've never seen the simpsons episode where Mr Burns loses a couple of billion dollars and gets sent to the millionaires club and then mocked have you? ^^
07:51:02 <norbert79> mattfury: I did, but I don't see the point in this whole discussion. Simpsons is Simpsons, reality is reality :)
07:51:29 <norbert79> if it would be otherwise, I would be an Einstein in a body of superman with capabilities of all heroes and having all the best girls
07:52:15 <mattfury> Einstein *is* stupid.
07:52:47 <norbert79> mattfury: May I ask for your age, if you don't mind? :)
07:53:42 <mattfury> look up Schrodinger's cat theory :)
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07:54:24 <norbert79> mattfury: I know Schrödinger's theory, but it was just a simple explanation of a problem of a still expanding topic...
07:54:57 <norbert79> mattfury: Where Einstein made analysis on rules, which hasn1t been overruled yet... But for Christ Sake, it's OpenTTD, not #math
07:55:34 <mattfury> So still would you be Einstein or Schrodinger?
07:56:00 <norbert79> I wiil be the one, who will stop this conversation :)
07:57:56 <mattfury> sure it's a little off-topic, but if Schrodinger & Einstein decided to invent a ship/jet/train who's do you think would be better? :)
08:00:58 <norbert79> Ok, off to something
08:01:10 <_Terkhen_> I can't decide between a train with a relativistic point of view different to everyone's else or a train that might exist or not
08:01:18 <_Terkhen_> both sound kind of useless
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08:11:44 <andythenorth> could we extend action 14 with some more properties similar to description?
08:11:58 <andythenorth> a 'long description' property
08:12:07 <andythenorth> and a 'compatibility' property
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08:57:09 <planetmaker> hell andythenorth _Terkhen_
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08:57:20 <planetmaker> andythenorth, no, the data centre seems to have trouble
08:57:31 <planetmaker> our host server of the vserver is down
08:58:06 <norbert79> Hooray for virtualization :D
08:58:11 <norbert79> guess no backup server
08:58:23 <planetmaker> the backup server is said to be running. But ...
08:59:50 * andythenorth looks for something to do
08:59:59 <andythenorth> it has to be instantly interruptable by babies
09:02:30 <dihedral> andythenorth, know anything about java?
09:04:05 <planetmaker> in any case, I can't do more right now that telling them "fix it fast" - which I already did
09:05:14 <andythenorth> dihedral: nothing
09:05:54 * andythenorth wonders what to set for values of TE etc for a vehicle that has both road and rail versions
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09:07:43 <andythenorth> the rail version carries an extra few tonnes of weight for adhesion
09:08:05 <planetmaker> andythenorth, depending on traction type, I'd say :-)
09:09:42 <andythenorth> co-efficient of friction is 0.94
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09:18:20 <norbert79> Damn fire-alarm-tests...
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09:22:40 <GIORDANO> Anyone know the settings to remove the trees in the landscape ?. Since it is very disturbing vision ..
09:23:20 <GIORDANO> in transport tycoon deluxe can remove it with savegame configurator.
09:23:26 <GIORDANO> how about in openttd
09:23:50 <GIORDANO> anyone know how to remove it the tree ?
09:25:08 <norbert79> Why don't you just use the transparent option for trees?
09:25:13 <Mortomes|TGIF> GIORDANO: How about we cut a deal
09:25:24 <Mortomes|TGIF> GIORDANO: You use the option to remove caps, and we'll tell you all about the option to remove trees.
09:26:02 * planetmaker hugs Mortomes|TGIF
09:26:21 <norbert79> Hey, look up in the sky... is it a bird?... :)
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09:30:02 <norbert79> Andy, it's not funny...
