IRC logs for #openttd on OFTC at 2016-03-18
            
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08:22:36 <Wolf01> o/
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10:42:45 <andythenorth> where is cat?
10:49:44 * Wolf01 points in a random direction
11:23:00 <Wolf01> meh, I hate positioning stations in factorio... track length, train length and inserter positions are inconsistent, if you move the station of 1 tile horizontally you end up with some offset
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11:26:41 <monsted> Wolf01: yeah, it's a bit of a mess. also, horizontal and vertical trains are different lengths
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11:28:27 <andythenorth> “/topic Factorio, cats, sometimes OpenTTD”
11:28:28 <andythenorth> ?
11:28:40 <Wolf01> yeah
11:29:52 <V453000> \o/
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11:36:01 <monsted> i'd love to see a mix of openttd and factorio
11:36:19 <monsted> build factorio bases, link them with openttd :)
11:36:54 <monsted> (of course they could just massively improve factorio trains...)
11:47:16 <V453000> xd
11:47:34 <V453000> trains will get many improvements in 0.13
11:49:15 <andythenorth> those slackjaws, why are they sitting around not improving trains Right Now
11:50:12 * andythenorth considers if port-type industries could actually communicate with Factorio over network
11:50:19 <andythenorth> “API"
11:51:31 <V453000> they actually are doing that Right Now :P
11:53:38 <Wolf01> I'm waiting for that, the autorail finally :D
11:54:05 <Wolf01> The blueprint book also it will be there?
11:54:21 <V453000> shitload of stuff
11:54:25 <V453000> also some unannounced yet :P
11:54:37 <andythenorth> RoadTypes? o_O
11:54:41 <andythenorth> Subways? o_O
11:55:03 <Wolf01> the inserter spidertron
11:55:36 <andythenorth> so is OpenTTD officially beaten then?
11:55:51 <andythenorth> has Factorio won yet?
11:58:59 <Wolf01> start doing FIRS for factorio
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13:39:30 <V453000> https://imgur.com/joeQVhn
13:39:31 <V453000> GG
13:44:02 <Eddi|zuHause> seems legit.
13:44:10 <Eddi|zuHause> totally realistic
13:44:15 <Wolf01> yes, why not
13:44:18 <andythenorth> shunting is implemented already? :o
13:44:23 <andythenorth> OpenTTD is definitely dead
13:44:48 <Eddi|zuHause> openttd would have thrown a "disconnected train" and exited
13:46:18 <Wolf01> I still can't understand how in OTTD a train could disconnect... I can figure it out in LoMo and in Factorio as you can place and drag them on the tracks
13:47:10 <Eddi|zuHause> original TT happily did that if you loaded a game into scenario editor
13:48:02 <Eddi|zuHause> the engine would drive off, leaving the wagons behind
13:48:50 <Wolf01> \o/ shunting, just remove the assert
13:48:54 <Eddi|zuHause> "disconnected train" usually comes up if you mess with movement code, like trying to implement bridgeheads
13:49:20 <Eddi|zuHause> particularly when reversing the train
13:50:45 <Wolf01> because trains shouldn't reverse, only change direction
13:51:45 <Wolf01> the quantum engine always bothered me, that's why I often use dual headed engines
13:52:09 <Eddi|zuHause> that still makes the train technically turn around :p
13:52:29 <V453000> which doesn't happen in factorio :P
13:52:31 <V453000> win
13:53:04 <Wolf01> that's why I make dual headed trains in factorio
13:53:18 <Wolf01> (reversing loops are too big)
13:53:53 <V453000> I think both approaches are nice
13:53:59 <V453000> reversing trains are awesome because yeah, no loops
13:54:20 <V453000> but the reversed engines do not give any power, so you are carrying half of the engines as dead weight
13:54:25 <Wolf01> the TT behavior mean you have an entire switching yard and a turntable somewhere in a 5th-dimension
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13:59:53 <Eddi|zuHause> -+-https://blog.feathersjs.com/introducing-feathers-2-0-aae8ae8e7920#.vzgqcrxkd <-- i love how that article starts with "wait hear me out. instead of <buzzword> we do <buzzword> <buzzword> <buzzwordbuzzword>"... i haven't read on after that :p
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14:16:44 <frosch123> I see, i guess fff are a saturday thing for me
14:18:43 <Eddi|zuHause> Furby Free Fridays?
