IRC logs for #openttd on OFTC at 2017-10-23
            
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08:37:42 <joseph222> Hi
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08:39:25 <joseph222> Is it working
08:39:34 <joseph222> I am testing it on a app
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08:39:51 <joseph222> Hi
08:40:05 <joseph222> ...
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08:49:52 <andythenorth> supermop: https://static1.squarespace.com/static/56cc404a356fb0ad1dc8a012/t/59b8ee0b9f7456ccb0a23798/1505291796375/SR+Newsletter+September+22+Middleton+steam+tram.jpg?format=1000w
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09:22:45 <V453000> iz?
09:23:32 <andythenorth> yup
09:33:00 * andythenorth drawing Yeti transport http://1.bp.blogspot.com/-JiLgyu1YLLY/UPHBDjdvUiI/AAAAAAAAAbg/wAM6QW9mWI0/s1600/CD0GGJan2013B.jpg
09:38:41 <V453000> sick
09:38:49 * V453000 finishing BRIX
09:38:53 <V453000> release tonight motherfuckers :>
09:41:36 <andythenorth> countdown clock
09:42:09 <joseph222> ??
09:45:30 <V453000> yeah
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10:37:56 <FLHerne> joseph222: It is, yes
10:39:15 <FLHerne> V453000: All the pictures on your preview page http://dev.openttdcoop.org/projects/yeti/wiki/Previews are broken
10:39:31 <FLHerne> (also the v1->2 comparison)
10:39:31 <V453000> yes because dropbox is a piece of trash
10:39:33 <FLHerne> Ah
10:39:42 <V453000> I'll probably fix it someday
10:39:57 <V453000> for now publishing BRIX is top priority
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11:46:07 <V453000> 8 pages of bullshit text
11:46:07 <V453000> nice
11:46:51 <andythenorth> ?
11:47:02 <V453000> big BRIX blog article
11:47:04 <V453000> iz
11:48:19 <andythenorth> error
11:48:23 <andythenorth> not on coop site
11:48:27 <andythenorth> type faster
11:49:25 <V453000> evening will bring shitstorm
11:49:35 <V453000> BRIX flooding openttd universe
11:51:08 <V453000> oh also
11:51:23 <V453000> what was the thing which was stripping newgrfs of 32bpp and EZ?
11:55:43 <V453000> was it also musa?
11:55:47 <V453000> or some nmlc thing?
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12:15:20 <Wolf01> Moin
12:15:55 <__ln__> buon moin
12:37:18 <planetmaker> V453000, iirc it was grfcodec
12:37:48 <V453000> ooo
12:38:07 <V453000> thank you :) will try to fiddle
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12:51:02 <Samu> hi
12:51:13 <Samu> looking for english help
12:51:38 <Samu> I want to shorten "distance travelled during flight"
12:51:50 <Samu> distance flawn? flewed? flown?
12:51:56 <Samu> flought?
12:53:15 <V453000> "flying distance" ?
12:53:35 <V453000> "flymeters"
12:53:37 <V453000> :D
12:53:58 <Samu> :(
12:54:42 <Samu> "distance travelled since last takeoff" is too much to put on vehicle detail window
12:57:12 <Samu> well, there's "breakdowns since last service"
12:57:20 <Samu> not short as well, but ...
12:57:38 <LordAro> Samu: "flown"
12:57:49 <Samu> ty LordAro
12:57:58 <LordAro> although that would only replaced "travelled"
12:58:02 <LordAro> replace*
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12:58:32 <Samu> "distance flown since last takeoff"?
12:58:36 <LordAro> yeah
12:58:41 <Samu> ugh, still big
12:58:46 <Wolf01> It depends on what do you want to tell to the user: "distance travelled during flight" is the total distance? You don't tell much about it; "distance travelled since last takeoff" is more understandable
12:59:03 <LordAro> maybe get rid of flown/travelled entirely?
12:59:43 <LordAro> the word is a bit redundant - it's a vehicle, of course it's travelled to move any distance
12:59:44 <V453000> "distance since last takeoff" seems to make sense to me
13:02:43 <peter1139> current flight distance
13:05:13 <Samu> oki peter1139
13:06:43 <Samu> STR_VEHICLE_INFO_RELIABILITY_BREAKDOWNS_DISTANCE :{BLACK}Reliability: {LTBLUE}{COMMA}% {BLACK}Breakdowns since last service: {LTBLUE}{COMMA} {BLACK}Current flight distance: {LTBLUE}{COMMA}{NBSP}tile{P "" s}
13:06:47 <Samu> like that?
13:07:23 <Wolf01> Make it 2 strings
13:08:48 <Samu> STR_VEHICLE_INFO_RELIABILITY_BREAKDOWNS
13:09:01 <Samu> STR_VEHICLE_INFO_RELIABILITY_BREAKDOWNS_DISTANCE
13:09:02 <Samu> 2 strings
13:10:03 <peter1139> It was a suggestion.
13:34:42 <V453000> order
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13:42:33 <Samu> there is a flaw with this counter :(
13:42:53 <Samu> horizontal/vertical counting is faster than diagonal
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13:48:20 <Samu> halp!