09:30:04 * ANDYTHENORTH wonders what effect hi-rail trucks will have on gameplay
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09:30:34 <AnDyThEnOrTh> like a perverted camel case
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09:30:39 <norbert79> Too bad the capsed vocals do not make sense
09:30:44 <planetmaker> ask your son about that, Andythenorth ;-)
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09:30:46 <Yexo> Giordano: advanced settings->construction->"in game placement of trees", set to "none'
09:31:06 <Yexo> or press "ctrl+X" and click the trees button and the button under it to make them invisible
09:31:24 <norbert79> Giordano: Other option, if you want to still use trees but it blocks your view: use the transparency settings in "Settings"
09:31:29 <Yexo> you can also set "Tree algorithm" to "none" in the world generation window to start a game without any trees
09:32:05 <norbert79> No more MrCapsLock phrases for me :(
09:32:59 <norbert79> yet I love trees, especially the "Stolen Trees"
09:36:49 <Mortomes|TGIF> Wow, did I actually accomplish the destruction of the CAPSMONSTER?
09:37:04 * andythenorth enters fun world of cb36
09:37:06 <norbert79> Don't mention the name of the monster
09:37:19 <norbert79> it destroys the world
09:37:39 <andythenorth> _Terkhen_: wiki implies RVs don't support cb36 for hp, TE etc
09:37:50 <andythenorth> iirc, you got stuck on cb36 support?
09:38:03 <_Terkhen_> the patch is coded, but never tested
09:38:15 <andythenorth> I am about to write some code that would test it ;)
09:38:24 <andythenorth> assuming that's not a pointless activity
09:39:30 <_Terkhen_> in theory it supports power, weight and tractive effort, a GRF to test all three would be very appreciated :)
09:39:51 <andythenorth> I have a valid case for power and weight
09:40:02 <andythenorth> TE not so much, but am happy to make a test
09:40:17 <andythenorth> I'll do it today, subject to baby interruptions
09:40:45 <_Terkhen_> take your time... I won't be able to code anything today
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09:43:39 <andythenorth> cpp can't do maths can it?
09:45:31 <andythenorth> that means I can't use defines for hp, speed, etc to share across road/rail vehicles
09:46:15 <Yexo> andythenorth: start using nml :p
09:46:59 <planetmaker> I had to stop myself writing that exact sentence ;-)
09:47:05 <andythenorth> planetmaker: RVs use hp/1; trains use hp/10
09:47:28 <Yexo> or you can try another preprocessor, like m4
09:48:16 <andythenorth> probably best to just hard code it and leave comments behind
09:48:52 <planetmaker> given the current state of HEQS: yes
09:49:41 <andythenorth> could I specify some vehicles with nml, have that compiled to nfo by make, then pass the resulting compiled nfo to grfcodec?
09:50:06 <andythenorth> is there an nml-nfo output
09:50:16 <andythenorth> or compile nml, decompile with grfcodec
09:50:29 <andythenorth> probably tmwftlb
09:50:39 <planetmaker> the nml NFO output is nicer than grfcodecs as you keep the comments
09:51:12 <planetmaker> doing that probably would not be much work
09:52:47 <Yexo> only you can't give varaction2's an id
09:52:52 <Yexo> those ids are autogenerated
09:53:39 <Yexo> for action0 that is no problem
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10:19:40 <Giordano> hard to find a plane that can be downloaded :(
10:20:06 <Giordano> I like weird aircraft. :)
10:20:36 <Giordano> like av8 aviator aircraft or yate :)
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10:35:42 <andythenorth> so NARS 2 has vehicles which use same ID, but change HP over time
10:35:49 <andythenorth> good or annoying?
10:35:58 <andythenorth> I like it, except when trying to upgrade same model of vehicle
10:36:58 <planetmaker> doesn't hurt, does it?
10:37:20 <andythenorth> saves cluttering the buy menu
10:37:56 <planetmaker> It's basically like any car company giving a model a face lift
10:38:01 <Hirundo> It makes upgrading vehicles a bit cumbersome, sometimes (esp. the generational caboose)
10:38:18 <planetmaker> they still call it e.g. VW Golf. But now it's meanwhile version 6 which looks quite different from version 1
10:41:13 <andythenorth> same effect could be achieved by using different IDs
10:41:20 <andythenorth> but then renew would break
10:41:37 <andythenorth> so in one route, renew breaks, in the other, auto-replace breaks
10:42:30 <Giordano> beautiful airplane :)
10:43:41 <planetmaker> there's always some quirks. But... how does either or break?
