IRC logs for #openttd on OFTC at 2015-10-24
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01:17:02 <drac_boy> hows you again greeter? :)
01:17:37 <greeter> i'm doing great. because of a tutorial i found on the forums, i've been able to import the maritime provinces to openttd :-D you?
01:19:09 <greeter> kind of. it isn't a great job in my opinion, but it's definitely there lol
01:19:50 <greeter> at the rate this is going, i'm wondering if i'm going to learn c++ just to get onto the dev team
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01:20:31 <drac_boy> well..have fun and don't forget to leave some land space in straight line as to let a player be able to build a rail bridge over to pei :)
01:21:06 <greeter> and cape breton :-P though that's nowhere near as tall an order
01:22:41 <greeter> yes. because of the highlands and the fact that i've put the height map into the sub arctic climate, i've decided to put a forest there
01:23:14 <drac_boy> cape breton isn't an island :)
01:24:05 <drac_boy> tbh the two very tiny islands by cape breton are probably too small to even actually put an industry building on even less the rail station tiles
01:24:43 <greeter> there's no tiny islands by cape breton in my map (the image i imported everything from didn't have them to begin with)
01:25:01 <greeter> in fact it was a heck of job to edit the image so that it was prince edward island, not the prince edward islands lol
01:25:31 <greeter> oddly enough it does have sable island, which is basically just a sandbar
01:26:47 <drac_boy> actually its a major enough obstacle for any ship routes so :)
01:28:43 <greeter> i did put a lighthouse on it. wouldn't be easy to build a rail link to it, nor would there be a point since it's too small for any industries or a town that would be worthwhile
01:29:14 <drac_boy> don't bother..just make sure pei can have at least 1 or better 2 bridge positions that wouldn't require terraform :)
01:30:00 <greeter> yes, i'll have to look into that, especially since i already added two cities, a town, and a coal power plant (closest thing to a wind farm in this game lol)
01:32:15 <drac_boy> greeter well pei was more of a mixed-industry island early on (and most of the trains were for passengers)
01:32:55 <greeter> today, well, i don't know. none of the atlantic provinces are doing great economically, so i've more or less abandoned realism for that reason alone :-P
01:34:04 <drac_boy> greeter well the only reason pei lost rail link was due to mass containerizing .. and re the new heavyduty road bridge link altogether
01:34:11 <greeter> though i'm still putting a paper mill in saint john, since i used to work there lol
01:34:28 <drac_boy> when that happened CN couldn't make its old claim to "serve all of canada" slogan tho :->
01:34:58 <greeter> for whatever reason though, canada loves making it hard on railroads
01:35:25 <greeter> we used to have one of the best rail systems in the world, second to maybe the united states. imagine how much cheaper goods and shipping would be if that had been kept up?
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01:41:47 <drac_boy> just asking after all
01:42:03 <greeter> i like the style of the one on the right better to be honest
01:44:00 <drac_boy> greeter well the left one was built by gm/emd combo division .. its shown in the later-common 4-axle type but a good chunk of the initial order had been for the special 6-axle variations (basically one extra idler axle on each trucks) for the old light rails that was common on grain-serving rails (not much profit to bother upgrading the rail ratings so ehh yeah)
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01:44:42 <drac_boy> just had a single 1200hp engine so no surprise that a low hood was easier and cheaper to fit on (even if that almost makes it look a bit just like the Alco RS)
01:46:05 <drac_boy> nothing like watching one of these original (6-axle type) unit shoving three grain hopper wagons forward at a regulations-restricted 10kph speed for some time over the old farm route till it could reach heavier duty tracks :)
01:50:07 <drac_boy> if you went further you could sometimes wonder if theres even any ties down there because its all hidden out of view by the old growth of weeds+flowers
01:50:30 <drac_boy> so yeah talk about needing a light-axle-load locomotive for these grain traffics while they still existed
01:51:25 <greeter> indeed. i've seen abandoned tracks that were in better shape
01:52:23 <drac_boy> greeter the funny thing is that during the 1960's a lot of the lines around ontario (specifically south close to toronto) had old wooden bridges so neither the emd GP7 or even the alco units could work them which was the only reason very old non-superheated 4-4-0, 2-6-0, etc steam locomotives were still found waddling around somtimes with only the caboose alone sometimes with one or few mixed freight wagons :)
