IRC logs for #openttd on OFTC at 2013-12-01
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07:54:57 <waterfoul> I've built a cyclotron and the signals seem to be working correctly but instead of the train going around and the train manintaining speed it stops. any ideas?
07:56:52 <V453000> yeah, apart from cyclotrons being stupid and useless, you can still either enable 2way eol setting, or stop building them :P or both!
07:56:57 <V453000> both is the best option
07:56:59 <Eddi|zuHause> coop stuff silently assumes that you enabled the hidden setting "pf.yapf.rail_two_way_eol"
07:57:42 <waterfoul> ok, I've got a merge that keeps slowing down the main line because the train isn't ar top speed, any better suggestions to fix this?
07:57:55 <V453000> it is actually mentioned on some pages Eddi
07:58:08 <V453000> yeah add another line waterfoul
07:59:27 <Eddi|zuHause> the setting is actually silly, as most stuff you can build in a way that it works without this setting
07:59:43 <waterfoul> any docs on the setting? my googlefu is failing
08:00:11 <Eddi|zuHause> you change hidden settings on the console
08:00:30 <waterfoul> right but before I change it I want to know what it does
08:00:43 <Eddi|zuHause> or in the openttd.cfg (won't apply to your savegame)
08:00:45 <V453000> most stuff == with idiotic pathfinding penalty counting and poor reliability (recounting values upon edits?), not to mention that some things like mainly the key sending trains to dead ends is not possible I think
08:01:54 <V453000> btw Eddi I am fairly confident that cyclotron isnt quite "a coop thing"
08:02:08 <V453000> for one because it isnt really useful for bigger networks
08:02:32 <V453000> people lazy to add more lines just use it in hope that it will be enough to improve their one line
08:02:45 <V453000> which isnt exactly the fitting logic :P
08:02:49 <Eddi|zuHause> V453000: don't challenge my prejudices!
08:03:21 <waterfoul> right but the side line isn't injecting enough traffic to warrant a mainline, I was just after merging at top speed
08:03:42 <V453000> in fact cyclotron doesnt even seem to exist on our wiki :D
08:04:01 <V453000> get better accelerating trains waterfoul :)
08:04:18 <V453000> yeah thats about the worst you can get
08:04:32 <waterfoul> are any of the other levs better?
08:04:41 <V453000> lev3 accelerates considerably better
08:04:54 <V453000> for one because it is half the length so you can use more of them
08:05:04 <V453000> aaaaand they are slower so they reach the top speed quicker
08:05:22 <V453000> obviously SH40 is even better in acceleration but kind of boring to use that slow train :)
08:05:26 <V453000> perhaps try some train set
08:05:39 <Eddi|zuHause> i thought you'd answer like "use the slugs!" :p
08:06:32 <Eddi|zuHause> use CETS (but that doesn't have any fast freight wagons)
08:06:45 <Eddi|zuHause> (nor any maglev)
08:06:53 <V453000> nor anything else almost? :D
08:06:59 <V453000> or NUTS, it has everything :P
08:07:06 <Eddi|zuHause> it has about 1000 engines :p
08:07:33 <Eddi|zuHause> it has coloured boxes now, instead of green boxes
08:07:57 <V453000> thats pretty much what my steamer tenders look like right now :D
08:09:03 <andythenorth> isn't the most efficient route one line per train?
08:09:15 <andythenorth> that avoids all this merging crap and such
08:09:27 <andythenorth> that's how I play when I care about speed
08:09:39 <Eddi|zuHause> that also severely limits your capacity per space
08:09:40 <V453000> andythenorth please :D
08:14:06 <andythenorth> so with YACD, the best pax networks (especially at game start) are dense clusters
08:14:20 <andythenorth> and adding more nearby nodes is good, even if they are small villages
08:14:26 <andythenorth> does the same apply for cdist?
08:15:27 <andythenorth> also how do I figure out where passengers want to go?