13:48:22 <Samu> https://imgur.com/644D8vF
13:48:41 <Samu> 1,125 til...
13:48:45 <Samu> why not tiles
13:49:06 <__ln__> drop the 'current'
13:49:23 <Samu> oki
13:49:45 <__ln__> or 'flight', i guess it can be assumed that an aircraft flies by default
13:50:21 <Samu> the counter resets to 0 immediately after touching the ground... hmm
13:50:33 <__ln__> or how about 'distance flown'
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13:50:49 <Samu> ok, seems right
13:50:51 <Samu> will change
13:51:16 <__ln__> but i'm not a native englishman, and i rarely even drink tea
13:52:19 <Samu> i still have to see what the heck happens with the counter when the aircraft is outside the map
13:54:55 <Samu> there's virtual coordinates stuff which I really don't get how it works
13:57:20 <peter1139> Moo.
13:58:28 <andythenorth> isn't it
13:58:44 <Samu> i like the idea of showing it in red if it travells too much
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13:58:57 <Samu> considering my patch and all, makes sense
14:13:53 <Samu> there is no start take off for helicopters?
14:15:31 <peter1139> Helicopters are rubbish
14:15:39 <peter1139> I was fixing something but didn't
14:15:44 <peter1139> Usual for my patches, I suppose.
14:15:57 <Samu> AircraftEventHandler_TakeOff
14:16:03 <Samu> this should suffice for both
14:16:06 <Samu> let's see
14:16:46 <Samu> i'm still trying to figure when it's the best time to reset the counter
14:17:12 <Samu> and when it's the best time to start counting and when to stop counting
14:18:59 <Samu> when the sound starts playing, the counter resets to 0
14:19:13 <Samu> seems like a good time to reset
14:21:24 <V453000> how would you expect I should give it the zoom and depth parameters? https://dev.openttdcoop.org/attachments/download/8713/grfstrip.png
14:21:37 <V453000> it seems to just remove both 32bpp and EZ for me
14:21:45 <V453000> can I make a 8bpp + EZ newgrf with this?
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14:23:35 <Samu> damn it, helicopters are a difficult specimen
14:35:01 <Samu> it's all too confusing for helicopters
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15:38:26 <supermop_> andythenorth: did you see this yet? https://www.kickstarter.com/projects/1863728218/inter-city-125-poster?utm_source=Kickstarter+%231&utm_campaign=9c17693294-EMAIL_CAMPAIGN_2017_10_22&utm_medium=email&utm_term=0_55ce0e4a21-9c17693294-160903481&mc_cid=9c17693294&mc_eid=76deb86b76
15:39:34 <andythenorth> supermop_: think it will make it? o_O
15:39:41 <supermop_> yeah
15:40:02 <supermop_> i was debating the 100 quid level yesterday when it launched
15:40:06 <supermop_> now thats all gone
15:40:25 <supermop_> only hope is to drop enough hints to my wife re
15:40:29 <supermop_> : birthday gift
15:40:43 <andythenorth> I'd buy it, then leave it in cupboard
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16:08:41 <supermop_> 16px wide curtain side for cargo tram
16:09:06 <supermop_> thinking of taking every 4th 1px vetical strip and scrunching them to one side
16:09:33 <supermop_> but idk if asymetrical opening will bother me
16:09:43 <supermop_> lets see
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16:38:00 <Alberth> o/
16:40:23 <andythenorth> hi Alberth
16:56:15 <supermop_> https://imgur.com/a/VQ11P
16:56:37 <andythenorth> interesting
16:56:44 <supermop_> needs dark creases in the scrunch
16:58:05 <supermop_> https://meidresden.de/images/stories/Pressefotos/Dresden/VW-Bahn_Logistik/cargpotram-DSC_6185.jpg
16:58:21 <supermop_> folds hang out a bit when open
16:58:45 <Samu> i managed to find where exactly an helicopter starts raising up
16:59:25 <supermop_> ooh this looks cool: http://www.6-tram.ch/images/d_e_14_0058_580.jpg
16:59:38 <Samu> it's a bit messed up, but it's here if (amd.flag & AMED_HELI_RAISE) {
16:59:48 <Samu> if (--u->cur_speed == 32) {
17:00:08 <Samu> when speed matches 32, it starts raising up
17:00:35 <Samu> peter1139:
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17:04:05 <Alberth> o/
17:06:25 <andythenorth> quak
17:07:17 <frosch123> moo
17:07:20 <supermop_> also not sure i need gangways on those cargo tram cars
17:12:26 <supermop_> hmm 1 shade darker not enough
17:12:57 <supermop_> might lighten the bumps of the folds
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17:20:21 <supermop_> problem is the opening is big enough now i have to draw mail bags in there
17:20:40 <supermop_> slash beer kegs and bottles
17:25:16 <Wolf01> o/, quak
17:32:16 <Gustavo6046> Oathfinder works :D
17:32:19 <Gustavo6046> Pathfinder*
17:32:23 <supermop_> haha
17:32:37 <supermop_> aol+yahoo branded pathfinder
17:33:14 <Gustavo6046> oath of fealty
17:39:33 <supermop_> yeah. when aol and yahoo merged in preparation of selling to verizon, they changed the name of the joint company to Oath
17:52:34 <Samu> what does {NBSP} mean, I forgot
17:52:39 <Samu> on strings
17:53:06 <Alberth> non-breaking space
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17:57:29 <Gustavo6046> ^
17:58:24 <Samu> ok, still not sure what it does
17:58:28 <Samu> but will use it lol
18:01:22 <juzza1> it prevents line breaking at the space character
18:01:25 <Alberth> it looks like a space, but it's not
18:01:53 <Alberth> so sentences cannot be broken at that point
18:02:47 <Samu> ah, i see
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18:30:42 <Samu> https://i.imgur.com/CXvCW53.png
18:30:47 <Samu> nice, i like it
18:32:20 <Gustavo6046> I have a bit field, where:
18:32:28 <Gustavo6046> • left two bits are X;
18:32:33 <Gustavo6046> • right two bits are Y.