01:55:27 <drac_boy> they only last past the 1930's due to these old low-traffic light lines (and even some into the 1960's)
01:55:57 <drac_boy> and note that very tiny piston size when compared to just about any other steam locomotives post-war heh
01:57:16 <greeter> definitely looks old school
02:00:36 <drac_boy> greeter just for a quick comparison sake .. the locomotive above would had been around 60,000-70,000 lbs wo/tender while the initial diesel-electric switcher diesel locomotive started at 200,000 lbs
02:01:23 <drac_boy> so you can see why for the very little lines that still had daily freights but not enough reason to spend big $ to upper the bridges+rails were keeping the very old locomotives around for a long time while much newer big mainline steam locomotives were being cut up left and right
02:01:40 <drac_boy> anyway thats all I want to tell you for now :)
02:06:43 <greeter> that looks a lot like a rail car that they have in town as part of the railway museum
02:08:49 <drac_boy> heh well its a general purpose diesel-hydraulic locomotive that were built in a sizeable number .. there were also two slight unusual variations, first one being two "permanently" back to back then the other like in that photo had a small windowed turret on roof to allow rearward visibility especially for backward running for example (say no siding at end of route to run locomotive around train with)
02:09:18 <drac_boy> listed as DR V36 .. later DB 236
02:10:08 <drac_boy> btw they may not look like much but they did pretty much haul a lot of passengers in their time :) (at a leisure 50kph)
02:11:59 <greeter> looks like it'd be the vip tour. the train is first introduced and a few people were invited for the maiden voyage
02:12:28 <drac_boy> heh this is no vip .. its just simply a line that has little passengers but still someone found enough to keep a daily schedule rolling with :)
02:13:25 <drac_boy> its possible to find a few examples of that in north america too
02:13:46 <greeter> indeed. i've heard about it with air travel
02:14:05 <drac_boy> B&O had a bit of an extreme one tho .. running a single Budd RDC unit over a route that was 560 miles long ... somehow they seem to have kept finding enough passengers to keep such a very tiny schedule in their book for years
02:14:27 <drac_boy> I mean could you imagine just one single self-powered coach over a long distance with only a few seats each stop? :)
02:14:29 <greeter> i used to be a tourism professional, i'd keep up to date on bizarre happenings like that. got out of it because the work, pay, and hours are all really lousy
02:14:51 <greeter> that'd be weird to see from start to finish for sure
02:15:14 <drac_boy> oh and sleeper services (before pullman stopped existing naturally) could result in certain super-short trains just for the sake of ticket-keeping...
02:16:05 <drac_boy> so you have something like one locomotive hauling a sleeper wagon from burlington (vermont) to new york (duh) where the one wagon is then added to the standard schedule to go down to florida
02:17:35 <drac_boy> it did work for some time until rising profits cut into things and such "non-stop sleeping" services finally were discounted .. meaning if you had been in burlington later on you would have to find a normal daylight seat from burlington to new york then wait to board the sleeper train from there
02:18:21 <Eddi|zuHause> that kind of luxourious thing was kinda in short supply in early post-war germany
02:18:49 <Eddi|zuHause> so slapping such a dome on top was a cheaper alternative
02:20:06 <Eddi|zuHause> the kinds of route they serviced were usually taken over by VT95/VT98, though
02:20:08 <drac_boy> greeter you should see some of the old boomer 1920's timetables for the few major northeast city stations in usa .. you would pull your hair crazy when you saw how many swappings was going around :p (nothing like say one train from north arrive at 2:29am and two sleepers removed from it to the only be shoved onto a different train together with freshly-supplied diner wagon to leave at 2:46am
02:20:38 <greeter> oh yeah, i could believe that lol
02:20:53 <drac_boy> these station shunter locomotives sure earned their keep with a lot of hustling around .. especially sometimes with very short time allocations
02:22:13 <greeter> i applied for a job with cn rail earlier this year. glad i didn't get it now lol. course i wouldn't have been doing any of that anyway
02:22:59 <drac_boy> small yet nimble (and all engine weight over driver axle .. no dead axles)
02:23:00 <greeter> i do like the looks of those
02:23:17 <drac_boy> greeter btw there is one related funny fact about them...
02:23:45 <Eddi|zuHause> they look weirdly short somewh
02:24:20 <Eddi|zuHause> also, why is the tank round?