10:44:21 <andythenorth> if different IDs (and vehicle not available), renew will fail
10:44:33 <andythenorth> if same IDs, can't auto-replace to the more powerful model
10:44:59 <andythenorth> i.e. version 1 is ID A1, 1957-1970
10:45:10 <andythenorth> version 2 is ID A2, 1970-1984
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11:37:05 <Eddi|zuHause> i just had a crazy 2007 flashback...
11:40:02 <planetmaker> andythenorth, thanks. makes sense... seems like... it is a place which could need some care
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12:09:10 <XeryusTC> Irc from the train :D
12:09:57 <__ln__> is it even a fast train?
12:10:01 <SmatZ> I don't want to know what is the correct channel :p
12:11:37 <SmatZ> the 160-litre water boiler broke
12:11:49 <SmatZ> so water started spraying everywhere
12:12:05 <Eddi|zuHause> sounds... "fun"...
12:12:06 <SmatZ> luckily I heard that and it woke me up :)
12:12:28 <SmatZ> I wonder, if I was away, and came back home
12:12:36 <SmatZ> with 20cm water in the room :p
12:13:25 <SmatZ> at least I don't have to wash myself until Monday ;)
12:13:37 <Eddi|zuHause> we once had a heating inspector over. and apparently he didn't close a valve properly, and the next day, there were 5cm water on the floor...
12:14:07 <Eddi|zuHause> it was "only" in the cellar, luckily...
12:14:28 <Eddi|zuHause> so nothing important there on the floor
12:14:37 <SmatZ> my room is in the basement, so the situation would be different :)
12:15:41 <Eddi|zuHause> well, also luckily, we have a door in the basement, so water could flow out...
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14:50:17 * Mortomes|TGIF declares weekend!
14:50:46 * norbert79 accepts Mortomes|TGIF offer...
14:54:00 * Belugas has to wait a bit more
15:00:00 <CIA-1> OpenTTD: alberth * r21055 /trunk/src/map.cpp: -Codechange [FS#4190]: Code style fix (chillcore)
15:04:03 <norbert79> Guess our German friends know this already :)
15:07:19 <norbert79> A living OpenTTD :)
15:15:37 <Belugas> the camera work is incredible!
15:16:13 <norbert79> Belugas: Full 3D, no patches required! :D
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15:48:46 <andythenorth_> what's the velocity of a long train on a horseshoe curve?
15:53:29 <andythenorth_> (relative to the earth)
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16:04:36 <Prof_Frink> andythenorth_: African or European long train?
16:05:04 <andythenorth_> about 50 miles north of you by my guess
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17:20:35 <Belugas> pizza time, on the boss
17:20:51 <Belugas> like... that's indecent!
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17:33:54 <dnicholls> how are we all on this gloriously dark evening?
17:35:57 <SpComb> inside with bright lighting
17:36:24 <Alberth> this channel is all the light I need :p
17:45:19 <CIA-1> OpenTTD: translators * r21056 /trunk/src/lang/turkish.txt:
17:45:19 <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
17:45:19 <CIA-1> OpenTTD: turkish - 7 changes by niw3
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18:28:19 <enr1x> what is monorail good for?
18:28:36 <enr1x> that is, why should I use it instead of trains for an intracity network?
18:29:15 <enr1x> in the wiki it doesn't tell the advantages or cons...
18:29:43 <avdg> monorail is faster then normal rails, but mostly it has a limited trainset
18:30:05 <avdg> if thats an advantage, is your opinion
18:30:45 <enr1x> a monorail would be better than buses in a busy network, for that matter right?
18:31:04 <avdg> you need to experiment with it
18:31:34 <Alberth> oh noes, I must play more OpenTTD :p
18:33:55 <enr1x> ok, i'll try, thanks avdg!
19:07:13 <planetmaker> [20:28] <enr1x> what is monorail good for? <-- it really heavily depends upon the add-ons (newgrfs) which you use.
19:07:24 <planetmaker> As money is no issue: use what you think looks best.
19:07:33 <planetmaker> which is a very individual judgement
19:36:08 <CIA-1> OpenTTD: rubidium * r21057 /trunk/src/window.cpp: -Fix [FS#4182] (r20922): network client "fast forward" incrementing counter multiple times in same "GUI" tick causing an invalid state
20:04:53 <andythenorth_> railtypes or RailTypes?
