IRC logs for #openttd on OFTC at 2015-01-02
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02:33:57 <mek42> Hope everyone is having a good year so far! Speaking of beginnings, which newgrf do people like using for early start games (early 1800s)?
02:36:36 <Supercheese> Sailing Ships, UKRS or NARS
02:36:50 <Supercheese> eGRVTS for the horses
02:37:25 <Supercheese> there's also an Early Rail set for the very first experimental steam locomotives, but it has a few issues
02:37:57 <mgpl> same, sailing ships, eGRVTS for horses, UKRS. i start from 1830
02:39:21 <mek42> thanks - do you have any preference for industry sets?
02:45:03 <Supercheese> FIRS is great, ECS works too and there's even PBI
02:45:25 <Supercheese> and, of course, YETI
02:57:49 <Sylf> I like OpenGFX+ Industries too
03:21:54 <mek42> i'll have to research these other choices - giving it a whirl after some time away and have only used FIRS / ECS in the past. I like the offshore fishing in FIRS
03:35:46 <Supercheese> ECS has similar fishing grounds, no>
03:37:29 <ST2> and why not add a cookie factory (with the obvious cookies as demand for town)?
03:38:49 <ST2> right, cookies factory already exists ^^
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04:30:25 <mek42> I did not see fishing grounds in early start ECS
04:54:44 <Supercheese> The ag. vector has them apparently
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12:11:27 <DorpsGek> Commit by rubidium :: r27107 trunk/src/pathfinder/follow_track.hpp (2015-01-02 12:11:20 UTC)
12:11:28 <DorpsGek> -Fix [FS#6183]: road vehicles could not reverse to be sent to depots when the following tile has the right type to run on, but could not be entered; e.g. facing toward a depot with the entry facing the wrong way failed to reverse whereas facing towards an empty tile allowed the vehicle to reverse (estys)
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13:42:51 <Jinassi> they came to Europe a month or so ago for talks
13:46:16 <Rubidium> I doubt there'll be goods trains going more than 120-150 kph. Mostly because many of the high speed infrastructure is built with low axle weights, so there isn't much experience with such weights
13:47:23 <Rubidium> so about 3 to 4 days would be more reasonable if there train were to run at that speed all the way
13:48:10 <Rubidium> unless they're going for maglev type tracks, but that's extremely expensive
13:48:59 <Jinassi> THough if this does bear fruit, most of the East and SouthEast countries, which have low GBP, could profit from this. And they'll not be bound by water and air routes.
13:49:21 <Rubidium> also you want to have at least two independent routes so if/when e.g. Russia or India gets mad there is a way around it
14:01:40 <peter1138> Still faster than shipping.
14:28:33 <Bolli> Hi, I wonder if somebody can have a look at something for me?
14:28:33 <Bolli> I'm having some strange loading/unloading behaviour
14:30:06 <Alberth> /me fails to deduce a solution from the problem description
14:30:24 <Bolli> The figure waiting at the station seems to not be responding to trains loading/unloading
14:31:13 <Bolli> Station is Nikolayevesk Woods (far right hand side of map)
14:35:30 <Alberth> I think cargo-dist doesn't keep exact count for the destinations
14:35:39 <Alberth> I read that somewhere in the forum
14:37:38 <Bolli> Does that mean that the total count will be wrong?
14:38:12 <Bolli> Cargodist has an option to show whats planned
14:38:27 <Bolli> It seems to have clicked onto that, rather than whats waiting
14:39:13 <Alberth> ah, that once confused me too for a long time :)
14:40:05 <Alberth> afaik the amount you load for a destination is not always exactly the amount you get at the destination
14:40:18 <Alberth> the total sum is still correct
14:40:32 <Wolf01> updating content... meh life is giving me only NUTS
14:41:11 <Alberth> it has to do with merging the same cargoes into a cargo-packet for better handling, but it looses the exact split
14:41:20 <Alberth> but on average it will work out
14:41:39 <Wolf01> and I really need to clean up the grfs folder and start a new game... 1055 newgrfs
14:42:29 <Jinassi> is that with newest updates or do the old ones get overwritten?
