IRC logs for #openttd on OFTC at 2012-04-01
            
00:11:09 <drac_boy> so what you going do online then eddi?
00:12:23 <Eddi|zuHause> sleeping. of course
00:13:41 <drac_boy> heh I hope you weren't looking for any epillows then ;)
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02:04:06 <drac_boy> hi
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06:06:58 <Terkhen> good morning
06:07:33 <andythenorth> hola
06:08:03 <andythenorth> is it done yet?
06:09:02 <andythenorth> :)
06:09:34 <Rubidium> your babies got into their next phase?
06:10:04 <Rubidium> the "is it done yet"/"are we there yet"-phase ;)
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06:16:50 <andythenorth> they didn't do that yet ;)
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06:43:03 <KByte> does anyone know how to round a float to an integer in the NoAI interface?
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08:26:45 * andythenorth solves it
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08:47:10 <andythenorth> Alberth: o/
08:47:46 <Alberth> \o andy
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08:57:01 <Wolf01> hello
08:59:37 <xiong> How do you like to depot? At stations or on the main? Interval, ordered, or forced?
08:59:50 <mrfrenzy> at main
08:59:58 <mrfrenzy> otherwise you will get trains going into the wrong stations
09:00:37 <xiong> I've seen the wrong-station thing. But if maintenance is ordered or forced frequently, it's not an issue.
09:01:36 <frosch123> @topic set 1 1.1.5 1.2.0?
09:01:36 *** DorpsGek changes topic to "1.1.5 1.2.0? | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: vcs, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, ever | English only"
09:01:43 <frosch123> @topic set 1 1.1.5, 1.2.0?
09:01:43 *** DorpsGek changes topic to "1.1.5, 1.2.0? | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: vcs, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, ever | English only"
09:01:53 <xiong> Also -- it seems -- a train must turn at a junction in order to hit a station not on its list. So depots available at jcts serve interval-depoted trains.
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09:02:17 <xiong> I'm not pushing any scheme; I've tried several and all have pros and cons.
09:09:30 <Alberth> I have depots at every station, and every junction is connects every direction to every other direction. At long stretches, I also set up depots. No depot orders for the trains.
09:09:51 <Alberth> s/is//
09:10:04 <andythenorth> bbl
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09:21:01 <Eddi|zuHause> (he forgot the "never service" option)
09:21:14 <xiong> I don't like to order depoting; no matter how badly a train needs service, it will never depot if it has an order on its list.
09:22:16 <xiong> I've tried a trick of placing a waypoint right in front of a depot and ordering via the wp. This has the benefits of ordered depoting without sacrificing the ability to depot at need.
09:23:15 <xiong> I'm torn over the question of depoting at a station. Trains tend to jam up; it seems the depot facility -- depot itself and its tracks -- might be better a little ways off.
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09:41:39 <Nat_aS> i put several depots at stations, and just tell trains to maintain as needed at nearest station.
09:42:05 <Nat_aS> most of the time they just roll past it, and if they do need it, they can often use one without blocking trafic.
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10:36:01 <drac_boy> hi
10:38:46 <Alberth> hi
10:38:48 <drac_boy> is there an action or var for disabling a particular vehicle id when another specific grf is detected?
10:38:54 <drac_boy> hi alberth how're you?
10:39:12 <Alberth> hungry, time for lunch :)
10:39:57 <Eddi|zuHause> drac_boy: yes, skip the action 3 with an action 7/9 checking for the grf-id
10:40:16 <Eddi|zuHause> drac_boy: (or more gracefully, set the climate availability to none)
10:41:07 <Eddi|zuHause> of the "do not try this at home, kids" category: http://de.webfail.at/ffdt/was-ist-jailbreak-facebook-fail-des-tages-.html [german]
10:42:05 <CornishPasty> Eddi|zuHause: got a translation? :(
10:42:21 <drac_boy> alberth heh its not even breakfast here but :-p
10:43:04 <drac_boy> thanks eddi
10:43:04 <Eddi|zuHause> CornishPasty: basically: "what is jailbreak" - "you pick a hammer and beat your iphone" - "hey i'll try that" -- "you idiot!!!" - "you didn't really do that, right?" :p
10:43:57 <drac_boy> heh
10:44:03 <MNIM> hahaha
10:44:11 <MNIM> that's about what I got from it, too.