18:33:05 <Gustavo6046> Being X and Y the normalized downhill direction of a slope, where:
18:33:14 <Gustavo6046> • 10 is -1;
18:33:17 <Gustavo6046> • 11 is 0;
18:33:21 <Gustavo6046> • 01 is 1.
18:33:37 <Gustavo6046> Nevermind
18:33:57 <Gustavo6046> • 00 is now the same 0 instead, and now it works, so ignore me.
18:34:18 <Alberth> wouldn't 11 be 2-complement -1 in 2 bit ?
18:34:42 <Gustavo6046> Alberth, I'm using just three numbers
18:34:53 <Gustavo6046> I'm comparing the bits, and doing a & b != 0
18:35:00 <Alberth> I guessed as much
18:35:06 <Gustavo6046> I want to know if a & b != 0 gets whether a road can be built between two slopes.
18:35:10 <Alberth> (a & b) != 0 then
18:35:57 <Gustavo6046> So, e.g. a = [-1, 0] and b = [-1, 1] does 100 and 110.
18:36:04 <Gustavo6046> Or rather, 0100 and 0110
18:36:24 <Gustavo6046> Oh wait, 01 is -1 and 10 is 1, I swapped :P
18:36:33 <Gustavo6046> Not important, it's symmetrical.
18:36:51 <Alberth> but wouldn't int x:2 not get expanded as 2 complement? I wonder
18:36:58 <Samu> so now there's aircraft range and distance flown
18:37:11 <Gustavo6046> LOL line 1101 is within the slope bitwise code https://i.imgur.com/eYrMYSV.png
18:37:19 <Gustavo6046> Alberth, no
18:37:25 <Gustavo6046> x and y must be between -1 and 1
18:37:27 <Alberth> bummer
18:37:46 <Gustavo6046> ?
18:38:03 <Samu> what are the pros of aircraft range?
18:38:14 <Alberth> "too bad, I had hoped it would"
18:38:22 <Gustavo6046> Slopes are a direction; directions are normalized to a unit vector where -1 <= n <= 1 and n in {x, y}.
18:38:56 <Samu> slopes aren't a direction, they're a big mess of stuff
18:40:10 <Gustavo6046> I know
18:40:13 <Gustavo6046> Samu, I know
18:40:28 <Samu> i worked on slope directions when working on river tiles :(
18:40:32 <Gustavo6046> that's why I clear the SLOPE_ELEVATED and SLOPE_STEE bits.
18:40:35 <Gustavo6046> SLOPE_STEEP*
18:40:38 <Samu> trying to make friendly rivers
18:41:35 <Gustavo6046> ?
18:41:50 <Samu> during map generation, try to make lock friendly rivers
18:42:10 <Samu> during town growth, try to make lock friendly town bridges
18:42:37 <Samu> i ended up fattening rivers, not really what I wanted to do :/
18:43:08 <Samu> which aircraft set got aircraft ranges?
18:43:23 <Samu> i wanna see how distance flown + aircraft range interact with each other
18:43:57 <Samu> av8?
18:46:05 <Samu> Range: 96 tiles, Distance flown: 103 tiles
18:46:10 <Samu> :|
18:49:15 <Gustavo6046> oh
18:49:26 <Gustavo6046> Samu, it's radius flown
18:49:31 <Gustavo6046> so I guess you half the distance
18:49:31 <Samu> https://i.imgur.com/hcadBxE.png
18:49:50 <Gustavo6046> if the range is in a radial circle
18:49:58 <Gustavo6046> and the aircraft reached the edge
18:50:07 <Samu> i count every time the aircraft changes tile coordinates, i'm not sure what aircraft range do
18:50:29 <Samu> i think it counts the distance between the 2 airports
18:50:52 <Gustavo6046> Samu, you should instead count to X everytime it moves in X
18:50:58 <Gustavo6046> and count to Y everytime it moves in Y
18:51:12 <Gustavo6046> then the distance is sqrt(X*X + Y*Y)
18:51:19 <Gustavo6046> idk if Squirrel has pow
18:52:27 <Samu> i got a problem with identifying coordinates outside map
18:52:55 <Samu> it uses virtual coordinates when outside the map borders, and i have no idea how they work
18:53:11 <Samu> i can't calculate distances
18:53:20 <Gustavo6046> Samu, I had that too
18:53:23 <Samu> i can only count how many times it has moved from a tile to another
18:53:25 <Gustavo6046> so I did a TileVec class for coordinate
18:53:38 <Gustavo6046> it would always turn n < -1 to n = 0
18:53:52 <Gustavo6046> s/</≤/
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19:36:30 <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=76044&p=1184036#p1184036 done
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19:50:43 <Samu> do aircraft have a weight concept in them?
