IRC logs for #openttd on OFTC at 2016-03-12
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06:12:39 <Flygon> "Can only be positioned near edges of map"
06:12:45 * Flygon is playing on an ISLAND
06:14:53 <Flygon> There is ONE Refinery left on the map
06:14:59 <Flygon> And while it will never die
06:15:15 <Flygon> It's in a crap location
06:15:28 <Supercheese> there should be a game setting for that
06:17:07 <Flygon> There's waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay more than 48 tiles between the Coast and the edge
06:17:23 <Supercheese> I have no idea why there even is that limit
06:17:29 <Supercheese> refineries should be wherever
06:17:33 <Supercheese> map edge be damned
06:17:38 <Flygon> It's suppose to create a challenge
06:17:52 <Flygon> Time to Magic Bulldozer the last one, and see if that lets me relocate it
06:17:59 <Flygon> Like an AoE Town Centre :U
06:18:52 * Flygon reloads from the .sav >_>
06:19:13 <Flygon> Looks like I'll have to improv
06:19:17 <Flygon> Playing the Iceland Map
06:19:25 <Flygon> The Refinery is in the middle of NOWHERE
06:19:52 <Flygon> So I'll prolly run 48-64 tile trains to get the most 'efficiency' (if this is actually efficient) from this >_>
06:20:21 <Flygon> Basically, feed smaller loads into the really long load
06:20:28 <Flygon> And then haul that long load to the refiery :U
06:22:43 <Flygon> Either way, I need to wait for the UP Big Boy to be invented
06:22:56 <Flygon> Because if there's any use for that loco
06:23:08 <Flygon> It's double heading them for 40+ tile loads >_>
06:23:21 <Flygon> (yes, having JUST one stalls)
06:24:05 <Flygon> The REAL problem is signalling
06:24:17 <Flygon> And integration into the existing network
06:24:51 <Flygon> Considering the things get so long, they will span 6 stations at a time (even if going through bypass tracks)... but building a separate exclusive network doesn't look cool >_>
06:27:47 <Supercheese> Double-heading Big Boys, whew
06:27:51 <Supercheese> must be one hell of a train
06:28:27 <Supercheese> when in desperate need of high-throughput though, the end-all solution is ships
06:28:39 <Supercheese> ships have effectively infinite capacity, just keep building more and more of them
06:28:49 <Supercheese> they'll just noclip through each other
06:29:13 <Flygon> But where's the cool factor in that? :3
06:29:30 <Flygon> Building my first 'deposit' station's already hit problems
06:29:38 <Flygon> 20 tiles max length due to a mountain in the way
06:30:04 <Flygon> I'd rather 24 to be easily 'divisable' into 48 <_>
06:32:01 <Supercheese> If you want Cool Factor, transport it all by Zeppelin
06:32:12 <Supercheese> build a dozen air stations
06:32:33 <Flygon> Laughing pretty hard irl
06:32:47 <Flygon> I like the idea, but I don't think it'd work in practice xP
06:33:04 <Flygon> I might just go for a 12 tile station, that's fed into by 4-6 tile trains
06:33:10 <Flygon> That then feeds into a 48 tile station
06:33:28 <Flygon> In seriousness, Airship trains, I'm sure, could work IRL <_>
06:33:46 <Flygon> They just wouldn't be compatible with Airports
06:38:59 <Flygon> Now to create a 48 tile long station with a Gravity Assist Patented Launch Ramp :B
06:54:41 <Flygon> I don't have Big Boys yet... or any real alts.
06:55:03 <Flygon> But the Oil Wells will die if I don't use them
06:55:24 <Flygon> Time to chain 6-8 steam locos together, and hope I hit at least 50km/h
06:56:21 <Supercheese> you could use the Invisible Power Booster if you have that grf installed
06:56:34 <Flygon> But it feels a bit like cheating
06:56:45 <Flygon> (says the guy using Magic Bulldozer)
06:57:20 <Flygon> Best option atm is the SBB C5/6
06:57:36 <Supercheese> no Garratts or something?
06:57:40 <Flygon> aka. the thing that goes slow as all hell, but WILL haul anything.... under 20 tiles long
06:57:42 <sim-al2> Yeah, Big Boy arrives in 1941...
06:58:10 <Flygon> I couldn't find a list for the current NML ver on Baanas
06:58:21 <sim-al2> Milwaukee EP2 arrives in 1919, has 4400hp
06:58:24 <Flygon> When does the AT&SF one arrive?
06:58:31 <Flygon> Yeah, but the Bipolar is Electric
06:58:59 <Flygon> Looks like Switzerland better hold up
06:59:21 <Flygon> (I WOULD use the Bipolar... if it wasn't going through raw wilderness. It looks too weird to have your longest line be electric in 1919)
06:59:37 <sim-al2> Milwaukee Road was literally that though
06:59:39 <Flygon> sim-al2: Got a link to the updated list?