10:44:22 <MNIM> ...which means my german isn't as rusty as I thought.
10:44:23 <MNIM> 0-o
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10:54:23 <CornishPasty> Hahaha, nice Eddi|zuHause :P
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10:57:10 <drac_boy> wonder what'll happen if you actually told someone to boot their computer
10:57:11 <drac_boy> :)
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11:24:18 <Pulec> is 1.20 really out, or april?
11:25:09 <Sacro> it's not like OpenTTD to release on April Fool's Day
11:25:26 <Pulec> its rc-4 i see
11:27:24 <drac_boy> sacro yeah especially after someone put a joke in the repo :)
11:27:31 <Sacro> heh
11:27:41 <drac_boy> I noticed that from CIA yesterday night :)
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11:38:09 <drac_boy> hmm one more boat id left, to find something for that or leave it empty...heh
11:38:41 * Alberth proposes wiebabiedoeda
11:38:57 <drac_boy> a what?
11:39:17 <Alberth> not a good boat id?
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11:39:56 <Alberth> hi Pikka
11:40:58 <Eddi|zuHause> drac_boy: you filled in all 64k boats? :)
11:47:22 <Pikka> hello
11:48:12 <drac_boy> eddi heh nope only id 204 to 213 ... 214 is still blank :)
11:48:17 <drac_boy> alberth :p
11:50:24 <drac_boy> hi pikka
11:51:34 <drac_boy> hm think I figured out the last one...a cruise ship
11:57:28 <Pikka> what are you making, drac_boy?
12:01:58 <drac_boy> its something I've been working with someone else for a while for hmm well to put it bluntly a simple yet generic 'complete set' grf. not sure if it'll be for all climates or not yet
12:02:11 <drac_boy> me draw a bit and make the tables, him draw some other things
12:08:56 <drac_boy> don't know how far it might progress but you never know anyway :)
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12:16:04 <drac_boy> hi andythenorth :-)
12:16:42 <andythenorth> lo
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12:18:11 <drac_boy> how're you?
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13:04:26 <__ln__> http://www.independent.co.uk/travel/news-and-advice/planning-a-trip-to-canada-or-the-caribbean-us-immigration-may-have-other-ideas-7584912.html
13:29:58 * andythenorth ponders
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13:56:28 <drac_boy> hi
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14:02:12 <drac_boy> finding details a little sketchy but I assume that industries only can have a maximum of 3 inputs and 2 outputs?
14:02:20 <Pikka> correct
14:02:34 <drac_boy> thanks as usual
14:09:55 <drac_boy> if I don't sound too silly for asking, how do you make it that an output can be affected by an input? (like say more steel if you deliever coal in additional to ore)
14:14:26 <Pikka> http://newgrf-specs.tt-wiki.net/wiki/Action2/Industries
14:15:12 <drac_boy> hm thanks
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14:45:08 <Eddi|zuHause> i have no idea why... but this timetable only works as long as i watch it. as soon as i take my eyes off the line, and come back later to revisit it, everything is out of sync and blocking each other
14:46:12 <Eddi|zuHause> and it can't recover from this state, unless i stop everything and start from scratch
14:46:50 <andythenorth> Eddi|zuHause: schrodinger's timetable
14:47:04 <andythenorth> it becomes statistical if no-one is looking
14:47:11 <andythenorth> deterministic if watched
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14:51:40 <Eddi|zuHause> i need a button: "skip one round trip" (instead of "reset delay")
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14:57:51 <Eddi|zuHause> i think one of the problems is the rounding... 1 day isn't fine-grained enough for this kind of micro-synchronization
14:59:40 <drac_boy> this reminds me of an article on the LIRR system in usa
15:00:22 <Rhamphoryncus> Eddi: is that stock timetables?
