IRC logs for #openttd on OFTC at 2015-02-02
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09:11:42 <supermop> V453000: i figured the frogs were not pointless invisible detail enough so now i am modelling the pointwork
09:12:24 <V453000> side note: I am going to start a new train set with huge ass vehicles just to make them bigger and care about details moar :P
09:14:37 <supermop> i am only doing 12m scale on the roads becase i sort of settled on that for the houses
09:15:00 <supermop> for rail infrastructure to be honest id rather do 8 or even 4
09:15:45 <V453000> making everything in the same scale sounds like the way to go to me
09:15:58 <V453000> comes especially handy when you have multiple projects and share models among them
09:16:09 <supermop> i'd do 4 for houses if they could be 3x2 tiles
09:16:27 <supermop> and if roads could be one lane per tile
09:16:53 <supermop> zoom all the way out to get something like 1x
09:17:27 <V453000> well I am going to just make trains longer
09:17:39 <V453000> 8/8 with somewhat normal height and width looks just shrunk in length
09:18:04 <supermop> i once thought of that as a way to 'fix' the gap between rails - double track should be narrowed than a normal street not twice the width of street and sidewalks
09:18:23 <supermop> i think the stubby chibi/sd look can work
09:18:32 <supermop> the original trains are stubby
09:18:44 <supermop> super stubby could work
09:19:01 <supermop> let me dig up something i did 5 y ago real quick
09:24:57 <supermop> hmm dont have it on this computer
09:25:34 <supermop> but a few trains each car only twice as long as it is wide
09:25:55 <supermop> based on the tama monorail, a jr emu, and a nyc subway
09:26:23 <supermop> basically only one door per side
09:27:03 <V453000> yeah currently I basically use 4/8 width, sort of the same height, and 8/8 length
09:27:04 <V453000> which is just not enough
09:27:14 <V453000> in my units it of course is 250cm, 250cm and 500cm
09:27:27 <V453000> eh 2500 2500 and 5000 :) /relevant
09:27:41 <V453000> and that is just ... stubby. :)
09:30:03 <supermop> i sort of want to model impossible tram junctions, just in cae
09:31:44 <supermop> if i ever get to a metabolist or melbourne rail set i think ill do the loading gauge at 4m/tiles but the trains a bit smaller
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09:53:22 <supermop> i am learning about local culture
09:53:32 <Taede> so when's the BEER newgrf coming?
09:56:18 <V453000> BEER Enormously Exciting Reconvalescence?
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11:16:13 <andythenorth> what haz opinions you haz?
11:17:37 <V453000> trying the tropic economy on server now, looks very interesting
11:17:50 <V453000> dont have time to actually play but from what I browsed through it, looks good
11:18:01 <andythenorth> more circular chains
11:18:05 <andythenorth> fewer linear chains
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11:18:14 <V453000> I like the thing like that you create manufacturing supplies which boost production of food and food boosts FS again
11:18:31 <andythenorth> my 5 year old was playing yesterday
11:18:37 <andythenorth> I’ve been teaching him not to just build random shit
11:18:57 <andythenorth> so we joined ranch -> stockyard -> bulk terminal -> farms
11:19:05 <andythenorth> and he said “that’s a circle!"
11:19:13 <andythenorth> and was very pleased with the neatness
11:19:38 <andythenorth> 5 year old opinions probably worth slightly more than the average reddit player
11:19:50 <andythenorth> fewer time to build stupid prejudices :P
11:20:08 <V453000> also, I might be starting a new train set :P
11:20:16 <V453000> moar realizms, moar details, even moar pixels
11:20:17 <andythenorth> he now also nows what ‘double’ and ‘quadruple’ means
11:20:23 <andythenorth> more realizms? :(
11:20:30 <SpComb> does he know what a float is
11:20:39 <V453000> not really :P but they will look more like normal trains at least to start with
11:20:46 <andythenorth> actually I think the anti-realizms has gone far enough now, the point is made
11:21:07 <V453000> am basically making NUTS, in simpler version and more functional in some places
11:21:28 <V453000> so realism isnt really relevant, but blueprints of real trains help with amking it look solid
11:22:07 <V453000> but much less realistic than that, I will just and only take the blueprints, edit them, etc
11:22:19 <V453000> until I can make a nice train from scratch just by imagination
11:22:31 <V453000> it is hard to make nice relevant details without some real base at the start
11:22:42 <V453000> the whole reason is that I hate how 8/8 looks when rendered
11:23:11 <V453000> + ultimate wagon, one wagon you refit to anything, connects with any engine, adapts accordingly based on leading engine
11:23:25 <andythenorth> V453000: instead of 16/8, can you compose it from units?