19:50:49 <Samu> feature?
19:51:05 <Samu> the more loaded it is, the least it accelerates
19:56:39 <Alberth> the biggest problem is getting enough lift
19:57:01 <Alberth> but you obviously have that when it flies :p
19:58:16 <V453000> hi guys, does anybody remember how exactly should I use grfstrip? it tells me to give it input and output, that much is clear, but then it says [<depth> <zoom>]
19:58:22 <Samu> i was thinking of something like ... making the big capacity planes accelerate slower than the lower capacity ones
19:58:27 <V453000> how do I figure out the syntax and values it wants for the depth and zoom?
19:58:35 <V453000> Rubidium: ? :)
19:58:37 <Samu> depending always on how much is loaded, of course
19:59:09 <V453000> also can I get 8bpp with EZ from grfstrip? aka remove only 32bpp x4 and 32bpp x1
19:59:12 <Alberth> V does -h work?
19:59:57 <supermop_> samu - planes in game are pretty close to max speed by the time they are in the air
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20:00:28 <Alberth> V, right it does :p
20:00:45 <supermop_> acceleration doesn't really have much gameplay effect for planes in game
20:01:05 <Samu> wanted it to be much like how trains do
20:01:05 <V453000> Alberth: yes but yeah it tells me that :)
20:01:20 <supermop_> also, as Alberth says, so long as it can reach take off speed it flies
20:01:27 <Samu> some engines take a long time to reach their maximum speed
20:02:02 <supermop_> Samu: that's probably the wrong approach - acceleration is also fairly inconsequential for planes IRL
20:02:04 <Alberth> V depth looks like 32bpp 8bpp
20:02:17 <Alberth> zoom[] = { "normal", "zi4", "zi2", "zo2", "zo4", "zo8" };
20:02:29 <supermop_> even heavy cargo plains will reach several hundred kmh in a few seconds
20:02:45 <Samu> oh well, there goes my logic
20:03:01 <supermop_> the biggest issue in 'balancing' weight of planes is rather how much fuel they burn
20:03:21 <supermop_> heavy load = need more fuel to take off and fly
20:03:47 <V453000> :D
20:04:11 <supermop_> to a lesser extent (not important for openttd) heavy load = less weight allowance for fuel = less range
20:04:14 <V453000> ok so I write grfstrip.exe BRIX.grf BRIX-8bpp.grf 32bpp zi4 ?
20:04:37 <V453000> well it did something
20:04:39 <Alberth> something like that
20:04:54 <V453000> ah so I tell what to keep
20:04:57 <frosch123> i think grfstrip command line is broken
20:05:12 <Samu> my own laws of physics differ from that of real world :(
20:05:15 <Samu> keks
20:05:26 <supermop_> Samu: if you want to do something that operates on the load of aircraft, it would be more logical to have running cost increase with load weight
20:05:36 <frosch123> it misses some "i++"
20:05:58 <supermop_> but planes in game (and most airliners IRL) pretty much always fly full
20:06:46 <Samu> increased running costs, again
20:06:48 <Samu> hmm
20:06:56 <V453000> how do I tell if it also removed x1 8bpp from the grf ... it should never do that, right?
20:07:09 <frosch123> yes, it won'T do that
20:07:16 <frosch123> what resolutions do you have?
20:07:21 <V453000> x1 x4
20:07:32 <frosch123> 8bpp 1x, 8bpp 4x, 32bpp 1x, 32bpp 4x, more?
20:07:34 <frosch123> less?