08:15:41 <andythenorth> YACD tells me the destinations, including unmet demand
08:17:39 <Eddi|zuHause> cargodist plays much different, it doesn't force you to cover all sources/destinations
08:18:20 <V453000> cargodist doesnt force you to use cargodist, its perfect :D
08:18:26 <Eddi|zuHause> in yacd this is a real hassle in the early game with lots of different industries/cargos
08:18:53 <V453000> in yacd the easiest AND best network = web of stations, no junctions, just station---station connections
08:19:11 <andythenorth> so I have 4 nodes connected in my pax network. But how do I know which to connect next?
08:19:18 <V453000> mainly because stations solve all the redistribution, not to mention the "local destinations"
08:20:31 * andythenorth wonders where passengers are going
08:20:37 <andythenorth> everything is 'via'
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08:20:59 <andythenorth> I don't get how people can demand to go 'via'
08:21:00 <Eddi|zuHause> click on "via-destination-source" and change that to "destination-via-source"
08:21:31 <andythenorth> that makes more sense
08:21:47 <andythenorth> oh but I still have to build the routes 'via'
08:21:55 <andythenorth> so just adding more capacity to the destination is no good?
08:22:05 <Eddi|zuHause> "via" is which next stop they take
08:22:23 <andythenorth> why is the demand expressed for routing, not for destination? o_O
08:22:25 <Eddi|zuHause> this can be used to find bottlenecks in your network
08:22:27 * andythenorth is very confused
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08:23:12 <andythenorth> does cdist even have a concept of demand?
08:23:13 <Eddi|zuHause> if your train has not enough capacity, people pile up for "via" while they may have lots of different "destinations"
08:23:21 <andythenorth> is my thinking faulty?
08:23:39 <Eddi|zuHause> yes. demand is fixed
08:23:49 <Eddi|zuHause> demand is calculated on distance
08:24:10 <Eddi|zuHause> i.e. if you connect two power stations to one coal mine, the closer one will get more cargo
08:24:53 <Eddi|zuHause> for symmetric cargos like passengers, demand equals production
08:26:37 <andythenorth> so how do I see demand? So I know which routes to build?
08:26:40 <andythenorth> I can't see any demand view
08:27:02 <Eddi|zuHause> in cargodist there is no demand before you make a route
08:27:40 <andythenorth> so I have to build the route to create demand?
08:27:44 <V453000> turning cargodist off is always a solution andythenorth :P
08:28:35 <andythenorth> so if I add a node to my small pax network, the other vehicles will make less money?
08:29:11 <andythenorth> as some of their pax cargos will be re-routed to the new node?
08:29:39 <Eddi|zuHause> no-ish, because the cargo from the new node, plus the increased distance, may generate more income overall
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09:34:29 <andythenorth> when are flat docks being added? :(
09:34:48 <andythenorth> construction for river docks is stupid
09:36:51 <V453000> train stations are flat?
09:38:12 <andythenorth> V453000: I like your thinking
09:38:21 <andythenorth> I think it is practical, and gets stuff done
09:39:37 <V453000> oh yeah and I just discovered that my templates seem to have one of the / \ directions a thing moved 2px horizontally, 1px vertically :D so it isnt a problem but it isnt symmetrical :D
09:43:56 <Alberth> nobody will notice :)
09:44:40 <V453000> sure, people wont, I very do when I try to align two templates together XD
09:45:19 <planetmaker> ^ reason enough to fix probably :D
09:45:34 <V453000> but sometime later :d
09:45:44 <V453000> everything is "working" atm :D
09:48:05 <V453000> I can always blame andythenorth anyway
10:00:01 <andythenorth> I should have put a GS in this game
10:00:05 <andythenorth> sandbox is so boring
10:00:54 <V453000> play the game instead of wishing for wtf features :P
10:01:31 <andythenorth> how do you avoid being bored?