14:19:45 <andythenorth> remind me again why I don’t make my newgrf compiles into a framework
14:20:04 <andythenorth> I could offer something that allows you to “create a prototype newgrf in literally minutes"
14:20:06 <frosch123> V's vriday vacts
14:20:13 <V453000> yo andythenorth why the fuck don't you make your newgrfs compiles into -wtf is a framework-
14:20:20 <V453000> sup frog
14:20:39 <andythenorth> all these shitty frameworks seem to assume the problem is that writing code takes a long time
14:21:06 <andythenorth> what takes a really long time is avoiding writing code
14:21:13 <V453000> :D
14:21:26 <frosch123> Didn't you have a drawing framework as well?
14:21:50 <V453000> yes because most people don't get to the point of optimizing andythenorth, and just write it down to make it work at least somehow
14:21:55 <V453000> my approach when coding shit for openttd
14:22:04 <andythenorth> frosch123: I have a drawing library
14:22:09 <andythenorth> is that a framework?
14:22:25 <V453000> then frosch writes something that stores values and loads them later with vehicles, and I don't have a clue what it does :>
14:22:53 <andythenorth> so FIRS 2 is done
14:22:56 <andythenorth> but I might change it
14:23:02 <V453000> XD
14:23:40 <V453000> does it have easter eggs or april fools surprise for seasonal value?
14:24:17 <frosch123> V throws my shit at sylf to turn it into something real
14:24:50 <frosch123> V453000: durian is wtf of the week
14:25:15 <V453000> yeah that is pretty much how yeti production mechanism is happening frosch123 :D
14:25:22 <V453000> durian?
14:25:34 <frosch123> Is a fruit
14:25:59 <frosch123> I thought it was just some internet hype
14:26:09 <V453000> no clue
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14:26:19 <frosch123> But in this city it is in fact everywhere
14:26:53 <andythenorth> spikey fruit :)
14:28:38 <V453000> ah yes was in plants vs zombies 2 XD
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14:30:23 <frosch123> Here you can get almost everything with durian flavour
14:31:13 <frosch123> Chocolate, drinks, ... There is even a durian shaped opera house
14:33:17 <andythenorth> is it nice?
14:33:29 <andythenorth> seems to be quite varied opinions
14:38:04 <frosch123> Haha, the chocolate has an additionalplastic wrapper around it
14:38:18 <frosch123> I just removed it
14:38:27 <frosch123> It smells terrible
14:38:58 <V453000> #seriousproblems
14:39:59 <frosch123> The taste is not as bad
14:40:09 <frosch123> But not great either
14:40:49 <frosch123> It must be a tourist joke or so
14:41:10 <Wolf01> iirc, they discourage to eat that fruit in public because of the smell
14:42:01 <frosch123> Yes, i made a photo of a sign: no smoking allowed, no durians allowed
14:44:26 <_dp_> Hi, I'm setting town text with DoCommandP call, but how do I add some color to text?
14:44:30 <_dp_> DoCommandP(0, town->index, 0, CMD_TOWN_SET_TEXT, nullptr, "some text");
14:44:49 <_dp_> I think I even know the answer, but don't want to believe it.... %)
14:49:49 <frosch123> You can try the scc_encoded
14:50:15 <frosch123> If that is not allowed then colour codes are not allowed either
14:50:53 <_dp_> scc_encoded needs a gs string id as far as I can tell
14:51:26 <frosch123> I cannot remember
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14:52:34 <frosch123> Anyway in command.cpp there are some flags, which define which control codes are allowed in the custom string of the individual commands
14:53:12 <_dp_> yeah, it has CMD_STR_CTRL, but that only means it allows SCC_ENCODED, nothing else
14:53:17 <frosch123> Not allowed codes are either removed or the command is rejected
14:53:50 <_dp_> replaced with ? actually
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14:59:28 <_dp_> basically, how I understand it, I need a gs with language file with smth like STR_JUST_STRING to be able to use SCC_ENCODED
14:59:45 <_dp_> and all that just for simple color %)
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15:04:20 <_dp_> oh, wait, can't use just_string it still won't allow control codes, need to have all colors in gs language
15:04:42 <_dp_> which probably means I'll run into 20 params GS bullshit
15:04:56 <_dp_> *limit
15:10:46 <_dp_> would be much better if you'll just allow more control codes with CMD_STR_CTRL
15:11:06 <_dp_> it even says "Allow the special control codes." in comment, not "code" ;)
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15:30:52 <_dp_> hm, I can add 2**smth strings to reduce number of parameters...