15:00:45 <drac_boy> at one of the main station the schedules were timetabled so eg track 1 had access to transfer to track 3 through a train held on train 2 ... so if anything went out of sync it sure caused a lot of mayhem
15:01:29 <Eddi|zuHause> Rhamphoryncus: yes, no timetable patch
15:01:49 <Rhamphoryncus> They use ticks internally
15:02:12 <Rhamphoryncus> When autofilling it rounds to a day, but after that it's all ticks
15:02:35 <Rhamphoryncus> Manual depot orders are one thing that corrupts them
15:04:54 <Rhamphoryncus> I don't remember if I found any other reasons
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15:21:23 <Eddi|zuHause> Rhamphoryncus: yes. and exactly the autofilling is the problem
15:21:37 <Rhamphoryncus> how so?
15:21:44 <Eddi|zuHause> Rhamphoryncus: it's not exact enough.
15:21:49 <Rhamphoryncus> It rounds up
15:21:58 <Rhamphoryncus> You just get some padding on the time
15:22:19 <Eddi|zuHause> yes. and this means the actual arrival time varies up to one day
15:22:22 <Eddi|zuHause> and that is too much
15:22:46 <Rhamphoryncus> load times make more difference than that
15:23:09 <Eddi|zuHause> load time is irrelevant, because the buffer times are high enough
15:23:27 <Eddi|zuHause> i need to synchronize the arrival time at the junction
15:23:31 <drac_boy> irrelevant? it can take 3+ days for certain trains to load
15:23:34 <Eddi|zuHause> (i.e. a waypoint)
15:23:38 <Rhamphoryncus> ahh
15:23:52 <Eddi|zuHause> drac_boy: yes, and when i timetable 6 days wait times, the load time is irrelevant
15:24:07 <Rhamphoryncus> So it's the departure time you care about
15:24:11 <Eddi|zuHause> no
15:24:17 <Eddi|zuHause> it's the arrival time
15:24:30 <Rhamphoryncus> Departure controls arrival time. Arrival time is merely added to the load time
15:24:49 <Rhamphoryncus> There is *no* effort to alter speed to match the desired arrival time
15:25:09 <Eddi|zuHause> yes. but i cannot measure the travel time exactly enough
15:26:04 <Eddi|zuHause> and once the variance is big enough so one train has to stop, it's over. the timetable will never recover from that
15:26:13 <Rhamphoryncus> Then you're SOL. Arrival time is useless.
15:35:25 <FlyingFoX> hi, i want to know a bit more how shared stations work. So if I got a bus stop outside the city (no houses in its range) and a Lorry Loading bay inside the city (houses in range) combined into one station, will this station provide passengers?
15:38:05 <Alberth> I think so, did you try it?
15:39:03 <Alberth> trying such things is usually quicker than asking
15:42:44 <Pinkbeast> Every tile of a station equally forms the cachement area
15:43:36 <drac_boy> the only one thing I hate about catchments at times is to do with industries that doesn't always accept on all given tiles
15:43:46 <drac_boy> oh well
15:52:34 <Eddi|zuHause> hm... i manually tweaked some times, now it seems to be performing better
15:54:03 <Eddi|zuHause> now... finally tweaking that cargo network
15:55:21 <drac_boy> buses....almost forgot about them -_-
15:57:17 <Eddi|zuHause> they are quite important if you play with destinations :)
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15:59:33 <drac_boy> heh well yeah I think I'll number six different generic ones at the moment..will look over it again later
15:59:34 <drac_boy> :)
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16:08:21 <drac_boy> woud it be a good generic term or any better wording than 'highway bus' to differ it from larger buses for cities?
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16:17:42 <drac_boy> nevermind, got to start lunch so I'm going
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16:21:26 <Pikka> bitches don't know about my coach.