10:01:41 <andythenorth> I've connected a few towns, now it's 'meh'
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10:04:21 <Alberth> then you're done; you don't need to play the game until the year 5000000
10:05:21 <Eddi|zuHause> andythenorth: you try transporting ALL the passengers it throws at you
10:06:20 <V453000> idk how you managed to do that andy, but I generally have serious traffic problems after like 2-4 years of playing and need to expand many tracks alrey
10:07:33 <V453000> PERHAPS you are playing with the WRONG newGRFs? :D :P
10:12:57 <andythenorth> I have 1 line per train, what kind of traffic problems can happen there? :)
10:19:17 <Eddi|zuHause> andythenorth: the "traffic problems" are "can't carry all cargo"
10:20:27 <andythenorth> I think I should stp
10:20:39 <andythenorth> I think I should stop playing 'full' FIRS
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10:20:54 <andythenorth> too much choice, not enough high volumes of same cargo
10:22:08 <V453000> oh yeah until you supply firs very quickly, it gets boring super fast
10:22:34 <V453000> I am still saying that original/opengfx+ industries are best and most fun for playing :)
10:22:43 <Eddi|zuHause> i wouldn't know, i get too meddled up with serving passengers to really take care of cargo
10:22:56 <andythenorth> also in 1870, everything takes so long to arrive
10:23:02 <andythenorth> building long routes is meh
10:23:09 <andythenorth> so can only connect nearby industries
10:23:12 <andythenorth> and there are no RVs
10:24:00 <planetmaker> you definitely need to play with egrvts2 horses then or so :-)
10:24:14 <V453000> andy go use nuts or else :P
10:26:49 <peter1138> BUT IT@S UNREALISTIC!!!!111
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10:33:23 <andythenorth> next year I definitely write a GS
10:33:35 <andythenorth> with tedious micro-management 'challenges'
10:33:41 <andythenorth> like the casual games my kids play
10:34:18 * andythenorth starts a new game
10:36:19 <andythenorth> wish minimap remembered last size I opened it :D
10:40:49 <Alberth> you do know that you can set the default size of windows?
10:43:15 <andythenorth> units are pixels?
10:44:20 <andythenorth> that's pretty awesome
10:46:58 <andythenorth> that's what that button does :o
10:46:59 <Alberth> blame frosch for that feature :)
10:47:07 * andythenorth edited the config file :P
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10:50:47 <andythenorth> favourite new feature for me
10:51:06 <andythenorth> most of my favourite features are UI improvements, not gameplay stuff :P
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11:02:11 * peter1138 ponders playing a game.
11:02:20 <peter1138> Probably not OpenTTD...
11:04:03 <LordAro> peter1138: KSP is always good fun
11:04:15 * andythenorth plays a lot of Dice Wars
11:04:24 <LordAro> if only my screen didn't freeze every time i played it...
11:04:43 <peter1138> I only have the demo of KSP.
11:05:23 <andythenorth> I should have turned off rivers in this game
11:05:28 <andythenorth> rivers are misleading
11:06:42 <LordAro> peter1138: :O shame on you
11:06:52 <LordAro> you just missed a sale as well, i think
11:09:38 <andythenorth> V453000: I figured out how to have a fun game :)
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11:17:49 <andythenorth> ships on rivers have the most stupid routing :)
11:18:34 <andythenorth> how do I enable 90' turns?
11:19:56 <andythenorth> ships are borked, I'm deleting this one
11:20:06 <andythenorth> it's too boring to figure this crap out
11:21:36 <andythenorth> prize for 'most wanted, most discussed, but most useless feature' goes to rivers
11:22:37 <Eddi|zuHause> only if you do it wrong
11:24:10 <V453000> andythenorth discovered this game has trains
11:24:27 <andythenorth> Eddi|zuHause: I don't understand how to do it right
11:24:34 <andythenorth> where are the docs?
11:25:39 <andythenorth> I get other results, but nothing useful
11:30:24 <andythenorth> I do have friends who think 'figuring out the bugs in the implementation' makes a good game
11:30:34 <andythenorth> I am not made that way :(
11:31:37 <andythenorth> is 90' turns now a cfg only setting? Or am I just missing it?
11:31:52 <LordAro> andythenorth: might be in expert settings
11:31:58 <planetmaker> advanced settings in GUI
11:32:28 <andythenorth> I did already :P
11:32:53 <planetmaker> trains section. advanced or expert level
11:33:06 <andythenorth> so advanced != expert
11:33:13 <andythenorth> and 'all settings types' isn't all
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11:35:07 <planetmaker> you need two times 'all', on each axis once
11:35:16 <andythenorth> why do we forbid 90' turns for ships? Is there some bug related to it?