20:07:38 <V453000> it did keep x4 so it should work
20:07:51 <V453000> 8bpp x1, 8bpp x4, 32bpp x1, 32bpp x4
20:08:11 <V453000> seems functional :) cool
20:08:11 <V453000> thanks
20:08:13 <supermop_> samu, i don't even know if aircraft in game have a power property
20:08:42 <frosch123> so you want: grfstrip bla.grf bla-8bpp.grf 8bpp zi4
20:08:53 <frosch123> but if will fail if you have more zoomlevels
20:08:55 <frosch123> *it
20:09:36 <V453000> ok, I won't :P
20:10:47 <Samu> aircraft don't have weight, from what I can find
20:13:01 <Samu> they have no power either
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20:14:10 <Samu> only rail and road vehicles have weight
20:14:14 <Samu> ships and aircraft don't have
20:14:31 <andythenorth> no
20:14:54 <andythenorth> I have wondered about ship physics
20:14:58 <andythenorth> but I think it's negligible gain
20:17:15 <frosch123> https://paste.openttdcoop.org/pjasirl2o?/pjasirl2o <- fixes grfstrip to allow more than one additional format
20:18:26 <frosch123> https://paste.openttdcoop.org/pe46uito2?/pe46uito2 <- another return was missing
20:18:51 <Samu> aircraft have image_index, cost_factor, running_cost, subtype, sfx, acceleration, max_speed, mail_capacity, passenger_capacity, max_range
20:19:04 <Samu> no weight :(
20:19:18 <Samu> not even air_drag
20:19:50 <supermop_> samu: for the purposes of the game, there is no need to have those
20:20:19 <supermop_> speed is determined by thrust, weight (somewhat) and drag (a lot)
20:20:51 <supermop_> if it is important that plane 1 goes 300kmh and plane 2 goes 600 kmh
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20:21:32 <supermop_> there is not really much need to do something more complex than just giving what the final max speed should be
20:21:54 <Samu> there is acceleration
20:22:01 <Samu> will take a loog at acceleration
20:22:05 <Samu> look*
20:22:20 <supermop_> rather than trying to approximate drag and thrust such that the result is the speed you want
20:22:36 <supermop_> acceleration is only really relevant when taking off
20:23:05 <supermop_> and OpenTTD doesn't have or need airplanes that don't make it off the runway because they are overweight
20:24:08 <supermop_> because again, the capacity is the max weight a plane can take off with
20:24:35 <supermop_> a plane can't be too heavy to take off because it would be over capacity
20:25:14 <supermop_> whether a plane needs half of the runway or all of the runway isn't really simulated by game
20:25:56 <supermop_> you could make plane crashes at short runways dependant on plane weight - but the plane size property already handles that
20:26:49 <Samu> plane crashing is too drastic for balancing... :(
20:27:09 <Samu> i don't like the idea of crashing to make them fair
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20:35:00 <supermop_> make what fair?
20:35:25 <supermop_> what is unfair about planes? every player can buy them
20:36:48 <supermop_> if you want to nerf particular planes, pretty much range, speed, and running costs are the only aspects that will have a noticeable effect relative to capacity
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21:14:42 <Alberth> latter looks good frosch123
21:15:00 <Alberth> https://paste.openttdcoop.org/pe46uito2?/pe46uito2
21:15:51 <frosch123> thanks for checking
21:16:57 <Alberth> hmm, perhaps also add texts for the parameters in the help?
21:17:07 <Alberth> avoid looking it up again from the source :p
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21:17:34 <frosch123> like names for zoom levels?
21:17:40 <Alberth> yes
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22:12:08 <Samu> question, how did you come up with those base acceleration values in engines.h table?
22:12:26 <Samu> 18, 20, 35, 40, 50
22:15:56 <V453000> 666
22:17:52 <Samu> let's make yate haugan acceleration = 5
22:17:55 <Samu> see what happens lol
22:18:33 <supermop_> Samu: certainly chris sawyer just made them up to feel right
22:20:20 <Samu> hmm yate haugan acceleration is lower, hmm hmm :) but it's still a fixed amount
22:20:31 <Samu> accelerates at the same rate
22:21:20 <Samu> this game needs a realistic acceleration for aircraft? :p
22:21:52 <supermop_> Samu: why?
22:22:19 <supermop_> 'realistic' would be almost instantaneous relative to other vehicles
22:22:30 <Samu> okay, not that kind of realistic
22:23:01 <supermop_> also you run the risk of then making only very very long flights desirable
22:23:19 <supermop_> where aircraft already heavily favor long flights
22:23:28 <Samu> was thinking of acceleration rate slowing down the closer it gets to max speed
22:24:51 <Samu> yeah, i see
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22:28:05 <supermop_> still though, a 747 flying 1000 tiles will spend more time at a high speed than a embraer 135 flying 50 tiles
22:36:29 <Samu> with acceleration = 1
22:36:45 <Samu> it took 676 tiles to reach max speed, on yate haugan
22:37:59 <Samu> seems like for each x acceleration, the cur_speed increases x per tick
22:38:31 <Samu> this is all interesting, but i'm not sure if this is what I want to do
22:38:50 <supermop_> what do you want to do?
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22:39:50 <Samu> not sure if I really want to touch acceleration
22:40:13 <Samu> if i want the more cargo loaded, the slower it accelerates
22:40:18 <Samu> idea
22:41:08 <supermop_> with aircraft, you cannot build more, or more powerful turbines for a given plane
22:41:35 <supermop_> a plane will always have the same 'power' and the same capacity
22:42:27 <Samu> what you're saying is that it's not how real physics work
22:44:41 <Samu> major goal is profits
22:45:00 <Samu> something that punts a dent on aircraft profits
22:45:19 <Gustavo6046> The difference is the technology: Embraer, being from Brazil, automatically advantages from high technology index. Unfortunately my country is still poor.
