IRC logs for #openttd on OFTC at 2017-07-08
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06:35:29 <Flygon> A River Nile scenario'd be kinda neat, but that'd need a hell of a timepatch. :V
06:36:27 <supermop_home> not sure if should make one articulated part comfy and one with faster decay
06:36:29 <Flygon> That or some method of dividing down the reported speeds of vehicles so that while it's going 60km/h in-engine it says that boat is going just 6km/h. :VVV
06:36:56 <supermop_home> to simulate different decay rates between seated and standing
06:37:18 <supermop_home> or just a switch that changes decay rate by load %
06:37:22 <Flygon> That would be amazing.
06:37:31 <Flygon> As in, simulating crush loads.
06:37:35 <Flygon> That'd be goddamned amazing.
06:38:15 <supermop_home> because idk if there is a way to prevent something like all the pax load into the 'standing' car before the 'seated' car is full
07:09:45 <supermop_home> also the seated passengers will be just as comfortable when surrounded by 200 standees as when they have a tram to themselves
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07:46:44 <Flygon> supermop, you've been to Melbourne during peak hour.
07:46:54 <Flygon> Nobody's truly comfortable on the world's most cramped Trams.
07:47:01 <Flygon> They merely tolerate it. With vigor.
07:47:30 <supermop_home> I would ride my bike if I had to go anywhere at rush hour
07:49:07 <supermop_home> best and simplest way is probably just to degrade the cargo age bonus based on load percentage
07:50:31 <supermop_home> then you can have a few brackets, where the first one, up to full seated capacity sees little drop, then roughly average seated vs standing decay rates, then for the last 10% can have a steep drop
07:51:04 <supermop_home> unfortunately, for openttd gameplay, nearly all trams on all routes will always be 100% full
07:51:45 <supermop_home> so the worst decay rate hass to be close to default
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09:17:29 <Eddi|zuHause> supermop_home: problem with variable decay rate like that is that you have no control over where the passengers go in your vehicle, and they also don't balance themselves
09:44:17 <Flygon> supermop: Same reason boats are an issue in OTTD.
09:44:26 <Flygon> I'd love a more realistic 'long distance' game.
09:44:34 <Flygon> Where peeps pay more to go long distance, but there is far fewer of them.
09:45:24 <Flygon> It'd be an interesting mechanic, but need a near total rework of how passenger/mail mechanics, and wagons, work.
09:45:40 <Flygon> ie. certain wagons would be low capacity, but high in amnemities...
09:46:06 <Flygon> And long distance passengers would obviously attritate their paying value less with higher amnemities.
09:52:27 <Eddi|zuHause> so, i spent all night downloading 44GB shadow of mordor thingie, and then it doesn't start :/
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11:58:49 <Alberth> hmm, I saved a patch too well, can't find it again :p
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12:19:40 <andythenorth> still a bit boring
12:21:08 <Alberth> There are familiar industries and cargos you'll recognise from default OpenTTD <-- that still holds?
12:24:57 <Alberth> ECONOMIES WORK IN ALL CLIMATES - HOW TO EXPLAIN? <-- climates in economies refer to the world region used for inspiration, you can play all economies in all climates
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12:27:07 <Alberth> it's still boring indeed, too much collections of random words perhaps? not sure how to fix it, "real" text won't work either
12:27:41 <Alberth> perhaps a graph in some way?
12:28:54 <Alberth> "6 economies" is too subtle, I think
12:29:36 <Alberth> list their aims, with a link to their page for more details?
12:29:47 <Alberth> economies seem a major feature of firs
12:30:24 <Alberth> *"6 economies" as link, I mean
12:31:47 <Alberth> merge "activate firs" and "activate vehicle newgrf" as section
12:31:56 <Alberth> pick an economy as separate section?
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14:33:44 * andythenorth will think on about that, thanks
14:37:21 <Alberth> just random thoughts :p
14:41:27 * andythenorth back to chores :)
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15:55:09 <frosch123> andythenorth: just write: economies work in all climates - thereis nothing wrong with playing in-a-hot-country in arctic climate - in fact it makes you look creative
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20:23:12 <supermop_home> trying to make either the 2nd or 3rd part of a 4 part tram contain the pantograph
20:23:49 <supermop_home> instead both the 2nd and 3rd part each randomly decide to have one
20:24:15 <supermop_home> so some trams have no panto, and some have two
20:25:34 <supermop_home> because each articulated part navigates the switch chain on its own, with different random bits
20:27:54 <Eddi|zuHause> so what's the problem here?
20:28:27 <Eddi|zuHause> you can run the random switch on the PARENT bits instead
20:28:32 <Eddi|zuHause> to have the same one for both
20:28:39 <supermop_home> generally i'd like to enforce trams to have at least one pantograph
20:29:24 <Eddi|zuHause> and just have the decision chains reversed
21:43:46 <Eddi|zuHause> (bonus: watch out for the spontaneous synchronization at 1:50)
22:00:10 <andythenorth> (FAB = Feature, Advantage, Benefit)
22:05:17 <frosch123> 1 play firs, 2 ???, 3 profit
22:07:09 <andythenorth> why FIRS not The Other Industry Sets?
22:07:25 <supermop_home> industries cuter
22:07:38 <andythenorth> why not No Industry Set?
22:07:48 <supermop_home> and firs more maintained
22:08:06 <andythenorth> is there any kind of challenge?
22:08:17 <andythenorth> “You’re Mario, rescue Princess” etc
22:09:46 <frosch123> challenge: make andy happy
22:11:02 <supermop_home> frosch123 no one has won that yet
22:11:18 <supermop_home> complexity is itself a challange
22:11:47 <supermop_home> if you want to play like a clock maker, watching pixels move about
22:12:13 <supermop_home> more types of pixels and different places for them to go is meaningful in and of itself
22:16:16 <andythenorth> is supplies significant or not?
22:16:31 <frosch123> it's kind of the core of firsd
22:16:33 <andythenorth> I am always disatisfied with the mechanic, so not keep to push it
22:16:35 <supermop_home> supplies is the firs brand
22:16:50 <supermop_home> regardless of if they are meaningful
22:17:02 <andythenorth> so how do we describe that?
22:17:11 <andythenorth> “Unique supplies for primary industries?
22:17:21 <andythenorth> But do people know what primary industries are?
22:17:37 <frosch123> i think the point is that industries do *not* change production randomly
22:18:11 <frosch123> but react directly to players supplying them
22:18:57 <andythenorth> “Industry Production Re-imagined”
22:19:27 <SpComb> a minimalist industrial set that only has coal mines and power stations
22:19:58 <supermop_home> Firs Industries Require Supplies?
22:20:18 <frosch123> andythenorth: if you want to write bs, write "the most popular industry set"
22:20:45 <frosch123> add a "in the west" to make it even more bs
22:26:16 <andythenorth> “FIRS: play industries your way"
22:26:37 <andythenorth> “Vorsprung Durch FIRS"
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22:38:29 <Eddi|zuHause> surely it'd be "in the north"
22:39:30 <frosch123> the best industry set in the north?
22:45:12 <andythenorth> Northern Industries
22:46:31 <frosch123> live the dream of a someone in the north in a hot country?
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