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11:35:40 <planetmaker> probably it only looks foolish. Like it does for trains, too
11:39:54 <andythenorth> routing on rivers is pretty borked with 90' forbidden
11:40:40 <Eddi|zuHause> it's even worse with original pathfinder :p
11:42:30 <andythenorth> maybe I should try it :)
11:42:38 <andythenorth> I haven't had much to complain about today
11:45:07 <frosch123> just make sure there is a buoy every 4 turns
12:56:31 <Alberth> ha, it's sunny here too
12:56:51 <__ln__> lies, the sun can't be in two countries at the same time
12:57:09 <Taede> how about 3? its sunny here too
12:58:08 <LordAro> sunny in chilly old northern england too
13:26:53 <Eddi|zuHause> i haven't seen the sun in ages
13:32:11 <LordAro> Eddi|zuHause: try opening the curtains? :p
13:47:48 <Stimrol> Hello, I am starting openttd 1.3.3. and it always crashes with three top lines "no protocol specified" anyone know what this could be?
13:49:02 <Stimrol> It works to start a server with autopilot
13:50:26 <planetmaker> did you build that openttd yourself?
13:50:39 <planetmaker> what OS do you run and how do you start that openttd?
13:52:46 <Stimrol> no I dl the generic binaries for 64bit, I use ubuntu 13.04
13:53:16 <planetmaker> and you try to start openttd so you can normally play on your desktop?
13:53:32 <planetmaker> might be that ubuntu removed support for X-windows
13:53:40 <Stimrol> start it with ./openttd that crashes but I can start the server with ./autopilot.tcl
13:53:43 <planetmaker> and uses now its own display server
13:53:52 <planetmaker> just a random guess, though
13:54:11 <Stimrol> no they havent :) (jet)
13:56:13 <Stimrol> I think I know what is wrong. This is my fault. I copied the files to another user because I run a server, but I am guessing that this user doesn't have access to my particular window session
13:56:30 <planetmaker> ^ wanted to suggest that :-)
13:56:47 <Stimrol> I have to log in as to the session as that user.
13:56:56 <planetmaker> or export your display
13:56:56 <LordAro> planetmaker: iirc, they didn't remove X in 13.04
13:57:33 <planetmaker> export DISPLAY=localhost:0.0
13:57:59 <planetmaker> so they decided to not do that. good for them
13:58:14 <peter1138> They were never going to remove support for X.
13:59:23 <Stimrol> thanks for the help anyway, always good to word things and then understand them yourself
14:02:18 <peter1138> Heh, 13.04 was before Mir was even announced...
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14:05:12 <Alberth> planetmaker: better enable X11 forwarding through ssh
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16:07:21 <andythenorth> can I check for 90' being on, from a grf?
16:09:05 <andythenorth> action D can't do it?
16:10:43 <planetmaker> why would a NewGRF care about *path finder* settings?
16:11:32 <andythenorth> I wanted to disable river ships if 90' is turned on
16:19:26 <andythenorth> do I need to use transfer orders with cdist?
16:33:55 <peter1138> What does ' have to do with °?
16:34:35 <andythenorth> too lazy to unicode :P
16:34:59 <andythenorth> in what way does "90 apostrophe-thingy" not convey my meaning? :P
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16:43:40 <andythenorth> so how do other people build ship depots on rivers?
16:44:01 <planetmaker> add a harbour basin from canal tiles
16:44:16 <peter1138> Hmm, TS 2014 is missing some pretty fundamental sounds
16:44:29 <peter1138> Like... wheels on the track sounds...
16:48:49 <andythenorth> these IH wagons weigh 100t each
17:00:33 <andythenorth> changing a wagon's weight changes it for already-built instances
17:02:11 <andythenorth> frosch123: you did the 'save window size' feature?