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16:32:31 <Eddi|zuHause> i has new giant screenshot: www.informatik.uni-halle.de/~krause/Loisachkirchen%20Transport,%2013.%20Apr%202027.png (12MB)
16:33:10 <Eddi|zuHause> (hm, maybe i posted that too early)
16:45:30 <Pikka> too early for what
16:46:12 <andythenorth> too early for tea
16:46:25 <Pikka> it's never too early for tea
16:46:32 <Pikka> except it is here because it's 3am and there's no milk
16:46:45 <andythenorth> black tea is acceptable
16:46:47 <Pikka> that's a lot of ships
16:46:52 <andythenorth> also...go to bed?
16:46:54 <Pikka> only so much though, andy
16:46:55 <Pikka> nah
16:47:09 <Pikka> I only got up at... 7 something?
16:47:25 <andythenorth> when I am awake at 3am, there's a baby-shaped reason
16:47:46 <andythenorth> Eddi|zuHause: there are more hydrofoils in that one game than exist in the world :P
16:48:10 <Eddi|zuHause> andythenorth: it's the only sane passenger ship :)
16:48:30 <andythenorth> I like the island airports
16:48:53 <andythenorth> bah
16:48:58 <Eddi|zuHause> aircraft are futile with yacd
16:49:03 <andythenorth> you're still using the version of FIRS that makes my eyes bleed
16:49:26 <Eddi|zuHause> i can't update firs midgame, in an ancient trunk/patch :)
16:49:33 <andythenorth> no
16:49:57 <andythenorth> you'd (probably) be safe updating FISH though
16:50:38 <Eddi|zuHause> anyway... need to improve my cargo network... especially the seaport is a bottleneck
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16:52:00 <andythenorth> multi-stop docks :P
16:53:00 <Eddi|zuHause> yes, but i meant the rail part of the seaport :)
16:54:19 <Eddi|zuHause> maybe i should fill the air with zeppelins :)
16:54:26 <Eddi|zuHause> hauling cargo :)
16:54:44 <Pikka> mad if you don't
16:55:05 <Eddi|zuHause> two zeppelins could possibly replace one train
16:59:38 <Eddi|zuHause> carrying oil with a zeppelin feels like cheating
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17:01:51 <Zuu> Eddi|zuHause: Nice screenshot. Now I only wish that my browser had more than 1:1 and scale to window size. :-)
17:02:14 <Eddi|zuHause> Zuu: tried ctrl+scroll wheel yet? :)
17:02:59 <Zuu> I tend to not use the scroll wheel as its only on the less confortable trackball.
17:04:36 <Zuu> Hmm, but my tablet got a scroll ring that is quite useless, but also ctrl++ and ctrl+- on that image didn't play out well.
17:05:34 <Eddi|zuHause> hm... bottleneck: only one loading spot on the oil rig :)
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17:07:49 <Zuu> I like that you got differentiated track types with NuTracks and not just the best track all over.
17:11:33 <Eddi|zuHause> no use having high speed track on the cargo network :)
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17:45:15 <CIA-1> OpenTTD: translators * r24085 /trunk/src/lang/ (hungarian.txt latvian.txt):
17:45:15 <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
17:45:15 <CIA-1> OpenTTD: hungarian - 1 changes by Brumi
17:45:15 <CIA-1> OpenTTD: latvian - 15 changes by Parastais
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17:55:38 <Rhamphoryncus> mmm invisible power booster abuse :D
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18:32:55 <andythenorth> hmm
18:33:37 <andythenorth> appearance of FIRS quarry is unsatisfactory
18:33:48 <andythenorth> doesn't fit well with stations, even the CHIPS tile I made for it
18:34:37 <Pikka> where is firs quarry?
18:35:44 <Pikka> is that the that one?
18:35:50 * Pikka gets hat
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18:35:58 <andythenorth> http://www.tt-foundry.com/sets/FIRS/schema/schema/industries?economy=point_8_release#sand_pit
18:36:13 <Pikka> hmm
18:36:24 <Pikka> it's full of water, that's the problem!
