IRC logs for #openttd on OFTC at 2026-06-20
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00:20:38 <tateisukannanirase> peter1138[d]: that waypoint counter is a great idea. I had been shying away from a user-specified solution because sometimes the issue is other players/AI that are not making any effort to manage traffic. But a waypoint can just count other player's vehicles too.
00:20:38 <tateisukannanirase> One issue is that traffic can also be stopped vehicles, in which case the counter would read low but traffic speed would also be low. Could it be an option for the waypoint counter to measure the total time/ticks vehicles spend inside the waypoint tile instead?
00:23:18 <tateisukannanirase> oops sorry I see that concept developed a bit further after your initial comment about waypoints!
00:31:34 <tateisukannanirase> Yes can you share the branch or a patch? I'd like to have a look too!
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05:59:43 <DorpsGek> - Update: Translations from eints (by translators)
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07:18:48 <kuhnovic> We the people demand a PeterN Patchpack 😆
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12:35:56 <shoshonite7060> peter1138: Would comparing actual travel time to real travel time work for rerouting? This would require accessing some data from a vehicle group and stored path. Lower computational load then a heat map maybe. Alternatively if you have the heatmap already changing the weight scale might produce more satisfactory results. Any heatmap/pathfinding for a finite area will inherently habe a guassian
12:35:56 <shoshonite7060> distribution around the geometric shortest path.
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17:05:07 <will_marshall_> I know this isn't a complete set of all the variables that matter, and probably this logic need to be split out to a function within Train (ArticulatedSwapLeadingPart or something)
17:06:02 <will_marshall_> Oh, that doesn't actually provide a permalink to the line in question, I'm talking about line 2174
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18:35:28 <peter1138> I may have had too many post-ride drinks :o
18:36:09 <will_marshall_> the "i've earned it" to "whoops" pipeline
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21:47:13 <_zephyris> I haven't earned it --> whoops
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