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16:16:42 <supermop> yo
16:17:16 <V453000> sup human
16:19:08 <Wolf01> So, I purchased a spaceship model to cut, build, glue, paint... the problem is that I don't want to ruin it. I already made a mecha but I didn't use glue/paint and I'll keep it so forever, but the spaceship really needs some more work :(
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16:23:19 <andythenorth> Wolf01: buy another one to practice on? o_O
16:24:12 <Wolf01> it would be cool, but it will cost twice or more now that I'm back at home :P
16:25:40 <Alberth> sounds like you already know your holiday destination for next year :p
16:25:44 <Alberth> hi hi
16:27:01 <Wolf01> eheh, maybe
16:28:01 <Wolf01> http://www.collectiondx.com/files/hasecolorsdfone1.jpg too bad I only found the static model (for about 55€, the tranbsformable one was like 890€)
16:31:47 <Wolf01> http://pre00.deviantart.net/0725/th/pre/i/2015/101/f/0/1_4000_sdf_1_macross_fortress_movie_edition_01_by_jinyol-d8pcqw0.jpg unpainted is a bit... meh :(
16:32:47 <Alberth> painting it must also be worth it :)
16:35:58 <Wolf01> I'm already satisfied with my lego moc: http://bricksafe.com/files/Wolf01/MOCs/Macross%20SDF-1/SDF-1%20-%20Transformations.png
16:37:42 <Alberth> :D
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16:37:50 <Alberth> can also use a little paint :p
16:38:55 <Wolf01> nah, I'm a lego purist, I don't paint or cut lego pieces.... but I must say that this one is wonderful https://www.youtube.com/watch?v=cI_AmjF1NQ8
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17:24:27 <_johannes> Hello
17:24:50 <_johannes> is it ok if my external railnet graph creator uses C++11 ?
17:25:09 <_johannes> (the parts I'd change *inside* openttd would be C++03 conform, of course)
17:28:06 <Alberth> if it's a separate program, you can use any language you like, I think
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17:28:20 <Alberth> c++ wouldn't be my first choice :)
17:28:29 <Alberth> hi hi andy
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17:28:49 <hewimp> Anyone here ?
17:28:49 <Alberth> /me gives andy a large fish bot
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17:28:59 <Alberth> just in case :)
17:29:11 <hewimp> Anyone having problems Join game after it gets 4.25 MB ?
17:29:11 <Alberth> hewimp: not sure, why do you want to know?
17:29:54 <hewimp> tryed new maps every time get above 4.25 MB can not seem tro Join
17:30:00 <Alberth> it's probably a lot bigger, such sizes are compressed data
17:30:11 <_johannes> Alberth: cool, thanks
17:30:21 <Alberth> server doesn't stop while joining?
17:30:25 <hewimp> tryed newr versions same problem
17:30:36 <hewimp> serverpauses
17:30:44 <hewimp> then they cant join
17:31:04 <hewimp> starts to join
17:31:12 <hewimp> just dose not finsh
17:31:24 <hewimp> Kick out with a message
17:31:28 <Alberth> connection dies ?
17:31:48 <hewimp> Works fine till hits over 4.35 NB
17:32:00 <Alberth> and message says???
