IRC logs for #openttd on OFTC at 2015-09-19
            
00:02:38 <wito> Hmm...
00:02:42 <wito> 3000 PAX waiting.
00:02:45 <wito> That's a lot.
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01:32:13 <Wolf01> 'night
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01:47:38 <Eddi|zuHause> i've had stations with like 30000 passengers waiting
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02:19:37 <Flygon> Eddi|zuHause: The 'problem' is, is that it sounds like an extremely generic, near knock-offy term
02:19:52 <Flygon> This is why most English inclined companies try to use more 'special' terms
02:44:37 <Sylf> Don't expect Japanese to have a sense of good English.
02:44:53 <Sylf> A bunch of English words mushed together = cool.
02:49:35 <Flygon> Well, more to the fact
02:49:41 <Flygon> Having English at all is trendy
02:49:47 <Flygon> And also note, they have a few other quirks too
02:50:10 <Flygon> Such as the letter W being adopted to mean twice/double/two-for-the-price-of-one in advertising material
02:51:02 <Flygon> But, yeah
02:51:15 <Flygon> This is why if something is named in English, it'll be either very formal, or very unique
02:52:14 <Flygon> eg. VLocity, XPT, other... uhm, such names. My non-AU knowledge is pretty barren, for the unique end
02:52:30 <Flygon> Whereas N-Class, H-set, all that sort of classification is pretty formal
02:53:13 <Flygon> Whereas terms like "Sprinter" are widely used worldwide for the same sort of unit (as in, same type of use. Shorter distance shuttles between x and y, and the units designed specifically to do them) are an odd mix of unique and formal...
02:53:17 <Flygon> There's a lot to language
02:53:19 <Flygon> You just never notice it
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08:55:20 <Alberth> moin
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11:01:54 <TrueBrain> okay ... going to do the big reinstall ..
11:02:03 <TrueBrain> IPv6 to openttd.org will be unavailable for ~3 hours
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12:17:21 <TrueBrain> wb
12:19:23 <TrueBrain> well, that was only an hour and 15 minutes
12:19:30 <TrueBrain> not bad
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13:06:18 <planetmaker> hi ho
13:07:14 <Alberth> o/
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14:38:45 <Pikka> uhoh
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14:39:31 <andythenorth> bedtime for pikkas
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14:42:06 <andythenorth> but uptime for frogs
14:42:55 <frosch123> hola
14:43:00 <Wolf01> o/
14:44:41 <planetmaker> hola
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15:03:59 <andythenorth> hrm
15:04:08 <andythenorth> Squid is silly
15:05:51 <andythenorth> not enough ships
15:09:18 <planetmaker> someone was quite adamant that FISH2 should not have too many ;)
15:18:25 <Alberth> someone also changes opinion quite frequently :)
15:25:18 <andythenorth> someone play tests
15:25:32 <andythenorth> the ‘problem’ is that big boats must be speed limited on rivers/canals
15:25:40 <andythenorth> so I need to add some big boats that aren’t
15:25:56 <andythenorth> or a better solution? o_O
15:30:13 <andythenorth> ha ha canal/river speed is probably just a misfeature, right? :)
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15:38:11 <Alberth> not sure, the idea of having river boats is nice
15:38:36 <Alberth> makes no sense to cross the ocean in a small row boat
15:39:03 <Alberth> how exactly is slower speed of big boats in a canal a problem?