20:05:46 <Eddi|zuHause> andythenorth_: i presume original question wants the former, and both replies the latter.
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20:19:44 <Alberth> andythenorth_: do vehicle sets have meaning? (ie if a vehicle becomes member of a set, can something special happen (getting a livery/consist/order/whatever)?)
20:20:16 <andythenorth_> I think it's really important to avoid that kind of magic
20:20:47 <andythenorth_> the only way they can be changed is if the user explicitly performs an action on the vehicle set
20:21:03 <andythenorth_> I could be wrong about this though :)
20:21:10 <Alberth> so no way to keep sets consistent w.r.t. some property
20:22:02 <Alberth> making a set becomes a one-time thing then; make a set, do some action, that's it
20:22:03 <andythenorth_> so all vehicles in set try and maintain a value n for property x
20:22:19 <andythenorth_> I think the contents of the vehicle set could be dynamic
20:22:23 <andythenorth_> based on filters
20:22:30 <andythenorth_> but that's an enhancement
20:22:57 <andythenorth_> i.e. filters like reliability, profit
20:23:12 <andythenorth_> but no other changes
20:23:47 <Alberth> if I throw an extra vehicle in some set, you are not going to find it again, I think
20:24:28 <Alberth> nor what you want to have changed on that vehicle, perhaps
20:24:58 <andythenorth_> so imagine I have a set called 'red vehicles' (for whatever strange reason)
20:25:13 <andythenorth_> the set doesn't keep them red
20:25:27 <Eddi|zuHause> having all vehicles added to a "set" change their schedule/consist/company colour/etc. could be a user setting in a second step
20:25:29 <andythenorth_> I have to go to some 'action' menu (like existing groups) and choose 'set colour'
20:25:54 <Eddi|zuHause> like autoseparation/autoreplace/autowhatever
20:26:10 <andythenorth_> this way it doesn't matter if a vehicle is in multiple sets - there are no rule conflicts to deal with
20:26:28 <Alberth> Eddi|zuHause: I know that can be done, but I like it if we don't need that, tbh
20:26:46 <Eddi|zuHause> Alberth: it would be nice to have, but not a requirement
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20:28:08 <Alberth> andythenorth_: please continue
20:29:04 <andythenorth_> I'm not sure what else to say about vehicle lists, they seem quite clear to me :o
20:29:12 <andythenorth_> what actions could be performed?
20:29:35 <andythenorth_> set orders / set consist / stop / start / goto depot / send for servicing
20:29:44 <andythenorth_> set colour (in future - doesn't exist yet)
20:30:10 * andythenorth_ wonders if livery should be a vehicle property, not a crazy hack on refits
20:30:15 <andythenorth_> but that's a sidetrack
20:30:20 <Alberth> I understand them, but I find it a bit worrying that I can see already now that no way you are going to manage anything with them, as vehicles just get lost in the sets
20:30:43 <andythenorth_> I have some worries about this whole conceptual system of mine
20:30:48 <andythenorth_> I think it might be too complicated
20:30:52 <Eddi|zuHause> Alberth: assume i have two tram lines defined by shared orders. if i now move a tram from the first line to the second line, i might want it so it automatically takes on the new shared orders
20:30:55 <andythenorth_> but players seem to desire the control
20:31:18 <andythenorth_> Eddi|zuHause: that would be order sets
20:32:10 <Eddi|zuHause> andythenorth_: possibly. but i'd like to have that option from the generic "macromanagement" gui
20:32:25 <Alberth> Eddi|zuHause: yes, that would be useful. What worries me is that you don't want to do vehicle membership of a set by hand, do you?
20:32:36 <andythenorth_> Eddi|zuHause but then you need a precedence rules gui as well
20:32:43 <Eddi|zuHause> like an "enforce shared orders" button that can be activated for each group, or not.
20:33:02 <andythenorth_> you'll end up micro-managing cascading precedence rules instead of vehicles
20:33:31 <Eddi|zuHause> andythenorth_: that could be solved by only enforcing on actual adding to the group, not permanent checks
20:33:33 <Alberth> Eddi|zuHause: automatic actions open a flood-way of problems, imagine two livery groups, a yellow->green and a green->yellow
20:33:57 <andythenorth_> I think I see what Eddi|zuHause means
20:34:05 <andythenorth_> he's just shortcutting user intention
20:34:22 <andythenorth_> adding to group means 'match to the properties the group is using'
20:34:25 <Eddi|zuHause> that doesn't work with consists/autoreplace, though.