06:59:44 <sim-al2> Rocky Mountain division
06:59:57 <Flygon> I will prolly use the Bipolar for Passenger, tho
07:00:13 <Supercheese> Flygon: Just save, use the date-cheat to skip ahead a few, and check which engines appear :P
07:00:14 <sim-al2> Although the Coast Divsion wasn't exactly urban either
07:00:19 <Flygon> Shorter distance, but still way long
07:00:28 <Flygon> Supercheese: I... er... good point
07:01:14 <sim-al2> If you want to wait until 1922 or so, the E-28 is pretty good, 2250hp, still electric though
07:01:39 <Flygon> Yeah, I'm sticking with Steam/Diesel for this line until Electric feels more....
07:01:49 <Flygon> aka. when I've built up everything that IS along the route
07:01:59 <sim-al2> 1924 for the GWR 4900, 1750hp, steamer
07:02:19 <sim-al2> Not much going on until 1930
07:02:49 <Flygon> What's the kn rating on the GWR?
07:03:28 <Flygon> I think I'll stick with the SBB C5/6 xP
07:03:55 <Flygon> Yeah, but at least it can climb a hill
07:08:01 <sim-al2> I have to wonder why there's gondolas and Self-discharging hoppers, since the latter weight a few tons more and don't seem to have a loading speed advantag
07:08:40 <Flygon> btw, half the reason high kn is desired
07:08:54 <Flygon> Is due to the strong possibility of stopping mid-line for other traffic mergig
07:09:04 <Flygon> Also the other reason Big Boys are wanted...
07:09:12 <Flygon> That 128km/h is a godsend, with the right wagons
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09:36:28 <andythenorth> what’s left for FIRS v2?
09:36:33 <andythenorth> where is the trello?
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09:38:19 <V453000> idk I am in full factorio mode atm
09:44:37 * andythenorth might try it again after V453000 fixes the terrain :P
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09:44:50 <V453000> what wrong with the terrain?
09:45:21 <V453000> idk I think our terrain is way nicer
09:45:55 <V453000> I never played locomotion but from screenshots it looks very shitty
09:46:14 <V453000> mostly cause it is done the same way as openttd
09:46:20 <V453000> 1 sprite per hill angl
09:46:34 <V453000> we have quite awesome randomizer which makes it look much more natural
09:46:45 <V453000> the terrain will get some love, but not for 0.13
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10:34:34 <DorpsGek> andythenorth: frosch123 was last seen in #openttd 1 week, 2 days, 16 hours, 18 minutes, and 58 seconds ago: <frosch123> the build station gui will tell you
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10:55:45 <andythenorth> before v2 release?
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11:18:43 * andythenorth needs a better name for “FIRS” economy
11:20:56 <V453000> I'd say they look ultra shit yes
11:22:21 <andythenorth> it’s not really WTF though :P
11:22:29 <andythenorth> FIRS ultra-mega-realism-overkill
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11:24:15 <andythenorth> WTF would be if I started inventing things, instead of making a newgrf by reading wikipedia
11:29:21 <Flygon> "Can't build station here.... station too far spread out"
11:52:31 * andythenorth is talking aloud
11:59:02 <Flygon> I read that as Wikifur for a second there
11:59:11 <Flygon> And oh boy that's completely different to #OpenTTD
11:59:28 * andythenorth called it ‘Extreme'
11:59:35 <andythenorth> will see what players think of that :P
11:59:54 * andythenorth is shocked and appalled that daylength patch makes things go slower
12:03:38 <andythenorth> “Each economy provides a different combination of cargos and industries.{}{}For players who want simple gameplay, 'Basic' economies contain fewer industries and cargos than other FIRS economies.{}{}The FIRS website provides much more information about each economy.”
12:04:06 <Flygon> I wonder if 1,521hp is enough to haul 1,156 tonnes. <_>
12:06:16 <Flygon> Only one segment of slope... but
12:06:43 <Flygon> It's tw 6% inclines consecutively
12:07:01 * andythenorth wishes action 14 had separators, or a progressive disclosure
12:07:06 <andythenorth> ‘advanced settings’
12:07:23 <andythenorth> the only important FIRS parameter is ‘economy'
12:07:45 <andythenorth> but there are 9 others that are irrelevant to most players
12:09:18 * Flygon adds a second NZR X-Class. Absolutely HATES double heading Steam Locos. x.x
12:09:57 <Flygon> 1.8 tiles wasted to a Loco
12:10:42 <Flygon> Then again, I'm triple heading a 48 tile train...
12:11:00 <DorpsGek> andythenorth: alberth was last seen in #openttd 14 hours, 15 minutes, and 51 seconds ago: <Alberth> fair enough :)
12:11:16 <andythenorth> clearly everyone has gone shopping :P
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12:13:01 <V453000> 1156t must be a stupidly long train for just one engine
12:14:17 <Flygon> Separate train hauling 145 carriages...