02:25:24 <drac_boy> they could throw wagons around better than any diesel locomotives could if they had to heh .. the real reason tho is that when they're reversing the steam pressure is at normal level but when throttle shuts off to coast over the switch and eventually stop .. the pressure gets high .. then when the switch is reset the silly locomotive could scald forward like a cat's tail stomped by a rocker chair
02:26:37 <drac_boy> eddi...round tanks were pretty normal on some railroads due to a few factors including lower cost
02:26:51 <drac_boy> they were called Vanderbilt for one ... not sure if theres more names in other places for them
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02:27:47 <drac_boy> oh well wiki says this: Compared to rectangular tenders, cylindrical Vanderbilt tenders were stronger, lighter, and held more fuel in relation to surface area.
02:28:06 <drac_boy> not surprising seeing that the tank shape often is higher than what many box shapes apparently were
02:28:32 <drac_boy> also with boxy tanks you needed lot of braces inside to hold the sides .. the round one had very little
02:29:03 <Eddi|zuHause> well, the main point is that rectangular shapes just hold more, given the same limited loading gauge
02:29:21 <drac_boy> also in that photo of the Southern one .. you can't see any bunker because naturally .. thats an oil-fired locomotive .. so it has two liquids behind it technically speaking :)
02:29:48 <Eddi|zuHause> that thought did go through my head, yes.
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02:30:28 <drac_boy> oil firing was a bit common in the west part of usa .. partially due to lack of coal over the long ardic terrain
02:31:27 <drac_boy> it was a different skill tho..especially to keep the oil a bit warm but not hot (otherwise hot oil doesn't exactly pump really well) .. with coal you could just jab shovel in and throw it into firebox
02:32:11 <drac_boy> mind you a few locomotives had been converted between either but many of the times the grates and more had to be changed to retain good efficency tho
02:33:18 <drac_boy> greeter about steam pressure and diesel .. would you believe that this was why SP commuter trains in calfornia were still steam hauled for a while longer than most other railroads eh? :)
02:33:40 <drac_boy> they had a lot of steam locomotives knocked off the mainline that they could reuse for almost no cost after all
02:37:14 <Eddi|zuHause> excess pressure sounds like a dangerous move
02:38:48 <drac_boy> eddi well it was a everyday occurance tho
02:43:51 <Eddi|zuHause> that is not a contradiction...
02:44:21 <Eddi|zuHause> it's an everyday occurance that people run 20km/h above the speed limit...
02:50:09 <greeter> hmm sounds like you read the same report i did the other day
03:02:33 <Eddi|zuHause> i probably did not.
03:03:00 <Eddi|zuHause> i don't recall reading any reports about speed limits in the recent past
03:12:57 <drac_boy> its narrow gauge railroad btw
03:13:56 <greeter> don't recall this one
03:15:36 <drac_boy> greeter well that railway was one that had one side of its network almost right where the berlin wall went up .. even with that it still managed to survive obviously (right now its mainly a tourist one last I recall)
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03:19:02 <drac_boy> greeter also if I recall (may be a different railway I'll have to check) one of these locomotive was technically..well how do I put this...on paper it was listed as a rebuild but in reality DRG actually built it almost all brand new
03:19:17 <drac_boy> talk about a "new" steam locomotive in the 1980's heh :)
03:22:21 <greeter> well, i'm gonna head out for now. take care, see you later
03:22:37 <drac_boy> have fun greeting anyone else outside greeter :P
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09:03:56 <andythenorth> mornington crescent
09:04:07 <andythenorth> also how many railtypes is too many?
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09:16:25 <andythenorth> 7 railtypes seems like a lot
09:16:58 <tipsyTentacle> 2 railtypes is a lot! hehehehehe
10:01:33 <andythenorth> ho, what industry grf is that? PBI?
10:01:37 <andythenorth> sprites are broken :)
10:11:28 <tipsyTentacle> Town and Industries - Basic Industries is the grf i believe.
10:18:07 <Wolf01> mmmh, i just updated to factorio 0.12, the new changes are nice and most of them were needed (the transport belts work better now), but i can't understand if the red inserter pickup/drop was drastically changed
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13:32:10 <andythenorth> who controls the schema for railtypes?