15:40:20 <Alberth> having ocean steamers on a river makes just as little sense as a row boat at the ocean, imho
15:42:41 <Alberth> an alternative can be to add a toggle, and when enabled, drop 1/2 the boats, and make them have the same speed everywhere
15:43:05 <Alberth> ie drop the distinction between ocean boats and river boats
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15:49:16 <andythenorth> Alberth: do you ever use canals? Or just lower land to 0 o_O
15:49:41 <Alberth> usually I use canals
15:51:09 <Alberth> but most ships stay at sea
15:51:54 <Alberth> either doing pax with towns at the coast, or shipping cargo to a transfer station
15:53:55 <andythenorth> I think the problem is, ship speed is already very low for ~all ships. The canal penalty for large ships basically cripples them
15:54:02 <andythenorth> it’s not an interesting choice
15:56:41 <Alberth> it forces you to do a transfer at the shore, I think
15:57:45 <Alberth> you can of course give ocean ships less or no penalty than river ships
15:58:11 <Alberth> so ocean thingies can travel river but not vv
16:04:55 <andythenorth> the river ships have full speed on ocean currently
16:05:11 <andythenorth> because it’s rare to not have to cross some sea in a route
16:05:36 <andythenorth> a better way to state it, there are *no* river ships in Squid really
16:05:44 <andythenorth> just sea ships, and the big ones are slow on rivers
16:05:45 <andythenorth> :)
16:06:38 <andythenorth> and the rationale for the big ones being crippled on rivers is mostly just that they look bad
16:06:42 <andythenorth> especially when turning
16:06:50 <andythenorth> which might be BAD FEATURE
16:07:11 <Alberth> you need CEST trickery from eddi for ships :)
16:08:54 <Eddi|zuHause> i don't think it works that way :p
16:09:54 <Eddi|zuHause> you should just scale down all the ships.
16:10:28 <Eddi|zuHause> don't try to solve problems that are effectively unsolvable
16:11:11 <andythenorth> scale down?
16:11:36 <Eddi|zuHause> don't make huge ships, make medium sized ships
16:12:19 <Eddi|zuHause> like, use the current sprites as 2x zoom
16:12:36 <andythenorth> intriguing idea
16:12:42 <andythenorth> think it would fall into uncanny valley though
16:12:45 <Eddi|zuHause> make new sprites at half size
16:13:30 <andythenorth> yeah that’s what I think would be weird
16:13:38 <andythenorth> there was a 2CC ship set that did that
16:14:17 <andythenorth> it has an odd side effect that the small ones would be almost invisible
16:15:45 <andythenorth> hmm
16:15:58 <andythenorth> I only use the canal speed fraction because the spec implies it should be used
16:18:18 * andythenorth removes it
16:27:17 <Eddi|zuHause> you can easily justify half speed for larger ships
16:27:43 <Eddi|zuHause> it doesn't need to be 1/10 or something ridiculous
16:28:17 <Eddi|zuHause> have 3 ship sizes: large, medium, small
16:28:33 <Eddi|zuHause> large ships have half speed on canals
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16:49:27 <Eddi|zuHause> the GermanRV has quite nice trams, but all in the wrong consists...
16:50:26 <Eddi|zuHause> also, it doesn't have a before-1920-mode
16:51:52 <andythenorth> RH goes to 1860 or so
16:51:59 <andythenorth> you wouldn’t get many vehicle choices mind
16:53:29 <Eddi|zuHause> a new tram every 20 years or so
16:53:54 <Eddi|zuHause> 1890,1910,1930,1950,1970,1990,2010
16:54:42 <Eddi|zuHause> and some horse tram before that
16:57:56 <andythenorth> 30 years seems to be about enough
16:58:03 <andythenorth> it’s hard to provide meaningful upgrades
16:58:40 <andythenorth> works in my current game anyway :P
17:00:35 <TrueBrain> Going to shut down openttd.org authentication for a few minutes, while I move a VM back to its rightful place
17:00:51 <Eddi|zuHause> i think 20 is more in line with real world models
17:02:51 <Eddi|zuHause> but there can easily be some overlap in trams. i sometimes use a different model in each city
17:03:03 <TrueBrain> all done
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17:03:17 <TrueBrain> now I am going to move the web proxy .. so say byebye to all your HTTP connections to openttd.org for a few :)
17:04:13 <Eddi|zuHause> it feels cold, but thermometer says 22°C
17:07:24 <TrueBrain> and all back on its feet again :)
17:11:53 <andythenorth> \o/
17:12:07 <andythenorth> right, ‘early’ trains in Iron Horse (pre-1860)
17:12:13 <TrueBrain> almost done with this migration stuff ... pfft
17:12:15 <TrueBrain> really happy when it is done
17:12:22 <andythenorth> make them hideable on a parameter? Or just force players to use the ‘hide’ button in game?