22:46:14 <Samu> the acceleration thing seems to only promote long long distances
22:46:28 <supermop_> it is not like a train where the player makes a choice about the loading ratio compared to the motive power
22:46:53 <supermop_> planes pretty much always fly at 100% loaded
22:47:08 <V453000> Ah I guess musa needs python 2.6
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22:47:55 <supermop_> so there is no real reason to make planes that are 50% full cheaper or faster than planes that are 100% full
22:48:53 <Samu> what about the opposite
22:49:23 <Samu> place accelerates to max speed as it usually do, but then it loses speed if it travels too much
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22:49:42 <Samu> akin to my breakdown idea, but instead of breaking down, it decelerates gradually
22:50:07 <Samu> plane accelerates* typo
22:51:42 <Samu> something like... travel 500 tiles at max speed, then the rest, gradually slow down
22:52:32 <Gustavo6046> Samu, aerodynamics boi
22:52:49 <Samu> what?
22:52:53 <Samu> sorry im noob
22:53:14 <supermop_> Samu: what behavior do you want to affect
22:53:20 <Samu> profits
22:53:30 <supermop_> not effect, but affect
22:53:43 <supermop_> what change in player behavior do you want to create
22:54:10 <Samu> make them use aircraft without them being retardedly profitable
22:54:34 <supermop_> profit is probably a weak motivator for many players then
22:55:06 <Samu> hmm no one likes to use aircraft on competitive servers, i'd like to change this fact
22:55:51 <supermop_> i never use aircraft because 1) it is boring, 2) plenty of occupation on other thing to ever get around to building airports
22:56:16 <supermop_> 3) often soon have plenty of money without aircraft, so don't need them for funing
22:56:20 <supermop_> funding
22:56:29 <Cubey> I think most people who play openttd are mostly interested in the trains
22:56:52 <supermop_> so people are largely discouraged from using aircraft already
22:57:05 <supermop_> profit is largely not interesting in the game
22:57:11 <Cubey> Personally I find playing with the aircraft not very satisfying...not much challenge, nothing really interesting you can do with them
22:57:52 <supermop_> if you are competing to move the most cargo, or to grow a city largest, aircraft do not provide much of a competitive advantage anyway
22:58:06 <V453000> https://blog.openttdcoop.org/2017/10/23/brix-0-0-2-is-here/
22:58:09 <V453000> =D
22:58:12 <V453000> iz
22:58:30 <supermop_> OpenTTD is difficult because it trying to approximate a scale where both trains and planes are applicable
22:59:23 <Samu> infrastructure maintenance costs on aircraft are way too drastic for small maps
22:59:55 <supermop_> Samu: the infrastructure cost was supposed to be a tool to balance out the profitability of aircraft
23:00:10 <_dp_> I solved aircraft balance on our servers by disabling large aircrafts
23:00:23 <_dp_> small ones are still decently profitable but loose to trains
23:00:55 <Samu> my main issue is indeed the big planes
23:01:02 <Samu> small planes, i noticed they're fine
23:01:02 <supermop_> aircraft ranges are another tool, but default will not have those
23:01:16 <supermop_> and again, bigger plane = bigger range
23:01:30 <_dp_> range is weird
23:01:48 <_dp_> and does nothing to balance profit
23:02:21 <Samu> what do you think of this https://www.tt-forums.net/viewtopic.php?f=33&t=76044
23:02:23 <Samu> _dp_:
23:02:45 <supermop_> _dp_: it was less to balance profit, more to just force some more consideration in route planning beyond 'build two airports as far apart as possible'
23:03:33 <supermop_> in real life, a380 doesn't print money because people want certain flexibility in flights, so you cannot have every take off slot from LHR be an A380 to PVD every 2 minutes
23:04:00 <supermop_> OpenTTD cannot provide that self-balancing
23:04:19 <_dp_> there is a reasonable distance limit, you need fast income when starting
23:04:50 <_dp_> it's like 1000 tiles but whatever)
23:05:00 <Cubey> Any balance in openttd is opted-into by the user
23:05:15 <supermop_> range also can only make sense for one map size
23:05:24 <_dp_> Cubey, it doesn't work like that on competitive servers :p
23:06:02 <supermop_> if you are playing a map of the UK at 4k^2, any range limit at all will not make sense
23:06:04 <Cubey> That's why competition servers only reflect a very small subset of all the styles of gameplay used by players
23:06:44 <supermop_> _dp_: i have never seen a competitive server i wanted to play on
23:07:36 <Cubey> I see openttd as being in basically the same category as minecraft
23:07:49 <Cubey> There are all sorts of games that can be played within the game
23:07:59 <Cubey> Goal servers, city builder, etc.
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23:08:16 <Cubey> But there are many many more "non-game" ways to play the game
23:08:31 <_dp_> supermop_, well, not everyone likes competitive play I know
23:08:37 <Samu> I was medling with this idea... instead of promoting a breakdown aka limit speed to 321 km/h, make it gradually lose speed after x tiles
23:08:46 <supermop_> i wouldn't mind competition
23:09:15 <Samu> but it makes no sense, or yada yada...