17:32:14 <hewimp> did not write it down
17:32:22 <Alberth> 4.3 MB looks a bit big, imho
17:32:59 <hewimp> its 4K 4 K map
17:33:05 <hewimp> big Huge
17:33:07 <Alberth> yeah, too big :p
17:33:21 <hewimp> 4.26 MB
17:33:24 <Alberth> no idea why you'd want that tbh
17:33:28 <hewimp> took to long to Join
17:33:36 <hewimp> kick you out
17:33:54 <Alberth> it's big enough that you can have 16 players, and everybody can have his own big field
17:33:55 <hewimp> we wanted try a Huge map :)
17:33:57 <andythenorth> catbot
17:34:13 <Alberth> without the need to ever meet each other
17:34:22 <hewimp> just 2 of us we run out
17:34:58 <hewimp> I see 4 K maps
17:35:03 <Alberth> https://wiki.openttd.org/FAQ_multiplayer#People_get_disconnected_while_joining.2C_how_to_fix_that.3F well, this is the page with most information
17:35:32 <hewimp> thanks i check it out
17:35:38 <Alberth> yeah, well, people just select MAX everything without thinking
17:36:00 <Eddi|zuHause> just also MAX the timeouts :p
17:37:07 <Alberth> it may also be your ISP not wanting to download lots of data from a "weird" port
17:37:26 <Alberth> so they slow it down to a crawl at some point
17:38:31 <Alberth> perhaps read your ISP policy on hosting servers
17:39:31 <hewimp> no idea how to change timeouts
17:39:49 <hewimp> its on default i belive
17:39:55 <Alberth> stop server, edit openttd.cfg, start server
17:40:23 <hewimp> hoe do you edit Openttd.cfg ?
17:40:27 <hewimp> how ?
17:40:34 <Alberth> any ascii editor will do
17:40:44 <Alberth> notepad eg
17:40:58 <Alberth> word pad
17:41:01 <Alberth> notepad++
17:41:26 <Alberth> /me is not very good at listing ascii editors at windows
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17:41:56 <Alberth> openttd.cfg is just plain text
17:41:59 <hewimp> ok now i find it and look at what it says ?
17:42:39 <Alberth> variables are listed at the wiki
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18:03:19 <_dp_> is it possible to use raw strings with GSText?
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18:03:54 <_dp_> looks like it accepts string parameters, but don't see any way of actually using them
18:04:13 <_dp_> RAW_STRING is not allowed in gamescript...
18:12:31 <Alberth> the strings are stored in savegames etc, which may be a bit difficult
18:15:14 <_dp_> there is code to store raw_strings and it looks fine, just can't find any way to use it %)
18:16:44 <Alberth> in my experience, the save game stores string index number in the lang file
18:21:06 <_dp_> it uses some encoding that can both reference strings by id and store raw strings
18:23:20 <_dp_> didn't check, but I bet {RAW_STRING} will work just fine if it didn't come from gs
18:23:46 <_dp_> there is just explicit check to skip it if string came from gs
18:23:57 <_dp_> even though gs can encode raw strings
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18:29:44 <Alberth> it was probably considered and rejected for some reason
18:31:37 <_dp_> looks more like a bug to me since there is bunch of unused code then
18:32:52 <_dp_> oh, and it will probably break everything since it passes parameter but doesn't consume it...
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18:38:44 <_dp_> https://git.openttd.org/?p=trunk.git;a=commit;h=9d7aec3fe74bfb4580f4eb3e278f1d92b8412b47
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18:40:31 <_dp_> limiting everything to gs scope is at least logical, not that I like it
18:40:44 <_dp_> but disabling raw_string fixes nothing as far as I can tell
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18:42:45 <_dp_> in fact, it does exactly the opposite as far as I can tell
18:43:47 <_dp_> now it can lead to some invalid strings...
18:43:53 <_dp_> gotta test that though...
18:44:15 <Alberth> what's the usecase for a raw string?
18:44:31 <Alberth> just a regular string also works, and it remains translatable
18:44:56 <andythenorth> also, and completely unrelated
18:45:04 <andythenorth> could we add smart quote detection? :P
18:45:10 <_dp_> idk, show random password?
18:46:50 <Alberth> quotes are smart?
18:47:47 <_dp_> and I'm just looking for a way to avoid that 20 params limit, so trying to understand how everything works)
18:48:57 <andythenorth> if a quote mark ‘ or “ is the first of a pair, flip the sprite
18:49:01 <Alberth> more than 20 parameters means you have too much information to display
18:49:11 <Alberth> people are not going to read 20 numbers
18:49:45 <_dp_> no, because parameters are used by every little thing
18:50:13 <_dp_> if you add color to numbers can do only 10
18:53:03 <_dp_> btw, I can show any amount of numbers if I don't color them, coz passing just one plain raw string also works ;)
18:53:40 <Alberth> I think 10 is already too much
18:53:41 <_dp_> ah, and without line breaks... just one freaking line of numbers %)
18:53:58 <Alberth> people can't handle that many things at the same time
18:54:09 <_dp_> it's possible to have 10 cargos in cb
18:54:31 <_dp_> btw, you also need cargo name, makes it 6...