11:23:30 <andythenorth> break things into chunks?
11:23:40 <andythenorth> dunno how to explain, but it’s like Lego spaceships
11:23:43 <andythenorth> or FIRS industries
11:23:45 <V453000> 16/8 sprite would be just glitchfuck
11:24:06 <andythenorth> yeah, the good ones are made up of modules
11:24:18 <andythenorth> and you compose modules together to make the overall thing
11:24:44 <andythenorth> FIRS started out with massive 2 or 4 tile buildings
11:25:03 <andythenorth> now I mostly only do single tile
11:25:08 <andythenorth> but they compose together well
11:26:22 <andythenorth> will explain better another day :P
11:27:12 <V453000> yeah well, I think rendering things into bits per-unit is rather eazy :)
11:27:36 <andythenorth> I have a feeling that me and Dan have been drawing / \ ‘wrong’ for years
11:27:50 <andythenorth> because the shortened dimension is non-intuitive
11:28:09 * andythenorth is now pissed off with the whole angles issue, and only drawing buildings :P
11:28:39 <V453000> it didnt pose an issue to me in pixel drawing
11:28:44 <V453000> but the render looks just retarded
11:29:01 <V453000> slugs look fine, that is about it though
11:29:14 <V453000> when you want any resemblance to a real train, it gets wtf
11:29:36 <V453000> hence I want to try some 16/8s
11:29:54 <andythenorth> and this is why we can’t have nice things
11:30:13 <andythenorth> this is why I spent about 2 weeks recoding all of Iron Horse to support > 8/8
11:30:27 <andythenorth> with a lot of help from Eddi, and other people saying ‘wtf, stop this madness'
11:30:37 <andythenorth> but eh the Eddi route was worth it
11:30:44 <V453000> I stand by the ideology that everything should be 8/8 or multiples
11:31:09 <andythenorth> we all have to have one
11:31:37 <andythenorth> I wish the game didn’t show . length units :P
11:31:53 <V453000> -> use 8/8 :) perfect
11:32:07 <V453000> I might even make everything buyable only in 16/8 consists
11:32:18 <V453000> sure 4/8 is nice for short vehicles
11:34:04 <V453000> I want to also make all vehicle 1+2+2+2+1 = 8/8
11:34:15 <V453000> wondering if it would be nicer to put 5 sprite consists in there
11:34:23 <V453000> like, so the train would bend everywhere all the time
11:34:34 <V453000> since I split the 16/8 into two halves already
11:34:42 <V453000> splitting it into 10 parts could be even nicer
11:34:57 <V453000> in other words, it would suggest less that it is split in half :D
11:35:16 <V453000> the part which would be at the curve would just be bending
11:35:27 <V453000> ... would probably be seriously wtf
11:35:44 <V453000> also quite a challenge to set up, but a LOT more consistent I feel
11:36:11 <V453000> yay /monologue about ideas again
11:38:34 <V453000> I go have monologue with my wiki :D
11:38:45 <V453000> /me writes wiki for himself and feels ok about it
11:38:59 <V453000> no mental hospital necessary
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11:48:28 <andythenorth> irc for monologues
11:48:31 <andythenorth> I find it useful
11:48:37 <NGC3982> V453000: I guess this is blatantly obvious somehwere else, but why is RAWR a NewGRF, and not a graphics pack?
11:48:40 <andythenorth> sometimes people show up and point out where I’m wrong
11:49:20 <V453000> NGC3982: for now it is a NewGRF, suitable to be used as a static newgrf. Eventually it could be transformed into a base set after it has all sprites ready for that
11:49:50 <NGC3982> I guess creating a base set requires a lot more.
11:50:19 <NGC3982> Not saying you have not already walked around the earth to create this one.