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17:23:25 <frosch123> andythenorth: yes, window size and sticky state
17:23:37 <andythenorth> it's really nice
17:25:21 <frosch123> i think it was based on suggestion forum discussion which annoyed me
17:27:04 <frosch123> people getting lost in saving window positions in save games and such, while default size is way easier
17:33:48 <andythenorth> removes a large set of tiny irritations
17:49:39 <andythenorth> is it now recommended to use explicit orders for servicing?
17:50:22 <planetmaker> depends on what you want. But I'd recommend that as you better control where the train goes without network considerations
17:50:41 <planetmaker> otherwise you need to know the look-ahead length for finding a depot.
17:50:52 <andythenorth> how would I find that out?
17:50:53 <planetmaker> Or need to place depots *before* branches instead of after
17:51:09 <andythenorth> I used to have success placing a PBS signal 1 tile before depot
17:51:13 <andythenorth> but that no longer seems to work
17:51:21 <planetmaker> find out what? The look-ahead for depots is iirc around 20 tiles
17:51:25 <andythenorth> I have trains on 70 day servicing that haven't serviced for 2 years
17:51:31 <andythenorth> they drive straight past depots
17:51:44 <planetmaker> they only look for a depot occasionally
17:54:09 <andythenorth> I don't know how I'd play this game without being in this channel :)
17:54:20 <andythenorth> it's completely baffling without help
17:55:22 <andythenorth> irc-assisted play :P
17:56:35 * andythenorth should be more generous to newly arrived players :(
17:56:52 <andythenorth> I have been playing since 1994 or so, and I'm confused
18:02:07 <andythenorth> yogscast live near me
18:02:15 * andythenorth just discovered that
18:23:22 <andythenorth> if I have two steel mills close to each other, and lots of iron and coal mines, is it cheating to deliver to both mills?
18:23:54 <planetmaker> how is that cheating?
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18:24:06 <planetmaker> it's more difficult to deliver to both
18:24:14 <andythenorth> I find delivering all to one harder
18:24:19 <andythenorth> more congested stations
18:24:25 <andythenorth> already I'm cheating by using boats
18:25:27 <andythenorth> for 3 types of industry, achieve a minimum production level at each
18:25:43 <andythenorth> think of it as inverse Silicon Valley
18:25:59 <andythenorth> frosch123: can I tempt you? o_O ^
18:26:18 <andythenorth> (for all instances of the type on the map)
18:28:26 <frosch123> how do you achieve a minimum production level?
18:29:01 <frosch123> [19:02] <andythenorth> yogscast live near me <- what does that mean? yes, they live in britain :p
18:29:23 <frosch123> or did you just meet your neighbours? :p
18:29:50 <andythenorth> frosch123: kind of :)
18:29:58 <andythenorth> I didn't meet yogscast
18:30:03 <andythenorth> anyway - minimum = target
18:30:12 <andythenorth> i.e. achieve x output per month
18:30:39 <frosch123> so, maximum production overall while minimum production per single industry?
18:30:51 <frosch123> maximum distribution?
18:31:50 <andythenorth> I was thinking something simple like 'every steel mill on the map must produce at least 200t per month'
18:32:02 <andythenorth> there's some detail about industry closure and other nonsense
18:32:16 <frosch123> maximise the production of the industry with least production?
18:32:50 <frosch123> so, boost one industry, then magic bulldoze other instances? :p
18:34:05 <andythenorth> ok, so maybe there's an easy win condition
18:34:36 <andythenorth> at least n instances?
18:34:45 <andythenorth> it's basically SV, but distributed
18:34:52 <frosch123> so, sillicon valley, but without the town restriction?