18:56:30 <_dp_> some existing scripts even change message format when they hit 20 params, I thought it's a bug when I first saw it
18:59:07 <supermop> hmm should i start hosting a game from my work computer?
18:59:18 <supermop> or wait until 4th week of new job for that
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19:01:10 <_dp_> also, it's quite hard to to stuff without using 1-2 more params per cargo for substring ids
19:01:39 <_dp_> so that limit of 20 is being used up after 4-5 cargos
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19:02:00 <_dp_> which, basically, means 5 numbers too
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19:08:11 <_dp_> so if that really was 20 numbers limit that would be fine by me
19:08:30 <_dp_> but as things are now you can hit it even if don't show any numbers at all
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19:12:58 <_dp_> in fact, it's much easier to just show number then try to make it better for players
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19:13:17 <_dp_> since number takes just one parameter and fancy formatting usually takes more :p
19:17:45 <_dp_> oh snap, I think I found a way to do what I want, just need to generate about 500 strings %))
19:18:22 <_dp_> basically, move information from parameters to string id xD
19:22:53 <supermop> ship pathfinder guy on forum makes sense
19:23:28 <supermop> or idk if what he is doing makes sense, but it makes sense to do something different with ships at least
19:25:03 <supermop> andythenorth: could you have some kind of mask that does shoddy quick shading on sprites post- flip?
19:25:13 <supermop> like every sprite is unshaded
19:25:32 <andythenorth> mey
19:25:35 <andythenorth> dunno
19:25:36 <supermop> and then a mask is dark on left half, clear on right?
19:25:50 <andythenorth> you could right a PIL script that detects edge pixels, and shades them algorithmically
19:26:01 <andythenorth> right / write /s
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19:38:20 <supermop> i wonder, what, if anything, that would help or make more efficient
19:38:36 <supermop> better to just start a convention of no shading
19:39:03 * andythenorth has been shading less
19:45:01 <supermop> i should give up on the game and just build little lego monorails encircling potted plants on my window sill
19:45:10 <supermop> make a little metabolist arcology of cacti
19:45:56 <supermop> andythenorth: have you seen videos of that alweg style straddle-beam lego monorail?
19:46:58 <andythenorth> yes
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19:48:43 <supermop> probably have enough bit in my parents basement to cobble one of those together
19:49:47 <supermop> how many bumps wide is lego train loading gauge? does it only seat guys one across?
19:52:35 <andythenorth> 6 stud baseplate
19:52:57 <andythenorth> you can stagger seats and use windows with recesses
19:53:09 <andythenorth> so you can fit 2 minifigs across, but no corridor
19:54:19 <supermop> are cars tall enough for straphangers?
19:54:30 <supermop> i never had the trains growing up
19:54:34 <andythenorth> depends how you build them
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19:57:34 <sim-al2> I don't recall the package sets being particularly tall, looking at the box pictures they were often just a bit taller than a minifigure (enough room to stand, but not much more)
19:59:35 <supermop> there is some tram at the store near here that is tall enough for them to stand in
19:59:50 <supermop> does not actually run on rails though
20:00:10 <andythenorth> if it’s the orange one, it has tiny train wheels
20:00:28 <supermop> i recall the planes were like the old space shuttle - could only sit down in
20:03:04 <supermop> andythenorth: yeah the orange one - i couldn't see the wheels on the box and it didn't look like it came with track so i assumed it would have those smooth tires, like the old planes or race cars
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20:03:37 <andythenorth> if it’s like the older blue one, it has flanged wheels, unpowered
20:03:43 <andythenorth> some people have figured out how to power them
20:03:50 <andythenorth> I have a blue one to sell :P
20:06:35 <supermop> overhead lego trolley wire?