23:09:21 <Samu> I need ideas :(
23:09:25 <supermop_> but servers always have things like, newgrf settings that make no sense, or no newgrfs at all
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23:09:40 <supermop_> or no cdist, so passenger networks make no sense
23:09:59 <supermop_> or very narrow goals
23:10:06 <Cubey> There are no regularly operating servers that are configured remotely like how I have my single player
23:10:11 <_dp_> among competitive ones I'm sure we have the best ones on CityMania xD
23:10:27 <_dp_> cdist is like a gs of it's own, it's hard to combine it with any other goal
23:10:33 <Cubey> It is strange to me how there are practically no servers with a moderate amount of newgrfs and the vanilla/stable version of the server
23:11:10 <supermop_> Cubey: exactly
23:11:27 <_dp_> It's very hard to configure vanilla
23:11:46 <Samu> i only care about vanilla
23:11:51 <supermop_> like a plain silicon valley GS with Firs and a nice train set would be fun and competitive
23:11:57 <_dp_> newgrfs can at lest do something about gameplay
23:12:11 <Cubey> I mean, the configs I use would never work for a multiplayer server, because I limit my behavior through choice rather than restrictive settings
23:12:26 <Cubey> E.g. you could never leave the max station spread set to maximum on a public server, it would be abused too much
23:12:47 <_dp_> well, you can set some rules about it
23:13:04 <_dp_> but better to be coded ofc
23:13:35 <_dp_> but sadly some things can't be coded so still need rules, mods, etc
23:13:36 <Cubey> Even stuff like cargodist has problems
23:13:58 <Cubey> Since cargo only appears with destinations that the network graph already knows are connected
23:14:17 <Cubey> You can "game" the system by only building point to point routes
23:14:49 <Cubey> There's no way to force players to build "realistic" routes under cargodist, it's just something they have to choose to do
23:15:10 <supermop_> Cubey: exactly, in a city builder system, even with cdist on, you can set up your routes so it is only possible for any passenger in your network to get dumped at your city
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23:16:41 <Samu> i feel that i need to do something about aircraft :(
23:17:06 <Cubey> And I don't see any of that as a problem, because I prefer open-ended sandbox-like games anyway
23:17:19 <Cubey> And I think a lot of people who play simulation games do
23:17:33 <_dp_> well, what's the point of cdist on competitive server then if it can be cheated anyway?
23:18:07 <Samu> cargo dist, i rather call it cargo with personality
23:18:37 <Samu> hi, I'm coal, and i want to go to that train, not this one
23:19:13 <_dp_> and btw, there is no way to force players to build "realistic" because no one knows wtf does "realistic" mean in openttd :p
23:20:32 <_dp_> everyone builds whatever he likes and calls it "realistic"
23:20:46 <Cubey> Yeah that's true
23:20:50 <Samu> :(
23:20:58 <supermop_> _dp_: because building passenger networks without cdist is incredibly frustrating
23:21:26 <V453000> +1 _dp_
23:21:51 <Cubey> I'm working on some scripts to pull data from the GS API through the admin port and help me analyze my cargodist graph
23:22:02 <_dp_> Samu, btw, as for breakdonws I think as long as they're random they're bs. I disabled breakdowns for planes where it matters (aka where it's a best way to start).
23:22:10 <ST2> damn, and now that I'm out of popcorns :(
23:22:25 <Samu> when i hear of cargo dist, i always think about how cargo is distributed to the nearby stations
23:22:31 <Samu> so confusing
23:22:34 <Cubey> But I'm realizing that even with access to a lot of information I can slice and dice, it's not immediately clear what my goal should even be
23:23:48 <Samu> i prefer breakdowns enabled for aircraft, but aircraft crashes disabled
23:24:06 <Samu> i just wish big planes couldn't just land on small airports
23:24:11 <Samu> but oh well
23:26:05 <supermop_> i once tried a polish GS that tried to control town growth by type of passenger service provided.
23:26:09 <supermop_> was pretty nice
23:26:50 <supermop_> encouraged growth in cities that were hubs of the network
23:27:30 <Samu> ST2: give me ideas for aircraft
23:27:52 <ST2> change the atendants :P
23:28:04 <Samu> so ppl want to play with breakdowns disabled and aircraft
23:28:10 <Samu> there goes my patch :(
23:28:18 <supermop_> Samu: some people do
23:28:32 <supermop_> some people never touch aircraft
23:28:48 <ST2> actually, on SP people can play with the settings they want ^^
23:28:56 <supermop_> aircraft breakdowns are weird as is
23:29:17 <_dp_> oh, right, I meant crashes, but whatever, another random bs
23:29:29 <Cubey> Yeah the default aircraft breakdown behavior never made any sense to me
23:29:37 <_dp_> basically on competitive server it mean if crashed first year -> restart
23:29:47 <ST2> MP servers, and specially the ones with goals, try to balance things to all cargo types/ways to trasnport it be more or less equal
23:29:51 <Cubey> Crashes are a huge pain so I always disabled them, but at least that corresponds to something I can imagine actually happening
23:30:22 <Samu> when it's disabled, noobs will use big planes on small airports... I wish they wouldn't do it
23:31:00 <supermop_> ST2: i never understood 'balancing' like that though - if everything is balanced to be equivalent, what is the point of choosing any particular thing
23:31:19 <ST2> exactly supermop :P
23:31:31 <supermop_> it makes more sense for the game to have optimal uses for certain things
23:31:33 <Cubey> There have been a number of proposed ideas in the past having to do with improving the layouts of airports and making a bigger difference in throughput for the larger layouts
23:31:41 <ST2> it's where the human factor comes up
23:31:54 <Cubey> Which would be a good reason to use the big ones instead of just whatever has the smallest footprint
23:31:59 <Cubey> But none of that has ever made it in trunk
23:31:59 <_dp_> Samu, usually it's pro's who do that not noobs, noobs buy big airports, one plane and go bankrupt :p
23:32:00 <Wolf01> It's the blizzard syndrome
23:32:10 <supermop_> rather than balancing so that for any route length there is no difference between a bus or a 747
23:33:00 <_dp_> but as long as game balanced for it it's fine to do whatever
23:33:08 <supermop_> Samu: i think "make the game harder for 'noobs' and easier for expects" is the opposite of balancing
23:33:29 <_dp_> like, sure, big planes with small airports are the best start on our tropic cb blitz, so what?