11:50:23 <V453000> it will hopefully get there already :)
11:50:47 <V453000> just for illustration, I think landscape has about 3000 sprites ... the total of a base set is something around 10 000
11:51:04 <V453000> but yeah, eventually :)
11:55:12 <V453000> thanks :) it has a lot of places to get better in though :)
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12:47:21 <supermop> just filling in concrete
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16:05:00 <samu> strange, I wasn't able to connect to IRC for 2 days
16:06:16 <andythenorth> probably a bad ethernet cable?
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17:38:46 <samu> is there an easy way to understand cargo distribution in practice? with examples?
17:39:41 <Alberth> how is it not understandable?
17:40:09 <samu> i was transporting goods from a station to two towns
17:40:38 <andythenorth> cdist has some quirks
17:40:57 <samu> but.. i dunno, it's like the cargo wants to dictate where it wants to go and how
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17:41:37 <andythenorth> strictly that’s not how it works, but I formed the same misunderstanding at first
17:41:41 <Alberth> that's the idea of cargo dist
17:41:45 <samu> i had goods waiting at a town that was supposed to be its destination
17:41:50 <samu> but had to go via itself
17:41:56 <andythenorth> 1. cargo will be assigned to routes in rough approximation to the estimated capacity on the route
17:42:06 <andythenorth> 2. there are some modifiers for distance etc
17:43:15 <Alberth> samu: if you change orders or add new lines, cargo dist needs to re-shuffle how cargo gets moved, that takes some time, and meanwhile you get these weird temporary cargo
17:43:30 <Alberth> it will sort itself out, if you wait a while
17:43:46 <andythenorth> 3. cdist can do some odd backrouting
17:43:55 <andythenorth> 4. use ‘no loading’ at drop offs, to prevent bridging networks
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17:44:21 <andythenorth> the effects of 3 can seem particularly odd, cargo can travel the wrong way
17:44:47 <andythenorth> cdist probably only sees the link, and has no idea of map direction
17:45:01 <andythenorth> so cargo for a destination can travel away from it
17:46:33 <samu> okay, the server got asymmetric cargo for Goods
17:47:16 <Alberth> symmetric means you get more or less the same amount of cargo in both directions
17:47:30 <Alberth> works nicely for passengers between cities
17:47:30 <samu> what are those directions?
17:48:02 <Alberth> lay a track between A and B A -> B one direction, B -> A the other direction
17:48:19 <Alberth> for cargo between A and B
17:49:22 <Alberth> with industry output, you normally don't have about the same amount of cargo to transport at both ends, so symmetric will transport nothing, or very little
17:49:46 <Alberth> asymmetric does not connect both directions
17:51:02 <samu> I had it like this, Factory station, where trains would pick up goods, then a station at a town to the North of it, and another to the East. When one of the town stations stopped accepting Goods for a brief period, all those Goods went crazy, even when Goods became accepted again.
17:51:46 <samu> i saw trains unloading goods with transfer / income at the same time
17:52:43 <Alberth> yeah, cdist doesn't like it if acceptance gets turned off suddenly
17:52:44 <andythenorth> cdist is much more understandable if you know about directed graphs :|
17:54:14 <andythenorth> I’m not great at graph theory, but AIUI, freight cargo works better if you stick to a DAG
17:54:25 <andythenorth> whereas PAX seems to work better on small worlds, maybe
17:54:33 <samu> goods wanted then to go to town A via A, but the trains were only ordered to full load at factory and unoad at A if accepted, and the train was unloading/loading at both stations, it never really dropped the whole cargo at town without bringing some in it
17:55:13 <andythenorth> you need to prevent loading
17:55:23 <andythenorth> otherwise you get unintended backloading from the destination
17:55:59 <andythenorth> you want full loading at pick up
17:56:07 <andythenorth> it helps if you picture links with arrows
17:56:21 <andythenorth> pickup (full load) -> destination (no loading)
17:56:36 <andythenorth> you might also need non-stop
17:56:46 <andythenorth> if there are intermediate stations that accept goods
17:57:14 <samu> the intermediate station was itself though :(
17:58:02 <samu> I didn't force no loading
18:01:26 <andythenorth> iz autoreft? o_O
18:02:16 <V453000> I know, never say never but this is conclusive :P
18:03:38 <V453000> I am most undecided whether to cut the 16/8 vehicle into 10 parts so every articulated part would get a visible sprite
18:03:46 <V453000> ofc with depot sprites still being on the first part
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18:05:46 <andythenorth> V453000: will you have a train called Hurt Me Plenty?