13:37:42 <andythenorth> I am working on South American trains for Iron Horse
13:38:28 <andythenorth> there are two gauges: ‘broad’ (mostly Indian 5’6”) and ‘narrow’ (mostly metre / 3’6”)
13:38:46 <andythenorth> the actual numbers don’t matter much, realism is not paramount
13:39:58 <andythenorth> what’s the best way to implement this in the railtypes schema?
13:45:59 <andythenorth> I was going to just ignore ‘broad’ and treat that as default rails
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14:40:36 <frosch123> andythenorth: i think it's all eddi's fault
14:50:46 <Eddi|zuHause> ... at least a significant part
14:51:36 <Eddi|zuHause> how come every time i want to reply to andy, he left like 3 minutes ago?
14:58:08 <FLHerne> Eddi|zuHause: He deliberately says controversial things just before he plans to leave, so he doesn't have to argue about them? :P
14:58:57 <Eddi|zuHause> FLHerne: but the original question was over 1 hour ago. there was plenty of time for me to look in here and answer
14:59:20 <Eddi|zuHause> so, something about andy leaving compels me to look here.
15:01:28 <frosch123> maybe there is only space for one top-spammer at a time
15:08:14 <Eddi|zuHause> i was never top (in number of lines)
15:08:35 <Eddi|zuHause> at some point i was top in number of words, but then i kinda fell behind
15:09:00 <Eddi|zuHause> generally, my words per line ratio is just too high :p
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16:44:38 <LadyHawk> just picked up and played ottd again... makes me wanna update n see what other goodies been added
17:05:55 <Alberth> more heights, mostly :)
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17:49:56 <Eddi|zuHause> so, i tried train fever again, but i keep bumping into the annoying bits about track geometry and planning. plus weird economy model side effects
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17:55:12 <Alberth> so back to not playing openttd, I guess :p
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18:04:34 <Wolf01> it could have been a better game, i hope they don't abandon it and fix at least the double track bridges/tunnels construction
18:04:35 <Eddi|zuHause> also, lack of track planning....
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18:17:35 <LadyHawk> is there anywhere i can find high traffic truck station layouts?
18:18:07 <Wolf01> just put enough parallel roadstops
18:19:22 <LadyHawk> i thought that was the answer but it creates choke points
18:20:53 <LadyHawk> just figured if there's layouts of people that managed to avoid the choke points
18:21:09 <LadyHawk> so i dont have to sit here and tell a vehicle to turn around every once in a while :p
18:23:07 <Eddi|zuHause> so, out of the million possible combinations that you might currently have ended up with, we're supposed to just guess where your problem is?
18:23:57 <LadyHawk> i did not ask for help with a problem... i asked if there's a link or whatever to some road vehicle loading bay layouts so i can get ideas
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18:25:40 <Wolf01> also road vehicles are self-unjamming, if they want to take a road is because that is the best one, if they are "jammed" you are using too many vehicles or too few stations
18:29:05 <Eddi|zuHause> well, part of the problem is that road vehicles are not properly load balancing
18:29:08 <LadyHawk> thanks for confirming that one, i had gotten an impression of them doing something a lil different
18:29:57 <LadyHawk> just high amounts of traffic on a single bit of road doesn't always leave the truck enough time to decide to move to a different bay, or give the truck a bit of road to turn and go elsewhere.. it's the layout i want to perfect along with this behaviour
18:34:22 <Eddi|zuHause> you would need to extdend the pathfinder to take the current position of road vehicles into account, but that is not really practical
18:35:21 <LadyHawk> yeah, extend pathfinder range causes more harm than good in heavy traffic situations i found
18:35:48 <LadyHawk> you want traffic as blind as possible otherwise they all think the other traffic is poisonous and go haywire
18:36:00 <LadyHawk> without breaking the stations anyways
18:36:12 <LadyHawk> reason i keep coming back to this game
18:36:40 <Wolf01> that setup is really slow, you should use road stops instead of loading bays
18:41:02 <LadyHawk> i've tried to use those road stops but i couldn't work out how to build it on a large loading and unloading station... if 1 truck loads, 1 whole line of trucks is blocked off and i couldn't work out how to build it in such a way the other trucks avoid and go elsewhere, but kept queueing up.. litterally creating a 1-truck-blocks-a-hundred-trucks situation
18:41:43 <LadyHawk> fatal when the loading truck waits for goods, and effectively blocked off all trucks wishing to unload
18:42:05 <LadyHawk> with loading bays that problem doesn't exist since the truck is 'out of the way'
18:42:36 * LadyHawk digs link some more hoping to find more layout ideas
18:42:45 <LadyHawk> to help me with those stops..
