IRC logs for #openttd on OFTC at 2018-11-29
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17:18:49 <andythenorth> I need new names for Horse engines
17:21:45 <Eddi|zuHause> or there's this pony series that was hyped for a few months :p
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17:45:14 <planetmaker> any particular themes you need?
17:46:19 <andythenorth> horses, unicorns, names of weather
17:46:31 <andythenorth> or funny dialect words for other animals
17:47:36 <planetmaker> hehe, I could make up such easily ... in German :P
18:00:05 <planetmaker> sounds like an awesome name for an engine
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18:25:19 <planetmaker> you get the building stages wrong. 3-1-2 is the natural progression ;)
18:44:08 <andythenorth> is Chuggypig too stupid as a name?
18:44:15 <andythenorth> sounds like Toyland eh :P
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18:50:26 <planetmaker> well, maybe a bit. But that's no reason not to :)
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19:03:50 <Eddi|zuHause> planetmaker: there probably is a stage 4 :p
19:05:30 <Eddi|zuHause> (this is the A20, which runs along the northeastern shore of germany, roughly from Lübeck to Stettin)
19:22:30 * andythenorth wonders if sort order can be conditional on parameter
19:23:20 <andythenorth> probably can test that :P
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19:35:00 <Eddi|zuHause> i'm fairly sure you can skip the reordering based on action7/9
19:46:25 <andythenorth> also, can we add brake force to trains?
19:51:57 <Eddi|zuHause> we probably should...
19:52:12 <Eddi|zuHause> "acceleration model: original, realistic, more realistic"
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20:08:13 <andythenorth> deceleration model
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20:41:29 <Eddi|zuHause> that's just accelerating the other way
20:42:16 <Eddi|zuHause> you might also want to model dynamic braking (braking is stronger when you go faster)
20:44:18 <andythenorth> mostly it's a justification for caboose :P
20:44:24 <andythenorth> we can probably live without it
20:44:38 <andythenorth> I thought of it while testing engine TE changes
20:44:57 <andythenorth> train took a long time to stop when descending a 7 tile slope :P
20:45:06 <nielsm> iirc the issue with modeling braking in TTD is stopping in front of signals :)
20:45:15 <nielsm> since signals are only checked one tile before or such
20:45:54 <nielsm> otherwise you'd have to have functional (real, not the weird ttdpatch invention) pre-signals
20:46:07 <andythenorth> maybe we do without braking :)
20:46:13 <andythenorth> wondering if I broke Horse also
20:46:24 <andythenorth> the original idea was 'one obvious engine for any route'
20:46:29 <andythenorth> but I have been adding trains :P
20:47:48 <andythenorth> now it's more like 'one obvious engine for any route...'
20:47:58 <nielsm> if the simulation model supported it, one possible function of caboose would be allowing trains to not be speed limited on falling grades
20:48:12 <andythenorth> '...but if you don't want to rearrange all your consists, there's another the engine the same length, but more speed'
20:48:24 <nielsm> since without caboose you might have to set a conservating braking amount before the grade
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20:48:44 <andythenorth> there are silly things that could be done, and have been done
20:48:52 <andythenorth> like nerfing engine speed unless caboose attached
20:50:13 <Eddi|zuHause> sure way to shut out AIs
20:51:51 <Eddi|zuHause> <nielsm> since signals are only checked one tile before or such <-- i usually suggest modelling braking distance and checking the amount of tiles reserved ahead
20:52:53 <nielsm> but then you also have to model sight lines and if braking distance is longer than sight you either need multi-aspect signals, pre-signals, or the speed is limited
20:52:55 <Eddi|zuHause> if braking distance >= reserved tiles, start the next reservation phase, if that fails, start braking (check again next tile)
20:53:28 <Eddi|zuHause> nielsm: i assume that presignals aren't part of the game there
20:53:43 <Eddi|zuHause> it's just blowing up the scope
20:53:55 <Eddi|zuHause> and people are already confused by the current signals
20:54:33 <Eddi|zuHause> so presignals would make the game worse for more people
20:54:59 <michi_cc> Quite unlikely to apply by now though :)
20:55:26 <nielsm> or have "high-speed track" that supplies continus ATC information to trains making sight lines infinite :D
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20:58:53 <andythenorth> is anyone going to consist management?
20:59:03 <andythenorth> I would have to redesign Horse if they did :P
21:02:01 <andythenorth> seems I'm optimising for easy auto-replace
21:02:27 <Eddi|zuHause> you mean "solve autoreplace in a way that doesn't need same-length?"
21:02:53 <nielsm> we need regular expressions for auto-replace
21:05:58 <andythenorth> regular expressions solve all :P
21:06:17 <andythenorth> occasionally I do have upgrade that forces length change
21:06:25 <andythenorth> but not for every engine for every generation
21:06:36 <andythenorth> rearranging consists is tedious
21:09:20 <nielsm> a full consist replace instead of just individual car replace could be useful tho
21:09:35 <nielsm> "replace all trains in this group with ones looking exactly like this"
21:12:35 <nielsm> and actually the auto-renew toggle should also be put somewhere near by the autoreplace UI
21:12:44 <nielsm> instead of hidden away in settings
21:14:20 <nielsm> or even be a per vehicle type setting, "replace MPS Regal Bus with same model, but nothing else is autorenewed"
21:16:37 <andythenorth> so shall I delete some things from Horse then? :P
21:16:43 <Eddi|zuHause> autoreplace is already group-specific
21:47:05 <planetmaker> <planetmaker> @say #openttd hi andy
21:47:05 <planetmaker> -Webster- Error: I'm lobotomized in #openttd. <-- damn, that failed ;)
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