18:07:56 <andythenorth> the possibilities are endless :P
18:08:24 <V453000> the one in the website header is awesomely cute
18:08:58 <andythenorth> toxic waste can train
18:09:12 * andythenorth played a lot of DOOM
18:09:18 <andythenorth> maybe you want to retitle? :P
18:09:26 <andythenorth> otherwise I waste your time with suggestions
18:09:39 <V453000> I had my fair share of doom as well
18:09:55 <V453000> and, the flag train of the set will be the doombringer :P
18:09:57 <Alberth> it's a source of inspiration
18:13:00 <samu> Go to, Go non-stop to, Go via, Go non-stop via - do these matter for delivering goods?
18:13:47 <Alberth> go versus go non-stop does
18:14:09 <Alberth> "go" means go to the destination, and stop at each station you encounter
18:14:29 <Alberth> "go non-stop" means don't stop at intermediate stations
18:15:15 <Alberth> "via" means (I think) that the final destination should also be skipped (like a waypoint), but I never tried that order, so not sure
18:18:00 <andythenorth> “go non-stop to" is better for cdist, unless you definitely want links to intermediate stations
18:18:42 <samu> what happens if a station stops accepting goods
18:18:49 <samu> gonna try destroying some houses
18:19:03 <Alberth> depends on how you unload
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18:19:18 <Alberth> if you have unload if accepted, the cargo will stay on the train
18:19:44 <Alberth> if you force unloading, the cargo gets dumped onto the station, and stay there until you pick it up again
18:32:49 <samu> grr what happened yesterday isn't happening today
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18:33:24 <DorpsGek> DanMacK: andythenorth was last seen in #openttd 15 minutes and 24 seconds ago: <andythenorth> “go non-stop to" is better for cdist, unless you definitely want links to intermediate stations
18:33:39 <DanMacK> Gaaah just missed him, lol
18:35:39 <samu> how long does it take for these crates of goods to disappear or change their destination preference. They want to go to a station that stopped accepting goods
18:35:45 <V453000> he will back shortly most likely :P
18:36:27 <samu> ah they just disappeared, spoke too early
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18:54:41 <Alberth> andy, it's safe again :)
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19:11:29 <samu> is that really supposed to happen?
19:26:08 <samu> I'm lucky it's not transfer/cost
19:26:27 <Alberth> the red "to any station" ?
19:26:48 <samu> no, look at where they wanna go
19:28:42 <Alberth> oh, no worries, the program knows how to handle it all
19:29:01 <Alberth> apparently you have several different services running between cities
19:29:35 <samu> and still it manages to split into all that
19:30:31 <Alberth> select a different dropdown than "source - via - destination"
19:31:13 <Alberth> normally "via - destination" is more useful to see where they want to go
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19:32:58 <Alberth> but yes, it looks good to me, at any station you seem to have new passengers wanting to leave, passengers from one station that want to continue to the other station, and passengers from the other station that want to go to the one station
19:33:49 <Alberth> ie 3 streams of passengers
19:34:55 <Alberth> this happens because your connection doesn't have enough capacity, so remaining cargo is routed by other ways
19:38:36 <samu> "via" = next stop, not necessarily the exact place it wants to go?
19:39:14 <Alberth> indeed, "destination" is the place where it wants to go
19:40:00 <Alberth> ie if you have several transfers, via and destination are different
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19:40:48 <Alberth> those things are temporary when you change orders or add/remove routes
19:41:48 <samu> you say not enough capacity, it will fix itself with more buses?