18:43:22 <Wolf01> did you messed up the pathfinding? i have no problems with that kind of layout and trucks automatically chose a new roadstop if the first one is busy
18:44:51 <LadyHawk> i have all loading trucks set to full load before departing, and pathfinding untouched.. the trouble comes in when you cram 100 trucks on a 12 bay station, sooner or later they're going to kinda accumulate in 1 place
18:44:52 <Eddi|zuHause> a) split loading and unloading stations
18:45:29 <Eddi|zuHause> b) take the lowest example from the wiki page, but make it more compact, and reverse the directions (middle path goes in, side paths go out)
18:46:49 <Eddi|zuHause> if you have the middle path go in, you delay the decision which side to go on as late as possible
18:46:50 <LadyHawk> all go in through middle should let them behave as they would by picking the free stop
18:47:05 <Wolf01> i don't even use the one way roads, the trucks can enter from which side they want so both lanes are usable, also this allow you to cram even more vehicles in the area
18:47:15 <Eddi|zuHause> still, you will have usually two trucks try to head to the same free bay
18:47:46 <LadyHawk> would having 2 stops in sequence help with that at all?
18:48:00 <LadyHawk> with the bottom wiki layout.. reversed
18:48:00 <Eddi|zuHause> Wolf01: in theory, yes. but that violates the "as late as possible" rule
18:49:24 <LadyHawk> as late as possible = best since that avoids queueing at high traffic... early choices leads to trucks not deviding themselves properly
18:49:36 <LadyHawk> creating a block sooner or later
18:49:51 <LadyHawk> i'm going to try that Eddi|zuHause
18:49:54 <Wolf01> also road stops allow articulated vehicles, which can't even enter the loading bays
18:50:43 <LadyHawk> imma build a custom map, build it all up and see what happens beyond its limits.. just for fun XD
19:02:19 <LadyHawk> already had a map, just built the layout, time to see what happens next
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19:17:44 <LadyHawk> enough trucks entering that build to take away 1k tonnes of coal in 1 go and they're only using 6-7 stops
19:18:34 <LadyHawk> on occasion i have 3 trucks entering 1 stop so 1 is waiting but not often too
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19:23:52 <LadyHawk> it needs a rebuild with a double road going to/from... it's the road that cant handle the traffic, not the station o_O
19:26:30 <Eddi|zuHause> andythenorth: one of the two types of rail should be "standard", no matter what gauges you use.
19:27:25 <Eddi|zuHause> for more detailed answer i have not enough information.
19:30:01 <andythenorth> as a basic answer, it’s a good one
19:32:36 <LadyHawk> look at the capacity of that layout.. lmao
19:32:56 <andythenorth> RVs are....special
19:32:58 <LadyHawk> 2 bits of 1 way leading out where all the trucks are coming in
19:33:10 <LadyHawk> the rest completely compact
19:33:24 <Eddi|zuHause> LadyHawk: yes, that's pretty much what i meant.
19:33:55 <LadyHawk> just way too many stops there lol, thanks a ton! :D
19:35:13 <Eddi|zuHause> LadyHawk: if you use ctrl+click to place the stops, you can alternate a stop from the loading and one from the unloading station, to keep the flows separate
19:35:58 <Eddi|zuHause> it may somewhat help with untangling some jams
19:36:27 <LadyHawk> i've been using ctrlclicks in that game to add spread out rail stations to increase reach -- more coal mines
19:37:03 <LadyHawk> hmm... so you can place 2 seperate stations right next to eachother
19:37:13 <LadyHawk> didn't know that bit, thanks lol.. learned 2 things so far
19:37:26 <LadyHawk> a way to get around the error message! XD
19:38:11 <Eddi|zuHause> the error message is a bid old-fashoned
19:38:30 <Eddi|zuHause> maybe it should just pop up the station selection window, as if ctrl was pressed, when it's ambiguous
19:40:18 <LadyHawk> that would be great imo
19:41:29 <andythenorth> Eddi|zuHause: what’s the rationale for always including ‘standard’ rail?