14:43:09 <Alberth> I have around 750. It happens when you test submitted save games :)
14:43:18 <Alberth> Jinassi: nothing is overwritten afaik
14:43:23 <Wolf01> I think it's the updates... the entire OTTD folder weights 3.21GB
14:43:42 <Alberth> a few nutsy grfs are very heavy :)
14:44:15 <Jinassi> Thanks Alberth, this game is more versatile than Swiss army knife
14:45:16 <Jinassi> *Swiss military. anything with -Swiss army- is a cheap copycat
14:46:21 <Alberth> strip the extra zoom out :p
14:47:14 <V453000> I have 75 NUTS and 10 YETIs :P
14:49:44 <argoneus> that's a lot of nuts
14:50:53 <Alberth> Bolli: a freighter running oil? :)
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15:04:01 <Wolf01> as I don't have no time, I shouldn't do something useless today, like not leaving in place my car's wasted battery
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15:07:46 <Eddi|zuHause> warning: too many negatives
15:08:27 <Wolf01> I'm trying to get __ln___ busy :)
15:09:03 <Alberth> you'd have to make moar pselling errors than
15:09:52 <Wolf01> /me is going to purchase a new battery
15:10:30 <LordAro> what is it with you people and you're broken /me's? :L
16:13:39 <Jinassi> onestop is the word being overwritten
16:14:56 <Wolf01> there are 3 midis, town seem theme hospital's, fluorish tt's, onestop it reminds me something but I can't tell what
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16:37:34 <mek42> to save me reading 80 sites before finding the one I'm looking for, any suggestions to review my understanding of signals? I'd once played on the co-op game but have since forgotten much
16:40:21 <andythenorth> Wolf01: I haven’t bought that yet, but I’m going to. Good reviews
16:47:05 <b_jonas> mek42: was that co-op game before or after usable path signals?
16:47:56 <mek42> b_jonas: It used block signals and was maybe a year ago.
16:48:34 <mek42> Have path signals changed since then? What are the pros / cons of block / path?
16:49:33 <b_jonas> I think path signals are older than that
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16:52:36 <peter1138> Don't use block signals at all.
16:54:41 <peter1138> (If you need block signals, you wouldn't be asking the question)
17:00:40 <NGC3982> In larger games, doesn't path signals use way more CPU than block?
17:03:14 <Eddi|zuHause> this is basically an urban myth
17:03:24 <Sylf> Probably not enough for anyone to feel any difference, if it's actually different
17:03:26 <Eddi|zuHause> there is no data to support it
17:04:33 <Eddi|zuHause> it may actually reduce the CPU load, because in complex junctions, the pathfinder will be called fewer times, as the train will just follow the reserved path
17:05:31 <Eddi|zuHause> but this depends heavily on playing style, which in turn has much bigger effects on size and CPU usage of the network
17:05:58 <Eddi|zuHause> and chances are that in big games, cargo handling will trump everything else anyway
17:11:44 <b_jonas> really? I thought it was drawing the screen when I zoom out is what consumes most of the cpu time. But maybe I'm just not playing on big enough maps, unlike those people who complain about the limit of 65536x65536 tiles map size.
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17:12:07 <Eddi|zuHause> well, you can just not zoom out...
17:12:49 <Eddi|zuHause> frankly, i only ever zoom out while the game is paused...
17:12:51 <b_jonas> These days computers are just fast enough to handle all this.
17:13:15 <b_jonas> So the game lags only when I save.
17:14:44 <Alberth> load some big openttdcoop saves :p
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17:45:59 <DorpsGek> Commit by translators :: r27108 /trunk/src/lang (latin.txt spanish.txt) (2015-01-02 17:45:51 UTC)
17:46:00 <DorpsGek> -Update from WebTranslator v3.0:
17:46:01 <DorpsGek> latin - 1 changes by Supercheese
17:46:02 <DorpsGek> spanish - 2 changes by SilverSurferZzZ
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19:08:45 <NGC3982> Is there a autoreplace entry in openttd.cfg?
19:09:05 <NGC3982> I can't seem to find why i cannot autoreplace vehicles.
19:40:25 <Sylf> NGC3982: what happens when you try to autoreplace?
19:41:26 <NGC3982> I solved it. It was a NewGRF malfunction.
19:50:51 <DorpsGek> Commit by rubidium :: r27109 trunk/src/stdafx.h (2015-01-02 19:50:43 UTC)
19:50:52 <DorpsGek> -Fix (r27102): MinGW compilation
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