12:14:41 <Flygon> Hopefully 4,200hp is good- no, it isn't
12:15:22 <Flygon> 1910s Steam Locos aren't strong nuff
12:15:48 <V453000> doesn't sound very realistic to carry that weight in 1910
12:15:51 <V453000> ultimate argument fired
12:16:12 <Flygon> But I'm balancing rule-of-cool and realism here :DD
12:16:33 <V453000> well if your engine can't climb a hill it isn't so cool :)
12:16:49 <Flygon> Got the 12 tile train with two NZR X-Classes
12:17:00 <Flygon> And the 48 tile one with 4 SBB C5/6's
12:18:05 <Flygon> Annnd the NZR locos hit max speed while still exiting depot
12:19:07 <Flygon> Seeing the snake out of Snake
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13:01:47 <Flygon> They don't dip below 51km/h across the one incline plane
13:29:39 <Flygon> Mister 48 Tile is now running
13:29:44 <Flygon> Now to see how it runs
13:30:08 <Flygon> Having 4 Steam Locos coupled looks so silly....
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13:32:27 <Flygon> Still, they do lose some speed uphill...
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13:37:56 <frosch123> Ah, Andy already Left :p
13:38:34 <frosch123> So, i am like danmack now
13:41:38 <frosch123> V453000: btw, too much cc is bad
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15:28:14 <argoneus> good morning train friends
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16:55:01 <drac_boy> hows the stopped-chasing-codes alberth?
17:00:19 * drac_boy is doing ok other than for sorting through endless non-english links
17:06:40 <drac_boy> (and yes, one is 1000mm while other is 4'8"
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17:26:18 <drac_boy> anyway going off for now, have fun
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17:30:35 <andythenorth> Alberth: have you seen the new parameters in recent FIRS, for production?
17:30:50 * andythenorth thinks they might need more / better explaining
17:31:00 <Alberth> I attempted to translate, and failed
17:31:22 <andythenorth> I attempted to play the game, and failed :)
17:32:18 <andythenorth> I am not sure how to improve them
17:32:26 <andythenorth> and frosch is not here to discuss :)
17:33:32 <Alberth> he was, but you were not :p
17:35:14 <Alberth> :o looks very customizable-ish :)
17:36:36 <Alberth> hmm, devzone still doesn't get how to pack a newgrf :p
17:40:10 <andythenorth> so yes, the production behaviour is very customisable
17:40:21 <andythenorth> but that requires quite a detailed understanding of how it works
17:48:02 <Alberth> this is only about primary industries>
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17:52:31 <andythenorth> farms, mines, ports, forests
17:54:10 <unleashy> hello, I have a problem with the android version of OpenTTD (version 1.5.3.47): basically, relative mouse movement doesn't work as in the cursor goes under my finger and follows it instead of staying wherever it is. volume button binding also doesn't work (i can bind them but they don't do anything in the actual game)
17:57:08 <Alberth> unleashy: not sure there is anyone that can help you here
17:58:25 <Alberth> andythenorth: what is the percentage now?
18:03:13 <andythenorth> Alberth: prior to the patch, the boosts were 100% and 300% (giving 2x and 4x total production, if that makes sense)
18:03:56 <andythenorth> and the ‘gung ho’ 4x delivery requirement is ~4x the delivery requirement for 2x
18:04:04 <Alberth> yes production increase makes sense
18:04:53 <Alberth> but number of crates to deliver doesn't
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18:05:46 <Alberth> I'd talk in absolute production levels instead of bonus percentages
18:06:37 <Alberth> otherwise you are always off by 100%, which doesn't add anything, and is only confusing
18:06:39 <andythenorth> yeah, I think so
18:06:44 <andythenorth> that confused me
18:07:13 <Alberth> you can set a lower limit on the parameter :)
18:07:36 <Alberth> although a gung ho < enhanced could be fun :p
18:08:04 <andythenorth> precise delivery requirement
18:09:57 <Alberth> but how do you derive number of crates?
18:10:19 <andythenorth> per class of industry (farm, mine, port)
18:13:14 <Alberth> right, any reason not to use absolute number of crates?
18:15:19 <Alberth> assuming you don't do fractions of crates :p
18:16:13 <andythenorth> it varies by industry :|
18:16:16 <andythenorth> otherwise I would
18:18:33 <Alberth> how many industries are we talking about?
18:18:58 <Alberth> alternatively, mention the number in the description?
18:20:35 <Alberth> beyond that it too much anyway :)
18:23:23 <Alberth> "Adjust" throws me off onto the wrong track in the option name
18:24:37 <Alberth> Also, the option says "cargo requirement", while the explanation says "amount of supplies required", which is not clear to be the same thing to me
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18:29:20 <Alberth> andythenorth: Required supplies deliveries for 'enhanced level' (% of base amount) ?
18:48:31 <andythenorth> Alberth: I’ll try that shortly, than,s
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22:19:01 <Nakilon> I wanna create a bot that would play via LAN
22:20:06 <Nakilon> but grep shows nothing about that constant in the 1.5.3 source code that I've just checked out of svn
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22:20:53 <peter1138> you should use the AI system i guess
22:22:00 <Nakilon> I want to write in another programming language than squirrel
22:24:06 <peter1138> well you have to build it into openttd at least
22:26:56 <Nakilon> is anywhere network protocol descrbed better than ion that wiki page?
22:41:14 <Eddi|zuHause> but really, if you just want a different language, you should patch the script interface, not abuse the network protocol
23:22:06 <Nakilon> then I'll try to reverse
23:38:12 <peter1138> you'll figure it out :)
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