20:35:05 <andythenorth_> we haven't talked much about consists
20:36:32 <Alberth> are they so difficult? just a set of mappings of consists X to consists Y, where wagons of Y can come from X or be 'new'
20:36:54 <Alberth> with some cycle protection :)
20:37:48 <andythenorth_> how do I make a new consist?
20:38:01 <andythenorth_> (I know they can be arranged using same method as depot)
20:38:09 <Eddi|zuHause> rearranging virtual or real vehicles in a depot-like gui
20:38:19 <andythenorth_> but where do I manage all consists, and choose 'new consist'
20:38:37 <Alberth> probably Y becomes entirely 'new' ?
20:39:00 <andythenorth_> does adding vehicles to a consist cost money (minor question)
20:39:01 <Rubidium> how do you store consists outside of a savegame? Because people with definitely ask for them to be loaded in another savegame
20:39:14 <andythenorth_> does autoreplace still exist?
20:39:19 <Eddi|zuHause> Rubidium: similar to newgrf-presets?
20:40:05 <andythenorth_> if I have 20 consists all using 8x passenger carriage 'gumdrop', and I want to use new carriage 'applejack', autoreplace might still be valid
20:40:20 <Alberth> andythenorth_: mappings from X to Y is 'virtual', it defines just how to compose a new consist, as such it should not cost money imho
20:41:10 <Eddi|zuHause> andythenorth_: you change the consist in the "list all consists"-depot-gui, and vehicles using this consist will automatically replace on next depot visit
20:41:27 <Alberth> besides the mappings, you also need to enable the X -> Y transition (with options like 'now' 'when old')
20:41:35 <andythenorth_> but what about the consists themselves?
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20:41:59 <andythenorth_> Eddi|zuHause: so I have 200 trains, using 20 consists...
20:42:13 <andythenorth_> and I want to change a vehicle in all 20 consists...
20:42:21 <Eddi|zuHause> andythenorth_: you have some helper functions to affect all consists
20:42:34 <Eddi|zuHause> or all consists matching certain criteria
20:42:43 <andythenorth_> bring back autoreplace, all is forgiven!
20:42:50 <Alberth> meta-consist replacements :)
20:42:54 <andythenorth_> can I group my consists?
20:43:10 <Alberth> that would be simplest perhaps
20:43:14 <Eddi|zuHause> i'd say "yes", but it might get difficult
20:44:33 <Alberth> autoreplace is just generation of X->Y mappings where the engine gets changed
20:46:46 <Eddi|zuHause> useful options could be "when old", "when servicing", "immediately", "only when replacement vehicle in depot"
20:50:26 <andythenorth_> I'm not sure how we keep some form of autoreplace though, without also demanding groups of some kind
20:50:35 <andythenorth_> we just make the problem worse not better
20:56:19 <Alberth> given that engine replacement happens most often, we could have 'copy-wagons' buttons to copy them from X to Y as a starting point for the user.
20:59:46 <andythenorth_> Alberth: does that work on individual consists, or all consists?
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21:00:23 <Alberth> I'd say individual ones
21:01:36 <andythenorth_> but it leaves me missing current style of auto-replace
21:03:35 <Eddi|zuHause> should probably make a way for both...
21:04:32 <Eddi|zuHause> possibly a "copy existing consist, and change engine" and "replace vehicle in all existing consists" are common use cases
21:09:50 <azaghal> How about allowing to create groups based on stations, names, type of wagon etc?
21:10:04 <azaghal> (filter for multiple categories)
21:11:52 <Eddi|zuHause> yes, that's probably one of the primary features.
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22:00:09 <lugo> yaay, good work with the biorefinery andythenorth_ :D
22:02:46 <dihedral> the nice thing about java: at least i know where all my memory is being consumed!
22:28:37 <Eddi|zuHause> is that like "the nice thing about investing in lehman brothers: you know where all your money is being consumed"?
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