20:06:37 <hewimp> happen to know how to add new mods new game without making new game every time ?
20:07:34 <hewimp> so if i find mod i like can add to existing map .
20:08:15 <sim-al2> The safe way would be to save the heightmap
20:08:51 <hewimp> so save the game as heightmap ?
20:13:47 <hewimp> i do not see any heightmap save can i create one from game ?
20:14:23 <sim-al2> I suppose you want to keep the cities and other stuff that already exist right?
20:15:13 <hewimp> City do not matter
20:15:18 <sim-al2> The reason why I say "Safe way" is that adding newGRFs to an already running game in the past caused so many problems that it was disabled
20:15:21 <hewimp> its the senaro i made
20:15:55 <hewimp> Drew a Map wanted to add Mods has 0 atm
20:16:04 <sim-al2> With the scenario editor?
20:16:11 <hewimp> yes
20:16:18 <hewimp> can play it
20:16:24 <hewimp> just wanted to add Mods
20:16:52 <hewimp> Drew the Falcon so wanted to keep it
20:17:25 <sim-al2> In the scenario editor, there's an option to save the map as a heightmap, and then you can reimport it
20:17:39 <sim-al2> (after you change the newGRFS)
20:19:18 <hewimp> so add Grf and Inport a Map ?
20:20:15 <sim-al2> Yes
20:23:43 <sim-al2> The dangerous way (as far as possibly causing all kinds of interesting things to happen) is to enable the scenario developer tools: http://www.tt-forums.net/viewtopic.php?f=29&t=53881#p939635
20:24:51 <sim-al2> That will let you change newGRFS in an existing game, but of course that carries the risk of causing trouble
20:32:51 <hewimp> Sweet thanks
20:33:00 <hewimp> can even resize the map if i want
20:35:12 <andythenorth> stuff _will_ break if you add/remove newgrs
20:35:15 <andythenorth> newgrfs *
20:35:27 * andythenorth does it all the time
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20:38:15 <supermop> i should build a drinks trolley that is a trolley
20:38:50 <supermop> i wonder if my landlord will be adverse to me installing a 1-foot gauge tramway in my apartment floor
20:39:20 <supermop> or if i can install said tramway without arousing suspiscion
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20:54:31 <V453000> Day9 playing factorio :0
20:58:34 <Alberth> :)
21:00:30 <V453000> shit is getting some attention :)
21:32:55 <Alberth> andythenorth: http://devs.openttd.org/~alberth/bulk_terminal_metal_workshop_25tiles.png just 25 tiles distance, too close?
21:33:29 <andythenorth> I need to write an algorithm that automotically sets these conflicting types per economy
21:33:37 <andythenorth> ‘algorithm’ :P
21:33:47 * andythenorth has never written an algorithm in his life
21:34:06 <andythenorth> what even is an algorithm?
21:34:36 <Alberth> it's just a receipe to solve a problem
21:35:27 * andythenorth has been writing code for 30 years :P
21:35:30 <andythenorth> does that count?
21:35:55 <Alberth> if it ever solved a problem, sure :)
21:36:56 <Alberth> in general though, people publish it as a stand-alone solution to a problem , and they derive properties like speed and scalability
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21:37:45 <Alberth> and usually the problem is well-defined and occurs often
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21:43:35 <Rubidium> andythenorth: have you ever made a flow chart of something?
21:43:43 <andythenorth> often enough
21:44:52 <Rubidium> so, you've made algorithms. After all, a flow chart is a step-by-step "instruction" for doing something as is an algorithm.
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22:01:21 <supermop> https://en.wikipedia.org/wiki/Kintetsu_Ikoma_Cable_Line#/media/File:Kintetsu_Ikoma_Mike.jpg
22:03:03 <andythenorth> did V453000 make that?
22:03:07 <supermop> other questions aside, why does this funicular have overhead electrification?
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22:11:44 <V453000> fak
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22:17:42 <supermop_> i seem to have quit?