18:35:08 <andythenorth> easy way to think of it
18:35:31 <andythenorth> baby washing time
18:36:43 <Wolf01> I don't recognize the exact model
18:36:58 <LordAro> sounds like some sort of overflow error on attempting to read a dead hard drive :L
18:37:32 <Wolf01> for sure, it died some years ago with all my stuff in it
18:38:26 <Wolf01> but it was spectacular when I showed it to the technician
18:40:44 <frosch123> there used to be times where you could format your floppy drive to have a higher capacity
18:40:53 <frosch123> by reducing overhead data
18:45:15 <DorpsGek> Commit by translators :: r26140 trunk/src/lang/turkish.txt (2013-12-01 18:45:09 UTC)
18:45:16 <DorpsGek> -Update from WebTranslator v3.0:
18:45:17 <DorpsGek> turkish - 41 changes by wakeup
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19:24:42 <andythenorth> frosch123: are you +1 or -1 to a GS that is basically tied to FIRS (as an idea?)
19:24:59 <andythenorth> I sulked a bit about one game, then started a new one
19:25:53 <frosch123> i don't think i am the typical firs player
19:26:27 <andythenorth> I suggest it only so that production amounts can be tied to a specific known newgrf
19:27:32 <Alberth> I think it's a valid strategy to target a specific newgrf, you can use knowledge about it to enhance the GS
19:27:53 <Alberth> Obviously, it's more limited in use though ;)
19:28:05 <andythenorth> 100% of nothing or 50% of something :P
19:28:21 <frosch123> well, if it is about the balancing only
19:28:55 <andythenorth> it's about target production amounts at secondary industries
19:29:15 <andythenorth> a refinement would be excluding certain known industries with special behaviour
19:29:26 <andythenorth> but the basic idea might suck, so refinement can wait
19:30:02 <frosch123> well, you could give the gs some presets "suitable for firs arctic", "suitable for default toyland", ...
19:30:17 <andythenorth> that would be neat
19:30:31 * andythenorth considers compiling a GS using FIRS codebase :P
19:30:35 <andythenorth> so that industry IDs are known
19:30:57 <frosch123> gs have no access to the industry ids
19:31:13 <frosch123> they use the global ids, newgrf have local ids
19:31:24 <frosch123> but you can detect input/output cargos
19:37:19 <andythenorth> building docks on corner slopes - would need new sprites.... o_O
19:37:56 * andythenorth has all the little ideas that come from playing a game :P
19:37:56 <frosch123> Alberth: should we deploy the current eints state wrt. gs?
19:38:08 <andythenorth> my newgrfs are getting fixed much faster than usual today :P
19:38:37 <frosch123> andythenorth: as long as you do not fall for the V-style of fixing :p
19:38:48 <andythenorth> defined as...? :)
19:38:55 <Alberth> patch doesn't apply any more
19:39:50 <Alberth> I spend to day on codechanges to make the change of string commands eventually possible
19:40:06 <Alberth> so now I have to redo the gs patch queue
19:40:48 <Alberth> which shouldn't be very hard, but will take a few eveninks
19:42:24 <frosch123> oh, gs-awards actually uses {CHECKMARK} and {CROSS}:s
19:42:46 <frosch123> and even {RIGHT_ARROW} :s
19:44:37 <Alberth> strgen needs to be fixed :p
19:44:44 <frosch123> looks like, from the gs on devzone, gs-awards has the most variety of string commands
19:59:56 <andythenorth> autorefit is borked
20:00:25 <andythenorth> identical wagons in a consist
20:00:32 <andythenorth> 1 is refitting as ordered, the other is ignoring the order
20:10:42 <andythenorth> the way CHIPS tiles flicker between cargos is quite amusing :P
20:10:55 <andythenorth> could stations cascade waiting cargos in some sensible way to their tiles?
20:11:04 <andythenorth> in groups of 4 or such, from N tile?
20:11:14 <andythenorth> or dividing tiles between waiting cargos?
20:14:35 <frosch123> i thought eddi wanted to code that stations display cargo accoding to throughput, not waiting cargo
20:15:48 <frosch123> maybe the easiest way out is to include the cargo of waiting trains into the station display
20:16:01 <frosch123> so cargo only vanishes when the train leaves
20:17:24 <andythenorth> I like the indication that there is lots of stuff waiting
20:17:33 <andythenorth> it's just funny when the thresholds cross :)
20:17:44 <andythenorth> so 600t of steel is surpassed by 601t of goods
20:17:48 <andythenorth> and entire station changes :)
20:17:54 <frosch123> well, you would still see when cargo is waiting
20:18:04 <frosch123> but you would not have the flickering when a train in waiting for full load
20:18:22 <frosch123> but, ok, with firs 100% cheat you have no waiting trains
20:18:32 <andythenorth> I don't use that 100% :)
20:18:57 <frosch123> remove everything :)
20:19:12 <frosch123> ships, aircraft, breakdowns, station rating :p
20:20:43 <andythenorth> that's interesting
20:21:29 <andythenorth> do stations show the cargo with lowest ID or something?