19:41:51 <LadyHawk> when the trucks exit this station.. for some reason the ones coming from the left have priority over the ones coming from the right... must figure out why
19:42:07 <Eddi|zuHause> andythenorth: from the perspective of the track set or from the perspective of the train set?
19:42:29 <LadyHawk> bottom part of the station ends up blocked up
19:43:14 <Eddi|zuHause> andythenorth: the basic question here is, what happens when the track set does not provide the desired tracks?
19:43:28 <andythenorth> yeah, that’s what I hoped you’d say
19:43:49 <Eddi|zuHause> e.g. if the track set only provides standard gauge, do you want both types of trains available, or leave one out, or provide no trains at all?
19:44:09 <andythenorth> I forget, where is the vehicle<->railtype compatibility determined? Labels are compatible to other labels?
19:44:18 <Eddi|zuHause> if the set provides standard and narrow gauge, or standard and broad gauge, how do you want to map the two types to the provided tracks?
19:45:09 <Eddi|zuHause> andythenorth: the track set may define compatibility and equivalence between types. the train set can set alternative types, if the desired type is not available
19:45:17 <DorpsGek> Commit by translators :: r27411 trunk/src/lang/korean.txt (2015-10-24 19:45:11 +0200 )
19:45:18 <DorpsGek> -Update from WebTranslator v3.0:
19:45:19 <DorpsGek> korean - 1 changes by telk5093
19:45:58 <andythenorth> ok, there’s nothing to change imo, I leave ‘broad gauge’ as ‘standard’ rails
19:45:59 <Eddi|zuHause> so, your broad gauge train could have (in the railtype translation table): [Bxxx, Sxxx, RAIL]
19:46:39 <Eddi|zuHause> means "use broad gauge if available, use standard gauge as fallback, and RAIL if only default types are available"
19:47:14 <Eddi|zuHause> the narrow gauge could be defined as [Nxxx], which means it's only available if actual narrow gauge is provided, otherwise it's disabled
19:47:34 <Eddi|zuHause> or you could do [Nxxx, RAIL] to have them mixed
19:48:03 <andythenorth> I think I just leave them disabled
19:50:06 * andythenorth wonders how to do electrified narrow gauge
19:50:38 <Eddi|zuHause> (if my memory serves me right)
19:50:39 <andythenorth> oh I already handled that appparently
19:50:48 <andythenorth> ELNG: [NAAE, NBAN, ENLW, ENHI, ELNG]
19:50:53 <andythenorth> is that a copy-paste from CETS?
19:51:36 * andythenorth contemplates rack rail
19:51:45 <Eddi|zuHause> NBAN doesn't really make sense there
19:51:56 <Eddi|zuHause> and i don't know what ENLW and ENHI are
19:53:01 <Eddi|zuHause> ELNG is some older version of narrow gauge, which people may or may not use, you should probably keep that in there
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19:58:42 <andythenorth> NBAN does not make sense indeed
20:03:21 * andythenorth needs a railtype grf with electrified narrow gauge in it
20:04:44 <Eddi|zuHause> snail had a test grf, i don't know if that contained electrified narrow gauge
20:08:29 <Snail> catenary and third rail...
20:14:33 <Snail> the labels I defined are NAAN, NAAE, NAA3, NRAN, NRAE, NBAN
20:14:57 <Snail> normal, catenary, third rail, rackrail, rackrail + catenary, and “high speed"
20:18:14 <Eddi|zuHause> NRAN is an interesting construct i haven't really considered. is that documented anywhere?
20:18:54 <Eddi|zuHause> i always assumed rack rail would be encoded in the last letter
20:24:08 <LadyHawk> oh now it's just pretty to watch... double road to/from.. slightly off entering the station :(
20:25:55 <andythenorth> Snail: so how have you handled rack rail with respect to performance? o_O
20:28:49 <Snail> Eddi: I used the second letter because it identifies the max speed
20:29:01 <Snail> and rackrail usually has a very low max speed (around 20ish km/h)
20:29:34 <Snail> andy: I boosted the rackrail engines’ TE when driving on rackrail track
20:29:53 <Snail> effectively, this gives them a very slight advantage on uphill tracks
20:30:26 <Snail> but to keep the max speed to a realistic value, it had to be 25 km/h
20:30:27 <Eddi|zuHause> it's difficult to balance with the limited game physics, i presume
20:30:38 <andythenorth> does it have gameplay effect? o_O
20:30:46 <Snail> hehe, well a very limited one
20:31:02 <Snail> it’s there for historical correctness and variety
20:31:17 <Snail> but doesn’t really have any tangible gameplay advantage
20:31:53 <Snail> to make rackrails really useful we should have different steep grades in OTTD
20:34:37 <Snail> still, it gives me a valid excuse to code push/pull in very early trains :P
20:37:02 <Wipe> is there a 'faster' way to refresh screen content, other than MakeWholeScreenDirty() / Window::SetDirty() / etc?