22:20:43 <sim-al2> I assume they are using the traction motors to move the car, but with the benefit of being more or less balanced
22:28:31 <supermop_> seems like a lot of expense to hang wires just to power the lights
22:29:21 <sim-al2> Dual pantographs too, I'm sure it's either for the track brakes or traction motors
22:30:19 <sim-al2> https://upload.wikimedia.org/wikipedia/commons/b/be/Kintetsu_Ikoma_kosakusen_Nara_JPN_001.jpg
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22:32:52 <supermop_> yeah, saw that one - first funicular level crossing i've seen
22:33:11 <supermop_> foreground line seems to missing its cable
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22:34:05 <sim-al2> Yeah, I think the cables are tethered to the car though, check the near car, there's a cable on the far side but not on the camera side
22:34:37 <sim-al2> Like this, cable doesn't appear behind the car: https://upload.wikimedia.org/wikipedia/ja/6/6a/Inori01a.jpg
22:37:01 <sim-al2> Check this out, cable is definetly tethered to the car end: https://youtu.be/-UlNoJPQrWQ?t=119
22:37:34 <sim-al2> The cable line is technically two different lines, it might have been out of service at the time of that photograph
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22:37:41 <sim-al2> *one might have been
22:39:35 <sim-al2> Hmm, 200V overhead though...
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22:43:34 <sim-al2> The cars have full electric lights including headlights, and it does have a grade crossing, so I guess that's why it's an overhead collector. Some have automated announcments and other modern stuff too
22:44:09 <sim-al2> Apparently, there was a seperate "communication line", and so the electric overhead is actually offset
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22:51:51 <supermop_> well i've certainly wasted plenty of time at work today reading about odd bits of transit infrastructure around osaka
22:52:21 <sim-al2> Did you read about the Kobe Portliner?
22:54:16 <sim-al2> Rubber-tire transit systems seem more popular in Japan as "real" transit, while outside of East/Southeast Asia they are basically just airport people movers (I'm excluding the French rubber tire metros here, because of major differences)
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22:56:11 <supermop_> mexico df metro is all rubber tired
22:56:23 <supermop_> and pretty much a "real" metro
22:56:31 <sim-al2> Yeah, Montreal too
22:56:40 <sim-al2> And a bunch of French cities
22:57:29 <supermop_> got stuck on these after reading about some linear motor metro lines in osaka
22:57:38 <sim-al2> For the most part, they have rails for guidance and protection against blowouts, while the transit stuff are more bus like
22:57:56 <sim-al2> Wait, they've got linear motor stuff too?
22:58:02 <supermop_> which i got to by wodering if it would be easier to make a tiny toy monorail with a linear motor
22:58:32 <supermop_> similar to bombardier art systems
22:59:14 <sim-al2> Here's the portliner gear: https://upload.wikimedia.org/wikipedia/commons/f/f5/KNT2000_pantograph.jpg
23:00:56 <sim-al2> I mean, there's certainly advantages, like better traction and braking, and easier to have good riding characteristics, but those tires can't be cheap (and have much more friction)
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23:04:14 <sim-al2> I know the Paris system was developed to reduce noise on the above-ground lines, but they have higher running costs than the regular system
23:04:40 <supermop_> in mexico i don't know the reason,
23:05:02 <supermop_> but they don't have much ice there ever despite the high elevation
23:05:22 <sim-al2> Wow, the Portliner has a three-phase third rail system
23:05:32 <sim-al2> *well, 5th rail
23:05:37 <supermop_> i think it is a function of the time it was built
23:06:31 <supermop_> hmm hour to kill until dinner reservation,
23:06:31 <supermop_> last one in the office
23:06:34 <supermop_> but too hungry for beer
23:06:55 <sim-al2> You can see the rails on the right here: https://upload.wikimedia.org/wikipedia/ja/e/ef/Portliner_8000_01.jpg
23:07:36 <sim-al2> Apparently it's only 600 volts, but still, I've never read about a three-phase system that doesn't use overhead
23:07:56 <supermop_> interesting center shunt there
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23:08:19 <sim-al2> The coupler, or the track?
23:09:35 <supermop_> lay-up track
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23:12:25 <sim-al2> Yeah, I assume it's for storage, as the line isn't really long enough for turn-back schedules
23:14:17 <supermop_> ok enough reading about trains for now, going to go get a beer and snack
23:14:58 <supermop_> still need to build a tramway in my apartment
23:17:04 <supermop_> later
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23:21:50 <Wolf01> 'night
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