18:36:31 <andythenorth> too lazy to draw rocks :P
18:36:52 <andythenorth> it's the left-edge with the processors that troubles me
18:36:55 <Pikka> don't they normally only fill up with water when they stop using them (and stop pumping the water out)? :)
18:37:10 <andythenorth> depends on the water table
18:37:13 <andythenorth> and stuff
18:37:29 <Pikka> well
18:37:38 <andythenorth> some gravel pits actually rely on the water being there and extract with floating grabs + barges
18:38:10 <Pikka> nice petrol station
18:38:21 <Pikka> can I steal it and smush it into one tile for a TaI house?
18:38:24 <andythenorth> yes
18:38:28 <andythenorth> it has snow and crap too
18:38:31 <andythenorth> want the psd?
18:39:05 <Pikka> certainment. or even just the tile sprites
18:39:37 <Pikka> lime kiln is fancy
18:39:46 <andythenorth> http://hg.openttdcoop.org/firs/raw-file/3c209564d26f/sprites/graphics/industries/petrolpump_snow.png
18:39:52 <andythenorth> http://hg.openttdcoop.org/firs/raw-file/3c209564d26f/sprites/graphics/industries/petrolpump.png
18:40:14 <Pikka> ta muchly
18:40:41 <Pikka> I suppose this means I have to do snow for everything.
18:41:41 <andythenorth> you could shirk it
18:41:48 <Pikka> I could!
18:48:12 <andythenorth> Pikka: psd if you want it: http://dev.openttdcoop.org/projects/firs/repository/show/graphics_sources/petrol_pump
18:48:50 <andythenorth> loads of layers and crap
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19:01:49 * andythenorth will redraw FIRS quarries
19:01:55 <andythenorth> with a muddy edge
19:02:04 <Pikka> how rare
19:02:15 * Pikka will try to work out level crossing sprites
19:03:51 <andythenorth> non-stop fun
19:06:00 <andythenorth> hmm
19:06:05 <andythenorth> too many UKRS grfs here
19:06:25 <Pikka> where?
19:06:47 <andythenorth> on my laptop
19:11:14 <andythenorth> Pikka: can I haz extra UKRS wagons? :)
19:11:22 <andythenorth> PCA, PGA, that scrap wagon thingy
19:11:27 <Pikka> yar
19:11:33 <Pikka> next time I update the addon grf?
19:11:47 <andythenorth> roger
19:12:07 <andythenorth> I think I ran out of interesting UK wagons after those ones
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19:22:52 <andythenorth> Pikka: it would be pretty easy to make the bogie twin-tank version of the PCA, but meh
19:22:52 <andythenorth> http://www.bandhmodels.com/myfiles/R6312.jpg
19:23:09 <Pikka> ya
19:23:19 <Pikka> would it though, keeping it to 8/8?
19:24:55 <andythenorth> maybe not
19:25:04 <andythenorth> file it under 'meh'
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19:25:38 <drac_boy> hi
19:25:49 <Pikka> meh for mehbe not
19:25:50 <V453000> I dont think fitting that in 8/8 is viable
19:25:52 <Pikka> hello drac_boy
19:26:00 <Pikka> "coach" is the word you were looking for
19:26:03 <andythenorth> hmm, JGA
19:26:05 <andythenorth> http://www.google.com/search?client=safari&rls=en&q=JAA+bogie+hopper&oe=UTF-8&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=f6t4T5a2IsH28QPhk4yvDQ&biw=1230&bih=668&sei=jKt4T4fAOtOo8AOzkoifDQ#um=1&hl=en&client=safari&rls=en&tbm=isch&sa=X&ei=jat4T4OSCsWo8QOUxKGvDQ&ved=0CD8QBSgA&q=JGA+bogie+hopper&spell=1&bav=on.2,or.r_gc.r_pw.r_cp.r_qf.,cf.osb&fp=76152146d19ed87a&biw=1230&bih=668
19:26:22 <Pikka> nice boogie hooper
19:26:31 <Pikka> long slopes though
19:26:44 <Pikka> would have to be steeper in ottd
19:27:14 <andythenorth> if it seems like a good idea next time I think of it, I'll draw it :P
19:27:17 <drac_boy> pikka ah, ok thanks
19:28:34 <drac_boy> andythenorth for ukrs I'm guessing?