17:15:19 <frosch123> in the later years you can just introduce vehicles with same stats, but cooler names
17:16:39 <andythenorth> “Supertram II”
17:16:45 <andythenorth> “Supertram III"
17:16:49 <andythenorth> “iSupertram"
17:17:22 <Alberth> eSupertram
17:17:25 <frosch123> Core Tram7
17:17:45 <frosch123> always use odd numbers
17:17:46 <Alberth> Cloud tram
17:17:48 <frosch123> even numbers are boring
17:18:15 <Alberth> yep, we'll skip 2016 entirely
17:19:23 <andythenorth> Hypertram
17:19:36 <Alberth> +1
17:20:29 <Alberth> EcoTram
17:20:39 <sim-al2> Super MegaTram 9000?
17:20:54 <frosch123> Tramzor 5M
17:21:14 <frosch123> Andy 447
17:21:46 <Alberth> enough for 260 years already :)
17:25:48 <andythenorth> HybridTram
17:25:54 <andythenorth> TurboTram
17:26:12 <andythenorth> easy
17:26:22 <andythenorth> probably change the colour every time :P
17:26:31 <andythenorth> ‘Rose’, ‘Gold’, ‘Space Grey'
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17:39:16 <Eddi|zuHause> <andythenorth> make them hideable on a parameter? Or just force players to use the ‘hide’ button in game? <-- assume 99% of people use expiring vehicles
17:40:49 <Eddi|zuHause> and if you really want non-expiring vehicles, then start with disabled, and enable it after game start
17:41:10 <Eddi|zuHause> then the old vehicles stay expired, but new ones will continue to be available
17:43:41 <andythenorth> parameter seems overkill
17:53:56 <andythenorth> thanks
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18:29:35 <glx> hello
18:41:24 <TrueBrain> bugs.openttd.org will be unavailable for ~10 minutes
18:46:47 <TrueBrain> its back
18:46:54 <TrueBrain> wiki.openttd.org will be unavailable for ~10 minutes
18:52:11 <TrueBrain> its back
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19:03:01 <andythenorth> so what speed fraction should this ship have? https://dev.openttdcoop.org/attachments/download/7481/ship_speed.png
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19:08:15 <DorpsGek> Commit by rubidium :: r27400 /trunk/src/network (3 files) (2015-09-19 18:49:46 +0200 )
19:08:16 <DorpsGek> -Fix [FS#6368] (r26449): when a dedicated server was paused with no clients the tick length was increased significantly, making any assumptions about the tick length used further down in the code are not true anymore. One of such assumptions was that one should readvertise every 15 minutes worth of original ticks, but due to the lengthening this timeframe would be more like 45-60 minutes. Now (1 more message)
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19:45:26 <DorpsGek> Commit by translators :: r27401 /trunk/src/lang (3 files in 2 dirs) (2015-09-19 19:45:17 +0200 )
19:45:27 <DorpsGek> -Update from WebTranslator v3.0:
19:45:28 <DorpsGek> frisian - 2 changes by BAJansen
19:45:29 <DorpsGek> norwegian_bokmal - 8 changes by hafting
19:45:30 <DorpsGek> welsh - 4 changes by kazzie
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20:16:10 <andythenorth> hmm
20:16:17 <andythenorth> @seen danmack
20:16:17 <DorpsGek> andythenorth: danmack was last seen in #openttd 1 day, 1 hour, 23 minutes, and 46 seconds ago: * DanMacK slaps andythenorth around a bit with a large fishbot
20:17:22 * andythenorth wonders if ‘early’ trains should have a specific railtype
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21:00:34 * fonsinchen suspects the demands algorithm wastes a lot of CPU time distributing demand in meaninglessly small chunks
21:03:38 <andythenorth> o_O
21:03:54 <andythenorth> I wonder how significant demand is at all
21:04:10 <andythenorth> as a feature
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