19:42:18 <Alberth> in theory it will, if buses can carry enough
19:42:35 <samu> alright, gonna buy some more
19:42:54 <Alberth> passengers are a bit complicated often, as you get way too many very fast
19:46:30 <V453000> some train sets have better amount of cargo capacity :P
19:49:03 <Alberth> pretty much all train sets have :)
19:51:15 <samu> I understand this a bit better
19:52:53 <samu> the other day I had about 10 helicopters, 1 for each oilfield, but they all were returning to the same heliport
19:53:37 <samu> the heliport had a giant split up of passengers/mail but now i see why
19:54:25 <samu> helicopers didnt profit at all
19:54:39 <samu> full loading took years sometimes
19:56:04 <Alberth> cdist distributes to all destinations that you have
19:56:36 <Alberth> with low amount of flow, and many destinations, full load is taking a long time then
19:56:43 <samu> passengers from Oilfield A could want to go to Oilfield B even without any helicopter having such route set
19:57:00 <samu> they would have to go through the heliport
19:57:35 <Alberth> cargo dist works everywhere
19:57:49 <Alberth> not just where you think it should work :)
19:58:06 <samu> another split up at Oilfield B
19:58:14 <Alberth> some people are annoyed by it, I like its surprises :)
19:58:34 <samu> no wonder full loading was taking 5 years
19:58:54 <Alberth> oilfield is a source of passengers, and it can go to another oilfield through the central heliport
19:59:08 <Alberth> in fact it can go to all 9 other oilfields
19:59:12 * andythenorth is +1 to cdist, although it has oddiities
19:59:28 <Alberth> the same happens at every oilfield
19:59:52 <Alberth> so passengers get nicely distributed between the fields :)
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20:00:32 <Alberth> full load fails in this situations, as you may be waiting at one side, while at the other side there are lots of people waiting
20:00:50 <Alberth> so typically you run a continuous service back and forth
20:01:15 <Alberth> or you could eg run passenger ships between oilfields
20:01:36 <samu> I would do that, but I barely had passengers waiting, or if i had any, they wouldn't want to go into that helicopter
20:02:18 <Alberth> oilfields are not good passenger providers :)
20:06:36 <Alberth> but that's easily solved, add a transport link to some city :)
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20:08:57 <Alberth> maybe the town was small?
20:09:13 <samu> it wasn't too big, about 1500-2000 population
20:09:33 <samu> it was starting to develop
20:09:42 <samu> but the srver had to restart :o
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20:22:04 <Alberth> it's nice to see those old steam engines are still being used
20:39:35 <frosch123> oh noes, someone took ownership of a fs task...
20:39:49 <frosch123> now i will get at least 5 more mails of them trying to deassign themself
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21:53:23 <dreck> just asking for opinions sake but do you prefer separate wagons per cargo type and/or a universal wagon that refits to most cargos?
22:05:26 <Taede> so long as it has proper gfx for each cargotype
22:05:42 <Taede> i don't want to see cars hauled in a tanker for instance
22:06:11 <dreck> taede of course..also nothing annoying than seeing wagons that look empty but is actually carrying cargos (seem to happen to various kinds of open wagons in some grfs)
22:07:13 <andythenorth> you can haul everything in a box van
22:07:23 <andythenorth> only one sprite needed
22:09:24 <Eddi|zuHause> dreck: i generally prefer a open/closed/tank/... wagon set, each of the wagons refit to multiple cargos
22:10:35 <Eddi|zuHause> but a generic wagon which refits to open/closed/tank/whatever based on which cargo it is refitted to might be fun in combination with autorefit (simulating shunting)
22:18:20 <dreck> hmm I forgot to think about that one too, refit per major category of cargos..cheers
22:18:22 <andythenorth> depot sprite should be semi-transparent
22:18:35 <dreck> I'll see what I feel like code-wise and see from there
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22:22:04 <samu> is it just me or the dark green land color used for the minimap is buggy?
22:22:41 <samu> from 1,200 m to 1,400 the green goes darker
22:22:56 <samu> or maybe it's my monitor?
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22:48:55 <samu> what does it mean when a bus gets "Transfer: £xx / Income: £yy" in one go?
22:49:28 <samu> and sometimes it's "Transfer: £xx / Cost: £yy"
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23:11:38 <Eddi|zuHause> samu: "income" is for people who had this as destination station, "transfer" is when the people want to go on to a different station with another vehicle. "cost" is when the previous "transfer" overestimated the final income
23:12:41 <Eddi|zuHause> i always found the "cost" display misleading, because it doesn't actually deduct money from the bank
23:30:34 <samu> Sometimes it's only "Transfer" and only "Cost" too, I've seen 4 different outcomes
23:32:03 <Eddi|zuHause> sure, it would be silly to display "income: 0" or "transfer: 0"
23:32:38 <dreck> thanks..I think I might go with your idea first eddi (re wagons)
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