19:28:56 <andythenorth> yup
19:29:07 <Pikka> I should really include coaches in HQOUS
19:29:34 <drac_boy> HQOUS?
19:29:35 <Pikka> what was that one with two front axles?
19:29:47 <Pikka> my road vehicle set reborn, drac_boy
19:30:05 <Pikka> small teeny vehicles, my plan is to keep redrawing everything in UKRS smaller and smaller
19:30:11 <andythenorth> http://en.wikipedia.org/wiki/Neoplan_Jumbocruiser
19:30:16 <Pikka> until eventually everything's one pixel. it'll make life much easier
19:30:19 <Pikka> no andy
19:30:22 <andythenorth> get it down to 1 pixel much easier
19:30:23 <drac_boy> andythenorth humm I've tried ukrs2 in multiplayer a few times..don't see anything wrong with it but I guess I could complain about the certain gaps in the depot buy list tho
19:30:42 <drac_boy> pikka one pixel? you're thinking atom-sized transportations :P
19:30:49 <andythenorth> drac_boy: please tell me, maybe I can fix it :)
19:30:52 <drac_boy> heh
19:31:20 <andythenorth> I don't want gaps in my set ;)
19:31:59 <Pikka> http://en.wikipedia.org/wiki/Bedford_VAL , andy
19:32:32 <andythenorth> chinese six
19:32:39 <Pikka> apparently
19:32:45 <andythenorth> might have been in a certain film
19:32:47 <andythenorth> with doors
19:33:11 <Pikka> which were meant to be blown off with no further blowing off or up of any other things?
19:33:15 <andythenorth> that sort of thing
19:33:29 <andythenorth> hmm
19:33:41 <andythenorth> grf idea: film vehicles
19:33:50 <Pikka> sounds not very balanced
19:33:53 <drac_boy> andythenorth the only two things that I could recall right now would be the lack of livestock transport option (dbsetxl had no problem disguising it as a milk cargo instead even), and too many locomotives being expired well before the 2040s although I don't think that can be blamed on the grf owner
19:34:05 <Pikka> the buses that blow up if they go under 50mph might be difficult to code
19:34:14 <andythenorth> Pikka: same for cruise ships
19:34:27 <andythenorth> drac_boy: I'll fix it next time I release ukrs 2 ;)
19:34:51 <drac_boy> you usually only end up with eg EMD66, GE 91, and a few others in the late years which does not help much with slower freight routes
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19:35:04 <drac_boy> even the JB diesel disappears by then
19:35:17 <drac_boy> andythenorth allright then :)
19:35:28 <Pikka> how does the 66 not help much with slower freight routes?
19:35:46 <drac_boy> pikka because its a bit too big and expensive for just 100 tonnes of steel?
19:35:51 <andythenorth> drac_boy: it might be a long time before I next release ukrs 2 though :o
19:36:03 <drac_boy> andythenorth thats ok, its not my prefered grf so I don't care too much :)
19:36:14 <drac_boy> would help in multiplayer since they use ukrs a lot tho you know
19:36:17 <andythenorth> also Pikka is the author ;)
19:36:17 <Pikka> it's relatively cheap I thought. or you could electrify and use the tripworker :)
19:36:37 <drac_boy> andythenorth I know, its just that you asked me so I had to tell you :p
19:37:45 <drac_boy> I do wonder if BR actually had milk transport in the 21th century or not tho
19:37:57 <Pikka> milk?
19:38:02 <Pikka> or livestock?
19:38:15 <drac_boy> whichever one you want
19:38:45 <Pikka> I doubt they transport much milk by the tankload any more, raw milk is all road transported and processed it's all containerised.
19:38:55 <Pikka> -much +any
19:39:19 <Pikka> livestock all road transported since the 1960s
19:39:34 <andythenorth> truck set!