20:21:37 <andythenorth> or latest delivered to station?
20:22:09 <andythenorth> yeah, so if any steel is waiting, that station shows steel
20:22:32 <andythenorth> yeah, reading that now :)
20:22:47 <frosch123> ignore the "12" and the "4095" :p
20:23:25 <andythenorth> so it depends on labels in an action 3?
20:23:53 * andythenorth reads CHIPS code
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20:45:11 <andythenorth> 1.95m litres of alcohol waiting
21:02:13 <andythenorth> is there a horrible hack to offer constructing trams without catenary?
21:05:21 <andythenorth> how do I teach cdist to re-route?
21:05:34 <andythenorth> it's sending 98% of cargo via one tram route
21:05:43 <andythenorth> with single 75t vehicle
21:05:48 <andythenorth> instead of via 4 x 300t train
21:06:00 <planetmaker> it will adopt to new routes. But the lead time might be larger than you expect
21:06:09 <planetmaker> Adoption to capacity in other links takes time
21:06:25 <andythenorth> it's been about 3 game years so far
21:06:42 <planetmaker> should be long enough
21:06:54 <andythenorth> the trains are not using full load
21:07:00 <andythenorth> does that matter for cdist?
21:11:12 <Alberth> old assigned cargo won't change route, I think
21:11:51 <Alberth> cdist looks at the load of the line, look at the colour of the connections at the link grapgh
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21:52:35 <andythenorth> cdist !love engineering supplies etc
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23:39:33 <Killer11> I have succeeded in my NML quest
23:39:48 <Killer11> I've got my articulated engines up and running and it is simply delightful
23:40:36 <Killer11> NML is just so easy to learn, so much more readable than nfo hex, Maybe this summer i'
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23:40:57 <Killer11> ll go on and experiment with 32 bit graphics
23:42:03 <Killer11> for now the headache is actually sorting out the actual specific differences between the 2M62's that Lithuanian Railways are running
23:42:38 <Killer11> between UM, M and K other than those things have caterpillar/some new russian engines in them i have 0 clue of their actual stats
23:45:29 <Eddi|zuHause> Killer11: have you seen the xUSSR set yet?
23:46:02 <Killer11> seen it a number of times actually
23:47:09 <Eddi|zuHause> so what's that missing that would be lithuania-specific?
23:47:27 <Killer11> all of the m62 mods that happened in the past 6 years or so
23:47:34 <Killer11> also the siemens euroruners
23:48:19 <Killer11> And with the whole Railbaltica thing i'll have a justification to make this set double gauge
23:48:20 <Eddi|zuHause> Killer11: sometimes engine stats are just too similar
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23:49:28 <Eddi|zuHause> i got most of my engine stats from wikipedia
23:49:46 <Eddi|zuHause> but seemingly that is more complete for germany than other countries
23:49:49 <Killer11> That's why i left a question at a local forum where even some people that drive those thingsa frequent
23:50:53 <Killer11> in a day or two i should get my answer on that whole thing, at the very least the operating costs should be different and i wouldn't be surprised if CAT engines are a bit beefier
23:51:13 <Killer11> they are afterall much more modern
23:54:30 <Eddi|zuHause> "more modern" nowadays mostly means "more environmentally friendly" instead of "more powerful"
23:55:07 <Eddi|zuHause> which usually comes along with less fuel usage, but at the cost of more expensive electronics
23:56:46 <Killer11> the xussr set idea of longer vehicles seems interesting but also extremely complicated to me
23:57:10 <Killer11> how far into development is that feature of the set?
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