20:39:21 <Wipe> or some example how could i change MainWindow::OnPaint() to make "OpenTTD" text draw smoothier if intro viewport is following a vehicle
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20:50:26 <Eddi|zuHause> make the text a real window?
20:53:49 <andythenorth> Snail: where would I find your test grf? o_O Can’t find it with forum search ;)
20:54:56 <Eddi|zuHause> i have one in my PM inbox, from 3 years ago
20:55:13 <andythenorth> actually so do I :)
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21:45:16 <Snail> andy: I guess it hasn’t changed much since :p
21:45:26 <Snail> I’ve worked on the trains lately, not much on the tracks
21:49:38 <LadyHawk> maybe a very silly question but 'max tractive effort' value on trains... what is this?
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22:13:13 <LadyHawk> if i understand it right it's the slippyness of the train
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22:18:16 <FLHerne> LadyHawk: Pretty much
22:18:51 <FLHerne> On some vehicles the max TE might be below the limit of friction, but in OTTD the distinction doesn't matter
22:19:10 <FLHerne> Basically, acceleration at low speeds and tolerance of hills
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22:54:57 <DorpsGek> andythenorth: danmack was last seen in #openttd 4 days, 23 hours, 47 minutes, and 42 seconds ago: <DanMacK> @seen andythenorth
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23:07:31 *** Eddi|zuHause is now known as Eddi|zuHause2
23:11:04 *** Eddi|zuHause2 is now known as Eddi|zuHause
23:12:00 <Eddi|zuHause> oh, really the worst part about train fever track building: trying to build bridges over tracks.
23:12:37 <Wolf01> pfff, i had to build a tunnel under a railway bridge to accomodate a highway -.-
23:12:48 <greeter> i find that only hurts if they aren't your tracks
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23:13:56 <Eddi|zuHause> in train fever they can't be not your tracks. it's a single player game.
23:14:40 <greeter> oh, i didn't know you were talking about a different game
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23:36:48 <greeter> here's a stupid question... how tolerant is openttd of town names that use special characters or accented letters?
23:37:23 <Eddi|zuHause> there shouldn't be a lot of problems with that, as long as you do not use the builtin font
23:37:41 <greeter> do not use the builtin font?
23:38:20 <Eddi|zuHause> basically, you can safely use all characters that your language already uses elsewhere
23:38:47 <greeter> ah. well i play in english, but the town name i want to enter is in french
23:39:00 <Eddi|zuHause> that should work
23:39:46 <Eddi|zuHause> but if you want chinese or arabic town names, you can only reliably expect that to work
23:39:50 <greeter> alrighty then. now to figure out how to type in the characters
23:39:57 <Eddi|zuHause> if you change the font in openttd.cfg
23:40:05 <greeter> ok, well french and english both use the same alphabet, so because of that i'll be safe?
23:40:37 <__ln__> as do english and polish, but i suspect that's less safe
23:40:40 <Eddi|zuHause> did anyone make an emoji town name set yet?
23:41:39 <greeter> ha, that would be entertaining to see
23:42:05 <Eddi|zuHause> might fit in well with toyland :p
23:42:36 <greeter> hmm, there's no simple copy/paste for town names it seems lol
23:44:16 <Eddi|zuHause> the alt+numpad method should work
23:44:32 <Eddi|zuHause> (assuming you are on windows)
23:44:42 <greeter> umm, nope lol. i'll need to find another method
23:45:12 <greeter> there's a program out there somewhere that'll do it
23:57:28 <tipsyTentacle> I got it to display Chinese i think
23:59:09 <greeter> thank goodness most of the towns on this map have english names lol, that was a curse to input
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