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19:39:47 <Pikka> someone really should make one, andythenorth
19:39:58 <andythenorth> I'll poke a bit more later
19:40:08 <andythenorth> I need to figure out combining bodies and cabs
19:40:10 <drac_boy> hmm well I guess that might be a consideration for HQOUS then...so at least someone could start with mixed grain+livestock rail service to a farm in the 1900s but then by the 2000s they still can transport both..just grain by bulk rail and milk-aka-livestock by road
19:40:12 <andythenorth> drawing that is over-rated :P
19:40:29 <drac_boy> as it is right now you're totally stuck with absolutely no mean to expand your livestock transporting
19:40:47 <drac_boy> just a random thought :-)
19:40:56 <Pikka> you are, you can build trucks :)
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19:41:56 <drac_boy> pikka problem is if you want ukrs2 scale then it'll have to be an eventual release of HQOUS
19:42:02 <drac_boy> I can't imagine 4LV ever fitting in
19:42:07 <Eddi|zuHause> the problem is that there is no gameplay reason to switch to trucks
19:42:34 <Eddi|zuHause> trucks are tedious to manage, because so many are needed
19:42:45 <Eddi|zuHause> and you can't guide them with signals
19:42:50 <Eddi|zuHause> and they are slower
19:43:05 <drac_boy> I never have a problem but then it might be because I use good ones?
19:43:07 <Eddi|zuHause> and in danger of being run over by trains
19:43:16 <Eddi|zuHause> and being blocked by competitors
19:46:09 <andythenorth> trams!
19:46:22 <Pikka> livestock trams?
19:46:40 * drac_boy sends some 48km/h trams loaded with 300 tonnes of coals each into andythenorth
19:46:42 <andythenorth> yar
19:46:43 <drac_boy> heh heh
19:48:05 <drac_boy> mind if I ask you several a bit about steam locomotives in general?
19:50:57 <drac_boy> pikka theres something else to think about in an if-it-ever-happened case...having a DB ICE3 in the ukrs2 addon considering that it'll probably actually run on the HS1/HS2 lines
19:51:16 <drac_boy> I know its a foreign train but then so is the eurostar too
19:51:36 <Pikka> and the eurostar isn't in UKRS2 either
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19:55:17 <drac_boy> so anyhow as for my question .. I'm not trying to be too generic but this is what I was thinking of: 0-4-0 for light duty, 4-4-0 and 2-6-2T as medium, then 2-8-4 toward heavy. plus one small and one large garrats to add to the mix
19:55:46 <drac_boy> still looking at some more photos and so to think about it. don't want to count a hundred locomotives which isn't so easy to do heh
19:56:14 <CIA-1> OpenTTD: frosch * r24086 /trunk/src/order_cmd.cpp: -Fix [FS#5131] (r23504): Cloning orders of aircraft with limited range failed.
19:57:57 <Pikka> for a "light duty" engine you'd want an 0-6-0T at least. 0-4-0 tender locomotives haven't been built since the mid 19th century, 0-4-0Ts are the tiniest possible shunting locomotives.
19:58:55 <Pikka> if you're looking at american style then even 0-6-0 is not common for a mainline locomotive, however light, it'd have to be a 2-6-0.
19:58:55 <drac_boy> I had been pondering about if a 0-6-0 should had been the smallest. guess you finally answered that. thanks
19:59:13 <drac_boy> yeah I've noticed that moguls were quite common
20:00:36 <frosch123> @calc sqrt(1474576)
20:00:36 <DorpsGek> frosch123: 1214.32120957
20:00:48 <Pikka> I knew that
20:01:50 <frosch123> Pikka: does the 5th anniversary edition of av8 already contain aircraft ranges?