23:33:41 <Samu> a big airplane on a small aircraft always gets me on my nerves :(
23:33:45 <Samu> small airport*
23:33:58 <ST2> hire better pilots xD
23:34:17 <Samu> if i disable aircraft crashes, they get away with it
23:34:23 <supermop_> maybe they have thrust reversers
23:34:34 <Samu> if i enable crashes, there may be accidental crashes early game, ruining it
23:34:44 <supermop_> Samu: punishing players is probably not fun
23:35:05 <_dp_> idk what ST2 means by balancing cargo, but for me balancing usually means don't let stupid shit to be the best way of doing smth xD
23:35:32 <ST2> _dp_: touch� xD
23:36:44 <Samu> like 2 airports in the 2 corners
23:36:47 <Samu> and a plane
23:36:56 <_dp_> yep, exactly xD
23:37:10 <ST2> supermop_: you said don't like goal servers - probably never tried the one using BusyBee ^^
23:37:29 <Samu> slowing them down past x tiles, goes against the idea of what aircraft is
23:37:35 <ST2> and it's goal based to restart when goal is reached and get a new map, to new players join and build
23:37:42 <_dp_> have you fixed your bb to not be a p2p truck fest?
23:37:43 <supermop_> ST2: i sometimes play busy bee SP, its a bit too random for me
23:37:58 <ST2> that's the magic of it xD
23:38:10 <supermop_> _dp_: BB is always p2p biased
23:38:39 <Samu> balancing cargo is making coal suck
23:38:40 <_dp_> idk, I think with a lot of big goals it can favor networks or some sort
23:38:43 <Samu> coal too stronk
23:38:45 <supermop_> it is fun trying to rework a p2p train route to become a network as targets change in SP though
23:38:46 <_dp_> like 100+ big
23:38:50 <_dp_> *log
23:38:54 <_dp_> *lot dammit
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23:38:57 <supermop_> but it would always be easier to spam trucks
23:39:23 <supermop_> Samu: don't use default cargo
23:39:27 <_dp_> coal is only good as a starting cargo
23:39:30 <ST2> BB gets resumed to short tracks when cash income is stable
23:39:32 <Cubey> "Balance" to me means that coal is stronker than most cargos because it also has no secondary
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23:39:45 <supermop_> yeah
23:39:58 <supermop_> in vanilla coal just goes to black hole at power plant
23:40:11 <Samu> i compared coal to grain/livestock combo and I was a bit surprised by the results
23:40:12 <supermop_> there is no other complex chain
23:40:26 <Samu> they're equal
23:40:47 <Samu> with the advantage of goods being produced
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23:41:25 <_dp_> Samu, goods pay better than coal even if you don't count livestock
23:41:35 <Cubey> So the farm->factory chain is actually well balanced with coal
23:41:59 <_dp_> but iron ore chain is probably even better
23:42:12 <_dp_> because of 3 steps
23:42:20 <Samu> iron one feels disappointing
23:42:25 <Cubey> That means more cost of overhead though
23:42:30 <Samu> yeah, it has that potential, but still disappointing
23:42:55 <Cubey> I tend to look at wood right away because it's almost as good as coal and also causes goods to be produced
23:43:11 <_dp_> speaking of disappointing, if there decent cities pax beats everything :p
23:43:27 <_dp_> or if cities are allowed to grow for that matter
23:46:52 <_dp_> actually, why are we even theorizing about it, just check this: https://citymania.org/goal/1031/best-scores
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23:47:06 <ST2> btw _dp_: already got players complaining of this? https://www.tt-forums.net/viewtopic.php?f=31&t=77042
23:47:11 <_dp_> saber did it with pax mostly and goods iirc, da with goods, me with iron ore
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23:47:35 <_dp_> ST2, nah, no players - no complaints xD
23:48:00 <ST2> well, only happens with W10 with latest update
23:48:19 <ST2> mine still not updated so, no self complaints xD
23:48:35 <_dp_> and mine is not even windows xD
23:48:54 <ST2> that's why I asked about players... not you :P
23:49:28 <_dp_> psst, I have windows too, just don't tell anybody
23:49:42 <ST2> secret kept ^^
23:49:45 <_dp_> for mashinky xD
23:50:15 <_dp_> and compiling cmclient ofc
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