20:01:52 <drac_boy> I know that garrats were more common in africa but I just had to add it for the sake of them being quite different. have the beyers-peacock K1 0-4-0+0-4-0 and a generic 2-6-2+2-6-2
20:02:13 <Pikka> v2.1 released the other day does, frosch
20:02:27 <frosch123> ok :)
20:02:33 <andythenorth> hmm
20:02:35 <andythenorth> 5% battery
20:02:45 <andythenorth> it always becomes a game of 'me versus time to find charger'
20:03:06 <drac_boy> andythenorth heh I never get to less than 20% without having the cord handy or at least planning to hibernate soon :-)
20:05:48 <drac_boy> so the other thing with steam, I'm not sure if I should offer 2-axle and/or bogie steam railmotors. or consider it a bit of a ridicilious idea and not add either
20:06:07 <drac_boy> considering that as far as I even know they always numbered very few anywhere (even for uk too)
20:06:35 <andythenorth> http://www.ixionmodels.com/No1%20for%20website.jpg
20:07:30 <drac_boy> heh andythenorth thats a funny timing. I have the Contentional Rail Modelling magazine that reviewed that model together with one photo of the real thing :-)
20:08:32 <drac_boy> so andythenorth what do you think? include a steam railmotor even although it'll be somewhat about the same as one light locomotive with a single carriage or two?
20:11:03 <andythenorth> what set is this?
20:12:29 <drac_boy> its kind of like a generic transport set grf, not really represent anything specific
20:12:57 <drac_boy> already got quite a few non-locomotive sprites drawn, just have to make a small webpage for it at some point
20:13:07 <andythenorth> for each vehicle, consider the gameplay benefit ahead of anything else ;)
20:13:12 <andythenorth> followed by 'is it cool?'
20:13:20 <andythenorth> only then 'realism' :P
20:14:02 <drac_boy> heh heh well there'll be plenty of choices in the buy list but at least not too many to scroll through at the same time :)
20:15:00 <drac_boy> as for gameplay yeah thats the easy part here :)
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20:16:33 <drac_boy> andythenorth at least with diesel and electric its a bit easier..atm I have humm...
20:18:21 <drac_boy> 2-axle diesel-mechanical railbus, diesel-hydraulic railcar, electric railcar, articulated electric locomotive
20:18:43 <drac_boy> the last one is a generic example of anything from talgo to tgv trains I recoken
20:23:54 <drac_boy> andythenorth if you don't mind me asking you, do you think that using one single wagon id for most cargos seem like a bad idea or not so much?
20:24:15 <andythenorth> depends on what you want your set to be like
20:24:23 <andythenorth> what wagon is it? boxcar?
20:25:33 * andythenorth -> bed
20:25:45 <drac_boy> one generic wagon with several sprites...or a few different wagon for each different cargo classes
20:26:25 <drac_boy> have a good sleep andythenorth? :-)
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20:32:20 * drac_boy pulls out a bunch of rows
20:36:31 <frosch123> night
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20:41:51 <drac_boy> guess its night in uk already
20:47:17 <Rubidium> given 'night' is the time between sunset and sunrise, yes... it's already night there
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20:50:27 <Eddi|zuHause> people haven't lived by that definition ever since the introduction of electric light...
20:51:03 <Rubidium> but then... what is night?
20:51:28 <Eddi|zuHause> when the majority of people in a given region are asleep :)
20:52:45 <Rubidium> so the definition can jump by many hours depending on the day of the year?
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21:02:16 <Rubidium> anyhow, with my definition parts of Canada starts with their night in roughly an hour, and in the winter it would already be night for almost 2.5 hours at that place
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21:06:40 <Eddi|zuHause> where's the problem with that?
21:07:04 <Eddi|zuHause> your definition of "night" definitely fails above the polar circle
21:07:32 <Rubidium> that's the beauty ;)
21:08:18 <Eddi|zuHause> and it's also varying by day of year
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21:16:44 <Rubidium> moi moi
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21:58:25 <Wolf01> 'night all
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22:12:21 <Terkhen> good night
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22:24:18 <sortkrudt_> wow. so many people just on tycoon.
22:24:20 <sortkrudt_> lols =)
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23:35:38 <drac_boy> supper done now....now what heh
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